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

primarchone said:
Look at the map from level B it seems that rooms B109 through B136 are only accessible by exiting to map C and then re-entering Map B, since the gate close to room B37 effectively block direct access. I assume this gate opens as the one down the corridor south from room B 118?

I actually wasn't so worried about the gates but more the fact that all goblins on a pilgramage would have to travel through B111. Makes absolutely no sense as they would get carved up by the undead paladins, and they can't go around since the rebels occupy the southermost rooms leading to region C.

To fix that little problem I added in a secret passage from the corridor outside B28 leading into B124, though I still made sure my players went through B111 for the big encounter.

There have been a few other maps where things just didn't seem to make sense either. Can't remember which ones right now, but I'm sure it will come to me.


The Horror
 

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Ok, here is a quick update on the first session of my player group in region I.

They moved north from region E through the westernmost ward. Their mission is to disrupt the Drider control over the drow and ensure the Celestials to the south will have an easy time cleaning up the Halls. The flesh walls freaked them out a bit, but they steadily pushed on north along the far western edge of the map. Lo and behold, they walk into the lair of Anguish.

Thankfully, the ranger was wielding a +2 holy greatsword they had found in the previous region, and managed with it to avoid a complete disaster. Anguish was put down and burned. From there they moved desperately through a corridor with burning hands vents, and made contact with a group of four scared drow. They told the drow they were there to free them from slavery, so Lorath was promptly fetched from around the corner and gladly acceted their help. From him they found out what they had to do in the region:

1) Kill Lorath's brother.
2) Locate Mahir's lost cache and uncover the Ritual of the Unmaking.
3) Possibly recover the Seven Strikes Fang.
4) Contact Sighlinde.
5) Avoid the Green Death (though the PCs plan to deal with it).

They were very happy with all this information, and backed off into region E. From there they moved up another entrance to I making straight for Sighlinde's lair. That's when they stumbled into the room with 10 cloakers in it and almost got completely wiped out. The thief went down into negatives, and the wizards were only saved by a cure light wounds wand and desperate moves by the fighters (including many AOO). The necromancer had to resort to cutting off another two fingers in that encounter... :)

So overall they are loving this region. They are enjoying it a lot more than the shadows they encountered at the beginning of the last region, though that may come to pass when they have to face Madness itself. :)


The Horror
 

Session 2 last night. The group is still in Region A, and will be for at least a few more sessions.

This session really went well: we added a new PC (via the Lantern Archon), a 1st Level Monk.
The party was hit hard by the various traps and ability losses. (They got especially nailed by the finedish stirges in Room A18, and by various diseases from the Orcs storage area, as well as falling prey to the Burning Hands and Acid Arrow trap.)

The highlight was the confronation with Bragdor the Ogre. Bragdor got the drop on the Dwarven Cleric as he bent over by the pool, but completely whiffed wiht his great-club. The Monk was not so lucky, as she got pasted by Bragdor in the next round. The tables turned when the Halfling Dog-Rider tagged Bragdor hard with his lance... I was a little concerned at that point, because the battle could have gone either way, and I didn't want to kill anyone this early...

Fortunately, the thief of all people decided to parlay. Bragdor, being wounded, was amenable to that, and so any casualties were avoided. I played Bragdor off as a bit of a bully: when he has the advantage, he's cruel and vicious, and when he doesn't, he comes off as a bit more of a lovable puppy-dog type.

So, I'm pleased that the PC's are beginning to grasp the implications of this region now: they realize there's a schism between the species, they realize that someone was orchestrating the tribes' cohesion, but now that someone is MIA, and they realize that many of the monsters are being summoned via some sort of gate-mechanism.

Additionally, I think I may insert the first "Level Up Room" within the next session or two.
 

Just a heads up...

The guys over at RPGmp3.com have just released Session 14 of their WLD review. I've started to create Session notes with sound bites and other interesting stuff . You can access these from the main page.

Enjoy.
 

