City of the Spiderqueen - Total Recap!

Post/Author/DateTimePost
#1

Caligula

Dec 25, 2007 3:08:30
As my Red Hand of Doom campaign draws to an end, I spend more and more time planning my next mega-module: The City of the Spiderqueen.

My players must yet again face an overwhelmingly powerful enemy in the Drow. As RHoD draws to a close the characters are around 10th level. Perfect for CotSQ. Quite some time ago, RHoD has taken us more than 18 months to complete, I decided that CotSQ would be the perfect sequel.

I will use this thread to describe our adventures as they progress. But first I will share with you some of my key decisions regarding this module. As my planning and plotting develops, I will continue posting information here.

For now, the only thing I have decided is that I will allow 4 PCs of 10th level to participate. Exactly according to the modules instructions. I will not count ECL for races, since that would exclude some key PCs. I will use Randal Morn as the character hook. This is the modules recommendation, and also fits me perfectly as some of the PCs have already befriended him in "The Vault of Larin Karr". I put VoLK in Battledale you see.

My players will have enough "downtime" to refit and resupply. Either in Brindol or perhaps Dagger Falls.

I am now a prisoner (holiday) on a small island just outisde the African West coast. I feel like Count Montecristo, or perhaps Napoleon, as the English locked him up far away from his home. I hope my visit here will give me inspiration for one of the toughest and most difficult challenges ever.
Welcome to the

CITY OF THE SPIDERQUEEN - TOTAL RECAP!

Caligula

PS Oh, and yes, Merry Christmas to all!!!
#2

bowensilverclaw1986

Dec 25, 2007 12:25:26
This should be a great recap if it's anything like your RHoD recap, Caligula.

That being said, I'm looking forward to the end of that campaign and to finding out if Tiamat has any last tricks up her sleeve for your PC's :P
I'm also curious to find out which PC's will venture into the Underdark for the CotSQ module.
I'm looking forward to reading more of your evil plottings here.

Greetings and happy holidays,
Bowen
#3

ennui_deblase

Dec 27, 2007 12:57:21
Grats Caligula,

I myself finished RHoD a few months ago and have been leading up to CotSQ, hopefully starting just a bit after the new year. The 3.5 revisions are pretty heavy and I've been taking quite a few liberties introducing some more...interesting...builds into the provided. I found that re-reading War of the Spider Queen reminded me how god-awful nasty those creatures could be. Many of their tendencies, faults, and also unexpected strengths. *shrug* This will be my 2nd run through the module, the first having ended in a very messy TPK. Good luck, I'll be looking forward to it.
#4

stone_thecrows

Dec 27, 2007 14:57:42
Spiderqueen was my first adventure as a DM...yes that was stupid but hey I learned loads and hope to return to it in the future sometime to perhaps even finish it!
I look forward to your Party's escapades!
#5

Caligula

Dec 28, 2007 10:26:32
It sure is a marvellous adventure and a must for serious D&D players out there!

As soon as I get back to Sweden on the 6th of January I will list which books I will be using to plan my CotSQ campaign. These books will set the cornerstone.

The players are also involved in discussions over which characters to use. Here are some of the latest speculations:

My cousin ("Anor" here at the boards) will chose between Nebrendil (Wizard/Incantatrix), Rendawyth (Paladin/?), and Ilzzt (Drow Fighter/Rogue/?).

Mats is not sure whether he has the time to participate, but if he does I'm sure Morbald the wizard is his first choice. Farkor is to buzy with his revolution in Brindol...

Stefan will be abroad for several months, but if he returns in time perhaps Wu-Fei the monk, or Elric the sorcerer would be preferred.

Michael will probably continue playing The Inquisitor (Cleric/?) from RHoD. Or perhaps revive Clifford the archer (Ranger/Cragtop Archer).

Marcus will probably continue playing his [b]
#6

darthricker

Jan 03, 2008 10:42:49
I'm getting ready to start this also. We just finished Expedition to the Demonweb Pits and I'm planning to follow that up with CotSQ. The trouble the players caused in the Demonweb is the reason for Lolth's silence.
#7

Caligula

Jan 04, 2008 2:05:14
I'm getting ready to start this also. We just finished Expedition to the Demonweb Pits and I'm planning to follow that up with CotSQ. The trouble the players caused in the Demonweb is the reason for Lolth's silence.

Darthricker, excellent connection and a great idea to Lolth's silence. Unfortunately I won't be able to use your same plot as we already used RHoD as the prequel. Otherwise I would have borrowed your idea.

I have good news for the CotSQ campaign. A 4th player has joined the group, and together with the other 3 we are now a full group. I also had 2 other players asking if they could join part-time only because of limited time. I have told them that they may play NPCs as the adventure goes along. That will be interesting to see how it fares.

I will soon list which books I use to plan and execute the campaign, so don't stray away too far! ;)
#8

sunai_retsinis

Jan 06, 2008 9:26:15
Hi all,

Just signing up for a next recap thread. I have no knowledge of this adventure, so I will look forward to it as the story unfolds.

Best of wishes to all for 2008. May it be a DanDific year!

Sunai
#9

Caligula

Jan 16, 2008 15:52:42
My plans for the "City of the Spiderqueen" campaign is on track. Beside the core rules, these are the books I use to plan it:

Forgotten Realms Campaign Setting (FRCS)
Monster Compendium: Monsters of Faerun
Underdark
Drow of the Underdark
Races of Stone
Spell Compendium
Magic Item Compendium

I feel that any serious campaign using this great module need more than the usual core books to add flavor and really fulfill the potential. My players will use plenty of the books available to create powerful Player Charatcers.

I am also pleased to inform you that 5 players have now requested to be part of the "City of the Spiderqueen" campaign. 4 of them have played in my "Red Hand of Doom" campaign as well. They are experienced and highly motivated players that will give it their all to defeat the Drow.

As usual, I will do my best to give them a really hard time.

In just a couple of weeks time, I will start this my next epic campaign. It will be another long haul for my players. I hope they can be just as cool and collected as they step down into the thick impenetrable darkness below...
#10

trellian

Jan 17, 2008 1:38:12
I played through CotSQ several years ago, and it didn't really appeal to me or the players. But I have evolved as a DM since then, and think I would've gotten more out of it now. We played the campaign as standalone, which could have contributed to the matter. I'm not too fond of mega-crawls either, but my players love drows, so I thought I'd give it a try. I think we played it through during the course of the summer holidays.

Feel free to ask for any advice Caligula, I'll try to remember how things went.

One thing I'll recommend is cutting out random encounters. There just isn't any point to them. I mean, if you get a random encounter one day, with an EL of... let's say.. 10.. and your characters are 10th level.. there really isn't any danger of any of them dying. It doesn't add to the plot or storyline, it just takes time!
#11

kala2000

Jan 17, 2008 3:41:14
Remember to add a lot of plot elements and subtle hints and plot items along the way as the adventure can very quickly turn into a hackfest where they simply wade through a lot of dying monsters for several sessions and then forget what they were supposed to do. Well not literally forget but it starts to seem to the players that they are just killing people with no purpose.
This adventure would make such an awesome module for NWN or NWN2 I wonder why nobody has taken up the task?
#12

Caligula

Jan 17, 2008 13:39:57
I played through CotSQ several years ago, and it didn't really appeal to me or the players. But I have evolved as a DM since then, and think I would've gotten more out of it now. We played the campaign as standalone, which could have contributed to the matter. I'm not too fond of mega-crawls either, but my players love drows, so I thought I'd give it a try. I think we played it through during the course of the summer holidays.

Feel free to ask for any advice Caligula, I'll try to remember how things went.

One thing I'll recommend is cutting out random encounters. There just isn't any point to them. I mean, if you get a random encounter one day, with an EL of... let's say.. 10.. and your characters are 10th level.. there really isn't any danger of any of them dying. It doesn't add to the plot or storyline, it just takes time!

Thanks for the offer Trellian, I do appreciate it.

Encounters can have other implications than killing PCs. They also drain the PCs of resources, and just like you pointed out, time. CotSQ is, as you might recall, a race against the clock just as much as it is a challenge in other aspects.

I will, however, try and make the encounters interesting and exciting and not just a "hack'n slash" party.
#13

Caligula

Jan 20, 2008 10:34:56
Remember to add a lot of plot elements and subtle hints and plot items along the way as the adventure can very quickly turn into a hackfest where they simply wade through a lot of dying monsters for several sessions and then forget what they were supposed to do. Well not literally forget but it starts to seem to the players that they are just killing people with no purpose.
This adventure would make such an awesome module for NWN or NWN2 I wonder why nobody has taken up the task?

Kala2000, you are spot on! It is important that the players reveal more and more of the sinister plot deep below the surface as they progress through the chapters.
I will portion out bits and pieces of information appropriately as they go deeper and deeper into the darkness of the Underdark.

Will it be to late to stop the flow of events as they discover the full truth? Only time will tell as 4 brave heroes from The Dales gather to take on the Drow...
#14

Caligula

Jan 29, 2008 8:06:02
I will try a new initiative for this campaign. My campaigns are long and tiresome. A lot is demanded of the players. They need to at least once every two weeks participate in a campaign that might run over a year. Considering my players have families, wives, secret lovers, companies, job careers, and a whole lot of other things to consider, it's not that easy. So I have offered 2 of my players to join in the campaign as "part timers".

Instead of taking the roles of the adventurers (the PCs), they will shift between different NPCs that the adventurers meet under way in the adventure. This may be either "good guys" or "bad guys". So my core players will never really know whether they can trust these 2 players on the other side of the gaming table.

Yes, that is correct, these 2 players will actually sit on my side of the table!

Here are some of the guidelines I will use for my "Part-Time Player Inititaive":

(Part-Time Players will be abbreviated as: "PTPs")

  • I will set some absolute boundaries for how the PTPs use each NPC. Otherwise they are free to use all of their wits and desires.
  • The PTPs will always need to consider the NPCs alignment, class, and race when playing the NPC.
  • The core players actions may at times influence the NPCs actions by using Diplomacy, Intimidate, etc. The PTPs will be instructed during sessions when need be to change their behavior.
  • The PTPs will be sent an email with the NPC and its characteristics well described before each session so they can prepare and plan appropriately.


I hope that this initiative can offer great fun and dynamics even for these 2 players who can only join us sporadically during the "City of the Spiderqueen" campaign. I look forward to see how my players react when they come up against Mats (who used to play Morbald, Farkor, and Erythion) and Henry (who used to play Xaddax the Ninja).

It is great fun planning this campaign, and I relish the prospect of sending my lambs in to the slaughter...
#15

kardock

Jan 29, 2008 14:56:37
hey C-man, this looks like it will be a very cool way to play this campain.

i can't wait for the first recap.

damn i'm drooling again, on my brand new keybo...

*crakle*
#16

Caligula

Feb 01, 2008 11:37:46
Yeah, right on Kardock! This campaign will be harder, tougher, and more brutal than the last one. Now you can take that to the bank my Canadian friend.
#17

kardock

Feb 04, 2008 8:18:55
hey C-man, i've enjoyed your RHoD recap, your story-telling skills are outstanding ( i would say around 35-38 for sure :D ) and i can't wait for this recap to start.

to be honest, i'm very jealous, i'm having big problems having good players, so i'm a DM without a game these days!

but i'm still looking and someday i will have my group of players! ;)

thanks C, take care man!
#18

Caligula

Feb 07, 2008 3:57:30
Peace and prosperity

The Heroes of the Valley were spending time in Brindol, investing in their lands and property. They were identifying their newly found magic equipment and trying to cash in on some of the treasure they had acquired during their war against the Red Hand of Doom (see my other thread "Red Hand of Doom - Total Recap!"). Peace and prosperity had returned to the valley. The farmers were rebuilding their farms and orchards. The timbermen were working the forests, and the rivers and roads were yet again travelled by merchants and bards. Many told stories of the heroes from the north - the Heroes of the Valley - who bravely stood against overwhelming forces.

A stranger arrives

One day, just before sunset, the guard at the gates yelled "Incoming, one man on horse, fast, very fast!" The archers on post nocked arrows on their fine bows. There could still be remnants left from the dispersing Red Hand of Doom army. Most of them desperate, some still filled with vengeance and hatred. The officer on duty came running to the gate. He used a special device given to him by Nebrendil the Wizard to enhance his long-range vision. "A human. He looks fatigued. He wears an insignia on his tunique, but not one of the Southern lands of Faerun." The officer looked bothered, worried. "Whoever he is he must have travelled from lands far away." As if trusting his most inner sense the young captain yelled: "Archers, stand down." The archers obeyed in the wink of an eye. "We do not fire on humans in Brindol, city of liberty."

The Heroes gather yet again

The Heroes of the Valley were called and arrived at midnight in Lord Jaarmath's council room. The Lord's servants poured them all rosed water and served fresh fruit from the orchards surrounding the city. Usually all guests visiting Lord Jaarmath had to leave their weapons, but no one dared to tell Sir Rendawyth of Vraath Keep to abandon his Holy Avenger. The holy weapon that defeated Azarr Khul.

The Heroes were somewhat surprised to see Lord Jaarmath concerned again. For the last couple of weeks he had been joyful, tending to his people. Now, his sincer looks were back. "My dear friends, let me introduce Nilas Arhone to you. This young officer serves a person that some of you know. Lord Randal Morn of the Dalelands in the North. He has come to ask you of your help."

Sir Rendawyth looked at the young officer. His iceblue eyes looked tired, but still resilient. "Lord Randal Morn sent me with the greatest urgence. We have had several farms, even villages burnt and razed. The women have been raped, the children slaughtered, and the men tortured and murdered. We are in great pain, and the raids seem to increase in strength. We need you, and we need you to travel in haste to our lands. Please, I beg you, will you aid us in our great time of need?"

The Heroes were stunned. Waves of attacks? Raids? Murder, ****, and massacres? In the Dales??? Who could be behind this?

Nebrendil the Wizard's eyes turned even redder and the faint smell of sulfur in the backgroud intensified. When he spoke, it was with the metallic sound of an outsider filled with anger. "Nilas Arhone, your long and strenuous journey to come to us will not be in vain. We will immediately set off to aid our comrade Lord Randal Morn and we will not rest before we have defeated your enemies."

The officer from the Dales sighed with relief.

"But let me also ask you a question, young Arhone." Nebrendil's eyebrows crept together. "Who would dare attack you like this in full scale?"

Arhone swallowed heavily.

"The Drow, Sire. It is the Drow!"
#19

eamon

Feb 07, 2008 6:44:25
And so the tale begins...

I already hear the music fading to a deep rumble...
#20

Caligula

Feb 10, 2008 8:33:15
The Grand Premiere of "City of the Spiderqueen" will be Thursday 21st of February.

I will roll out the red carpet and Hollywood superstars will arrive of course. Vin Diesel who is a D&D fan will inaugurate our proceedings.

The group will consist of 4 players. Christer ("Anor" here at the forums), Mikael ("Graazt"), Marcus, and Stefan. Mikael has decided to continue play The Inquisitor, Marcus will play [b]
#21

kardock

Feb 25, 2008 8:02:43
this is not fair! i can't wait for the week-end to end to get at work and read the recap!

and what do i see? NO RECAP! CRAP!

my week-end is wasted!

:D
#22

irock81892

Feb 25, 2008 15:11:47
Hello everybody!

I just finished reading through the Red Hand of Doom Recap thread (and a great read it was) and I can't wait for the City of the SpiderQueen adventure to begin in earnest. Good luck to your players, Caligula, they're going to need it!
#23

sick_boy

Mar 01, 2008 8:33:54
Sounds interesting. I tried DMing CotSQ, but the group never got past the first part of the adventure. Hope it goes well for your players, and I'll be following this recap too.
#24

Caligula

Mar 02, 2008 14:34:56
3 days to take-off...

#25

Caligula

Mar 04, 2008 3:46:27
2 days to take-off!!!

#26

Anor

Mar 05, 2008 2:39:54
The spellbooks are dusted, spells prepared, wands and staffs polished - let the drows burn in hell!
#27

Caligula

Mar 05, 2008 14:31:45
The spellbooks are dusted, spells prepared, wands and staffs polished - let the drows burn in hell!

I will tell them you said hi!

I'm sure they will send you their "reply" before long...

Oh, and yes, only 21 hours to take-off!
#28

Caligula

Mar 07, 2008 12:33:01
The players' preparations for "City of the Spider Queen" were more meticulous than perhaps ever before. With their newly riches they were in search of powerful magic items. I told them that most of the <3.000 gp worth items could be found in Waterdeep, where we usually have our downtime. But the purchase of items >3.000 gp needed to be roleplayed.

The players used their skills and connections to the max. [b]
#29

Caligula

Mar 11, 2008 16:42:59
Session 1 – Lord Randal Morn of Daggerdale

It had been a long time since Nebrendil the Wizard and his friends saw Randal Morn last time. They had met him briefly in Battledale, as they were on a quest to find the secret vault of a legendary Drow treasure-hunter by the name of Larin Karr. But destiny had made the heroes depart south to face up to the hordes of Tiamat. The heroes had remained south for a very long time.

Randal Morn had heard of their heroics and was impressed. But he cut his pleasantries short as he had grave news indeed. The Drow had risen from the Underdark for the first time in hundreds of years. They had already sent 2 waves of brutal attackers, and that was only in the last seven days.

Randal Morn didn’t have much information to go on. Witnesses had told of the Drow. But the witnesses were few, as most of the villagers had faced brutal death. Randal Morn told the old stories about the Dordrien Crypts. How they were dug out centuries ago into the mountains, so deep that they allegedly even connected with the Underdark. Perhaps this was where the Drow exited into Daggerdale?

The Drow had struck from nowhere and had been exceptionally brutal. The men were slaughtered, the children butchered, and the women raped and mutilated before being killed as well. Just a few humans survived. But the Drow didn’t take anything of value, as there was nothing to take from poor peasants. Neither did they leave any messages, signs, or the slightest indication of why they did as they did. Nebrendil was worried by this. He knew that the servants of Lolth (Knowledge Religion check 40) usually didn’t act in this way. And usually they would make sure that the humans knew that it was in Lolth’s favor any crimes had been committed. Nebrendil remembered something he had read about another Drow God. A lesser God, not so well-known in Faerun. Kiaransalee. The Lady of the Dead. The Revenancer. The Vengeful Banshee. The White Banshee. Nebrendil remembered that this Demi God with many names, was a God of secret and of vengeance. She was cruel, twisted, and consumed by thoughts beyond the boarders of madness and evil. Her followers would perhaps be more inclined to commit these foul acts that had struck against Daggerdale? But there just was no proof.

The players also rolled for Knowledge History 24, Underdark 12, and Arcana 32. Nebrendil informed his friends that the Faerzress of the Underdark could disturb their magic. Especially Divination and Transmutation magic. However, a powerful Spellcraft check could overcome the Faerzress.

The players also learned that Randal Morn had assured that the Temple of Tyr in Dagger Falls would support them with 5.000 gp worth of healing. Those were limited to spellcasting services though, so no scrolls or potions could be supplied.

The players tried to accumulate as much info as possible, and even started building their own theories about what was going on here. Someone mentioned the fact that perhaps orcs or goblins tried to blame the Drow with their evil acts. Just a few witnesses had identified the perpetrators as Drow, and uneducated peasants, running for their lives in the middle of the night! How trust able could such witnesses be? The players asked to meet with the eye-witnesses, but Randal Morn cut them short by saying they had left Daggerdale and that he wished the players could investigate the Dordrien Drypts without any further delay. The players showed Randal Morn great respect by immediately subjecting to his will. But first they visited the Temple of Tyr! The clerics seemed supportive and wished the heroes well. They underscored the importance of bringing righteousness and justice to the evil folks of the Underdark. Strengthened by this support from the clerichood of Tyr in Dagger Falls, the players decided to depart for the Dordrien Crypts.

