World's Largest Dungeon in actual play [Spoilers!]

Heh, I FINALLY finished region A with my guys. A NINETEEN round grudge match with Longtail and his familiar. Gack. Only one PC had silver weapons, the guy with magic weapons failed his will save and launched himself into the portal after being Suggested that it was the means of escape. So here was the ranger with a pair of silvered daggers doing a d3 points of damage per hit. I actually burned out ALL of Longtails spells and then went after the party with his own dagger. Dropped characters left right and center only to have the two party clerics bring them back. A lucky shot with a vial of oil followed by a lucky shot with a tindertwig lit up Longtail and a very lucky crit from the spear wielding orc finished him off.

Whew. Nineteen rounds of combat, six PC's, one NPC, two bad guys. All in two hours. Not too shabby.
 

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I just finished section A myself with my World's Largest Solo. It goes a bit faster and with the character starting at a bit higher level has made for some fun. Longtail was a battle, but he was able to escape into section B where she is going to be going herself.
 

BlueBlackRed said:
I'll say darkmantles feed off the fear they create.

Rooms N50 through N52 seem to be a mystery that only Mr. Pinto can answer...and yet he hasn't.

okay.

i've thumbed through the text, looked at the maps, and pondered your question and thoroughly

....

and i'm stumped

but

never fear, i have an idea and its quite easy to implement

Each Room is filled with brilliant, almost blinding light. The walls glow with an unexplainable energy (choose a bright color). An unholy hum fills the otherwise empty room. The walls, covered in gore, ichor, blood, and offal depict scenes of graphic depravity beyond anything the PCs have ever witnessed.

Don't describe it. Let their own imaginations take over here. For once, let the PCs come up with the horror for themselves. By now they've seen a lot. And if you tell them the walls are BEYOND imagination, they will conjure up much worse than you will.

Upon entering the Room, they immediately become nauseated for 1d4 days, in addition, each Room produces a more powerful and deadly result.

Room N50 = causes the PCs to become frightened. DC 25 Willpower save.
Room N51 = causes the PCs to become frightened or panicked if already frightened. DC 27 Willpower save.
Room N52 = causes the PCs to become frightened or panicked if already frightened or helpless if already panicked. DC 30 Willpower save.

After 1d6 hours, the helpless effect wears off. After 2d6 hours the panicked effect wears off. After 3d6 hours, the frightened effect wears off. Afterwards, the PCs suffer a -2, -4,, or -6 morale penalty to all future Willpower saves will in Region N. The penalty is equal to the number of failed saves, times two.

Yeah.

Sorry, not my best writing. But its almost midnight and its been over two years since I began work on this project. I honestly can't remember what was supposed to be here.

If you don't like any of these ideas, make the walls transparent walls of force, with vile, inhuman, demonic beasts slamming against them over and over again. That should merit the same effects above.

Any thoughts? Should I turn in my dice?
 



Last session, October 15th - Region J, Third Ring

The Fire Giant's Defense

The party returned after camping with the Drow to find the lava bridge seemingly open. One Fire Giant sitting on the other side spotted them and immediately retreated into the caves to warn his brothers. The party upon seeing this began to sprint for the bridge at top speed.

Initiative

Three fire giants came forth from the cave a round later and began pelting the party with rocks.

At the other side of the bridge the mounted Paladin (and soon after everyone else) found a 10 foot high pile of rocks with a net planted on top blocking his path. Unable to jump it the Paladin began retreating back toward the other side of the bridge. The Rogue began to climb it.

With the Dwarf and the Cleric lagging behind and the Theurge and Druid (in bat form) flying across, a second volley of rocks did some damage to the party.

The Theurge cast Confusion (with +2 to the DC of the save from components in region I). Two of the Giants became confused.

The Cleric cast Flame Strike on the pile of rocks, bringing down the net.

As soon as all but the cleric were on the bridge the real trap was sprung however and two more giants who had been sitting in the Lava River under the bridge surfaced and tried to trap the party on the bridge.

Hours later (real time) the Rogue is perched on top of the rock pile throwing daggers at the rock throwing giants, tripping one up occasionally. The Dwarf and Paladin are fighting one giant on the retreating side of the bridge, the Theurge is providing support from the air while the Druid is waiting to heal anyone who needs it. The party is slowly winning the battle.

This is where things turn ugly for the Cleric. Having never made it to the bridge the Cleric is faced off against the last of the 5 giants. They trade blows for a while but as things turn bad for the giants this one decides to take a more drastic tactic. Grappling the Cleric easily the giant quickly establishes a Pin, then on his next round he moves at half his rate, carrying the Cleric into the lava river.

20d6 damage even with 20 points of Fire Resistance on is hard to take. The cleric will not survive a second round of immersion. Fortunately the party manages to kill the giant during the ensuing round and the Cleric frees himself from becoming the next member of the World's Largest Graveyard.

