The World’s Largest Dungeon by oriongates
Only a tad of setting, I was one of those dolts who repurchased this book when it was the most costly RPG book printed. My gaming bunch at the time should contribute to it, yet entirely that won’t ever occur. Anyway. In any case, that could assist with making sense of some slight harshness I have towards the book…but sharpness that is merited. Luckily I’m likewise endeavoring to accomplish something valuable with that and I’ve been fiddling with the WLD and attempting to revamp it into something usable and posting the “changes” on my blog. So basically I’m achieving the honorable objective of making the web a touch all the more brimming with words The World’s Largest Dungeon.
The World’s Largest Intro
In this way, the book begins with a genuinely boring “history” illustration about radiant creatures from the sky sent by the divine beings to fabricate a prison to detain evil. The prison is an amazing fiasco of lack of common sense. Initial one quake tears the prison down the middle, allowing in a stream of magma, then derro come in and colonize it. From that point onward, there’s another tremor this one permits drow in, in addition to tearing an opening in the prison’s roof. At last, derro cause a collapse (clearly albeit the prison can contain evil presences, demons and undead it’s not overshadow resistant), imploding some portion of the prison as well as flooding it too.The World’s Largest Dungeon
Obviously the greatest inquiry is “the reason?”
There’s no response and the planners are really clear in saying that they couldn’t have cared less about rationale or reason when it came to planning the prison.The World’s Largest Dungeon
Environment
Next we have the “Environment” segment where the authors essentially express that there won’t be any kind of prison nature that checks out (particularly given that everybody is caught inside the prison) and they’re fine with that. eh, fair sufficient I assume. dislike most prisons (particularly large ones) work out strategically.The World’s Largest Dungeon
What is irritating is they come right out and say that they don’t anticipate that you should really run the world’s biggest prison as one major prison. Taking into account that is the main explanation that anybody would really purchase the item I view that as beautiful moronic.The World’s Largest Dungeon
They additionally emerge and concede that the they didn’t really remember each beast for the game. Only one of each “classification” (so they have a sphinx, however few out of every odd kind of sphinx, they have mythical serpents yet few out of every odd single tone, and so on). To cite them The World’s Largest Dungeon .
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Enthusiast completism took a secondary lounge to making the prison fun and valuable
From one perspective I feel like it would be moronic to attempt to pack each and every beast in the SRD in here and quality would be preferable over amount. On the other, it’s one of the fundamental promoting points of their 100$ book so and it turns out to be evident that they didn’t convey “quality” either and an absence of beast assortment is really one of the book’s most serious issues.The World’s Largest Dungeon
Prison Climate
The introduction expresses that the size of the prison is 5×5 squares however at that point prescribe transforming it to 10 x 10 for reasons unknown.The World’s Largest Dungeon
There’s some conversation of things like the results of involving counterfeit lights in the prison, how sounds evidently submit to totally irregular guidelines and DMs are urged to blame this so as to randomly screw players or legitimize the way having a monstrous fight in one room without cautioning anybody in neighboring areas is conceivable.
They discuss legitimization for the sheer number of traps (to get around the insusceptibilities of the different elements that the prison was made to detain). Nothing awful here except for it turns out to be particularly unexpected after you added something extra to the prison since a significant number of the snares you’ll find wouldn’t deal with any of the animals the prison is made to detain (poison for example).
Then, at that point, there’s a couple of standard guidelines with respect to walls, entryways and mystery entryways. Their standards with respect to lockpicks are worth focusing on.The World’s Largest Dungeon
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There are by and large 20 devices in a given lockpick set. For each lockpick that is harmed or lost the PC experiences a – 2 situation punishment to his Open Lock check. Hoodlums instruments are for the most part so sensitive that main a DC 25 or 20 (smithy or locksmith) check can fix them. typically a maverick simply purchases new instruments. On the planet’s Biggest Prison that may not be a choice The World’s Largest Dungeon.
Seems like a valuable rule to keep in mind…until you recollect that the punishment for not having devices at everything is just – 2. That implies that any lockpick set with two or three broken devices is in a real sense more regrettable than nothing. In any case, since there’s no real standards for breaking lockpicks there’s not a lot to stress over.The World’s Largest Dungeon
More Horrendous Guidelines
In this way, presently we’re at the “house rules” for the WLD. The principal thing they notice is that no type of instant transportation or extradimensional travel will work, with the exception of instant transportation capabilities incorporated into the actual prison. It waffles a piece with animal capacities and short reach powers like aspect entryway, recommending that they’re restricted to 100 ft and view.The World’s Largest Dungeon
The horrendous house leads truly start with Experience Focuses. Evidently the plan of the WLD can’t deal with the typical XP framework.
I love the way they urge you to not play their goliath super prison as a monster uber prison. There’s additionally no rules on when during an undertaking computers ought to step up.The World’s Largest Dungeon
Next we have heaps of summing up the various areas, how to peruse room portrayals, and so on.The World’s Largest Dungeon
Experience Conditions
Thus, here’s an incredible illustration of a smart thought that the WLD journalists totally screw up. Experience conditions are basically a rundown of watchwords portraying nonexclusive room conditions. Presently, I will say that this is really smart, it saves space republishing comparative qualities room by room and gathers these circumstances in a single spot where it tends to be effortlessly counseled.The World’s Largest Dungeon
Notwithstanding, in execution they figure out how to totally mess things up. A significant number of the experience conditions are applied totally at irregular. What’s more, in any event, when they could have a reason there aren’t an adequate number of subtleties to be valuable.The World’s Largest Dungeon
For instance, a typical condition is Disguise, giving all animals a miss chance…but it’s intriguing for there to be any clarification for why these animals gain camouflage: mystical murkiness, haze, smoke, unusual deceptions, and so on. Which is damn significant.The World’s Largest Dungeon
A considerable lot of them are likewise deficient when utilized in the actual rooms. For example conditions like Reverberations X implies that clamor in the room punishes Listen Checks by X amount…but most sections miss the mark on genuine modifier.The World’s Largest Dungeon
The Rest
There’s a notice of the magma that courses through the prison, In any case, evidently it isn’t really magma: it is being “took care of” on by an everpresent crowd of magma and steam mephits who retain the intensity and noxious exhaust, lessening the magma to a moderately minor disturbance, dropping the harm from 20d6 for full submersion to 6d6.The World’s Largest Dungeon
Then there’s district
Then there’s district “W” a progression of vacant, conventional rooms that can be stuck anyplace in the prison. These won’t ever be utilized by anybody, being all around boring and trivial.The World’s Largest Dungeon
There are sidebars dissipated about calling attention to how the certain idea of the prison ruins a few center classes and spells.The World’s Largest Dungeon
The planners guarantee
The planners guarantee that wizards get hosed by the prison (because of an absence of new spells as they step up) and furthermore bring up that spells like web or ensnare ought to be prohibited as they’re “excessively strong” in a spot like the WLD, asserting they’ve kept beasts from having the spells (an untruth, the principal District has a kobold wizard with Web). There’s really a good number of spells, yet the essayists fail to remember that it’s basically impossible for wizards to get those extraordinary inks they need to recorder their spells and the issue of material parts is never tended to.The World’s Largest Dungeon
Druids get the genuine
Druids get the genuine shaft and the planners simply say that you shouldn’t permit them by any stretch of the imagination. The fundamental issue is that due to the counter instant transportation impact their gathering spells are either restricted or one-way (called animals come in, however don’t leave and you lose any command over them after the length closes). Additionally, no way of any new creature associates in the greater part of the prison (officers have this inconvenience as well).The World’s Largest Dungeon
The presentation closes with a portion of the most terrible guidance everoints. Obviously the plan of the WLD can’t deal with the ordinary XP framework.The World’s Largest Dungeon
Goodness, there’s not an idea on there that I don’t believe is dumb and the majority of them effectively irritate me.The World’s Largest Dungeon
What’s surprisingly more terrible
What’s surprisingly more terrible is that without the capacity to take 20 (not to mention take 10), District A will be damnation for most players. Regardless of the way that the District is for level 1-3 characters it’s loaded with otherworldly traps…meaning that the DCs are in the mid to high 20’s. Indeed, even a snare zeroed in first level rebel won’t have a Hunt reward higher than +10 or so…meaning that the chances of them figuring out how to find, not to mention incapacitate, any of the snares in the absolute first locale are very low.The World’s Largest Dungeon
That is the finish of the introduction, I’ll begin filtering Locale A for a few intriguing goodies (clearly we’re not going room by room here).design of the WLD can’t deal with the ordinary XP framework.The World’s Largest Dungeon
Descent into Region A
Section 2: Plummet into Locale A
