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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="jim pinto" data-source="post: 1753840" data-attributes="member: 17619"><p>lee hammock did some wonderful stuff in here.</p><p></p><p>i'm really pleased about how he brought it all together</p><p></p><p>i especially like the barghest factions and the level of detail</p><p>of the major NPCs. lee strikes me as a full DM who likes to</p><p>add details to important characters.</p><p></p><p>where Region A (written by Michael Hammes) is very much what</p><p>a first level adventure is supposed to be, the conditions of Region E</p><p>should really surprise the PCs. there's a great deal of internal</p><p>consistency there, with creatures only being concerned about</p><p>Region I... however, depending on the DM, the inevitables can</p><p>be concerned about whatever Region the DM wants the PCs to</p><p>go to next.</p><p></p><p>if Region A is filled with the kyton, lemure, osyluth series discussed</p><p>earlier, a lot of garrisons/patrols will take place in the southern</p><p>portion of Region E</p><p></p><p></p><p></p><p>the rooms provide a buffer zone for the creatures. while they may lair</p><p>here from time to time, the barghests know they can't maintain everything,</p><p>especially since the competition for space is so high.</p><p></p><p>and because the same encounter over and over against with barghests and shadows would have been silly, these are great rooms for the DM to have random encounters, duplicate monster encounters, or some impossible series of creatures that cannot be killed.</p><p></p><p>consider mujina in japanese folklore.</p><p></p><p>they still haunt and pester the other creatures, but cannot be harmed by weapons (100% incorporeal miss chance)</p><p></p><p>they move items around and perplex the very LAWFUL inevitables who cannot grok what these beasts are. the DM can then said the PCs on a mission to get rid of them. especially, if they came through the fiendish portal in Region A</p><p></p><p></p><p></p><p>this is an example of us stealing from Ed Greenwood's style... poorly</p><p></p><p>ed's adventures always have that inexplicable dagger hidden in a pillar</p><p>that have nothing to do with anything (like Room N223), but seem to</p><p>add SOOO MUCH flavor that you can't help but put it in. the DM is free</p><p>to do whatever he likes with these formians, or even change them to</p><p>demon prisoners.</p><p></p><p>because there IS a really large insect contingent in the Region, the</p><p>dead formians could have had these creatures "chest-burst" out</p><p>of them centuries ago, still feeding off the detritus of the Region,</p><p>growing with each decade.</p><p></p><p>that's just off the top of my head, though, so unless you want me to</p><p>go back and read the region (please don't ask me to read it again),</p><p>maybe someone who is reading it now can link the concepts together</p><p>better than i can.</p><p></p><p>hope this helps</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1753840, member: 17619"] lee hammock did some wonderful stuff in here. i'm really pleased about how he brought it all together i especially like the barghest factions and the level of detail of the major NPCs. lee strikes me as a full DM who likes to add details to important characters. where Region A (written by Michael Hammes) is very much what a first level adventure is supposed to be, the conditions of Region E should really surprise the PCs. there's a great deal of internal consistency there, with creatures only being concerned about Region I... however, depending on the DM, the inevitables can be concerned about whatever Region the DM wants the PCs to go to next. if Region A is filled with the kyton, lemure, osyluth series discussed earlier, a lot of garrisons/patrols will take place in the southern portion of Region E the rooms provide a buffer zone for the creatures. while they may lair here from time to time, the barghests know they can't maintain everything, especially since the competition for space is so high. and because the same encounter over and over against with barghests and shadows would have been silly, these are great rooms for the DM to have random encounters, duplicate monster encounters, or some impossible series of creatures that cannot be killed. consider mujina in japanese folklore. they still haunt and pester the other creatures, but cannot be harmed by weapons (100% incorporeal miss chance) they move items around and perplex the very LAWFUL inevitables who cannot grok what these beasts are. the DM can then said the PCs on a mission to get rid of them. especially, if they came through the fiendish portal in Region A this is an example of us stealing from Ed Greenwood's style... poorly ed's adventures always have that inexplicable dagger hidden in a pillar that have nothing to do with anything (like Room N223), but seem to add SOOO MUCH flavor that you can't help but put it in. the DM is free to do whatever he likes with these formians, or even change them to demon prisoners. because there IS a really large insect contingent in the Region, the dead formians could have had these creatures "chest-burst" out of them centuries ago, still feeding off the detritus of the Region, growing with each decade. that's just off the top of my head, though, so unless you want me to go back and read the region (please don't ask me to read it again), maybe someone who is reading it now can link the concepts together better than i can. hope this helps [/QUOTE]
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