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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Traevanon" data-source="post: 2644549" data-attributes="member: 37528"><p><strong>Introducing</strong></p><p></p><p>Hello! Nice to see that there are still folks out there running the WLD.</p><p></p><p>I have a year long campaign still going now, we once had 12+ players but we are now down to around sevenish.</p><p></p><p>Currently the group has just entered the Pyrefaust (Map J).</p><p></p><p>Roster</p><p>1) Human Paladin 11th of Tyr / Charge on mount</p><p>2) Drow Paladin 11th / Defensive Fighting</p><p>3) Dwarf Fighter 11th / Hold the Line</p><p>4) Human Master Thrower, Swashbuckler 11th / 5 Daggers, all trip attacks</p><p>5) Human Thaumaturgist 11th of Hieroneous / Summon or Incapacitation spells (stun)</p><p>6) Human Druid 10th, Bard 1st / Heal others</p><p>7) Goblin Mystic Theurge 12th of Zeus / Sudden Widened Fireball (substituion lightning) or incapacitation spells (tasha's and the like)</p><p></p><p>The theme of my version of the WLD is that the dungeon is the place people go to when Imprisonment is cast upon them. The prison is growing weaker however and it may be possible to escape on your own.</p><p></p><p><em>Summary</em></p><p><em></em></p><p><em>Over some 40 sessions the characters nearly cleared Map A before experiencing the fireball traps in the painting rooms in Map E's eastern entrance. This caused them to head toward Map B. After encountering the Goblins there and beating the tribe into surrender the party once again returned to Map E.</em></p><p><em></em></p><p><em>Several near deaths occurred (I keep a roster of all deaths) against the Shadows and eventually the party (which had at the time many more evil members) encountered the Celestial Garrison and were captured. The celestial's leader, a somewhat more merciful lady than the one who captured them promptly Mark of Justiced the entire party and banished them to Map I (Halls of Flesh).</em></p><p><em></em></p><p><em>A bit low level for Map I and now without their item merchant (Boyikt the Kobold from Map A was turned into an impromptu store), the party proceeded carefully, but soon encountered a new base of operations amongst the Drow and Driders. Working outward from there they eventually were able to discover Mahir's spellbook and complete the Ritual of Undoing, destroying Anguish and Madness.</em></p><p><em></em></p><p><em>This was two sessions ago.</em></p><p><em></em></p><p><em>Last session the party began to search for their old friend Boyikt who has been captured and brought deeper into the dungeon, forced to construct magic items for his demonic captors. All they have to go on is a long string of Message Spells of Boyikt's memorized path as he was led away blindfolded. The best clue they had was that "Hot Bridge" was among the list and was nearly the only landmark that could prevent them from beginning all the way back at Map A.</em></p><p><em></em></p><p><em>Fortune smiled upon them, they chose to take the middle exit on the east side of Map I, and after about 100 feet of hallway were practically standing in front of the "Hot Bridge".</em></p><p><em></em></p><p><em>And then the Fire Giants began to toss rocks at them.</em></p><p><em></em></p><p><em>After killing three seperate encounters of Fire Giants they camped for the night back in region I, the next session will start with them probably being forced to negotiate with the Fire Giant Queen Grehennox after she finds the dead giants.</em></p><p></p><p>So, I'll go over the back posts in this thread over the next couple days and hopefully hear back on how your own campaigns are going. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Traevanon, post: 2644549, member: 37528"] [b]Introducing[/b] Hello! Nice to see that there are still folks out there running the WLD. I have a year long campaign still going now, we once had 12+ players but we are now down to around sevenish. Currently the group has just entered the Pyrefaust (Map J). Roster 1) Human Paladin 11th of Tyr / Charge on mount 2) Drow Paladin 11th / Defensive Fighting 3) Dwarf Fighter 11th / Hold the Line 4) Human Master Thrower, Swashbuckler 11th / 5 Daggers, all trip attacks 5) Human Thaumaturgist 11th of Hieroneous / Summon or Incapacitation spells (stun) 6) Human Druid 10th, Bard 1st / Heal others 7) Goblin Mystic Theurge 12th of Zeus / Sudden Widened Fireball (substituion lightning) or incapacitation spells (tasha's and the like) The theme of my version of the WLD is that the dungeon is the place people go to when Imprisonment is cast upon them. The prison is growing weaker however and it may be possible to escape on your own. [I]Summary Over some 40 sessions the characters nearly cleared Map A before experiencing the fireball traps in the painting rooms in Map E's eastern entrance. This caused them to head toward Map B. After encountering the Goblins there and beating the tribe into surrender the party once again returned to Map E. Several near deaths occurred (I keep a roster of all deaths) against the Shadows and eventually the party (which had at the time many more evil members) encountered the Celestial Garrison and were captured. The celestial's leader, a somewhat more merciful lady than the one who captured them promptly Mark of Justiced the entire party and banished them to Map I (Halls of Flesh). A bit low level for Map I and now without their item merchant (Boyikt the Kobold from Map A was turned into an impromptu store), the party proceeded carefully, but soon encountered a new base of operations amongst the Drow and Driders. Working outward from there they eventually were able to discover Mahir's spellbook and complete the Ritual of Undoing, destroying Anguish and Madness. This was two sessions ago. Last session the party began to search for their old friend Boyikt who has been captured and brought deeper into the dungeon, forced to construct magic items for his demonic captors. All they have to go on is a long string of Message Spells of Boyikt's memorized path as he was led away blindfolded. The best clue they had was that "Hot Bridge" was among the list and was nearly the only landmark that could prevent them from beginning all the way back at Map A. Fortune smiled upon them, they chose to take the middle exit on the east side of Map I, and after about 100 feet of hallway were practically standing in front of the "Hot Bridge". And then the Fire Giants began to toss rocks at them. After killing three seperate encounters of Fire Giants they camped for the night back in region I, the next session will start with them probably being forced to negotiate with the Fire Giant Queen Grehennox after she finds the dead giants.[/I] So, I'll go over the back posts in this thread over the next couple days and hopefully hear back on how your own campaigns are going. :D [/QUOTE]
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