Ok, I got a bit of spare time, so I'm going to give this a whirl. I'll be wrapping up my WLD campaign in the next couple of weeks, so, if, I was going to do it again, with the benefit of what I know now and the resources I have now, this is what I think I would do. I'm going to list my suggestions in the order that I played them.
Hussar's Suggestion List
Part 1 - Overall Changes
These are the changes I would make that would affect the entire WLD.
1. I would use the World Serpent Inn from Dragon 351. The WSI is a dimension spanning tavern that connects to all sorts of places. I would change it so that the entrances (or exits depending on your point of view) from each region would link to the front door of the WSI. When you leave the WSI, you would return on the other side of the exit you used - thus entering the next region.
While I like the idea of limiting PC resources, it does get a bit stale after a while. Adding the WSI between regions lets the PC's do a bit of crafting (or have someone else do it for them), get access to some spells and information and add in an easy mechanic for adding new PC's after a fatality.
I would also add about 100 doors in the WSI, possibly accessable by level (read the article and this would make sense) so the players can attempt to do a bit of random hopping around the WLD if they chose. The doors could be two way or one way or possibly open only at certain times or under certain conditions to prevent abuse.
2. I would move about 10% of all encounters, and this includes traps, into the hallways. While I know there are random encounter tables, I could never remember to roll the bloody things.

So, instead, I'd boot about 15-20 encounters per region into the hallways, and perhaps, depending on the region, make them reactive as well. This also stops the whole compartmentalized aspect of the WLD where there are almost no encounters outside of a room. Makes things much more exciting when it isn't, Listen at Door, open door, kill baddy, move to next room.
3. Add 3 dimensionalism to the WLD. This place is meant to be wracked by earthquakes, yet, the floors are very flat. Add in some cracks, chasms, ramps, stairs, whatever, to break up each region. Coupled with #2 above, this could make for some very exciting encounters. Note that some regions, like K and L already have 3 dimensional aspects with the water and the air, so, I don't think this needs to be done with every region. But, certainly the "dungeony" regions could benefit from some verticality.
4. This is something I twigged on fairly early. Drop maps frequently as treasure. It gives the players something of a clue about what to expect. It really helps.
Region by Region Changes
Region A
Unlike a lot of people, I actually like region A. I thought it was well done. The only complaint that really resonates with me is the repetitive nature of the encounters. There's just too bloody many darkmantles. That and the region lacks a bit of snap and pop in it. Difficult to do because of the level of the PC's, but possible.
- First, I would take out most of the Darkmantles. PCGEN allows you to add on templates and calculates your statblocks for you, so, doing up the stat blocks for critters is only a couple of clicks away. I personally like the idea of a large gang of fiendish baboons (CR 1/2) roving the halls. Imagine the first encounter in the WLD - the whining orcs - being interupted by a horde of 30 fiendish baboons barrelling around the corner. The party flees for their lives as the baboons rip the orcs to pieces. You can keep the party moving by simply having the band of baboons pop up. Keeps the tension nice and high.
Adding in some fiendish animals would go a long way to replacing the darkmantles.
- Honestly, I'd lose the Trogs too. I just didn't like them. They don't talk, they stink so the party likely won't engage with them. My guys completely avoided the area because of the penalties due to the stench. Replacing them with lizard folk would work. Maybe something from another sourcebook.
Region B
Unfortunately, this region needs a ton of work. I've complained about this before, so I won't belabour the point, but, it does. The concept is very, very cool, but the exectution lacks.
- Remove most of the traps in the Abandoned Halls. They are just annoying.
- Move the bugbears into the now empty Abandoned Halls and beef up their numbers. It really doesn't make sense that the hidden band of bugbears is 50 feet from the goblin empire.
- The two eastern maps should be flipped so that the Holy Goblin Temple is in the south and the rebels are in the north. It would take a bit of jiggering with the connecting hallways, but it's doable. This would make the entire region make MUCH more sense. As it stands, the Goblin Empire has to march straight through the Rebel main hall on their way to the Temple. Not a good thing.
