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

pokedigimaniac said:
Hmm. This brings up another question - how often do you roll for random encounters when sleeping? I guess it depends on the area - for a heavily trafficked area like Region G, I can understand rolling hourly, but thus far, I've just rolled once per rest period, and a d8 to see what hour of the resting period it occurs during. *shrug*
I rolled for random encounters every now and then early on, but usually had no result.
After a couple of times the party just made sure to rest in a secure area (Region E after helping the garrison or in an evil-warded room).
 

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BlueBlackRed said:
I rolled for random encounters every now and then early on, but usually had no result.
After a couple of times the party just made sure to rest in a secure area (Region E after helping the garrison or in an evil-warded room).

I basically have been rolling whenever it would be dramatic for the party to encounter something, or when they start to feel a little too comfortable. Since we're still very early on in the campaign, it's only happened twice so far, but both made for exciting encounters.

I do throw in sounds/effects every now and then as I think of them too (without rolling).

Chris
 

Random

I roll on every guard shift of sleeping for an encounter. It gives each person a chance to have something happen during their shift. Usually it's just a noise, or something, but it keeps them on their toes.
 

pokedigimaniac said:
Hmm. This brings up another question - how often do you roll for random encounters when sleeping? I guess it depends on the area - for a heavily trafficked area like Region G, I can understand rolling hourly, but thus far, I've just rolled once per rest period, and a d8 to see what hour of the resting period it occurs during. *shrug*

When in an area at first, I have them declare their watch shifts. Then I roll and then roll to determine which shift an encounter occurs in.

If an encounter doesnt occur on the first roll, they rested fine.

If an encounter did (even an innocuous one) then I handle it and then roll again when it is over to see if another one occurs. I keep going like this until I roll no encounter.

In each area, I have one room that once they find it, I let them know that the room "feels unnaturally safe" and as long as they don't have an army on their tail, they can rest in that room safely until they clear the area. Then, mystically, that room no longer gives them the level of comfort they used to get from it.
 

Random Factors

pokedigimaniac said:
Hmm. This brings up another question - how often do you roll for random encounters when sleeping? I guess it depends on the area - for a heavily trafficked area like Region G, I can understand rolling hourly, but thus far, I've just rolled once per rest period, and a d8 to see what hour of the resting period it occurs during. *shrug*

Me I roll every watch and every hour of actual playing time. This has the effect of them bumbing into almost as much stuff when the party is just standing around argueing as when they are walking around. Sometimes they only hear something moving around, sometimes they get an encounter. Its only when they are in a room that is described as safe that I don't roll.

Doing it this way made region A (I made up a new random encounters table) far more interesting and more heavily populated. The party also got the idea of creatures moving through the dungeon from the sounds they heard outside the locked/barred doors of the rooms they were resting in.

Randomness is good. ;)
 

Heh, I know that the random encounters in B were nasty. The Howlers in B howl for a couple of hours in one of the random encounters, doing wisdom damage every hour. My guys were seriously hurt in that one when the clerics both started losing spells. :) They used the noise to track down the howlers.

I find the random encounters make the dungeon feel more "alive" than if you don't. Since the are no scripted encounters outside of any of the rooms (more or less), it helps to keep them on their toes. I remember having the party scout watch a hobgoblin in B set up a trap and then move away. Freaked him right out.
 

BTW, I'm almost done with a 'DM' version of the map for I. It has the regions mapped out and the monsters listed in the rooms. I tried to put the traps on the map as well but I had a hard time finding a color that will show through very well.

I'm not sure if the guy from Worlds Largest Dungeons Downloads is still keeping it up but I'll send it to him when I'm done. Hopefully this weekend.

I'm really looking forward to moving on from E. My one worry is that the party will be so freaked out by I that they day 'no' and go to F instead.

Of course I'll post it on Hussar's site as well.

rv
 
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Region I freaked out my players good and proper. I really outdid myself on the descriptions there, too. They only got as far as the insane chokers living in little flesh houses before they said 'screw this' and turned around. It's all right, though - I had wanted them to go to C anyhow, since I happen to like that region.
 
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How much information did the Garrison give the players about I before they went? I'm having some trouble with that. I dont' want to give away too much but the Garrions would probably have a good idea of what is in the early parts and a description of the twins.

rv
 

Basically, my PCs are provisional members of the garrison - they've almost all signed the charter, and are gaining trust. Kelara essentially said "Here are some supplies. It's time for you to see why we need to get those ward staves - this is what we're protecting against. *opens warded door* Go and see for yourselves. Come back when you understand what we're up against."
 

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