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

Region 'I' has claimed its first victim!

I feel a little bad about it as the character did nothing wrong... it was just bad luck and more my 'fault' then his.

The characters have been talking the Dark Naga. She is making a deal with them to retrieve Malhir's (sp?) Spell book and notes and she will give them background information and knowledge about what is going on in the Region. The players reluctantly agree and, as the result of a very good Diplomacy roll, she gives them some of the background information right then.

She tells them of the drider, drow and the experiments being done and the magic mishap that took place. She says she wants the book and notes so that she might be able to undo the damage that took place. She also tells them that she will give them something that they will want/need (the Ritual of Undoing) but she doesn't tell them what it is.

The party heads off though the ruined lab. They have been though here once already with no problems. THIS time there is something waiting for them.

A Shrieking Terror (MMIII) (but each of the 5 heads was black and elvish looking) lets loose its shriek and drops on the party, kissing two of them. After a fierce fight they drop the creature but one of the characters fails most of his Fort saves against the poison bites so his HP's don't come back even with Cure spells. The party pushes on and gets the door to the lair open but can't answer the question so they head back to the Dark Naga ( as a side note: the questions asked could only have been setup AFTER the disaster happened! That seems... odd).

Till now the party has been playing it very safe. Go into I, get into a fight and pull back to E to rest and heal. THIS time I hit them with two back to back very hard encounters... after the Terror they have their first encounter with Madness!

The main reason I wanted them to met Madness is so that the offer of the Ritual has some meaning.

So, on their way back they hear 'bubbling, dragging, popping noises. And they sound... eager." This is just North of the 4 way Burning Hands trap. The party dithers around not sure what to do as the sound comes closer. Finally it enters the range of the dwarves darkvision.

I show them the MM picture of the Gibbering Mouther and say it looks sort of like this. But bigger. And ALL the teeth are big and sharp and pointy. And there is one set of teeth that show up now and then that are 4-5 inches long. And there are these two big claws that from and drag it forward. And spider legs that keep forming and waving about.

The party decides they are going to pull back and let it take some damage from the Burning Hands trap. So they all start to move South... and mostly get lined up in the hallway. One of the characters says "I hope it doesn't have a lighting bolt". :]

So Madness moves forward and steps up his gibbering. Everyone in range fails their saves. Then it lets loose a lightning bolt ( I should have said that the big set of teeth appear and open and the bolt shoots out of it. I'll have to do that next time). Everyone in range fails their save.

I roll for damage... 35 points. Hmm... the halfling sorcerer only has 30 points. "25 points of damage" I tell the party. "Oh man, I only have 5 left" says the Halfling.

Well... the character that had lost all the HP's from the Terror was standing in the hallway with his 'max' HP's of 15. 25 put him at -10 and he drops to the floor dead. :(

In a bit of grim humor the halfling Cleric (of war no less) rolls for confusion and gets 'attack nearest creature'. He's standing right in front of the fallen character. So he turns around and buries is axe into the poor guys head (rolled a 20 but didn't confirm the crit).

To finish the story the party pulls back. The groups Gnome Bard hits it with a Glitter Dust. One of the few spells that has 'No' next to SR and it fails its save and is blinded. It rolls forward anyway. The Dwarven Fighter hits it with his non-magical axe and does no lasting damage. Every spell the Sorcerer throws at it fizzles. Cleric casts a Holy Smite... fizzles. Madness rolls though the fire trap with no apparent damage.

At this point the party decides its time to run. Madness has moved up a few times (slowly...) and bit the Fighter with those large teeth. Madness somehow seems to know exactly where he is standing even though his eyes are glazed and staring off in all directions (Tremorsense, though I still gave him a 50/50 miss chance).

They scoop up the fallen body and run back to I chased by Madness the whole way.

There is once again talk of avoiding this whole area and going to check out the Minitors to the E. :)

BTW, Bards are an excellent counter to the Gibbering of Madness. He was able to roll a Perform check and characters could either use it or roll their own save. Since he rolled a 31 there was not much point. Characters already under the influence of the Confusion got another save and so came out if it. Though he had to keep this up for the whole fight as Madness Gibbers the whole time. Once the Bard stopped (to run away) they had 5 rounds till the effect wore off. They made it to I on round 5. :)

rv
 

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Hussar said:
Hopefully the site will be up again before too long. Sounds like some personal issues are getting resolved. Hopefully gunplay will not be involved. :)

As far as the room descriptions go, I was actually referring to those who are participating in the WLD project as it's been a group effort to type in all those room descriptions, rework maps to be used in Open or FG and create die rollers for Openrpg. When the site is back up, you guys will be welcome to pitch in and partake in the spoils. It wouldn't really be fair to hand over everyone's work to the general public though.



Great I'm just about to start a campaign and would love to get involved with your project I'm already playing with the idea of importing the module into DM genie. would you mind shooting me an email to let me know what i can do to help and the url and such kmcorriganjr at google com
 

Emeritus

hey again,

i was floating around the net and saw this was on the front page of enworld.

almost 1800 posts (again)

for those who care, i'm the new art director for anachronism (part time), i'm working for zietgiest, and i have a few projects in the works.

my blog has some updates.

someone was mocking the WLD to my face the other day, not realizing who i was

it was quite hilarious

i just smiled and moved on

anyway, i just wanted to stop in and say hi.

...

hi

- jim
 

Hey Jim, good to see you.

I do actually read your blog, even if I don't post often to it. Some interesting stuff. Since you're here, how much of what is on your blog do you think influenced design decisions in the WLD? For example, you've stated more than a few times that you dislike certain effects and spells - web and grease jump to mind here. Did you come to that decision before the WLD or after?

To all those who've shown interest in the WLD project - I ask that you all be patient just a little while longer. The problem is apparently being sorted. I think. I hope. Sigh. But, when things come back up, you are all certainly invited to take part.
 

BlueBlackRed said:
Nah, they're still not useful.
This should be filed under "Blind squirrel vs. nut"

I don't quite agree with that. As the figher of the group said once about the Bard (Reck is his name): "Reck has saved the party more times then I care to admit".

It helps that the player is VERY good. He also likes to take 'odd' spells and find uses for them. That +1/+1 adds up and, now that they just made 8th level, its going to be +2/+2.

I think I saw someone else say this, but Bards make a very good 5th character to the party.

rv
 


Hussar said:
- to JimP - For example, you've stated more than a few times that you dislike certain effects and spells - web and grease jump to mind here. Did you come to that decision before the WLD or after?

as a side note - my players used Grease on the walls against the Chokers when I had them attacking enmass a few sessions ago. Quite effective.
 

another Region I session last night (and it will be 6 weeks until the next one). Missing were the players of F8 and F3/W5. I figured with F7, S8, x2 C8 and W3/C3/MTh2 the party had enough firepower to be able to ignore the missing characters. They had found I4 (and Eight-Strike Fang) in the previous session and were contemplating what to do when I decided to up the tempo. Stumbling in to the secret room came 5 drow. I allowed spot rolls to determine that the weapons were not in the best shape (one of the clerics has Weapon smithing) and their leather armour wasn't fitting properly. The party came to the conclusion that these were escaped slaves and for once didn't decide to fight first and ask questions later. I had one of the drow ask the party first in Undercommon (which of course only the drow NPC understood) and then in elven (which the h/e MTh could speak) what they were doing there and whether or not they were friend or foe. I had Jaxom (the drow NPC) talk a bit to them (in both undercommon and elven before saying to revert to common for the rest of the group). I mentioned on several occasions (and guestured as well) that both the drow and Jaxom seemed nervous or fidgetty - don't think anyone got the hint ;)
Weapons were stowed and the drow told the party about Siglinde, about their route from Siglinde's area to I4 (and how they had to move quickly and quietly and without going down side-passages through the area with the Gricks), and that Siglinde's was a crossroad to the SpiderKings, Madness area (where once again they raced through), and Mahir's Lab area (which they avoided). They said that they negotiated with Siglinde and did tasks for her for being allowed to go through her area (so the party knows that she can be negotiated with). I hinted about the GreenDeath, and it looks like the party are interested in heading towards Mahir's cache (yay!).
They left I4 and proceeded to I16 (with the purple slime - now that they knew that it wouldn't cause them any major problems apart from being a bit sticky). Instead of taking the direct route through however, they all decided to troop down the dead-end passage to check for secret doors. So of course on their way back through the room to the southern passage was when the Gricks burst out of the rubble right next to the party. They only had themselves to blame and single file in the middle of the group were the two unarmoured arcane spellcasters - can you say brown trousers?
They survived, using up a fair bit of curing and headed to I18. The sorcerer used Shadow Magic to conjure a bear to check out the room. I had it pass out of sight in the rubble before shrieks and rending noises indicated that it had encountered something. They then decided to lob a fireball in the room - note - this is a room "choked" with rubble that "kisses the ceiling" (sigh). Roll d20 (result is a 2) so I had the fireball pea only travel 5' before impacting some rubble and going off, and because it is a spread, not a burst, managed to backblast down the corridor to the rest of the party (most of whom made their saves). More healing of the almost crispy sorcerer (plus the last of the lessor restorations when he failed the fort save for his HP going under his Con) and they decided to not try I18 but head for I17 - where they decided to open every friggin' door (double sigh).
Inside the first they found that the flesh on the walls had been rended and bitten off by something (clue 1). They also heard a door creak further up the corridor (clue 2). Behind the 5th door they found a grick tearing flesh off the wall (clue 3), so they decided to wait until it came out of the rrom before wellying on it - which of course made enough noise to alert the other dozen or so gricks in the area.
Big fight ensued with the party eventually victorious (and me taking great delight in telling the (now non-magical) spiked chain wielding fighter that she couldn't do AoO on many of the Gricks as they moved from 10' to 5' away because they had cover (either from other gricks or walls)). The fighter had dropped below Con in HP and despite being a dwarven fighter still failed the fort save and now has "the Curse of Madness" (+2 Str, +2 Con, -6 Cha and DC20 will to avoid going crazy and attacking nearby creatures) for 4 days.
Next encounter will most likely be Siglinde or her minions, and I'm going to do the Eva Gabor voice (thanks rvalle) :]
 

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