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

Mouseferatu said:
I'm not mad. I'm just insufficiently medicated. ;)

So he wrote an extra 28K of what was essentially a 42K assignment? Holy Hana...

In either case, though I'm looking to forward to seeing this book once I get my own copy. I want to see how you folks finished up the section I began--but more to the point, I just want to see how it all hangs together. :)

Yeah, I tend to overwrite stuff by quite a bit. Since I'm working as a freelancer ful time now I've been trying to do that less. No sense in writing what's never going to get me pizza or rent money.
 

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twofalls said:
Thanks haiiro. I've been thinking the same thing regarding the real value of monetary treasures. To a man dying of thirst a golden cup is worthless but he water inside is priceless. I decided to add in a bit more treasure to Region A since I've been adding Devils and such, and for one orc the random generation of treasure came up with a 1000gp diamond. For something found on the body of an already dead Orc I'd typcially toss this... but I decided that since there is no practical use for it I'd keep it and see how the PC's reacted.
Man, this thread makes me want to buy this silly book even though I know I'll never play it. But this post made me curious: How many Wizards with spellbooks can be found in the dungeons? If the party is not supposed to leave and come back, how often does the Wizard find a stash of spells so he can add more than just his standard 2 spells to his spellbooks each level? Is this handled at all?
 


spellbooks

jmucchiello said:
Man, this thread makes me want to buy this silly book even though I know I'll never play it. But this post made me curious: How many Wizards with spellbooks can be found in the dungeons? If the party is not supposed to leave and come back, how often does the Wizard find a stash of spells so he can add more than just his standard 2 spells to his spellbooks each level? Is this handled at all?

there's an entire sidebar on page 12 dedicated to just this topic
with suggestions for the DM, as well as hints on how to make it
work.

some people have noticed the lack of treasure in Region A
and this is intentional. DMs should feel free to drop a few scrolls
for wizards (if there are any in the group), somewhere in the
Region, and let the dungeon self correct this problem as the PCs
advance. there's a spellbook in Region E, another in Region F,
an incredibly powerful one in Region C, two more in Region D,
at least one in Region G... and by this point, the PCs should have
more spells then they can ever use.

Region I and M also have some twisted spells and Region N has the most obnoxious list of magic in the dungeon.

once again, i've over answered a question

sorry about that
 

Actually in Region A alone I know of one spellbook and a few of scrolls scattered here and there. getting more spells for wizards isn't as nearly complicated as trying item creation while adventuring without a source of raw materials.
 

important errata, region A

on page 46, boyikt (the kobold wizard) has a spellbook with web in it.

replace web with cat's grace
and have him cast web at the beginning of combat from a scroll of web

or get rid of it all together

sorry for the confusion

this one slipped past us in editing.
 
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Your only limitation is your imagination. Add what you want, remove what you don't like, the same 'ol line that has been put into the front of countless modules and rpg books since the late 1970's. Much to the amusement of a certain line editor I've rewritten A almost entirely for my group, and have added a lot of treasure bits here and there that are little more then dungeon dressing, with a few notable exceptons.

Region A is lackluster when it comes to PC rewards, however when viewed in the metagame the designers had no way of anticipating what type of magical gear or treasure items would most benefit your specific party of adventurers. So they wisely left that up to the fool who plans to run his group through this entire monster... :) Trust me when I say that if you go into region E from A, you will need to gear up your group by adding appropriate PC pumps into A. That is if you intend for them to survive for very long. I particuarly suggest healing potions for post Trap trauma.
 

Region B, spoilers and new concepts

If you don't want anything spoiled, do not READ THIS.

In Region B, the goblins are engaged in a holy war with rebel goblins and the goblin king is harranged at every turn by renegade bugbears. All the while, traps in every corner of the Region have forced various races to live in a smaller portion of the dungeon. A maze to the south, and the killing zone in the east central portion of the region, have become home to some very nasty undead. Vargouilles, ghouls, ghasts, and blink dogs are part of the stragglers.

While straightforward, the details behind this situation are complex.

First, the goblin king is really a doppleganger. The holy war is actually being fought over the statue of a goblin and not a "gift from the gods", and hobgoblin contingent, if left to their own devices, could wipe out all the goblins themselves.

The tension in this Region should be obvious.

If the PCs don't sense it, apply a few –2 circumstance penalty to fear saves.

On to the alternatives. Firstly, you can replace the goblins and hobgoblins
with gnols very easily, making the gnolls in Region C, off shoots of this tribe.
Second, replace the doppleganger goblin king with a low-level illithid who
is mind-controlling the entire lot of them. Remove the statue and replace it
with a hallucinatory shrine that helps to solidify the illithid's cause.

And his cause is simple, wipe out the bugbears, claim the region and then
turn his sites on Region C and the outcast gnolls there.

The howlers, blink dogs, vargouilles, and ghouls now become persecuted
creatures in the region. Add a few umber hulks to these encounters to
take advantage of the PCs weakened wisdom or to add some color to the
"misfit" bands, on the verge of being wiped out.

Of course, since the illithid is not OGL, we can't help you make stats for it,
but perhaps you can find information on it, somewhere.

:)

Idea #2. Keep the rebel goblins, replace the Holy Goblin Empire with hobgoblin imperialists, and have the bugbears continue their raiding principles. Remove the blink dogs and howlers and add a small enclave of babau who have been unable to corrupt the gnolls, but are also immune to mind control.

This makes them a wild card.

Idea #2a. Lose the blink dogs, but give the howlers black orc riders (see Monsters by AEG) or some other race from your home campaign. Anything that can benefit from the howler's ability to reduce Wisdom is a plus.

Idea #3. Remove the rebel goblins and blink dogs. Replace them with spellstitch ghouls (from MM2), remnants of Azum's (see Region C) madness.
The holy goblin empire is then under a constant siege from enemy creatures and is more prey than predator. The doppleganger goblin king can be sympathetic OR perhaps he's already taken another form like a bugbear or the halfling bartlby. The throne would presently be empty and the goblins, all eager to prove their worth to take the throne, killing an elf or human to prove their prowess.

Idea #3a. Alternately a hobgoblin rules the goblins in some hegemonic fashion with the absense of their king.

Idea #4. Keep everything the same, but have the PCs arrive in the goblin empire (Room B75), just as the king is being assassinated, casting

Also note, the trapped rooms are good hidding places for kobolds and bugbears, both creatures with a natural tendency toward making/repairing traps.

More on Region E next time.
 

Map Ruined

I don't know what I'm going to do. I've had the Region E map and the WLD book out becouse I've been working on it for my game this weekend. I looked around for the map everywhere today and couldn't find it. Eventually I did find it in the backyard when I was doing the daily dog doo duty, torn to bits by my daughter's dog Kaos (he is aptly named). I have no idea how it got outside in the first place, nothing like this has ever happened before. I'm really upset and don't have any idea how I'm ever going to run this region without simply making a hand drawing of a new map.

Anyone know of any way I can purchase a region map seperatly?
 

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