Locale An is the initial segment of the WLD and cases to be intended for beginning characters. In any case, before you get to that there’s District Z (for Nothing), not in fact a piece of the prison it’s a fundamental sort of “snare” to get the laptops in question.The World’s Largest Dungeon
Locale Zero essentially comprises of the computers coincidentally finding the cadaver of a dead titan. The titan is deteriorated yet scentless and has a +5 Enormous Halberd and Chain Shirt (neither of which resize). The titan additionally has 500 lbs of notes in his pocket and spread around. The notes are in a dead language that nobody can peruse, so the creators try not to incorporate any subtleties regarding the items (in light of the fact that obviously the creators of the WLD failed to remember that spells like Fathom Dialects exist and are accessible at level 1). This is the sort of thing that they frequently neglected, in light of the fact that they love to occupy room with old works in non-human dialects and totally neglect to recognize the chance of the computers deciphering them.The World’s Largest Dungeon
The foundation (which will be totally lost on the computers) is that this titan was doled out to watch this entry to the prison and has passed on from advanced age while performing its responsibility. Seems like maybe he could attempt to get a substitution at some point…but whatever.The World’s Largest Dungeon
Locale An itself
In this way, the origin story is fundamentally that a were-rodent magician by the name of longtail who has assembled a little multitude of kobolds, orcs and shut-ins and plummeted into the prison to find an extradimensional jail inside that holds a crowd of naughty creatures so he can release them and vanquish, yadda yadda.The World’s Largest Dungeon
Longtail leaves his military in The World’s Largest Dungeon
After showing up in the prison longtail and group are, obviously, caught. Longtail leaves his military (what is the point of bringing them then?) to dive into the profundities of the prison to track down the jail. In the interim,
without his administration his humaniod armed force breaks and starts quibbling among one another, isolating the region into various camps. Before it detonates into full scale war longtail finds and opens the jail however (incredibly) have no control over the savage beasts inside. The wicked animals swarm the District and crash most of the humaniods. This about when the computers are intended to appear: in a multitude of satanic animals and jumpy and rough humaniods.The World’s Largest Dungeon
The computers track down their direction down a passage and come to a tremendous, dark room far beneath the earth. It has two entryways, the two of which open into a completely dark, quiet void. Whatever goes through doesn’t return out once more.The World’s Largest Dungeon
Z do you see an issuen in The World’s Largest Dungeon
Presently, when you take a gander at this close by Locale Z do you see an issue? What are the chances of the typical gathering of explorers really going inside the WLD during the main meeting. Both of these “experiences” simply appear to be intended to urge computers to sit around. First we have a titanic (in a real sense) carcass, clad in robust charms and conveying mass amounts of notes in an obscure language and afterward we have a room with two entryways, the two of which open into a vacant void and from which nobody who passes returns.The World’s Largest Dungeon
Presently the GM realizes
Presently, the GM realizes that the titan is only a tad of scene dressing and that the two entryways really open into a similar huge room past and that there isn’t anything for the computers to do yet proceed. The computers then again will most likely spend everlastingly attempting to figure out what in the world is up with the titan, attempting to conclude which entryway they ought to pass through and scanning the space for traps, secret entryways or hints The World’s Largest Dungeon.
I similar to the plot of district in The World’s Largest Dungeon
Before I get to the horrible stuff I will say that I similar to the plot of district A. It’s most certainly a high point among different Districts and it really tries to make the locale something other than killing, killing and seriously killing. A large number of the humaniods are paraniod and brutal, however others are frightened, discouraged, or hesitantly ready to arrange. There’s a lot of space for pretending and the computers aren’t effective piped towards specific decisions or partnerships.The World’s Largest Dungeon
All things considered, it’s vigorously offset by the terrible stuff. Most importantly District An is fierce . It is an amazing meat-processor. Also, not in the evil-funhouse feeling of the Burial chamber of Abhorrences, simply loaded with difficulties far offset most laptops capacities. Lets give you a model.The World’s Largest Dungeon
Subsequent to going through
Subsequent to going through the dim rooms the computers happen upon the neglected remainders of the orcish camp in the principal rooms. There’s several feeble, injured orcs who are too drained to even consider battling yet too disagreeable to ever be useful. There are two clear exits from the camp: The first, toward the north, has a consuming hands trap on the entryway. Luckily a d4 harm won’t accomplish more than sear anybody yet it will be irritating to difficult to incapacitate because of it’s otherworldly nature.The World’s Largest Dungeon
Corrosive Bolt trap in The World’s Largest Dungeon
The consuming hands trap watches a room loaded with decayed sacks and barrels that contain just dark shape (believe it or not, have some Con harm!). The following room contains yet more compartments brimming with dark form and a Corrosive Bolt trap. Believe it or not, corrosive bolt against first level computers: that is a normal of 14 harm with a find/handicap DC of 27! Each of this watches a room that contains only some horrible rope (and since it’s an impasse the computers should revisit no less than one of the snares) The World’s Largest Dungeon
The alternate way out (and the main real exit from the region) includes an experience with a devilish darkmantle (hooking + flight + otherworldly obscurity = exceptionally irritating battle). And afterward it changes directly from irritating to deadly with a monstrous rodent swarm.The World’s Largest Dungeon
That’s right, it’s a CR 3 multitude without skipping a beat in The World’s Largest Dungeon
That’s right, it’s a CR 3 multitude without skipping a beat. Remember that multitudes take half harm from most weapons, can go after numerous adversaries, and auto-hit. Furthermore, since it’s insidious it can’t be wounded by lights and is in a real sense safe to most first level spells, and has SR 5. Gracious, and since they’re evil the journalists supplanted foulness fever with Fiend Chills, on the grounds that first level laptops need all the capacity score harm they can get The World’s Largest Dungeon.
This time with Evil Stirges inThe World’s Largest Dungeon
Furthermore, before they can make it into the prison on the loose there’s one more tomfoolery experience, this time with Evil Stirges, in light of the fact that you most likely still have some Con focuses left in you.The World’s Largest Dungeon
Presently certain individuals in The World’s Largest Dungeon
Presently, certain individuals partake in a decent executioner prison. In any case, remember that the selling point of this book is it’s length. It’s intended to be a solitary enormous prison to get individuals from level 1 to even out 20. Some portion of the thought is running your personality from a scour toward the beginning the entire way to an epic boss at the end…something that is seriously subverted assuming that you need to continue to supplant computers each couple of meetings. It doesn’t assist that since nobody with canning really leave this remote, generally fixed prison, new characters will be difficult to legitimize.The World’s Largest Dungeon
More Region A in The World’s Largest Dungeon
Recall how the prison gets going with a naughty darkmantle, insidious rodent swarm, and devilish stirges? Indeed, become acclimated to it, on the grounds that these are the main part of the beasts in this segment. Some of the time the rodents are critical rodents as opposed to swarms, and once in a while the darkmantles have more HD yet you will become totally ill of seeing a greater amount of these three. They additionally fundamentally dwarf the humaniods in the locale, every one of which are bunched in little gatherings in the prison. Darkmantles particularly make up the majority of experiences The World’s Largest Dungeon.
That is the most well-knownimn The World’s Largest Dungeon
That is the most well-known protest about Locale A, the total absence of inventiveness with regards to beasts. Also, dislike there aren’t a lot of decisions for low CR creatures and beasts that could be utilized: wolves, canines, insects, centipedes, hyenas, pig, snakes, and so on.The World’s Largest Dungeon
That is the most well-known in The World’s Largest Dungeon
It gets so terrible there’s a progression of rooms which are only darkmantles of expanding size and HD. That is the most well-knownThat is the most well-known wicked darkmantles, Then you have 7 more in room A89.The World’s Largest Dungeon
Furthermore, recollect the thing I said about being ruthless? These are EL 6-8 experiences for a party that is, (best case scenario, level 3. Experiences that include covers of otherworldly dimness and flying animals with blindsight.The World’s Largest Dungeon
So…lets check whether we can discover some other prominently awful areas…How about the shut-in nest.The World’s Largest Dungeon
Presently, add on a super durable in The World’s Largest Dungeon
Remember that hermits are quite intense for low-level beasts: they have 13 hp by and large, numerous assaults, and good AC. One of the laptops first experiences in this space is a snare highlighting 6 of these folks.
The map making here is additionally incredibly terrible. There are two a33’s in the experience, one alluding to the genuine room a33 on the guide, the other evidently alluding to the 4-way convergence denoted A, B, B. Also, rooms A31, 32, 35 and 36 where the smell is outstandingly extreme? Indeed, with the exception of the first, every one of those rooms are behind secret entryways that the shut-ins have never found or entered.The World’s Largest Dungeon
Gracious, and A31 begins with 8 Insidious Stirges.
Gracious, and A31 begins with 8 Insidious Stirges. Since everybody cherishes greater capacity harmThe World’s Largest Dungeon.
A34 is recorded as EL 2, in spite of the way that it incorporates a CR 3 rival (erroneously recorded as CR 4) upheld by 4 injured hermits.
