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

twilko said:
1) Blindsight should not allow you to see the invisible.

It does, relying on non-visual sight to pick up a creature, like echo-location

Besides, that problem has passed. The PCs walked out of the region, which is fine with me, means I can buff up Longtail for a future encounter. The PCs are now in Region B. Already, the stone block trap almost killed the barbarian and artificer.
 

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RPGMP3 Complete The World's Largest Dungeon

2 years ago RPGMP3 began the monumental task of conquering AEG's World's Largest Dungeon. Unlike other groups who may have travelled through the dungeon and documented or blogged the process, we recorded the whole thing and podcasted it.

It has been a long arduous journey and one that has been filled with problems, but after 40 sessions of play and over 5 days of solid audio live on the net we have finally managed to complete the whole thing. The party did not pass through every single area but they did make it out in the end (well most of them did).

The site has gathered friends from all over the world during the project and there are many more who listen to the podcast who are not members of the site. We are just in the process of beginning another exciting podcast game project and wanted to share the success of the World's Largest Dungeon with you all as well as thanking those who have contributed through the site during the process.

You can access the podcast by dropping the following URL into your podcatcher - http://www.rpgmp3.com/downloads/data/wld/rss.xml or you can search for the feed in iTunes. Failing that just visit the site and download the files manually or stream them live.

Drop by and take a look and let us know what you think

Hal :D
 

Foxheart said:
2 years ago
[...]
Drop by and take a look and let us know what you think

Hal :D

Hi Hal, just finished listening to episode 40.
Paul posted when you finished (I think the post got lost in the EnWorld crash). Well done from starting 9/9/04.

I'm curious about the thing with Balazaar and Shar. Seemed to go nowhere. Was there something more behind that?
 

I listened to a couple of sessions. Must go back and listen to more. When I find the time. Someday...

Anyway. I just finished up the scenarios for the final battle in Region G. Four fights after the Flame has been returned by the party. See what you all think:

Fight 1 - Beachhead EL 11

The main battle is on the southern shore, near the entrance to the Garrison. Evalan sends the party out to the north west edge of the garrison to guard the flank. Building a bridge from the Nighthag lair to the other side is a group of 8 ogre zombies. Each round, they advance the bridge 5 feet. As the party engages, a pack of 6 hell hounds swims across from the island and engages the party, while the ogre zombies continue to build the bridge.

Map Note, the maps have been slightly edited to give me a bit more room to move around.

Fight 2 - The Elemental Scepter EL 15 (sort of)

After being healed from fight one, the party is sent around to the rubble on the east side of the map. Scouts have reported dretch digging in the area and Evalan wans to know why. The party is buffed with some long term buffs for this one so they arrive in somewhat stronger than normal fashion.

As they arrive, they find smashed dretch all over the place. As they investigate, Aramnan and his mount come in and have a chat. He offers to let the party leave if they retrieve the artifact. If the party fights, the fiendish elemental will arrive in 10 rounds. 3 rounds after the elemental shows, Raverna pops in as well, attracted by the fight. If the party doesn't fight Aramnan, he takes the artifact and buggers off. Raverna will be killed by the elemental in this case and Aramnan will escape the final battle into another region.

map

Fight 3 - Death squad EL 13

After returning to the garrison to be healed and to rest a bit, the party hears something break through the wards from the basilisk lair. A group of 4 babau plus Narla has snuck through the lines and is trying to steal the flame. They search for the secret door into the Flame room, breaking up into three teams of 2 babau, 1 babau and 1 babau and Narla. The death squad is also not above offing any wounded celestials that might be lying around as well. One of the teams will find the secret door in 8 rounds. The party has that long to kill all three teams. 3 rounds after finding the secret door, the team will make a break for the exit, bearing the Flame. If they escape through the main door of the exit, they will teleport to the Horde's lair.

Map 3

Fight 4 - Showdown on the Island CR Lots

Final battle for the party. Features Nasherbiz, three vrock and 4 minotaur zombies scattered through the area. The map has been modified to allow Nasherbiz more mobility. No help will come for this fight. The party will be buffed to the teeth though.

Map 4

So, whatcha think?
 




Yeah, not too sure about that. If they dance, I'll TPK the party. 20d6 damage in addition to all the assorted other nastyness is brutal. Of course, it also gives the party three free rounds to beat on the vrocks as well. Hrm, I'm not sure which is worse come to think of it.
 

My PCs have just beaten Thorodin the Pillager in Region K and while they're resting and dividing loot, I thought I'd have the hags harass them a bit. But rather than confront the PCs directly, I've decided to throw 3 - 4 Abyssal Ghouls (from the Fiend Folio) at them. According to the CR comparison, they should be a bigger challenge than Thorodin was.

Hopefully they won't think it's a grudge monster for beating Thorodin in less than 5 rounds.

JediSoth
 

Foxheart said:
Drop by and take a look and let us know what you think

Oh - another thing Hal, you mentioned in one of the early (perhaps the first) recording that there was a Deck of Many Things in the WLD. Where?
 

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