The Dordrien Crypts

They arrived early in the evening with the last rays of the sun striking high on their heads. They could see the crypts just a couple of miles from the road. They marched by foot and were happy to see some of the old stone buildings intact. Perhaps they could provide shelter over night? They could also see the large double-door entrance into the crypts. A large chain with a padlock could be spotted on the inside. The heroes decided to search the stone buildings first. They found traces of old grave-robbers and perhaps other adventurers. They could barely make out the name “Cahir” on one of the doors leading into a stone building. With a Knowledge History check on The Dordrien Crypts, they knew this was an old burial site for a people that had since long left these hills. Only families of noble kind would rest here. But the word “Cahir” was unknown to the heroes…

[b]
#30

argaud

Mar 12, 2008 6:27:27
Tsk, tsk, exploring crypts at night.

My players looked at me oddly when I mentioned they would arrive the crypts at dusk. They camped 10 miles away and waited. They went to the crypts at noon!

I have them well-trained, you see

When Cahir turned into mist, they demolished the buildings with the coffins (no respect for those historical buildings at all!) using adamantine weapons and Power Attack, exposing the mist to sunlight. That finished him off.
#31

Caligula

Mar 12, 2008 10:04:13
Argaud, I'm happy to see that you have experienced players as well. But taking down the entire buildings seem a bit over-doing it...

Perhaps Randal Morn didn't take this horrendous razing of historical landmarks lightly? ;)

My players have plenty of confidence in their PCs by now. They have played, and been succesful, in the following adventures:

*Silverprincess' Palace
*Return to the Keep on the Borderland
*The Vault of Larin Karr
*The Wizard's Amulet
*Crucible of Freya
*Sons of Gruumsh
*Red Hand of Doom


For each succesful adventure the egos grow, but also, the players turn into more experienced and seasoned adventurers. Hardly anything surprises them by now and they know how to defeat any kind of enemy in any terrain. Tough being a DM these days... Perhaps the Underdark will offer something new.

I think that the 2 smaller stone buildings didn't seem that dangerous at all to my players. After having searched the first and larger of the two, with no threats at all, they saw the smaller building as an easy task. They did in fact mention that they counted on discovering some kind of undead, but rather a ghost or a ghoul - than a fullsized vampire!

They did vote against entering the crypts though after dark. They preferred staying outside and waiting for daylight, hitpoints, and new spells to return.
;)
#32

argaud

Mar 13, 2008 5:21:24
Argaud, I'm happy to see that you have experienced players as well. But taking down the entire buildings seem a bit over-doing it...

Perhaps Randal Morn didn't take this horrendous razing of historical landmarks lightly? ;)

My players have plenty of confidence in their PCs by now.

And yet your games seem to have so many PC casualties that I am surprised your players aren’t far more paranoid (and optimize their characters better). :D

Truth is my gaming group has been playing together about 15 years, so they are pretty good at seeing danger coming and avoiding the usual pitfalls. There have been only two deaths in that particular D&D game, which has gone from level 5 to 18 so far (through 5 years of semi-weekly playing).

As for Randal Morn, well, what he might have thought was not an issue. The party is hardly the typical group of adventurers. For one they are all natives from the Underdark. At the time of the campaign start they were a drow (wizard), a dwarf half-dragon (barbarian/fighter), a half-giant (barbarian/cleric of Tempus) a half-drow half-fey (paladin of Elistraee) and tiefling (rogue/wizard/arcane trickster). I use limited LA buy-off, letting them lower their LA to their CR, so most were effectively just LA+1. Morn was not the one that gave them the quest, just someone they talked along the way because he had some information for them. Part of the party used Hats of Disguise to look more like surface adventurers and if Morn noticed something odd (he did) he kept quiet (also, the cleric at his side was detecting evil, and the PCs weren’t evil).

The stone building had just a few thousands hp. It is amazing how fast it got demolished by a trio of high-strength characters using Power Attack and adamantine axes and greatswords. At 50 hp/blow and 2-3 hits each round by each character it was less than a minute!

The party completed CotSQ without casualties. I beefed up many of the encounters, but they are just too tough and work very well together.

This was over a year ago, and the whole campaign took almost two years to finish. If you wish I will comment on what I remember they doing as you post what happens to your group. I am not going to remember everything, but I remember many interesting details.
#33

Caligula

Mar 13, 2008 6:03:31
I'm not sure if we had that many casualties really over the years. In fact, during 24 years of D&D gaming we have never ever had a TPK. I guess I need to sharpen my swords a bit...

A lot of the PCs that died during the RHoD campaign were either 1st level PCs or low-level PCs that we used to introduce new players. So I'm afaraid it's not very representative of our normal kill-ratio. These PCs were more like cohorts to the main PCs, but they died too fast unfortunately. We have now stopped using that method... :embarrass

If I look at it in the long run, we haven't had that many PC deaths. But when you tell me that your players were succesful in CotSQ without any single casualty, I'm shocked! I have never heard of that before. It should be an awefully difficult module and many players here at the boards have shared their experiences with us, filled with death and tragedy...

I salute your players and I hope they get the appreciation that they deserve!
#34

sunic_flames

Mar 20, 2008 12:51:27
Something that's been bugging me. CotS is 3.0. I don't think it was ever reprinted (was it?) and a lot has changed in terms of system differences. So how are you managing this?
#35

argaud

Mar 23, 2008 10:49:27
Something that's been bugging me. CotS is 3.0. I don't think it was ever reprinted (was it?) and a lot has changed in terms of system differences. So how are you managing this?

There was (maybe there is still) a huge thread about translating the characters from 3.0 to 3.5. I used some of the advice given there, but mostly just adjusted the encounters so they were the right CR (and added into some, since my party was often 5 members, and my players are pretty skilled at getting the most of their characters).

Still, it was quite a bit of work.
#36

Caligula

Mar 23, 2008 16:24:16
Something that's been bugging me. CotS is 3.0. I don't think it was ever reprinted (was it?) and a lot has changed in terms of system differences. So how are you managing this?

You are correct Sunic Flames, CotSQ is only available in 3.5.

As Argaud correctly mentions there was a thread where fellow DMs exchanged 3.5 updates. I have read that thread many times, and even though many creations are interesting and good inspiration, I do not recommend to use it without great consideration. Some of the creations posted are not only changing the challenge as such, but also changes the intended story surrounding the creature.

Personally I always use the official guidelines from Wizards when converting modules. I also read what other fellow DMs have done in the past. That is good both for inspiration and the details regarding the rules. It is easy to miss out on something, so the more DMs giving their view on things, the merrier!

Perhaps the most important thing is understanding the story, the concept of the module, and indeed your role as a DM. I see the DMs role as an "administrator". I only administer what the players decide to do. I always make sure there will be an appropriate consequence to their actions. The players must take responsibility for their actions. I never punish my players, and I never aid my players. There destiny is in their own hands.

In terms of CotSQ, I make sure I know the story by heart. Not all the details, but the story as a whole. For each session I study the chapter to be played intensively. I study the story in detail, the enemies and allies that are likely to be met, their goals and personalities, and any likely sidequests that may arise. Being well prepared is always key here.

I have owned CotSQ since it's release and I have read it many times. It has always been a pleasure. In my mind I can almost see each part of the module and how the different possible responses to the players' actions are likely to be played out. But I must also be able to come up with improvisations should the players come up with some astonishing plan. I must always be ready for the unplanned, and yet again being well prepared will define your ability to swing it as any new situation arises.

I will share all my CotSQ experiences with you guys here at the boards, so you may judge for yourselves whether I succeed or not. All opinions are as always welcome and appreciated.

The campaign will be back on track next Thursday, so please check in again by then.

Happy Easter to all!

#37

darthricker

Mar 24, 2008 13:48:26
We've been playing this and just finished part 2 over the weekend. I haven't encounterd any major problems with running it in 3.5.

I have a pdf copy as well as a print copy and have printed out all the pages with the stat blocks. Any changes to stat blocks to bring them to 3.5 I just write on the pages I printed. Any monsters from the Monster Manual I just use the version from the 3.5 Monter Manual.
#38

lord_bahamut

Mar 26, 2008 14:18:31
Hey Caligula, long time no see!

Can't wait for this recap to get going strong like your RHoD one was. I'm looking forward to reading it!

I've also wondered about a couple things in the 3.0 CotSQ module. Like, the hold haste, which would let you cast two spells as a full round action... I think your PCs would have been much harder pressed if Cahir had been able to cast two lightning bolts in one round!

~LB
#39

Caligula

Mar 26, 2008 15:39:35
Hey Caligula, long time no see!

Can't wait for this recap to get going strong like your RHoD one was. I'm looking forward to reading it!

I've also wondered about a couple things in the 3.0 CotSQ module. Like, the hold haste, which would let you cast two spells as a full round action... I think your PCs would have been much harder pressed if Cahir had been able to cast two lightning bolts in one round!

~LB

Lord Bahamut, it is always a pleasure to see you here at the boards! Your posts are always well received and you always offer an interesting angle on things.

Our CotSQ campaign will grow more intense as the heroes progress downwards in the Underdark... Due to Easter we have had our campaign put on hold for 2 weeks. Next session is scheduled to be on Thursday 3rd of April.

You are head on with your analysis, Lord Bahamut. Some of the fiends, including Cahir, built their tactics on the old 3.0 rule regarding Haste - which would allow them to cast 2 spells per round. In some cases you can substitute this with using the Quickened Spell feat. But it uses a higher spell level slot and can thus not always be used if you are to follow the 3.5 rules correctly.

My take on this is that some encounters will be somewhat easier in the 3.5 version, but others will be somewhat more difficult. In the end all balances out.

It is important that the DM of the CotSQ module reads the module thoroughly and plans each group of enemies' tactics in detail. As my recap gains pace in the weeks to come, I will share with you some of my thoughts regarding each battle and each major encounter.

I hope that you guys had a nice Easter and that the Easter-bunny wasn't too wicked. ;) I promise you guys hardcore action come April!
#40

kardock

Mar 27, 2008 8:08:23
Lord Bahamut, it is always a pleasure to see you here at the boards! Your posts are always well received and you always offer an interesting angle on things.

Caligula, i want to take a moment to tell you that i have never saw someone with this level of courtesy anywhere on the boards i lurk!

you have always something nice to say to people and this kind of behavior is, in my book, worth mentionning.

if more people were like you, i'm sure we, as a human race, could get a big step towards peace and harmony.

as a final note, i have to say that i'm very jealous of your players, i wish i could have a good DM like you! or be as good a DM as you are

thanks!
#41

sunic_flames

Mar 27, 2008 13:52:02
The Celerity line of spells somewhat simulates the effect... :D
#42

Caligula

Apr 09, 2008 12:10:59
Next session is scheduled for tomorrow. All players have reported in for duty. The heroes will penetrate deeper into the ancient Dordrien Crypts.

Will they find the source behind the brutal attacks on Daggerdale?

Find out here tomorrow.

#43

Caligula

Apr 11, 2008 13:29:02
Randal Morn’s last words to the heroes:

You must travel to the Dordrien Crypts in haste. Find out what makes the Drow attack and raze our villages. I fear bigger plots are in the making. Travel fast. Our safety depend upon thee.”

Last session:

After a brief visit to the clergy of Tyr in Daggerfalls, the heroes marched on toward the Dordrien Crypts without any delay. After having defeated a Vampire Sorcerer by the name of Cahir, and his two Vampire Spawn, the gates to the crypts lay before them. It was late evening, but these heroes would not rest yet.

[b]
#44

Caligula

Apr 12, 2008 0:36:12
Continued from session 2....

The 2 powerful traps, especially the Slay Living trap, did effect the players psychologically. They decided to change tactics somewhat. They went down the stairs and noticed a change in the environment. Instead of the worked corridor, they now entered what seemed more like natural caves, expanded by hewn work.

[b]
#45

g23armani

Apr 13, 2008 12:36:26
Ah, very nice read so far!

I was tentative about reading this as a player because I didn't want to reveal anything but it appears you guys are behind where we are (although at our current death rate you'll probably catch up ;) ).

I'm very interested to see how your players handle the initial encounter in Szith Morcane (sp?) seeing as we were totally overwhelmed.

Actually, before I go on further, do your players read this thread as well?
#46

foddernock

Apr 13, 2008 14:14:48
Yes we read it! So don´t spoil anything.. ;) It's quite nerve wrecking as it is, and i like it! I feel like Will Smith in I am legend, when he enters the abandoned house i search of his dog. It's dark, it's very quiet, and all you hear is your strained breathing.
Then suddenly 5-6 arms/ropes latches out and tries to hold you! gaah!

But i sholud add that Arran had some sort of Monitor spell, so if [b]
#47

g23armani

Apr 13, 2008 19:54:53
Yes we read it! So don´t spoil anything.. ;) It's quite nerve wrecking as it is, and i like it! I feel like Will Smith in I am legend, when he enters the abandoned house i search of his dog. It's dark, it's very quiet, and all you hear is your strained breathing.
Then suddenly 5-6 arms/ropes latches out and tries to hold you! gaah!

But i sholud add that Arran had some sort of Monitor spell, so if [b]
#48

Caligula

Apr 14, 2008 0:59:10
But I shouLd add that Arran had some sort of Monitor spell, so if [b]
#49

graazzt

Apr 15, 2008 5:58:11
The spell I (Arran) softened up the Roper with was Earth Reaver, a powerful 5th level 20' radius area spell that shoots rock shards and fire (4d6+3d6)without save or spell resistance against the damage.
#50

sunic_flames

Apr 15, 2008 9:57:29
Hey Caligula. Thought this might be worthy of comment from you.

http://forums.gleemax.com/showthread.php?t=1016091

Gist of it is several people don't seem to think CotSQ is supposed to be a challenge, and that it's not part of the tone and such. I think you would disagree, so...
#51

graazzt

Apr 17, 2008 2:45:17
Interesting thread and also fascinating that people have that many different views of the problem of the FB of that DM's campaign. I know exactly how my priest will react if our FB turn on us...
#52

runestar

Apr 19, 2008 0:54:21
Potential spoiler.
Example:
BTW, I am wondering if any of the classed npcs need to be optimized themselves? I ask because I understand that the cr guidelines for npcs with class lvs is notoriously inaccurate.

For example, drow seems like a poor choice for an npc race. Your cr is increased by +1, but you get -2con, making you rather fragile.

The drow spellguards have very little hp (though you can easily increase that by giving them improved toughness, increasing their con, and having them cast endurance and false life prior to combat, as well as perhaps relying more on defensive spells such as mirror image or displacement).

The fighters don't seem all that tough either (drow fighter with a rapier seems to come up short on the damage scale, compared to say, a hill giant).

Arcane guards look annoying as well (multiclassed fighter/wizards?!?). I suppose the 5th lv of wizard could be replaced with 1 lv of spellsword (lets them wear mithral chainshirts without AMF, +1bab, slightly more hp), but seems like more work needs to be done. How would you run them to make them worthy of a cr8 encounter?

Lone wizards are just begging to be surrounded and screwed. The solo wizard BBEG encounter does not seem to work properly in 3e (you need tanks to keep the fighters off you).

Mindflayer sorc6 does not seem like a cr14 foe either (non-associated class rules makes it cr11). I suppose you could use the psionic version in the XPH for more teeth, ending up with a 15th lv manifestor for cr14.

Khumarr seems a little on the anemic side for a lv16 fighter, but that is also the problem with melee at higher lvs (and the fact that npcs get screwed over by crap wealth guidelines). Seriously thinking about revising him into a lv16 warblade or something. Definite need a few meatshield to help take the heat off him as well.
#53

Caligula

Apr 20, 2008 14:06:05
Runestar, thanks for joining my thread and highlighting an interesting subject.

I would however like to ask you to refrain from mentioning any specifics from the CotSQ module in this thread. My players read this thread, and if possible I would like to keep them in the dark over the future endeavors....

I know it is difficult sometimes to avoid spoilers, but please try to in the future.

Best regards, Caligula

PS Sunic Flames, thanks for the link! I´have been exceptionally busy last couple of weeks but I will reply ASAP! Thanks.

I would also like to inform you guys that our next session will be already tomorrow Monday 21st April. I'm also looking to have a "marathon-session" somewhere in early May. Good news for the campaign I hope!
#54

celloshane

Apr 20, 2008 21:32:01
That sounds like a great session Caligula, I'm excited to see the part where I started the adventure. (I missed the beginning session and caught up to the group in the catacombs.) I'm anxious to see how your characters deal with some of challenges that left us stymied. I'm truly wondering if they will have an easier time with it since they have access to source books that weren't there when I played CotSQ. My character was particularly gimped through the campaign because I was trying to multi-class Rogue and Cleric before the Shadowbane Stalker prc was ever created. (hmm, that makes me wonder what a new rendition of Mazy would look like...)
I recall the Roper being on a small rise rather than the ceiling, but our DM probably changed that since we had a lot focus on mêlée at the time. Either way he was a bit of a cakewalk for us; I had several sonic spells prepared and our wizard unloaded on it.
#55

Caligula

Apr 21, 2008 8:27:17
Celloshane, thanks for the kind words!

I don't know how the future will shape the heroes destiny, but I do know I have 5 determined and very experienced players. I'm sure they stand a good chance.

DM's always differ in the specifics, so don't worry. My Roper scared the players a little bit, but in the end he was no match.

Next session will be tonight, so I'm very excited today!
#56

Caligula

Apr 21, 2008 15:14:53
Hey Caligula. Thought this might be worthy of comment from you.

http://forums.gleemax.com/showthread.php?t=1016091

Gist of it is several people don't seem to think CotSQ is supposed to be a challenge, and that it's not part of the tone and such. I think you would disagree, so...

Sunic Flames, I see that discussion as more about the Frenzied Berserker class, than a discussion about the CotSQ module. So I will refrain from commenting more about it here, than say that I think that particular DM needs to adjust his tactics for the Drow. You can easily beat Berserkers by fighting them with ranged weapons, spells, hit-and-run tactics, etc. If he can't see the enemy he will turn his brute force against his "friends".

Tonight's session has just ended, but I am too tired to write it down now. I will return within shortly!
#57

Anor

Apr 23, 2008 1:53:15
Having personal experience from making and playing Frenzied Berserkers I agree that they are warmachines and very good at it. They do however carry some big disadvantages compared to other classes.

For starters, the feat requirements are pretty tough. The weak WILL save also requires you to make sacrifices to this area unless you want to go boom on your party. And when raging and frenzying, your AC will drop to very low levels which also requires you to obtain many expensive AC improving items unless you want to take a hit from every opponent on the battlefield.

Sure, the pro's outweights the con's if you ask me. It's a colorful prestige class to play and a fun one at that. But it needs to be built correctly to be effective and not an uncontrolled party bomb.

Looking at that guys class picks, I he cant have a very high WILL save. And he cant have made the best Frenzied Berserker class abilities either, such as Deathless Frenzy etc.

My best memory of my Frenzied Berserker Thokk was when he almost single handedly killed a large red wyrm in 1 round of combat (Lions Charge for charge with full attack) with a crit and a few reg hits. It probably saves a few of my mates characters lives that time.
#58

runestar

Apr 23, 2008 2:18:00
your AC will drop to very low levels which also requires you to obtain many expensive AC improving items unless you want to take a hit from every opponent on the battlefield.

Which isn't necessarily a bad thing, if you are optimized for it. I mean - your AC is already down the drain (especially when using shock trooper), why bother trying to boost it any further? Leave it at 0 (though it will likely be negative). Since your AC cannot then get any worse, feel free to stack on as many effects that cause your AC to degrade further (such as robilar's gambit, punishing stance etc), because the drawback is practically nil.

For example, there is that wall of blades maneuver which lets you sub your attack roll as an AC check (so you can still defend yourself against some particularly devastating attack). Miss chances (such as displacement or greater invisibility) effectively double your hp. Robilar's gambit means that for every time they hit you, you hit them back. Very hard.

Likewise, a weapon of wrathful healing (if you can access one) should help keep you healed as quickly as you are being damaged. An item granting masochism (that spell which gives you to-hit/damage bonuses as you take damage) is good to have as well.

So all you really need now are nerves of steel as you see your hp constantly see-saw between both extremes.:D

Though I think we better carry this somewhere, lest this thread become another discussion on FB, which it is not supposed to be.:P
#59

Anor

Apr 24, 2008 5:20:38
You can get your AC up without too much problem to 25+ while raging and frenzying and that does help.

I agree that you should use your strength as in hitting hard and going offence is the best defense, but it does not cut the cookie all of the time.

Regarding Wrathful Healing, I tried to buy a weapon with that effect but my DM did'nt allow it (not on market) and I can understand if DM's want to avoid it completely since it's extremely powerful for only being +3 (if I remember correctly).

The other points on feat choices go well with FB, but I still believe that covering the weaknesses of the class is better than opting it's strength even more. Atleast if you are going to be in a party with other members...

And finally as you said, lets not make this a FB thread and keep on with the recap of the so-far great adventure :D
#60

sunic_flames

Apr 24, 2008 15:32:34
Well to keep it on topic (sort of) the actual issue there was that most of that group wanted 'fun' characters for the CotSQ, but this guy makes a FB who supposedly outclasses them. This isn't proven as it only did so in circumstances that favored it, which are rare later. It also isn't done right, due to the weak will save. Mainly though I brought it up here was that the later discussion turned to basically saying CotSQ isn't supposed to be hard, it's ok for players to goof off and they should still win, you could make it not hard without ruining the tone... I don't mean non optimized. The terminology implied they were just not trying that hard. In other words, tactical failure. At which point the argument turned to 'even if he were over the top, he needs to be to cover for his weak allies'.

Given Caligula's style, penchant for running already hard modules, and personal feelings regarding easy games I expecting him to say something along the lines of 'this is a convention of drow, drow are tough and clever bastards...' You get the idea.
#61

Caligula

Apr 24, 2008 16:26:18
I have never before heard anyone say that CotSQ "is not hard". My judgment would differ from that view. I consider CotSQ to be very difficult and challenging for any group of PCs.

The Drow are dangerous and clever opponents. They will adapt to any tactics or fighting techniques used multiple times by the PCs, including the Frenzied Berserker's. I tried to underscore that the FB is only effective in close combat and that magic will hit him hard.
#62

Caligula

Apr 26, 2008 11:42:04
Somewhere inside the Dordrien Crypts...


Session 3

Day 1 - Night

The group again relied on [b]
#63

sunic_flames

Apr 26, 2008 20:54:43
I have never before heard anyone say that CotSQ "is not hard". My judgment would differ from that view. I consider CotSQ to be very difficult and challenging for any group of PCs.

The Drow are dangerous and clever opponents. They will adapt to any tactics or fighting techniques used multiple times by the PCs, including the Frenzied Berserker's. I tried to underscore that the FB is only effective in close combat and that magic will hit him hard.

They didn't say it wasn't hard. They said it could be made not hard without ruining the whole feel of the adventure. Sounds like you agree.

Anyways, it also sounds like they're having fun in there. ^.^
#64

Caligula

Apr 27, 2008 5:09:11
Sunic Flames, I'm not sure what you mean by "making it not hard"...

If you mean that a DM should remodel this epic adventure so it would be easier to win in the end - I do oppose to that idea. Sorry...

The whole point with the City of the Spiderqueen modul is the epic and realmschaging events taking place in the Underdark. It would indeed ruin the "feel" of this challenge if a DM was to change all that.

My players have had a magnificent start and they are a well functioning unit now after 2 years of hard drilling in RHoD. But there will be greater challenges ahead and they know it!
#65

graazzt

Apr 28, 2008 5:40:29
Arran is indeed a fundamentalist of Pelor, but he is also quite clever... He doesn't trust Tanrik at all, but instead of making Tanrik careful and on his guard against us, Arran wants to check him out later with spells. So far Tanrik have done nothing against us or against those we have fought for that matter... So maybe a detect evil or something like that might give us a clue if Tanrik's alignment is evil at least. If we really want to check him out more closely there are spells to take care of that. Although that would probably be very rude. On the other hand, if you got nothing to hide, that ought to be ok.

Next sesson Arran is not going to be played by me since I will be in Denver and Las Vegas (30 of april - 13 of may). If anyone should know anything about good stores for RPGs and D&D minis in Las Vegas please send me a privat message or e-mail (m_uddback@hotmail.com).
#66

sunic_flames

Apr 28, 2008 7:41:32
Sunic Flames, I'm not sure what you mean by "making it not hard"...

If you mean that a DM should remodel this epic adventure so it would be easier to win in the end - I do oppose to that idea. Sorry...

The whole point with the City of the Spiderqueen modul is the epic and realmschaging events taking place in the Underdark. It would indeed ruin the "feel" of this challenge if a DM was to change all that.

My players have had a magnificent start and they are a well functioning unit now after 2 years of hard drilling in RHoD. But there will be greater challenges ahead and they know it!

Yes, that is exactly the response I thought you'd give. +1, and all that.
#67

Caligula

Apr 28, 2008 8:09:35
Arran is indeed a fundamentalist of Pelor, but he is also quite clever... He doesn't trust Tanrik at all, but instead of making Tanrik careful and on his guard against us, Arran wants to check him out later with spells. So far Tanrik have done nothing against us or against those we have fought for that matter... So maybe a detect evil or something like that might give us a clue if Tanrik's alignment is evil at least. If we really want to check him out more closely there are spells to take care of that. Although that would probably be very rude. On the other hand, if you got nothing to hide, that ought to be ok.

Next sesson Arran is not going to be played by me since I will be in Denver and Las Vegas (30 of april - 13 of may). If anyone should know anything about good stores for RPGs and D&D minis in Las Vegas please send me a privat message or e-mail (m_uddback@hotmail.com).

Casting spells on someone is actually considered more than rude - it's considered a hostile act! Even if the spell itself doesn't injure the target, it can still sway his mind and it is certainly a breach of ones integrity. Many cities in Faerun have severe punishment against those who misuses magic.
#68

Caligula

May 06, 2008 2:41:24
Negotiations are under way within the group to find a date in May for a huge Marathon session. Proposed dates are the 17th of May and the 31st of May. Right now it looks as if though 31st is the most probable date, but I'm still hoping for the 17th to pull through.

I am planning the defenses of Szith Morcane as we speak...
#69

Caligula

May 08, 2008 13:51:43
The 31st of May has been decided as a Marathon session. We will see a good 8-10 straight hours of intensive play.

I know the players will go out hard to fight the Drow and secure the villagers of Daggerdale. But I can promise you that I have planned thoroughly for Szith Morcane...

Thursday next week sees our next session in this campaign. The PCs will be rested and have replenished spells and capacities. How far will they penetrate the darkness? Next week we will find out! ;)
#70

sunic_flames

May 08, 2008 19:28:17
But will they be attacking said darkness? :evillaugh
#71

lord_bahamut

May 10, 2008 18:51:38
Or will Nebrendil magic missile the darkness? :P
#72

kardock

May 12, 2008 10:22:27
Or will Nebrendil magic missile the darkness? :P

i bet he will miss the darkness because it's too dark to see!

:D
#73

korgoththeprist

May 12, 2008 14:08:37
Will people be cheesy and lame agest the Drow?

Or will people be intelligent and beat the snot out of the drow as its a horrible +2 LA Race.

Or will they just be overruned by an CR Battle much higher then there own?

Or will the DM Be cheesy controling the Drow / Encounter?

Stay Tuned as only time can find out!
*Turns off the camra/speeker*
#74

Caligula

May 13, 2008 5:36:25
Will people be cheesy and lame agest the Drow?

Or will people be intelligent and beat the snot out of the drow as its a horrible +2 LA Race.

Or will they just be overruned by an CR Battle much higher then there own?

Or will the DM Be cheesy controling the Drow / Encounter?

Stay Tuned as only time can find out!
*Turns off the camra/speeker*

I can guarantee you one thing and that is the DM NOT being cheezy and controlling the encounter...

There will be blood soon, and if the PCs fall - they fall!!!

The dice and the players' tactics will decide this module for them. Nothing else.
#75

Caligula

May 15, 2008 2:20:56
We have agreed in the group to play a longer session tonight. We hope for a good 6 hours, so almost a marathon session.

Stay tuned - there will be amazing developments tonight, I'm sure!

#76

sunic_flames

May 15, 2008 8:16:04
Drow are only CR +1, which is decent. Would be better if they didn't have a Con penalty but still. Korgoth is incorrect once more.

Also, Caligula is quite capable of running deadly encounters without resorting to cheap tricks, as those that have watched him are well aware of.
#77

Caligula

May 16, 2008 0:57:02
Actually Drow are LA +2.

Anyway, the session last night was terrific! The whole group of 5 players were gathered and we played long into the night. Too long for me to be able to write down the recap, but I promise to do so tonight when I get home from work.

I can also inform you that the week after next we will have 2 long sessions. One on Thursday as usual, and one marathon session on Saturday the 31st. That will really get things going in the campaign!

My objective is to finish part 1 of the module before summer starts. We are right on track! Szith Morcane is about to be introduced...

Talk later tonight fellows!!!
#78

celloshane

May 16, 2008 8:19:49
can't wait can't wait C'mon C'mon :P
#79

Caligula

May 17, 2008 9:44:57
There is something.... very large... enormous... out there. Be still. Don’t move.”

Arran the Cleric


The friends are deep inside the Dordrien Crypts together with a human rogue by the name of Tanrik. Their mission is to find out about why the Drow have disturbed the lands of Daggerdale after two centuries of silence. As they penetrate the ancient crypts of Dordrien, they encounter Drow sentries and defeat them.

The Drow

The heroes had just killed a sentry post and were resting inside a Rope Trick cast by Nebrendil. Only two hours into their rest, another pair of Drow sentries emerged from the tunnel. With great skill and without letting anyone of them away, the heroes took them out. But the players were yet worried. First a guardpost, and now probably the two Drow that would release them of their duty. Would the alarm go if no one returned from this post?

Arran’s player argued hard to keep going and attack those that [b]
#80

Anor

May 17, 2008 13:42:57
But the heroes were all combat ready and Tanrik didnt last even the first round of combat.

Nope, he certainly did not survive the Sudden Maximized Orb of Force from Nebrendil dealing 60 points of force damage, no save no SR :D
#81

Caligula

May 17, 2008 14:01:14
Perhaps Nebrendil will miss that spell come afternoon? ;)
#82

graazzt

May 17, 2008 23:06:41
Before attacking the drows down the tunnel, Arran had cast these spells:

Celestial Aspect, to be able to fly
Darkfire, which gives one range touch attack for many rounds which does 5d6fire damage, no save, but SR (which Arran never succeded to overcome on those attacks he made with Darkfire).
Stars of Arvandor, which gives an extra swift attack with a star dealing 1d8 force damage, no save, but SR. This spell actually finished off two severly damaged drows in the fight! :-)

Elass also made us all invisible with his wand before going into the fight.

So next session I guess we will have a big fight with a bunch of drows and other minions... Scary, but we are also quite scary for the drows I guess. :-)
#83

Caligula

May 18, 2008 15:31:32
The Drow here initially seems very different from the hardcore fanatics in Red Hand of Doom. Whilst the Tiamat fundamentalists gladly would fight until the last breath, the Drow of Kieransalee seem to retreat at first sign of defeat.

Do they fear the Heroes of the Vale? Well, we just don't know. Perhaps they prepare to retreat and reorganize. In any case, they seem well equipped and their groups consist of a tactical mix of Drow, undead, and spellcasters.

Come next week we will certainly know more as I offer you 2 sessions, one which will be the Saturday marathon! I hope to conclude chapter 1 with these 2 sessions and hopefully hand out some XP if there are any survivors among the PCs... ;)
#84

Anor

May 18, 2008 16:06:36
Perhaps Nebrendil will miss that spell come afternoon? ;)

Got plenty of stuff in my hat, no one-trick-pony here told you already :D
#85

Caligula

May 23, 2008 0:25:28
The session on Thursday has been postponed for a week. But the marathon session next Saturday is on track, starting 09:00 hours.

We had to postpone Thursdays session due to 1 player not making it. No one wants to leave their PCs in the hands of other players. It seems the players fear this module... :D
#86

Caligula

Jun 03, 2008 2:50:07
It's difficult to get the sessions going now in the summertime - especially as the thermometer hits 90 F here in Sweden! The Vikings are out drinking and dancing :pile: in the streets rather than sitting inside playing D&D.

BUT... we have a session going tomorrow and all 5 players have reported in for duty. In fact, they have told me that they will hit the offensive hard and try to push deep inside the chasm and the Underdark. Let's find out tomorrow if they succeed!

#87

stone_thecrows

Jun 11, 2008 16:29:21
It's difficult to get the sessions going now in the summertime - especially as the thermometer hits 90 F here in Sweden! The Vikings are out drinking and dancing :pile: in the streets rather than sitting inside playing D&D.

BUT... we have a session going tomorrow and all 5 players have reported in for duty. In fact, they have told me that they will hit the offensive hard and try to push deep inside the chasm and the Underdark. Let's find out tomorrow if they succeed!


And, and??? the suspense is killing me dude! Great stuff, really enjoying reading about the first adventure I DMed [well part of it!]
#88

Caligula

Jun 12, 2008 5:03:35
Sorry, we're having problems getting the group together now as summer has hit Sweden with 30 C! (90 F) The Vikings are out drinking and dancing in the streets...

But we have a session scheduled for tonight, so I will upgrade my thread this weekend at the latest!

The group is determined to venture deeper into the chasm and explore what the Drow have going so close to Daggerdale. We have already seen pretty tough battles with the Heroes from the Vale already retreating once. I'm sure it won't be the last retreat...

Caligula
#89

celloshane

Jun 12, 2008 7:37:15
I hear ya Caligula! The weather is so nice here it's impossible to get anyone indoors when we could be canoeing or at the ballpark. I can't even get the group together to finish my preliminary introductory campaign so that we can gear up for my big plans.
#90

Caligula

Jun 12, 2008 15:39:20
Anyway....

I finally managed to get the group together! Unfortunately Stefan (Bunk) has left for Thailand 6 months - we will miss him dearly. Keep following our thread, Stefan!

Tomas (Caldoric) had to go to his company's party tonight (there you see guys!). Instead Boban, who actually played "Sons of Gruumsh" and the first part of "Red Hand of Doom" with us, took over Caldoric. Boban is just here for a few days, so his visit will probably only last this one session.

I will write my post from this session during the weekend. A lot of stuff happened tonight. The players ran into both the "Raiding Party" and the "Web-Team", so we have seen some really tough battles going. And one huge event took place... Which could effect the outcome of this chapter - if not the entire campaign!

Please log in again come Saturday or Sunday and I promise to have a fully detailed post ready!

Caligula
#91

Caligula

Jun 16, 2008 17:05:59
He was brave. We will miss him thoroughly...”

Sad friends as a hero falls.

The Heroes of the Dale are approaching a huge chasm deep inside the Dordrien Crypts. They are there on a mission, sent by Lord Randal Morn of Daggerdale. They must find out what makes the Drow attack human settlements for the first time in centuries. And they must do it quick before more lives are lost.

The Heroes have approached a fortified Drow guard post and defeated them. But soon a Drow platoon chases after the heroes. They escape inside Nebrendil’s Rope Trick into another dimension. As a new day is born, the heroes prepare themselves for battle anew.

Location: The Guardpost vetting to the chasm inside the Dordrien Crypts.
Time: Early, day 2
Heroes: Nebrendil,
#92

Anor

Jun 26, 2008 13:20:41
Cant wait to get back to the action again, specially as Caldoric did not die last session due to err in the rulings.

Be sure that Nebrendil wont let any more spellcasters leave the battlefield alive again!

FIRE WALK WITH ME
#93

kraik

Jun 28, 2008 15:08:54
Well, Caligula, i've just read through your players exploits over this topic and i must say you have a great DMing style, and your players seem to love the way you play :D

so all i wanted to say was congratulations, i wish i was as good as you are, but i know that all it takes is practice and patience so in the meantime, before i gain the experience i need, i thought i would just compliment a fellow DM

Keep posting up your exploits into the underdark, their a fantastic read and be sure to count on me to keep coming back to read them through

-Kraik
#94

Caligula

Jul 01, 2008 13:07:02
Creeping Charly pointed out to me that "Slay Living" needs a touch melee attack. In our last battle I misinterpreted it as a ranged touch attack. So Caldoric's death was a meta-error on my part. Since he never fell in battle, the vile drow could not have Coup-de-graced him either. I therefore revoke this event. Caldoric banged his head in the cave wall and lay unconscious for a while... :P

Thanks Creeping Charly for your awareness!

Caldoric is back! His player, who is the latest addition to our gaming group, was very much relieved.

DM Note: When a meta-error on my part (or any of the players part as they are responsible for interpreting the rules regarding their powers) effect the major storyline, I revoke the consequences. For instance; a PC should never lie dead because of the DM committing a ruling error. Just as the major villain in a year-long campaign should not fall easily due to a player misinterpreting one of his powers. Not all groups play like this, but I think it's better to be fair even if it means pressing the "rewind" button... ;)

Next session is now on Thursday. We will play a Late-Night session, starting at 8 pm continuing all the way through midnight. Most of us still work, but my cousin (Anor) arrives with a flight from abroad at 6 pm so we couldn't start any earlier.

The heroes, now all 4 of them, are protected behind Nebrendil's powerful "Wall of Force". But behind it they can see 5 drow fighters carrying poisoned crossbows and melee weapons. They also see the female leader in white tabard with golden linings. Also, the male spellcaster in purple tabard is present. Are there perhaps yet more drow beyond the bend of the cave, or deeper inside the darkness of the chasm?

Only Thursday can tell us more...
#95

Caligula

Jul 01, 2008 13:11:57
Well, Caligula, i've just read through your players exploits over this topic and i must say you have a great DMing style, and your players seem to love the way you play :D

so all i wanted to say was congratulations, i wish i was as good as you are, but i know that all it takes is practice and patience so in the meantime, before i gain the experience i need, i thought i would just compliment a fellow DM

Keep posting up your exploits into the underdark, their a fantastic read and be sure to count on me to keep coming back to read them through

-Kraik

Kraik, I'm flabbergasted by your kind remarks. Thanks buddy!

A good D&D game is never just one player's or DM's reward. We have a good group here now that are very experienced and devoted. If any group can beat this awesome module - I'm sure it's them. Just as they beat "Red Hand of Doom" after almost 2 years of playing...

This campaign, "City of the Spiderqueen", is for the long haul. We will finish this module - just as we finish every module we ever played. But it will take a long time. The players, and you readers, must have lots of patience and devotion. The drow are hard to beat. There will be frustrations on the road, but that's just part of the game.

Sorry, but I must leave now. I have a session to plan! ;)
#96

Caligula

Jul 04, 2008 1:56:39
"I will dismiss the Wall of Force separating us from our enemies. It is our destiny to defeat these vile Drow."

-Nebrendil, a powerful Wizard from the Outer planes, tells his friends to get ready for more combat.


Nebrendil's "Wall of Force" put an invisible barrier between the heroes and the drow. Guaranteeing the hero's safety for now. They could still see their enemies, and as the drow fired their poisoned darts against the heroes, they just hit the wall and fell down to the floor. The 4 drow fighters took up position behind the furniture, gaining cover. Just behind them were the female drow leader in white tabard and golden crests, and the drow male in purple tabard wielding a wand.

