Expedition to the Demonweb Pits [Archive] - Wizards Community

Post/Author/DateTimePost
sages

07-03-07, 06:28 PM
What do you think about this adventure? Is it any good?
Zanan

07-04-07, 04:04 AM
It is very Greyhawkian and uses some weirder stuff (drow barbarians), though you get more up-to-date info on Sigil, tree-travelling (Ygddrassil (sp?)) and the like.

I still wonder in what language those Envoys of Lolth speak with the drow. Common, Abyssal or just Drow Sign Language. :D
XHereticX

07-04-07, 11:30 AM
Still, it is perfectly adaptable to use with the FR. Just because Lolth no longer dwells in the Abyss dosen't mean she no longer has exensive dealings with the demons.

It definatly seems more Planescapish than Greyhawkian.
Paix

07-04-07, 02:00 PM
I was able to take a look at it from a friend and I cannot therefore offer a thorough opinion but will include some first impressions here.

It is worth considering how close your campaign follows the Forgotten Realms as Loth is in her own plane, FR cosmology is changed, drow barbarians are not as fitting and a few other lesser differentiations that may need adaptations.

For such a large adventure, a significant part of it (Yggdrasil, Beastlands and Sigil) is underused. If you follow the solely the adventure description without any assistance from the manual of the planes or older Planescape material, the enormity and wonder of the planes will likely not be imparted to the players. Depending on how you wish to run a campaign spanning multiple planes of existence, you may have to do some work to flesh these locations out.

Loth's Realm is more thoroughly presented, the only thing that felt odd is the relative ease with which the players can cause the demon lords to turn on each other. Chaotic they may be but these are immortal creatures of great intelligence and I believe that some more depth is needed to be added to their motivations, machinations and likely actions.

I enjoyed the new monsters and use of Rule of Three.

I think it may be well worth it as an adventure but depending on the requirements and style of your campaign it may need varying levels of extra work by the dungeon master, in order to achieve its potential.

One thing that came to my mind reading the end and thinking how I can justify a god tolerating the mingling of mortals within her realm to such an extend, was that Loth did not care about the pact presented there. Instead she was only interested in having the physical presence of the lords (or their aspects) within her realm in order to somehow siphon part of their essence for her advanacement (as described in the novels). The mingling of the party was actualy a desirable event, both in promoting chaos (thus consistent with her ethos) and preventing them from noticing what she was doing.

I hope the above helps.
ClobberinTime

07-04-07, 04:01 PM
Since I don't own alot of planescape stuff, I mainly saw this as an update to 3.5 of some of the planar realms. Specifically I wanted the info on Grazzt's home plane to mix in with For Duty and Deity.

I would probably use each set of encounters as is, but tied together in my own plot.
sages

07-04-07, 04:54 PM
Thanks for the replays.
Outlaw68

07-05-07, 11:51 PM
Most of this adventure wont work in the standard realms cosmology (the Beastlands etc).. so to make the adventure run smoothy alot of work needs to be done by the DM (in my opinion anyways) - i do think it is a good source of info that can be ported into the realms (the most obvious being the info on the Demonweb Pits.....