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


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Not I. In fact if I find one I'll take it out.

There is no penalty in my game if a character dies. You just create another one at the same level.

Some of my players would be able to 'role' play a Deck ok but at least one player would take as many cards as he could knowing if it goes bad he'll just make another character.

Yes, there are probably things I could do to mess with him, but I don't feel like dealing (ha!) with a Deck.

rv
 

I might add in a powerful magic item deck, but not the DoMT as written. I have these nifty anime-themed decks of cards that might be fun to use as the basis for a new deck, though.
 

erucsbo said:
Hi Hal, just finished listening to episode 40.
Paul posted when you finished (I think the post got lost in the EnWorld crash). Well done from starting 9/9/04.

I'm curious about the thing with Balazaar and Shar. Seemed to go nowhere. Was there something more behind that?

Hi there,

Yeah, I was hoping that he might go for it and become and Shadow Adept but he did not want to take that path in the end. It was more of a character option for him than anything else. He shunned her and she left him to it. It only seemed fair. One of the problems with the Dungeon is the lack of external options so where possible I tried to provide them!

Hal
 

erucsbo said:
Oh - another thing Hal, you mentioned in one of the early (perhaps the first) recording that there was a Deck of Many Things in the WLD. Where?

Yeah! That one was my bad! I do not think there is one but there should have been :D If I had had a chance I might have dropped one it there in an obscure room somewhere :D As it turned out we had a lot of fun with the Wand of Wonder instead :D

Hal
 

Foxheart said:
Yeah, I was hoping that he might go for it and become and Shadow Adept but he did not want to take that path in the end. It was more of a character option for him than anything else. He shunned her and she left him to it. It only seemed fair. One of the problems with the Dungeon is the lack of external options so where possible I tried to provide them!

very true. The baldness and the nubbins seemed a little excessive imho (and those in my party who played dwarfs would have been devastated), plus the spell restrictions placed on him, but Paul seems to have rolled with it [even if he did try to remake dwarvenkind in his image].
 

Foxheart said:
Yeah! That one was my bad! I do not think there is one but there should have been :D If I had had a chance I might have dropped one it there in an obscure room somewhere :D As it turned out we had a lot of fun with the Wand of Wonder instead :D

Based on Lindsay's RPing of Feylin - especially wrt the rod of wonder, halflings are the new Kendar.
I might put in a DoMT as I have the one that came with Dragon #148 and it's fun watching people draw cards for real. Plus it makes more sense (to me) for the Celestials to have tried to imprison the deck in the dungeon (as when it has been used it disappears - 'to torment and tempt other weak willed mortals') than some of the ridiculous magic weapons that can only be used by evil and can't escape on their own.
 

Map of the whole dungeon

btw - my pre-earthquake map is up on James' site:
http://www.james.neetersoft.com/wld/wld-big-old.jpg

If you have suggestions for changes then please let me know.
Some explanatory notes:
resolution is limited because
  • I don't want players being able to drill down to detail if they get their hands on an electronic copy
  • It was an edit of a copy and paste of the whole dungeon pdf from AEG
  • It meant I didn't have to wipe out individual room numbers - especially when I copied rooms from other sections
  • It made it easier to remove the blue that indicates secret doors
The entire eastern side has been removed as has M
  • the Devil Vault has been placed in the space where M was. This is because the Vault was never meant to be reached physically.
  • dungeon elements from L have been shifted to K - they would have slid to L after the collapse mentioned in the intro to H
  • H was a collapse from above so I didn't feel that it belonged in the original plan anyway
  • I probably should have closed off the cavern to the east of N, but that is easy enough to do, and could conceivably been a dead-end tunnel anyway (to a Celestial hospice or Inevitable reprogramming centre perhaps)
The breach in region A has been removed as has the earthquake and lava damage through the centre of the dungeon.
Areas that looked like tunnels that had been made after construction (I, C, N1) have been removed where I have found them.
Please let me know if I've missed any.
 



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