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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="jim pinto" data-source="post: 1772140" data-attributes="member: 17619"><p><strong>Region E, alternatives</strong></p><p></p><p>First off, if i were running this region, I would get rid of the Barghests (and just keep the greater barghests as roaming scrounger/predators. Second, for every three days the PCs spent in Region A, i would remove one Inevitable and one Celestial from Region E. Having died in a major invasion from Region I.</p><p></p><p>The wards to the north would be down.</p><p></p><p>The shadows and shadow mastiffs would be all OVER the region, adding in whatever shadow creatures you like from your favorite 3rd party books. </p><p></p><p>In fighting would be rampant among the Redeemed and perhaps Ackersan would have been murdered about the time the PCs reach Room E61.</p><p></p><p>Because of the number of "empty" rooms, there's all kinds of places for inexplicable ooze and walls of flesh-type horror like in Region I. In fact, I would just start bringing them both together into on massive playground of carnage. The PCs should feel as though they've stepped into something very wrong.</p><p></p><p>Surviving inevitables would have a hard time parsing all of this, of course. And the Redeemed would receive conflicting orders all the time.</p><p></p><p>And, of course, all the bugs in the Region become fiendish. Duh.</p><p></p><p>The escape routes into Region F and J would be sealed by the creatures within those Regions, making advancement more difficult.</p><p></p><p>***</p><p></p><p>However, i've also included a few things that don't require so much rewriting.</p><p></p><p>One. Steal a random encounter chart from Region I and use it when the PCs enter an empty room.</p><p></p><p>Two. Give the barghests overlords. To continue the demon/devil theme, add a retreiver to the bad guy barghests and add a hellcat and/or erinyes to the rebel barghests.</p><p></p><p>Three. Give the insects a beblith leader (that the PCs don't face until they are 6th level).</p><p></p><p>Four. The shadows (and there should be more of them) need to be under the control of </p><p></p><p>Five. The jungle doesn't need much change, but adding a few more bugs isn't bad either.</p><p></p><p>Six. Finally, there isn't much need to play around with the guard stations (inevitables, etc.), although failed wards all over the Region are a great way to have more beasts sneak in.</p><p></p><p>If anyone else has suggestions, feel free to post.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1772140, member: 17619"] [b]Region E, alternatives[/b] First off, if i were running this region, I would get rid of the Barghests (and just keep the greater barghests as roaming scrounger/predators. Second, for every three days the PCs spent in Region A, i would remove one Inevitable and one Celestial from Region E. Having died in a major invasion from Region I. The wards to the north would be down. The shadows and shadow mastiffs would be all OVER the region, adding in whatever shadow creatures you like from your favorite 3rd party books. In fighting would be rampant among the Redeemed and perhaps Ackersan would have been murdered about the time the PCs reach Room E61. Because of the number of "empty" rooms, there's all kinds of places for inexplicable ooze and walls of flesh-type horror like in Region I. In fact, I would just start bringing them both together into on massive playground of carnage. The PCs should feel as though they've stepped into something very wrong. Surviving inevitables would have a hard time parsing all of this, of course. And the Redeemed would receive conflicting orders all the time. And, of course, all the bugs in the Region become fiendish. Duh. The escape routes into Region F and J would be sealed by the creatures within those Regions, making advancement more difficult. *** However, i've also included a few things that don't require so much rewriting. One. Steal a random encounter chart from Region I and use it when the PCs enter an empty room. Two. Give the barghests overlords. To continue the demon/devil theme, add a retreiver to the bad guy barghests and add a hellcat and/or erinyes to the rebel barghests. Three. Give the insects a beblith leader (that the PCs don't face until they are 6th level). Four. The shadows (and there should be more of them) need to be under the control of Five. The jungle doesn't need much change, but adding a few more bugs isn't bad either. Six. Finally, there isn't much need to play around with the guard stations (inevitables, etc.), although failed wards all over the Region are a great way to have more beasts sneak in. If anyone else has suggestions, feel free to post. [/QUOTE]
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