So…lets check whether we can discover some other remarkably awful areas…How about the hermit nest.The World’s Largest Dungeon
Assuming you contact the lofty position
Presently, assuming you contact the lofty position at all you should make a DC 14 will save or experience a Disarray impact that goes on for 30 days – your Insight score. This requires some investment you’re under pressure which is characterized as at whatever point you’re in battle or you should make an expertise check. believe it or not, for north of about fourteen days for most players you will currently go crazy at whatever point you endeavor to do basically anything.The World’s Largest Dungeon
This makes most any ability checks incomprehensible
This makes most any ability checks incomprehensible and battle madly troublesome. It additionally has it’s own, remarkable disarray table. You recall how with ordinary disarray there was an opportunity to act typical? not here. You’ll either go after a partner, become nauesated, fall down in dread, escape at maximum velocity, or jerk wild (- 2 to assaults/saves/abilities/capacity rolls). What’s more, once more, for a great many people this is a 2-multi week hardship.The World’s Largest Dungeon
Obviously, DC 14 isn’t excessively high (except if you end up being a first level contender, maverick, officer, or brute), imagine a scenario where you succeed. indeed, that implies you sense “something peculiar” has occurred. Truth be told, contact the privileged position and you’re hit with an undeniable revile which you presumably won’t know about. Also, obviously on the off chance that the whole party contacts it, next time somebody endeavors to search for traps they’ll go crazy, which will most likely the signal for every other person’s revile to set off prompting them killing each other or escaping fiercely into the profundities of the prison. Gracious, and since it’s not in fact a snare or even mystical it’s fundamentally imperceptible.The World’s Largest Dungeon
Traps
District A loves lethal snares monitoring literally nothing by any stretch of the imagination (or simply more snares). For example, A79 highlights a searing beam trap (find/impair DC of 27 and a normal of 14 harm) which watches a few barrels shrouded in dark shape. The main items in the barrels are some vinegar. Yahoo, vinegar.The World’s Largest Dungeon
A83 highlights a sixth level fireball trap! It’s a potential TPK not too far off and it guards….a totally void room. Essentially there are a consumed bodies here to caution you that the region is hazardous. This isn’t true for the entryway at A87 which is caught with a scything cutting edge as well as a lightning bolt trap (likewise 6d6 harm). This one watches a room loaded with unremarkable weapons and covering, several portions of toxin and the chance of two or three show stopper objects.The World’s Largest Dungeon
Afterward (A94) we have a vacant chest watched with a burning beam trap. The creators try to bring up the room is caught, not the chest and anybody drawing nearer to scan the chest for traps will be designated. It probably won’t make any difference since DC 27 is very far unattainable for low level rebels who aren’t permitted to take 20.The World’s Largest Dungeon
This is highlights another fireball trap
A105 highlights another fireball trap (this one with no advance notice), yet basically it contains a few parchments, elixirs and enchantment things. Truth be told, this little reserve of fortune is the greatest in the whole area. The prison is very miserly with regards to wizardry (or even show stopper) things, something that will truly hurt the computers in many experiences.The World’s Largest Dungeon
Room 106 is particularly
Room 106 is particularly bizarre…it has a heavenly rune that assuming a legal or great PC remains on it they’re recuperated 2d8+3 harm and purified of toxic substances or capacity score harm. Tumultuous or underhanded characters experience 2d8+3 harm. Meaning turbulent great or legitimate detestable characters are obviously recuperated and harmed in equivalent sums. There are comparable rooms nearby also.
In the future I’ll mind a portion of the dreadful NPCs in District A.The World’s Largest Dungeon
Region A NPCs
In this way, last update I showed exactly the way in which fierce the snares could be in Locale A, right now is an ideal opportunity for the NPCs.The World’s Largest Dungeon
There are 4 significant NPCs: the three humaniod group pioneers and longtail himself.
Presently, Yrkak (the trog pioneer) isn’t all that awful. He’s a second level minister and would be a respectable first level “chief” battle if not for the inescapable infection impact that fills his segment (and the deadly snare that is seen as just outside).
Next we have Boyikt
Next we have Boyikt, the kobold pioneer and fourth level wizard, who I really endorse. He and his kobolds (4 second level champions) are shacked up behind weighty cover and are a really dangerous battle. The potential gain is they’re willing to arrange and they won’t be pursuing anybody down. So laptops battling him will wind up with ridiculous noses yet in the event that they talk they could get an extremely supportive partner.
However at that point the WLD
However at that point the WLD craps its jeans with the orcs. Presently, orcs are a revered low-level rival, however the WLD concluded they clearly weren’t sufficiently intense. The orcs are fundamentally a snare experience, you experience them stayed in several rooms toward the finish of a long passage. Once the orcish watches spot anybody moving toward they retreat out of the corridor and fundamentally sit far away with prepared moves to make down any individual who comes in.
This is the initial segment of the snare. Computers who expect the orcs to be a good, low-level battle will be in for a frightful shock. There are 8 orcs holding up there, 7 of them are third level fighters and the eighth is a third level brute. Anybody who surges in to go after will be essentially cut to pieces.
Anyway the undeniable response is haggle right?
Anyway, the undeniable response is haggle right? The orcs aren’t emerging and they ought to talk. For sure they are, however all they’d do is permit entry into their little region to address their chief: Orghar.
Presently, Orghar isn’t willing to arrange. Also, the second anybody makes reference to collaborating he’ll assault. Orghar is a fifth level savage, so seething he has more than 50 hp and can cause sufficient harm in one assault to chop down most first and second level computers in a single hit (in the event that he’s power going after he’ll cause 1d8+8 to 1d8+13 harm).
Goodness, and on the off chance that the laptops are injured or appear to be at all reluctant or powerless, the other orcs join their forerunner in the battle. In this way, to repeat: that is a fifth level savage, a third level brute, and 7 third level champions. Facing computers of levels one to three.
So truly both battling or exchange will presumably prompt a dead PC or four. Fundamentally the main response is simply leaving and leaving the orcs be.
Then, at that point, we have Longtail himself, the wererat magician.
In the first place, how about we cover the rooms prompting Longtail. The first is an evil owlbear that makes Orghar look manageable. As a devilish animal it has DR 5/enchantment (there’s maybe 2 supernatural weapons around here, one is Orghar’s hatchet), energy obstruction, and SR 10. As an owlbear it has 3 assaults and further developed get. This by itself would be a noteworthy manager battle, however it’s simply the starter.
Next is the sanctuary
Next is the sanctuary where this multitude of naughty beasts come from, it’s right now possessed by longtail’s natural: a devil. Presently, that may not sound too dreadful, however a devil is really a very deadly experience for low-level computers. Undetectable, flying, quick mending, and pressing harm decrease, an air conditioner of 24 and a toxin sting. It would take everlastingly, yet the devil could presumably take the whole party on without help from anyone else.
Yet, the demon doesn’t have to ping the party to death, in light of the fact that longtail will deal with that. Longtail is a characteristic wererat and a seventh level magician against a group of 1-third level swashbucklers. The one redeeming quality is that he’s unbelievably inadequately “worked” as a person. He has just a solitary hostile spell enchantment rocket and the strategic ideas projecting safeguard, speedy retreat, and falcon’s magnificence) are horrible (rather than projecting safeguard, fly, and imperceptibility or obscure.
In any case even if hes played
In any case, even if hes played with only a fragment of knowledge by the DM then the experience will go staggeringly inadequately for the computers. Longtail might have just enchantment rocket for offense, yet he gets 4 rockets for every projecting and can project it 6 times each day (accepting he’s cast safeguard). Regardless of whether 24 rockets aren’t sufficient to drain everybody’s hp he could let his devil and his cantrips polish them off.
Protectively he’s a tank disguise
With safeguard his AC is 23, disguise from the haze spell, and with flight he can avoid skirmish reach and his DR makes him resistant to essentially any went weapons computers will have accessible except if they deal with a basic hit.
Obviously, the planners knew that the chief of the locale was a werecreature, definitely they put a few silver weapons around the spot for computers? Maybe a portion of the humaniod pioneers had some made for protection or restitution against Longtail? Probably not. There’s precisely 3 silver weapons in the whole locale. They’re all blades and all situated inside one room: an airless, completely dark chamber.
In this way, essentially except if you play longtail as an unadulterated dolt (which is by all accounts what the planners assumed…or perhaps they’re simply not excessively brilliant), he can undoubtedly wipe the floor with most gatherings and regardless of whether he he’ll unquestionably figure out how to get away (and perhaps leave some lycanthropy as a keepsake).
