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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="pokedigimaniac" data-source="post: 3061765" data-attributes="member: 36208"><p>Ouch, Hussar, sorry to hear about your host website. What happened to it? Do you plan to continue posting the adventure logs somewhere? I'd certainly hope so - I love reading about your adventures!</p><p></p><p>A quick update on my group - I only have one group remaining in the WLD, as the other campaign ended due to player disinterest. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> The current group is as follows:</p><p></p><p>Zak Skitterfoot, halfling Rog5/Wiz2, going arcane trickster</p><p>Mindorr Khelos, human Shugenja6/Sor1</p><p>'Boony', gnome Sor7</p><p>Karl Stahl, human Barb1/Clr6</p><p></p><p>Soon to be joined by a Ninja/Drunken Master, god help us all. Anyhow...</p><p></p><p>They spent some time in Region E, defeating Seraxes and his shadow horde. They then explored about a bit, heard about the split between inevitables and celestials, and cleaned out the bug-infested area while finding all but one of the remaining ward staves. However, oddly enough, the barghests that were in the area they passed through seem to have withdrawn north, and they're not quite sure what's happening with them. The shadow hounds seem to be a lesser concern, and the celestials can clean them out fairly easily now that all but one of the ward staves are usable again.</p><p></p><p>[I'm setting things up for a return to the region later - not sure how I'll use the barghests, but I may do something similar to what BBR did]</p><p></p><p>Their quick exit from the region came by way of orders from Kelara, after a former party member/member of the garrison attacked another garrison member (curse those evil intelligent swords) and fled. Their goal is to find that individual and visit justice upon him, as well as do two things: investigate the reports of a massive bugbear-goblin war, and find out about the resurgence of a wizard by the name of Arum further to the southeast.</p><p></p><p>Upon entering B, they met little resistance for a while, and it was quiet... too quiet. A bit of background first. When my other group lost interest in the WLD, they were right on the brink of fighting in a massive war in B - they had united the rebel goblins and the bugbears against the Holy Goblin Empire. However, I decided to tie these events into my campaign. Long story short, the war was bloody and drawn-out. However, the disappearance of all but one member of the powerful outsiders at a critical moment turned the tide in the HGE's favor, and they won the war. This was not helped by the actions of the remaining former PC, a Dread Necromancer, who assassinated both of the PC's former kobold allies. She escaped into the region while the HGE took slaves and the like.</p><p></p><p>Roughly two weeks later, the Dread Necromancer opened the tombs to the north of the HGE, and attacked with a massive horde of raised undead. The HGE was taken completely by surprise, and was eventually defeated and driven back through the Maze into, ironically, the rebels' former hideout. 3/4 of B is controlled by the necromancer and her hordes of skeletons and zombies, and 1/4 of B is barely defended by the remnants of the HGE.</p><p></p><p>The party essentially proceeded through until the necromancer and her pet skeletal wardogs found them, and were offered a deal - run and rest, and if they won against her the next day, she would let them pass through. If not, they were hers. Drained as they were, they reluctantly agreed, and trekked through the rest of the region the next day. They are currently midfight against the former paladins of Merunda in The Killing Grounds. If they win here, the necromancer will let them go.</p><p></p><p>Of course, the situation's not all that easy, because the necromancer has two very interesting allies. First, her familiar - a very much despised imp by the name of Achsyyx, Longtail's former familiar. Second, her new companion - the escaped elf and his evil sword, who the party was seeking. So, the party will surely be back.</p><p></p><p>Next session, they should hopefully beat the ghoul paladins and head into C to gain more power and the like. Of course, someone suggested avoiding B by going north from C. Oh, how I laughed. (That's Region G, the site of the massive demons vs angels war)</p><p></p><p>So, a bit long-winded, but should be fun for all.</p></blockquote><p></p>
[QUOTE="pokedigimaniac, post: 3061765, member: 36208"] Ouch, Hussar, sorry to hear about your host website. What happened to it? Do you plan to continue posting the adventure logs somewhere? I'd certainly hope so - I love reading about your adventures! A quick update on my group - I only have one group remaining in the WLD, as the other campaign ended due to player disinterest. :( The current group is as follows: Zak Skitterfoot, halfling Rog5/Wiz2, going arcane trickster Mindorr Khelos, human Shugenja6/Sor1 'Boony', gnome Sor7 Karl Stahl, human Barb1/Clr6 Soon to be joined by a Ninja/Drunken Master, god help us all. Anyhow... They spent some time in Region E, defeating Seraxes and his shadow horde. They then explored about a bit, heard about the split between inevitables and celestials, and cleaned out the bug-infested area while finding all but one of the remaining ward staves. However, oddly enough, the barghests that were in the area they passed through seem to have withdrawn north, and they're not quite sure what's happening with them. The shadow hounds seem to be a lesser concern, and the celestials can clean them out fairly easily now that all but one of the ward staves are usable again. [I'm setting things up for a return to the region later - not sure how I'll use the barghests, but I may do something similar to what BBR did] Their quick exit from the region came by way of orders from Kelara, after a former party member/member of the garrison attacked another garrison member (curse those evil intelligent swords) and fled. Their goal is to find that individual and visit justice upon him, as well as do two things: investigate the reports of a massive bugbear-goblin war, and find out about the resurgence of a wizard by the name of Arum further to the southeast. Upon entering B, they met little resistance for a while, and it was quiet... too quiet. A bit of background first. When my other group lost interest in the WLD, they were right on the brink of fighting in a massive war in B - they had united the rebel goblins and the bugbears against the Holy Goblin Empire. However, I decided to tie these events into my campaign. Long story short, the war was bloody and drawn-out. However, the disappearance of all but one member of the powerful outsiders at a critical moment turned the tide in the HGE's favor, and they won the war. This was not helped by the actions of the remaining former PC, a Dread Necromancer, who assassinated both of the PC's former kobold allies. She escaped into the region while the HGE took slaves and the like. Roughly two weeks later, the Dread Necromancer opened the tombs to the north of the HGE, and attacked with a massive horde of raised undead. The HGE was taken completely by surprise, and was eventually defeated and driven back through the Maze into, ironically, the rebels' former hideout. 3/4 of B is controlled by the necromancer and her hordes of skeletons and zombies, and 1/4 of B is barely defended by the remnants of the HGE. The party essentially proceeded through until the necromancer and her pet skeletal wardogs found them, and were offered a deal - run and rest, and if they won against her the next day, she would let them pass through. If not, they were hers. Drained as they were, they reluctantly agreed, and trekked through the rest of the region the next day. They are currently midfight against the former paladins of Merunda in The Killing Grounds. If they win here, the necromancer will let them go. Of course, the situation's not all that easy, because the necromancer has two very interesting allies. First, her familiar - a very much despised imp by the name of Achsyyx, Longtail's former familiar. Second, her new companion - the escaped elf and his evil sword, who the party was seeking. So, the party will surely be back. Next session, they should hopefully beat the ghoul paladins and head into C to gain more power and the like. Of course, someone suggested avoiding B by going north from C. Oh, how I laughed. (That's Region G, the site of the massive demons vs angels war) So, a bit long-winded, but should be fun for all. [/QUOTE]
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