The odds seemed good enough for the players to discuss dismissing the Wall of Force. However, dismissing a spell is a standard action and the players were a bit worried that Nebrendil would not get to attack in that same round hence. "But perhaps they wont notice that the wall is gone?" said one player. "I mean it is invisible after all, and if we just keep quiet for one round, we might get away with it."

They looked at me as if I would tell them what their future actions would lead to before it even happened. Of course I didnt. :D

[b]
#97

kraik

Jul 04, 2008 16:24:40
you'll have our patience whenever you need it caligula, i look forward to the next installment

I must say, your players are quite brave trying to take on those drow, even depleted as they were, but this time it seemed to pay off and lets hope they can be as lucky in the future

Well worth the read caligula

-Kraik
#98

Caligula

Jul 11, 2008 8:52:53
Kraik, these are no maiden or virgins playing... My players are brutal and experienced killers.

Two of them are famous roleplaying game constructors here in Sweden. One is and has been a DM for some 20+ years. And my cousin, was of course introduced to D&D at the age of 9 by me, Caligula, a ruthless DM. I locked my bedroom door, put the lights out. Lit a small candle. And there alone in the darkness he had to face Liches, Dragons, and all monsters of the D&D world. He hasn't stopped playing since! And the nightmares just keep coming back...:D

Anyway, my point is that these players' experience, dedication, and will to win is what makes them so succesful time and time again. We have played several of the toughest modules out there, and they have finished each and everyone with success. CotSQ might prove just a calibre higher, so I'm really looking forward to seeing how far they can go.

Discussions are under way to plan the next session. We hope to have one going early next week. I will be on vacation weeks 31-34 so the campaign will take a definite break those 4 weeks.
#99

Caligula

Jul 14, 2008 14:19:35
We have finally agreed to have a session on Wednesday. With 3 players gone though, we will only be 3 at the table. Arran's and Nebrendil's players will take care of Caldoric and [b]
#100

Anor

Jul 15, 2008 13:20:39
Well, I'm certain that we both agree that recovering from the assault in the guard room that leads to the gorge. After defeating a few formidable foes I think the rest is well desirved.

Again, we need a good plan before heading down into the darkness, specially with Arann's inability to see in the darkness. Something makes me think a full on Daylight (with Arann's doubled light range) and some fly spells will come in handy.

Let's wait and see tomorrow. Perhaps Nebrendil can light up the place too

FIRE WALK WITH ME
#101

graazzt

Jul 16, 2008 6:46:19
But of course! Me wanting to press on was because I knew they hade used some good spells already and I had most of my good ones left. Now I only think we should take care of that gargantuan spider before resting and checking what magic we have found. And maybe do some questioning of those dead drows. After that time for planning the next step.

Light be with us!

/Arran
#102

Caligula

Jul 16, 2008 13:20:53
The players away on holiday have been mailing all day, giving out recommendations and instructions for tonight's session. Here are some of the instructions we received by email today:

From [b]
#103

Caligula

Jul 16, 2008 14:51:07
The 4 friends, [b]Nebrendil,
#104

Caligula

Jul 21, 2008 3:34:11
Good news for the campaign! We have scheduled 2 sessions this week, one already tonight. The other will be on Thursday. We have 3 players tonight, and 4 Thursday. So things are running smoothly as my vacation draws nearer... I will be away 4 weeks starting 25th July, so I'm overjoyed that we can do 2 sessions this week.

One player has also asked me to do a one-on-one adventure for his other PCs. We will play "The Standing Stone" - one of the generic D&D adventures published by Wizards for the 3.5 edition some time ago. It's the player who runs Nebrendil here in the CotSQ campaign. In "The Standing Stone" he will play 4 of his legendary adventurers:

Halandar - Halfling Rogue who is brutal as an assassin. Has conquored the modules "Return to the Keep on the Borderland" and "The Vault of Larin Karr" among others.

Ilzzt - Drow Abjurant Champion/Duskblade who is famous for "Sons of Gruumsh", "The Crucible of Freya", and some part in the early phases of "Red Hand of Doom".

Wulfgar - Dwarven Fighter who is well known for his actions in "Return to the Keep on the Borderland", "Destiny of Kings", and "The Vault of Larin Karr". A heavy fighting machine that cleaves his enemies.

Eluard - Aasimar Cleric famous for his actions in "Red Hand of Doom" where he also lost his life. Eluard has been raised and is back with a vengeance.

Interesting group to say the least. We will play "The Standing Stone" evenings that we have free during summer.
#105

Caligula

Jul 22, 2008 2:34:23
Time: Day 3
Location: Just above Szith Morcane
Heroes: Nebrendil,
#106

Caligula

Jul 23, 2008 2:24:18
Time: Day 3, morning
Location: Szith Morcane, the Barracks


The Drow advanced on [b]
#107

graazzt

Jul 23, 2008 3:10:56
In Pelor we trust and in Elass scouting ability as well! We had faith in his abilities. :-)

Let the light warm your soul and let it be your guide!
/Arran
#108

Anor

Jul 23, 2008 3:52:23
It was a dire situation indeed that developed in the chasm. Here comes a few corrections to the post above.

When Elass was neutralized by the undead, we stormed in with Caldoric first with his axe high, closely followed by Nebrendil and Arran.

We knew that something was wrong as we had setup a plan to backstab the first two guards and then charge on as a group. No signal came from Elass...

As Nebrendil reached the entrance, Elass was surrounded by drows, undead drows and their leader. He was covering and unable to act. It was just a matter of time before he was finished, we knew.

Nebrendil then cast Telekinesis to pull Elass out of there, moving him 20 feet to the edge of the entrance of the cave. The round later, the enemies charged on, reaching Elass and Caldoric who now was just on the edge of the cave.

With the undead monsters moving a few feets towards the entrance, and attacking Caldoric with their special attack that had gotten Elass out of the action, I knew it would be a disaster if Caldoric also would fall. Now I had to roll 2 Will saves (at +7 only) in order to keep control of him. I was terrified what would happend if I would fail one of them. I managed to pull it off.

When it was Nebrendils turn again, I decided to cease the Telekinesis spell and instead cast Solid Fog to hinder vision (I was hoping that the special attacks from the undead was target: creature) and hopefully momentarily stop the biggest threat to us at that point, the undeads special attacks.

It was successful, we slowed them down considerably, and also fended off the undeads attacks for 1-2 rounds. This was enough for Arran to pull off a Greater Turn Undead that turned this fight around. Both undead fell down dead in their own acidic fluids.

After that, cheering and shouting, Caldoric fell their leader in a massive blow. Left were only a few drow soliders that were no match for us.

It was indeed very tough. A very tight spot we got ourselfs in. It only became worse when the Noble Salamander appeared out of nowhere and suprised us.

This time, I knew we had to put it out quickly as Nebrendil met one before in Vault of Larin Karr, and defeated it but with a loss of a friend. These monsters, can wreck havoc among any adventuring group and must be taken down quickly.

After the initial suprise, where we managed to save for half fire damage, I decided to go full out offensive. I did not use my Sudden Maximize, but still launched an Orb of Force at the Salamander. The round after it still stood up and had grappled Elass and also hit him hard. It was again Elass who was in a very bad spot.

I knew, and feared, that the Salamander would finish Elass the round after if it was still standing. If it would release another Fireball or summon a Huge Fire Elemental, it would probably be over for both Elass and Caldoric. Certainly over for Elass, who was grappled by the Salamanders tail and very low on hit points.

It was then Nebrendil launched his second Orb of Force, this time Maximized for a total of 60 points of force damage. Rolling a 4 on the attack roll, I feared that the attack would miss, so thanks to my Gloves of Fortunate Striking, I rerolled the attack and scored a 11 instead. Boom, it hit and the Salamander was gone.

Phew - a very intense and more-than-necessary dangerous encounter caused by some sloppy play from our side, and also some lousy rolls from us. Thats how it is sometime, I think we managed to get out of the trouble quite good which was the important thing. A lesson learned too is that the drows undead is surely a formidable foe, and we really need to prepare for combat better in the future.

Lets see what we can do tomorrow.

FIRE WALK WITH ME
#109

stone_thecrows

Jul 26, 2008 6:27:39
Great stuff dude!

small point, vulnerability grants 50% extra damage, not double!
#110

Caligula

Jul 26, 2008 12:19:48
Great stuff dude!

small point, vulnerability grants 50% extra damage, not double!

:embarrass

I guess my vacation will be reading up on the rules...

Thanks Stone_thecrows, and please keep following the legendary adventurers quest in the underdark. We will have a 4 week break due to us all being away on holidays. Come autumn, the adventure will continue!

Perhaps this will be the biggest challenge ever to [b]Nebrendil,
#111

stone_thecrows

Jul 26, 2008 14:54:59
:embarrass

I guess my vacation will be reading up on the rules...

Thanks Stone_thecrows, and please keep following the legendary adventurers quest in the underdark. We will have a 4 week break due to us all being away on holidays. Come autumn, the adventure will continue!

Perhaps this will be the biggest challenge ever to [b]Nebrendil,
#112

Caligula

Jul 29, 2008 9:12:31
With the campaign set on hold 4 weeks due to vacations, the players' discussions have intensified over email. I'm on "cc" there, and here are some of the key points being made by the players:

Marcus ([i]
#113

Caligula

Aug 19, 2008 2:55:03
Next session is scheduled on the 3rd of September. All players will be available.
#114

kardock

Aug 19, 2008 8:40:36
WHAT? i have to wait that long again?

i'm not sure i'll survive man!

:D
#115

Caligula

Aug 21, 2008 3:37:27
Sorry Kardock, but the reopening of hostilities will be Thursday 4th of September.... :embarrass

Thursday is our game-day and we will play every other Thursday. Thursdays in between are devoted to the Swedish rpg "Mutant" (www.mutant.nu) - one of the best rpgs ever made!

The players are set on attacking and conquering Szith Morcane. They also want to take more prisoners for interrogation.

I can already tell that the same resolve that the group showed in "Red Hand of Doom" (see my other thread: "Red Hand of Doom - Total Recap!") is about to develop here. They will certainly give their all to try and defeat the Drow in "City of the Spiderqueen"!
#116

kardock

Aug 21, 2008 7:05:45
I can already tell that the same resolve that the group showed in "Red Hand of Doom" (see my other thread: "Red Hand of Doom - Total Recap!") is about to develop here. They will certainly give their all to try and defeat the Drow in "City of the Spiderqueen"!

and this is why i look forward on reading your progress.

your players are resourceful, and your recap is so enjoyable that everyday i hit the refresh button with high hopes that a new post will be there

anyway, thanks for taking the time to relate your campaign, it's always a great moment to read it.
#117

Anor

Sep 02, 2008 2:15:33
2 more days... 2 more days...

FIRE WALK WITH ME
#118

Caligula

Sep 02, 2008 4:10:25
All players have reported in for duty. Battle for Szith Morcane will commence soon...
#119

kardock

Sep 02, 2008 11:32:11
this is Kardock's avatar!

i am sorry to announce that kardock has died in front of his computer with his finger on the F5 key! it seems that he forgot to eat and drink.

please send your condolences to the "fighting against Caligula's posts addiction" clinic.

thanks!

:D
#120

Caligula

Sep 05, 2008 11:41:48
[b]Session: 9
Location: Szith Morcane
Time: Day 3, noon
PCs: Nebrendil, Arran,
#121

Caligula

Sep 10, 2008 14:57:31
Good news! We are looking at a Marathon session on Saturday the 27th of September. I'm sure this will take the campaign forward with a huge leap.

Next session is Thursday the 18th September.
#122

delroland

Sep 16, 2008 16:28:54
Have fun running this. It was one of the most fun campaigns I have ever run for my players. We essentially ran one four-hour session every Friday night for six months with this one.
#123

Caligula

Sep 17, 2008 3:44:14
Thanks Delroland! After a slow start with some interruptions due to the summer holidays, we are getting back on track. We do enjoy it immensely and the players seem to be quite victorious thus far. Even if they had a few close calls recently...

We continue with the adventures in CotSQ tonight, so I hope to post again soon.

BTW, a question Delroland... Did your players succeed in the end with the CotSQ module?
#124

zanan

Sep 17, 2008 10:27:07
Heya!

Only noted this thread now ... sticking with the other FR board most of the time.

Here's a short revision with some notes and rants and 3,5E converted characters and tactics (DMs only, of course):
...

Add to that a "take on Irae T'sarran" for 3,5E, again with tactics:
...

If you are in need for Drow NPC (3,5E too), warlockco converted a large chunk of the Menzoberranzan box:
http://www.dnd-gate.de/gate3/page/index.php?id=944

EDIT: Links removed upon request. People could, of course contact me for the revision and Irae T'sarran links IF they are non member's of the Caligula Gang.
#125

Caligula

Sep 17, 2008 15:19:55
Zanan, and all others, thanks for posting in my thread. However, I must say that I would prefer all participants to refrain from revealing any sensitive information regarding the CotSQ module. This include of course NPC stats.

It is important for the sake of my campaign to keep the players in the dark.

I hope you all understand this and I thank you in advance for your kind consideration.
#126

zanan

Sep 18, 2008 2:55:53
Cast darkness over my previous reply.
#127

Caligula

Sep 18, 2008 14:06:38
The Duergar looked around the cavern, frightened, as if somebody he feared was watching from the dark shadows.

His name is…. Kurgoth Hellspawn. He is the leader of an army. The destroyer of a city. The king of demons. He comes from a world far beyond ours. On the other side of the fire and the water.”

- Arnoukh the merchant


The friends had entered an old bazaar in Szith Morcane, a Drow outpost close to the surface. There they defeated several Drow and at the same time killed several customers of two Duergar merchants.

Nebrendil cast Faeri Fire and the Duergar was clearly visible. Arran flew in just above him, shouting in common: “We want you no harm. We are after the Drow alone. Not you. Yield and you shall pass safely. That is my word as a servant of Pelor.”
The Duergar hesitated, still his pick held high. He answered in broken common. “Your words of the burning god carries no favor heredown. You have killed my partner of many a year. How shall me trust thee, beings of the burnt lands of day?”

The PCs lowered their weapons and Arran kept talking softly offering assurances. Surrounded by these heroes and seeing the outsider Tiefling Nebrendil afar, the Duergar realized the spellcaster could kill him easily. He returned visible and lowered his pick. “I am Arnoukh. A simple merchant of these lands. I have lost great value in your friend's blast of fire.”
He spoke carefully, not wanting to aggravate Nebrendil. The PCs offered to reimburse him with 600 gp. Arnoukh accepted. Suddenly they were on quite good terms.

Nebrendil did question this payout, saying: “We might just as well interrogate him after he is dead. We can use Speak with Dead.” Arran looked horrified… :D

Arran tried to pump Arnoukh with more info about what was going on down here:

Tell me about this place? (Arran)

Szith Morcane is a Drow outpost, formerly used by the followers of Lolth. For some time it has been occupied by the followers of Kieransalee. It is not yet quite back to full force though and some rooms may be empty. The bazaar has not been opened for some time, but we hope to do some business with the new rulers here. (Arnoukh)

What do you know about Kurgoth Hellspawn?

He is the commander of an army that has occupied almost all of Maerimydra. Just a small part of the city remains under Drow control. I think it is the part by that tower… Kurgoth Hellspawn has a huge army under him and even servants from other worlds. Worlds of fire and pain…

Who is the leader of the Kieransalee followers?

Some whisper of Irae T’Sarran. The matron mother of a Drow family that often felt side stepped and bitter. But I am not sure.

Where are the leaders of Szith Morcane located?

In a temple further down the chasm.

Where is Maerimydra situated?

(At this time Arnoukh offered to draw a detailed map for 200 gp. The PCs were frustrated about that, having just shelled out a 600 gp for the damaged goods. They settled at 50 gp and thus received a map depicting the route to Maerimydra and some of the locations on the way there.)

Maerimydra is some 20-30 days travel following this route. (pointing at the map).

Arnoukh also described some of the locations on the way to Maerimydra:

Lake of Shadows

One of the largest pools of water in the area. Several creatures may dwell here for fresh water. Either Drow or Kuo-Toas may offer passage over water for gold or valuables.

Glouroth’s Chasm

Earthquakes have moved the earth so this offer a huge cliff that needs to be climbed.

Lich’s Mire

A place of tunnels and passageways. Can be filled with creatures. Better to travel this part in haste and preferably when they can not see or hear you

Azmaer’s Folly

This is what you call Shadowdale.



Nebrendil was worried with having to travel that huge a portion of water in hostile territory. He still remembered their troubles in Rhest, the wetlands in the South of Faerun where they had to battle fierce enemies (see my earlier thread “Red Hand of Doom – Total Recap!”) in the past to save Elsir Vale. The Kuo-Toas could never be trusted. He didn’t like the name “Lich’s Mire” either. Liches were perhaps the most dangerous creatures of all the undead.

With the map and all the new information, the PCs bought some foodstuff from Arnoukh. He offered dried meat, cheese of Rothé milk, and mushrooms. Caldoric fancied the cheese, but after having felt the smell the wizard Nebrendil twinkled his nose and mumbled “I pass”.

Nebrendil didn’t like at all where this was heading. All evidence pointed at this Irae T’Sarran using dead bodies to create an army for her “Great Day of Vengeance”. Perhaps this was also the reason why they were attacking the farmers in Daggerdale. The more dead bodies, the bigger an army of undead. This quest would be a tough nut to crack.

But before venturing any deeper they decided to go through all the storage rooms of the old bazaar. They cracked the doors open and mostly found spiders, cobweb, and deserted quarters of the merchants that had left in haste. But in one storage room they encountered two huge Oozes. Caldoric fired arrows, but they just split the Oozes in two new. Arran and Nebrendil were quite annoyed when the Dwarf repeated his firing again, and the Oozes had now grown in numbers from 2 to 4! :P

The session finished with the proud heroes retreating from a bunch of Oozes…. :embarrass

Nebrendil: “I have fought an army. I have fought dragons. And I have fought the Aspect of Tiamat. And now we run from a bunch of puddings…” :headexplo



To be continued

DM Note: A Slow session but important information was gathered again. With the map, the PCs hold another key to what goes on down here. And if Arnoukh was correct, they have just found out where the leadership of Szith Morcane is situated…
#128

delroland

Sep 18, 2008 21:43:02
Yeah, they finished the entire thing, though there was some bit of fun to be had at the end.

Mild spoiler:
Show
The party, who was mostly comprised of goods and neutrals, did have one CE orc barbarian who they kept around because he was really good at killing stuff. At the end, after the BBEG bit it, Kiarenselee offered the orc "infinite cosmic power" if only he would murder all of his companions. He took her up on the offer, raged, and managed to drop two of them before they finally brought him down.

I don't blame the player or feel sorry for the rest of the group simply because they pretty much knew he was CE and decided to keep him around anyways, and eventually it came back to bite them in the arse.
#129

Caligula

Sep 19, 2008 0:54:19
Cool stuff Delroland!

In fact, your players must have been quite good to manage and conclude the module even when the Barbarian turned against them.

Yours is only the second group I have heard of that defeated the CotSQ module. Lets see if my group can be victorious as well.
#130

Caligula

Oct 13, 2008 4:45:04
"It is imperative that we refit, resupply, and inform Randal Morn of our inquiries."

Arran the Inquisitor


Arnoukh, the duergar merchant made a new offer to the heroes. "For just the sum of 500 gold I can take you to the Lake of Shadows. I know the drow and if you hide in my boxes they wont notice you. Any drow patrol we meet will happily let me pass."

The players curtiously declined his offer. First they didnt trust him. The duergar would probably take their gold and then sell them to any drow patrol they would meet. Second, the players were fatigued and depleted and it was only noon day 3! They needed to return to Dagger Falls to refit and resupply. Also, they wanted to inform Randal Morn of the great scheme of things. The players had retreived significant information regarding the drow and their plans. :whatsthis

Before leaving the players did some scouting, wanting to penetrate a bit deeper downwards. According to Arnoukh, this is where the temple and the leaders would be. As they spread out to avoid being caught by lightning bolts again, Nebrendil noticed a new cave out left. Nebrendil remained silent but informed his friends about this as they entered the bazar. Strangely, Arnoukh was nowhere to be found inside the bazar. But his packlizards were there, tied to the ground beneath the storage rooms.

