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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="hitomikitage" data-source="post: 1894327" data-attributes="member: 25125"><p>Well, my players didn't get through region B like I thought they would. After Friday's session, they had to spend a sizable chunk of time trying to figure out how to get out of the secret room beyond the blink dogs (the stalagmite room with the quarterstaff in it) in region B. It was particularly interesting because the Goblin Rogue set off the trap trying to disarm it, so it increased the open locks check beyond what they were capable of hitting. That made for some interesting attempts to get the guys that were trapped in the room out. </p><p></p><p>The Saturday session saw them exploring the Holy Goblin area. This was particularly crazy, since they decided that they would just try locking the goblins in their respective rooms while they explored the rest of the area. Little did they realize that the hobgoblins had a key to their door, and let everyone else out and waited in ambush on them in the dark corridors. Then, part way through the fight, one hobgoblin ran off and let the dire wolves out of their room. So the party was throwing down with 15 goblins, 3 goblins riding worgs, 3 hobgoblins, and 3 dire wolves. That took most of the rest of the session. At the end, they managed to save everyone and finish off the goblin religious types, and even clean out the vargoulle room (although the human thief acrobat did get hit with the dragon bile contact poison, losing all but 3 of his strength, and falling off the wall because he could no longer hold his own weight.)</p><p></p><p>The games have been a blast so far and everyone is having a good time, (as far as I can tell) even if they do get frustrated by high DC checks for opening locks on doors and by animals that trip as part of their attack. I am currently having them feel a pulse of negative energy about the same time each "night" (tough to tell night from day in this dungeon) when they rest, coming somewhere from the north. Hopefully they will take my hint, and start going north, since I am pretty psyched to run the undead region (region N) when my players get there.</p><p></p><p>I will try and keep a running update after each weekend I run (currently running every other weekend on Friday and Saturday) and letting you know any pitfalls I come across in the dungeon as well as any my players come across.</p><p></p><p>Thanks,</p><p>Howard</p></blockquote><p></p>
[QUOTE="hitomikitage, post: 1894327, member: 25125"] Well, my players didn't get through region B like I thought they would. After Friday's session, they had to spend a sizable chunk of time trying to figure out how to get out of the secret room beyond the blink dogs (the stalagmite room with the quarterstaff in it) in region B. It was particularly interesting because the Goblin Rogue set off the trap trying to disarm it, so it increased the open locks check beyond what they were capable of hitting. That made for some interesting attempts to get the guys that were trapped in the room out. The Saturday session saw them exploring the Holy Goblin area. This was particularly crazy, since they decided that they would just try locking the goblins in their respective rooms while they explored the rest of the area. Little did they realize that the hobgoblins had a key to their door, and let everyone else out and waited in ambush on them in the dark corridors. Then, part way through the fight, one hobgoblin ran off and let the dire wolves out of their room. So the party was throwing down with 15 goblins, 3 goblins riding worgs, 3 hobgoblins, and 3 dire wolves. That took most of the rest of the session. At the end, they managed to save everyone and finish off the goblin religious types, and even clean out the vargoulle room (although the human thief acrobat did get hit with the dragon bile contact poison, losing all but 3 of his strength, and falling off the wall because he could no longer hold his own weight.) The games have been a blast so far and everyone is having a good time, (as far as I can tell) even if they do get frustrated by high DC checks for opening locks on doors and by animals that trip as part of their attack. I am currently having them feel a pulse of negative energy about the same time each "night" (tough to tell night from day in this dungeon) when they rest, coming somewhere from the north. Hopefully they will take my hint, and start going north, since I am pretty psyched to run the undead region (region N) when my players get there. I will try and keep a running update after each weekend I run (currently running every other weekend on Friday and Saturday) and letting you know any pitfalls I come across in the dungeon as well as any my players come across. Thanks, Howard [/QUOTE]
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