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World's Largest Dungeon?

Dragonblade said:
The same goes with traps. Intelligent monsters are not going to build random traps in every hallway unless there are specific story reasons why they might do so. Do you boobytrap your house? Stepping ever so gingerly across the pit trap when you go to the bathroom in the night? I didn't think so. So why would monsters?
Kobolds are that parinoid and nuts enough to build random traps around their lairs. So it makes some sence to see random traps that have no real meaning to other monsters, it shows you abit about the designers of the dungeons.
 

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Cerubus Dark said:
Kobolds are that parinoid and nuts enough to build random traps around their lairs. So it makes some sence to see random traps that have no real meaning to other monsters, it shows you abit about the designers of the dungeons.

I agree on the kobold thing: small, jittery, not-too-bright = random traps.
Cool avatar, BTW, Cerubus :)
 

Frilf said:
I agree on the kobold thing: small, jittery, not-too-bright = random traps.
Cool avatar, BTW, Cerubus :)
Plus, your average kobold doesn't stand a chance in a straight-up fight. Best to kill off intruders remotely.
 


So here's my own question for Jim:

Did they *really* mean 1600 encounters? Seems like they might have meant "1600 creatures, traps, hazards and other challenges". If we assume WLD is supposed to takle players all the way from 1st to 20th level at 13.33 encounters per level, plus some extra encounters the party might not run int, we're getting close to 300 encounters. 1600/300 = 5 to 6 critters per encounter. That sounds more reasonable...
 

Not all of the encounters have a trap, creature or hazard. ;)

There's a lot of encounters in the World's Largest Dungeon - at a very, very rough estimate, there's about 100 interesting things in a given area, including plot-oriented NPCs and other goodies, and somewhere in the vicinity of 20 or so areas. Don't take those as hard and fast numbers, folks, because there's edits to consider, and we're adding cool new stuff all the time.

The WLD can take characters from 1st level all the way to epic, or if GMs prefer to keep the XP lower or adapt the WLD to their own world, somewhere father or lower. Each encounter that has a EL can be adjusted up or down to suit individual characters and parties.

Again, think of the WLD as a toolbox, adventure, campaign and idea generator, all in one. Besides the WLD itself, encounters and maps, we're including some very cool goodies in the text to explain all those niggling questions that are cropping up about fitting it into individual campaign worlds. ;)

-alias Jim Hague. The freelancer, not Jim Pinto, the editor. :)
 
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Well, not to labor the point, but I salute AEG and all the people involved in its creation for bringing something like this to print.

I'm sure it won't please everyone (nothing ever does), but it'll be in my possession as soon as it I can get my hands on it.

Of course, now I'm excited about it and it stinks to have to wait for it. :)

However, I'd also rather AEG take the time to get it right. I'd rather it be delayed to do extra proofreading/editing and get it right than rush it to market.

Good luck, Jim!
 

Gah, now that I have had 4 hours of sleep, and re-read this thread I have decided two things.

1. I need more than 4 hours of sleep(stupid knee).

2. Must have WLD, must torment players with 1600 encounters. Must add in Ninja Pirate Commandos. Mostly the 1600 encounters... *drool*
 



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