Region C
I loved this region. My personal favourite. I did a bit of changing when I ran it, so that Nardarik believed that he was Arum and tricked the players into openning Aslurthyn's tomb. Fantastic battle with the dragon, Aslurthyn, the wights and the giants all involved with the PC's in the middle. With the buffs from the Halls of the Celestials, it was a bloody fantastic fight. I honestly wouldn't change much in this region.
Region F
I actually didn't run this region. I skipped it and ran White Plume Mountain (from the WOTC site) instead. However, I do have some ideas:
- Use the Demonomicon article from Dragon 341 on Baphomet. The Demon king of Minotaurs needs to be here.
- Replace one of the leaders of the Minotaur tribes with an Aspect of Baphomet. The other tribe's leader doesn't want to submit to the aspect's leadership, thus the schism.
- Replace the teleport doors with entrances to an under layer beneath F. Inside this layer are several traps and constructs guarding a Brazen Skull (artifact devoted to Baphomet). Both mino tribes are trying to get at the Skull with whoever gets it getting the right to rule.
- Do a bit of alteration to the east side of the map allowing easier access to G. As it stands, it's pretty much impossible to go from F to G and C to G is suicidal.
- This region suffers a lot of Big Monster/Little Room syndrome. Increase the scale to 1=10 feet for the region.
Region G
Another great region. We had so much fun. And since there's lots of stuff to talk to here, there's great opportunities for RP.
- Another region with Big Monster/Small Room syndrome. Increase scale to 1=10 feet.
- Possibly remove some of the unaligned to the north. I'm not sure what to replace them with though. They do somewhat detract from the feel of the region though IMO. But, they do make nice bundles of xp to bump the party up a bit to face all those demons.
Region K
The shortest of the regions, with the dragon battle as the highlight. Lots of stuff to talk to with the crazy dragon and the lizard folk. My only complaint is that most of the region is underwater and thus the party is unlikely to find it.
- Add an alchemical substance (so it can't be dispelled) that grants PC's a swim speed of 30 and the ability to breathe underwater. Call it gillyweed if you must.

Region J
Bloody fantastic region. I had a blast here. Great set battles, lots of exploration. My only complaint is perhaps everything in here is too unfriendly. There's pretty much no talking here. That makes for a bit of a grind for the region.
- Make the Azers and possibly the Giants indifferent to the party at initial encounter. The PC's are obviously not really part of the fighting here, so, it makes sense that they might be recruited.
- Knock off a few of the traps. They are mostly annoying.
- The whole Serratine thing was a bit cliche. And finding all the triggers is a pain. Again, if the critters are a bit friendlier, then perhaps it would be a little easier to drop information.
Region D
After three great regions - C, G, and J - D was a let down. There are a lot of stat block errors here and the encounters are not well done for the level the PC's should be. Far too easy. A single Cloudkill spell will wipe out more than half the region if done right and the save DC's for the Formians are a joke against 15th level PC's. The only reason the region is as high as it is is because of the Tarrasque. I would go one of two ways with this region. Either lower down the level expectations and run it right after J or jack it up a whole lot and do it as the finale of the WLD.
Running D after J
- Remove the Tarrasque. (heh, duh)
- Knock down the caster levels on a few of the BBEG's.
- This region also suffers badly from Big Monster Small room, so, use a 1=10 feet scale.
Running D as the finale
- Add 8 levels of warrior to every deep dwarf and duegar.
- Add 8 levels of rogue to every Derro
- Every formian warrior would be equal to the 9hd advanced formian warriors in D 60
- Advance the formian Myrmarch's and Taskmasters about 8 hd each.
- Advance each xill to about 15 hit dice.
- This region also suffers badly from Big Monster Small room, so, use a 1=10 feet scale.
That should work nicely for the region actually. Note, those are rough numbers, but, as it stands, D is a major disappointment. Adding in more fodder doesn't help since the casters can obliterate pretty much anything with 30 hp or less with a single spell, regardless if it saves or not. Like I said, salvaging D would take a lot of work, but, worth it in the end IMO. The concept is great. But the execution is lacking.
Well, what do you all think?
As a final thought, I would like to thank jim pinto and all the people who worked on this project. For the very first time I've had a game go right to high double digit levels, I've had the most fun DMing I've ever had, AND I get to use the Tarrasque on my players. The last almost two years of running the WLD has been fantastic. Jim and everyone else, thank you very much.