B is apparently for Goblin
Thus, District A had a genuinely intriguing reason and loads of chances for the laptops to pretend with the different humaniods however it was brought somewhere near incredibly uncreative experiences and a few that were waaay out of the class of the normal number and level of the computers
Locale B is the zone for levels 4-6 (one of two, the other is District E toward the north of District A), and like District An it has a subject: trolls! Since they must stick them some place before the computers get excessively significant level. Like District A (and without a doubt numerous Locales) this region includes different unfriendly groups that have as of late experienced a purge preceding the appearance of the computers. Luckily, it doesn’t include the overwhelmed mystical snares or the general manager experiences, yet it compensates for it with moronic thoughts and general faltering. Lets set out the history:
This is initially here tests were performed
Thus, initially here tests were performed by heavenly messengers on the occupants of the prisons, to all the more likely figure out the idea of good and wickedness. Evidently this was supported by the LG and NG holy messengers, however CG and LN ones were fine with it so they felt free to permit it to proceed. Since that sounds conceivable.
Thus, after the prison was destroyed gobliniods moved into this area and essentially battled among each other for quite a long time yet never figured out how to totally kill some other gathering off. The trolls generally rule through sheer numbers however they never have the chance to truly take over because of the prevalence of the greater species.
As of late the trolls have gone through a strict arousing, finding another god (Norendithas Stoneshaper the speedy reasoning, smiter of enemies!) and expelling their old lord and fashioning a partnership with the demons which permitted them to push the bogeymen to the edges of their region. Nonetheless, rebel trolls actually devoted to the prior ways have fragmented off and cut out a piece of the district of their own. So presently there’s the sacred troll realm (w/demons), the renegade trolls and the leftover bogeyman powers.
Confounded at this point? Indeed, it deteriorates.
You see Argliss the new troll lord is really a doppleganger Furthermore, the new religion is a fake! Presently, contrasted with your typical troll a doppleganger is truly damn magnetic, so it’s not horrendously stunning that he figured out how to lead a resistance and defeat the old lord. The subtleties make it mind-desensitizing. Here is the set of experiences:
Evidently eventually a cocatrice from District C meanders into the NE part of Locale B where it experiences a troll tracker and freezes him. Eventually later, the stoned carcass of the troll tracker is tracked down by different trolls. Presently, remember that this is only a sculpture of a normal troll got not long before he passed on. The one huge element is it’s very similar stonework. Presently, this rouses the trolls to shape another religion, in the long run prompting the defeat of their ruler and a nationwide conflict.
There’s two issues with this
To begin with, it’s inept. Not at all like orcs, trolls are no more moronic than people so while the sculpture may be important it’s not really worth thinking about it as a strict symbol. Particularly when you consider that there are two heavenly spellcasters among the trolls, both follow the former ways and are important for the dissident camp. This implies that the trolls threw out individuals fit for performing genuine wonders to revere a totally unremarkable, yet very much cut, sculpture of a daily existence measured, unnerved troll. Gracious, and to finish it off, assuming the trolls are actually that into sculptures this district is brimming with them. There are three different sculptures (B16, B 34 and B45), made by the celestials and highlighting genuine otherworldly peculiarities.
Goodness and to finish it of making
Goodness, and to finish it off, the map making of the prison makes it unimaginable for these occasions to have really happened. As I referenced previously, the sculpture is found in the NE of the prison, the troll domain is SW. Lets follow the way.
The green region is the domain of the strict trolls. The water is the area of the sculpture. The purple way is the main course through the district to arrive at the sculpture. The main red X is a spot called “The killing grounds” and elements six fiend paladins. The following is a spot loaded up with bogeyman traps (unexpected since the bogeymen wouldn’t have the option to arrive at the area either) in addition to a couple of locked entryways between them.
That are the matter of fact
As a matter of fact, B118 highlights a brought down portcullis which must be brought by a switch up in the room behind it (implying that it’s unimaginable for anybody from the troll region of the prison to enter from that side without obliterating the portcullis some way or another). That makes it difficult to reach to the trolls, yet in addition to the PCs…in request to get to the sculpture at all they would need to enter Locale C along one of the two SE ways (both are constrained by the dissident trolls) and circle back around to get into B.
Thus not exclusively could
Thus, not exclusively could these trolls not arrive at the sculpture they at any point evidently love, it couldn’t have ever been found in any case and for sure never been made in light of the fact that no troll tracker would have the option to come to this area. Gracious, and as a clincher: the cocatrice from C would must have endured a few secured entryways to arrive at this piece of the prison to go anybody to stone in any case.
Stupid Sideplots
Before we get to District B’s singular segments, there are some sideplots that merit referencing.
First is the halfling rebel Bartleby and his quest for what is simply alluded to as “the curio”. Presently, there are two clashing stories behind this. The principal expresses that during the disobedience and expelling of the old kind the doppleganger Argliss lost a relic of his, it’s not something he thinks about fundamental however he needs to try not to have it fall under the control of his adversaries. So he figured out an agreement with the halfling to look for it in return for security. The second adaptation of the story says that the curio had a place with the troll ruler and that it is truth be told the whole justification for the doppleganger’s upset. Sadly the ruler some way or another concealed the curio and Argliss has sent the halfling to track down it. Doesn’t seem OK when you consider that Argliss is an exacting telepath .
Bartleby himself is one irate little buddy
Bartleby himself is one irate little buddy. His entrance suggests that he has zero desire to respect his deal with Argliss (odd that Argliss would decide to take his assistance when he is…again…a clairvoyant) and that he knows how to enter and leave the prison. In any case, don’t stress over your players finding this out from him, he’ll will not address any inquiries whenever caught (on the grounds that dislike spells like appeal individual or distinguish contemplations exist).
Anyway, as the actual antiquity, what’s going on here? Indeed, there’s no clear response, the book essentially surrenders it to you however gives some awful suggestions:e in front of the pack.
An earth golem would be an integral asset for laptops
An earth golem would be an integral asset for laptops, besides obviously even with the manual you actually need a portion of a lot of mud and 1,600 gp in uncommon fixings which will be…difficult to buy while caught in a monster prison. Since it likewise requires a priest to utilize it is of definitely no utilization to Argliss (as a matter of fact, there are no ministers in the locale somewhat sufficiently high level to utilize it).
An emblem of considerations is essentially the meaning of something Argliss needn’t bother with, the main thing more ludicrous would be him looking frantically for a cap of mask.
A neckband of transformation might actually be helpful to the laptops in a couple of locales, however nothing remains to be legitimate the fight being made ready to be done by the NPCs.
A phylactery of undead turning is quite futile to anybody yet the computers around here. Once more, argliss is, not a pastor and truth be told the main ministers in this locale are malicious and consequently don’t turn undead.
The pole of wiping out is conceivably the one in particular that may be viewed as significant enough to everybody to look for, yet taking into account what a limited number of sorcery things the WLD gives computers I’d be extremely hesitant to provide them a thing whose main motivation is to obliterate enchantment things.
Obviously when the disobedience hit the Celestials attempted to close the Area?
Obviously when the disobedience hit the Celestials attempted to close the Area. What precisely they were attempting to shut off is muddled: District F was a jail for minor evil spirits so it scarcely appears to merit the work, however in the event that they were attempting to close Locale B, they kept the vital on some unacceptable side. Obviously, since the prison is a square it didn’t really close anything it simply implies you can’t go straightforwardly from B to F and should reroute (either A-E-F or C-G-F).
The sections from B to F are fixed with rugged, unpickable and un-knockable entryways (kid, maybe they ought to utilize these on every one of those evil and undead detainees) which will shoot you with a 8d8 sonic harm trap (DC 31 to find/eliminate, far away from most rebels of this level). I can sort of comprehend that they need to ensure that laptops don’t meander starting with one district then onto the next uninhibitedly so it’s a good idea to have a “journey lock” like this. Yet, it’s still sort of a dick move to impact anybody attempting to pick the lock with a snare that the maverick most likely won’t find.
The end result is essentially that nobody
The end result is essentially that nobody is really going to be moving straightforwardly among B and F, on the grounds that the key is concealed in District C behind a ludicrous number of traps and “trial of character”. When the laptops have it (in the event that they at any point track down it) they’ll be as of now more significant level than District F is intended for, delivering the entire activity rather trivial.
We can thank the originators for making
However, I figure we can thank the originators for making it doubtful that anybody will really go to District F by any means, since that spot is a tremendous heap of poo and best stayed away from totally.Next we’ll do the neglected testing part of the District.The World’s Largest Dungeon
The Abandoned Halls, B1-49
OK, so recall how District B was probably a divine lab where they performed conduct investigates their evil and undead detainees. The spot is brimming with purported “riddles” and traps (strangely, a large number of them mechanical and not so overwhelmed as the snares in District A). So after District A this will likely be an opportunity for your party’s rebel to really work on something for once. Then again they’ll most likely get truly drained super quick.
