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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 2825918" data-attributes="member: 40110"><p><strong>Region E under flux</strong></p><p></p><p>Looks like my first post disappeared in the crash. C'est la vie.</p><p></p><p>Party of 8 characters, now level 7, currently in Region E (I started the WLD partway through a campaign, so everything is scaled up and levels are harder to come by until they hit equilibrium in a later section).</p><p></p><p>Anyway - the party has encountered and now wiped out Morat's pack (after many hard battles), encountered the Inevitables (after one of the party shot and killed the region's nominal lantern archon after mistaking it for a Will-o-wisp), encountered and spent time with the Celestials recovering between fights, recovered 3 of the 4 ward staves plus the All-door, and have had the odd encounter with the Shadow Mastiffs and Shadows.</p><p></p><p>I'm trying to get them to think seriously before assuming that "kill all the bad guys" is the best solution (they killed Farggalaan before trying to talk to him, as well as the barghests [who initiated negotiations after some brutal encounters]). They have now killed Phinadar as well, so the Shadows are without a door opener (or so they think).</p><p></p><p>I told them through multiple encounters (Morat's dying words, Besar, Iridinhael and now Seraxes) that their actions had consequences.</p><p></p><p>And I hope that none of my players are lurking in the background (too bad if they are).</p><p></p><p>Morat's pack, plus the wandering celestial patrols had been keeping doors shut.</p><p>Morat's pack had also been keeping Sarraas' pack bottled up.</p><p>The party had a big battle where they finished off Morat then upon seeing 6 more barghests in another room and being down on spells / hit points, decided to high-tail it back to the Celestials' area to rest for  8 hours. A side adventure by 4 characters (only had half show up for a session) investigating Serenneth's area had them find Iridinhael, recover a ward staff, but have the secret door in to E11 discovered by shadows, so they killed Phinadar and some shadows then closed the door (not before Seraxes found them) thinking that the shadows would now be powerless to open it.</p><p></p><p>However - during the 8 hour downtime Sarraas' pack have been able to explore Morat's area and "feed" on the corpses left there [before anyone quibbles about them needing to slay their opponents and those opponents needing to the humaniod, I'm the DM, the barghests are only to be found in this area, I want to creep the party out a bit, and reinforce the "their actions have consequences" angle - plus it will help scaling up the encounters]. They also left doors open (not being cognisant of the shadow threat).</p><p></p><p>This let the shadows roam and encounter the barghests.</p><p>Now Seraxes will have some barghests (lesser) separated from the rest of their pack and closely guarded and force them to be door openers.</p><p>Sarraas' pack - now being mostly greater barghests, feel that they are strong enough to take it to the Inevitables (and possibly the neighbouring minotaurs) and the party will probably be going for the garrison charter next (enough blatant hints have been given) which will put them right in the middle of the two.</p><p></p><p>My only quandry is whether to have any "shadow barghests" as a result of the shadows having encountered the barghests (and has anyone worked out what the resultant creature would be?)</p><p></p><p>nb - I am not as bloodthirsty and adversarial as some DMs that I've seen post on the boards and generally don't try and kill off PCs. I want the game to be enjoyable for the players, but not a walk in the park either, so any other suggestions people want to offer will be duly considered.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 2825918, member: 40110"] [b]Region E under flux[/b] Looks like my first post disappeared in the crash. C'est la vie. Party of 8 characters, now level 7, currently in Region E (I started the WLD partway through a campaign, so everything is scaled up and levels are harder to come by until they hit equilibrium in a later section). Anyway - the party has encountered and now wiped out Morat's pack (after many hard battles), encountered the Inevitables (after one of the party shot and killed the region's nominal lantern archon after mistaking it for a Will-o-wisp), encountered and spent time with the Celestials recovering between fights, recovered 3 of the 4 ward staves plus the All-door, and have had the odd encounter with the Shadow Mastiffs and Shadows. I'm trying to get them to think seriously before assuming that "kill all the bad guys" is the best solution (they killed Farggalaan before trying to talk to him, as well as the barghests [who initiated negotiations after some brutal encounters]). They have now killed Phinadar as well, so the Shadows are without a door opener (or so they think). I told them through multiple encounters (Morat's dying words, Besar, Iridinhael and now Seraxes) that their actions had consequences. And I hope that none of my players are lurking in the background (too bad if they are). Morat's pack, plus the wandering celestial patrols had been keeping doors shut. Morat's pack had also been keeping Sarraas' pack bottled up. The party had a big battle where they finished off Morat then upon seeing 6 more barghests in another room and being down on spells / hit points, decided to high-tail it back to the Celestials' area to rest for 8 hours. A side adventure by 4 characters (only had half show up for a session) investigating Serenneth's area had them find Iridinhael, recover a ward staff, but have the secret door in to E11 discovered by shadows, so they killed Phinadar and some shadows then closed the door (not before Seraxes found them) thinking that the shadows would now be powerless to open it. However - during the 8 hour downtime Sarraas' pack have been able to explore Morat's area and "feed" on the corpses left there [before anyone quibbles about them needing to slay their opponents and those opponents needing to the humaniod, I'm the DM, the barghests are only to be found in this area, I want to creep the party out a bit, and reinforce the "their actions have consequences" angle - plus it will help scaling up the encounters]. They also left doors open (not being cognisant of the shadow threat). This let the shadows roam and encounter the barghests. Now Seraxes will have some barghests (lesser) separated from the rest of their pack and closely guarded and force them to be door openers. Sarraas' pack - now being mostly greater barghests, feel that they are strong enough to take it to the Inevitables (and possibly the neighbouring minotaurs) and the party will probably be going for the garrison charter next (enough blatant hints have been given) which will put them right in the middle of the two. My only quandry is whether to have any "shadow barghests" as a result of the shadows having encountered the barghests (and has anyone worked out what the resultant creature would be?) nb - I am not as bloodthirsty and adversarial as some DMs that I've seen post on the boards and generally don't try and kill off PCs. I want the game to be enjoyable for the players, but not a walk in the park either, so any other suggestions people want to offer will be duly considered. [/QUOTE]
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