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


log in or register to remove this ad



Ah, no, but that would have been useful back when I was trying to run the game by PbP on another forum. Oh well.

Honestly, I can't get a group to stick through even a significant portion of the book, so I figure I probably wasted the $40 I spent on it, and that kind of cheeses me off. I would love to play through the thing, too, but finding someone crazy enough to run it is also nearly impossible. Again, oh well.
 

Heh, sorry dude. Running it once was enough I think. Although, to be honest, I could do it again. But, not for a long time. :) Playing might be a blast, but, I did so much work on it when I ran it, I'd probably have trouble keeping my head.
 

Oh, no doubt. I came to the D&D party too late for this one, I think...and, well, all the other modules that might be described as classics of the genre, but I try not to think about that too much or I might start crying myself to sleep at night. :D And let's not even mention finding a group that likes to play games with lots of combat. I'll say it again...oh well. :p
 

Hey, I'm crazy enough to run it and have players crazy enough to play it every week. :)

They are SO close to getting out as they fight the Frost Giants in Region O. I don't think they have the firepower needed to push past the Frost Giant 19th level Cleric leader though.

Sorry Hussar, I've not kept up with your webpage as I should have. :(

rv
 


the party gets a clue in the Pyrefaust

Beginning of the session and the party is preparing to try and rescue the rogue when they get attacked by magmin. Nothing too hard, but they also notice that the giants help out by knocking out a few magmin from distance with boulders. This is enough to encourage them to try diplomacy.

They cast eagle's splendour on the paladin (NPC - but I let the party dictate what she will say within reason) and her Diplomacy ranks are now up to +28.
With the party rolling a 17 this is enough to make even hostile creatures give you the benefit of the doubt even with a rushed check (which is -10 penalty).
The giants will let the party talk to their queen, but not with weapons, so the only two who go and negotiate are the paladin and the mystic theurge (the paladin leaving her weapons with the fighter). The dwarf has a chat with the other giants outside on the topic of forges, and rolls high enough to convince the giants that not only does he *really* know about forging, but that he is pretty damn good at it.

Meanwhile the paladin and MT learn about the various forces within the pyrefaust and that the Azers have lots of gems, and that the giants will let the party use their forge in return for dealing with Teer'kaal and contributing some gems to the costs involved, and the healing of the giant that the party had almost killed so that he is well enough to go back on active duty. The MT then goes and cures the giant to back over half-way. The giants agree to allow the party safe passage through their area.

The dwarf puts aside his plans of revenge on the giants after hearing about gems.

The deal has been done and now the party goes to rescue the rogue who had been stuck in the hidden area with the angels that had been turned to stone. Using detect secret doors and knock they open the doors and through spiderclimb get the rogue back to the party.

Finishing up for the session the party rested and the dwarf used arcane eye to spy out the Azer area. His first use found the mine and the areas where magma had started to seep through. His second use of the spell ended just after finding the room full of gems.

No sign of the ogre mage, but the course of action has been well and truly established for the next session thanks to greed and a desire to use the forge.
 

So... the Frost Giant leader will let the party exit in exchange for "their most powerful magic items and an oath of fealty".

I'm a little confused by that last bit as to what it would mean. It seems like they become vassels of him and he becomes their 'lord'. He can then command them to do whatever he wants? (Within a Lord - Vassel relationship anyway). So he could make them stay in the WLD and work for him or go out into the world and bring him back treasure, magic items, supplies?

I'm thinking of making it "your most powerful magic items and serve me for a year". Same idea without the hassle of dealing with interupiting what the oath means. And the party would be sure to say 'no' to another year inside the Dungeon.

I think the party will meet up with him tonight... if a fight breaks out its going to be ugly.

rv
 

Remove ads

Top