After I finished reading through the dangerous undead adventures of Region N, I saw how few pages remained in the World’s Largest Dungeon and knew the end was near. Rather than wait a week between chapters, I decided to race through the adventure the next night.
I get the feeling that the authors of this Region had the same idea. There are few glaring errors in this chapter, along with a conspicuous lack of adventure. Instead of a climax, this Region is more of an epilogue, with the adventurers fighting to get past the last obstacles to the official exit of the Dungeon.
This isn’t about Saving the World; it’s about Going Home.
Of course, the Dungeon was never designed with an exit in mind – otherwise it wouldn’t have been much of a Dungeon – but Region O is the best and most obvious of the possible exits. Region O is the last Region in Earthquake Alley: that series of four Regions on the right of map that became part of the Dungeon after the series of earthquakes: Region D, with the devil cube and the mining xill; Region H with the treant and the elven garrison; and Region L with the underground lake.
Region O (sometimes named Region P in the introductory text – an error that must date back to the draft when the double-sized Region N was divided in two) is a series of frozen caves. Here, the adventurers find a variety of cold-dwelling creatures, from purple worms to frost worms, to giant winter wolves to cryohydrae (frost-breathing multi-headed dragons in the style of Greek myth) to one more dinosaur (grand total of two in the Dungeon!) to a tribe of frost giants.
The frost giants are the principal villains of the piece. Called the “Red Ice” tribe (very cool, by the way), the tribe has taken up residence in the caverns and hopes to control the exit to the surface world. As creatures make their way through the caverns, the leader of the tribe poses as the guardian of the exit and demands both tribute and oaths of fealty in exchange for safe passage. Anything tough enough to make it that far to the end of the Dungeon probably isn’t in the mood to bargain for freedom, so the frost giants’ plan hasn’t been terribly successful.
There is an official guardian of the exit, but the frost giants have him captured. The official guardian is a Titan, brother to the dead Titan who guards the entrance to the Dungeon. Through magic, and the sacrifice of the leader’s brother, the Red Ice tribe have captured and imprisoned the living Titan. While saving the Titan is by no means necessary for the proper conclusion of the adventure, getting past the frost giant leader is, and the fight would go much easier with some assistance.
There’s not a lot of room for exploration, diplomacy or stealth in this Region. The adventurers have to fight past the guards, and there are lots of guards. There are plenty of reinforcements to go around as well, such that any early skirmish can quickly escalate if it goes on too long. On the other hand, if that does happen, it means that it’s clear sailing through the next few rooms.
Why am I not more excited about this Region?
I think I’ve become desensitized to big powerful monsters after reading through the preceding sections of the Dungeon, because, for all the stats in the stat blocks, having frost giants as the villains didn’t impress me. On the one hand, they’re giants, so that should be cool, but, on the other, they’re just big humans and don’t really measure up on the scale of terror and menace as, say, a kraken or a nightcrawler or cube of devils.
The only really interesting threat is the brother of the Red Ice tribe’s leader. The brother sustains the Titan’s prison as a kind of ghost, and offers his aid in battle while his corpse provides fuel for some gruesome and barbaric religious rites. The adventurers will have to contend with both the body and spirit of this brother, yet there are no stat blocks offered for this crucial character!
I noticed that there were some stat blocks missing from a group of ice mephits. I only noticed because the scaling advice for decreasing the challenge of an encounter involved removing the “fiend” template from the mephits. That’s hard to do without the stat block.
On a final note, I was surprised that there were no final words of advice for the GM on the subject of integrating the characters back into the game world, and for what could happen to the Dungeon now that it has been successfully traversed. So much effort was made at the beginning of the volume to provide justifications for the adventurers finding their way in to the Dungeon that there ought to have been at least a table of random consequences. Perhaps the celestials who crafted the Dungeon had a message for the adventurers (for good or ill), or they take on the task of hunting down escaped denizens, or they decide to send a group of novice adventurers to the entrance, just for kicks.
There is a short blurb at the end of the Region promising a product called the World’s Largest City in 2005, but I don’t believe that product will see the light of day. On the face of it, the idea of a World’s Largest City has less of a hook than a World’s Largest Dungeon that promises to include one of every type of monster. How complete could the World’s Largest City actually be, and exactly what would make the city stand out?
Still, after seeing what AEG has done with the World’s Largest Dungeon, I wouldn’t put any challenge past them.
I will say this, though: I’m very much looking forward to the Warlords of the Accordlands four-volume RPG set. There’s a gamemaster guide, a world atlas, a monster guide and a linked series of adventures. The set would certainly count as the World’s Largest Campaign in my books.