There are a lot of issues with the this piece of the District, as a matter of some importance the “tests” here possibly really work assuming it’s expected that the devils are truly meandering unreservedly through the lobbies which appears to be a tad…unsecure. Second, not a solitary one of them in fact “test” anything, aside from perhaps design acknowledgment, on the grounds that pretty much every test has a similar structure: you go into the room, the entryway closes behind you, there’s something in the room and if you feel compelled to communicate with it then you trigger a snare.
We should do a speedy outline of the eminent rooms in the locale.
A considerable lot of the room portrayals fundamentally direct what moves computers will make after going into the room (or even opening the entryway). This one mixtures that wrongdoing by endeavoring to utilize “circumambulate”. The strangely extravagant jargon is in conflict with the cumbersome language structure in a considerable lot of the room depictions.
Presently, inside the room is a pearl studded symbol and it is evidently implied as a trial of knowledge. The entryway is caught (dropping a stone block), The floor is made of dark tile with 2-foot wide portion of white marble down the middle prompting the symbol. On the off chance that you stroll along the white tile or step totally outside into the dark tile a snare is set off.
The main safe way is strolling along the boundary of high contrast with one foot in both. There’s no sign of this by any stretch of the imagination, yet in the event that you make your find traps roll you can decide the way things are set off. Third, the icon is caught (indiana jones style pressure plate). Obviously in the event that you take the icon outside the room it goes to residue and every one of the snares mysteriously reset and another one shows up.
There are no signs or riddles
That is all there is to it. That is the test. There are no signs or riddles, only DCs for tracking down the snares. It’s much more crazy in setting: how could a satanic detainee (whether one meandering the corridors or purposely positioned in the room) care the slightest bit about some jeweled symbol? Regardless of whether they had motivation to attempt to get it the last snare on the actual icon is a toxin dart trap…one thing that each and every substance the prison was intended to detain (evil presence, fiend and undead) would be resistant to.
In spite of the way that this room professes to have 4 entryways it really includes 7. It’s additionally gigantic (80×50) and after every one of the entryways seal themselves the laptops are caught inside…until they find the hairline break in one mirror in the NW corner. That is all there is to it. There’s in a real sense nothing else that occurs or could occur here. Past extreme fatigue there’s no risk in the room and there’s in a real sense only chance to look through the huge room again and again until the trigger is found.
Except if obviously the main laptops
Except if obviously the main laptops with a sufficiently high Hunt modifier end up being caught external the room in which case it will stay fixed forever in light of the fact that there is no strategy to open the chamber from an external perspective, no any clock that will ultimately reset the snare. Once more, the way this is intended to be a “test” is problematic, best case scenario.
This room includes a “way” of unbalanced stone circles starting with one entryway then onto the next. Exploring them is a DC 20 equilibrium check (meaning most non-light-footed computers will probably fizzle). Contacting the floor other than the circles makes the entryways seal and the space to flood. This requires 2 minutes and meanwhile the computers can attempt to track down the delivery component (shockingly low at DC 17). Clearly the celestials felt the idea of evil could best be inspected by testing the gymnastic capacities of wicked substances.
Room has veins of gold in the walls
Room has veins of gold in the walls (phony obviously), which assuming contacted will seal the room and delivery poison gas. The snare is incapacitated by squeezing a progression of stowed away fastens in grouping (ie a Hunt and afterward Debilitate Gadget check). Once more, notice that the snare utilizes poison (something the detainees of the prison are essentially generally insusceptible to) and is by all accounts in light of the possibility that malevolent untouchables and undead are nonsensically drawn to gleaming items.
Mulling over everything, these chambers would be a lot more entertaining assuming you expect that the other-worldly powers are absolutely puzzled by Malicious and planned the tests and traps out of some odd disarray.
The new testing chamber is nearly constructed my lord…but how might we plan the test?
All things considered, Fiendishness and mayhem upset the regular harmony of the world, so certainly it will show in these beast’s endeavors to adjust themselves.on shaky stones m’lord?
To be sure
To be sure! Furthermore, is ravenousness not additionally abhorrent? unquestionably after seeing a smidgen of gold these detestations will grab up picks and initiate mining!
However, the possibility that these were some way or another planned as tests or snares for the detainees of the prison is ludicrous. They turn out great for globe-trotters frantically attempting to fine some piece of information regarding the idea of the spot, or scrabbling for treasure yet that is not the reason for the area.
This room will seal itself in the event that you enter it and inside is a bunch of iron chains which should be tackled for the way to be opened. Truth be told, the divine’s astonishing test is essentially a major sliding ring puzzle.
Once more, this puzzle simply burns through your time until it’s settled (DC 20 debilitate gadget or 21 Int check), the one risk is outrageous cold (something that again doesn’t hurt any of the expected detainees).
This room includes no heavenly snares
This room includes no heavenly snares, however again demonstrates nothing remains to be acquired by associating with anything in this part. It contains a well, which is caught with a caution making trolls from B70 potentially hear and come running, showing up in 4d4 rounds. Obviously, B70 is faaar out of scope of a caution’s ready (not in any event, taking into account the numerous strong walls in the manner). The way from to B70 is around 1600+ feet, meaning the trolls will be moving at 20-40 mph.
Come into this room and the entryway closes behind you. Goodness, with these programmed entryways you might be considering the way in which long it takes for the way to close (will it shut following the main individual strides in?) or what occurs in the event that an entryway is held or stuck open. These are great inquiries that the prison not the slightest bit endeavors to reply. Taking into account that at this point most laptops ought to have understood that over a portion of the entryways will seal them in they’ll begin attempting to obstruct or hold them open, it’s a damn significant inquiry.
In any case, this is one more “entryway closes, make a DC X check to get it open” and once more, there is literally nothing past that: computers go in and they continue to move until they get out (or on the other hand if their fitting detail isn’t sufficiently high) they’re caught perpetually without any desire for escape. Makes you can’t help thinking about why a greater amount of these chambers aren’t forever fixed with dead trolls inside.
This room is likewise planned in The World’s Largest Dungeon
This room is likewise planned as only an exercise in futility, simply in a marginally unique way. It has a deception of a deception. Anybody projecting recognize wizardry will find a weak quality of deception magic…but any individual who prevails at a DC 40 spellcraft roll understands that there is no deception! The text of the room clarifies that the DM is just planned to keep the laptops speculating about what this really implies (which isn’t anything).
Goodness, and there’s a platform with a fire trap scroll which will set off a fireball trap.
This room is truly just worth focusing on the grounds that it includes this astounding wrongdoing against spellbinding language.
Once more, this puzzle simply burns through your time until it’s addressed (DC 20 impair gadget or 21 Int check), the one peril is outrageous cold (something that again doesn’t hurt any of the planned detainees).
This room includes no heavenly snares
This room includes no heavenly snares, yet again demonstrates essentially nothing remains to be acquired by cooperating with anything in this segment. It contains a well, which is caught with a caution making trolls from B70 perhaps hear and come running, showing up in 4d4 rounds. Obviously, B70 is faaar out of scope of a caution’s ready (not in any event, taking into account the numerous strong walls in the manner). The way from B13 to B70 is around 1600+ feet, meaning the trolls will be moving at 20-40 mph.
Come into this room and the entryway closes behind you. Gracious, with these programmed entryways you might be considering the way in which long it takes for the way to close (will it shut following the primary individual strides in?) or what occurs on the off chance that an entryway is held or stuck open. These are superb inquiries that the prison not the slightest bit endeavors to reply. Taking into account that at this point most laptops ought to have understood that over a portion of the entryways will seal them in they’ll begin attempting to hinder or hold them open, it’s a damn significant inquiry.
This is more one entryway closes in The World’s Largest Dungeon
At any rate, this is one more “entryway closes, make a DC X check to get it open” and once more, there is literally nothing past that: laptops go in and they continue to move until they get out (or on the other hand if their proper detail isn’t sufficiently high) they’re caught everlastingly without any expectation of break. Makes you can’t help thinking about why a greater amount of these chambers aren’t for all time fixed with dead trolls inside.
This room is likewise planned as only an exercise in futility, simply in a somewhat unique way. It has a deception of a deception. Anybody projecting identify enchantment will find a weak emanation of deception magic…but any individual who prevails at a DC 40 spellcraft roll understands that there is no deception! The text of the room clarifies that the DM is basically planned to keep the laptops speculating about what this really implies (which isn’t anything).
Gracious, and there’s a platform with a fire trap scroll which will set off a fireball trap.
This room is truly just worth focusing on in light of the fact that it includes this astonishing wrongdoing against graphic language:
This room is shrouded in wands swinging from the walls, many them. Each has a phony sorcery quality and doesn’t do anything aside from a solitary wand of consuming hands with one charge. Any tumultuous or underhanded animal contacting a wand is reviled in an undefined way (screw you turbulent great laptops!).