----------------------------------------------------

Having won the combat, though the two confused giants are still occasionally throwing rocks at them, the Giant Queen emerges from the caves with another escort of giants to parley. Only really wishing to pass through this area to find Ikriit (Boyikt) the party agrees to halt agression and to hunt Baltazaar the Troll in the fourth ring for a sizable reward.

Next week: Trolls in the Fourth Ring
 

C 105 Test of Charity

We are still in B and won't be here for a while, but I read ahead and was wondering how people handle this room. THe players make their choice as they are instructed but how will they know to explain their action? AS a DM I could just ask them why but I'm hoping for a more in character way to get them to explain their action.
 

You could always go with "As you pick up the item, the sounds you hear quiet, and the lights seem to dim expectantly." Atmosphere. If the PCs just don't get it (very likely - those tests are vague) then you could have the character 'get a feeling' of what needs to be done as he/she/it picks up the item.
 

Region A Timeline

I said I would get around to this eventually

REGION A TIMELINE

These timelines are absolute guesswork, if you find evidence within the Maximus Carcer Mundi (WLD), of errors or additional material please post such information or forward it to worldsmith at gmail dot com and this sage will correct his erroneous assumptions.

- 5,000 BD (Before Death) Founding of Maximus Carcer Mundi (WLD)
-Pillar rooms are built for the private meditations of the celestials.
-The Golden Age of Imprisonment
- a horde of fiendish beasts are imprisoned within a extradimensional prison connected to a celestial chapel (why they imprison nearly mindless beasts, is a subject of much debate)

-300 BD The First Great Earthquake
-The first of a massive number of escapes occur including room A109 unknown creature
-Magma fills parts of the dungeon
-The Chapel room A103 is abandoned
-Holding Pens room A106/107 used for the last time
-First Arrival of the Derro
-Wizard in room A105 dies
-The Cursed Throne Room A52 is built and used during this time
-The Torture Chambers room A32, 52 54 and 98 are used by escaped prisoners


-100 BD The Second Great Earthquake
-The second mass escapes occur including , A48 minor demon,
-Driders and Drow arrive
-Second arrival of the Derro
-Due to extensive over excavation by the derro a great lake floods a two sections of the dungeon
-Drow slave dies in room A108


0 TD (Titan Death) one of the titan doorwardens dies allowing many new creatures through the southern entrance.
-Longtail a gifted were-rat sorcerer gains the Imp Achysux as his familiar who communes with a evil power that was once imprisoned in the dungeon and arranges from Longtail to gain the knowledge of a fiendish horde still held within a extradimensional prison within a chapel close to the southern entrance.
-Longtail Gathers a large # of humanoids including orcs, troglodytes, lizardmen and even kobolds to his cause, telling them a great treasure is hidden in the dungeon,
-War erupts between the Gunters (Orcs) and Scalys (reptilians) over paranoia that the others are keeping secret treasures for themselves.
-Longtail is able to open the portal in the ancient chapel but a horde of fiendish darkmantles that he cannot control along with other fiendish beasts invade the dungeon decimating the warring tribes.
-PC’s Arrive

Next time region E timeline and more Region D EPIC ADVANCEMENT
 

Status update on my group - they have a veritable army. They managed to ally with the kobolds (and ended up finding/rescuing two more from the orcs, bringing the total kobold numbers up to seven, plus the krenshar makes eight) and the lizardfolk, meaning that the 4 PC's are travelling with 11 NPCs! (This includes a porter that one of the PCs brought along with him. I haven't managed to kill the porter yet... >=D) So, yeah, insanity. It's been fun developing all the personalities, though... the lizardfolk have taken a real shine to the party's halfling rogue, for example, and Boyikt is having SO much fun screwing with the party's gnomish paladin... Literally, in order to convince the gnome paladin to travel with the party, the gnome sorceror and the halfling rogue BLUFFED him into thinking that the kobolds were polymorphed silver dragons! Tons of fun... and then, of course, next session, the halfling rogue screwed it up when he was translating what some orcs in the hallway were saying, and translated directly "I smell kobolds around here!" Whoops. ;)

I'm pleased, though - the party's been bulking up to fight Longtail and everything. I fully intend to use the suggestion posted several pages, though, in switching Longtail for a kyton. :D Great suggestion, and it'll be a real surprise for the players. That, and the nasty ton-o' chains thing will most likely reduce the army's ranks. ;) Always a bonus.

It was funny to see, though - today, the party cleared the Lair (the darkmantle-filled rooms on the east side of Region A) fully, and found out just how useful Flaming Sphere is...

WLD has been great fun, and beyond a few complaints about inexactitude of stat blocks, (No spell resistance for the fiendish swarms! No damage reduction for the 4 HD fiendish swarms! Improperly figured spell resistance for those who have it!) I'm very happy with the product, and am more than willing to check over the stat blocks and fix errors as I go. Good job on this product, you guys. High fives for all of you. :)
 
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