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

Howdy

Been digging thru this thread a lot. Been getting ready to run this. First game will probably be Saturday.
Background on group. At least the majority, if not all, are being evil. 2 players started this on purpose because they knew a little about the dungeon & wanted to take a rougher route & the rest followed alignment so they'd all have a reason. Yes if they go the wrong direction to start they may end up in a world of hurt.

Anyways, does anyone have a pre-made full conversion to A to add more flava? I've read a lot but am going the lazy route first to see if anyones made one out there already I can download. If not no biggie, I'm a big ad libber. In fact I already have reasons for replacements to come in. (They've all been marked with tattoos that monitor to see if they stay alive by the wizard guild that sent them in as an experiment :] )

I've also added a mechanism to allow them to dump treasure for a random roll at magic. (They get to choose the type such as weapon, but it has drawbacks though. Wahaha). Hopefully that works out.

Thanks :D
 

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Ogg said:
Anyways, does anyone have a pre-made full conversion to A to add more flava? I've read a lot but am going the lazy route first to see if anyones made one out there already I can download. If not no biggie, I'm a big ad libber. In fact I already have reasons for replacements to come in. (They've all been marked with tattoos that monitor to see if they stay alive by the wizard guild that sent them in as an experiment :] )

Thanks :D

I can't help you with a conversion, but I think you've just provided my favorite username on EN World.

All hail Ogg! :D


(Oh, and welcome to EN World!)
 

In A my group established their goal for the WLD and it was not just to escape or explore it. After the first orc encounter and with them having given up on life, the group choose to unite all the non demon/devils and get them to all work together so everyone could leave. In A that meant finding the orcs and kobolds and brokering a peace agreement all the while killing the other things preying on both groups.
 

ogg

ii think blueblackred and twofalls have done a great deal of work augmenting region a to their liking, adding more flavor and story... and there were a great deal of posts about tying the "gate" in a to the gates in either A, F, or the machines in I and M

good luck with your campaign, ogg
 

Ogg said:
Anyways, does anyone have a pre-made full conversion to A to add more flava? I've read a lot but am going the lazy route first to see if anyones made one out there already I can download. If not no biggie, I'm a big ad libber. In fact I already have reasons for replacements to come in. (They've all been marked with tattoos that monitor to see if they stay alive by the wizard guild that sent them in as an experiment :] )

Some ideas I had, although they never came to fruition as the WLD seems to be cursed where I'm concerned:

-Using the Axiomatic template in addition to, or instead of, the fiendish one. After all, this is a masterpiece of Lawful construction, it stands to reason some of that might spill over to some of the creatures.
-Intelligent swarms, as well as swarms of other creatures such as cranium rats and hellwasps
-Celestial cats -- what creature is better suited to an environment filled with fiendish rats than a heavenly mouser? ;)

I also changed Boyikt to a sorcerer, because that was more in line with the Kobold worldview, and Longtail to a wizard to explain why he had a spellbook. :) You might want to increase or vary some traps as well, depending on how long the inhabitants have been there; Kobolds are notorious trapbuilders, after all.
 

:-)

Thanks all!
Not a bad idea. I have the gateways leading to the Abyss which should cause issue since the group is mostly Lawful Evil. Not a bad idea with the template though I'd add the Anarchic one. Kind of reinforces the breaking down of law as well as good in the dungeon.

The groups being sent in to totally take over the dungeon in the name of the Red Wizard's guild. So they're not getting let off easy to just bypass areas unless they plan on going back to them :]

I'm going to slap in this altar to balance out lack of merchants:

http://www.alderac.com/forum/viewtopic.php?t=49950&sid=8992124a079418db177060f6d06187e8

That way they'll get to sacrifice stuff for rolls on charts but first time someone rolls 12 or less I'm sure it will coerce them to not overuse it. Wahaha.

ps I love running dungeon crawls so this module is perfect for me.
 


I like the altar idea. That's cool.