For what reason do this? Since Celestials are dicks clearly in The World’s Largest Dungeon
This room has a platform (platforms are an exceptionally normal component of this district), which is vacant. Be that as it may, distinguish sorcery will uncover imperceptible little known marks which are a riddle. looking at the riddle for an hour and making two or three insight checks will uncover how to open the mysterious way to B55. Which is perfect besides there’s no stunt to opening B55, it’s simply very hard to find…and it’s basically impossible that the riddle could uncover how to find it except if it likewise accompanied a guide of the locale (which would be substantially more significant).
Don’t you adore it when room depictions remove control from your PC? Particularly when it includes unpreventable snares. This is some other time-squandering trap. Simply track down the secret board to open the entryway.
Incidentally, clearly the sack really contains sacred water, it’s rarely referenced assuming the coins are phony, illusionary, or no difference either way.
This room is loaded in The World’s Largest Dungeon
This room is loaded with rubble and cases that computers will understand it’s an incredible spot to store supplies. It’s really the most awful spot to store supplies in the whole prison since the main spot incorporates an authority opportunity for those provisions won’t be here when they return.
This room highlights two entryways. At the point when the internal entryway is opened the entryway you rolled in from initially closes and locks itself and a goliath spiked wall starts shutting in. Amusingly this trap is definitely no danger at all in light of the fact that main the entryway you rolled in from closes. You can basically step into the room you recently opened and hold on until the spikes close and withdraw (so, all in all the primary entryway opens). Obviously, regardless of whether you simply stay there’s not that much gamble evidently monster squashing walls cause just 1d8+4 harm.
This is presumably the most terrible room in this segment.
This is presumably the most terrible room in this segment. The graph on the wall professes to show the legitimate method for continuing on the floor (substituting tiles). It’s completely false and requires a DC 30 look at to figure that (albeit this doesn’t let you know the right request). The right request is to remain on a similar variety you start on. There are definitely no hints or signs of this. Stepping on some unacceptable tile incurs Dex harm, fire harm or decreases your development speed contingent upon the variety.
Accomplishment on this unquestionably faltering riddle gives conceivably the most exceedingly terrible prize of all time: in the event that you pull down the embroidery and fold it over your body it merges to you and turns into a long-lasting +2 phantom touch breastplate. You can rest in it and it is a portion of the heaviness of an ordinary breastplate. That may be really great for a fighter…until they track down better defensive layer. For say…a versifier, druid, priest, maverick, officer, magician, or wizard. Or on the other hand even a dex-centered savage or contender.
The best way to eliminate it is a break charm spell in The World’s Largest Dungeon
The best way to eliminate it is a break charm spell. Recollect this is a level 4-6 region, break charm is accessible at level 9 at the earliest. That implies assuming say a wizard or magician settles the riddle they’re “compensated” with a 25% spell disappointment possibility, – 4 to assaults, strength and dex rolls and diminished development for no less than 3-5 levels!
The horrendous choices here genuinely overwhelm the brain and in all honesty I can’t envision anybody needing to go on with the prison subsequent to finishing this segment. In the future I’ll go on with the gobliniod camps.
Thus, the initial segment of Locale B was attempting frantically to be a kind of D-list Burial chamber of Repulsions: loads of traps and “riddles” with not many genuine foes. Obviously it oversaw nothing almost as shrewd as the Burial chamber and turned out to be only a great deal of naturally shutting entryways and irritated laptops.
In any case, assuming your players in The World’s Largest Dungeon
In any case, assuming your players are as yet ready to converse with you after the main segment then, at that point. They’ll come into the Locale legitimate which, while still extremely dumb, is less thick with baffling experiences.
What stands apart the most in this space is the totally horrible prison plan. It truly appears as though it was made with an irregular prison generator and afterward sub-segments relegated essentially at arbitrary. I’ve proactively demonstrated the way that the trolls for example couldn’t conceivable arrive at the sculpture that they’re intended to venerate (and as a matter of fact, neither can the computers). Another extraordinary model are the bogeymen and trolls.
The red is the northern part of the troll realm in The World’s Largest Dungeon
The red is the northern part of the troll realm, the blue is where the majority of bogeyman powers are found, securely protected from the trolls, the purple is where the bogeyman chiefs and shaman reside.
You may note…there’s no immediate association between the blue and the purple area. That actually intends that on the off chance that the bogeymen wish to see their chiefs (or the other way around) they should go far toward the East, circle around and travel west again to arrive at the area where they’ve evidently chosen to settle in.
Presently, additionally review that the bogeymen and trolls are at war. Yet there is essentially no partition between the two…just one long passage which includes no snares, no blockades, no watchman posts. Nothing remains to be prevented either side from basically strolling into the other’s domain. What’s more, recall. Since the purple area houses the main bogeyman pioneers. Its basically impossible for them to get fortifications should the trolls find the mysterious entryway their taking cover behind (the one that they need to utilize should the bogeyman chiefs at any point hope to speak with their devotees by any means).
Room 67 (the huge one around the center of the image. Is apparently the bogeyman’s . It’s a vigorously caught room and clearly the arrangement is to withdraw there ought to be generally lost and opening up in room 68.
In this way honestly
In this way, honestly, if the trolls assault them and they can’t win they will likely withdraw. Owards the troll fortress and afterward opening themselves up inside an unfilled room with no way out as opposed. To taking the exit to District A. which to the extent that they know is vacant and neighborly (as the humaniods and feindish critters showed up as of late). No big surprise they’re losing the conflict.
Next is the blessed troll realm. Which merits an entire post to itself as a result of the fantastically flawed guidance it incorporates.
Troll Extremists in The World’s Largest Dungeon
Thus, the following part to Locale B is the domain of the which covers the majority of the southwest segment of the District. The singular room portrayals are really. Dull and the main NPC of note (Argliss, the “troll” lord) is really tiresome (a first level doppelganger maverick). The majority of the rooms are simply loaded with different trolls.
What makes this part imperative (and awful) is the propensity. The scholars to give out free exceptional capacities and overlook or disrupt guidelines. They frequently relegate accomplishments without really looking. Requirements and will generally enable warriors to seethe like a savage, make irregular gatherings of trolls Dauntless, and so on.
The genuine kicker is the troll troops in The World’s Largest Dungeon
The genuine kicker is the troll troops themselves…you see part of the subject. The heavenly troll domain is that they’re masterfully prepared. By demons to utilize military strategies and unique abilities.
The standard troll troops are first level Contenders who have Power Assault and Improved Separate. Notwithstanding having a Strength of 12 (something the composing. Expresses is because of their preparation by the hobgoblins)…although thinking about a strength of 13 meets the essentials and has a similar modifier.I don’t actually see the reason. Why they could never have recently given the trolls that extra +1 as opposed to houseruling the accomplishments.
Obviously for first in The World’s Largest Dungeon
Obviously, the originators can’t make an overwhelmed “chief” without pooping themselves a little simultaneously. Thorodin’s magician spells are just about the absolute worst decisions. He’s just fifth level so his determination is tiny and he chose to squander it on probably the most un-valuable. Draconic spells of all time: expand (just influences humaniods. Hold entry (futile for anybody. Stunning handle. He has blades for fingers, for what reason does he really want a stunning handle spell?). Obscure lock (this and keep gateway intact? bunches of planning when you consider there are no entryways anyplace close by. Not to mention ones he would think often about locking. See imperceptibility (as of now has blindsense), and murmuring breeze (he lives in a sinkhole that he can yell. Scross and is too huge to even consider leaving).
In like manner
Thorodin’s strategies are similarly poor however basically semi-authentic assuming he’s pompous. Probable he’ll wind up killing or driving off most PC bunches when they enter District . The region is only excessively favorable for himself and computers are probably not going. To have the capability expected to bring him down at this level. Particularly when you figure his numerous insusceptibilities. The scholars notice that he may be somewhere else. when the computers. Show up however there truly isnt elsewhere for him to go.
Its inferred that the computers in The World’s Largest Dungeon
The region is little to such an extent that nothing remains at this point. But to choose to take a plunge in the water close to his sanctuary. Which is not really any further away. It’s inferred that the computers could select the merfolk and tritons to assist with battling the mythical beast. Yet the two gatherings are essentially powerless against him and everything. They could manage is ingest one corrosive impact prior to going to muck.
What’s more, obviously. As an extra screw you the just mystical thing in Thorodin’s crowd is a ring of water relaxing. As a matter of fact, it’s very helpful around here yet you sort a tad more than that.
Region K continued
This locale blows its heap sort of right on time. Thorodin is somewhat the of the locale and the witches follow as the second greatest danger. Both will be experienced not long after entering. Thorodin will go after when he recognizes the computers. Which won’t take long. The witches will follow very quickly, realizing that they’re no counterpart for anybody who can kill. Thorodin however expecting the fight will put the laptops at their generally defenseless. Together they are essentially guaranteed demise for a level suitable gathering.
