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

Golden

Hussar said:
A question to all you DM's out there.

I promised gifts to the players who managed to not die the longest. A minor magic item at 25 sessions and a fairly big benny at 50. Well, the 12th level favoured soul is about to hit her golden anniversary, so I gotta put my money where my mouth is.

What the heck can I give her? Could be an item, or a free feat, or pretty much anything. At 25, she got some attack bonuses with her bow. The halfling paladin/monk/Pious Templar got the massive build trait so now he's treated as medium. That sort of thing.

At 50 it should be a pretty sweet goodie, but, I'm at a bit of a loss to tell the truth. I really didn't think I'd have to. Since they're about to square off with Thorodin, I may very well not have to, but... I shouldn't be planning that way. :)
Have you thought about giving an enhancement to her weapon? Or maybe she finds an Arrow of Slaying.
Perhaps two feats
Zeist
 

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For a favored soul, I'm not sure what I'd hand out as they're quite well-rounded.

Give her smite evil as a paladin of about half her level.
True Strike 3/day or quickened True Strike 1/day?
Throw an intelligent weapon in the treasure pile that just happens to fit her perfectly and no one else.
 

Heh, already have one intelligent weapon. The 6 int 6 wis barbarian has picked up Blackrazor (I side trekked through White Plume Mountain), so adding a second one is perhaps difficult. :)

Hrm... the thoughts continue.

Y'know, the holy strike feat could work. All her attacks become holy. Would be nice in case she switches bows or stuff like that and it's not like it's ruinously powerful. Nice power up that isn't an item.

Thanks for the help guys.
 
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Wow, got quiet in here.

I posted a proto review of the sections of the WLD I've played in. Thought I'd share:

Overview

This is, as advertised a honking big dungeon crawl. The WLD is split into 15 regions, each self contained, each with its own storyline and "feel". The basic premise is the party will enter in Region A and cannot leave until they find an exit, many, many levels later. This, of course, brings with it a host of issues - supplying is difficult, food, water, survival, character replacement - are all problems the party must face.

My group has travelled through Regions A, B, C, G and now K. You will not actually hit every region during play. At least, you're not really meant to. Each region has a level range, usually 3 character levels, so, once you've progressed to a certain point, it would be kinda pointless to backtrack.

I play 3 hour sessions and it has taken me about 10-15 sessions per region. Some people are obviously faster. One of the other DM's is most of the way through C after 20 sessions. YMMV and all that.

Region A

This is the introduction region. It has some strong bits and some very weak bits unfortunately. On the strong side, there are several groups with which the party can interact rather than simply kill - a group of orcs, kobolds or troglodytes. Allying with any one group will make the other two enemies. The layout of the region is very nice with very few mistakes.

On the down side, the region is VERY repetitive. There are room after room of darkmantles and rat swarms. This can lead to a really grinding experience of "We open the door, kill the critter go to the next door".

I found that adding a few creatures and changing a few bits really made a big difference. I added a trapped angel in one area for the party to interact with and a crypt thing in another area which split the party and teleported them to random areas of the region. That went over quite well.

Region B

I have very mixed feelings about this region. It has some very cool ideas - a goblin empire that worships a bizarre statue, numerous traps and goodies, and some really fantastic set battles. On the downside, the map for this region needs work and there is some truly piss poor editing. In my view, fantastic idea and can certainly work, but, needs a fair bit of handling to keep running smoothly.

Region C

My favourite region so far. An insane dragon, dead wizard, the remains of titanic battles and all sorts of other goodies. There were almost no mistakes that I could find in this region and the storyline here is really attention grabbing. Entering a massive chamber with chains the size of a bus lying broken on the ground is just a great memory. And I think the battle with Nardarik the Black is something my players will remember. I know I will.

Region G

This region ties for favourite for me. A massive battle between angels and demons with all sorts of evil chewy goodness mixed in. This region is sweet because it has just so many things in it. The party can interact with the creators of the Dungeon, and they can likely talk to the demons as well as both sides try to recruit. Bloody great battles too.

Region K

The party has just entered here. Honestly, doing the prep work for this region, I was left feeling rather cold. One nice set piece battle and some rather poncy encounters. However, I think this might be one of those "Looks bad/plays good" type things. The party has rescued a lizard folk tribesman and returned him to his tribe. This has led to lots of interaction and role play. Nicely different from dealing with the angels since the lizardfolk and the party are so much more on equal footing. We've just scratched the surface here, but, I'm thinking that this region, although likely considerably shorter than others, might be a whole lot of fun.

