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| Azalin11-30-04, 12:06 PM | The following is what the players have done in the adventure City of the Spider Queen. I have not changed anything really, and we are running a mix of 3.0 and 3.5. We use all races and classes from 3.5 players handbook and splatbooks such as Complete Warrior and Divine. The only none Wizards books that we are using as of now are Monte Cook's The Complete Book of Eldritch Might and Hallowed Might. I'm still using the 3.0 monster and have just recently updated to Dungeon Master Guide 3.5 (the process of updating/grading is slow). Please feel free to add comments or ask questions. As always, if you have not already ran through the adventure or do not plan to run it yourself, do not spoil any surprises for yourself or your DM. City of the Spider Queen Having just finished the Banewarrens, the party will move to Forgotten Realms via a portal with the help of Jevicca Norr and will contact Randal Morn. The party is a few levels higher than the adventure suggest, but I don’t see any problems with it. My only thought is towards the end, will they get to 20th or higher. The players are: Rax-Lix- Ogre Fighter- (awaiting background) Has just recently defeated the Packlords of the Quaan and sealed the Banewarrens. Starting out at 13th Level. Vabrin- Human Wizard- Has been traveling the Planes, looking for his father, but has given up after so many years. Meet, Landok and a few other friends, and has been traveling with them for some time. Has just recently defeated the Packlords of the Quaan and sealed the Banewarrens. Starting out at 12th Level. Darthiak- Dark Elf (Drow) Rogue- From Menzoberrazan, Faerun, when hen was very young he was caught in a spell experiment that his brother was involved in and blasted across the planes to this land. He is now on the run from a former Thieves Guild. Has just recently defeated the Packlords of the Quaan and sealed the Banewarrens. Starting out at 12th Level. Landok- Human Cleric- Having known the others most of his life, he has enjoyed being able to go out into the world and help those he can. He is kind hearted, but if finds something he objects to, he usually reacts before thinking. He keeps as far away from most government and political organizations as possible. He's also an NPC I roleplay while the person who plays Vabrin runs him during combat. Has just recently defeated the Packlords of the Quaan and sealed the Banewarrens. Starting out at 12th Level. Session One (November 27, 2004) The party was greeted by Lord Randal Morn and were told about the sudden appearance of Drow attacks in the outlying farmlands. The party seemed interested in helping, but asked what type of payment would be made for this risk. Hearing the reward was only the sum of 5,000 in either gold or services, they were a bit let down by such a short amount, but Randal Morn explained that they were not very rich but were very much in need of help. The party decided they would help, and learned of everything they could. Lord Randal Morn explained to them all that he could of Faerunian history and about the Drow of this world. (Mainly to help with those players who know quite a bit about Forgotten Realms and not wanting to use out of game information) The party thanked Lord Morn and decided that with it still being daylight out, they would make their way toward the crypts and see what could be learned. Arriving at the crypts, the party explored the outside mausoleums, where they discovered the vampire, Chahir waiting inside invisibly for them. Lighting Bolts were let loose and the party charged inside to deal with what they soon learned to be a vampire. Darthiak moved inside first, slipping past Chahir attacking him from behind, to where he found that no matter where he stuck the creature, no blood rushing out like it should. Inside one of the stone coffins two misty forms came out and tried to attack Darthiak mockingly, but mighty Rax-lik laid them to waste with a single swipe of his flaming great sword. Landok cast Invisibility Purge, to which Chahir answered by hitting Darthiak and critting him and dealing 4 level drains. Snarling in anger Rax-lik swung his sword and with a spell from Vabrin, the vampire fell. They quickly gathered up the items they could find on the fallen bodies and found more wealth inside the stone coffin that Chahir was on. Coming to the doors, Darthiak found the doors chained shut. Rax-lik tired his strength at breaking them, but with a calm motion, Landok was able to snap the link like twigs. Inside they party quickly saw the bodies of Drow lying dead on the ground, just a few feet inside. They examined the bodies and found tiny hand crossbow bolts sticking into them, but realized that the fatal wounds hand come from some type of blunt weapon. Seeing the black tabard emblazoned with silvery spiderweb insignia prompted Darthiak to take one. “For a disguise maybe.” was his reply when he got a look from his companions. Moving on, the party explored branching vaults of the crypt, finding nothing until they came to one that once they entered, two Celestial Dire Lions appeared and attacked. Vabrin cast his own Lighting spell, but it had little effect on the creatures. With Darthiak and Rax-lik working together, the creatures fell easily