City of the Spider Queen Module. [Archive] - Wizards Community

Post/Author/DateTimePost
Laveral

06-19-03, 09:45 PM
I am soon to start a new campaign. The group will start at 6th level, but I am looking into the future because I know it takes a while to prepare for big modlues. I need opinions of this module from DMs that are running it and that have run it. I haven't bought it yet so the opinions of this board maybe what I go on.

Thanks.
SirUrza

06-19-03, 10:55 PM
Well if they're not drow or not evil monsters, it'll be tough to run it with them. :)
Magister

06-20-03, 07:09 AM
Well, haven't run it for my group yet, but from reading through the adventure, they are in for a tough time :devil: :cloud9:
Darknight

06-20-03, 07:52 AM
Depends how you cater for your party's level but I had a 14th level party wiped out last night...

The Half dragon plus some minions :88E:

Your guys better be efficient
Acererak

06-20-03, 09:41 AM
I agree with everone else: a great adventure, but not an easy one. I'm running it for my group now - 5 characters of 13th to 14th level. They're barely into Szith Morcane, and the party was almost wiped out twice - once by a hasted/invisible Cahir, and the second by the Quth-Maren and drow sentries leading into Szith Morcane. Oh - and I haven't upped any EL's to better suit their level.

Definitely a tough adventure.

:devil:
Qevelias

06-20-03, 10:01 AM
I love this adventure because it is so challenging !!! I'wouldn't even think about starting it with characters below 10th lv. it's just to damn hard ( by the by , the module clearly states that it's been designed for 4 players who begin the adventure at 10th lv. - page 3- )
Donalbain of Deepingdale

06-20-03, 10:26 AM
On the old boards I read a tread about errata collection and upgrading NPCs (making them more realistic -> no str 10 + full plate etc.). Anyone knows where I can find these collected errat and upgraded NPCs?

thx
Acererak

06-20-03, 12:54 PM
Originally posted by Donalbain of Deepingdale
On the old boards I read a tread about errata collection and upgrading NPCs (making them more realistic -> no str 10 + full plate etc.). Anyone knows where I can find these collected errat and upgraded NPCs?

thx

Try here: http://archivedboards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic;f=152;t=004 901
Kikatan

06-21-03, 11:19 AM
I've been looking at the City of the Spider Queen adventure for about a week now. Like other's said in previous messages about this, it does look like it's going to be a hard quest to run. I've been going over the first section of the adventure trying to get everything ready for that area before I go on to the other sections. Why I'm writing this Email is to see what DM's who ran this quest before me, give me some pointers or experiences they had running this adventure. Is there anything you would done differantly? Thanks for any advice, I'll be looking at this daily for any updates.

Thanks,

Kikatan
Donalbain of Deepingdale

06-30-03, 10:40 AM
I do not agree with this one being a tough adventure.

My party is about to enter Szith Morcane. Until now, thing have been goin; very smoothly. Only two monsters caused any trouble (Cahir and the Roper). The problem is that my party is very cautious, they use a lot of divinations en try to do one encounter a day (in game). They even made a few items during the adventure. With good preperation (spelled up, the right items) they wack every encounter. And I don't see any problematic encounter in the near future (in SM).

So the problem I have is: how to make them hurry (in game, other then to let Randal Morn tell them to) and let them have less time for preperations?

the current party:
level 11 LN aasimar monk
level 9/1 LN golf elf diviner/sorcerer
level 3/3/2/2 CN wood elf rogue/barbarian/fighter/frenzied berseker
level 1/9 CG halfling rogue/cleric
Magister

06-30-03, 11:03 AM
So the problem I have is: how to make them hurry (in game, other then to let Randal Morn tell them to) and let them have less time for preperations?


Well, the Weave is being disrupted, so maybe Mystra could nudge them in the right direction. Else limit their rest options....they are in the Underdark after all, so a "random" encounter or 2 might help them move a bit faster :b:

Edit: Or u could make the Weave disruption start to interfere with their divination spells etc :behold:
Donalbain of Deepingdale

06-30-03, 11:16 AM
Originally posted by Magister
Well, the Weave is being disrupted, so maybe Mystra could nudge them in the right direction. Else limit their rest options....they are in the Underdark after all, so a "random" encounter or 2 might help them move a bit faster :b:


yeah, but they are still near the surface, this will be a good option when they are on their way to Maerimydra. (but I think they'll try to teleport :( ).

Edit: Or u could make the Weave disruption start to interfere with their divination spells etc :behold:

Good idea! I'll try that!