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

Even More Region A Customization

So, as you may recall, I'm editing the plotline and content of Region A to better suit my <a href="http://www.enworld.org/forums/showpost.php?p=2195533&postcount=791">campaign prospectus</a>. I ran our first session last Tuesday, and it went swimmingly, but afterwards I realized that my players -- all long-time D&D players, and hardboiled dungeon-crawlers -- would be difficult to scare and impress. I mean, they've killed a thousand darkmantles before in prior campaigns -- what's a few dozen more?

Clearly, then, I needed some rare or unexpected monsters. My narrative skills are pretty good, I fancy (one player did compliment me by describing a darkmantle in the "most chillingly alien way" he's yet heard), but nothing surprises and scares players more than an unknown monster.

Before I even went to the bookstore to delve through all the additional Monster Manuals, Fiend Folios and whatnot, however, one of the players (while speaking in-character), gave me the perfect idea. While combating a swarm of fiendish rats, she said that they were "too smart" for vermin, and were probably being controlled "by a sinister wizard" somewhere in the dungeon. Of course, this was not the case -- I was just playing the rats as being particularly intelligent -- but she didn't need to know that.

I've decided that Room A55 still contains one of the Dungeon's original prisoners -- Lucent, a psionic Brain in a Jar (the concept taken from Libris Mortis, but modified heavily). The door to this room, I've decided, is a made of stone, and is circular in shape with a brass gryphon head sticking out of the center. It originally could only be opened with a key, inserted into the gryphon's mouth, which than rolled the stone door to the side. The door also had a stream of engraved Celestial runes around its edge, which was effectively a ward against psionics that prevented Lucent from using his mental powers behind the confines of his cell.

During one of the many earthquakes that racked the Dungeon decades or centuries ago, the circular door cracked. Subsequent tremors and quakes only exacerbated the damage, until eventually the circular door cracked in half entirely, and one side collapsed to the floor. Thus the ward was broken.

But Lucent was not able to escape, for he is, after all, only a brain possessing no mode of transportation or movement. The Celestials were smart enough not to put him in a free-standing jar, but instead in a floor-to-ceiling length column made of adamantine (to hinge it in place) and a special material that is similar to glass (i.e., it is transparent) but is a hundred times stronger, able to withstand much stronger blows (effectively, I'm saying it has a hardness of 10, and an attacker must deal 30 points of damage to one targeted section before breaking a hole into it). Lucent, the brain, floats in yellowish liquid which itself fills the glass column.

With the arrival of the fiendish creatures, Lucent has used his modified dominate animal ability to assume control over any vermin that stumble nearby. He then sees through the eyes and ears of these creatures to scout out the Region, hoping to find individuals talented and powerful enough to get him the hell out. His primary goal is merely escape -- if he can find someone (or a group) who seems capable of fleeing the Dungeon, he intends on luring them to his cell using his dominated fiendish creatures (and when they close enough, telepathy). Once there, he hopes to initiate terms of parley, during which time he can use his suggestion and dominate person abilities to "convince" whoever arrives to somehow free him, put him in a container and take him along with them during their travels.

Of course, because he is evil, he will have no moral problem turning his rescuers into mindless slaves.

Thoughts? Suggestions? Praise? Death threats?

 

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just__al said:
Hey, I just emailed you my players only version of the region G map. Check your email and please credit just__al on the downloads page

That's not fair! You actually took care on yours, the grid lines up and everything!
*sulks*
 

Long Read First Post

I have been reading this thread since post one, and have finally reached the end....



What a read!!!



I have been running WLD for about 6 sessions (36 hours of play/10 gametime days). The campaign that I am running plans on going from start to finish of this monster, but we will see how they actually make it. The group is comprised of my two boys, and three of their friends - all of which pretty much first time players. What a way to introduce them to the best RPG ever.



Myself a DM, for about 27 years, has to do some degree of character preservation, but don't believe in holding to many punches. The game is pretty much 3.5 with a couple of house rules. One of which may be useful if you are worried about high mortality rates. Here it is:



Luck



Luck is determined like any other score and it represents accidental fortune both good and bad. Luck is not pertinent to any class but can be beneficial to all.



