Adaptation of Demonweb Pits (Warning: Spoilers) [Archive] - Wizards Community

Post/Author/DateTimePost
Shadowdancer

01-10-08, 06:52 PM
I recently played part one of the RPGA adapted version of Expedition to the Demonweb Pits. Our group had a lot of fun, but upon receiving our ARs, we were all a little puzzled as to why the main focus of part one was tracking down some weapons we aren't going to able to use in the future parts of the adventure.

We gained access to the weapons, but the high cost (50,000+ gp for the bow, 100,000+ gp for the sword) prevents anyone in the group from buying them.

It seems counter-productive to spend all that time searching for items we apparently are going to need for the rest of the adventure, yet can't afford to buy.
Arvagor

01-10-08, 08:01 PM
The way my DM explained it to my group, he treated the adventure as one adventure that just happened to have three ARs. As such, he let us keep acquired items through to the "end" of the adventure...

I've not read the adaptation document, so I don't know whether that is suggested as the way to do things or not...

FWIW, similar things were done when I played Red Hand of Doom (different DM)...
dkay807

01-10-08, 08:51 PM
If you play the parts one after the other with no modules in between, you may treat them as one adventure and use the items throughout the adventure.
_metz_

01-10-08, 08:58 PM
If you play the parts one after the other with no modules in between, you may treat them as one adventure and use the items throughout the adventure.

Thats what the Adaption document says.
draxynnic

01-10-08, 10:17 PM
Aye. It's not just the big magic stuff, either - you should be tracking all the other stuff you received, ESPECIALLY any expendable healing sources you may collect.
TWG_Prometheus

01-11-08, 12:24 PM
Aye. It's not just the big magic stuff, either - you should be tracking all the other stuff you received, ESPECIALLY any expendable healing sources you may collect.

I'd have to check my Adaptation document to be sure, but I only remembered an exception being made for specific items to allow them to be carried between rounds of play. Unless I find wording to indicate otherwise, most items will be chumped for change at each AR receipt.

For the original poster's actual question, there should be a way for all LG parties to use specific items throughout the Adapated module. Some groups may not choose to meet the (actually very explicit) requirements in order to do so.
solbergb

01-11-08, 12:34 PM
As a side note, the items aren't actually needed to complete the adventure. A couple NPC's react differently if you have them but many adventuring parties won't really do any better using the items vs using their familiar equipment. They're expensive items but a lot of stuff is piled on that doesn't make them actually more effective in their normal role.
dkay807

01-11-08, 02:00 PM
As a side note, the items aren't actually needed to complete the adventure. A couple NPC's react differently if you have them but many adventuring parties won't really do any better using the items vs using their familiar equipment. They're expensive items but a lot of stuff is piled on that doesn't make them actually more effective in their normal role.

100% agree.
draxynnic

01-15-08, 12:07 AM
I dunno. Our party managed to make quite effective use out of them despite not having anyone with compatible builds (okay, one of them was compatible with one of our characters). They are fairly potent items, after all.

Certainly they'd be more useful if you actually had builds to back them up, but they're good enough that they're still worth considering using even if you don't.
solbergb

01-16-08, 02:46 PM
Well...spoilers on the items

We carried them and the middle one in the spoiler block was actually mildly useful in one encounter but to use it we had to cast enlarge person on a halfling :)


one is size large, is intended to hurt evil outsiders but can't penetrate dr/good, silver or cold iron and wasted an enchantment on something nearly all evil outsiders are immune to. Most parties are not going to find a use for this weapon.

One is a bow without a strength mod (powerful on a few targets, weak on everything else). This would be a good weapon for an archer with quickdraw, probably not worth the BDF switching to ranged combat vs his normal options most of the time.

the armor is ok, and actualy possible to buy by end of series even if it does have about a 5k extra "I'm just too cool" cost over the actual abilities. My character wore it for the social impact on drow more than for protection. I don't think her AC was ever really tested in the module and I didn't use any of the secondary abilities.
copperwyrmling

01-16-08, 03:40 PM
Spoilers on the items below. My experience was pretty similar to solbergb's.

We had our arcanist carrying the sword for whirling blade (as he could get the exotic weapon prof as a swift action with master's touch) but it never got used. My dervish did have an item that makes all his weapons good-aligned, so he could've used it effectively if he'd been enlarged, but it wasn't tempting enough to make the arcanes devote actions to Enlarge Person.

My dervish carried the bow for much of the mod to give him a ranged attack option, and fired it in one (pretty useless) full attack when we were allowing a controlled monster to do our fighting for us. For the last part we gave it to our arcane trickster, who used it quite well in the last encounter, killing two of the annoying mook demons before they got to act.

Our rogue wore the armor for the whole mod, but I don't remember him ever using its special abilities.
bitznarf

01-16-08, 06:23 PM
I actually only wore it for part 1, and I forgot it had the special abilities to be honest.
draxynnic

01-17-08, 04:46 AM
My party had the dwarven wizard wearing the armour for most of the mod. Didn't use any of the special abilities apart from that one.

The sword had a tendency to be weapon shifted into a Medium-sized greatsword for the greatsword-wielder to use. It may not be Holy, but when you don't have that on any of your weapons anyway it's the next best thing. And there's always align weapon if you want to be picky.

The bow went into the hands of a dwarven fighter who's preferred weapon is the dwarven waraxe - ie, NOT a dedicated archer. It still... well, is it really breaking the mod when the item was deliberately placed to help you in the mod?

The way that it lacks a mighty component is disappointing - the home-game version actually matches itself to the Strength of the user. If I'd done the conversion, I'd have added a thousand or so to the price and gave it that property up to a maximum.

Admittedly, the party I'm currently 2/3rds running through it hasn't used either, but they haven't gone into part 3 yet... :plotting: