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

BlueBlackRed said:
Can't help but think he's half-serious with that comment. Ah, the litigious society and the fear it generates.

Fear? Not really, I live in Australia and am well aware that doing anything beyond sending me cease and desists and getting me kicked off my ISP is far too much trouble. It was more a nod to AEG that I was trying to help and was open to changes and not some dirty treacher flinging thier IP onto computer screens like a monkey flings poo at a zoo keeper.

Jim Pinto: I sent the docs to you as well, the only other format I have it in is the raw spreadsheet I used if that'll help, also my name is not pelvo, but seeing a rogue named pelvo would ensure I bought the WLC... especially if he was kobold.
 

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My group is almost done with Region A, and is level 2-3. When they started, they were working their way east. Once they found the "stirge room" and the orc lair fight, they decided that the dungeon level gets harder as they go east. So they went back to the beginning and started north. They wandered a little too far north, entering Region E. After killing a bunch of the vermin, and thinking maybe it gets harder as you go north too, they run into Doj's room. He takes them to the garrison, introduces them around, and the garrison explains some of their threats and how the PCs can help. They also explain there are no stairs down: the entire dungeon is one level.

At the mention of shadows, barghests, and shadow mastiffs, they are sure they've gone too far north. "So uh, we'll just help you out by finding the source of all the fiendish animals to the south, and keep them off of your southern flank. Then once we're sure that's done, we might come back."

The celestials also showed them Region I through the north doors. At the description of the flesh walls, they decided their foray into section E was over, and ran back to A. It was funny, although I'm really happy they didn't just wander into any of the tough fights before hitting the garrison.

I was totally unprepared for them just opening doors and moving out of Region. But it turned out for the best, as I got to introduce the plot of E (eladrin vs inevitables, Redeemed) and some backstory.

Paul
 

pheaver said:
I was totally unprepared for them just opening doors and moving out of Region. But it turned out for the best, as I got to introduce the plot of E (eladrin vs inevitables, Redeemed) and some backstory.

That does sound ok. Extra buildup is always good. Sooner or later they are going to have to embrace the horror though, and charge headlong into danger. That should be quite amusing.



The Horror
 

Decrepit Encounter Condition

Hello All,

Just a quick question. In area A32, it lists one of the encounter conditions as Decrepit. I have been unable to discover what this condition means as it is not on the list of said conditions. Any help would be appreciated greatly as we are officially kicking off the WLD this weekend and I get to DM this monster.
 



I've Been Gm'ing the WLD since it came out I've really enjoyed it thus far 'ive digitized every map and revamped them for player use. I've found that with photoshop and a projector navigating the maps is quite easy and and very little hassle for the GM. My players have so far gone on a very interesting trip from A to E to F to B to C. My best advice take what the book gives you with a grain of salt and be inventive.
 

pheaver said:
I was totally unprepared for them just opening doors and moving out of Region. But it turned out for the best, as I got to introduce the plot of E (eladrin vs inevitables, Redeemed) and some backstory.

Paul

Yeah, my group decided they couldnt take on a wererat, went North instead, ran into four shadows, lost a whole lot of strength (I've never seen so many sixes), and almost died in a nearby fire trap (one character did die, but at the cost of all the parties healing potions and one point of wisdom (trauma induced brain damage) she was allowed to continue (I told the players they had one very expensive life if they got killed for no good reason, she's used hers now).

The fireball trap put them up a level though, so they were happy....
 

First Session Under Our Belts

After roughly 9 hours of play, the south western corner of Area A has been mastered and the party has just reached level 2. The kobold wizard and his pet krenshar proved to be a tough challenge, as did some of the groups of fiendish darkmantles and the fiendish rat swarms. What makes things even more interesting is the parties make up and the selection of traits and flaws they took (Coward, Timid, Pathetic) Even a group of 4 kobold warriors was an 8 round fight (Except for the Warforged, Bastion), who gleefully ignored all of the black mold encounters and filth fever and nausea checks in the first few rooms of the dungeon and is the party powerhouse for now. The party consists of:

