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


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The party entered the area patrolled by the Inevitables, and were quickly met by members of the Redeemed; a kobold, duergar, ogre, lizardman and their hobgoblin leader. The Redeemed brought the party to meet with the leader of the Inevitables, a zelekhut named Dorsam. Dorsam explained his situation to the party and nothing the party said could persuade him that the Inevitables had gone off their programming. The Inevitables were still warding the entrances to the Halls of Flesh to the north, but they were also sending the Redeemed on forays into the Halls. The party convinced Dorsam to send his quartermaster (a kolyrut named Wetoq) with the party to give a report to the Celestials. During Dorsam’s explanations, the lizardman member of the Redeemed spoke with Solara and mentioned that the Inevitables had gone rogue and were trying to control the abominations to the north. He said they had killed the Inevitables that did not agree with this new programming. The lizardman just wanted to be free.

Upon returning to the Celestials, Kelara still was not convinced that this required intervention. Doj disagreed, and went with the party to talk with the Inevitables.

The party and Doj returned and were immediately attacked by the Redeemed when Doj demanded answers. After dispatching the Redeemed (who were without their leader and the lizardman), the party and Doj were attacked by a zelekhut. The Inevitable was making short work of the party and almost killed Avron and Glanrak with a draining weapon, before Doj ran interference to allow them to escape.

Upon returning to the Celestials again, Kelara was jolted into action with this latest news. The Celestials went to deal with the Inevitables, with the party right behind them. The Celestials lost their healer in the battle, but were able to destroy the rogue Inevitables. The party discovered the lizardman being held in a cell, and were able to free him. The lizardman, Cul’Tharic, decided to join the party, for the time being.

Pleased with the party’s efforts, the Celestials asked the party if they would head east and ascertain the minotaur problem. The party agreed.

Solara, Avron and Zathras levelled (level 5).

End of session 10.
 

The party continued on their quest to find a way out of the dungeon, moving into the minotaur section to scout as requested by the Celestials. Minotaurs in Greyhawk were bestial monsters, with little intelligence and fond of mazes. The party soon discovered that the minotaurs that had taken up residence in the dungeon were also bestial, but were far, far more powerful than their Greyhawk counterparts.

The party immediately met a group of the beasts and defeated them after a long battle. They discovered a key on one of the dead beasts that they discerned could be used on certain doors in the section to lead to various areas of this section of dungeon. It was unknown what would occur if the party attempted to use the magical doors without the key.

The party battled numerous minotaurs, taking heavy damage each time. Indeed, in one battle Lucias fell to a mighty blow from a minotaur’s great axe and took such a grievous injury that not even Solara’s divine magic could save him. The party mourned the loss of their friend, before continuing on and finding a secret treasure room containing urns with thousands of coins and dozens of pieces of jewellery. Perhaps allowing greed to get the better of them, the party returned to retrieve the all-door in order to hide the treasure. When they returned to the room with the treasure, they battled many more minotaurs, barely escaping with their lives. They hid the treasure in the secret room and hid the all-door in an empty sarcophagus in the treasure room.

The party chased down the last of the minotaurs in the immediate area, and decided to rest.

End of session eleven.

DMs NOTES: I messed up xp the last two sessions, and the majority of the party is now level 6. Lucias died, and Jason will probably be bringing in an warforged juggernaut to replace him.
 

After the initial battles with the minotaurs, Cul’Tharic decided to leave the group to find his old friends. The party was joined however by Mechanus, a construct created by the Celestials from the blood of their fallen comrades and the remains of the Inevitables.

The party battled many more minotaurs as they explored more and more of the maze-like section of the dungeon. After battling another leader-type, they discovered a map of the section of dungeon and began using it to aid in their exploration. They also rescued an elf-like creature from the minotaurs named Riswan. Riswan was a beautiful, androgynous elf with reddish hair. He explained that he came from a group of elves who protected the First Tree, an ancient marvel that had fallen into the dungeon centuries ago. He agreed to join the party as long as they were making their way generally back towards the Tree.

Riswan also shared his knowledge of what certain areas of the dungeon were originally built to hold. He told of the undead area, where chaos now reigned and how the entire dungeon was built around this area where the original prisoner was kept, the World Eater, and ancient nightcrawler.

He also told of various derro, duergar and dwarf prisoners who were working for an unknown slaver who had them digging for a slumbering tarrasque. And of the titan that originally guarded the main exit of the dungeon; an area that was now taken over by giants.

And he told of the ancient red dragon Tyrus and his icy prison.

Solara asked of prisoners that the party had already come across. Riswan had heard of some of them and said that the white-haired man in thumb shackles was a Chronomancer, bound by those special bonds as he could bend time itself if he was able to weave his magic. The demon bound in the ice block was a cambion of great power from another realm whose named Riswan did not know.

