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


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rvalle said:
erucsbo, do you know what the diff is between the two J player maps you have hosted?

rv

The maps that I did?

PlayerJ contains all the areas.
PlayerJb contains all the areas except those only reachable by secret doors.

PlayerJ is useful for DMs who use electronic maps to show players where they are.
PlayerJb is in case the DM wants to hand out a map (without giving away the locations that are hidden). I did a similar thing with the Kelara map for E and the Serenneth maps for A and B, but those were doctored more to the final result (which have been given out to my players). PlayerJb hasn't been doctored yet because there is a good chance my players won't go there and I didn't feel like doing the extra changes until I needed to. :)
 

Ahh, nice.

It looks like the main way out of J is K. Or along the lava river into N. I hope my group takes the same way as Hussar's so I can keep using his maps. :)

Going back to read BBR's postings of J. I can't remember if they fought the Dragon or not. I think they did but it wasn't that tough a fight...?

rv
 

Wow... J is going to be interesting.

Reading though BBR's WLD blog he's had 3 character deaths so far (1 from a behir and 2 from giants). I think my group is weaker then his if for no other reason then we don't do the Haste spell the same way his group did.

AND... they will probably be hitting J at only 9th level as they are tired of I. They are 8th now but I'll bump them to 9th before they go into J.

I'll have to find Hussar's postings (I think he has some) and see how its going for them.

rv
 

Wow... this thread is still alive

I haven't been haunting enworld for nearly two years, the fact that this post is still going strong really is impressive!
 

twofalls said:
I haven't been haunting enworld for nearly two years, the fact that this post is still going strong really is impressive!

welcome back.

I find this thread one of the most valuable resources available for DMs running WLD, and as I'm still running it, will continue to use it.
 

My players have found Mahir's cache.
Detect Secret Doors made fairly short work of the diabolical locks guarding the book of Rituals, and I also threw in a pot with some doses of Halruaan Great Elixir (from the Shining South) as well as the Fountain of Fortune's Folly that was in Dragon magazine a while back. Both seemed appropriate for the forces and magics involved.

They encountered the phasm and didn't fight it - after discussions started getting a bit edgy and they picked that the room was set up to look the way it did, it triggered the gas trap and the party retreated. They have stocked up on the bogus reagents though so may have some fun with that in the future.

Lots of fun with the drider statue that locks the doors to the cache, once they realised that they could talk to it instead of just simply answering the questions. I even threw in the line that it wasn't a simpleton like the ones from "Sirius Cybernetics Corporation" who derive pleasure from opening and have their satisfaction in knowing that they have done a good job. - Not sure where they will head next session, so I better start reading up on Section J just in case they are too scared to head north.
 

My group also found Mahir's cache... with the help of a Drow rouge supplied by the Snake-lady.

They found the book and I also used this as a chance to give the characters some magic items as they are a bit low. They found a +2 Bastard sword, a +4 Cha cloak, a +1 icy burst sickle, an amulet lf +2 Natural Armor and an Ion Stone that gives +1 AC.

They gave the Book to Snakey. After a few days she found the Ritual of Unmaking and gave it to the characters and kept the rest of the book. I think I'm going to turn her into one of the Spider Kings and she'll set herself up down in I.

The group had given up on the Ritual as they heard what was needed in order to use it (those high Spellcraft rolls). They finally had the idea to ask Keldara if any of the Garrison Members could do it... She has a +17 Spellcraft skill as does her 2nd in command. After some thought she said she would be willing to do it but refused to risk both her and her 2nd.

The basic plan was to cast the Ritual onto Madness and then fight Anguish when he showed up. As the group had not met Anguish yet they went off to see what he was all about.

Knowing he was to the W they went straight to his lair. He swooped down, did his lighting bolt and landed to fight.

3 rounds later he was 'dead' with minimal damage to the party. :(

Thinking that was easy and having never really stopped to fight Madness they headed over to 'finish this'.

I've been giving Madness a 50%-50% chance to be lying in wait for the party since he knows they are around. He was... so he was waiting in a hallway trying to be quiet. The party heard him gibbering anyway... (gobble-gibber-shhhhhh-blork-splirt-sshhhhhhh) and backed off. He came out and moved to engage the party.

First round he does 50 some damage to the high AC fighter taking none in return. The party realizes that Madness is NOT Anguish.

Round 2 the halfling cleric of war moves up to join the fun. As he did NOT have a Freedom of Movment cast on him (as the main fighter did) he took 40 some points of damage and was grappled by the little mouths.

The main fighter tries to sunder one of the mouths. He does 18 points with his axe... - the 15 points for it not being a Blunt weapon he JUST manages to cut it off as it streaches all the way to the floor before breaking.

One of the other characters hits it with Sendar's Holy Spear. Not only does it NOT flash for extra damage (Madness is N) most the damage closes back up.

The little hafling gets away as another Freedom of Movement is cast on him by another Cleric. He moves away but this leaves her next to Madness.

57 points of damge and 3 mouths attached to her... the Cleric of War casts a FOM on her (dang that spell!) and everyone runs away.

Net result: about 150 points of damage dealt out by Madness and he took 5 in return.

The party DID get a chuck of Madness to use for the spell though.

Next game they try to Ritual. I think I'll take a page out of BBR's book and let them cast it twice. Either that or Angish learns to leave them alone.

Though... I'd like to make Anguish a bit tougher as he was a total push over for the group. Maybe with the idea that each time they 'die' and come back they are tougher (and Madness has had this happen to him more which is why he's tougher).

Any idea other then just adding some HD to him?
 

quixotic

for reasons i cannot comprehend, i find myself wanting to a... play in this thing... or b... run it...

i'm not sure why

but perhaps since my gaming in the last year has been reduced to almost nil, i find myself eager to play something "nostalgic", although with my own homebrew adaptations

is anyone running this thing in southern california?

how is everyone doing, by the way

good to see you back, two falls

btw...

anyone know of a better system than meetup for finding gamers in "your area"
 
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rvalle said:
My group also found Mahir's cache... with the help of a Drow rouge supplied by the Snake-lady.

They found the book and I also used this as a chance to give the characters some magic items as they are a bit low. They found a +2 Bastard sword, a +4 Cha cloak, a +1 icy burst sickle, an amulet lf +2 Natural Armor and an Ion Stone that gives +1 AC.

I want my group to have to battle a bit before getting more goodies (the elixir and fountain notwithstanding). They are getting used to taking the diplomacy route now, which is extremely encouraging.

Q: Mahir's book of rituals. This is a book of rituals for sorcerers. How have people approached this? - specifically? I'm considering allowing the wizards to use it to learn new spells normally, but also allow sorcerers to use the rituals to replace spells they currently know with others in the book. But I'd need to limit this (1/week? 1/level? 1 swap/day?)

thoughts and comments welcome.
 

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