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

Hehehe. J is an absolute blast. The party is currently planning on doing some hit and runs on the 9 Fiendish wyverns (death on wheels) to whittle down the odds a bit.

This is going to be fun. I figure if things get too hairy for the party, I'll toss in some of the regions other denizens to even out the fight. Maybe a couple of the giants want some payback or the behirs who hate dragon, decide to get in on the action.

Hehehehe. Also in the process of enlarging Serratine's area into a Far Realms incursion. Will have to see how it goes.
 

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Hussar said:
Hehehe. J is an absolute blast. The party is currently planning on doing some hit and runs on the 9 Fiendish wyverns (death on wheels) to whittle down the odds a bit.

This is going to be fun. I figure if things get too hairy for the party, I'll toss in some of the regions other denizens to even out the fight. Maybe a couple of the giants want some payback or the behirs who hate dragon, decide to get in on the action.

Hehehehe. Also in the process of enlarging Serratine's area into a Far Realms incursion. Will have to see how it goes.

There's so much room to take Region J into an "old school" dungeon of its own. DMs that really want to expand this thing can GROW the map into anything they want and add dozens and dozens of monsters of their choosing.

I always thought it felt cramped and I was rushed on the re-writes, but this region has so much "cool" that it's hard to run it as is in my opinion... break that sucker open and make everything twice as big!

And of course, the fire resistant trolls are my favorite addition to the region.
 

Region H

For Jim Hague,
long post...
My group has spent the last 3 sessions in H.
My group started in A as framed prisoners that were banished to the prison. They went to B and picked up 2 new people (storyline: the two new addins were last remaining part of group lost to ghoul paladins). Went into C and lost one member(warpriest) to the black dragon. Attempted to go North to G but retreated very quickly when they saw the Hezrou. They went back to B and north into F. F was a series of mishaps and we spent several sessions carting members around that had been stoned by the doors ro stricken insane and knocked out. They met the replacement for the fallen priest, a tinker mage, in F and eventually flew east into G. They split for recon purposes and had to get help from the Eladrin to avoid the TPK. After many many skirmishes and retreats the party eventually succeeded and has moved east to H. They lost 2 members (gnome bard and dwarven fighter) in G and were replaced by an aasimar cleric and a human paladin/fighter/kensai. The human was dropped into H (pre-party back story) but wandered west into G where he was met by an archon patrol. He was befriended and asked to go east as ambassador to the elves. He returned for the final battle against the demon lords. Upon the parties success (barely), they wanted to go east to possibly exit (paladin had mentioned the hole in the cavern ceiling).
So here they are: stuck in the intrigue of the elves fortress. They want to just fly out but have been told there is a powerful forbiddance and weather control magic preventing exit. If they can prove their honor and the treant feels they deserve to exit, they may.
They have been on a permanent spin since then. They have met Jolinaar and the elf and 1/2 elves automatically distrust him. Thanks to the magic, he doesn't detect as evil. They met Enoriel and thought he was an arrogant, delusional, jerk. Gurthang was not much help to them since he is not happy with the current situation and they did not really convey much help in rectifying it. They spent some time trying to understand the prophecy within the temple. Jacan won't see them due to his sullenness.
So now they wander the area. They went to Enoriel's grove and tried to speak with him there. It didn't go well and someone went so far as to say that Enoriel needs to die. Of course I used this against them. Jolinaar was able to steal a dagger from the Kensai and took the opportunity to attack Enoriel but he survived. The party was asked to come to a council meeting and found it was a trial for them. Long trial short, Enoriel states guilty and the other council members disagree. Enoriel is enraged and states that the council is disbanded until a new non-corrupted council can be made and the party quickly retreats.

Now the party is doing their best to find out what the Heck is going on. The elf tries to speak with Enoriel and ask about new developments and finds that Sharmiana has recently been more amorous. They have consulted with Sharmiana who states she has rebuffed the druids advances. She will provide aid if they assist with the pixie problem. A quick trip tot he pixies and they discover the problem is an enchantment issue. The pixies claim to have a new friend Dianthe and she always leaves to the south after visiting.
They eventually get to Dianthe's lair and Dianthe presents herself as Sarah a fallen transformed angel. The aasimar party member confirms her story (since he was raised in the region G garrison) but states he did not know her personally. Sarah fingers Malachi as an enraged lammasu that has been assaulting patrols and throwing them into the lava.

So now they seek out the Lammasu to find out what he knows.
Listening to them at the table, it seems like they might have a finger on what is going on and then they lose it.

Jim Hague, I have never been a big fan of political intrigue, etc., but this has been more fun than I thought. The leaps (to conclusions) that the party keeps making have been quite fun.

Oz
 

Right turn Clyde.

After one of the party (Mystic Theurge) got feebleminded by having a quaff of "great elixir" that they found in Mahir's cache, I had the resident lantern archon appear and took her and two other no-shows back to the Garrison in E while the present party members pressed on. So - where do they go? Through the ignan door in to J.

They manage to retrieve the necklace before the lava swamps them, then they bump in to the Behir. Bloody sorcerers and scorching rays, plus the two fighters using power attack manage to drop it, but not before it managed to deal 30hp to 3 of them.

One of the fighters (F2/W6) has been using 'fly' to avoid most of the pressure plates and picked up the flaming sword - but then used his axe. I've ruled that once you interrupt the attuning process you can no longer be attuned to the sword.

They kept heading south along the corridor and after disarming the angelic statue trap found themselves at the crossroads between the door to F, and the river of lava to the north.

