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

I don't do either and just bump them up 3 levels per region. Except region A where I started them at 2nd level.

I suspect this will bite me when they get to spells that cost exp to cast.

rv
 

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rvalle said:
I don't do either and just bump them up 3 levels per region. Except region A where I started them at 2nd level.

I suspect this will bite me when they get to spells that cost exp to cast.

rv

For the PbP version I'm running elsewhere on the forums, I'm just tracking XP myself. You could probably get a rough idea of how much XP they should have by looking at how long its been since they last levelled. Nothing says you have to be exact, eh?
 

I started out doing the EL=CR for the encounter. It works pretty well. My lot were all about 3rd or 4th by the time they left Region A.

After A, I guestimated that it would take about the same number of sessions for the next region and started awarding xp based on that. If they go to B, say, I guessed that it would take 12 sessions to finish the region. To go from 3rd level to 6th level takes 16000 xp, so, I gave out 1500 xp per session. To my surprise, this was almost exactly the same as if I had been doing xp by the book. Since it worked, I do the same thing for each region now. If they are a little low at the end of a region, I give a region bonus to bring them up and if they are a bit high, which a couple of my survivors are now, I put a lid on the xp to let the others catch up.

Don't be too fussed about it.
 

Oh bugger, I forgot. Check the maps site (I'll link when I get home). I've put up DM's Master maps which mark the open doors on them. Really helps.
 

We played today and things went about as bad as they could get.

The group wandered into room N101 and the paladin of Pelor was killed by a dread wraith and turned into a wraith himself. They battled the wraiths until the fight was stopped by Vinnara. She probed the PC's and asked them to spy on Invistis for her. They all agreed but as they slept to regain hp's they came up with a plan.

They awoke and decided to ambush the wraiths again with dire consequences. They started off strong but eventually the Con drain caught up with them. The cleric of Pelor (and the longest running party member. Since 2nd level!) was killed and turned into a wraith as well.

The two remaining members fled while Vinara grew closer. They eventually met the ghost in a hallway as the rogue struggled getting a door open. The rogue shadowdancer was killed by Vinara's brilliant energy scythe and the gnome mystic theurge ran down the hallway into all of the room 100 alcoves lighting himself on fire numerous times and finally dying!

TPK!

Im thinking about having them restart in Region J since they've never actually been there yet. It'll throw them off a bit! Anyone else ever try this? Sounds kinda fun...
 

XP as EL

grimblade said:
I just received my WLD book and I'm almost done reading section A.

This will be my first official DM.

I was wondering how every body is doing the XP?

In the front of the WLD it says go by EL instead of CR.

In the DM guide it does not explain how to do XP from the EL.


Thanks,
Grimblade

Welcome to WLD and the WLT (World's Largest Thread, maybe not but it seems like it).

Each room should have the EL listed at the bottom. Use that as the CR for working out experience. With 6-8 people that will give you a good progression at the right pace for WLD areas. With 5 people or less you should halve it. After 15 sessions (13 actually in the dungeon) my party of 7 is about half done with area E and are 4/5th level.
 

Max Rebo - J might work. They've died and been sent to Hell. :)

Or, send them to I and have them be "reborn" out of the walls of the region. Makes for a nice icky rebirth scene.
 


Max - Unfortuntely according to the story they are stuck in N for all eternity. That is a terrible place to die. However, if you really want to bring them back there are a few ways to do so with a bit of creativity.

For example, you can say that since they arent on the "list" (see the entrance rooms N6 and N9) that their souls get spit out of the tomb once they are no longer Undead. Then, just wait a few days for their wandering Wraith selves to get killed fighting some of the rest of the undead and viola, they are free to come back someplace else.

Alternately, or in addition, they could encounter the REAL Guide, Judge and Executioner with only the ones who's sins are worthy of the Tomb being held.

If you use DM fiat and let them come back as a whole elsewhere that might establish a precedent that not only removes the danger factor of the dungeon, but creates a pathway for undead to escape and summon spells to work within the tomb.

I'm just trying to help you establish a believable method for you to continue the campaign. I am probably completely off from how you have run the Wards in the Tomb, but at least these things are put forth for you to consider in helping you maintain the versimilitude of your adventure.
 

Oh, right, the map site. My bad.

The World's Largest Dungeon Map Site

I've submitted a DM's Master Map for K, although James is a tad slow in updating of late. He'll pick it up when he gets around to it.

Y'know, it really does behoove DM's in this thing to plan for the TPK. Given the huge number of combats the party will face, it is more than likely that it will happen. Establishing an out early is a good idea. I use the Box from the map site for missing players, so, my backside is nicely covered for replacement characters as well. :)
 

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