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

Main plot overview?

- SPOILERS EVERYWHERE



Ok, I think I require some quick assistance.

Right now I have two groups going through the WLD. One group has entered the dungeon in an attempt to find out what happened to the missing paladins of the Order of Myruun. They have moved through Region A without solving any of the major plot points, gotten wind from a Lantern Archon that the paladins moved East and proceeded into Region B. They have so far spent 11 days in the dungeon and are camping out in the angelic golden idol room worshiping its glory.

The second group moved in on day 2 to rescue one of the characters from the other group (the player wanted to play with a different group). They dealt with the gateway and Longtail, befriended the Kobolds and killed the Orcs. Right now they are at day 4 and are ready to move North to make contact with the Celestial Garrison (the player that switched groups heard from the lantern Archon that a large Celestial Garrison was located to the North, but that it had not relieved it of its information regarding region A for several hundred years). They want to contact the garrison and report on the situation in region A.

The plan as it stands is that I will keep on running both groups through the same dungeon, and that even though they will likely not go through the same regions as the other group that the ramifications of their actions will still be felt by both parties.

Unfortunately, I am having problems keeping up with the reading of all the different regions to put in the nescessary buildup for each group. I would thusly appreciate some hints and suggestions.

So far I have read regions A, B, C, E and F. I have just started on region I, and read the introduction of regions M, N and O.

The plan for group 2 is to have them contact the garrison and find out the following:

- the celestials were pushed back to region E when a large group of Driders moved in from region M into region I. Their hordes of magically experimented creations caused many casualties unto the celestial forces, so they pulled back to E.
- since the second earthquake the garrison was decimated, ward staves and all door lost etc. More importantly, since the destruction of the garrison they have lost touch with another garrison located in G. They thus have no news from the rest of the dungeon, and are worried that Tyrus' prison may not be entirely intact since the damage of the second earthquake.
- they are also extremely concerned about the World Eater breaking free, but assume that it is still imprisoned since they have not all perished horribly.
- they cannot leave the region because they must keep the wards going, however they may be able to regroup their strength if: a) more ward staves are recovered. b) the driders who are creating monstrosities in region I and M (actually M, but players won't know that) are prevented from creating further abominations.

The plan is to get group 2 to head into I, M, then J to check up on Tyrus, followed by N to check up on the World Eater, and finally out through O.


Meanwhile for group 1 things are a bit more hazy. They will progress into C and find out what happened to the paladins tale. To make sure they go north into G I'll get the lantern archons in C to mention the celestials there, and will make sure they find easy access into the eastern part of C. I have no idea as of yet as to what it is that they will find on their way, though I plan to contain them to regions G, K, L, H and D, with maybe O at the end if they really want to go that way (with a possible fudging of time and final climatic reunion with the other group).

So far the key plot element I have been building to with group 1 has been this: 51 paladins entered into the dungeon, but only 50 perished (they will find this out). The last paladin refused Myruuns order to give his life and was instead cursed for all eternity. The paladin in the group has just last session dreamt visions (poison and fever induced) of a blackened hand grasping for a scepter on a throne of bone. They have no idea what it was, but are dying to find out what the true evil is.

So somewhere I have to throw in an undying evil paladin on a throne of bone, and hopefully get the group to deal with him. Since I have not read G, K, L, H or D (though I know roughly what D is about), I have no idea where to put him in and how quickly the build up should be.


Can anybody offer some interesting suggestions and comments regarding both of these groups? Any comments will do really, and a suggested reading order would be appreciated. Is the region progression I have planned for both groups ok? Any other things I really need to build up towards right now to have it make sense later? Any suggestions on where to put the evil cursed paladin? Anything at all?



The Horror
 

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The Horror said:
- SPOILERS EVERYWHERE

So far I have read regions A, B, C, E and F. I have just started on region I, and read the introduction of regions M, N and O.

But not G? I highly recommend ignoring D and L for your campaign, although J and K may have some juicy tidbits.