So they left the Szith Morcane complex and exited through the Dordrien Crypts. With them they took all the loot from the vast numbers of drow they had already defeated . Some 30 drow including several spellcasters and an officer.

The road to Dagger Falls was less travelled then when they first came here. The drow raids had installed fear in the countryside and merchants chose other roads less dangerous. The drow had already caused severe economic damage, not to mention the lives lost. The heroes were encumbered by all the loot and took their time, but they arrived at Dagger Falls before the evening did. They visited Randal Morn and informed him of the following:

* The drow who execute the raids are followers of Kieransalee.
* They have a stronghold, Szith Morcane, just below the Dordrien Crypts.
* Szith Morcane is the base of operations for the attacks on Daggerdale. Surely it poses a strategic threat to the dale.
* Lolth has turned silent and her clerics receive no spells. This is probably why Kieransalee's followers have grown so strong.
* The family who leads the Kieransalee followers might bear the name of "T'Sarran". The matron mother is called Irae T'Sarran, and the heroes did meet a spellcaster of significant powers named Velina T'Sarran dressed in all black and wearing a silver symbol around her neck of Kieransalee's hand.
* The Kieransalee followers plan something called "The Great Day of Vengeance" but the heroes are not sure what it means. Nebrendil thinks it means collecting dead bodies to create an army of undead.
* There is also a 3rd fraction in the Underdark now. Led under the commander Kurgoth Hellspawn, an army has all but conquored the great city of Maerimydra. Only a small part gathered around a tower still holds out.
* Kurgoth Hellspawn has beasts in his army that come from other worlds. Worlds of pain and fire...


Randal Morn was distressed by these dire news. He was deply worried. He asked the heroes to please take out the Kieransalee leadership if possible. He informed the PCs that he would scramble his forces and prepare for war :fight!: with the drow. He would also evacuate the areas closest to the Dordrien Crypts and reroute any merchant caravans passing through these lands.

Arran suggested two things of importance to Randal Morn. First, he recommended that a garrison of troops be posted permanently by the entrance to the Dordrien Crypts since that is where the drow enter the lands. Second, he suggested that the entrance by Shadowdale (according to the map drawn by Arnoukh) be guarded as well in case the drow used it for new ambushes. Randal Morn followed both these pieces of advice and the day after he informed the PCs that a garrison of about 60 good troops would be stationed by the Dordrien Crypts. They would attack any drow on sight.

The PCs were aided by Randal Morn and his advisors in finding magical equipment and trading their loot. The PCs sold equipment for a value of 27.500 gold , and then spent most of it. Dagger Falls were happy to see some good business coming in during these troubled days. I do not recall all objects purchased by the players, but I will ask them to comply with this info in the thread.

Nebrendil scribed a scroll of "Asay Spell Resistance" in the fine library of Dagger Falls. The others rested and prayed to their Gods. Early next morning they left after having spent the night in Randal Morns private residence. He offered them fresh lingon berries and porridge for breakfast. He had turned out to be a good friend.

As the PCs returned to the Dordrien Crypts and the depths of the Szith Morcane complex they knew they were up to a tough fight. The Kieransalee leadership would be no easy targets. But they had given Randal Morn their word.

Only the beating of their good hearts could be heard as they climbed down the chasm in silence. Arran whispered a prayer to Pelor. Nebrendil's eyes turned red as he flicked spell component materials with his slender hands. Caldoric drew a stone over his axe, sharpening the fine edge. [b]
#131

graazzt

Oct 13, 2008 5:55:37
Arran was thinking so hard his head ached. All he had thought about lately was how to survive in the pitch dark below Dordian Crypts, fighting scary spiders and dozens of clever drows. Hmm...6000 gold each to spend...
What was it that he would need...Then he remembered how weak he was from all those spells that cost his strength as an offer to Pelor for power.
- Well dear Wizard. Something that restores your physical condition and maybe something for falling from great heights. I don't like climbing without security and I'm also a bit afraid of dispel magics coming in the wrong moments like when flying...
- If I remember corrctly priest, said the elderly wizard. I might have just the right things for you. What say you about this rod? Of bodily restoration it is. One to three times a day it will do exactly what you need. And of course, he crackled. Ring of feather falling we have. They are always in stock.
Arran took up a couple of gems and a large sack of gold and gave to the magician. The old mans grey eyes gave of a slight spark as he saw the valuables and started counting.
- Anything else said the wizard as he finished making two piles of the gold and gems. This is what you have left to buy for. He pointed to a smaller pile of gold.
- Aren't you finished yet, Nebrendeil asked with a tone of impatience. The tiefling wizard had of course known exactly what to buy for his share. Elass had known what he wanted too and had then offered some good suggestions to Caldoric who just muttered about not needing anything special.
- Healing potions, said Elass. Somthing to make you quicker maybe, somthing to protect you? How about some more weapons?
I have axe and armor, what else can we children of Moradin's need? All Caldoric could think of was some good fresh roast steak and mugs of dark ale. He wanted to be finished here too.
- OK, then Arran said. More spellpower is always good. Do you have a pearl of power?
The wizard opened a little drawer in the cupboard and checked. Yes, we have one left here. But unfortunately that pile of money isn't big enough...
- How much is missing, Elass said sticking his hand in a sack full of coins, pulling up a couple of handfulls of gold.
- One more handful thank you and it will be enough, the wizard said while eye measuring the new pile. Anything else?
- We're done now, Nebrendil said and started to leave the room, nodding to the others to follow him out. But really appriciate your time and help resupplying.
- It was a pleasure dears sirs, said the wizard, It was indeed a pleasure.
He loved doing business with newly rich adventurers. It had been awhile since now, but Randal Morn had obviously found some potent group this time to do something about those darn dark elves from underdark...
#132

Caligula

Oct 13, 2008 8:53:59
Nebrendil the wizard bought a "Monocle of Perusal" and a "Wand of Mirror Images". The monocle can be used to identify magic items 3 times per day.
#133

Caligula

Oct 18, 2008 9:04:29
[b]
#134

Caligula

Oct 19, 2008 12:41:45
DM Note 2:

I have received some email with readers asking about the players tactics during the tough encounter at The Introverted Tower. They ask why Nebrendil fled into the Arcane guards' room, rather than out the corridor like his friends did. I also got some questions regarding the players choice of tactics and why they fled like they did without taking the fight. I think this is best answered by the players themselves and I look forward to them posting here soon. In the meantime I can just give you my take on it:

Nebrendil's retreat

Nebrendil did manage his save vs "Horrid Wilting", but he still got some "35" damage. That is a lot when you have about "55" total. His player knew that he could face death the following round if he was hit again. Especially since this spellcaster had high level spells. So he didnt want to take a double-move action which was needed to reach the corridor. Remember that Nebrendil was situated deep inside the octagonal room readying attacks versus the secret door high up that [b]
#135

lord_karsus

Oct 20, 2008 12:00:03
-I like the way you record your campaign journals here. I think I have to finish writing my campaign notes that I am taking and write them here like you do.
#136

Caligula

Oct 21, 2008 2:37:14
-I like the way you record your campaign journals here. I think I have to finish writing my campaign notes that I am taking and write them here like you do.

Thanks, Lord Karsus! I look forward to reading your journals as well. May Pelor have mercy on your players.

We have another week until next session as we play D&D only every other week now. But the player who lost Caldoric will be building his new PC as we speak and I will present him asap here. The player asked me if he was allowed to play a Drow character, so I guess we have a hinch where he's going... Perhaps he will play a refugee from Maerimydra or Szith Morcane, who wants vengeance on the Kieransalee followers...
#137

bonzai

Oct 22, 2008 18:07:28
Great journal Caligula. You've inspired me to post my current campaign in a similar format.

One hint I will give your players. I played a Dwarf Soulborn in CotSQ, and movement is a key issue. 20ft movement was a liability. That and by the time my short legged dwarf reached the action, he may only have had time for one or two swings. The party's other melee type used a flying carpet. My Dwarf however didn't have the funds for that. Instead he ended up buying a riding lizard. This allowed him to make charges over rough terrain, by using the walls or ceilings.

So if the party runs into some more underdark merchants, some riding lizards could be a great investment (also solves that anti magic problem).
#138

Caligula

Oct 23, 2008 3:43:04
Bonzai, these kind of general suggestions are much welcomed! My players read this thread and I'm sure they will listen. And thanks for being considerate and not revealing specifics from the module.

We are all looking forward to next Thursday's session. Caldoric's player will come to my house this weekend and roll up a new PC.
#139

argaud

Oct 25, 2008 10:09:05
Your players jumped fast into Szith Morcane. Mine followed the group's dwarf advice on underground warfare: leave no enemy at your back. And throughoutly cleaned the crypts, included.
#140

Caligula

Oct 25, 2008 12:15:28
Argaud, my players have indeed been fast. But as resources and spells dwindle, they will have to pay more and more time returning to Dagger Falls to refit and resupply. As Caldoric fell, they must spend time waiting for a reinforcement. I might use 2d6 days to advance the time scale. This is to manifest the time it takes for the heroes and Randal Morn to find an appropriate level hero to join the group.

The reason the heroes attacked the tower, was to make sure that any enemies in this cave didn't threaten their back. They were initially heading for the bazaar or the temple. I guess this introvert tower has made them refocus and I do think they will stage a second attack. I find it hard to see them leave high level spellcasters behind.
#141

Caligula

Nov 08, 2008 14:51:57
Sorry for the break. 2 weeks off due to me moving house. In my new apartment in Stockholm city, I have a larger gaming table. I now have 6 seats around the table, 8 if you are real close friends...

The player who lost Caldoric to the enemy spellcasters at the Introvert Tower in Szith Morcane has a deadline to meet. Tuesday 11th November at 8 pm CET is the last hour for him to roll up a new PC if he wants to participate in Wednesdays session. Otherwise Nebrendil's player will play a second character until Caldoric's player is ready. This is to avoid further canceled sessions. Christmas is close and we will probably lose a few sessions there as well...

I also want to reiterate my decision to add some days to the timeline as the group search for adventurers to replace fallen heroes. I will use +2d4 days to manifest this. In the game it will manifest Randal Morn taking the time to find adventurers fit and proper to join the heroes in their quest. Please note that this is the time it takes from when Randal Morn starts searching for replacements! Thus, we must add the time it takes for the heroes to get to him in Dagger Falls. If they are deep inside the Underdark it might prove more than a challenge...

Time is often a scarce resource so it will be interesting to see how the players use their time while waiting. Of course I wont tell them in advance exactly how many days it takes Randal Morn to find the replacements. So the players might just rest and resupply in Dagger Falls while waiting. Perhaps using skill checks as well. Or, if brave enough, may continue onward in the Underdark with only 3 PCs active. As a traditional DM I see it as obvious that the players themselves make these decisions.

Anyway, I look forward to next weeks session which will be on Wednesday. And my players are always a bit extra hungry after a longer break like this one. And certainly full of lust for vengeance after Caldoric's death...
#142

Caligula

Nov 10, 2008 14:17:29
Caldoric's player has met the deadline and today produced a Human Paladin 9th level. This Paladin will be recruited to the group through Randal Morn.

As I said earlier I will count +2d4 days from the time that the players produce the request to Randal Morn in Dagger Falls. They may use this time in between as they see fit, including continuing adventuring in Szith Morcane with the remaining 3 characters.

Next session is on Wednesday in 2 days time.
#143

Caligula

Nov 14, 2008 11:04:17
The face of the powerful wizard changes, twists his appearance into feral features. His eyes turn red as the fires of deepest hell. A distinct smell of sulfur surrounds the heroes. Nebrendil utters words long forgotten and blue shimmering light travel with the speed of stars from his fingertips toward the enemy. The friends look in awe as they realize just how powerful their friend truly is…

City of the Spiderqueen – Total Recap!

Session 13
Day 4, morning
Time played: 5 hours
PCs: Nebrendil the wizard, Arran the cleric, and
#144

graazzt

Nov 15, 2008 15:05:28
XXX
#145

Caligula

Dec 05, 2008 1:33:24
Session: 14
Day: 4-11
PCs: Nebrendil, Arran,
#146

lord_karsus

Dec 05, 2008 10:32:07
-On an aside, I recently got the City of the Spiderqueen book. I might adapt some of it for my own campaign. Any suggestions?
#147

Caligula

Dec 06, 2008 9:39:59
-On an aside, I recently got the City of the Spiderqueen book. I might adapt some of it for my own campaign. Any suggestions?

Lord Karsus, I think you made a good buy. "City of the Spiderqueen" is a good module. Perhaps not one of the best I have read or played, but sure worth its while.

We have only played to the Szith Morcane location in the first part of the module, but I have read through it all a couple of times. Here are some suggestions on how to run it:

1) The PCs, or at least one of them, should have some kind of personal connection to Randal Morn. The challenge of having the drow threatening Daggerdale is just to grand to let some by-passers deal with. In my campaign several of the PCs knew Randal Morn from before and he sent his servants to offer the PCs this mission.

2) Since the PCs will spend large amounts of time under ground in the hostile environment of the underdark, special restrictions apply. Be sure to administer these. For instance, if a PC falls, dont let them add one immediately to the group. The remaining PCs must make it on their own until they reach, as I call it, a "window of opportunity". This window is where they may encounter friendly characters that in turn may become a new PC adding to the group. This is to manifest the problem of being far from home in completely hostile territory. I mean there are just not any friendly people hanging around in the underdark! The PCs may even have to get back to Dagger Falls to meet up a new PC, like my players did last session. When you do this add for instance 2d4 days to the timeline. This is to manifest the amount of time it takes for the PCs and Randal Morn to find appropriate and competent adventurers willing to join the cause. Remember that Randal Morn's financial limits pretty much run out simple fortune seekers. There should be some kind of emotional aspect instead.

3) I think this module runs best as written within the Forgotten Realms setting. Sure, you can re-write and change stuff, but for full flavor it should be FRCS!

Good luck and hope you enjoy the module! We sure do.

And please do not hesitate if you have any other questions linked to this module in general or our campaign in specific.
#148

kardock

Dec 08, 2008 7:14:51
there is one way to get a new character into the group, but it's a once only situation.

if the party can free a prisoner, he would gladly join the group.

myself, i would put a prisoner to be freed and act as a guide, then if a player fell he could be replaced by the prisoner.

my 2 copper!
#149

Caligula

Dec 08, 2008 7:43:12
Kardock, I think that sounds like a great example! Of course, if a prisoner was freed by the PCs he could become an ally. But this is also subject to his alignment and larger goals. Perhaps he pretends to be an ally and instead chooses to backstab the PCs at a sensitive moment... Chaotic evil creatures can never be trusted, even when released from imprisonment by PCs. ;)

Thus far we have been quite lucky with only one PC death. Caldoric fell close to the surface, so it was possible to return to Dagger Falls and ask Randal Morn for aid. It will be interesting to see how the players fare deeper down in the underdark and how they will handle any deaths far from friendly quarters...

I can also inform you that we have agreed to an extra session on Saturday the 20th December. This is to compensate for sessions lost during Christmas.
#150

lord_karsus

Dec 08, 2008 10:00:52
-I'll keep that in mind, Caligula.
#151

kardock

Dec 08, 2008 10:21:58
Kardock, I think that sounds like a great example! Of course, if a prisoner was freed by the PCs he could become an ally. But this is also subject to his alignment and larger goals. Perhaps he pretends to be an ally and instead chooses to backstab the PCs at a sensitive moment... Chaotic evil creatures can never be trusted, even when released from imprisonment by PCs. ;)

i like it so much when my players look at the released npc wondering just that! hehe

funny moments!
#152

Caligula

Dec 08, 2008 12:01:56
Perhaps you remember early on in this thread the PCs met a guy in the Dordrien Crypts. He joined them but it turned out that he was a demon!

So you never know what you will run into below ground...
#153

Caligula

Dec 08, 2008 15:01:08
Continues from earlier post...

Session: 14
Day: 4-11
PCs: Nebrendil, Arran,
#154

Anor

Dec 10, 2008 5:51:13
Per request, here comes a short presentation of Nebrendil Thietland, the mighty wizard from Baator.

Nebrendil Thietlan

IMAGE(http://www.bermar.se/cb/images/dnd/tiefling1.jpg)

Little is known about Nebrendils past except that his origin is from the first layer of Baator, Avernus. His father, a once very prominent wizard in the service of a general under Bel himself, had grown tired of the endless Blood Wars. The alliance with the Tiamat, diety of Chromatic Dragons, also led him towards a life in exile.

During his vast magical studies Nebrendils father researched a new spell that could take him from Baator straight to the Prime Material Plane without leaving any traces behind. This was of outmost importance as defactors of Bel's personal army would not be treated lightly.

Nebrendil arrived in his youger years on the Prime Material Plane, his new home. Far away from his birthplace Baator Nebrendil was quickly raised and taught by his father to become a very skilled wizard himself. The magic flew strong within the blood of his family and very soon father and son had duels with magic that only few could master.

With a very strong will and amazing ability to handle fire Nebrendil grew stronger and stronger. These traits were very likely due to the connection to his birthplace Avernus where the sky always is on fire and fireballs detonating constantly.

Nebrendil and his father parted ways when Nebrendil wanted to seek out and discover the Prime Material Plane and the riches there while his father longed for other plane travels.

From the simple but very functional home up in the north of Faerûn Nebrendil started his travels and soon arrived at a keep which soon would become one of his toughest trails ever. There he met new friends that he joined up with and is still very close to. Wulfgar the dwarven fighter, Halandar the halfling rogue and Rendawyth the human paladin.


Nebrendils Adventure Path

  • Return to the Keep on the Borderland
  • The Wizards Amulet
  • The Crucible of Freya
  • Destiny of Kings
  • Vault of Larin Karr
  • Red Hand of Doom
  • City of the Spiderqueen (current)


Nebrendils Technical Stats

Wizard 6/Incantatrix 5<br /> <br /> STR 9<br /> DEX 18<br /> CON 16<br /> INT 27<br /> WIS 16<br /> CHA 13<br /> <br /> HP 62<br /> AC 22/18/14<br /> <br /> Fortitude +6<br /> Reflex +9<br /> Will +14<br /> <br /> Feats: Spellcasting Prodigy (FRCS), Spell Focus Evocation, Iron Will,<br /> Empower Spell, Energy Substitution, Sudden Maximize, Residual Magic<br /> <br /> Languages: Common, Draconic, Abyssal, Infernal, Terran, Sylvan<br /> <br /> Spells/day: 4/12/6/6/5/3/2<br /> Spells: Too great to list here. A vast selection of spells conquerered,<br /> learned and bought all stored inside 4 different spellbooks.<br /> <br /> Magical items: Headband of Intellect +4, Bracers of Armor +6, Ring of Wizardy I,<br /> Ring of Fire Protection +10, Robe of Conscious Effort,<br /> Tunic of Steady Spellcasting, Staff of Frost (CL15)
#155

Caligula

Dec 11, 2008 3:18:24
Splendid presentations of Nebrendil and Arran. Thanks to those players! As the readers can see we have some pretty mighty spellcasters in the group.

I look forward to seeing the other players come up with similar presentations, preferably [b]
#156

Caligula

Dec 21, 2008 2:46:29
[b]Session 15
Time played: 4 hours
PCs: Nebrendil, Arran,
#157

kardock

Dec 22, 2008 8:23:28
impressive indeed!

i would love to run a session like that but if the scout in my group goes by himself for some time, the other players would get bored and complain for sure.

