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

Hi everyone, well I've started running my wife through the WLD, and we are having an absolute blast! We managed to play 4 nights in a single week and we have finished about 33% of region A, ahhh, marital bliss. She's playing two gestalt characters with insanely high stats, a cleric/sorcerer, and a rogue/barbarian. I have taken some liberties in making her characters a bit more powerful as I wanted to make sure her characters can live through her first few fights without me having to fudge every single roll. The major things I did:

1) Gestalt characters (this was more for party flexibility than for survival).
2) Insane stat rolling method - two sets of 5d6 drop lowest two, pick the best set. (I think this is the one thing I *slightly* regret doing. I think what I should have done was just give her a high point buy in the 30s or 40 at the most.)
3) No arcane spell failure for armor (the NPCs will be using this rule as well, subject to change if it becomes unbalancing).
4) No ECL penalties on race selection (although only up to +2 ECL races, she chose a drow and an aasimar, don't ask, hehe).
5) Maximum hit points at every level (I'm not doing this for NPCs *yet*, although I will if things need rebalancing later).

Other than those minor (hahahaha) changes, everything else is being run as written in the dungeon. I have explained my reasoning to her, and told her if the changes later reveal some horrible balance problems, we'll re-evaluate.

I tried to only make changes that would help her characters survive, not necessarily be overpowering, so far I think I have succeeded. She is having no trouble with the one-sie and two-sie encounters with darkmantles and rat swarms, but she became overconfident against Orghar's clan and had to flee after killing 4 of the orcs. Fortunately, the room description says that they will not pursue past the hallway north of their room. Also fortunate that Orghar himself didn't come to help his fellows, that would have hurt.

I'm starting to think a little about the higher levels when characters can more easily be taken out of fights, because for her, losing one character, even to just a stun or unconsciousness, is a major blow to the party. I'm loathe to control an NPC party member myself or give her a third PC, so if anyone has any experience with high level, small parties, any advice would be useful. I will say that my wife does NOT care if I fudge rolls or change rules, she's very heavily into her characters and character development, and doesn't mind sacrificing game mechanics for storytelling (I'm the same way).

Also, does anyone else keep forgetting to use the encounter conditions in the rooms? It's one of things I love about this dungeon, but I just keep forgetting to check that entry in the room description!!

Woops, sorry about the long rambling post, I'm done now ...

Wait ... more kudos to AEG for this great product!! Ok now I'm done.
 

log in or register to remove this ad

For those of you who are considering additional monsters for Region A, the latest set of D&D Minatures has a common figure that may just work for you - the Fiendish Dire Weasel!

Seeing as all the Dire Rats are running around, the Dire Weasels would be a nice addition. Sadly, they too would fall to the Rat Swarms, so they'd be a little careful in there running around. But it would be kind of neat to have the party stumble on a few feeding Weasels.

It's a common figure in the Aberrations set, so you should be able to find them rather easily - especially if you find someone willing to sell extras.

Jon
 

CrimsonScribe said:
Time for me to ask a favour.

I'm currently trying to create "player" versions of the maps supplied with the WLD (missing secret doors and any rooms accessible only via secret doors).

I'm in the middle of Region C and I'm not sure if I'm seeing things correctly. Basically I want to know if the the only way to access rooms C69-C105 is through rooms C61-C68, which in turn are behind a secret door in C60?

I'm getting confused trying to run my fingers along all the corridors....

you are correct, sir

and that gap near C97 is supposed to be solid stone (30% gray, different from the rest of the dungeon)

see the room description for more
 

OblivionsLot said:
For those of you who are considering additional monsters for Region A, the latest set of D&D Minatures has a common figure that may just work for you - the Fiendish Dire Weasel!

Seeing as all the Dire Rats are running around, the Dire Weasels would be a nice addition. Sadly, they too would fall to the Rat Swarms, so they'd be a little careful in there running around. But it would be kind of neat to have the party stumble on a few feeding Weasels.

It's a common figure in the Aberrations set, so you should be able to find them rather easily - especially if you find someone willing to sell extras.