The party continued on, following their new map and adjusting it when necessary as some old pathways and tunnels no longer existed. They came across a powerful rakshasa named Rashmarik who calmly decimated the party with fireballs while they fought his minotaur minion. Riswan cursed Rashmarik and demanded the rakshasa return a gem to him. The party was unsure of what this dialogue was about, but had bigger worries on their mind. Badly wounded, they were finally able to close on Rashmarik and Glanrak delivered a powerful blow that finally had the rakshasa show fear. Eventually they prevailed, and Riswan rifled the body of the monster to find a gem which he quickly crushed under foot. After doing so, Riswan took his true form, that of a young copper dragon and he explained to the party that Rashmarik had captured him when he appeared in this section of dungeon, and he thanked the party for helping him escape Rashmarik’s spell.

The party decided to rest.

End of sessions 12 and 13.

DMs NOTES:

Everyone in the party is now level 7.
 
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It's pretty cool to read about this in action. I don't have the book, but from the reports it looks like the dungeon has potential for a lot more than just hack-and-slash dungeon crawling. I may have to keep this one on my radar to pick up as a collectible.
 

It's actually a pretty fun read too. There are a lot of plots and sub-plots and storylines going on. Granted, I have altered a fair amount here and there, but overall it's a nice, logical, exciting story to play through.
 

It's pretty cool to read about this in action. I don't have the book, but from the reports it looks like the dungeon has potential for a lot more than just hack-and-slash dungeon crawling. I may have to keep this one on my radar to pick up as a collectible.

Schmoe, honestly, I was rather surprised by how much of this module you could do through pure RP rather than hacking your way through it. The first section tends to be pretty high hack, as there's not a lot you can talk to - but, even there, the different humanoid bands have lots of stuff going on.

I think that if you wanted to treat this more like a setting and less like an adventure, it wouldn't take a large stretch.
 

The party continued exploring the minotaur section of the dungeon. They encountered more manticores and minotaurs and dealt with them without too much difficulty. While exploring a room that had a strange lock on it, Zathras disappeared into thin air. The party was concerned that it might be a trap like they encountered before where Zathras was teleported into a room with no air, and so Avron also explored the room, also disappearing without a trace. The remaining party discussed their options, though Riswan seemed to think the two were gone for good. Riswan wanted no part in travelling to an unknown destination, but he did agree to wait a few hours in case the party should return. Mechanus and Solara then entered the room and were also teleported to an unknown destination, where they found Avron and Zathras waiting.

The new area was massive and at first it appeared they were outside, above ground again, though the stale air and lack of night sky made them realize they were still underground, albeit in a colossal cavern; one complete with small mountains of its own. The party decided to head towards a large black mountain in the distance. Along the way, they explored a series of caves on a lower mountain near the base of the large black one where they fought some huge air elementals.

After searching the caves, the party followed a natural trail up the side of the hill where they came to a plateau. Upon arrival, they were accosted by a booming voice who demanded to know who they were. When Solara explained she was a follower of Pelor, the voice became more friendly, stating he had heard of that god and was a follower of a god of healing as well. The voice proved to belong to Norkor, a cloud giant. Norkor explained that he had been trapped in this place for decades and that he was only safe on his plateau, having battled the "Devil Wind" and a Roc on the black mountain while looking for a way out. He also explained that there were drow to the south-west. Looking at their map of the dungeon, the party decided to continue to make for the Titan’s exit, passing through the undead section in order to see what could be done about ensuring the World Eater remained imprisoned. Norkor agreed to fly the party to the border of the undead section.

Once there, the party found the large gate to the undead section to be closed and they talked with a lantern archon there who said the main gates were still sealed and the undead were still trapped within the large section (although they were free within those confines). The archon stated he thought a passage may have opened up to the undead section from the south. The party decided to follow the lava river to the south to see if they could gain entrance to the undead section, or find some other way around to the Titan’s exit.

End of session 14.
 

The party began to follow the lava river to the south in hopes of eventually finding entrance into the undead section. The huge cavernous tunnels eventually turned east and following it, the party encountered a fire giant sorting some unrefined iron ore. The party did not want to leave the giant behind them, and so approached and a fight ensued. Moving further along, they discovered another fire giant loading a sled with ore. The giant was accosting some azer slaves, and the party attacked, killing the giant and freeing the slaves. An aasimar sorcerer was bound and gagged in the sled, and the party freed him. His name was Killiash of Neverwinter, and he agreed to join the party to pay back their kindness.

The party continued on and found the corridor to the north that they were looking for that would lead them back into the dungeon proper and from there to the undead section. However, to the south was another fire giant loading ore into a makeshift forge. Again, the party did not want to leave a giant so close by in case it was to notice them and attack from the rear, so they attacked the giant. Another giant was nearby but out of sight and also attacked. Victorious, the party decided to continue south for a little ways to perhaps clear out a few more of the giants and try to discover what they were doing with the iron ore they were collecting and refining.