Yet, assuming you’re extremely fortunate (or you meandered in from investigating. Few more elevated level districts as of now) then you may very well have the option to endure these two battles. That doesn’t really pass on a lot to do. Thorodin had a couple locoath workers who’ll likely escape in the event that their lord bites the dust. The computers can likewise free the lillend he has detained.
The lillend is caught in a plated confine in The World’s Largest Dungeon
The lillend is caught in a plated confine, unfit to escape in light of the. Fact that a close by special raised area transmits. Antimagic in a 50 foot sweep, a previous heavenly security framework. The section for this room recommends that assuming the computers. Obliterate the raised area the lillend can free herself, but the raised area is very strong 10 hardness. 200 hit focuses. Despite the fact that it is powerless against unholy water or tanaaryl weapons. At the point when the special stepped area is annihilated it detonates. Harming everybody close by.
Unfortunately, it didn’t appear to happen to anybody. That it very well may be simpler for the laptops to just break the bars of the enclosure. Since the typical iron bar has a similar hardness and just 30 or so hp. It’s not even clear how the lillend would free itself assuming that the counter enchantment field is eliminated. She can utilize the thump spell yet there is obviously no way to the enclosure. Generally the designers would apparently take note of the DC to pick the lock).
The Deep edge in The World’s Largest Dungeon
This is the easternmost part of the Locale where the water gets profound. Its not satisfactory why it gets deeper…even with the walls fallen. The prison ought to in any case have pretty much similar level in all areas. Perhaps the celestials concluded they expected to cut two or three storm cellars here). There’s a profound well where a more prominent glaberazu more noteworthy. Is hazy as his details are indistinguishable from an ordinary one .Who evidently retains recollections and life energy. Through layered breaks and was detained in an imploding great trap…oh god. It simply has neither rhyme nor reason.
Essentially he’s in a profound submerged pit and anybody inside 20 feet experiences 3 negative levels for a brief time. Notwithstanding, he would really not like to battle. He’ll attempt to fool the party into allowing him to go with them by acting. Iike a divine and on the off chance that they reject him or uncertainty him he’ll essentially magically. Transport away and leave, probably to be experienced some other time.
There’s likewise a submerged boat which obviously was hauled down here when the lake surges it. It’s a piece odd when you understand. That the opening into the prison was wide enough for a whole boat to be sucked. Through intact…but there is no indication of it and no initial left to escape through. It couldn’t in fact be that nowhere near the surface. You’d figure there could try and be a touch of light.
goodness, and a changed tremendous water bug with a corrosive. Splash assault that appears to have quite recently been overlooked by different elements nearby.
K46-K74 in The World’s Largest Dungeon
This is the last unblemished piece of the first construction nearby. It’s essentially the consequence of somebody writing down irregular. Experiences which range from modestly testing (4 dim slimes) to totally trivial (a solitary thoquaa). Different experiences incorporate an extremely durable corrosive haze, a saintly room. Couple of traps. A perishing wench, some merrow, acquatic mythical beings, and a tremendous scorpion. The remainder of the area is a greater amount of the celestials excessively elaborate snares. Here is a few models:
The Gem Pits in The World’s Largest Dungeon
This room contains two enormous pits, which used to house evil presences detained under gem covers. In the event that the covers were at any point broken the entryways close and a monster stone. Roller rolls all over the length of the room. Smashing everything not inside one of the pits. At the point when I say “squashing” I mean it causes 10d6 pulverizing harm. While that unquestionably harms. It certainly wouldn’t kill any evil presence of huge power. Keeping in mind that the entryways are practically difficult to open (DC 40 strength check) they really. Do open naturally following 60 minutes. Since the precious stone covers have been crushed previously. The snare will set off at whatever point anybody. Goes in or out of one of the pits (which doesn’t contain anything).
The chain cell in The World’s Largest Dungeon
This entryway is canvassed in images. which require a DC 25 unravel script roll. On the grounds that obviously celestials don’t really write in heavenly) which give an obscure portrayal of the previous detainee. Gatarana, whose strength comes from the earth. The room contains 8 vivified affixes which will endeavor to catch individuals two by two. Once grapped they will maneuver the casualties up high and stretch them until they pass on. This is very deadly (together the chains appear to incur 2d10 harm a round. And they have a noteworthy catch reward. escape appears to require breaking the chains. Which will take a long while (hardness 10, 30 hp)).
Fire Cell and Ice Cell in The World’s Largest Dungeon
This one is marked “stenarri, animal of fire. Fundamentally every one is intended to channel intensity and cold into the other, so the fire beast. Debilitates the ice beast as well as the other way around. To the extent that divine detainment facilities go this one isn’t really that severely thought out. Notwithstanding, it doesn’t really make any difference since the two occupants are dead. The rooms are vacant and the main recognizable impact is that the temperature of the two rooms. Will settle assuming the harmony is misled, at the pace of 1 degree for every round.
Sharp edge Cell in The World’s Largest Dungeon
This room is unlabeled. Yet all at once obviously held a “tissue devil” (since that is absolutely a thing. Which was stuck to the wall with otherworldly knifes. The room is brimming with +1 blades of various materials. These are : gold, silver, metal. Cold iron. Utterly unyielding, blessed jewel, legitimate coral. Tumultuous rock, great wood. Malicious opal. there could be no great reason for any of that.
Water Cell (coincidentally. These are the titles of the room in the actual prison): This room once detained “rifidar, animal of air. Who got away. without a moment’s delay point (I think you’ll see the reason why). This chamber’s entryway is hindered by an extremely durable Mass of Power impact. With the exception of it just targets free-streaming water. Making it difficult to get any water or out of the chamber. After somebody goes into the room it starts to flood. The water held set up by the mass of power. After it occupies the room the water freezes. You might ask yourself, “how does this assist with detaining an animal of air. And “why not simply make it a real mass of power. One that could prevent the air evil spirit from strolling through?” These inquiries evidently never happened to the fashioners.
vo id Cellu inThe World’s Largest Dungeon
This cell detained a succubus. She’s gone, yet clearly her devilish smelled remains delivering an Inclination (fellowship) impact on anybody inside. Since the authors didn’t appear to get the update that 3.5 doesn’t have an. Inclination spell any longer. likewise evidently they think a 10 lb cold iron chain. Tt have worth 3,000 gp (note, a 10 lb silver chain. This is one of different rooms is just worth 500 gp).
Chains of Regret: another truly intricate jail. the celestials need to discover that less complex is many times better. This is a round passageway around a focal room. That hall walls reflected and anybody inside designated. Disarray impact each round. in the event that they assault somebody arbitrarily while befuddled they.’I am really strike the reflected. That have wall which mirrors the harm back to them.
On the off chance that they find and open the entryway the focal chamber. That have whirlwind thumps them inside where they tumble down a 100 foot spiked pit trap. In spite of the fact that they could get themselves on one of the chains. That stretches across the width of the pit. The pit brimming evil carcasses tied here being continually. Shown scenes of torture and awfulness which are makes anybody inside it become Shaken and Staggered. The walls totally unclimbable so just flight or levitation could permit escape. However, there is a 12 charge wand of fix moderate injuries at the base.
Temperamental Cell in The World’s Largest Dungeon
This one had a place with “baphon, lesser evil presence of the cursed domain. Who was evidently a half-wicked more noteworthy gorgon and it has been gravely harmed by the tremor. 2 rounds after the room opened the roof breakdowns and any characters inside caught under mysteriously thick rubble. This just causes 8d6 harm however there’s no sign of some method for liberating anybody trapped…so probably they’re recently ill-fated.
Temperamental Cell in The World’s Largest Dungeon
This cell contains the froze stays of, a got erinyes by that gorgon from the last room.
Scorpion Cell: This one has a major scorpion, changed by settling in the spoiling carcass of an evil presence. It’s odd that the celestials detain so many of these evil spirits, made exceptionally. That have clear it’s very conceivable to just kill them…but. Obviously this is better for reasons unknown.
Sizes of Perserverance: This room contains a checkerboard patter of red. This is dark floor tiles and a stone see-found in the center. red tiles weight 3 lbs. Dark weigh 5 lbs. At the point when the teeter-totter impeccably adjusted the floor becomes shocked. This was evidently a “re-energizing” station for inevitables. Who don’t need and who don’t assimilate or oppose power in any capacity. So essentially this is only a stacking game that shocks whoever wins it. On the off chance that you choose to stack every one of the red tiles on one. Sde and every one of the dark on another this opens a mystery hatch uncovering a jewel of lightning. Which essentially works like an electrically themed staff.
Gemsect sanctuary in The World’s Largest Dungeon
This room has a chest that is brimming with bugs that seem as though jewels. This iscalled gemsects. This multitude has no real details be that as it may. The essayists say it has the details of a spell. Which doesn’t exist (call swarm gathers just bats, rodents or bugs) and truth be told. There are no details for a scarab swarm in the standard srd.
