mrteapot (mrteapot) wrote in wld_pitt,
mrteapot
mrteapot
wld_pitt

Previously on the World's Largest Dungeon...

The session began with the party healing immediately after fighting off a horde of shadow mastiffs (previous session). Thereafter, the roup explored the complex the mastiffs had been using as a lair, finding a body trapped in gears (with some magic item on it, though i never heard what exactly), a room with permanent daylight, a very noisy room, some sleeping mastiffs which were quickly dispatched and a few healing fountains.

Fatigued from the earlier battle, the party decided to return north to rest up in celestial territory, stopping on the way to investigate a room with an acidic pit in it. Heading south once again, the party fought several giant spiders, which were significantly less frightening than many expected. Cade acquired a spider familiar, much to the distress of arachnophobic party members. Giant centipedes were dispatched even quicker than the giant spiders.

The party dealt with a magically trapped door just beyond the centipedes, accidentally setting off the traps. The party voyaged further south, finding a secret door, again trapped. This door was disarmed through careful examination and some logical deduction. Thereafter, we found a magical archway, which was again trapped, though in this case magically trapped to punish thos not working for the Garrison. We therefore passed through unharmed, to find a room that contained artifacts that boosted scrying power. This led to some discussion concerning scrying to find the missing Ward Staves, but it was eventually decided against, as we had a very good idea where the other staves were. Just down the hallway was the stave, as predicted.

Thus we returned north to return the stave to the celestials. Some bargaining with them and, I believe, the goblin wizard nearby, happened wherein Cade and Tenzin received some artifacts (an amulet for Cade, a small statue for Tenzin) from the celestials. The purpose of these is as yet unknown.

The only remaining thing to do in this section of the dungeon was return the final ward stave, so the party prepared for barghest hunting. A plan slowly formed, whereby the spellcasters would pile invisiblity spells on Gramman, the fastest and sneakiest party member. He would run through barghest territory to grabt he stave, while the rest of the party distracted the braghests and held the door for Gramman's escape.

Thus ensued an epic battle, wherein the party operated like a well oiled machine. Though Gramman was smelled by a passing barghest, his invisibility and good Move silently rolls kept him from being located. Meanwhile, the party stuck closely to a strict formation which worked very well. The spellcasters were surrounded by more combat ready characters, thus protecting them from direct melee attacks. Many barghests died from a Whirlwind Attacking Enlarged Morgan, and many other PCs did significant damage to lots of barghests (Tenzin did a large amount of damage thanks to a wand of inflict critical wounds). The barghests were significantly less of a challenge, as the average party level is twice what it was before, plus the party is twice the size it was when last we fought barghests, plus effective tactics and teamwork.

The question now, then, is where we go from here. This section is basically finished, plotwise, so where would we like to explore? (We could, potentially, retrieve the other stave or finish wiping out the barghests, if either course of action interests anyone.)
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Regarding potential courses of action:

1) "Other Stave". My count right now is Celestials 5, Inevitables 3, out of 8 total. Did you mean to go to war with the Inevitables to turn their staves over to the Celestial Garrison?

2) Wiping out Barghests. (Warning: Metagaming ahead.) Mahon managed to level at the end of yesterday's session, due largely to the 10% XP bonus his Item Familiar provides him. However, that means several other party members are close to reaching 7th level. Mopping up Region E to clear out every last bad guy, while comparatively low CR at this point, might be enough to help those other characters to level before venturing further into the dungeon. I would support this, even to the point of Mahon deliberately taking minimum action so as to not be eligible for a split of the XP. (I'll be updating Mahon's entry in the community shortly to reflect his new level & also posting a couple of backup characters.)

3) Beyond Region E. Unknown how much information can be obtained from Knowledge rolls in the library, or Gather Information/Diplomacy rolls among the Celestials, but I *strongly* believe that such needs to be done *before* any serious discussion takes place of the merits of Regions C vs F vs I. (Given what little I've heard so far, if we can find out nothing else, my suggestion would be C as we do have some limited information about that region from having entered it once before.)

4) Game Sessions vs. Holidays. Presumably the next two Sundays are a go for game. (December 11 & 18) The two Sundays after that are Christmas Day & New Year's Day. Will either of those game sessions be canceled? Have a pot luck to celebrate instead of/in addition to WLD? Just be a normal session? (I'm off both days and have short hours at work the prior Saturdays, but do have to work early AM the day after Christmas.)
I was indeed talking about the staves we gave to the inevitables.

And I vote for gaming on New Year's Day but not Christmas.
As my family has some traditions associated with New Year's Day, it's unlikely Wendy or I would be available for gaming that night.

Do you think we're ready to take on the inevitables at this point? Myself I'd like to wait till we at least have another level or two of spells before we try them.

As for where to go next, my vote is for the section we have some knowledge of. Gnolls and giants sound like fun, and we have a definite reason to go there (namely the key that we've been seeking that's supposed to lie beyond gnoll territory, if memory serves).
"Take on"?! While maybe not to your liking, they are inherently good creatures. Taking them on would be viewed by the GM as a decidedly evil act, and penalized thusly.

There are other ways to deal with them, however. No one's had a stroke of brilliance on that yet, though.
Inevitables are always Lawful Neutral, not Good.
Well, when I say "take on" that was more intended as a "take on the challenge of" rather than "assault." Negotiation seems a more workable solution to me. I just want to be ready if they decide we're not worth negotiating with and attack us. They're more neutral than good and seem like they'd be more than willing to smite us if they decided we were interlopers or not working for the same ideals they adhere to.
Personally, I don't want to take any of the Inevitables' staves from them. As I recall, they're still actively guarding at least one ward now, that we know of (and possibly more).

Alternatively, we shouldn't even tell them that the Celestials have all of the remaining ward staves, since they may see us as "being on their side" and out right attack us. After dispatching with us they may then deside that the Celestials are a treat as well and mount an attack on them next.

I think it's in our best interest to just thank the Celestials for their help, and then be on our way. I'm thinking that section C would be a good start. I'd kinda like to see that 3 armed aberation again. He was kinda nice, and hopefully he'll either remember us or we'll have more coin to give to him to get back on his good side. (Which is his good side?)
Oh, and I for one would also be okay with mopping up the last of the barghests, seeing as we seem to have fairly good strategies for dealing with them worked out and we're clearly up to the challenge.
See reply to Darren below.
>>>Mopping up Region E to clear out every last bad guy, while comparatively low CR at this point, might be enough to help those other characters to level before venturing further into the dungeon.

Once again, I want to point out that the XP gained this past session was for finishing the major quests within Region E. The XP gained from clearing out the region would be trivial (200 at most) because there are very few challenges left to be found through killing.

>>>I would support this, even to the point of Mahon deliberately taking minimum action so as to not be eligible for a split of the XP.

Mahon's involvement or lack thereof wouldn't actually change the split of XP, since it's not split so much as weighed against a million other little things (mostly, how much fun I had during the session). The as-of-yet unnamed human campaign will have a more precisely calculated awarding of XP, but for WLD it's largely up to my current whim.
Also, didn't you say the other night that the remaining barghests were killed by other powers?
As combat closed, Amber indicated that the remnants of the one tribe would soon be wiped out by the other tribe of Barghests. So that would leave that tribe plus the shadows that escaped from the assault on the Formian complex, and any other stray "bad guys" in Region E to do a complete "mop up".

But as Amber has indicated, that would be fairly boring so not worth much XP. *g*

And as Dan said, the Inevitables are maintaining at least some of the wards, and with the dangers significantly reduced at this point, they & the Celestials should have a relatively easy time maintaining them going forward. (Inter-group differences aside.)