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

Finally to region N as well

My party was more annoyed by the puzzle and called it zelada action.

but they are creeped out by the atmosphere and detailed descriptions of region N. Right now they are following the scent of longtail so I can actually guide them to the rooms I want to goto which is cool. I have decieded to hedge my bet for region N though. I have set up a curese that explains why the lich the mummy and the ghost are not all 300+ level. I took that curse and created a template so that my players can keep playing even when it is a TPK (and because no one likes to watch other people play dnd). It also makes them REALLY want to be alive again, nothing motivates a party like someone else gaining more XP than you for doing the same thing.

Accursed Unliving
Accursed unliving are corpses animated via the energies of the Tomb of the Unliving, any creature that dies it tomb is subject to ths curse. The cursed to remain exactly as they are for all eternity

CREATING AN ACCURSED UNLIVING

“Accursed unliving ” is an acquired template that can be added to any creature.

Size and Type: The creature’s type changes to undead. It retains any subtypes. It gains the appropriate augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Change all Hit Dice to d12s.

Special Qualities: A accursed unliving retains all special qualities of the base creature A accursed unliving gains all the following special qualities.

Cursed experience (Ex): Accursed unliving gain no experience from any encounter that they face as accursed unliving.

Rejuvenation (ex): Accursed unliving are rejuvenated 2d4+4 rounds after being destroyed. If the creature makes a character level check DC 15.

Undead Traits (Ex):
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
— Negative energy (such as an inflict spell) can heal undead creatures.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.

Vulnerability to Positive Energy (Ex): Accursed unliving take +50% damage from
positive energy effects.

Abilities: A accursed unliving has no Constitution or if an ability goes off of Charisma, it now goes off of Charisma. An accursed unliving can boost it’s charisma to equal it’s former Constitution score, all spells and effects that enhance constitution enhance a accursed unliving’s Charisma instead.

Advancement: none.

Level Adjustment: NA
 

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How does an incoporeal undead creature fight and defeat a coporeal undead creature or a construct? You can't touch me, you can't deal damage to me, I am not subject to energy drain or ability drain. Even if you do kill me how did you remove the body?

Hell you can't pass through the walls or doors in this dungeon so how did you open any single door? (this was talked about back with the shadows in another region.
 

Well, if they have magic weapons they can swing them with a 50% miss chance. Magic spells will still work.

They would need to have some one corpreal around to open doors for them or only be able to travel though areas with open/no doors.

rv
 

Unless the weapon is ghost touch they could not pick it up!

So the undead region that has removed all coporeal undead is ridiculous, because after the other undead sunder thier ghost touch weapons, the are can just fly around and be annoying!
 

If I recall correctly, the incorporeal general has set up quite a few traps that only affect corporeal creatures (including the party) and has created many ghost touch weapons.
 

Has anyone else thought about tying the dungeon to, or placing it on, the Tarterian Depths of Carceri? They seem a natural fit for one another.

At the very least, I think I may put some demodands in.
 

BlueBlackRed said:
Um, yeah...I had a TPK for my group in room N159.

I'd just like to say 'thanks' for keeping your WLD Blog arcived. Its great to be able to go though and read what someone else did with the region. As my group is about to hit 'I' I'm going back though and rereading it.

rv
 

rvalle said:
I'd just like to say 'thanks' for keeping your WLD Blog arcived. Its great to be able to go though and read what someone else did with the region. As my group is about to hit 'I' I'm going back though and rereading it.

rv
You're welcome. :D
 

Re: Incorporeal Undead vs Corporeal

It might be a stretch but I allow the Wraiths to do their 2d6 slam damage with a 50% miss chance. At least they can be annoying then with Fly-by-attack and all that. I dont let Incorporeal undead move through the walls though, so it balances out a bit.
 

Incorporeal undead actually can't fly through walls. Incorporeal can enter a surface, but they cannot pass through. Incorporeal =/= ethereal.
 

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