They dispatched a few more of the giants, before coming upon a throne room with a female giant rogue in attendance. The giant queen was arguing with three other fire giants about how to handle the troll problem to the east. The party attacked, and underestimated the strength of their foes. Zathras was killed by one of the giants, and it looked bleak for the rest of the party. However, they were just able to kill the three giants and the queen decided it was in her best interest to stop the fighting and escape. The party agreed to let her go after she told them of the troll problem and left behind any treasure she was not carrying on her person.

Solara was able to raise Zathras from the dead with her strengthened divine power; Pelor bestowing great blessings on her. The party spent most of the next day resting from their battles with the giants. Both Zathras and Solara had vivid dreams as they rested; Zathras reading his as a sign of his longing for home, but Solara feared hers was a premonition granted her from Pelor. She feared some of the prisoners that they had seen before might be escaping and she sent a magical message to Kelara and the celestials warning them of her visions.

The party moved to the east, again putting off the undead goal for the time being, to see about the trolls. They discovered two magically enhanced trolls guarding a lavish brass room with cushions rugs and tapestries. They dispatched the trolls and Zathras disarmed an extremely tricky and difficult trapped chest to discover a gem of fire elemental control and a djinni’s lamp.

The party continued east to discover a large fiery demon controlling a dozen trolls. The demon sent the trolls forth to fight the party, but as their numbers dwindled, the demon escaped into thin air, leaving the now befuddled trolls to their deaths.


Zathras dream #1:

You are sitting in your favourite tavern, “The Seaworthy Wench”. You are at your favourite table, enjoying good company and good drink. A bard plays a song on a mandolin, but you can’t quite make out the tune. The place is full of patrons, and familiar smells of exotic pipe weed and foods assail your senses. A buxom serving wench approaches your table and replenishes your drinks. She keeps looking back over her shoulder. You ask her what she keeps looking at.

“Someone wants to see you,” she says.


Zathras dream #2:

You are sitting in your favourite tavern, “The Seaworthy Wench”. You are at your favourite table, enjoying good company and good drink. A buxom serving wench approaches your table and replenishes your drinks. She keeps looking back over her shoulder. You ask her what she keeps looking at.

“Someone wants to see you,” she says. She turns and points to the back of the bar. You follow her gaze and spot a hooded figure seated alone at a table in the corner. The face is covered, but underneath the cloak you can see a woman’s body covered with tight black leather. You feel a chill along your spine.


Zathras dream #3:

You are sitting in your favourite tavern, “The Seaworthy Wench”. You are at your favourite table, enjoying good company and good drink. A buxom serving wench approaches your table and replenishes your drinks. She keeps looking back over her shoulder. You ask her what she keeps looking at.

“Someone wants to see you,” she says. She turns and points to the back of the bar. A figure is slipping into a back room through a door. You don’t know why, but you get up to follow. You feel a chill as you enter the back room, and you see a dark female form mostly hidden in the shadows.

“Who are you?” you ask.

“One that can aid you,” she replies. “Find me. Find me and I can help you return to your home…”

The figure dissolves into the shadows and you feel a cold hand touch your shoulder from behind you…


Solara dream #1:

You are in the Church of Pelor. You know you need to see the chief priests, but you cannot remember why and you cannot remember the way. Finally you find yourself in a long hall and you quickly make your way along it. The hall stretches forever, and you seem to be making no progress.

At the end of the hall stand three figures. You sigh with relief as you think the chief priests are there to meet you. But something is wrong. Though you cannot make out their faces, you know it is not the priests. You turn to go back the way you came but you find yourself in a small cell with a block of ice in its centre. Chains hang down from the ceiling and are frozen into the ice. Inside sits a shadowy figure, waiting.

You look down to see you are standing in a thin layer of water. Looking at the block you realize the ice is melting.


Solara dream #2:

You are in the Church of Pelor. The hall you are in stretches forever, and you seem to be making no progress along it.

At the end of the hall stand three figures. Though you cannot make out their faces, you know it is not the priests. You turn to go back the way you came but you find yourself in a small cell with a block of ice in its centre. Inside sits a shadowy figure, moving slightly as the ice around it melts.

You turn to flee and run straight into the three figures at the end of the hall. You look up into their faces and all you can make out are glowing red eyes and the sound of sand falling.


Solara dream #3:

You are in the Church of Pelor. The hall you are in stretches forever, and you seem to be making no progress along it.

At the end of the hall stand four figures. Before them lies a pool of water with chains lying free in the middle of it. You feel an unbelievable sense of dread, and you turn to flee only to come face to face with the four figures.

One has long white hair, dressed in black. He holds an hour glass in his hand.

One stands hunched in a dusty and torn death shroud, its eyes glowing red.

One is impossible to discern.

And the fourth stands in the middle. Grey and red robes flowing from his tall form, a single horn protruding from the left side of his head. Black wings protrude from his back. His mouth is full of sharp teeth behind an evil smile, and his eyes burn with hatred.


DMs NOTE:

Avron is level 10.
Solara is level 10.
Mechanus is level 9.
Zathras is level 9.
Glanrak is level 9.
Shaara is level 9.
 

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