The fighters were happy that they finally got to have a hit at something after 3 sessions without a combat. Will be interesting to see if they decide to keep pushing through J or go back to I and head north.
 

Ozymandias said:
For Jim Hague,
long post...
My group has spent the last 3 sessions in H.
My group started in A as framed prisoners that were banished to the prison. They went to B and picked up 2 new people (storyline: the two new addins were last remaining part of group lost to ghoul paladins). Went into C and lost one member(warpriest) to the black dragon. Attempted to go North to G but retreated very quickly when they saw the Hezrou. They went back to B and north into F. F was a series of mishaps and we spent several sessions carting members around that had been stoned by the doors ro stricken insane and knocked out. They met the replacement for the fallen priest, a tinker mage, in F and eventually flew east into G. They split for recon purposes and had to get help from the Eladrin to avoid the TPK. After many many skirmishes and retreats the party eventually succeeded and has moved east to H. They lost 2 members (gnome bard and dwarven fighter) in G and were replaced by an aasimar cleric and a human paladin/fighter/kensai. The human was dropped into H (pre-party back story) but wandered west into G where he was met by an archon patrol. He was befriended and asked to go east as ambassador to the elves. He returned for the final battle against the demon lords. Upon the parties success (barely), they wanted to go east to possibly exit (paladin had mentioned the hole in the cavern ceiling).

So here they are: stuck in the intrigue of the elves fortress. They want to just fly out but have been told there is a powerful forbiddance and weather control magic preventing exit. If they can prove their honor and the treant feels they deserve to exit, they may.
They have been on a permanent spin since then. They have met Jolinaar and the elf and 1/2 elves automatically distrust him. Thanks to the magic, he doesn't detect as evil. They met Enoriel and thought he was an arrogant, delusional, jerk. Gurthang was not much help to them since he is not happy with the current situation and they did not really convey much help in rectifying it. They spent some time trying to understand the prophecy within the temple. Jacan won't see them due to his sullenness.

So now they wander the area. They went to Enoriel's grove and tried to speak with him there. It didn't go well and someone went so far as to say that Enoriel needs to die. Of course I used this against them. Jolinaar was able to steal a dagger from the Kensai and took the opportunity to attack Enoriel but he survived. The party was asked to come to a council meeting and found it was a trial for them. Long trial short, Enoriel states guilty and the other council members disagree. Enoriel is enraged and states that the council is disbanded until a new non-corrupted council can be made and the party quickly retreats.

Now the party is doing their best to find out what the Heck is going on. The elf tries to speak with Enoriel and ask about new developments and finds that Sharmiana has recently been more amorous. They have consulted with Sharmiana who states she has rebuffed the druids advances. She will provide aid if they assist with the pixie problem. A quick trip tot he pixies and they discover the problem is an enchantment issue. The pixies claim to have a new friend Dianthe and she always leaves to the south after visiting.

They eventually get to Dianthe's lair and Dianthe presents herself as Sarah a fallen transformed angel. The aasimar party member confirms her story (since he was raised in the region G garrison) but states he did not know her personally. Sarah fingers Malachi as an enraged lammasu that has been assaulting patrols and throwing them into the lava.

So now they seek out the Lammasu to find out what he knows.
Listening to them at the table, it seems like they might have a finger on what is going on and then they lose it.

Jim Hague, I have never been a big fan of political intrigue, etc., but this has been more fun than I thought. The leaps (to conclusions) that the party keeps making have been quite fun.

Oz


Awesome to hear. Like I said, I didn't write that Region, but I'm (naturally) in regular contact with the person who did, and she's always happy to hear about people enjoying things. There's a lot of red herrings and utter nastiness that can rise up out of that Region, I think, especially with Jolinaar and the eriynes who's pulling a lot of the strings.

Political play and intrigue can be rough stuff to play, especially if you have an action-oriented group. Still, if all else fails, have Pardek throw a Fireball into the mix. He's impetuous, after all, and explosions are always fun. :D
 

Pardek...

Pardek has been fun to throw into the elven intrigue mix.

The party wizard is a techsmith (from F&P--follower of Gond) and doesn't care for the evoker's ways, but has been trying to 'befriend' the impetuous wizard(especially since he should be leveling up soon to 11th level and would like to gather in some 6th level spells).

It has been fun to watch the powergamers look across the table like I hit them with a power word, stun as we roleplay. I told them if they wanted out of the prison other than past the 'titan' guarding the exit, they would have to 'roleplay' vs rollplay.

I have considered having the treant speak the 3rd time but have not fully decided what the outcome would be and to what extent it would affect the region/prison.

Any ideas on the best way to 'let doom descend in fire'.
I have been trying to avoid being the RBDM and destroying the group in the process (sometimes it seems a waste to wipe a party and have to spend the time restarting a campaign--but sometimes it is necessary)
 

Ozymandias said:
Any ideas on the best way to 'let doom descend in fire'.
I have been trying to avoid being the RBDM and destroying the group in the process (sometimes it seems a waste to wipe a party and have to spend the time restarting a campaign--but sometimes it is necessary)

you could have the treant's words shatter the "dome" in region g...

releasing every demon in the region into the dungeon along with all the devils from region d

that should get some "meat" to the prophecy of the elves
 
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Meh, bugger that. I hate sites like that that require jumping through hoops to join up.

Maybe I'm just grumpy. :)

Jim, sorry to say, but, while I loved the trolls, I yoinked them out and replaced them with Araton devils from Sandstorm. I've been using Sandstorm quite a bit in this region actually. Flamewinds, inferno storms, whispering winds, all sorts of goodies.
 

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