twofalls said:
Hello everyone. I've finally decided on the path I will use through this monster. A,E,I,M,N, and then O. I try to stay one region ahead in prep, and my group has just entered region E in the very SW corner through the secret door in the NW of A. E is completely prepped, so its time to turn an eye on I.
It’s... slimy. It’s all about flesh halls, twisted experiments and insanity. So to honor the theme, as soon as the PC's step foot into Region I, I'm going to introduce the sanity rules on pg. 194 of the UA. This ought to give them pause. Also, the players should be level 6 by the time they hit this area. Since the region is rated at levels 7-9 for 4 characters, 6 6th level characters should be perfect. They will leave level 8 if their habit of hitting every single room in a region holds, and knowing these anal adventurers, it will.
At that level I need to start adding in some heavier artillery magic wise. Some decent magical items and armors. Also, I worry about them being able to vanquish either of the Twins in the area at the low power levels they are at. It's very possible for them to hit one of the twins within the first two rooms of the level (that being Anguish in I98), and it would make mince meat out of the party at 6th level. So I need to pump them with some decent stuff in region E, or early in I. I was thinking about putting in a minor artifact of some kind in this region, but was wondering if there were any artifacts currently in the game. Jim?
one of the things you could do, is take room c93 and wedge it somewhere in Region I. there's also a giant book in room I42 that might be useful.
due to the nature of region I, there isn't a lot of magic-using opponents,
but you can certainly take some driders from region M and have them
visit region I.
one of the hurdles of your "path" (AEIMNO) is that region M is a bit
of a downer in the "story path", which is okay, because region N is going
to kick them in the teeth.
M is a good place for an important PC to die, saving the party
(perhaps at the hands of an invisible stalker or drider leader),
giving it that chapter 6 of band of brothers feel.
once the PCs get to region N, the true depths of depravity
of the dungeon will reveal themselves. the PCs are now going
to see the darkest underbelly of the dungeon and have to make
some real choices, because i can be, they will be 2 to 3 levels
lower than the minimum height to ride this roller coaster
which is a good problem to have, because it forces them to
work with the lich, instead of fight it. and so on.
which leads us to Region O.
if you follow the AMINO path through the dungeon, region O
needs to have a slightly different finale. instead of the frost
giants rulling the region, an ice devil prince should be the
finale to this dungeon. in fact, something from dante's inferno
with three mouths would be some great symbolism.
also, you can take the dragon tyrus, from region J and put
him in the tomb in region O, instead of the titan.
the ice devil prince in fact should probably send some scouts
to find the PCs between regions M and N... just as a little
foreshadowing of things to come.
replace the bugbears in region M with frost giant slaves
and now you've got a finale that is going to force the PCs
to really rethink their strategy and understanding of the
dungeon. of course, missing out on region G really hurts
some of the more demonic story threads, but making the
ice devil price an orcus level encounter resets the clock
in my opinion.
twofalls said:
Also, I haven't read regions M-O yet. Anything I should know about them while messing with I? We wont be running any WLD sessions before the turn of the year. The WLD was really supposed to be a game we only used when I needed a break from our campaign, and its been so much fun we have focused on it for months now. But the guys are making noise about wanting to get back to their characters in the Dreams of Glory campaign, so we are going to head that way for a couple months.
and the circle of life continues...