I've hit a bit of a lull. The wyverns are dead and the party is looking for the switches to free whatserface. By some twist of luck, they have avoided almost every encounter and gone into the more or less empty rooms for two sessions in a row. I would have planned for this, but, I honestly didn't expect them to simply zig zag through the various areas without bumping anything. Sigh. Although, they did pick up a pet behir. The one that was trapped between the statues. A quick Charm Monster and they have a new pet. Cool. The wizzie finally contributed.
 

!!

If my party starts to hit more then one empty room, I'll probably throw in some of the W rooms at the very beginning. I try to fight too much stagnatation (within reason, people still need to rest) & some of those rooms are pretty darn groovy & already premade to drop in anywhere.

I've re-made the altar, less brutal on the xps hits & a little more variety. ;)

Just begun the adventure & already almost ran into a fluke. One of the players is playing a cloistered cleric (variation from Unearthed Arcana & open content) & she basically has a ton of languages & knowledge in like everything. Well, she's trying to translate the 500 pounds of giant's notes. Heck she almost tlaked the dwarf fighter into dragging them all the way in. Fortunately, he ended up leaving them at the first cave but she still brought a couple of pounds of notes with her. I am basically giving her knowledge about the brother Titan keeping guard & both their names. Also some rough info on the Order of Myruun from section C.
 
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I've had a couple of sessions in J. So far its been pretty fun. Though scary as the characters are in over their heads.

The fought the behir in the water with no problem. Found the 3 fighting to the South and quietly moved away. Found the magmen chanting along the river and left them alone too.

Moved N and ran into the Fire Salamanders. The Bard kept the encounter from turning into a fight... the Noble's ordered the group out of their area and never to return and sent the party off with 4 guards to be escorted off. Well, the dwarven fighter didn't like that idea so started moving off to the N. A fight quickly happened.

Since the fight happened right outside the door to the Noble's 2 of them showed up in short order. There were soon fireballs and walls of fire going off all over the place.

The party was holding their own but decided to retreat when 4 more of the small guys showed up. Unfortunately, the dwarven fighter was doing Spring Attacks as a fighting withdraw. This left the Noble he was fighting with the chance to move up and attack. One Spring Attack too many and the dwarf was grappled. The party started to head back to try and free him but were told to "Stop fighting or we throw him into the river of lava".

The party is told that there is an item the Nobles want recovered. If they do so they will set the dwarf free. Else he gets tossed. They are told to come back tomorrow to hear the details (we were done for the night).

The party is not happy but comply.

On returning they hear of the Azer's stealing of their magic Amulet (what the heck is that thing anyway? I don't see it in the SRD). The party brings in to them and the dwarf goes free.

On the way out the party find the Pseudodragon from room... J5? fleeing to the S being chased by some Salamanders. The party faces off with them when a dwarf walks up from the South (replacement character for the dwarven fighter that was captured so he can play that night). Everyone is trying to figure out what is going on when a rock crashes near by (from a giant across the river). The Salamanders dive into doorways and the party quickly head South.

They follow the hallway around, fly over the river of lava and quickly find the Azers. The Bard says they are there to talk to their leader. Thinking the Ogre Mage is going to rip them to shreds the Azer agree to take the party to him.

Encounter in the big room with the dragon statue. The azers call to the Ogre and he steps out and smirks at the party as he moves towards them.

The bard steps up and explains how they are there to try and get the Amulet back. "Hoho, little one. That is NOT going to happen".

The bard explains how the Salamanders really need it and they are very unhappy and couldn't they work something out?

I ask for a Diplomacy check... one natural 20 with a +15 on it takes the encounter from Hostile to Friendly.

Liking the little guy the Ogre says he can have the amulet in a week when he is done with it (Note: I changed this encounter. Instead of the party walking in JUST as the ritual is taking place the Azers are still collecting gems. In a week they will have enough to do the ritual).

He takes the party over and shows them the gems and how it is almost full. Much banter back and forth and the party finds out the ritual is going to change the Ogre into a 'creature of holy fire' and he will then go off and free the Dragon Tyrus.

He invites the party to come back in a week so they can watch the historic event take place. The party nods and make their way back South. Once out of sight of the Azers they stop to make plans for, as the bard said "That guy is CRAZY".

Fun. I have no idea what is going to happen.

rv
 

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