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

If you mean upper left hand corner of C, that's the area in which Arum's experimentations made ethereal travel possible. (Until an angel appeared to him in a dream and told him to stop that at once, I believe it was.) This makes the ethereal filcher in that area (C3) actually possible.

My players for one of my groups just entered G and trounced the abyssal basilisk in a rousing fight during which nobody got stoned, amazingly enough. They haven't decided where to go next in terms of searching about, though. The group's currently made up of...

Draka, Gold Dragon9 (using the rules in Dragon Magazine)
Rob, Half-Celestial Human Barbarian5
Karl, Human Barbarian1/Cleric8
Zak, Halfling Rogue4/Wizard5 (Or maybe vice versa, I honestly cannot remember)
Boony, Gnome Sorceror9
NPC Ratul, Goblin Ninja7 (From Area C)

The other group's slogging through Area I. They're actually currently holed up and trying to rest while the dwarven fighter regains all his STR. A combination of some horribly mutated chokers and the choker leader's poisoned dagger knocked his strength from 17 to 0. Fun times! I have no idea where they're going to go next, but they are sufficiently creeped out by I's ickiness. Plus, one of the PCs got hit with a mutation, and their wounds healing and leaving little patches of bristly hair behind are putting them all on edge. Whee!
 

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still in region M
with the players of the dwarf eldritch knight and human cleric still away I felt justified in having had them captured. The party holed up in the hidden drow infirmary (having been taken there blindfolded by the rebels). The Mystic Theurge helped Umressintra, so she helped heal some party damage and some unsolicited advice. Most of the evening consisted of the party trying to work out a rescue plan, eventually coming down to sneak in, and try and take the driders down and if that doesn't work then negotiate (that despite numerous hints as to the fractious nature of drider politics). Well - they snuck in using invisibility and (on the non-rogues) gaseous form. The invisibility on one of the rogues has just run out and they are in Elotor's lab, and due to a really bad hide check (and Elotor making his spot check) initiative has commenced.
We have had one round of opening dialogue, movement and positioning with me ruling that those without darkvision can only make out the small areas lit by burners and braziers. Elotor has just sent scuttle off for aid - round 2 begins next session - and I've promised them all that they can go up a level if they can rescue the captured party members (nothing like a goal to blinker the party!)
 

Hussar,

Do you have the whole 1/4's of C and or G done as player maps? On your webpage in the DM's section you have chunks of C... I'd like all 4 whole parts if possible.

Thanks,

rv
 

Crap, no I don't. And I've cleaned off my computer with the old images and stuck them on CD. I'm going to have to email you I think. Sorry. All those images were lost when the old site went down. Gack.
 

Just realized that you don't have those scans. :( Ok, will have to dig out some of the archiving I did. Gimme a bit, I'm at work currently. Will likely happen in the next day or so.
 

Heading into C

Gday All,

The last Session, number 24, is up on my website (http://home.people.net.au/~twilko and you'll note Jim that without the www it will work. My bad last time.)

The party have traveled across B without allowing themselves to be distracted. They have defeated the ghoulish paladins and are about to enter C in such a way as they should go straight into Ash the Tricksters cell.

Now what if the paladins had only been partially successful? What if they had killed Ash but the Solar imprisoned with him was still on a rampage? What if they and Arum the Wizard were able as a final act to trap the solar back in the cell somehow? What happens if the Solar thinks the party is freeing the Demon he still thinks he is trapped with? There are 6 and rarely 7 players in the party. The rare player is at 4th level with the rest being half 5th and half 6th. I am thinking a CR23 Solar might be a bit much but a CR16 Planetar might be a better bet. Any ideas or suggestions?

I do like the idea posted much earlier of having the black dragon a bit mad and thinking of itself as Arum and I'll use that. I suppose if the party gets into too much trouble with the angel then he could turn up and help.

Just some thoughts if there is any still out there, the thread has gone very quiet of late.
 

Heh, the insane black dragon was my contribution. Thx.