Racial Modifiers: Dwarves, elves, and half-orcs –1, half-elves 0, humans and halflings +1





Ability Score /Modifier/ Luck Points/ Fate Points /Divine Intervention
1 /-5 /0 /0 /0%
2 /-4 /0 /0 /0%
3 /-4 /1 /0 /0%
4 /-3 /1 /0 /0%
5 /-3 /1 /0 /0%
6 /-2 /2 /0 /0%
7 /-2 /2 /0 /0%
8 /-1 /2 /1 /0%
9 /-1 /3 /1 /0%
10 /0 /3 /1 /0%
11 /0 /3 /2 /0%
12 /1 /3 /2 /1%
13 /1 /4 /2 /2%
14 /2 /4 /3 /3%
15 /2 /4 /3 /4%
16 /3 /5 /3 /5%
17 /3 /5 /3 /6%
18 /4 /5 /3 /7%
19 /4 /6 /3 /8%
20 /5 /6 /3 /9%
21 /5 /7 /4 /10%
22 /6 /7 /4 /11%
23 /6 /8 /4 /12%
24 /7 /9 /4 /13%
25 /7 /10 /5 /14%

Luck Point Usage: Each game session a character may expend their luck points on any personal attack, damage, saving throw, or skill check (Any dice thrown by player – excluding character building...example adding new hit points.) They may chose to spend the points after the roll is made, but before any other game action is determined. Each point expended is equal to a +1 bonus or 5%, and no more than 5 points maybe spent ant any one time.



Fate Points Usage: Each time a character is brought to below –10 hit points, they may spend a fate point to stay alive. This usage puts them out of action, but stabilized at -1 hit points (This stabilization will continue until the PC is helped.) These can also be used to negate the effects of a special critical wound.



Divine Intervention: Divine Intervention is just what it sounds like, and will only have any effect in a hopeless situation.



Additional Note: The DM will occasionally ask for a luck ability check, and it is made by rolling a d20 + modifier like any other ability check. Be careful as these can be asked for at the most inopportune moments, as trying to determine which way a body falls – on the thin ledge or over the side into a bottomless crevasse. To low of Luck score can doom a PC. Only named villains and NPCs have a Luck score.


So far (75% of the way through A) - 2 fate points gone. By the time they run out they should have enought experience to make it on their own. Then I will work on replacements for the ones no so lucky.


Will post party dynamics and log later........

CZHorse
 
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n3dst4 said:
That's not fair! You actually took care on yours, the grid lines up and everything!
*sulks*

Only where I needed to so I could absolutely hide something like a secret door. My players could tell "something" was there on the region A map and assumed it was poorly hidden on purpose. It was at the end of a dead end hallway anyway so they would probably have searched till they found it but I don't want that happening again.

I don't even know if they'll ever reach region G but I decided to stop waiting on someone else to finish the maps and contribute to the cause since I am taking advantage of the maps.

I'm also happy for the complete maps because they allow me to read the book and have them open on my computer screen instead of spreading them all around my desk.

Besides, if you look closely enough, you'll see where I cheated.
 

just__al said:
Only where I needed to so I could absolutely hide something like a secret door. My players could tell "something" was there on the region A map and assumed it was poorly hidden on purpose.

I have had this happen a few times, but I explain away any editted looking areas by saying that is where the room number was removed, or where the background was changed.

Besides if there search once and fail, I am not going to let them re-roll search checks until they get a high enough roll to succeed. Unless I want them through the secret door of course! :]
 

Sieobahn said:
I have had this happen a few times, but I explain away any editted looking areas by saying that is where the room number was removed, or where the background was changed.

Besides if there search once and fail, I am not going to let them re-roll search checks until they get a high enough roll to succeed. Unless I want them through the secret door of course! :]

It's a little tough when the cleric of the group has the knowlege domain and takes detect secret doors as her domain spell.
 

Equipment

kenc said:
Equipment:

Here are a few ways I plan on accounting for not being able to shop. How have other DM's been suppling the pc's? or have you found that the basics are provided.

