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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Xiag" data-source="post: 2960720" data-attributes="member: 40071"><p>I'm doing 25 xp per CR of the creature, trap, etc for each player (5 total). If they start increasing group size, the 125 xp will be divided between all of them. With small bonus XP for Role-playing, problem solving, etc. This has people leveling up every 3-4 adventures with my group and puts enough xp in sections A & B to do the three level jump without traps or bonus XP.</p><p></p><p>Area C is a different matter, and it was way low on total CR compared to the other two.</p><p></p><p>Good luck with WLD. Here's some other tips for it that might have been lost when 6 months of posts vanished in a crash:</p><p></p><p>Depending on your group, you may want to 'punch up' area A, as it's a bit slow in places. </p><p></p><p>You can really add to the creepy feeling of 'A' by playing up that the whole area was recently a war zone, and now you're just looking at the empty rooms of battle. Best examples are Alien, where she's walking around knowing something killed everybody but doesn't quite know where it is. The ship seems empty, but it's there, just beyond her sight. Everywhere there's evidence of something going horribly wrong, but it's not lashing out. I played up the emptiness of the first room to the point that when they heard the orcs cough in A2 one was dropped before it could respond, and the other two were at sword point before they could raise their weapons. The druid was unamused.</p><p></p><p>Also, read ahead to see which doors are open, since the map doesn't really show that. I've had lots of rooms with 'closed' doors that shouldn't have been.</p><p></p><p>Darkmantles can be brutal. Be sure you really understand the grapple and darkness rules before they face their first one. There are a few prety quick inside.</p><p></p><p>** Side note ** Goodman Games now has a darkmantle mini for all those who use them.</p><p></p><p>I'm sure I'm forgetting somethings, but it's a start.</p></blockquote><p></p>
[QUOTE="Xiag, post: 2960720, member: 40071"] I'm doing 25 xp per CR of the creature, trap, etc for each player (5 total). If they start increasing group size, the 125 xp will be divided between all of them. With small bonus XP for Role-playing, problem solving, etc. This has people leveling up every 3-4 adventures with my group and puts enough xp in sections A & B to do the three level jump without traps or bonus XP. Area C is a different matter, and it was way low on total CR compared to the other two. Good luck with WLD. Here's some other tips for it that might have been lost when 6 months of posts vanished in a crash: Depending on your group, you may want to 'punch up' area A, as it's a bit slow in places. You can really add to the creepy feeling of 'A' by playing up that the whole area was recently a war zone, and now you're just looking at the empty rooms of battle. Best examples are Alien, where she's walking around knowing something killed everybody but doesn't quite know where it is. The ship seems empty, but it's there, just beyond her sight. Everywhere there's evidence of something going horribly wrong, but it's not lashing out. I played up the emptiness of the first room to the point that when they heard the orcs cough in A2 one was dropped before it could respond, and the other two were at sword point before they could raise their weapons. The druid was unamused. Also, read ahead to see which doors are open, since the map doesn't really show that. I've had lots of rooms with 'closed' doors that shouldn't have been. Darkmantles can be brutal. Be sure you really understand the grapple and darkness rules before they face their first one. There are a few prety quick inside. ** Side note ** Goodman Games now has a darkmantle mini for all those who use them. I'm sure I'm forgetting somethings, but it's a start. [/QUOTE]
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