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

Errors in Region E

E 44

Scaling
There are no glyphs of warding in this room only barghests but the scaling says to change it's trigger. It should probably increase the # of Barghests or have them wounded.

E 88

Edgar: Monstrous Spider

States that Edgar is charmed, but edgar has vermin traits, so it cannot be charmed.
You probably need a new spell to control vermin like edgar or a feat that allows you to charm them.
 

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Building a forteress of good in WLD ?

Hello,

I have something very special to tell you about my group.

They have free some prisonner that i added in region A and now they have decide to train them and build some kind of defense in region A to live here.

They have build a shrine and some bedroom. So the NPC they have free are gonna live here while they are exploring the dungeon. They even ask the NPC to dig a couple of more room in the area they are and seal some wall.

This starting to look like a forteress of good in this area.

What do you think ?
 

Fortresses of Good and Section A's problem

On the fortress of good note, In my game, the players are not the only ones to discover the dead titian. There are at least a number of groups equal to my number of players following them in, (these are character driven sub-plots.) It would be great for some villian from thier background to come in and take over the whole fortress of good. This does not even have to be a villian. Your could simply make it a paladin who has different ideas of how things can be done, or it could be a copper dragon who thinks the fortress would make a good lair.

Let them have a good idea, let them build it up support it and make it cool, then steal thier good idea right out from under them.




Section A :Too many darkmantles, Dire Rats, Rat swarms and Stirges. This is my attempt to replace some of those creatures so as to make for a more entertaining encounter.


Room A15
Initial Attitude, Encounter Conditions, Treasure, Encounter level and Scaling all remain unchanged.

Encounter: Replace 2 fiendish darkmantles with 7 fiendish fluttering oozes.

Tactics: 4 oozes on the ceiling (DC 30 to spot), 3 on the floor (DC 15). The three on the floor use Aid another (AC 10) to grant +2 Bonuses to attack rolls while also granting the +2 flanking bonus. (Total +4 to the upper oozes, attack rolls), The upper oozes attempt to wrap itself around a target’s head in an effort to suffocate it’s prey (see suffocation) , except for one ooze on the ceiling who attempts to smother any light source wrapping itself around the light source (see fire resistance), extinguishing any flame and blocking any light source
If reduced to less than one-half their hit points (or 1/2 are killed) they flee using their confounding appearance to hide once they move around a corner


Fiendish Fluttering Ooze (Cave Moth)
Tiny Ooze (Extraplanar)
Hit Dice: 1d10+0 (5hp)
Initiative: +0
Speed: fly 30ft. (Poor)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Slam +0 melee +2 ranged
Full Attack: Slam 1d6-2
Face/Reach: 2-1/2 ft./0
Special Attacks: Smite Good, Smother
Special Qualities: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5, Spell Resistance 6
Saves: Fort +0, Ref +0, Will -5
Abilities: Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1
Skills: Hide+10
Feats: Ability Focus (Smother), Improved Grapple (B)
Environment: Underground
Organization: Flurry (5-10), swarm (11-30)
Challenge Rating: 1/4
Treasure: None
Alignment: Neutral Evil
Advancement: 2 HD (tiny); 3HD (Small)
Level Adjustment: -

“A glistening wet patch of stone burst forth fluttering like some hellish moth. It’s translucent form and silent motions combine with the dungeons darkness to confound the sense and make it quite difficult to follow.”

Smother (Ex): fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature.
Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.

Confounding Appearance (Ex): Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying).

Fiendish Fluttering Ooze (Cave Moth) CR ¼; Tiny Ooze (Extraplanar); HD: 1d10+0; hp: 7, 7, 6, 5, 5, 5, 4; Init: +0; Spd: fly 30ft poor.; AC: 12 (+2 size), touch 12, flat-footed 12; Base Atk+0; Grp-6; Atk: Slam +0 melee (1d3-2); Full Atk: Slam 1d3-2; Sp/Rch: 2-1/2 ft./0; SA: Smite Good, Smother; SQ: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5; SR 6; AL: NE SV: Fort +0, Ref +0, Will –5 Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1;
Skills and Feats: hide +10; Ability Focus (Smother), Improved Grapple (B); nge Rating: 0.5
Smother (Ex): fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature.
Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.
Confounding Appearance (Ex): Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying).

Designer notes: This creature gained an Int 3 when it gained the fiendish template so I gave it skills in hide and a feat, I also took the liberty to add Improved Grapple as a bonus feat.

Section 15 Copyright notice.
System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Creature Collection Copyright 2000, Clark Peterson
Monster Geographica: Underground Copyright 2004, Expeditious Retreat Press
 
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Hello,

this a good idea to replace some monster from region A. But my group already killed everything in the region A and close the gate and killed Longtail.

BTW I don't think i'll give them more trouble they already have by stealing their idea, but maybe instead i'll send some good people to join the place who will start to attract people who want protection.
 

