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

Might be an idea to give them lots of information but make some of it wrong. After all, the Garrison hasn't been through the wards in some time. Sure, they might know about this or that, but, the other thing they are just flat out wrong about. Or, perhaps they have dire warnings about some critter that's already been turned into kibble. That sort of thing.

My players have surprised me yet again. Random encounter turns up Raverna, the Ghael. Despite the fact that the party is massively wounded, and desperately in need of healing, the rogue on watch decides that he can't trust the angel and lets her leave without saying anything to her. Apparently, when I played Raverna, I mentioned that she liked killing things a lot. So, he just let her go.

Wonder how the rest of the party feels about letting a 14th level priest leave without helping them. :) Ah, the joys of random encounters.
 

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Yeah, I was watching that and going 'WTF' all the time. Seems like that player is used to campaigns where things are NOT black and white - angels are NOT always good and demons are NOT always evil. *shrug*
 

What the Garrison tells?

rvalle said:
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

My Party doesn't trust the Garrison much, so they haven't asked the Garrison much. The garrison has told the party that no one else "good" survives in the dungeon and that the rest of the garrison has been killed. The party has played around with the candle room and knows that this is wrong. The Garrison has given them a whole series of maps of the dungeon, but the dungeon as it was after the first quake. So where there is lava on the offical maps, I've put cleared areas or rubble. D, O and M maps have been/will be replaced with flipped maps of A and much of the open areas appearing on the N maps will get replaced with rock and some simple corridors. I am thinking I just leave the flooded areas as is but I am still thinking about it. Got about five maps to do which includes both N's of which I want player versions of anyway. My map making has simply been cutting and pasting so the quailty is ok but not great. Anyone fancy making some new maps for me? Anyone want what I've done?
 

twilko said:
The Garrison has given them a whole series of maps of the dungeon, but the dungeon as it was after the first quake. So where there is lava on the offical maps, I've put cleared areas or rubble. D, O and M maps have been/will be replaced with flipped maps of A and much of the open areas appearing on the N maps will get replaced with rock and some simple corridors. I am thinking I just leave the flooded areas as is but I am still thinking about it. Got about five maps to do which includes both N's of which I want player versions of anyway. My map making has simply been cutting and pasting so the quailty is ok but not great. Anyone fancy making some new maps for me? Anyone want what I've done?

I've done up a big map of the whole dungeon pre first quake. I've cut off the right hand side maps and shifted the Devil Vault from D to a blank area where M will end up. Anyone want to proof it before I find somewhere to put it up?
Big Jim - are you still reading this thread and can let me know what I need to comply with legally?
 

Region K

Well, Thorodin is dead. A party of 4 10th levels and a 9th level killed him inside of 5 rounds...including his toadies. I tell ya, a War Mage with those orb spells can deal a heck of a lot of damage. Those things bypass SR, allow no saving throw to avoid damage, and only need a touch attack to hit. Even a wizard can hit a touch attack on something the size of a small building.

You should have seen the look on their faces when I said in the next campaign, I'm only allowing the CORE rules. When I expounded and said that anything WotC put out that wasn't the PHB, DMG, or MM wasn't core, they looked like I had just called their mothers whores.

With all the options they have, since I unwisely allowed this feature creep, I'm pretty sure they could escape from the WLD even at level 10-11. At any rate, I think they're going to try it.

JediSoth
 

Just as a question, why didn't you obliterate the warmage?

My first target with any dragon is the spellcasters. The first time the warmage opened up with an orb spell, he would become ground zero for draconic wrath. What happened with your bunch?
 

Hye everybody!

I'm not going to go through all of the details of my last session, but a few major developments:

1) The PCs met the trogs. After a short skirmiosh, they managed to settle things down and send them to the water pillar room. It's getting a little crowded there.
2) In one of the forge rooms I added an encounter involving some fiendish dire cats (servals from Sandstorm) led by an awakened cat hexblade I nicknamed "the bad cat" the PCs took out half the pack before the druid grabbed the bad cat and forced it to call the others off. The druid has now adopted the cat, which has rudimentary intelligence and the ability to speak broken common. The druid called it Mr. Mestopholes, his "animal companion" in an unofficial sense.
3) When we got to the room with all of the stirges and the ring of warmth, I prepared myself for a big fight. However, the Pcs used this tactic: the main body walked away from the room, well away. The ghost floated into the room while the warforged took up a position at the door. The ghost then used poltergeist rage to splatter the stirges, while the warforged smacked any that went for the door. Because neither of them had any blood, the striges couldn't fight back. A lot of xp for almost no work...

I've been thinking, howabout the garrison (or later, the children of light, or something else) as an affiliation per the PHB2 rules?
 

Actually, Jedisoth, I'm about to run K next, so, do you have any advice for the region? Any snags when running it? What should I be on the watch for?

My hook for the region is likely that the Children of Light will send them up to look for the Lilend who was sent out to scout some time ago. The Lillend is intended to give them a nudge towards J, which I want to run after K. :)
 

I've seen other threads on Enworld about those Orb spells. It sounded like quite a few dm's removed them from their game.

I have the Spell Compendium but I don't remember if they were changed or not.

rv
 

Don't quote me as being 100% correct, but this is how I run the orb line of spells - If they bypass magic resistance due to being conjured(created), it's because they aren't magical once the orb is thrown, and are then subject to damage resistance as if not being magical.

And don't forget to tailor some of the monsters and all of the BBEGs to counter your group while still remaining realistic. If you're going to allow non-SRD PCs, you need to add some of it to the WLD itself.

Can you imagine the Longtail combat if he had access to spells beyond the core rules?
 

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