And hey, any time you get to go toe to toe with a dragon, it's gotta be not bad right? :)
 


Forgoing xp system

I decided to forgo the xp system since I play alot of epic and would like to just do it to see what happens.

So far region B they are about ecl 8 and thats fine. Been using etools to advance and create monsters for 3.5 and updating traps on the fly. Modifying and changing things where I think they should be and we have been having a blast with it so far.

Anyone else turning this to a epic dungeon?

I am not advancing the whole thing to epic levels, just allowing xp to progress normally from level 1-3.


Game Log http://groups.myspace.com/campaignheadquarters
 

tRANIS said:
I decided to forgo the xp system since I play alot of epic and would like to just do it to see what happens.

So far region B they are about ecl 8 and thats fine. Been using etools to advance and create monsters for 3.5 and updating traps on the fly. Modifying and changing things where I think they should be and we have been having a blast with it so far.

Anyone else turning this to a epic dungeon?

I am not advancing the whole thing to epic levels, just allowing xp to progress normally from level 1-3.


Game Log http://groups.myspace.com/campaignheadquarters

When all is said and done, if you are able to continue this method into epic levels, please share the modified stat blocks you've come up with. I think your idea is a good one, but will require a LOT of DM work.
 

Cool. Epic WLD. Could you imagine what some of the critters in here would look like after going epic. :uhoh: I mean, a fiendish kraken is pretty buff, but wow.

Far more work than I want to do.

Sigh, I posted ads for new DM's but no luck. If anyone knows anyone who wants to run the WLD online, tell them to give me a kick. I'd hate for all the work we've done to just go to waste.
 

I have allowed normal Experience since the beginnning, and now my players are 17th and 18th levels in region N.

In the beginning I used the "Add 2" method to boost monsters which just pretty much meant +2 to everything.

Then I began modifying the creatures using the back of the monster manual.

Lately I have been making more and more use of templates and character levels.

The basic creatures of the dungeon mostly stay the same, though sometimes I promote them to the next higher creature (wraiths to dread wraiths for example). Its the "bosses" that get most of the detailed upgrades.

Also you have to remember to boost the treasure a bit.

Here are a few examples:
Vinnara region N got 4 more Blackguard levels and two standard Lich cronies to help her out.
The Great Death (N67) got the Legendary template (MM2).
Glebshayy (region g) got upgraded from a Glabrezu demon to a Kelvezu (MM2 again).


I try not to use the Monster Manual 2 now so much because its stat blocks are 3.0 material. The Legendary template is just about the only thing I kept. Used sparingly, its a good way to make something (of 15+ CR) more fearsome, resistant to magic and stronger.
 

Time for an update.

My group has gone into 'I' 4 or 5 times now. So far its been working well. I like how the 'icky' factor ramps up. When I first described the walls ect they were pretty grossed out but kept going. Then they came to a room total covered in oozing flesh... so much so that they had to rip the door open. They took one look in that room and said 'No' and went another way.

After a while they came back to that room from a different direction and ventured in. It was gross but nothing major happened to them so they were ok with it (Note: first case of disease is about to rear its ugly head and I need some saves for Demon Fever next game... thats nasty!).

Then they game to a room that was pulsating and with every pulse black fluid oozed out the flesh and ran down the wall. It forms a stream running down a hallway. Again the party refused to have anything to do with it and want another way.

The party had several fights with the Cloakers in the area and a few Gricks. At the end of the last game they found the Dark Naga (S' something). I had fun with this one. The kids had been watching one of the Rescuers cartoons and I gave her the speech characteristics of the white female mouse in the those movies. She called everyone 'Darling' and was just as friendly as can be. The party refused to enter her home and eventually moved off (it was getting late). The Naga let them know she is willing to work with the party... she'll give them information and advice and she'll ask them to do tasks for her.

I'm thinking she is going to try and get them to raid the old Magic Lab for the spell books ect telling them there is a spell in there to help defeat the Twins. If they succeed she'll betray the Drow Captain so she can take over. What happens then I'm not sure.

rv
 

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