Raw materials for crafting/scribing. My thought is to let the players break down unused stuff for "raw materials" with the appropriat craft skill of coarse. The raw material they have will be assigned a gp value and used as normal.

Has anyone dumped in the "old merchant who can go anywhere and has anything"? Did that unbalance things?

This should not be much of an issue with the numerous supply rooms in E and other areas. However, if the group needs something you can always include it somewhere.

You don't always need to include items that are new and in good repair. Make those arcane casters useful, and use the Mending spell.

Having the party needing things, puts extra need for them to continue exploring. I like having the cleric need to take spells like Purify Food an Water and Create Water, and you would be surprised at how many creative ways you can prepare Rat and Darkmantle.
 


Room A37

Looks like my WLD game will get started sooner than I expected, the players in the banewarrens have been using "find the path" (other wise known as "Ruin the Adventure"), so looks like I will be speeding up my replacements.

Oh and as always if there is a creature you would like me to change in a particular room, tell me the room and I will find a creature in my library of d20 books, because nothing is as scary as a unknown monster.

ROOM A37
Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged.

Encounter: Replace 6 fiendish stirges with 2 fiendish adult wyrmspawn.

Tactics: The wyrmspawn have just molted into their adult stage (penalties remain the same) It takes two rounds before these wyrmspawn can use their larval cloud ability. Other than this, the encounter remains the same.

Scaling: To increase the challenge of this encounter, make these wyrmspawn full adults and ready with a larval cloud. To decrease the challenge it takes four rounds before the wyrmspawn can use their larval cloud attack.

FIENDISH ADULT WYRMSPAWN
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), fly 80 ft. (good), climb 20 ft. (4 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Bite +4 melee (1d4 +0 plus poison)
Full Attack: Bite +4 melee (1d4 +0 plus poison) and 2 claw -1 melee (1d3 ++0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Larval cloud, poison, smite good, superior fly-by-attack:
Special Qualities: Darkvision 60ft., low-light vision, resistance 5 fire and cold
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6
Skills: Hide +12, Move Silently +8,
Feats: Flyby Attack, Improved Initiative
Environment: Any land
Organization: Solitary, Pair, or Flock (3-7)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: -

You see a wyvern-like creature about the size of a dog. It has a long crimson serpentine body, small black horns and four narrow limbs. A wing membrane black as night stretches from it’s forelegs to the rear, like some insidious bat.

COMBAT:
The wyrmspawn prefers to attack weak and exposed targets from the air. It will often attack and then flee, letting it’s poison and cloud do it’s work, then return to attack again.

Larval Cloud (Ex): 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae.
Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae
Poison (Ex): Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.
Superior Flyby Attack (Ex): When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square.


FIENDISH ADULT WYRMSPAWN; CR 2; Small Magical Beast (Extraplaner); HD: 3d10+3; HP 19; Init: +9; Spd: 20 ft, fly 80 ft. (good), climb 20 ft.; AC: 19, tch 16, ff 14 Base Atk: +3, Grp: -1; Atk: Bite +4 melee (1d4 +0); Full Atk: Bite +4 melee (1d4 +0) and 2 claws -1 melee (1d3 ++0); Sp/Rch: 5 ft./0 ft; SA: Larval cloud, poison, superior fly-by-attack: SQ: Darkvision 60ft., low-light vision, resistance 5 fire and cold; SV: Fort +4, Ref +8, Will +1; Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6
Skills and Feats: Hide +12, Move Silently +8; Flyby Attack, ,Improved Initiative

Larval Cloud (Ex): 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae.
Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae
Poison (Ex): Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.
Superior Flyby Attack (Ex): When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square.

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
 
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Qwillion said:
Looks like my WLD game will get started sooner than I expected, the players in the banewarrens have been using "find the path" (other wise known as "Ruin the Adventure"), so looks like I will be speeding up my replacements.

How much of A are you going to replace, and what does the final encounter list look like? My group is all basically begining players, and I don't need to worry about them having killed hundreds of these creatures in past adventures. The region as written will work for us, but my players will sure be pros on darkmantles, rats, and stirges by the time they exit the region.
 

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