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

Hussar said:
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.

sorry?

that's the point of the book... we use monsters from the SRD... you replace them with something newer and "cooler"

altohugh, what's cooler than a troll with fire resistance

:)

seriously, though... we could never have made some of the best combinations of monsters that people are devising for this book, because we couldn't PUBLISH the mixtures that people can easily create on their own

someone should do a list (not me) that replaces each mosnter in the dungeon with something else from a different book

that would be a great tool
 

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Oh wow...

So I'm flipping though the book looking at things to get ready for my group to go from I to J. I was a bit worried as the group just made 9th level and J is for 10-12 so they will be a bit underpowered.

J is not for 10-12... its for 13-15!

Not sure what I'm going to do yet. I'm not going to rework everything as I'm running WLD to minimize my work/time. I'll try running everything with the 'scaled down' setting and run one of the Lizardfolk NPC's with the group to help out and see how it goes.

rv
 

The troll/efreet battle in J was pretty epic in my campaign. I remember the efreet thinking he had everything pretty much under control with a wall of fire and a very deep pit, until the Mystic Theurge came flying over the chasm protected from Fire.

The panic effort from the Efreet was to grab one of his Troll followers and order him to Wish the Theurge dead so that he could grant it. The Theurge just about soiled himself until he made his save vs Destruction.

Good times...
 

The troll/efreet battle was awesome in my game.
Had one of the party not taken a step back at just the right time, they would have been totally taken by surprise by the invisible efreeti who was ready to cut down the party's sorcerer.
 

Hello again!

My play by post game from earlier this year didn't last out Region A, but I'm finally getting a chance to run the game live starting after Christmas. I'm really looking forward to it and I'm sure I'll be re-reading this huge thread for all the great info I remember being hidden in here!
 

Does anyone have a name for WLD besides BBR's Latin teachers 'Carcer Maximus Mundi'? I thought there were some other names tossed out there but they were lost in the great purge we had.

rv
 

I call mine:

Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a –4 penalty on its save.
 

When Region I is considered *safe*!

My 100th post on the EnWorld boards.

So - what happens when a party that has been cruisin' through WLD takes the wrong turn? - brown trousers.
My party of 7 8th level characters (plus 1 NPC) (now down to 4+1) headed from Region I to Region J (as per #1906 above). The feebleminded Mystic Theurge had been healed by Kelara in the Garrison, but had to wait for time to catch up with the rest of the group.

After defeating the single behir last time they were pretty cocky, and opened the door with the 3 behirs in it. Then closed the door. Then the sorcerer decided to open the door again and say Hi. Nrangrok (the behir champion) promptly used the chaos diamond - Word of Chaos.
Now - an aside - I don't like no-saving throw - instant kill. The Chaos diamond requires Caster Level 19 to create. Word of Chaos will kill (as well as deafen, stun and confuse) anything that is 10 levels or more below the caster level - no saving throw. If you recall - I said the party were all 8th level.
I let the death bit slide, but the sorcerer was now deaf, stunned and confused, and Nrangrok was going to have a snack next round.
The fighter managed to grapple and drag the sorcerer around the corner, while everyone else ducked for cover as well.
The sorcerer managed to break the grapple on his go and confusion had him flee. Two scorching rays of the other party members later, plus some more fleeing, saw enough subdual damage done to him to knock him out - being brought back to consciousness by the cleric after being bound with ropes.

After assuring the party that he was recovered they continued their merry way along the corridor at the bottom of J. I didn't have the extreme heat or Tyrus' fear effect affect them unless they were at one of the intersections that led to the lava. They were wanting to head back to I, but were very hesitant about going back past the door with the 3 behirs.

Let's see if the door is still open - whereupon the fighter/wizard copped a 25hp lightning bolt. Yes - it is still open.

Why don't we see if we can follow the side of the lava stream to bypass that corridor?
That was when they saw several dozen magmin praying, heard them cheer when an earthquake rocked the region, and saw, above the plateau above the lava the big wall of ice that they knew was where Tyrus had been imprisoned - then felt the fear effect leave them all shaken. Meanwhile their metal armour was getting very hot!

Screw this they said - we are NOT prepared to go through here.
They decided on a plan to try and close and arcane lock the door to the room where the behirs were, then run like mad back to I. Unfortunately it didn't quite go according to plan. They did manage to just beat the behirs sending another lightning bolt down the corridor at them, the dwarven fighter/wizard had removed his plate armour to ensure that arcane spell failure didn't screw up the initial plan. That allowed him to be able to run just fast enough to get past the door at the other end of the corridor, where it was slammed shut and then they cast arcane lock on it.
Battered and bruised they trudged back to Region I to recover, meeting up with the now restored Mystic Theurge.
Some major planning is now in the works before we resume again in the new year.
 


rvalle said:
Are they going to head back to J?

not in the immediate future. They have even thought of heading south to the Goblin kingdom so that they can practice tactics. (I have had reports given to the Garrison that there is major conflict in the Goblin kingdom with the king being revealed as a doppelganger etc - they haven't pieced together all of the clues yet - but that area has now been "dealt with"). They do want to head north/north-east to eventually deal with the problem being caused by the World-Eater (the waves of negative energy I've got rolling through the dungeon) but know that they have a long way to go before they are ready for that.

Interesting thing though is that I is designed for levels 7-9 while J is 13-15. That is a HUGE jump. So they either need to finish I and head to M, or work their way back through A, B, C, G, K before J. F is a pretty much a dead-end as there is no path from F to G except along the river of lava, and F is only 7-9 as well.

They're tossing around burning some of the magic items they have picked up and aren't using in order to create other magic items, using the forge area in the Garrison.

Oh - and the Fountain of Fortune's Folly that I threw in - most of them went ape over it. One (Professor of Mathematics playing the dwarven fighter/wizard) chose the fortune of the boon to undo one event, then went to town on choosing the follies he could live with, ending up picking up some fortunes at the end with the boon in hand to undo a folly if he didn't like it. Everyone in the party can now cast at least one spell (the pure fighter picked up 2 inate divine spells).
 

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