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

jim pinto said:
I am officially back at AEG as the Creative Manager. And while we will have limited exposure in the RPG market, I thought it nice to at least say thank you to everyone on this list who continues to support and play with this product.

I hope everyone's been having fun and I look forward to catching up with everyone soon.

well done jim.
"Creative Manager" sounds like a really cool job. Hope it lives up to expectations.
 

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Killed another PC last night.
The party were investigating the north-eastern-most reaches of the Pyrefaust, trying to move statues and what-not. Really gets boring without the Serratine puzzle needing to be unravelled.
Anyway - the goblin sorcerer/rogue decided to try and go for a wander. He had almost died (-5hp) from the previous battle with the Godrasts and had been healed up to 8hp when he tripped the Angelic Thunder trap (Greater Shout). Fortunately for the rest of the party they were nowhere near the area of effect.
Unfortunately for the goblin he failed his Fort save and I did not roll all 1s on the 16d6 damage. Ended up at about -50 or so hitpoints, so completely destroyed and bits of goblin flesh plastering the walls and ceiling around the trap.
The party spent a few minutes (allowing the trap to reset) stuffing around then decided to get an arcane eye going up the corridor to see if there was anything worthwhile past the trap. 6 more Godrasts and some gems among the remains. Then the Godrasts decided to come out to play.
It ended up being a fairly tight contest, with the Godrasts trying to paralyse as much as the party as they could before moving out to grapple and drag back to their rooms. The sorcerer used telekinesis to trigger the trap again, catching one for some minor damage, but then he was paralyzed and repeated attempts to trigger the trap in subsequent rounds did nothing. The Godrasts did manage to get one paralyzed party member (the rogue) almost around the corner, but was dropped just before it could escape. She was finally rescued at -9 hitpoints.
Massive sneak attack damage from the assassin with greater invisibility cast on him and a rush job with melee weapons towards the close of battle proved the decider.

The party doesn't want to fight the rasts anymore.
 

The party has freed the petrified Angels in the Pyrefaust. Tried to disable the multi-trap on the secret door in the "Fire in the Hole" room and failed - setting it off - fortunately most of them made all the saves. Then went and did what they knew they should have and let off three fireballs to extinguish the air in the room and open the door. Stone salve on one and a Stone to Flesh from a scroll on the other and the Astral Devas were free. Having been appraised of the changes in the dungeon they have proposed to the party that Tyrus needs to be dealt with. They have time to plan but the carrot of a level increase has been dangled before the players if they succeed (with the Angels help) in defeating Tyrus. Has anyone else had the battle with Tyrus? If so - how did it go? Just looking at his armour class and spell resistance makes it tricky for anyone to hit or damage with spells. Advice to help me prepare for this is appreciated.
 

The party has freed the petrified Angels in the Pyrefaust. Tried to disable the multi-trap on the secret door in the "Fire in the Hole" room and failed - setting it off - fortunately most of them made all the saves. Then went and did what they knew they should have and let off three fireballs to extinguish the air in the room and open the door. Stone salve on one and a Stone to Flesh from a scroll on the other and the Astral Devas were free. Having been appraised of the changes in the dungeon they have proposed to the party that Tyrus needs to be dealt with. They have time to plan but the carrot of a level increase has been dangled before the players if they succeed (with the Angels help) in defeating Tyrus.

Has anyone else had the battle with Tyrus? If so - how did it go? Just looking at his armour class and spell resistance makes it tricky for anyone to hit or damage with spells. Advice to help me prepare for this is appreciated.
 

Didn't do Tyrus. Just too frickin big. The advanced Wyverns were enough of a fight as it was. Those things are NASTY.

My bunch freed the Angels too. Made for a much needed boost in firepower when dealing with the rest of the region. They made an appearance as well at the end of my campaign when the PC's took on the bit T.

The nasty thing about those angels is their caster levels. They can buff the PC's through the roof. Bring them along for Heal spells and they should be able to handle Tyrus.
 

posted about this on Usenet and the consensus is that there is absolutely no way that my party would be able to handle the Tyrus encounter.
Given that the Pyrefaust is set for levels 13-15, but that my party of 8 11th level characters have been able to manage (albeit with some difficulty) all of the encounters, and will have the angels (and should they wish it a paladin) with them, is Tyrus suicide?
If so, what level should a 10 member party (incl the angels) be to handle Tyrus?

note that I think the encounters with a single high CR foe have been easier for the party than ones with a lower EL level but with lots of opponents (they had a harder time with a dozen rasts than 4 Godrasts). The iconic 4 member party would have resulted in encounters being a lot more balanced wrt EL imho.
 

well, they decided against Tyrus. Probably a sensible course of action, though they are still interested - maybe with a couple more levels under their belts.
So they decided to hit Thorodin in region K instead.
They buffed themselves through the hilt including fly and haste on the two fighters and fly and greater invisibility on the two rogues, water walking on the rest and water breathing all round just in case. Heroism on everyone as well.
They ran / flew across the water from the northern entrance to Pyrefaust, taking about 3 rounds to get to Thorodin, who saw them coming and started buffing the toadies before flying up to get the option to crush on the flying fighters.
All party members failed their saves versus frightful prescense, but that just cancelled out the heroism.
3 rounds later he was dead. A critical from the axe wielding Eldritch Knight and hits from the fighter, coupled with successful sneak attacks from the rogue and assassin and he couldn't handle the damage. He did get a breath off and had the EK running away right at the end of the fight (saved by stoneskin and energy resistance - acid), but even so it was done and dusted before the Greater Invisibility ran out. The sorcerer torched all the toadies with a single fireball, rolling so well with damage that even if they had made their saves they were still smouldering crisps.
 
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Heh, welcome to high level combat. Three rounds, four hours. :)

Thorodin wasn't much of a challenge for my bunch either. And, yes, large numbers of smaller creatures can be a much nastier challenge. The rasts toasted the longest standing PC. But, then again, those Godrasts are nasty too. Bloody grapplers.
 

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