Velcro Zipper |
I've actually been running this with PFRPG rules for the last year.
The adventure was written for 3.0 but, for the most part, the monsters can be run as written. You'll want to rewrite any of the classed NPCs, especially the spellcasters. As far as running the adventure itself, I'm using the written material as a skeleton and fleshing it out as the party gets further along. If you're running this from beginning to end as one massive crawl as opposed to a series of connected adventures, it definitely helps to read ahead so you're prepared for how the party might interact with the creatures in the dungeon. Case in point, the party I'm running has left a few bad guys kicking around who've made it into other regions of the dungeon. Those enemies could change the way the adventure plays out if they manage to find weapons or allies to use against the party. And, before I forget, you'll probably want to use the slowest level progression for this since you're players will likely reach level 20 long before they finish otherwise. The group I've got averages level 6 after nearly clearing three regions of the dungeon and they've got 12 regions to go.
If you want them, I could probably post some stat blocks for the NPCs I've used so far.
Velcro Zipper |
I remembered something else you'll want to know if you decide to run WLD. The book and maps are full of typos. Make sure you read ahead and prepare for this. It's usually nothing too bad (things like spelling or grammar errors,) but you may find a room marked on the map that isn't where it's supposed to be according to the book.
Tark of the Shoanti |
I ran that, well as much as could be run in 8 months time. It was amazing. But there are a lot of things to take into account, they address almost all in the front of the tome, it's no book!
I would say from my experience though, make sure you let your players know for certain, that at one point, there's no leaving the dungeon. My players chose to ignore it, thinking they could talk me out of that part, and well, discovered later it was non debatable.
It lead to some issues, but they got ironed out, for the most part, and it ran smoothly.
Have fun running it, and remember, read up a couple areas in advance, and always be ready for that curve ball players throw.
Cadzie |
I've actually been running this with PFRPG rules for the last year.
The adventure was written for 3.0 but, for the most part, the monsters can be run as written. You'll want to rewrite any of the classed NPCs, especially the spellcasters. As far as running the adventure itself, I'm using the written material as a skeleton and fleshing it out as the party gets further along. If you're running this from beginning to end as one massive crawl as opposed to a series of connected adventures, it definitely helps to read ahead so you're prepared for how the party might interact with the creatures in the dungeon. Case in point, the party I'm running has left a few bad guys kicking around who've made it into other regions of the dungeon. Those enemies could change the way the adventure plays out if they manage to find weapons or allies to use against the party. And, before I forget, you'll probably want to use the slowest level progression for this since you're players will likely reach level 20 long before they finish otherwise. The group I've got averages level 6 after nearly clearing three regions of the dungeon and they've got 12 regions to go.
If you want them, I could probably post some stat blocks for the NPCs I've used so far.
World's Largest Dungeon was 3.5
Chemlak |
Velcro Zipper wrote:World's Largest Dungeon was 3.5I've actually been running this with PFRPG rules for the last year.
The adventure was written for 3.0 but, for the most part, the monsters can be run as written. You'll want to rewrite any of the classed NPCs, especially the spellcasters. As far as running the adventure itself, I'm using the written material as a skeleton and fleshing it out as the party gets further along. If you're running this from beginning to end as one massive crawl as opposed to a series of connected adventures, it definitely helps to read ahead so you're prepared for how the party might interact with the creatures in the dungeon. Case in point, the party I'm running has left a few bad guys kicking around who've made it into other regions of the dungeon. Those enemies could change the way the adventure plays out if they manage to find weapons or allies to use against the party. And, before I forget, you'll probably want to use the slowest level progression for this since you're players will likely reach level 20 long before they finish otherwise. The group I've got averages level 6 after nearly clearing three regions of the dungeon and they've got 12 regions to go.
If you want them, I could probably post some stat blocks for the NPCs I've used so far.
Amazing thread necro, also, wrong. Back cover explicitly states that it needs the PH, DMG and MM for Third Edition (not 3.5).