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

Thanks James.

I know, that's a brute of an image, but, if you download it straight to your 'puter and use it from there, you'll find that it's pretty easy to read.
 

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I am always happy to see both jims around

Ok Mr. Hague my party starts into region E next session (this comming tuesday)

I went and modified and corrected some states and made some modifications (half-drow template to the creatures that were originally drow) those changes are to numerous to take up space here so I put them here
http://www.rpgmp3.com/modules.php?name=Forums&file=viewtopic&p=7719#7719

I plan to have Maddness do a walk through on the party, returning to it's lair as it has just finished hunting and is tired.

I have a read-aloud section for it's description based on it's type
This Unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but not the constancy, of dark bronze dragon scales, Countless horns, glowing red eyes, toothy mouths and bat-like wings constantly form and disappear all over the creature, often retreating into its body even as they become apparent.
(It smells like spoiled meat)


I have pregenerated the combat as I know that Maddness has ALOT of die rolls with the idea that the party will hear Maddness' Gibbering before they see Maddness. and taking into acount it's slow movement (this is using my updated movement from the link above as maddness normally only moves at 10, I increased his speed by 10 as a normal mouther is Medium and Maddness is Large, if you use the maddness in the book you will have to update distances.)

I am trying to be fair, but I want to be sure, but I believe maddness can make a full attack, improved grab, blood drain and attempt to engulf all on it's action, is this correct?

- 1st round (60ft) move 20ft and gibbering
60ft gibbering: DC 20 Will save or be affected as though by a confusion spell for 1d2 rounds, immune if save
d%------Behavior
01-10----Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20----Act normally.
21-5-----Do nothing but babble incoherently.
51-70----Flee away from caster at top possible speed.
71-100---Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

-2nd round (40 ft) move 20ft breath lightening and gibbering
60ft: Breath weapon line of lighting two creatures in the line
(8+5+4+1+4+8)=30 Ref save (DC 25) for half damage

-3rd round (20ft) move 20ft, spittle attack or bite attack, and gibbering
30ft spittle
Attack: Bite (11)+17=28 melee (1+1)+8=10) or spittle +8 ranged touch ((3)=3
acid plus DC 25 Fortitude save or be blinded for 1d4 rounds. )

-4th round (0ft) 5 ft step, Full Attack, improved grab, blood drain and gibbering
Full Attack: 6 Bites (19)+17=36, (14)+17=31, (3)+17=20, (11)+17=28, (3)+17=20, (6)+17=23
melee ((4+6)+8=18, (3+1)+8=12, (1+6)+8=15, (1+6)+8=15, (4+4)+8=16, (4+1)+8=13),
6 grapples (9)+21=30, (2)+21=23, (5)+21=26, (6)+21=27, (1)+21=22, (14)+21=35
2 claws (15)+14=29, (7)+14=21 melee ((6)+1=7, (1)+1=2)
and spittle (3)+6=9 ranged touch ((2)=2acid plus DC 25 Fortitude save or be blinded for 1d4 rounds. )

-5th 5ft step 5-ft Grabbed with 3 or more engulf 12 attacks on engulfed
Engulf DC 26 Reflex and 12 attacks
3 grapples (12)+21=33, (1)+21=22, (16)+21=37, (8)+21=29 and 3 points of Con
8 attacks (11)+21=32, (13)+21=34, (7)+21=28, (17)+21=38, (2)+21=23, (15)+21=36
(6)+21=27 damage: (4+5)+8=17, (6+5)+8=19, (2+4)+8=14, (2+2)+8=12, (4+1)+8=13
(5+5)+8=18, (6+4)+8=18, (2+4)+8=14
8 grapples: (20)+21=41, (9)+21=30, (1)+21=22, (3)+21=24, (13)+21=34, (10)+21=31, (13)+21=34
(18)+21=39 and 7 points of Con damage

6th round double move retreat

I have also done this for the Battle with 10 cloakers to help speed up that combat.
 

Player maps of WLD

Does everyone use the print out player maps of the wld? Has anyone done it "the old fashioned way" with graph paper? I just don't like the idea of handing them a big map with every room marked -- even if the secret doors are not marked, they will easily find their way in as well as have access to info the really should not have. I think it would be hilarious to have the players have no idea how big the dungeon really is... I could almost see clearing off a wall in my basement and tacking the maps up as they go --- hee hee --- if they kept going eventually they'd fill the wall from floor to ceiling.
 

dorentir said:
Does everyone use the print out player maps of the wld? Has anyone done it "the old fashioned way" with graph paper?

I'm not though I was tempted. But I've moved away from making mapping a challenge a while ago as we moved the focus of our campaigns from that type of thing to other parts of the RPG. With the right group though it could be fun and challenging.
 

I don't give them the player's maps, per se. After each session, I'll give them a portion of it that corresponds to what they've explored so far. Once, to speed things along, I had one of the characters see the map in a drug-induced vision (I don't remember the exact room that was in) and gave them the whole player's map. I also had the Celestials in Region E provide maps of all the adjacent regions.

It really sped things up. At the beginning, I would spend an awful lot of time describing empty corridors. With the map, it makes it much easier 'cause we don't have to map out every inch of thousands of feet of empty corridors. But, they still have to find/earn the maps, I just don't hand them out willy-nilly.

JediSoth
 

dorentir said:
Does everyone use the print out player maps of the wld? Has anyone done it "the old fashioned way" with graph paper?
I draw it on 11"x17" graph paper, then the players draw it on our lexan grid.
The drawback to that is that the map doesn't match up to grid lines in most of the regions.
Makes for some sad looking maps when 2 areas join together...
 

Mapping in WLD is one area that using a program like Fantasy Grounds really shines. I drop the player's map from James's web site in, then zoom all the way down and drop the players tokens onto the map, then unmask the map as they move their tokens around in 'real' time. As they come to open doors I show a V pattern into the room to show their line of sight. When combat happens I drop tokens for the bad guys on the same map and we duke it out. When a trap goes off there is no question about where the characters are so you can see who gets hit. No need to ask for the marching order as they move their tokens down the hallway in the order they want to. Very cool.

One of the players has already said how great doing the map is like this and how doing a map during a face to face game is going to seem painfull now.

rv
 

I draw the map out on a white board as they go. I have a large enough board that I can leave it up from game to game. Depending on how large I draw rooms I can get quite a bit of the map on there before I have to erase. Down on the player's table we have a small board marked out to be a 60 foot section of 10 foot wide hallway they can set their figures on between encounters to indicate marching order, and then there is the battle board.
 


rvalle said:
Mapping in WLD is one area that using a program like Fantasy Grounds really shines. I drop the player's map from James's web site in, then zoom all the way down and drop the players tokens onto the map, then unmask the map as they move their tokens around in 'real' time. As they come to open doors I show a V pattern into the room to show their line of sight. When combat happens I drop tokens for the bad guys on the same map and we duke it out. When a trap goes off there is no question about where the characters are so you can see who gets hit. No need to ask for the marching order as they move their tokens down the hallway in the order they want to. Very cool.

One of the players has already said how great doing the map is like this and how doing a map during a face to face game is going to seem painfull now.

rv


Me too.

I hate "me too" posts, but rvalle said it so well. Without the players' maps I don't know that I would be running WLD on Fantasy Grounds. Any future modules that I run on FG will also need players' versions of all maps.
 

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