That is all there is to it for Locale K, since it
Since Water Levels Are Dependably The Best time i9 in The World’s Largest Dungeon
In the event that there are any gatherings that have investigated. The whole WLD I would agree that that District L presumably positions as their second most detested. District (and that is simply because Locale F gave me another appreciation for exactly. The way in which awful prison configuration could be).
While District K was fundamentally an enormous ocean side for certain straights and swamps, District L is 80% profound. Vast water. Likewise, since the computers are caught in a prison that implies they have no admittance to boats or pontoons. Flight is unreasonable (fly just going on for minutes. Overland flight just focusing on the caster) and water strolling. Would make real battle with amphibian foes troublesome.
That implies swimming is pretty much the main choice. Also. let me advise you that swimming suuuuuucks. Luckily by twelfth level, most gatherings will have simple admittance to long haul water. Breathing (one projecting by a twelfth level minister saves a party of 4 sucking agua for 6 hours). However most computers won’t have positive swim scores. Particularly those that have been putting their expertise focuses in a goliath prison creep. So lets survey the fundamental swimming guidelines.
You must make a dip check to move, least DC 10 in The World’s Largest Dungeon
This is a half opportunity to not go anyplace by any means for some laptops. Surprisingly. On a triumph your development is decreased to 25% (that is around 10 feet a round as a move activity. 15 feet as a full move). Furthermore. Since most battle will occur with animals underneath the surface you have an opportunity. Encounter the miracles of submerged battle.
Pitch haziness, there’s no light around here by any means in any case, perceivability is even lower submerged. No successful went capacity. Tossing weapons don’t work by any means. Bows and crossbows experience a – 2 for each 5 feet of distance.) cutting and pummeling weapons incur half harm.
Nearly all that you’re confronting will have a dip speed. eaning they will be bursting along contrasted with you.
And, surprisingly. Better in many spots the water profound enough that strain and cold become issues.
All that you can say is no part of this is straightforwardly in The World’s Largest Dungeon
All that you can say no part of this is straightforwardly the shortcoming of the WLD architects. These are standard guidelines and it sucks to balance out submerged in any variant of D&D. In any case, maybe they ought to have thought about this prior to making a District that 80% submerged.
They appear to mindful of this as they give a rundown of various purposes. Behind how the GM could persuade or potentially force the players to really investigate. This locale instead of simply turning around. Eventually however. I dont figure anybody will be especially excited about this spot.
Obviously, since it the WLD, they needed to think of something to aggravate everything. The ruined evil presence soil much more terrible around here and it effectively pollutes anybody nearby. Like clockwork spent in the Locale laptops should make a rising Will Save (10 +1 every day). Tt was a try try not to have their arrangement shift one stage towards evil. When they become detestable they start doing irregular ideas by the wicked pollutant, enjoying anything colossal demonstration the GM chooses. Yet, that amazingly, not the awful part.
The awful part is the changes in The World’s Largest Dungeon
The awful part the changes. You see each time you bomb a saving toss. you gain an irregular transformation. Forever lose 1d3, 1d4 or 1d6 places of magnetism (irreversible shy of a wish). In the event that you incidentally turn out to a magician or a poet. It was trust you’re prepared to get crap on. In light of the fact that goes your center detail. In addition. The actual changes range from pretty decent (+5 normal protection, +1d6 strength and con. Spell protection from) super crappy (you breath water yet not air. Extremely durable negative levels 5d20 harm).
You know, when you have a construction like the WLD where everything. Coordinated in light of explicit level ranges and characters intended to in it for the long stretch. It would really smart not to fiercely change the party’s power level totally at irregular. A warrior who gets fortunate endures a shot to his magnetism and could. Wind up with +2d6 to strength and con after several bombed saves (obviously he’s insidious at this point). A magician who gets unfortunate could lose admittance to their spells forever . What is the person intended to do then? commit seppuku? there truly isn’t a lot of other option.
L1-L4 in The World’s Largest Dungeon
This the refuge of some sahaugin. Who initially came here looking for an enchanted relic called the watrazor. UYntil they whipped the greater beasts in the district. presently the remainders. Essentially kiss up to the kraken to try not to killed. The sahaugin have basically only sitting for 400 years, expecting to get tightly to the bits of the watrazor. They have one (a +2 lance) and know where one of the others is.
In spite of the fact that it would an agony to attempt to gather. It has a dumb name, the total watrazor an amazing weapon. It’s a 4-pointed spear (indeed, I know) that +5 aquaticbane. which would matter. The exception of you want to have essentially every significant sea-going rival to get it) frosty burst, injuring pike. It capabilities as a spear of fish order and 3 times each day you can project control water. Smashing hand and excusal, once each week you can project detainment. On the off chance that you’re submerged. It additionally disregards any recovery capacity, continuously causing deadly harm.
L5-L8 in The World’s Largest Dungeon
This region brimming with devil bones and lacedon, some with class levels. Quite a bit of it will totally overlooked. As it happens on the lakebed. which is 400 feet underneath the surface. Evidently the celestials put every one of their cellars here. Or for reasons unknown chose not exclusively to fabricate their jail underneath a lake. Yet additionally straight over a goliath void sinkhole.
The irregular experiences in this space truly work really hard of representing the good for nothing nature of the prison. Here are a few features.
A case of 3 savage orcas with a limb staying from their backs. This gives them an additional assault a round (no data on the assault’s harm).
12 critical bats whose sonar is strong to the point that each. Gathering of 3 bats creates a sonic assault identical to a soundburst each round. (no sign assuming that this makes a move, what CL it is or what the save DC is)
Breaking an evil spirit bone can likewise make comparatively ineffectively composed impacts a fireball spell which “targets everybody nearby. Tremor spell influencing water though it was earth which in the wake of perusing the quake spell. I can see it some way or another wrecks individuals in the water and opens. Crevices in the water that stay for 1 round then close. Killing anybody still inside (how one would remain inside muddled).
L9-L18 in The World’s Largest Dungeon
This region the domain of the Kraken Mahg’Gog. Who fills pretty much a similar job as Thorodin in K filling in as the “chief” experience of the Locale. Amusingly the Kraken once an entirely typical freshwater squid. Caught in the prison after the lake got through. Clearly it chose to make a home inside the skull of Krukak. The most remarkable evil spirit caught in the District. The squid became had and over the course of the hundreds of years has kept developing bigger and bigger. Accepting the last structure as a half-monster Kraken.
I must say, I very like that origin story. The main drawback there no sensible way for the computers to learn about it and. I feel like the essayists botched a genuine chance to have a relic or. Custom equipped for banishing the devilish soul having the kraken. Transforming it back into a little squid.
Mah’gog will invest a ton of energy savaging the laptops while they’re in this segment. Utilizing his capacity to detect them at huge spans and control climate to make things extreme for them.
L9 is a bunch of defensive wards in The World’s Largest Dungeon
L9 a bunch of defensive wards that would should fixed to purify the district of the polluted silt. There’s very little genuine inspiration to do this notwithstanding, since it does. Eliminate any of the hazardous occupants of the Locale and they’re the genuine danger. The residue is a drawn out issue that honestly the celestials need to tidy up. For reasons unknown this experience happens 800 feet underneath the surface. Remember that as of not long ago the prison has been pretty much level. For reasons unknown this region enormously further down.That are since the wards. There they would have needed to have set there when the prison made.
In reality getting down here and it is essentially difficult to fix the wards. at 800 feet down. The tensions are extreme and as indicated by the principles toward the beginning of the Locale . Characters require 1d6 harm each moment for each 100 feet down you are. In addition to 1d6 virus harm each moment from hypothermia. Expecting the laptops can take 10 on swim checks. And accepting taking 10 would a triumph. which long way from ensured for some) that 150 feet moved each moment. Going from the surface you hit 150 feet. Require 2d6 harm (2d6 +1d6 cold). Then one minute from now you take 4d6 (3d6 +1d6 cold), then 5d6 at 450 feet down. Then at that point, 7d6 at 600 feet.
Own, and 8d6 at 750n in The World’s Largest Dungeon
own, and 8d6 at 750, at last fixing off at 9d6 when you hit the base. So getting down to the base is a sum of 35d6 harm (or a normal of 123). Presently, a healer has opportunity and energy to fix individuals in the middle between rolls however that gobbles up time. Which simply implies more harm (a fourteenth level priests. Fix Basic injuries spell can figure out how to clear out brief of harm at 800 feet).
The smartest choice is make it the entire way to the base, then, at that point. Hit everybody with a recuperate spell (goodby all your sixth level spell spaces) however amazing good fortune on having anybody. Without basically a d8 HD and a decent.Con score endure the outing to the base. Try not to anticipate that the party wizard should make it past 600 feet without a mending spell consistently. What’s more obviously on the off chance that you end up being. That in a party with a smaller person. Halfling or elf then the more slow swim speed will make things e.