Halfling Spirit Shaman
Elven Warmage
Warforged Soulknife
Anthropomorphic Lizard Rogue
 

Second Session in the books. Got about 7 hours of game time in.
Party consists of:
Korim, Aasimir Paladin 1
Sharulf Dwarvern Rouge 2
Timbull (aka Shield) Dwarvern Fighter 2
Mendell (aka Poker) Dwarvern Fighter 2
Andvari Dwarvern Cleric 2
Maxim Gnomish Sorceror 2
Vikadin Dwarvern Barbarian 1/ Cleric 1 (Joined in E1)

One of the players just learned something about fighting phalanx style and is playing two characters...the first "shield" uses a tower shield and lends aid to the fighter behind him, poker stands behind "shield" and pokes around him with polearm

The party continued on from room A18 where they left off a few sundays ago. Went directly to A22 and made quick work of the Ogre....One sleep spell was all it took. Damned low saving throws. When did sleep start affecting non medium humanoids anyway? 3.5 or 3.0? Not only did they kill him off fairly quickly but the roasted him up, ate him and salted what was left for later.

While they were preparing the food they had a random encounter with a Fiendish Giant Preying Mantis. I thought this would be much tougher than it really was, but they handled him without TOO much trouble.

Anyway, they like the bath room and have gone back there a few times now. next they moved on to A23 and did not do anything with the illusions at all. They went to A24 and one of the dwarvern fighters decided he didn't like the silence so he broke down on of the pillars causing the spell to fail. The loud crash of the pillar breaking and falling to the ground brought on another random encounter.... 3 Fiendish Dire Weasles. Sleep took one out of the fight before it started. Man, that bloodsucking ability is neat. got a few of the party members down a few con anyway.

Next they moved up the passageway to the north and quickly took out rooms A25, 26, 27 and 28. Turag held the door for a second. The party stepped back and the sorceror cast another sleep spell heard a thump of body hitting the ground, opened the door and took out the filthy EVIL orc.

Anyone else having an issue with PALADINS detect evil? well, not really a problem par se, but they sure just kick the door open and the paladin can tell if anyone is waiting in the room to jump them.

From A28 they move onwards to the northwestern most hallway of region A and find the secret door. The party moves on to region E (I hadn't read ahead) and since none of the party is evil E1 doesn't really effect them (matter of fact they found the trap. failed at disarming it but didn't blow up and one of the players mentioned maybe it only worked against evil...the other players laughed). next they hit up E2 without to terribly much trouble (biggest thing was taking off their armor to make climb checks) and then to E90 where the fight took about an hour of real time. Those bugs were nasty. Didn't drop or kill anyone although a few people got hurt semi-seriously....only two of them took ability damage though. they next moved to E92 and were about to turn back when they saw the fallen angel...which didn't interest them so much but they also saw the spear.... Which is one of the dwarves weapons of choice. they detected it as magic and went in even though they suspected a trap of some sort. They still probably would have done ok except for the cleric/barbarian lost his damn mind and decided that he was all powerful and charged in between three of the scorpions and was quickly ripped to shreds. the rest of the party continued on methodically and grabbed the spear.

At this point they decided that the first region was safer and they made their way back down to the long hall and headed into A30, and up to A31. At this point one of the players wanted to just gloss over this fight saying that drawing up every battle was slowing us down too much....well, after I drew it up anyway they are now much more fearful of the stirges. Every one of them took con Damage with a few people taking 8 points and the rest averaging about 3. They holed up in the stirge room for a few days, not enough to heal all the con damage though because they are running low on food. Afterwards they made quick work of rooms A37, 38, 39, 40 (found the shortsword), 41, 42, 43 and 44.

I've been doing experience by EL instead of the CR of each creature and they have still managed to get to Level 3 now. Not really a problem, but all of the fights in the first region are now going to be a bit underpowered....Hopefully they continue on their current path and are able to deal with longtail and the portal in the next encounter or two so that they can make their way up and on to one of the other regions....of course I would like them to find the healing/permanent resistance rooms but I don't think that that will happen at this point. Ah well.

Thanks again for the great material...
 
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