enough. The party explored this guarded room and found more gems and some minor magic items, and continued on. The next area, the party found a room with a statue of woman, that began speaking a language they could not understand. Landok tried to cast Comprehend Language to understand it, but all he was able to get was the last word of “Leave”. Ignoring the warning, the party moved in, when the Ghost of Lady Quallem came out of the statue and tried to scare them off, but Rax-lik responded with a swing from his sword and put the spirit to rest in one hit. Moving farther inside, the party continued to open the stone coffins and loot the items inside, seeing as the dead have not use for worldly possessions. Open opening and taking ring and a golden pectoral, a voice once again spoke that none but Landok could understand, telling them that in “Seven Days They Would Be Devoured By Demons!” The party laughed it off and continued on. They came to a set of stairs that ran down some 30 feet, and entered into natural caverns with graves hallowed into the walls. The party continued on, entering a larger cavern and saw another statue, this one of some strange insect. Landok recognized it to be a representation of the deity Jergal, guardian of tombs. Being a bit leery of it, the party moved on, to where the cavern narrowed a bit, and were Darthiak found not only a part of the cavern wall was an illusion but a Roper that was trying to hide alongside the wall. The creature proved to be nothing but a distraction, and was soon lying on the ground bleeding to death. Focusing on the fake wall, the party touched it, and found that it opened into a larger cavern, and two Bebilith’s waiting for them. One charged forward, hitting Vabrin, while the other moved up quickly behind. Darthiak, moving quickly was able to roll past one and came up behind sneak attacked it, nearly killing it one hit. It was then that Rax-lik stepped forward and was again able to cleave through the two creatures in one hit. The party continued on inside this nest, and again found another fake wall. This time when they revealed what was beyond, they found a female Drow sitting at the far end, crying. Both Darthiak and Rax-lik approached her and asked what was wrong. It was at this time that Vabrin saw a large spider trying to scurry overhead along the ceiling. Not trusting the creature Vabrin blasted it with a few Magic Missiles, to which it responded by throwing a web and blocking the way the way they had entered. Back with Darthiak and Rax-lik, the Drow female refused to respond, waiting for them to get closer. Darthiak, getting fed up with the woman, moved and lifted her up by the arm to which she responded by trying to bite him. Rax-lik smacked her, and Darthiak sapped her up behind the head, knocking her out. Falling to the ground the saw the Drow female transform into some strange monstrous spider creature. Hearing spells being cast behind them, Rax-lik saw Vabrin fighting the large Spider and rushed over to deal with it. With his huge weapon, Rax-lik was able to slash the creature in two with a crit. and rain gore down on Vabrin. We stopped here since I was getting tired and it was starting to hurt to speak. Things of Note: Rax-lik is very powerful. Able to deal over 100 points of damage with a full attack I think. I don’t know how this is going to affect the adventure I just hope it doesn’t make it too easy. I don’t think I should have given the group so much time after the Banewarrens to make magic items. Almost all of them now have +6 Stat gear, which is enabling some of them to reach stats as high as 33. Darthiak’s player was not here, so Rax-lik had to run him, while Vabrin continues to play Landok. |
| Jefuri no Oni11-30-04, 01:48 PM | Rax-lik is very powerful. Able to deal over 100 points of damage with a full attack I think. I don’t know how this is going to affect the adventure I just hope it doesn’t make it too easy. I don’t think I should have given the group so much time after the Banewarrens to make magic items. Almost all of them now have +6 Stat gear, which is enabling some of them to reach stats as high as 33. Welcome to high level D&D. That Ogre does seem a bit powerful your right I would watch him closely from now on. At level 12 and beyond rediculous stats like that are perfectly normal I wouldn't worry about their magic items too much. Bear in mind you are starting at a higher level than you are supposed to so there will be a bit of easy going at first. I will be running this adventure soon so it was fun for me to read your campaign log. Good luck with the game. |
| ClobberinTime11-30-04, 03:01 PM | Its definitely going to be too easy on them unless you beef it up some. a +6 item costs around 36,000 gp and if a 13th level char has one he won't have many. One quick question- did you remember the 50% miss chance on the ghost for incorporability?? So to make things playable you are going to have to either add minions or increase the levels of almost every encounter. the easiest way to do this is to add +2 cr to each of the drow which just adds +2 to 4 in ac, and 4 con points and adds 2 to the saves for all spells cast by them, This way you can just figure things out on the fly. Add +2 to their inits too. Remember that those sleep arrows can be a big pain to players, make them make fort save after save and concentrate on the spellcasters. Let the drow use ther darkness ability alot, if your players don't have blindfighting it will hurt them. If you want also let them use deeper darkness for full concealment. Throw some surprises at them in case one of them owns the module. that ogres will save can't be higher than like +5 or so, charm him and send him against his mates... |