A rampaging Solar is cool, but, I'm not sure how viable. A solar would sneeze and obliterate the players at this level. You'd need to put some serious restrictions on him.

On a side note, check out Dragon 355 for the Creature Collection. There's a spirt critter in there that sets and resets traps. Absolutely tailor made for the WLD.
 

Hussar said:
On a side note, check out Dragon 355 for the Creature Collection. There's a spirt critter in there that sets and resets traps. Absolutely tailor made for the WLD.

I am very glad that our campaign ended before you got a chance to use that thing. I don't think we needed to experience any more lightning-bolted characters than we already had. :)
 

and the party have finished with the Drow and Driders.

A battle with Elotor started mid-conversation as the party interpreted his defensive casting (displacement) as hostile and threw a silence spell at the table between him and Sinalith - disrupting their spells.
Flesh golems moved forwards and Scuttle had headed out to get reinforcements that would arrive in 3 rounds.
The fighter had remembered after the previous battles that he had been carrying a scarab of golem-bane for the last 5 levels or so (since before entering WLD) and took the fight to one of the golems - rolling 1s for damage for both attacks, but still ended up doing 62 points of damage. He took 27 in reply the next round, but finished it off no problems.
The paladin took out the other flesh golem in two rounds as well, but not doing as much damage as the fighter. Then she stepped up to fight Elotor.
The porticuli had been dropped preventing other driders and drow from entering, and the rogue and paladin managed to make their saves vs the slow and hold that Elotor fired off. Sinalith's magic circle vs good did stop a couple of scorching rays.
The paladin managed to close with Elotor and did a smite as an AoO while Elotor cast a spell (cloudkill) - 56 points of damage with a single blow and Elotor failed his save vs massive damage. I rolled this out on the table in front of everyone - he needed to roll 9 or higher and the die came up 8.
Sinalith climbed to the top of a pillar and cast stinking cloud which made it difficult for the party to see what was going on, and for driders outside the southern porticulus to see in. The fighter eventually took Sinalith down with arrows, and the paladin and rogue finished off Scuttle as he slipped back through the bars and tried to open the porticulus for the driders.
Sinalith did get off a prismatic spray before he died, and the sorcerer failed his save vs insanity so started attacking the party. He was subdued when Melody the centaur grabbed him from behind when he backed up against her cage, and now the party has to work out how to get a heal for him.
After the battle the paladin managed to make a diplomacy roll of 35 to turn the hostile driders outside to friendly (Alith and Radija mainly).
The Spider Kings will allow the party to leave and will be levitated over the lava river, on the condition that they never return. And they must leave behind any of Elotors stuff that is of historical, artistic or religious significance to the Driders. They agreed.
Even though the battle ended up being a bit one-sided in the end, it was a tight contest with resources used and could have been much worse if both gates hadn't been dropped.

They now have 6 weeks before we continue (am going over to the US for 2 weeks!) and have hit level 10, so it was a nice spot to be able to finish the session.
 

Rampaging Angels

Hussar said:
Heh, the insane black dragon was my contribution. Thx.

A rampaging Solar is cool, but, I'm not sure how viable. A solar would sneeze and obliterate the players at this level. You'd need to put some serious restrictions on him.

On a side note, check out Dragon 355 for the Creature Collection. There's a spirt critter in there that sets and resets traps. Absolutely tailor made for the WLD.

Gday Hussar,

Love the mad dragon. Thanks for the Dragon (Mag) reference which I'll look up as soon as my next assignment is finished.

As for the Raging Solar, I was thinking of making it a Planetar (cr16) or even an Astral Deva (cr14) and having a chain still attached to them thus keeping them in the cell. The party would have to convince the angel that a) they themselves are not evil b) the demon is dead/gone. The Angel would want to keep the party away, killing them if nessesary and escape to find Ash. Or focus some of it's attention on Ash's corpse and only attack the party if interfere or try to stop the Angel.

Just tossing thoughts around at the moment.
 

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