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


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Wanted: Clerics or Fighters

I'm looking to add a player or two...
http://games.groups.yahoo.com/group/occcgce/

zeist said:
I started back in April. My group is playing by post on Yahoo. It is going very slow. They are stuck in A2.
THe party consists of :
Wild Elf Rogue 1
Human Bard 1
Human Sorcerer 1
Human monk 1

They provoked the orcs in A2 and the rogue whipped out his bow and shot one. The three orcs promptly attacked and knocked out the bard and sent the rogue reeling.
I had a lantern archon appear to bring them back to consciousness. The orcs sat back down to rest more.
 

How have you guys been handling replacing dead p.c's? Ive been using the dungeons inhabitants, "hey every one wants to get out." currently one player is running the two lizard men from region a. and one is running a goblin necromancer, and a duregar thief/ expert from region e. neither one of these players is satisfied with these characters. in fact they are going as far as making a bee line for region g to solicit aid from cyrebri the solar. Knowing full well that this means that their ressurected second and fourth level characters would be continuing on the adventure with their presumably by then tenth level party. now keep in mind that, im not a D.M. who will just throw in a rod or scroll of ressurect in just to help out.
 

weinerdog said:
How have you guys been handling replacing dead p.c's? Ive been using the dungeons inhabitants, "hey every one wants to get out." currently one player is running the two lizard men from region a. and one is running a goblin necromancer, and a duregar thief/ expert from region e. neither one of these players is satisfied with these characters. in fact they are going as far as making a bee line for region g to solicit aid from cyrebri the solar. Knowing full well that this means that their ressurected second and fourth level characters would be continuing on the adventure with their presumably by then tenth level party. now keep in mind that, im not a D.M. who will just throw in a rod or scroll of ressurect in just to help out.

Well let's see...
When a new guy joined, I said that there had been a second party that went into the WLD after the first. But due to the actions of the 1st party, the 2nd one got obliterated. So the new PC came in as a straggler from that one.
When a PC died shortly thereafter, he was also from that same party and played dead rather than ran.

Just recently another PC died and a replacement coming in is a new member of the garrison. So he's playing an aasimar.

If someone else bites it, I'm not sure what I can come up with to fit a new guy in.
 

weinerdog said:
How have you guys been handling replacing dead p.c's?

I didn't like the idea of using dungeon inhabitents. Aside from the fact that the group rarely leaves anything alive, there is the issue of character knowledge. I don't want to give the players the easy way out to learn things when they don't try any other way to gain information about this place. The only time they talked instead of fighting was when meeting up with the inevitables garrison in region E. Though one PC did fire a mundane crossbow at one of the constructs.

Initially new PC's came in through the enterance in region A. Now new PC's in my game are teleported in. Scattered around the world are a number of ancient talisman's, originally designed to send new prisoners in. They are now long forgotten until picked up by greedy adventurers who are teleported to a random location, that just happens to be near the PC's.

This way they are no restrictions on the character creation process, which makes the players happy. Plus I can bring in new characters whenever I want, eliminating waiting around to join the game.
 


I changed the nature of the dungeon so that you cannot teleport out so getting in a prison is easy, though i think I will adopt the talisman idea too.
 

I hope this has not been covered before. I've been reading this thread casually for a while, but not every page. I just got my copy of the WLD from Amazon today and i've been diving through it. Something that caught my eye immedietely was the bit about Monster Summoning. I can understand why MS has been nerfed, but, I think I have a reasonable way of adding it back in.

The Dungeon, of course, does not allow extra planar beings to leave. That's the whole point. So, it can be assumed that, over the aeons, extra planar beings of all types have been brought in and many have died. Normally, when an extra planar being dies, it simply returns to its home plane. However, that isn't true here. They cannot leave. So, what happens?

Here's my idea.

The extra planar beings are trapped in a bodiless state after they are killed. They cannot affect their surroundings in any way, and they cannot escape. When a caster casts Summon Monster, one or more of these bodiless spirits are made corporeal for a short period of time (the duration of the spell or until they are killed again, whichever comes first). Since extra planar creatures of all types have been trapped in the Dungeon, it can be assumed that any summoning spell is simply calling upon existing spirits. That way, we can still use summoning spells, without worrying about the party creating hordes.

What do other people think?
 

I posted this information over in our story hour thread, but thought it may also be of interest to people who don't visit our thread there regularly:

For those who also read our forums over at RPGMP3 you'll know that for the recording of session #20 we also broadcast by webcam.

Well, it looks like the forthcoming session #21 of the World's Largest Dungeon will feature live audio casting to a small group of experimentalists. If you're interested, see: Wonders of Technology

It may or may not work, but we always like to play with technology to see what we can do!

Of course it would be jolly handy if we put up session #20 first. :) Quite an eventful one in Region C.

Paul
 

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