Caligula, thanks for taking the time to write these posts, i'm always happy to have more
#158

Caligula

Dec 23, 2008 1:06:08
impressive indeed!

i would love to run a session like that but if the scout in my group goes by himself for some time, the other players would get bored and complain for sure.

Caligula, thanks for taking the time to write these posts, i'm always happy to have more

Actually, when [b]
#159

kardock

Dec 23, 2008 7:29:27
And thanks for the kind words Kardock. Merry Christmas to all!!!

to be honest, every day that passes without a new post, i feel that something is missing

i have read RHoD and it was the best recount ever!

again, thanks for sharing!

merry xmas!
#160

Caligula

Dec 28, 2008 8:34:16
Session 15
Time played: 6 hours
Days in game: Day 11
Location: Szith Morcane – The Temple



[b]
#161

Caligula

Dec 31, 2008 18:35:17
Continues from session 15...

Battle for Temple of Szith Morcane

Location: S44, Matron Mother’s Quarters.
Terrain: Stone complex, construction. Indoors. Mainly open areas with corridors and doors.
Vision and light: No light.


DM disclaimer: This post is based from notes and memories from the session 18/12. Not all details might be 100% correct. My players will correct me and fill in the blanks regarding spells and chosen tactics. If you have a problem with this, write your congressman! ;)


Advancing inside the temple

With Dessa Sik-Morcane in the group they were now 5. Dessa had informed the PCs about the temple area and the enemy leaders present. I therefore gave the players the map of this level, and a description of the Kieransalee leaders (see earlier post above). The players understood the seriousness of the enemies they were up against. They boosted themselves with spells and advanced forward fast. First they entered the S41 area, the Makeshift Temple, where Dessa had warned they might face stiff opposition. But the room was empty next to a black altar of stone with some silver objects on it including a sacrificial dagger.

The PCs wasted no time searching the room, but advanced into a hallway and entered rooms S42 a-c. These rooms were lavishly decorated and showed that they were on track to find the high leaders of the sect. They also noted that the mirrors had been destroyed in rooms S42 a and b, but not in c.

As they advanced further, the hallway turned and then broadened to 25 ft. By the bend was a door leading into another luxurious room. At the other end some 20 ft away were a pair of majestic double doors in pitch black stone. [b]
#162

the_last_legionnaire

Dec 31, 2008 21:53:04
Wow, amazing battle scenes. I hope the PC's can destroy the Drow menace. Although I feel that sending the lone Sir Peredur to hold the line was a rather unsurmountable task. But hey, what do I know? I only wish my PC's were as good with tactics as yours... Great post and I can't wait for more!

And a happy new years to all!
#163

Caligula

Jan 01, 2009 8:52:52
Wow, amazing battle scenes. I hope the PC's can destroy the Drow menace. Although I feel that sending the lone Sir Peredur to hold the line was a rather insurmountable task. But hey, what do I know? I only wish my PC's were as good with tactics as yours... Great post and I can't wait for more!

And a happy new years to all!

The players sure have the experience and drive to make it. CotSQ is a hard module, very deadly, and demands players who can take the heat over a long period of time. I would say we need about a year to conclude this one - that is if they go all the way. They have in fact advanced pretty fast so they are right on track.

I don't think they let Sir Peredur hold the line alone just for the heck of it. They try to use each PC according to his comparative advantage. [b]
#164

Anor

Jan 01, 2009 10:26:14
The spell Nebrendil used in the first round was a sudden maximized empowered fireball of acid which caused some 70-80 points of damage. As we were outnumbered quite badly, I wanted to take down as many as possible, or atleast hurt as many as possible to minimize the attacks on us (force them to use defensive spells/actions).

Later on I used some battlefield control spells, but unfortunately it wasnt enough to save Sir Peredur. We do lack a second melee combatant. One way could perhaps be for Arann to memorized spells a bit different (take Divine Power, Enlarge Person etc) and help the melee guy in the front. Another way would be for myself to polymorph in to some combat form, which I havent done yet. Nebrendil is a native outsider, so options are many

One have to remember as well that Sir Peredur was only a 9th level char while most of us others are 11th. A 9th level char has much more problems facing opponents like this than a 11th level char.

Rendawyth, my own paladin, might receive a message soon from his friend Nebrendil
#165

Caligula

Jan 01, 2009 10:54:33
I should add that after Nebrendil's extremely powerful fireball, the enemy spellcasters could be heard casting several spells from within the Matron Mother's quarters. Yet no offensive measures hit the PCs. So we can probably assume that just like Anor said in the post before, the enemy had to focus on defensive measures. 70-80 acid damage can kill most spellcasters, even those of higher levels.

Sir Peredur did a great job and it wasn't the melee that killed him, but the enemy spellcasters that had flamestrikes come down one after the other.

Sir Peredur had 9th level since you start new PCs one level under the groups lowest level, which was 10th at the time. If that same player rolls a new PC now it will be at 10th level.

Before starting the CotSQ campaign I know that Anor did consider using Rendawyth. That paladin is extremely mighty (see my "Red Hand of Doom - Total Recap!" thread). But since the player who usually plays wizards (Morbald) left the group because of lack of time, Anor felt the need to add a powerful wizard to the group. And Nebrendil was the obvious choice.

We will see how the group changes after the battle at the temple. I will add +2d6 days to the timeline if they want to get a new PC in from Dagger Falls. That timer starts from when Randal Morn gets the notion, so it might be 2d6+X days where "X" is the number of days it takes the PCs to actually contact him. With Sir Peredur dead they only have 3 PCs + Dessa with them, and several dangerous enemies are still there.

It will be exciting to continue the battle come 15th of January and I hope as many readers as possible join us!
#166

Caligula

Jan 03, 2009 7:03:45
Until now we have played even if one player was missing. Unfortunately, we have seen the same player lose 2 PCs wheh he wasnt there himself (Caldoric and Sir Peredur). After having voted among all 6 players, we have decided to end this system. In the future, we will only play when all 4 original players are present.

We are 6 players in the campaign, but only 4 actively playing right now. To be fair all should have a vote. 5 did vote.

This is mainly to end the bad feeling someone gets when another player plays the PC and he dies.

I actually voted against this system, but with the votes 3-2 we will change.

This may lead to more cancelled sessions, but my hope is that we can keep the same pace as we have until now.

2009 will be a great D&D year, and Im sure we will have finished off CotSQ before the year ends.
#167

Caligula

Jan 05, 2009 11:38:50
The player who lost Caldoric and Sir Peredur when he wasnt even playing himself, has decided to roll up a Ranger. Tired of always getting cut down in frontline melee, he wants to stay afar from the enemy and work from the shadows with deadly arrows. Perhaps next to [b]
#168

bonzai

Jan 05, 2009 18:16:46
Order of the bow initiate/Deep wood Sniper. However since he likes Paladin types, he could make an Elven Soulborn, allowing smite attacks with a Bow.
#169

Caligula

Jan 06, 2009 1:45:32
Order of the bow initiate/Deep wood Sniper. However since he likes Paladin types, he could make an Elven Soulborn, allowing smite attacks with a Bow.

Thanks Bonzai, that sounds great. In fact, in RHoD we played with "Anor" - a PC who was an "Order of the Bow Initiate".

Do you know in which books I can find these?
#170

Caligula

Jan 06, 2009 15:09:59
I think that what we are about to see now in my group, is a diversion from a classic attack unit with at least one front line combatant, to a more mobile unit that can hit from afar and retreat fast when need be. Remember how difficult it was for Caldoric to retreat with 20 ft movement, heavy armor, and horrendous terrain with chasms and webbing. Now they will have 4 PCs that all can attack from range with bow or spells, and easily disappear. They players are taking the fight to the drow by using their means. It will be interesting to see how it works. Sometimes it takes a couple of deaths to change tactics.

Next session will be the 15th of January. I cant wait...
#171

mikegill

Jan 07, 2009 18:15:59
Hi, enjoyed what I've read of this. Seems your groups going well on a module I had fun in a couple of years ago.

The Order of the Bow Initiate is from Complete Warrior - great class that has pretty easy pre-reqs.

I've always been interested in a hit-and-run party but never actually played one. Sounds like it should make for some interesting play.

Another option that I just thought of is multiclassing scout and ranger. If I remember correctly there's a feat (in complete scoundrel maybe?) that lets you stack the two classes to determine skirmish and favoured enemy bonuses. Scouts are fantastic for hit and run, although obviously suffer from needing to give up a full attack to get their extra damage mechanic. It would certainly play differently from other ranged characters.
#172

Caligula

Jan 08, 2009 9:12:44
Mikegill, thanks for the appreciating words.

It sure will be interesting to see this group change into a ranged combat focused group. Nebrendil's player told me they could probably still hold their ground if forced into a melee. Nebrendil the wizard can shapechange into a fearful dinosaure creature; Arran the cleric can boost himself to an able warrior with divine spells; [b]
#173

splarg

Jan 08, 2009 16:58:05
Gah, so much time to wait for the recap of the next session! I think I'm going to have to read your red hand of doom recap in the interim.
#174

bonzai

Jan 08, 2009 20:20:18
Sorry I haven't replied back sooner, was out of pocket.

Deepwood Sniper was in Masters of the Wild, though I believe that there was a 3.5 version... perhaps in Races of the wild? Order of the bow Initiate was from Complete Warrior.

Soulborn is a base class from Magic of the Incarnum. Think of a paladin, but with access to incarnum soulmelds instead of cleric spells. It's D10 hp, Martial weapon and heavey armor proficiency. Main class ability is constitution, so it will help with saves and hp. As an elf, you get some very nice racial substitution abilities. Firsty, can make a smite as a ranged attack, second you become immune to charm effects, and lastly you get some vision upgrades. Lowlight can become triple that of a normal human, bonuses to search and spot checks, and bow range can double.

An example of a 10th level soulborn would be feat wise: Point Blank shot, Rapid Shot, many shot (assuming he has the dex), and Expanded Soulmeld Capacity. You also get two bonus incarnum feats. One would be Saphire Smite, which allows you to gain an additional use of your smite, and adds additional damage to your ssmite for every essentia invested. Your main Soulmeld would be sighting gloves. It gives you a +1 insight bonus to ranged damage +1/per essentia invested.

So an attack from a lvl 10 soulborn archer could be as much an additional +4 base damage per arrow and +12 from a smite. The +4 can be improved if you can't qualify for multi shot by taking the bonus essentia feat, and getting a focus item for the sighting gloves, bringing it to +5. Of course this will improve as the class goes up in level as well. There is also a feat that you can select as your bonus, that helps your confirm rolls for crits, and adds crit damage.

Heh, sorry.. I am the resident incarnum junky.
#175

phelf_der_zemit

Jan 08, 2009 22:08:58
Having just caught up with the Recap I felt I'd add my two cents to the new character... If he wants to be a ranger and your facing alot of drow the obvious choice would be.. A Cleric of Sheravash!

It is a rather perfect situation. The Gods weapon of choice is a Bow and he has the war domain which would allow for a free weapon focus. He could of course multiclass into ranger and find some prestige class that advances a little bit of both. I'm sure it's out there. I'm not sure how this guy likes role playing but The Elven God Of Vengence is very fun and he would have a great hook.. something like a mission from his god which mysticlly sent him forth or even as simple as his home base/church got wind of the drow invasion and sent a forward scout... Just spit balling.
#176

graazzt

Jan 09, 2009 15:06:11
Arran's ongoing defensive spells: Protection from Evil, Superior Resistence (+6 to saves!), Benediction.

In the middle of the fight Arran also tried to blast the enemies to pieces with a 6th level spell Storm of Shards, but one of the darn enemy spellcasters counterspelled it. Arran also used the 5th level spell Dragonbreath which he now has ongoing, able to breath whenever the situation allows (for a few more rounds).
Otherwise the situation would have been a lot better for us. Arran also saved Sir Peredur's life once for a short while with a close wounds (after the 2nd flame strike?), but in wain.
As it is now, the situation seems to be under control. A few rounds of healing and some defensive spells and we are ready to go on the offensive again. Arran are low on turning attempts and defensive spells, but has several good attack spells left.

Hopefully next session is the coming thursday the 15th.

Btw: Arran has picked up a few more magic items that are pretty good.
Spellsink scarab (using around neck until "empty", then changing it for the amulet of health +2)
Daylight Pellets x2
Infinite scrollcase
2 pearls of speech. Elven and Celestial
#177

Caligula

Jan 10, 2009 7:27:22
Bonzai and Phelf_Der_Zemit, thanks for the qualified input. The player in question is new to D&D 3.5, so he is thankful for your suggestions. Im sure he will consider them before building his new PC.

Splarg, thanks for the kind words.

It will be interesting to see the modus operandi of this quartet once they get going. Since they still are in a middle of a fight, the player who lost Sir Peredur will use Dessa Sik-Morcane next session. He will actually play her, with some boundaries of course given by me the DM. This is because she is still a NPC and only associated loosely with the group.
#178

Anor

Jan 11, 2009 3:12:47
Nebrendil's player told me they could probably still hold their ground if forced into a melee. Nebrendil the wizard can shapechange into a fearful dinosaure creature..

Nebrendil is capable of changing form to much more potent forms that dinos, I can assure you of that :D

We will see what happens next session... maybe time has come to show Nebrendil's real heritage
#179

foddernock

Jan 11, 2009 4:10:03
The last level was Rouge2, so [b]
#180

Caligula

Jan 11, 2009 7:10:17
[b]
#181

phelf_der_zemit

Jan 11, 2009 11:28:11
Ok. Question. Did the adventures ever turn up Solom Morcanes body? That seems like it would have been the most profitable death from all of the kills. I mean, that is almost worthy of becoming a title. "Hello, I am -insert name-, killer of Solom Morcane, Archmage of Szith Morcane.."
#182

Caligula

Jan 11, 2009 11:38:40
Ok. Question. Did the adventures ever turn up Solom Morcanes body? That seems like it would have been the most profitable death from all of the kills. I mean, that is almost worthy of becoming a title. "Hello, I am -insert name-, killer of Solom Morcane, Archmage of Szith Morcane.."

Unfortunately his body plunged down into the chasm. One PC did travel deep down, but there was only darkness and ice cold water from a violent onrushing underground river...

But defeating the Archmage and the other spellcasters at the Introvert Tower was a fantastic achievement.
#183

phelf_der_zemit

Jan 11, 2009 11:56:26
Darn. The goodies he would have held. What were the archmages levels anyway? Was he higher up than the troop, like CL14 or 15?
#184

Caligula

Jan 11, 2009 16:27:28
Darn. The goodies he would have held. What were the archmages levels anyway? Was he higher up than the troop, like CL14 or 15?

I dont want to give facts like that away to my players who also read this thread. I can pm you the details tomorrow.
#185

phelf_der_zemit

Jan 12, 2009 17:39:05
That would be great. I'm curious as to what is a passable Archmage outside of Menzo and the city of mages.
#186

eblis1234

Jan 15, 2009 19:31:25
If you want to add another feat to Elass (some disadvantages) which would really help out try Craven (will have to look which book it is from- I think Champions of Ruin) -2 penalty to fear saves but increases sneak attack damge by +1 per character level.

My rogue/teflammer shadow master finally uncloaked himself as a follower of Mask (not Oghma as he had pretended for the last year or so) at the end of our last campaign (moving to 4th ed this week) killing the psychic warrior in the party who had always mistrusted him- great fun!. But we did not have a front line fighter (psychic warrior was tooled for mobility and staying power not damage output) so it was up to the rogue, cleric and psychic warrior to hold the line and it worked a lot better than we expected. The rogue must be put in position to flank though.
#187

eblis1234

Jan 15, 2009 19:34:37
Oops just checked a long time to the next feat...ohh well
#188

Caligula

Jan 16, 2009 2:13:50
If you want to add another feat to Elass (some disadvantages) which would really help out try Craven (will have to look which book it is from- I think Champions of Ruin) -2 penalty to fear saves but increases sneak attack damge by +1 per character level.

My rogue/teflammer shadow master finally uncloaked himself as a follower of Mask (not Oghma as he had pretended for the last year or so) at the end of our last campaign (moving to 4th ed this week) killing the psychic warrior in the party who had always mistrusted him- great fun!. But we did not have a front line fighter (psychic warrior was tooled for mobility and staying power not damage output) so it was up to the rogue, cleric and psychic warrior to hold the line and it worked a lot better than we expected. The rogue must be put in position to flank though.

Eblis1234, thanks for the advice, it is always appreciated in the thread and my players are happy with any suggestions. I'm sure [b]
#189

foddernock

Jan 16, 2009 3:04:34
If you want to add another feat to Elass (some disadvantages) which would really help out try Craven (will have to look which book it is from- I think Champions of Ruin) -2 penalty to fear saves but increases sneak attack damge by +1 per character level.

It's a really good feat, but since it's from Champions of Ruin I couldn't see it work together with Elass (CG, follower of Olidammara), since the feats there are described with:
Champions of Ruin introduces several feats of pure cruelty and
evil. Characters devoted to dark gods or vicious means can use
these feats to enhance their wicked power.

Though I have my eyes on a exalted feat from Book of Exalted deeds, that DM says I'm qualified for after defeating the aspect of Tiamat. We'll see if I survive the present fight though.

One of the most used phrases from DM yesterday was "this can be one of the most important saves in your characters life." But I'm gonna wait for DMs good storytelling to tell it all..
#190

eblis1234

Jan 16, 2009 3:18:30
Yeah it is a great feat, and one of the few where I would argue (from that book) it doesn't require you to be evil, and a good one for role playing as well, though I was playing a neutral worshipper of an evil god (bit of background to that one). Enjoying the thread as much as RHOD and best of luck!
#191

Caligula

Jan 16, 2009 5:15:11
The ruling regarding the "Champions of Ruin" module was that it is not possible to combine with a good character for the reasons listed above by Foddernock. Especially when using the "Book of Exalted Deeds" too.

We had a couple of "save or die" situations last night. It was a brutal, brutal fight. I will post it later tonight!
#192

Anor

Jan 16, 2009 8:35:53
It was a very tough fight indeed... cannot wait for next session to see how it ends

I took some pictures with my mobile of the battlefield I will post later tonight.
#193

foddernock

Jan 16, 2009 13:23:52
It was a very tough fight indeed... cannot wait for next session to see how it ends

I took some pictures with my mobile of the battlefield I will post later tonight.

The round where Elass was surrounded by 15 enemys was, interesting. I hope the photos captured how intense that round was.
#194

phelf_der_zemit

Jan 16, 2009 13:53:02
I won't be happy with the pics unless I can see three guys in the backround yelling at the board with Mountain Dew in one hand and Cheetos in the other :D .
#195

the_last_legionnaire

Jan 16, 2009 14:32:59
Can't wait for the recap. I may travel all the way to Sweden for the next session. uhh don't be surprised if a kid shows up at the door next week... lol

Sounds like an intense battle, surely the pictures will be worth a 1,000 words and the players I'm sure will have a few choice ones. Good luck Players!!
#196

Caligula

Jan 17, 2009 4:58:56
This battle at the Matron Mother's quarters is one of the most intense we have had for quite some time. Only the final battles of Red Hand of Doom can measure up to this one. We have played 2 full sessions with this battle and we are not done yet! I will post later today.

Also, I will award experience points if/when the players take it. They will all gain a level at that point.

Phelf_Der_Zemit, Mountain Dew is a natural at gaming sessions. Also popular drinks are Dr Pepper and Cherry Coke!

The_Last_Legionnaire, you are always welcome to Sweden! We are a small country but we have a lot of rpg-culture going here. D&D is a huge game here and we also have quite a few Swedish games that are really good. Mutant, Götterdämmerung, Kult, and Drakar&Demoner are just a few exceptionally good ones that should be mentioned. Also I want to recommend the annual Stockholm rpg-convention. Hardcore rpg fans from all of Scandinavia meet up for a weekend of great gaming. If you ever want to go to Sweden check the dates for this superb convention!