Jon

the dire weasel fig rocks

i tend to switch up monsters a lot based on my figs

its a good policy

:)
 
Last edited:

Thanks for that Jim.

I'm not sure what you mean about the gap near C97, but that's more because I don't have the maps or book in front of me right now, I'll check it again tonight.
 

Yes, I tend to mix the creatures up a bit, replacing a lot of encounters with alternatives that better reflect my miniatures collection :) I have nearly all of Harbenger, Dragon Eye, Archfiends, and over half the GoL range... but I don`t have any of the new Fiendish Dire Weasels: the new Aberrations aren`t available in the shops here yet :(

By the way, I`m probably being r-e-a-l-l-y stupid... but I keep coming across the term`fiendish`in WLD. What exactly is the difference between one of these and a normal creature???

Gypsy__Dance
 

Blatantly copied from the SRD:

FIENDISH CREATURE
Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

CREATING A FIENDISH CREATURE
“Fiendish” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature).

A fiendish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to cold and fire (see the table below).
—Spell resistance equal to the creature’s HD + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value.
If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
Hit Dice Resistance to Cold and Fire Damage Reduction
1–3 5 —
4–7 5 5/magic
8–11 10 5/magic
12 or more 10 10/magic
 


Hello everyone, I haven't been posting so often lately but the Sanguine Sentinels are certainly still exploring the WLD. Last session we nearly completed A... every single damn room of A. My players are being anal about searching out every crevice, corner, and closet. They are now at third level and I expect to level them one more time before moving them into region E. The enounters in E are just a tad bit too rough for a low level party to handle and I've repopulated the region using Lee Hammocks notes and quite a bit of personal liberty.

At this point two starting characters have died, and so those players are on their second and final PCs while in the dungeon (explained earlier in this thread). It was inveitable that some of the low level types would die, unfortunatly one of the deceased was the only rouge in the group and so they are being plauged by the traps I've liberally spread about (hehe). I suspect that at least one of the players who has lost a character may well be without a PC somewhere in the next region... then things will get interesting. BTW, I strongly recommend Traps I and Traps II by Fantasy Flight games for this dungeon. If anyone here is familiar with the old 1st Ed AD&D Grimtooth's Traps books you will be glad to know that these books are nothing like them! Well, slightly like them, but the traps in the FFG series are useable and not just slapstick examples of how to horribly maim and humiliate your friends in a RPG...

I've been considering recruiting PCless players to run sections of the dungeon, and major NPC's. In essence I would present them with a NPC (or more probably a group of NPCs) and allow him to guide that faction as he sees fit within the constraints of that factions location and politics. Has anyone taken an approach like this before in a game and if so how did it work out? Obviously it would only work with certain players... if it will work at all.

OblivionsLot said:
For those of you who are considering additional monsters for Region A, the latest set of D&D Minatures has a common figure that may just work for you - the Fiendish Dire Weasel!

Seeing as all the Dire Rats are running around, the Dire Weasels would be a nice addition. Sadly, they too would fall to the Rat Swarms, so they'd be a little careful in there running around. But it would be kind of neat to have the party stumble on a few feeding Weasels.

It's a common figure in the Aberrations set, so you should be able to find them rather easily - especially if you find someone willing to sell extras.

Jon

Fair warning about giant weasles and low level parties. They suck blood which translates into con loss in the game mechanic. If you think Stirges are dangerous try taking on three weasles that can take a couple of heafty sword thrusts each and are sucking down characters con scores and dont have maximum limits to how much they will take....
 

So many blogs, so little updating...
Is it that much of a task to do?
Oh well. </semirant>

The fiendish weasel may make it into the game tonight simply to throw in something new.

Last week the level 2 group avoided the massive stirge room (a gimme on my part).
But now they're level 3 and are thinking about going back there.

Plus I've changed Longtail around. Well actually I've leaked around my FLGS that he was changed around. And of course someone leaked it to a group member. Never trust a powergamer, but feel free to use him to your own devious ends.
:]
 

Remove ads

Top