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

Just a quick question for anyone. I read through the thread (yeah, quick as possible) and also checked the errata forum at AEG.

Was the descriptive text for Rooms N50, N51 and N52 ever posted?

Just curious. Thought I might have missed it somewhere in this long thread.
 

log in or register to remove this ad

not that I am aware of.

Jim you stil out there for this one?

For those who care here is a corrected version of Persal Slayer of the Unliving from the Inevitable Garrison (Room E69), Persal can be encountered by the PC's slaying shadows (this is where my party Is likely to encounter him.)

The version below is edited and errata' for the Marut wearing full plate armor (which is not even done in the MM or SRD), that knowledge religion is knowledge undead (pokes Sean Holland oh knight of roses and maven of rules), that the marut's wisdom increased by one point (inceasing certain skills), that an increase in HD increases Spell Resitance and Caster levels of spell like abilites (pokes Sean Holland oh knight of roses and maven of rules, again).

If you find an error in this please let me know.

on a personal note if you going to let a CR 16 take on a party of 4-6th level characters I recomend you have them use subdual dmage and take prisoners back to join The Redeemed.


Persal, Slayer of the Unliving (Marut)
Large Construct (Extraplaner, Lawful)
Hit Dice: 19d10+30 (134 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)in full Plate armor; base speed 40 ft. (can't run)
Armor Class: 34 (-1 size, +1 Dex, +16 natural, +8 full Plate armor), touch 10, flat-footed 33
Base Attack/Grapple: +14/+30
Attack: Slam +25 melee (2d6 +12 3d6 electricity)
Full Attack: 2 Slam +25 melee (2d6 +12 3d6 sonic or 3d6 electricity)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fists of thunder and lightning, spell-like abilities
Special Qualities: Construct traits, Damage reduction 15/chaotic, darkvision 60ft., fast healing 10, low-light vision, spell resistance 29
Saves: Fort +8, Ref +7, Will +12
Abilities: Str 35, Dex 13, Con -, Int 12, Wis 18, Cha 18
Skills: Balance -5, Climb +6, Concentration +12, Diplomacy +6, Escape Artist -5, Hide -9, Jump +6, Knowledge (religion) +23, Listen +20, Move Silently -5, Search +9, Sense Motive +10, Sleight of Hand -5, Spot +20, Swim +6, Tumble -5
Feats: Ability focus (fists), Awesome Blow (+21 DC 2d6+12 plus 3d6 electricity or sonic),Cleave, Great Fortitude, Improved Bull Rush (+20, +22 charge), Iron Will, Power Attack (Slam +15 melee (2d6 +22 3d6 electricity or sonic)
Environment: a lawful alighned plane
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement:
Level Adjustment: -
A marut’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Fists of Thunder and Lightning (Su): A marut’s left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 33 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 33 negates the blindness). The save DCs are Strength-based and include the marut’s Ability Focus feat.
Fast Healing (Ex): An inevitable heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate.
Spell-Like Abilities: At will-air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day-chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week- earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 18th. The save DCs are Charisma-based.
Skills: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.
 
Last edited:

ShadowAdept said:
Just a quick question for anyone. I read through the thread (yeah, quick as possible) and also checked the errata forum at AEG.

Was the descriptive text for Rooms N50, N51 and N52 ever posted?

Just curious. Thought I might have missed it somewhere in this long thread.

I think that those rooms may be covered somewhere in this giant thread. They sound familiar in a year-ago kind of way.

My group recently went through those rooms and I just used some of the region W spare rooms. I tried to make them creepy, but nothing more than a footnote to party. I think I used rooms W1, W2, & W4.

But the rooms are mentioned shortly later in region N in "The Judge's" domain. All it says is that he wants this room to be a test like the ones in N50-N52, but he doesn't have the power that the garrison had when they created the tests in rooms N50-N52.
 


pokedigimaniac said:
When I reread this thread, that was one of the things I was looking for. I don't recall finding it, sadly, although it was mentioned a few times. :(

Well then...

I could talk with Twofalls. He got a lot of information about region E from jim pinto, he may have a little about region N.

I'm wouldn't bet on it though. His hard drive crashed not too long ago...and he hasn't even looked at the WLD book in 6 months. (Like many groups, his group stopped playing the WLD after a few months of playing.)

If he has something I'll post it here.

But hey, if that falls through, that gives you the perfect opportunity to throw in some critters from outside the SRD.
 

I just posted a new map by Peter Ramos on the WLD page. It's a player's map of Region A that has all of the secret rooms added in, for those that use some type of "fog of war" when revealing the map.

Just thought I'd share.....

James

P.S.
Suppose I ought to put in the link.
 

New Blog and Group!

My group has just begun the prologue I've created to get them into the World's Largest Dungeon! You can read of our exploits (so far, only one session) at:

http://dungeon-crawl.blogspot.com

We're doing things a little different as far as setting goes: we're using Earthdawn. I've basically just ported over the races, and allowed some of the base classes from the Complete series. Beyond that, little has changed for characters. However, on my side of the table, I've decided to go pretty hardcore with Weapons of Legacy for a lot of the more powerful/permanent magic items--any enchanted weapons, staves, rods, and some wondrous items will likely be items of legacy. Seems as how you need to be 5th level to start upping the power level of legacy items, I've got plenty of time to consider how this will affect the dungeon crawl.