It would be great if any of the Wizards guys would visit the convention too one day.

The battle for the Matron Mother's quarters will enter its 3rd session in less than 2 weeks time. Dont miss it!
#197

Anor

Jan 17, 2009 11:55:26
OK here comes the pictures I took of the battlefield during the last 2 sessions. Sorry for the bad quality, it was a Nokia phone ;)

Picture #1 - Need a breather
We get a breather after Nebrendil casts Wall of Force (the pen).

Picture #2 - Pushed back
After a tactical retreat to cover our flanks we end up in the far end of the corridor.

Picture #3 - BBEG approaches
The one that stands by it self to the right is the boss of this cave, the sword archon is Nebrendil and to his sides stands Arann and Dessa. Elass is in the middle of the bad guys in a less tactical position (but he can handle it with his ring of darkhidden and superb AC/saves).

Picture #4 - On the offensive
The battlefield after Nebrendil used a Empowered Fireball and Arann Earthreaver. A few less enemies to be had, but still Elass (below the red dice) dangerously close to the enemy spellcaster (to the left of the red dice). The red dice seen on the picture is a vampire in mist form after getting struck by our spells.

Picture #5 - Sheets 'n notes
Nebrendils character sheet with some other notes on top of it. Can anyone recognize the sheets I use? The best ones =)
#198

Anor

Jan 17, 2009 14:29:04
Here comes some pictures from the start of the campaign, link texts are (c) caligula incase you wonder :-)

Picture #1 - Players
[url=http://www.bermar.se/cb/images/dnd/DSC00156.JPG]Lower, from left: Marcus who plays
#199

graazzt

Jan 17, 2009 14:40:49
A few notes about the miniatures being used. I only have 5 medium sized wolves, so we had to use Kuo-Toas to represent wolfs. And instead of Quth-Martens we used Black Wood Dryads. It's hard to find the exact correct miniatures when I have my 2000+ miniature collection at home, so I just bring what I think might be useful. Drows, duergars, kuo-toas, wolves, spiders and some more.
#200

phelf_der_zemit

Jan 21, 2009 19:58:48
My fingers starting to hurt from clicking refresh so many times :P . Haha. I'm excited as to the battles swing. Seems to be one worthy of a caption in D&D next supplement book.
#201

Caligula

Jan 23, 2009 3:39:33
Sorry guys... I have been overwhelmed at work, and the last session was just amazingly intensive! It was brutal and bloody. Many have fallen dead to the cave floor of the Matron Mother's quarters.

I will post the details this weekend, most probably tomorrow.
#202

bonzai

Jan 23, 2009 17:31:52
Tease!
#203

Caligula

Jan 25, 2009 11:17:37
Location: Matron Mother's quarters, Szith Morcane.
Remaining enemy forces: At least 2 x high level spellcasters, 1 x Vampire Noble Guard, 4 x Quth-Marens, 1 x Displacer beast, and 23 x wolves.

DM note: This is the 2nd consecutive session that we played out the battle for the Matron Mother's quarters. I knew beforehand it would be tough, but I never realized it would take us 3 (!) sessions to finish. That is IF we do finish it tomorrow evening (Monday) when the next session is due.

The battle

Nebrendil had chosen to dismiss the Wall of Force. He knew the enemy grew stronger by the minute. Not the least the vampire and the quth-marens with their healing abilities. They were also on enemy territory and the PCs did risk facing reinforces. The PCs buffed themselves with spells and Nebrendil shapechanged to a Sword Archon. He was now a large being made for combat. At the same time Arran cast Celestial Wings and joined Nebrendil as the two spellcasters charged towards the Matron Mother's deepest sanctum. [b]
#204

foddernock

Jan 25, 2009 13:35:52
[b]
#205

Anor

Jan 28, 2009 15:27:00
And the DM says to me again, "this will be one of the most important rolls in your life"...

This's becoming a habit now, im afraid
#206

Caligula

Jan 29, 2009 5:46:00
And the DM says to me again, "this will be one of the most important rolls in your life"...

This's becoming a habit now, im afraid

Haha, yeah, CotSQ got a whole bunch of "save-or-die" situations. It's a tough motherf....

We completed the 3rd session of the Battle for Matron Mother's quarters last Monday. The battle is now over. It was a very hard fight. I will post later this week, hopefully on Friday.
#207

Caligula

Jan 31, 2009 12:31:30
The Final Session for the Battle for Matron Mother's quarters

DM Comment: Man, 3 consecutive sessions to play out this fight! And that is with 5 experienced D&D players and megasuperstar PCs. I mean, Nebrendil, Arran, and [b]
#208

graazzt

Feb 01, 2009 4:13:11
It was indeed a tough fight! I think Arran only got like 3-5 spells left. All gone in only two fights! Interesting and scary at the same time was that whatever heavy spells we through at Dorina, nothing seemed to affect her! Nebrendils Fire- and Coldballs and Arran also cast Flamestrike at her which from him is 75% holy damage! Spell resistance yes, but she had to have had some really heavy defensive spells going. Add to that a fire shield and AC of 30+! I also tried to dispel her spells after that and yeah... I had to roll like 20 times! Having to meet her and Irina + allies in the future is not going to be easy...

Spent a lot of time yesterday browsing through new good spells, especially for questioning a prisoner and also how to boost turning. Also thinking about what next level and next feat would be for Arran. Found several nice PrCs, but none of those had spell progression + Turn Undead, so it seems like another level of Cleric or Radiant Servant of Pelor are those to choose from. Both are fairly good, since both are level 6 meaning +1 on all saves. RSoP also gives maximize on domain healing spells (not very important since I only use the 1st and 6th level slot for healing, clw + heal that is).
#209

Caligula

Feb 01, 2009 6:14:13
It was a long time ago that we played out a single battle over 3 full sessions. I think it must have been the Battle for Brindol in the "Red Hand of Doom" module. The part where the horde breaks through the gates and rush onto the streets depicted in the tactical map that comes with the module.

Dorina was certainly a most dangerous foe. She was also the leader of the Szith Morcane contingent. Not only a powerful drow, but also a vampire and spellcaster. She also hold her ground in melee combat, offering heavy damage with her heavy mace. Her AC was incredibly 32+ something. Im sure the players will treat her with care if their roads cross again...

It doesnt surprise me at all that Arran's player ("Graazzt" here at the boards) wants to focus on Turn undead and saves. Irae is according to relevant intel building an army of undead. Saves are used several times every round with the Quth-Marens fear effects, spells, and drow poision. So saves will be a key issue in this module.

I talked to Nebrendil's player today and he feared that the corpses will be raised by Irae. He was thinking of puring holy water into their stomachs, or even create an entire swimmin-pool of holy water, where they could put all the corpses to hinder them being raised. He expressed a great will NOT to meet the blackguard Zedarr T'Sarran in combat again... :D
#210

Anor

Feb 01, 2009 8:42:53
Spent a lot of time yesterday browsing through new good spells, especially for questioning a prisoner and also how to boost turning.

Probe Thoughts (SpC p162) is a very good one. Offers a save for the target, but it can be done without the target knowing it is being done! :-)

It's also impossible for them to lie (once save is failed by target) so you will know you get only truths and no lies.
#211

Caligula

Feb 01, 2009 14:36:37
The problem with interrogation is that you never know how trustful the information really is, unless you can doublecheck via other unconnected sources.

Interrogation using torture may get answers, but often the answers can be modified to suit the interogators. More so if the victim is really terrified and want an end to his pain. Other victims may still lie skillfully unafraid of physical pain. Using magic is usually the most secure way of retrieving reliable information. Drow are by nature unreliable.
#212

Anor

Feb 01, 2009 15:01:44
Probe Thoughts is done inside the targets mind, without him knowing it. So the information is accurate, no doubt about that. Questions are done telepathically, and answers returned directly to the casters mind. No speaking involved. Very much like the Mind Flayers ability.

Spell Compendium page 162.
#213

Caligula

Feb 13, 2009 5:58:21
With the battle for Matron Mother's quarters won, the PCs took their time in checking the loot and enemy equipment. They gathered most of the valuable stuff. Dessa tried to stab Velasta, but both [b]
#214

Caligula

Feb 14, 2009 9:41:01
I have informed Arran's and [b]
#215

Caligula

Feb 23, 2009 2:32:18
Nebrendil, [b]
#216

Anor

Feb 24, 2009 7:21:33
Nebrendil just took another level Incantatrix and became Wizard 6/Incantatrix 6. Unfortunately, I will not be able to enter Archmage until level 16 (I think it was) which is my goal with this character as I had to take some offensive feats during RHoD.

Now instead, I will enjoy the mastery of metamagic and the great awesomeness of my hertiage from the Abyss

FIRE WALK WITH ME!
#217

godwinxz

Feb 24, 2009 11:32:54
The last level was Rouge2, so [b]
#218

Anor

Feb 24, 2009 14:09:13
Very nice ability indeed, eventho one half of the sneak attack dice vs undead.

I have something planned for my wizard as well that might prove to be pretty useful vs undead, that will soon be known. Fear the abyss, fear the abyss.

FIRE WALK WITH ME
#219

Caligula

Feb 25, 2009 3:44:00
We appreciate your kind words GoodwinXZ and especially the recommendation. I also appreciate the fact that you are a gentleman and dont reveal any specifics from the module to the players who themselves read and participate in this thread.

I would also like to say that Im sorry about your TPK. But this module is extremely deadly. Players, beware! My players have just gotten the names and some descriptions of Irae's chief lieutenants and bodyguards. Their faces turned pale and they shuttered as they spoke silently in fear....

We have already held 2 sessions (Monday and Tuesday) and 2 more are coming up soon (tomorrow Thursday and Saturday with a marathon session), so I will write like hell as soon as I get any time off playing D&D. 4 times this week must be a record for many years. I think me and my cousin played 14 days straight when I was at the university....

Among other things I will tell you about a certain Arran and [b]
#220

Caligula

Feb 28, 2009 13:21:58
Oh man, this has been a superb week! With my cousins biatch off with the kids we have played ALL WEEK! Or at least we have played 4 long sessions: Monday, Tuesday, Thursday and today Saturday. We have come a really long way in the module, and here follows the first post of several that I will post in fast succession.

With Szith Morcane finally under the PCs control, mind only the Drow villagers in one cave that the PCs let be, the heroes teleported off to Waterdeep. It was time for business! Nebrendil found most of the magic items he craved. He knew the fight against the most powerful drow of Maerimydra would be their greatest test ever. (I expect Nebrendil’s and the other players to present their lists with bought items.) Nebrendil also studied his arcane lore and the spellbooks he had captured from the Archmage of Szith Morcane, Solom Ned’razak.

[b]
#221

eamon

Mar 02, 2009 8:11:52
The friends had spent all their gold on important magic items. [b]
#222

Caligula

Mar 02, 2009 9:29:04
Eamon, just wait I've got plenty more coming up soon! The players had a rough ride last week, I'm telling you.

I hope to post more later tonight CET.
#223

leinart

Mar 02, 2009 12:31:35
Hey longtime follower of your recaps just wanted to say keep em coming. Was curious though as to why you played morn as such a hardliner being that he is NG and was formerly a vigilante?
#224

alakar

Mar 02, 2009 20:49:34
Being a leader has a tendency to change the way one thinks. Plus we don't know what else is going on Morns head. He might not be doing what we think, I personally can't wait to find out! Keep up the good work!
#225

Caligula

Mar 03, 2009 1:00:21
Leinart, you raise a very good question! What was Randal Morn's motive to come down hard on the rebel PCs?

Alakar, you are wise to see how power sometimes changes a persons perspective.

I will post later tonight. Randal Morn's verdict. I can tell you one thing. My players were silent and pale as the verdict was spoken out to them...
#226

graazzt

Mar 03, 2009 8:42:00
Arran was not pale and nervous. He was more annoyed and irritated by the whole spectacle, but knew not to show it. He also choose to apoligize although he didn't think he had done much wrong except to threaten the guards that guarded Dessa. Not that he would have ever carried out the threats. Anyway, sometimes you have to bend your knees for mortal laws although the only one to judge him is Pelor...

About Arran, he has now decided to specialize in combatting undeads. So with his newly acquired Greater Holy Symbol, the feat Quicken Turning and some nice spells from Complete Champion (Light of ...) he hope to help stop this undead nuissance once and for all!

Next session is in two days so our dear DM have quite a lot of writing to do to keep up with the amount of gaming we do now. :-)
#227

Caligula

Mar 04, 2009 5:59:55
Early at dawn the little crowd gathered yet again. The officer Aoun who bore witness of the crimes committed by Arran and [b]
#228

rinonalyrna_fathomlin

Mar 04, 2009 20:18:25
DM Comment: With that the procedure was over and Arran and [b]
#229

alakar

Mar 04, 2009 20:29:45
I really like what you did here C. Outside of the story and RP implications, an interesting resource (time) is being wasted/squandered. Will the drow in the Underdark think the hero's gone, grabbed the loot and ran? Will the escaped vampire return to it's lair, or is it stalking the PC's as we speak? What has become of the PC's ally? Does she think they have fled to the safety of the surface world? I love the way your mind works C, keep up the good work!
#230

Caligula

Mar 05, 2009 5:28:42
The players seemed relieved with the verdicts. This meant they could continue with their mission and fight the drow. Randal Morn had welcomed news. "I have called for your friend Rendawyth the paladin to join your ranks. His high moral standards will guide you in the future struggle. He will have the last word when ever you stand before a difficult choice."

It was true. Randal Morn had called for the hero from Southern Faerun. Rendawyth had spent the time after the war against Tiamat rebuidling Vraath Keep and founding a holy order that would fight evil and protect the innocent. Elsir Vale would never again be harmed by those of evil powers. He, Rendawyth, would see to that. But he had listened to Randal Morn and heed his call. The paladin had great respect for his friends and wanted to aid them against the vile drow. He rode day and night on his magic unicorn across the fields and over the hills. One dawn he arrived at Dagger Falls and the friends were united again.

Randal Morn had instructed Drizzt D'Urden to escort the heroes back to the Dordrien Crypts. Under Drizzt's watchful eye and his lethal blades no one would hinder this group. But the players were not sure if travelling by horse and later by foot through the underdark was the right way to go. Now it was Elminster's time to speak.

"Nebrendil, I have listened carefully to the tales of your progress as a powerful wizard. Defeating Larin Karr and entering his vault was a feat that spread your name over the lands. The defeat of the Tiamat forces in Elsir Vale put your and your friends names in the history books forever. It is now time that you trust in your arcane power and that you use it wisely and fully for the best of the people of your lands."

Elminster talked for many hours with Nebrendil. The powerful archmage told Nebrendil that the threat from the Kiaransalee kult under Irae T'Sarran was much greater than first imagined. The heroes had to act in haste. Elminster offered Nebrendil two scrolls. One of "Teleport" and the second "Teleport without error". Nebrendil would soon reach the level to use the more powerful of the two teleport spells. Elminster continued to say that he thought Nebrendil had the power and knowledge to be able to handle the Faerzress - the magic in the Underdark that blocked some spells and magic. But it was not without risk to teleport in and out of the underdark. A mishap could always strike down on the spellcaster.

The players talked long and well. Should they use Elminster's scrolls to teleport to Maerimydra, or follow Drizzt on horseback to Dordrien Crypts? Elminster's choice was fast and would save them much appreciated time. Irae's "Great Revenance" could be completed any time soon. On the other hand, could they afford a magic mishap, perhaps ending up lost somewhere in the great depths of the Underdark?

The players chose teleportation. With nervous hands Nebrendil's player rolled the dice for a Spellcraft check. He succeeded!

The 4 heroes, Nebrendil, Rendawyth, Arran, and [b]
#231

Caligula

Mar 06, 2009 4:53:04
The players have leveled twice in pretty fast progression, due to our intensive schedule the last couple of weeks. We have played 5 times in less than 10 days. All heroes are now 14th level, except for Rendawyth who is 13th (ECL 14th due to Aasimar race). Nebrendil is ECL 15th (Tiefling).

I would gently ask the players to themselves present their choice of level progression here at the boards. Also present the spells, special abilities, and skills you chose if possible. Any motivation behind your choice is always appreciated by the readers. Thanks.

Any questions from readers regarding the PCs/the heroes are of course welcomed and will be answered asap.

Or Kurgoth Hellspawn will deal with troublemakers... ;)
#232

Caligula

Mar 07, 2009 7:56:10
The city is dark and uterly destroyed. Flames erupt in the distance. The bivouacs sound of terror and war. A winged creature flies into the mighty colosseum. The wings of the powerful creature flaps before the conquoror rapt in demonic fire.

"Lord, I have seen a group of surface dwellers outside the castle. They seem to be willing to enter behind the protective shield." The balor kneeled like he had never done before.

Kurgoth Hellspawn spoke to his servant:

"Badrazel, you have served me well. Soon the castle will fall. You will be rewarded when the priestess head lie before me."

The balor Badrazel:

"I will assure our victory, my Lord."

Kurgoth Hellspawn waved his powerful arm and pointed his burning sword towards the castle.

"The surface dwellers are fools to enter the complex alone. Perhaps their foolness will reap some reward as they seek to kill one of her lieutenants."

The balor laughed with his lord. A demonic laughter seldom heard.

"My lord, how do you order me to react towards the surface dwellers?"

"Time will show."

The balor nodded.

"Badrazel, I do not appreciate questions. You serve me in eternity and you serve me in silence. If you fail to comply I will feed you to the rats."

The balor kneeled even deeper, his forehead touching the ground. Kurgoth Hellspawn was a master that even a balor feared.
#233

Caligula

Mar 07, 2009 8:07:15
I really like what you did here C. Outside of the story and RP implications, an interesting resource (time) is being wasted/squandered. Will the drow in the Underdark think the hero's gone, grabbed the loot and ran? Will the escaped vampire return to it's lair, or is it stalking the PC's as we speak? What has become of the PC's ally? Does she think they have fled to the safety of the surface world? I love the way your mind works C, keep up the good work!

Alakar, you speak words of friendship to us in the land of the north. A warmth much needed here in the city built by kings, Stockholm. I take your words with me, carry them around me like a blanket that shields me from the winds of the cold Swedish forests. As our group of brave adventurers penetrate deeper into the castle of evil, they smile, appreciating the support from the readers of the boards.
#234

panics

Mar 09, 2009 12:22:40
WoW... I was casually reading the first page and soon realized I was on page 8 !! Great story your players are creating. I'm also currently using City of Spider Queen in my campagn but I play in Tethyr and I somehow change many things (ie Ira is marching on the surface elves and the PCs must track her down to the city which is filled with undead (a Cleric Turn Undead pleasure ! :P).

But overall, I love the roleplaying your players put in the adventure. On my part, my players tend to be much more hack-and-slash... drow prisoners don't exist, even if one of the player is an half-drow (born/raised on the surface).

I'm waiting for your next post !!
#235

Caligula

Mar 09, 2009 13:23:36
[b]Location: Maerimydra
Time: Day 18
Heroes: Nebrendil, Rendawyth, Arran, and
#236

Caligula

Mar 21, 2009 8:19:01
[b]Location: Maerimydra.
Time: Day 18, morning.
PCs: Nebrendil, Rendawyth, Arran,
#237

godwinxz

Mar 21, 2009 20:25:39
I agree that the most crucial thing for the party to do was get the Hidden to be helpful for they now have a base of operations so far from the surface. I wonder how Rendawyth will handle trying to negotiate with Kurgoth Hellspawn. I can't imagine a Lawful Good Paladin with a Holy Avenger will have peaceful negotiations with a half-fiend. Well I wish the party all of Tymora's Luck and more. I never got to use my Irae T'Sarran Miniature but I hope you all make it to her and finish this truly epic quest.
#238

Caligula

Mar 22, 2009 2:28:01
The plot thickens and being a paladin doesnt mean you have to go on suicidal missions as soon as you see an enemy. Even paladins are allowed to use intelligence and wait for their moment. If you attack all enemies at once, you risk losing them all.

