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

Hussar said:
A ghost is ethereal and can pass through anything it likes.

A manifesting ghost is incorporeal and must remain adjacent to the empty space.

Incorporeal is not ethereal.

I have to admit, it wasn't until this was pointed out to me that I realized that I was running it wrong. However, the fact that incorporeal isn't considered a massively powerful ability is probably the reason for it.

Actually, in DnD, they are always incorporeal, they aren't ethereal at all. The only variable is whether they have manifested or not.
 

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Dracorat said:
Actually, in DnD, they are always incorporeal, they aren't ethereal at all. The only variable is whether they have manifested or not.

Not exactly.

When a ghost has not manifested on the prime material, it is on the ethereal plane and has ethereal properties.

When it decides to manifest on the prime material, it is incorporeal.

It is not incorporeal on the ethereal plane.
 

I started my campaign knowing full well that no one would make it to 20th level on their first character. What I did was establish an "adventurer's guild" in town that had already sent several groups into the dungeon before the current group. All of their back up characters have been people that got lost from their group and who the PC's knew from the guild.

This was great for several reasons. It made the dungeon seem dangerous since no one had yet to return. It gave me a reason to throw down dead adventurers (with magic items still on most of em) that the PC's would stumble upon whenever they needed healing potions or a weird magic item. It gave me some jerk rival NPC bad guys that show up to annoy the group.

My idea about starting over in a different region wasn't with their same characters who had just died in Region N, but with different ones from one of these other "lost" groups. Sorry for the confusion.

Actually its kind of energized the group again since they can all switch roles The party's rogue now gets to be the paladin, etc., etc.

I like the idea of them having just come up through Region F and not knowing where they are at. They will realize it when they see the great red dragon in the ice cube who they have seen from the other side a couple game's back.

Nobody ever tried this? Just curious is all...
 

Hussar said:
Max Rebo - J might work. They've died and been sent to Hell. :)

Or, send them to I and have them be "reborn" out of the walls of the region. Makes for a nice icky rebirth scene.

I love you guys, I really do. I hadn't thought of that. It makes perfect sense, too.
 

Jim Hague said:
I love you guys, I really do. I hadn't thought of that. It makes perfect sense, too.

And it works quite well with the ideas tossed around for where the souls of the dead go. Some go to I to be reborn, some go to N for eternal undeath.
 

Hussar said:
I've submitted a DM's Master Map for K, although James is a tad slow in updating of late. He'll pick it up when he gets around to it.

If you want me to put it up on my temp site in the meantime, drop me a line. He still hasn't updated it with the maps I and rvalle sent ages ago.
 

Heh, I might do that. I suppose hosting it here might be an idea too. One of those "when I get around to it things".

On a side note, I'm doing up region J now. WAHOO! I finally get to break out my Sandstorm book again. Necrotic Flaywinds here we come. The rules in Sandstorm for high temperatures and dehydration are going to be really groovy. Hehehehehe.

Now I gotta go digging back through the thread to find Erucsbo's map links. :/
 


Update on James Lorimor's WLD Downloads site.
James has just started a new job which has been keeping him very busy, plus there are a whole heap of other things going on in his life at the moment that have sucked up the rest of his time. He hopes to have some time this weekend to get the site updated, and is more than happy to keep hosting and updating it.
His work commitments are likely to be even busier over the next few weeks as well, and then hopefully things will start to settle down for him.
So - in a nutshell - "We apologise for this break in transmission. Normal programming will be resumed as soon as the problem has been rectified." In the meantime you should be able to grab any of the updates that haven't filtered through to James' site from mine (link in previous post), and I am more than happy to make the newer stuff available until James' life gets back to some semblance of normalcy and is therefore able to update his site more regularly.
 

Thanks erucsbo!

My players had their first game in I last week. When I described the living walls oozing fluids onto the floor there was stunned silence and then "Are you kidding me!?" To my surprise the party kept going though.

They fought the small group of Gricks in that collapsed room. The roamed around and found the room with the dinner table all setup. One player went to check out the 'cloak hanging on the wall" and the 2nd fight took place.

The cloaker flew above their heads and hit them with moans. 2 characters (I only had 3 players that night plus one npc) failed their save vs fear and ran in random directions. One headed West into the room that, by the book, has 10 cloakers in it. I dropped it down to 3. Since the running character had no light source with him I let him know that he hears flapping sounds around him...

He got a light spell over saw the cloakers and ran back into the dinning room. It was looking grim as the npc Druid fell to nausea but the gnome Bard (hiding under the table... the same character that ran into the 3 and brought them back to the party) got off a Calm Emotion spell and all 3 failed their save. The party decided that was enough of their scouting mission and left for the comforts of E and the Garrison.

rv
 

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