Region N

I have a couple questions about Region N, which we just started last week:

1. Is it possible to get the room descriptions for rooms N50, N51 & N52 online somewhere as they are missing entirely from the book. (See Pages 700-701)

2. As for the new Horde subtype, were the stats generated using a particular method? or simply numbers chosen to fit a basic guideline? As it stands the subtype description has a few issues with it as do a few of the hordes themselves. For example, the table for Horde Attack Damage is based off horde hitdice, but as a horde has a minimum of 30 creatures in it and a minimum of 1 hit die per creature, then the minimum horde has 30 hit dice. So why the table entries for 1-10 and 11-20? I have more questions about hordes, but just thought I'd astart there.
 

Region J Question

I dropped my group straight into Region J (they weren't interested in a protracted dungeon crawl, so I'll be using the WLD piecemeal). A fair number of the encounters in the Third Ring take place with Extreme Heat as the condition. Is this Extreme Heat as per the SRD/DMG or is it very hot or severe heat? If it's Extreme Heat they're going to have to run through this region at top speed (with the party tank dragging his armor or something). I assume that after three rounds, he would continue to take damage as from round 3-5 of the Heat Metal spell until he takes his armor off or gets to someplace cool?

I haven't done much with environmental conditions, so this will be something new for my party. If it goes well, I may grab some more of the encounter conditions for use here and there in other places.

FROM SRD: Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.

Heat Metal Spell effects:
Rnd Temp. Dmg.
1 Warm None
2 Hot 1d4 points
3–5 Searing 2d4 points
 
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Another Region J Question - J72

The descriptive text for J72 seems to imply 2 passages into Tyrus' cell. However, the map only shows 1 (via region N). Where is the tunnel described in the text? I'm thinking of running it from the lava, though other possibilities would be J71, J25, and north of J24. Any suggestions?
 

twofalls said:
As a matter of fact I've emailed you for the material twice. Huh. You haven't recieved either obviously. Please email me at jamesbeadle@sanguinesentinels.com so I can request the material back to the correct email address.

Strange, our first set of communications went through correctly...

I'll be sending you what info I've got later on today. Apologies for losing the original mails - got to love those system crashes.

The Horror - Glad to hear your players are enjoying I! That gives me the warm squishies. Let us all know how that turns out...
 

Jim Hague said:
The Horror - Glad to hear your players are enjoying I! That gives me the warm squishies. Let us all know how that turns out...

To see some more of the ickiness of region I, goto http://cincidnd.blogspot.com/ and check out Session #14.

So far the party is slightly grossed out. But then again, I started off a little light.
I think I did the region justice with room I7. And I'm not done yet.
 

Just started up

Hi, I started running WLD just after the new year with a party of four: Dwarven Fighter, Dwarven Wizard, Tiefling Rogue, and Half Orc Cleric. I've been using power ups in place of experience, as well as some other house rules:

1. Since levels come from exploring, not accomplishing things, I reward great deeds with "Fate Points" - a fate point can be substituted for any die roll and equals the best roll possible.

2. Also, in order to raise dead, the party must spend one fate point per level of the deceased in addition to a spell being cast and the raised character loses no level. Fate points are rewarded for things like closing the portal in section A, or finding the lost charter in section E.

3. Gold can be substituted for experience spent to create magic items.

4. The first round of replacement characters are made by the players per the ordinary rules. After that they must find allies and any replacements must come from those allies.

Until last session things went well. They were eager to explore, and generally played smart. Then they reached the dogs in Section E. For whatver reason, they refused to leave well enough alone, and assaulted the dogs four times, each time nearly ending in disaster and a close shave with death. The final assault actually did leave the cleric dead. Plus we're actually using food rules, and the party has finally run out of rations as of their last assault on the dogs, and are planning on shadow mastiff for dinner, should they escape their current predicament.

If you're interested, we're blogging our sessions at http://infimicarceri.blogspot.com/
 

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