| Azalin12-01-04, 12:41 PM | This is the first time I have ran an adventure above 10th level, so there are a lot of things I don't know about yet in that realm. I did remember the 50% miss chance against the ghost. He did fail on the first two hits, but got the last one, which was enough. As for the gear; the wizard made it all for them, since I decided to let them have a bit of down time, though like I said I think I gave them too much time. I guess I should have only given them a month to make some items. Leave and learn. I'm going to keep the adventure the way it is for now, if I see things are not changing and they are just clearing out things too easy, then I'll make adjustments. I don't want to jump the gun just because of the first session. Also if I up the CR, then that means more XP, and faster leveling for the party if they defeat them. Thanks for the ideas though. Our next session should be this up coming Saturday. |
| ClobberinTime12-02-04, 02:35 PM | One of the things you might want to think about doing is a last stand at the alamo kind of thing for the drow. You also might want to wait until later to spring it on them. If the drow just sit there in their own individual rooms and wait for the PCs to come and kill them the module is pretty easy. If you have them gather together in one place once they realize the pcs are there you have one really bad ass encounter. The natural places to do this are in the temple of lolth at the bottom of szith morcane and in castle Maerdrymira. If your players tend towards not being careful which they probably will be if they are tanking monster after monster and you wait until castle maerdrymira it could really take them by surprise and injure or kill alot of them. I'm not saying this to get you into a DM versus the players thing, it will just be good for them to be more careful. I also cannot stress enough those sleep arrows can be a huge pain. every encounter the mages should get a bunch thrown at them. Also if they figure out they can windwalk through the whole journey then let them, they will have that much of a harder time in Maerdrymira then. |
| ZebtheDM12-06-04, 08:57 PM | How was the Lvl drain dealt with? |
| schulerta12-08-04, 02:57 PM | Coming to the doors, Darthiak found the doors chained shut. Rax-lik tired his strength at breaking them, but with a calm motion, Landok was able to snap the link like twigs. How did he snap the chains, or even know they were there? They are on the opposite side of the door from the characters. This one door caused my party quite a delay. They couldn't bash open the door (the strongest member has a 14 Strength). They chiseled at the door between the handles long enough to create a narrow slit to see through. They then discovered the chain and padlock on the opposite side. The party Arcane Trickster tried to use Ranged Legerdemain to pick the lock but needed a 20 and rolled low. After much discussion the Spellsword decided to channel Shrink Object into a Rapier, stick it through the gap and channel the spell onto the chain making the links 1/16th of their original diamater. They then broke the door open. I don't think the players have ever had as much fun overcoming a problem in all their years of playing. Troy |
| Azalin12-09-04, 07:08 PM | The level drain was healed by the cleric who concentrates on nothing but healing and restorative spells and some buffs. The chains were easy to break since the fighter has a strenght of 33, but rolled low, and the cleric was using Righteous Might and rolled a 20 for the Break DC. I didn't see the chains as that hard to get to, so long as one of the characters tried to pull on them hard enough, they would break. If they had not been able to break them, then I'm sure they would have come up with some creative way to get inside. |
| Mumm-Ra12-10-04, 06:49 PM | You should beef up the enemies. Give them elite stats: 28 point-buy on top of the normal stats, which will increase CR by 1. NPcs with classes don't get that, since they are already assumed to have elite stats. But the bebiliths should definitely have that. give more hps to the monsters. don't use status quo if the party ismore powerful. I use 3 for d4, 4 for d6, 5 for d8, 7 for d10, and 8 for d12. Boost odd stats by 1 to make them even as well. consider giving feats such as improved toughness and items such as potions of shield (+4 AC). Re-organise magic items: use treasure per encounter level (if monsters) or wealth by level (for NPCs) and re-assign magic items. Use many items with smaller bonuses instead of one item with a big bonus. For example, a monster with 26650gp should have a ring of prot +1, amulet of nat Ac +2, a full platemail +3 and a cloak of resistance +2 with a grand or so spare(+14 AC, +2 to saves) instead of a full platemail +5 (26650 gp and +13 AC). Leave characteristic equipment with major NPcs though, like Irae's gear. |