The Horror said:
The plan for group 2 is to have them contact the garrison and find out the following:

- the celestials were pushed back to region E when a large group of Driders moved in from region M into region I. Their hordes of magically experimented creations caused many casualties unto the celestial forces, so they pulled back to E.
- since the second earthquake the garrison was decimated, ward staves and all door lost etc. More importantly, since the destruction of the garrison they have lost touch with another garrison located in G. They thus have no news from the rest of the dungeon, and are worried that Tyrus' prison may not be entirely intact since the damage of the second earthquake.
- they are also extremely concerned about the World Eater breaking free, but assume that it is still imprisoned since they have not all perished horribly.
- they cannot leave the region because they must keep the wards going, however they may be able to regroup their strength if: a) more ward staves are recovered. b) the driders who are creating monstrosities in region I and M (actually M, but players won't know that) are prevented from creating further abominations.

The plan is to get group 2 to head into I, M, then J to check up on Tyrus, followed by N to check up on the World Eater, and finally out through O.

Very cool. Where were you when I was editing this thing?

The Horror said:
Meanwhile for group 1 things are a bit more hazy. They will progress into C and find out what happened to the paladins tale. To make sure they go north into G I'll get the lantern archons in C to mention the celestials there, and will make sure they find easy access into the eastern part of C. I have no idea as of yet as to what it is that they will find on their way, though I plan to contain them to regions G, K, L, H and D, with maybe O at the end if they really want to go that way (with a possible fudging of time and final climatic reunion with the other group).

Since they are on "a mission for god" I'd allow them to pass from C21 to C110 at will. Especially if they've been "annoited" by the Garrison already.

The Horror said:
So far the key plot element I have been building to with group 1 has been this: 51 paladins entered into the dungeon, but only 50 perished (they will find this out). The last paladin refused Myruuns order to give his life and was instead cursed for all eternity. The paladin in the group has just last session dreamt visions (poison and fever induced) of a blackened hand grasping for a scepter on a throne of bone. They have no idea what it was, but are dying to find out what the true evil is.

So somewhere I have to throw in an undying evil paladin on a throne of bone, and hopefully get the group to deal with him. Since I have not read G, K, L, H or D (though I know roughly what D is about), I have no idea where to put him in and how quickly the build up should be.

The Horror

G59, G75, G78, H12, H38, N29, N30, N31, N67, N74, N77, N178 (requires some rewriting, but worth it), 038 (or 050 if you want to be funny), 060 (requires some rewriting, but worth it), or V8 (page 539) to name a few.

If this isn't enough ideas, we can look for an abomination in Region I, a deserter elf from Region H, or use the Hags from Region K.
 

jim pinto said:
G59, G75, G78, H12, H38, N29, N30, N31, N67, N74, N77, N178 (requires some rewriting, but worth it), 038 (or 050 if you want to be funny), 060 (requires some rewriting, but worth it), or V8 (page 539) to name a few.

If this isn't enough ideas, we can look for an abomination in Region I, a deserter elf from Region H, or use the Hags from Region K.

Thanks for the suggestions. That should be plenty of material to work with. I will get onto region G asap, and make sure to read all those listed encounters.

Last nights session for the group entering region E was yet another success. They entered through the E2 area, and after stumbling around against some insects and mastiffs wound up in Seraxes throne room! Four shadows arrived from Ezraels throne area and sealed off their exits. The encounter ended in a desperate run for the safety of a ward, and almost resulted in a TPK. The sheer desperation was just hilarious. The necromancer in the group ended up cutting off his own finger to use as a spell component. :)

The kicker was at the end. They realised after resting for a couple of days that they had left the secret door into region A open. The shadows had two days to ransack region A. Meanwhile the other group has left doors open behind them also (I have been specifically asking). Next session for the group in region B is going to be an interesting one. Shadows will sneak into region B and begin killing Bugbears. When the PCs intervene they'll realise that at least 10 shadows have made their way into the areas controlled by the goblin empire... And so the carnage and the exodus will begin. Will they allow the droves of fleeing goblins to seek sanctuary in region C? Will they leave them to their terrible deaths? Will they merely attempt to flee?

I don't think Seraxes will leave region E just yet. Its a good foothold for eventual movement deeper into the dungeon. Maybe I'll put some of his chief lieutenants in charge of the conquest of regions B and C.



The Horror
 

The Horror said:
Thanks for the suggestions. That should be plenty of material to work with. I will get onto region G asap, and make sure to read all those listed encounters.