I loved the Bit idea for the Lantern Archons, but may use it a bit more sparringly. I'm also starting the group out with the need to track food and water and such, but will probably do away with that afterward, just to make them sweat at the beginning.

One question: what have people done for player handouts? I saw a couple posts about that a while ago while lurking, but it seems like certain rooms lend very well to it, especially rooms that have loads of history written on the walls or what have you (rooms in N and J spring to mind). Curious what others have done...and how much people detailed the walls or other sources of history that are more or less up to the DM to define.
 

History, Yeah I really need to break down and do the Timeline, I keep meaning too but the akashic in my party is an Npc now so not as much need as before but I still love timelines so I will probably get back to it.

I have recently let my players have a city that they can get back to by use of creature known as a slarcien gatekeepr (Creature Collection II) and have introduced a 100% OGL city that I designed, because I could see my players were chaffing at the lock down dungeon crawl. So I might work the dungeon timeline in as I work on my cities timeline.

To give you a heads up on why I am doing all these breakdowns the party is coming back into the dungeon and back tracking out of Region E back to Region A and then planning to go to Region B as they think region B will not be as tough. I have decided to let them but to make the way tougher than they thought.

I am going to use Persal, Slayer of the Unliving (updated previously) on the far eastern entrance from region A to E, and then Beslar Rabblerouser (see below) on the Western End, The middle entrance, the one the party ussed to enter region E will have collapsed in one of Region A's quakes, I have also added a collection of Wymling (Tiny), Very Young (small) and Juvenile (medium) Fiendish Brass Dragons that were only encountered as flavor for Region A earilier.

If they take the longer western route they should do well if they take the shorter eastern route then likely Persal will make the party members of the redeemed and they will be in the heart of Region E and likly end up in Region I ahead of schedule (as the whole party is evil)


This Bralani was originaly Modified from standard SRD for the WLD They added 4 fighter levels decreased the int (1 pnt no effect) and added two points cha (which then they did not use the new modifer) , I have corrected the following things:

The Cha was increased by 2 points but they did not make the changes such as all spell-like ability modifiers by +1 and increased diplomacy by +1, Reflex save was one point two high (+5 outsider hd, +1 fighter, +4 dex), nonsensical use of feats, why do I have two weapon fighting but only one weapon? Spell-resistance, caster level of spell like abilities and Whirlwind blast dc not adjusted for increased Hit Dice.

Besar Rabblerouser of the Celestial Garrison (e102)
Medium Outsider (Chaotic, Extraplanar, Good) Fighter 4th level
Hit Dice: 6d8+ 4d10+30 (86 hp) [79 average]
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +10/+14
Attack: +1 holy battleaxe +16 melee (1d8+7 plus 2d6 holy /x3) or or slam +10 melee (1d6+4)
Full Attack: +1 holy battleaxe +14/+9 melee (1d8+7 plus 2d6 holy /x3) and +1 holy handaxe +13 /+8 melee (1d6+3 plus 2d6 holy damage/x3) or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 21, tongues
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 18, Dex 18, Con 17, Int 12, Wis 14, Cha 16
Skills: Concentration +12, Diplomacy +5, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +14, Move Silently +13, Ride +6, Sense Motive +13, Spot +14, Tumble +14, Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative, Improved Two Weapon Fighting, Iron Will, Two Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Environment: A chaotic good-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: +5

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will- blur, charm person (DC 14), gust of wind (DC 15), mirror image, wind wall; 2/day-lightning bolt (DC 16), cure serious wounds (DC 16). Caster level 10th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 18 half ). The save DC is Constitution-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 18th). This ability is always active.


POINT TO BE MADE
you know I have only picked out two monsters to really go over, I did not make any real changes but I am a little disappointed here as to the accuracy of these two stat blocks.
 

Experience

Just a quickie: I told the PCs that I wouldn't be handing out experience in the usual fashion, just tailoring it a bit more to the dungeon, and the overwhelming response was:

"You won't be handing out experience!???!"

Good thing my players didn't hear the other 13 words in that sentence...yeesh.

Anyway, this board seems to be slowing up a lot. Any ideas on how we can liven things up around here?

Anyone? Anyone?

Bueller?
 

neuronphaser said:
Anyway, this board seems to be slowing up a lot. Any ideas on how we can liven things up around here?

Anyone? Anyone?

Bueller?

Well, since the thread has been going for over a year, I think a slowdown is a little expected. ;)

What I'd love to see is a version of the WLD that, instead of allowing different paths through the dungeon, would provide only one path that took characters well into epic levels.

It's one thing to get through the thing, but another to get through all 15 regions.

I wonder if this could be done simply by advancing the monsters that are in each section to higher hit dice/CRs. (Although even this "simple" solution would be massive amounts of work.)
 

Remove ads

Top