Data Drive Crashed

My 120 gig Western Digital data drive just died. I lost five years worth of data. Some of it was backed up but not nearly enough. One of the things that hadn't been backed up were the electronic copies of the WLD maps (both AEG and players). Would someone please be kind enough to list the latest link where these maps can be obtained?

Thank you.
 


Replacing monsters in Region A

Yea I am a bit behind the curve because I like to fix things before I play them, I have been reading the book working on an over arching story, I have settled into a more character driven story arch. I have all these replacements on post-it notes in the book but I thought it might be fun to post them here I might make a pdf out of all of them later.


Room A25

Initial Attitude, Encounter Conditions, Tactics,and Encounter level all remain unchanged.
Encounter: Replace 6 fiendish dire rats with 6 fiendish skinflinters (miser jackels).
Treasure: the Skinflintershave gathered all the listed treasure and have placed it in the leather sack which was then hidden behind the open door and covered with a tatered and chewed up cloak. (Search DC 18)
Scaling: add an additional two fiendish skinflinters (miser jackels), have two skinflinter’s flee upon sighting the party.

Fiendish Skinflinter (Miser Jackel)
Small Magical Beast (Augmented animal, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 -2)
Full Attack: Bite +4 melee (1d4 -2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Posion, smite good
Special Qualities: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13
Skills: Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Warm plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

“A red and black jackal with small horns curling just before its large tall ears”

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.

Filching (Ex): The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill.

Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.


Fiendish Skinflinter (Miser Jackel); Small Magical Beast (Augmented animal, Extraplanar); CR: 1/3; HD: 1d8 (4 hp) Init: +3 (+3 Dex); Spd: 50 ft.; AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base atk: +0 Grp: -4; Atk: Bite +4 melee (1d4 -2); Full Atk: Bite +4 melee (1d4 -2); Sp/Rch: 5 ft./0 ft.; SA: poison, smite good ; SQ: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 AL: NE, SV: Fort +2, Ref +5, Will +1 ; Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13
Skills and Feats: Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3; Alertness, Weapon Finesse (B)
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.
Filching (Ex): The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill.
Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Section 15 Copyright notice.
System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Creature Collection Copyright 2000, Clark Peterson
 


Region N?; Requests?;Too many fiendish rat swarms.

I am busy writing the hook for my parties entrance into the WLD, but I thought I would post the replacement of another creature in Region A, if you have seen jurrasic park the lost world you will love this. I also want these to be usefull, if anyone wants to make a request for a room to be changed out for a different creature let me know.

I do have a Question about Region N: what racial traits did you give them? They appear to be just completly generic humanoid with no racial traits. If so, what racial traits do you recomend or dream of using against the players?

Room A29
Initial Attitude, Encounter Conditions, Tactics, Treasure and Encounter level all remain unchanged.
Encounter: Replace the fiendish rat swarm with a fiendish razerswarm.
Scaling: scaling up remains the same, scaling down the razerswarm is injured and only has 4 hit points.

Fiendish Razorswarm
Tiny Magical Beast (Augmented Animal, Extraplaner)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4 (+4 Dex)
Speed: 35 ft. (7 squares), Climb 10 ft
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: +3/-9
Attack: Swarm (1d8)
Full Attack: Swarm (1d8)
Space/Reach: 10ft/0 ft.
Special Attacks: Distraction , wounding, smite good,
Special Qualities: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits spell resitance 9,
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2
Skills: Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9
Feats: Improved Natural Attack,Ability Focus (Distraction)
Environment: Warm forests
Organization: Solitary, or Hoard (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: -

“These two legged reptiles are each only about the size of a chicken. Individually you would hardly be frightened of them, but there are dozens of them, their scales red with black stribes, tiny black horns curling off their heads and a even hunger lights up their red gem-like eyes.”

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex):creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect.

Skills: A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line


Fiendish Razorswarm; CR 3, Tiny Magical Beast; HD: 4d8+8 ; HP: 26 hp; Init: +4 ; Spd: 35 ft., Climb 10 ft; AC: 18 , touch 16, flat-footed 14 ; Base Atk: +3; Grp:-9; Atk: Swarm (1d8); Full Atk: Swarm (1d8) Sp/Rch: 10ft/0 ft;. SA: Distraction , wounding, smite good; SQ: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits; SR 9; SV: Fort +6, Ref +8, Will +2; Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2
Skills and Feats: Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9; Improved Natural Attack, Ability Focus (Distraction)
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex):creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect.
Skills: A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line

Section 15 Copyright notice.
System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Creatures of Freeport Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis
 

Thanks for the additional region A monsters - I've added a couple of those and a half-dozen others to diversify things in the region a bit. Our second session through region A was a bit slower than the first as we wondered many rather endless hallways. My players were very adept at avoiding any rooms with anything interesting, so I worked in several random encounters. These additional monster types will help that out a great deal.
 

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