Last nights session for the group entering region E was yet another success. They entered through the E2 area, and after stumbling around against some insects and mastiffs wound up in Seraxes throne room! Four shadows arrived from Ezraels throne area and sealed off their exits. The encounter ended in a desperate run for the safety of a ward, and almost resulted in a TPK. The sheer desperation was just hilarious. The necromancer in the group ended up cutting off his own finger to use as a spell component. :)

The kicker was at the end. They realised after resting for a couple of days that they had left the secret door into region A open. The shadows had two days to ransack region A. Meanwhile the other group has left doors open behind them also (I have been specifically asking). Next session for the group in region B is going to be an interesting one. Shadows will sneak into region B and begin killing Bugbears. When the PCs intervene they'll realise that at least 10 shadows have made their way into the areas controlled by the goblin empire... And so the carnage and the exodus will begin. Will they allow the droves of fleeing goblins to seek sanctuary in region C? Will they leave them to their terrible deaths? Will they merely attempt to flee?

I don't think Seraxes will leave region E just yet. Its a good foothold for eventual movement deeper into the dungeon. Maybe I'll put some of his chief lieutenants in charge of the conquest of regions B and C.

The Horror


Oh man, that is awesome. Glad to know they're "enjoying" section E, and great use of the shadows invading A and B.
 

The Horror said:
Thanks for the suggestions. That should be plenty of material to work with. I will get onto region G asap, and make sure to read all those listed encounters.

Last nights session for the group entering region E was yet another success. They entered through the E2 area, and after stumbling around against some insects and mastiffs wound up in Seraxes throne room! Four shadows arrived from Ezraels throne area and sealed off their exits. The encounter ended in a desperate run for the safety of a ward, and almost resulted in a TPK. The sheer desperation was just hilarious. The necromancer in the group ended up cutting off his own finger to use as a spell component. :)

The kicker was at the end. They realised after resting for a couple of days that they had left the secret door into region A open. The shadows had two days to ransack region A. Meanwhile the other group has left doors open behind them also (I have been specifically asking). Next session for the group in region B is going to be an interesting one. Shadows will sneak into region B and begin killing Bugbears. When the PCs intervene they'll realise that at least 10 shadows have made their way into the areas controlled by the goblin empire... And so the carnage and the exodus will begin. Will they allow the droves of fleeing goblins to seek sanctuary in region C? Will they leave them to their terrible deaths? Will they merely attempt to flee?

I don't think Seraxes will leave region E just yet. Its a good foothold for eventual movement deeper into the dungeon. Maybe I'll put some of his chief lieutenants in charge of the conquest of regions B and C.

The Horror

very impressive. better than we could have written, i'd say.

good DMing, sir.

bugbear shadows in region b, huh?

check out Room C93 (read the whole thing carefully) and see if that doesn't help you build a better story for the shadows and where they might be headed.

:)
 

jim pinto said:
check out Room C93 (read the whole thing carefully) and see if that doesn't help you build a better story for the shadows and where they might be headed.

That is so beautiful. Seraxes can gain an ally, and unlock the most powerful necromantic tome in existence. With it he could bring back Ezrael and hand unto him, in death, more power than he ever had in life. And who better to be coerced into breaking the locks than the PCs themselves?

You sir are a genius. This is going to be quite spectacular. :D


The Horror
 




Well I have, I believe, all of the map files from Arholly's site.
I didn't download anything else from there though.


Oh, and I finally killed one of them last night. Region E. They enter a room that had 6 barghests (4 + I added 2) in the room that was really a hallway that split into 2. The combat goes easily and 4 are slain with little effort. The last 2 barghests run down the hallway and split off to go into the north room.
Since the party is totally unfamiliar with the area, they give a slow chase while they still have their buffs.
This gives the 2 old barghests and the 5 new ones 2 rounds to prepare. The first round is to warn, the 2nd is to use their rage ability.
The party heads down the left fork of the hallway and partially enter the room. After I put down 7 figurines on the table for the barghests, they pull back into the hallway.
Now its the turn for the barghests. They split up as well and pincer the party.
The fighters deal with one end of them, the rogue and a cleric deal with the other. Their second cleric spends the entire combat running back and forth healing people.
Because the barghests want to feed and are intelligent, the relentlessly attack the most damaged person. Finally the paladin is knocked down to -9. Then in it his turn before anyone has a chance to heal him. He fails to stabilize.
A barghests takes a round to feed...

The worst thing about that loss is the Detect Evil ability.
 

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