In this case the PCs decided that just walking into Castle Maerimydra would be too difficult. It would probably mean their own destruction. And if they fall, all of Daggerdale will fall. Taking this unselfish thought in consideration, it can at times be necessary to build alliances even with those who do not share your own alignment. I will soon post about their trip to the colosseum and Kurgoth Hellspawn.

When/if Irae T'Sarran is defeated I'm sure Rendawyth would not let the demonic half-fiend escape judgement day.
#239

graazzt

Mar 24, 2009 13:27:13
Just a little info about about Arran since he power has risen quite fast lately. He had many ideas on going on with his career, but after much thinking decided to take the path of specializing in how to battle undeads, since that was what mostly needed right now. Being a follower of the god of sun and even a Radiant Servant of Pelor, he already had a more power in that field than the average cleric. But maybe the best path to follow (as far as he knew) was to become a Sacred Exorcist and then narrowing it down further and choose undead as special enemy.

It was also Arran who suggested allying with Kurgoth. As was being told earlier by Caligula. Your enemies enemy is a potential temporary friend. And since the mission itself were extremely difficult all extra knowledge being given and maybe even help in form of whatever Kurgoth would give, would be much appreciated. But he also knew that it was a risk, but a risk worth taking. You can always run away if Kurgoth was even less nice than one could expect... :-)

And a final note. If we manage to kill Irae, Kurgoth would probably be the next target... At least if Arran get to decide. :-)
#240

Caligula

Mar 25, 2009 5:54:59
Kurgoth Hellspawn

The brave heroes used magic to cover their way through the rubble of what once was the proud city of Maerimydra. Invisible to the eye of Kurgoth Hellspawn’s brutal forces, they ran across the streets and roads, and before them lay the grand Colosseum. The Colosseum was the army headquarters of the invador. Several large bivouacs were encamped around the Colosseum as a perimeter defense to safeguard the army leader. The camps fires shone in the dark cave and drums and drunken soldiers were loud. From the inside of the Colosseum the PCs could hear roars and applaudes. There was obviously a fight going on. The players were astonished that there were no visible guards by the Colosseum entrances. There were several open entries, and as the PCs walked up they could see drunken goblins laying on the floor. The feast of the conquorors taken too far. The PCs were still invisible as they sneaked up the stairs and into the stadium.

Some of the players hesitated. Should they really enter the Colosseum and risk their lives? This was after all a fiend. An evil entity, not any better than Irae and her minions. But Arran wanted to continue. He considered the possible alliance with Kurgoth a necessary evil to succesfully complete their mission. And he spoke well. The others gave in and followed.

The Colosseum was grand indeed. The stadium was almost empty with just handful of spectators scattered across the stands. But one of the curves was filled. In the centre was Kurgoth Hellspawn. A huge demonic half fiend fire giant. His head looked as if on fire and he carried an enormous greatsword that was also in flames. His entourage of bodyguards was just as impressive. Several giants, elite ogre lieutenants, and ogre magis. An impressive force guarded the mighty conquoror of Maerimydra. Kurgoth was intensively cheering the fight that took place inside the Colosseums battleground. A huge dire war elephant was fighting several ogres that ran around nervously trying to throw javelins at it. But the javelins just fell off its thick hide as matches. The war elephant trumpeted majestically and then charged the ogres. With immensive force the war elephant thrusted forward. Its giant ivory spears penetrating the yellow skin of the ogres. One ogre flew 30 ft up in the air by the force of the blow. Kurgoth celebrated his servant's victory by banging his hands against the railings. His entourage followed suit. The brawl came as a storm over the arena.

The PCs looked in awe. “Eh…. Arran, should we really walk up to this crowd?” asked the others nervously. “Yes, we have to.” Replied the cleric determined. They let the invisibility wear off by itself and suddenly they stood there fully visible in front of Kurgoth and his minions. First, nobody seemed to notice. But then several shouts. Drunken minions in the stands drew their weapons and circled around the group of heroes. Kurgoth’s bodyguards started casting spells and the giants picked up boulders. The elite ogres drew their weapons and several bows were now aimed towards the PCs hearts.

We seek you no harm.” said Arran. “Mighty Kurgoth Hellspawn, conquoror of Maeimydra, we are here to serve thee!”

Kurgoth looked astonished. One of his bodyguards shouted back: “And yet you die here, scum.” But Kurgoth was curious. He waved off his aggressive bodyguards and walked up to the small barrier separating the two stands. “Who are you and what is your cause here in my city?”

The players acted this out well. They told Kurgoth that they were seeking the destruction of Irae T’Sarran and her Kiaransalee cult. They wanted her dead just as much as Kurgoth. By sharing a common goal, they should work together. Arran and Rendawyth used all their skills in diplomacy and I asked the players to roll. I allowed “aid another” for +6 bonus. They reached “42”! Kurgoth was now positive to a cooperation. But he still wanted proof of their effectiveness. He would not diminish himself to work with useless people. “I, Kurgoth Hellspawn, conquoror of Maerimydra, leader of the mightiest army in the Underdark, hereby command you to kill one of Irae’s closest allies, one of her lieutenenats and bringing the head to me as proof of your succes. If you fail, it shall be your heads served to me instead.”

The PCs accepted without discussion, knowing this demonic half-fiend could anytime backtrack on his word. They saluted Kurgoth and vanished just as quick as they had arrived to the Colosseum.

The players looked at eachother around the gaming table. What the hell was this? Had they gained anything now? They had started an allegiance with a demonic half-fiend that demanded they get in to Castle Maerimydra to kill one of Irae’s closest allies. Not an easy task…

DM Comment: A very brave step indeed. And the players seem to roll those incredible results when need be. “42” diplomacy check when you stand before Kurgoth Hellspawn is just fantastic. It would have been great though to se them roll “1” how fast they could run… :D

BTW, don’t miss my next recap when they actually try to penetrate Castle Maerimydra! A lot of stuff happens…
#241

graazzt

Mar 26, 2009 4:32:08
We played again yesterday evening so we're about two sessions before the recap. And more exciting things have happened...

I heard that Caligula had got several messages from the readers of this recap asking questions why we playes took certain decisions and other things regarding us. You guys are very welcome to send me those messages instead and I will answer them right away. It's hard for Caligula to know for sure why we did what we did. At least sometimes since we three players have a pretty active e-mail conversation going between gaming sessions about tactics and ideas of what to do.
#242

Anor

Mar 26, 2009 7:13:46
Same goes for me, if you have any specific questions regarding Rendawyth or Nebrendil feel free to contact me directly or post in the thread.
#243

Caligula

Mar 26, 2009 7:25:24
Actually I would prefer all discussions regarding the PCs and their adventure to take place in this thread. That is why I started this thread.

The only discussions I would prefer to keep private are questions to me the DM regarding sensitive information that the players shouldnt know about. So please avoid spoilers.

Again, this forum is superb and it is a delight to write recaps here when we have so many nice readers that keep following our adventures. All questions are welcomed and we look forward to all of your feedback! If you have a direct question to [b]Arran, Nebrendil,
#244

bonzai

Mar 26, 2009 15:38:00
Lol, I just can't wait till you guys finish, so I can tell you about my parties misadventures on this campaign.
#245

Caligula

Mar 27, 2009 10:08:46
We played again yesterday evening so we're about two sessions before the recap. And more exciting things have happened...

I hope to finally have a sober weekend and write some more recaps. A lot of exciting stuff have happened and I will soon tell you all about it!!!

Happy weekend to all!
#246

phelf_der_zemit

Mar 29, 2009 20:24:39
Same goes for me, if you have any specific questions regarding Rendawyth or Nebrendil feel free to contact me directly or post in the thread.

I was curious as to what all Nebrendil gained from Larin Karr? I know he got the spell book but what all did that entail?
#247

Caligula

Mar 30, 2009 3:21:25
Great question, Phelf_Der_Zemit!

Anor here at the boards who plays Nebrendil will answer it within shortly.

The NPC bad guy Phelf_Der_Zemit refers to is Larin Karr, a legendary drow wizard/rogue. My players defeated him in the fantastic module "The Vault of Larin Karr" (www.necromancergames.com). One of the best modules I have ever played. Larin Karr travelled all over the realms and even beyond the planes to find the most tresured magical artifacts. So in effect he was like a collector. To make sure nobody could steal his beloved treasures, he put them in his hidden vault somewhere below the surface of Toril. The vault was not only hidden, its location unknown to all. It also had a magic lock that only could be opened with 3 magic gems. Larin Karr gave the gems to 3 trusted guardians. A dragon, a fire giant chief, and an orc tribe. He knew he could not trust anyone of them fully, but by spreading the gems no one would be able to enter his vault alone.

Inside the vault were amazing things. Weapons, armor, shields, artifacts, and all kinds of magic equipment.

The vault lay hidden for decades until one day its doors was breached by a group of brave adventurers. Among these were Nebrendil the wizard and Rendawyth the paladin. They defeated Larin Karr in an immense battle and took his treasure.

This was the major step how Nebrendil and Rendawyth grew in power by finding these immense magic items. I'd like to underscore Nebrendil's spellbook and Rendawyth's "Holy Avenger" sword. It also lay the foundation to their immense wealth as they found huge hoards of coins and gems and sold off some of the items.
#248

Anor

Mar 30, 2009 17:51:35
I was curious as to what all Nebrendil gained from Karr Lash(sp?)? I know he got the spell book but what all did that entail?

Spells, spells and some more spells. No, to be honest, we got a lot more than that. But the jackpot was the spellbooks and the holy avenger for sure. Those two things alone were worth over 200,000gp easily.

But the biggest reward was the corpse of Larin Karr, no doubt. Killing a legendary drow wizard/rogue is not a small feat. Specially in his home like we did.

But boy oh boy did we fight him... one tough nut to crack it was.
#249

phelf_der_zemit

Mar 30, 2009 19:34:24
I'd like to have seen that recap. or atleast the fight...
#250

godwinxz

Mar 30, 2009 22:59:30
I was wondering if the Holy Avenger of Rendawyth :fight!: is the one detailed in the DMG or Weapons of Legacy?
#251

Caligula

Mar 31, 2009 3:37:12
I'd like to have seen that recap. or atleast the fight...

Me too. The module took us some 18 months to complete. It was after that one that I decided to start writing detailed recaps to be able to look back at adventures past. Especially since one of our gamers and friends died later that year...

The Vault of Larin Karr was one of the best modules I have ever played, up there together with RHoD. Above all it offers the magic equipment to the PCs that they will need to leave "medium" and rise to "high power heroes".

Again, thanks for putting your questions here in public for everyone to see and please keep them coming. The players will answer them ASAP!
#252

Caligula

Mar 31, 2009 3:43:15
I was wondering if the Holy Avenger of Rendawyth :fight!: is the one detailed in the PHB or Weapons of Legacy?

It is the one described in DMG 3.5.

Larin Karr had killed a powerful paladin to steal this amazing holy weapon. Rendawyth avenged the paladin by together with his friends killing Larin Karr and shutting down his vault. Ever after he uses the Holy Avenger to fight evil and thus honering his "esprit de corps".

Among others he has killed Hravek Kharn, the army commander of RHoD, and the Aspect of Tiamat with his Holy Avenger. Both with critical hits!
#253

varia

Apr 04, 2009 10:28:47
A touch late to the thread perhaps, but better late than...
A question about the gargantuan spider back in July- I went part-way through CotSQ as a player a couple of years ago, with a first-time DM (longtime player though). In our run-through we made semi-friends (well, non-enemies right now, at least) with the spider by feeding it dead drow from the previous battles. I'm curious if getting past it that way was basically legitimate as the encounter was originally written, or if it was really supposed to be a basically unavoidable fight?
#254

graazzt

Apr 05, 2009 13:26:24
That was an interesting way of dealing with the spider! Never ever crossed my mind that we could have done like that. Great thinking there!
#255

Caligula

Apr 05, 2009 14:07:56
A touch late to the thread perhaps, but better late than...
A question about the gargantuan spider back in July- I went part-way through CotSQ as a player a couple of years ago, with a first-time DM (longtime player though). In our run-through we made semi-friends (well, non-enemies right now, at least) with the spider by feeding it dead drow from the previous battles. I'm curious if getting past it that way was basically legitimate as the encounter was originally written, or if it was really supposed to be a basically unavoidable fight?

Hi!

Thanks for taking part in the thread.

However I will send you my answer as a personal message to you since I dont want to reveal my take on it to the players.
#256

limbe

Apr 06, 2009 21:52:00
hello Caligula
I love your recaps
I see that you never cheat dice (so am I) ; did you ever tried to let your players throw also their "defense" dice?, as the option in the DMG
ie : normaly the armor class represent a "take 10" in an opposite combat roll vs the d20 + at bonus , but you can do the reverse , considering the pnj taking 10 on their attack and the players defending with a d20 + their armor class -10 , essentially it remains the same probabilities
I tried it and it helps a lot the DM , my players enjoy it too because they are more involved in the fight
keep the good stuff
#257

Caligula

Apr 07, 2009 2:37:50
hello Caligula
I love your recaps
I see that you never cheat dice (so am I) ; did you ever tried to let your players throw also their "defense" dice?, as the option in the DMG
ie : normaly the armor class represent a "take 10" in an opposite combat roll vs the d20 + at bonus , but you can do the reverse , considering the pnj taking 10 on their attack and the players defending with a d20 + their armor class -10 , essentially it remains the same probabilities
I tried it and it helps a lot the DM , my players enjoy it too because they are more involved in the fight
keep the good stuff

Hi Limbe and thanks for the kind words. I certainly appreciate you taking the time to read our adventures.

I think the "Defense roll" is a pretty cool thing, and so are many other options in the DMG. However, I have chosen not to use them. The reason for this is our need to cut down on the time each battle and session takes.

Just using the standard 3.5 rules will see us have battles that last for 2-3 sessions at times, and the "Red Hand of Doom" module took us just short of 2 years to play. So we need to focus more on effective game play rather than increasing the complexity.

With time being an increasing scarce resource, we just have no choice but to try and cut down on options and fuzz, and keep to the core game. In a perfect world we would perhap have chosen differently, but I still enjoy our sessions.

Talking about time, I do have some catching up to do! In fact I still have 2 sessions to write down here at the recap. The heroes have penetrated deep inside Irae's castle, but they are hurting. Will they stand all the way? I doubt it... ;) :D
#258

limbe

Apr 07, 2009 11:14:43
I was talking about this option because it saves time indeed , but of course your way is THE way ,you're the DM ^^

as we say in France : "vivement la suite"
#259

Caligula

Apr 07, 2009 12:22:56
Usually rolling extra dice take longer time, and most of the alternative rules that I have seen add more complexity. However if they save time for you I think that's just great!
#260

Caligula

Apr 07, 2009 13:23:30
Kurgoth Hellspawn's words were still ringing in their ears: "Find me one of Irae's lieutenants and bring the head to me!"

The PCs were trying not to think of the last sentence: "Or else I will take yours!"

Still, with the sense of some achievement in making Kurgoth Hellspawn listen to them and giving them this mission of approval, they felt somewhat upbeat. They discussed briefly what to do. Should they hit back to the Unseen and rest and refit for a full frontal on Castle Maerimydra, or should they respect time and hurry on making for an infiltration right away? The latter choice won. I guess a certain sense of urgency has been around even since they foundout about "The Day of Great Reverance".

They followed the Unseen's recommendation and went through the slave quarters. This would give them the best possible angle of infiltration, gaining some space between themselves and the bivouacs of Kurgoth's army. As they sneaked across the rubble of razed housings they suddenly encountered a group of six really weird looking ghouls. They had longer and more powerful legs and seemed to jump their way forward as movement. Arran acted with some negligance and simply walked off, ascertain that his powerful turning would destroy them. [b]
#261

argaud

Apr 09, 2009 6:43:46
Hello again, Caligula.

It has been several months since my last post. Sadly 4E didn't work for my gaming group, so we have left aside D&D for other games and I don't read the forums as frequently as I did :embarrass

But today was slow at work and I remembered this thread, so I came to peek and found that... you let them teleport to the city directly! Man, the trip there was one of the most fun parts of the adventure, it is a shame they took such as shortcut.

I find interesting my players handled Sith Morcane so differently to yours. They never even met the wizards!

I'd post more details about what they did and the trip, but only if you think it won't spoil anything.
#262

Caligula

Apr 09, 2009 16:23:15
Hello again, Caligula.

It has been several months since my last post. Sadly 4E didn't work for my gaming group, so we have left aside D&D for other games and I don't read the forums as frequently as I did :embarrass

But today was slow at work and I remembered this thread, so I came to peek and found that... you let them teleport to the city directly! Man, the trip there was one of the most fun parts of the adventure, it is a shame they took such as shortcut.

I find interesting my players handled Sith Morcane so differently to yours. They never even met the wizards!

I'd post more details about what they did and the trip, but only if you think it won't spoil anything.

Hi Argaud nice to hear from you again! Dont let so many tendays pass yet again, my friend!

Yes, teleporting is one of the main alternatives in getting to Maerimydra and the module strongly hints at this. However, the Faerzress may block teleportation so the spellcaster must be strong in his arcane power (Spellcraft check).

Interesting that you describe the route through the underdark as "fun". Only true adventurers with an iron heart would use that term. My players did consider doing the trek, but in the end chose not to. They didnt want to risk their lives and risk being noticed by the enemy. Also a long trek can cost lots of resources and lead to a depleted group arriving at the target.

Surely teleporting through the Faerzress is a risk too, but my players evaluated it as a far lesser risk.

I guess only time will tell but they have played astonishingly well so far. But their resources and spells are running low as they battle their way inside the castle to reach Irae or one of her lieutenants. If they can offer Kurgoth Hellspawn one of Irae's closest aides' heads they might gain a strong ally. Or will they? Allegiances may shift swiftly in the cold dark of Maerimydra...
#263

graazzt

Apr 14, 2009 8:21:16
The encounter with the Ghouls were even worse than Caligula recalls. When Arran understood that he had severely underestimated the enemy he relied on his quick (empowered) turning to do some serious damage, but failed completely! So he had to use his most offensive 6th level spell Storm of Shards that he also boosted with his Divine Spellpower feat and his Necklace of Prayer Beads for an amazing 20 HD of divine damage! Still every super Ghoul stood! We were almost panicked to try to save Rendawyth! But with a smart spell from Nebrendil that changed place of Rendawyth and Elass I think, R had time to heal himself enough to survive. But it was a hard lesson learned not to underestimate our enemies again and it cost us several heavy spells and other powers that we had hoped to use later.
#264

Caligula

Apr 15, 2009 5:29:33
Graazzt speaks words of wisdom as he describes the situation well. The PCs had to sacrifice plenty of resources to deal with these horrible Abyssal Ghouls. More powerful than they could ever imagine by the first encounter. Since then the PCs have adapted well.

I was away over Easter so I havent had time to catch up with the recap, but I promise to write the final 2 sessions down tonight. I have to wait before the TV for the Porto-Manchetser United game anyway (Go Porto!!!).

We will play the next session tomorrow, so in fact I will have 3 sessions to report. The PCs have had a motherf**king tough time inside Castle Maerimydra. So sensitive persons should perhaps refrain from reading my next posts...

And thanks for reaching 20.000 hits!!!
#265

Caligula

Apr 15, 2009 12:32:05
The PCs looked in awe as the grey clouds of smoke dispersed above them. Flames from an intensive fire came flying down from the hidden cave ceiling far above. The PCs readied their actions and they could see the enormous body of a Balor staring at them from above. Its giant body was licked by the flames that engulfed it. In one hand a giant sword that looked sharp enough to cut the soul of a man. In the other hand a whip, also it licked by tongues of fire.

The players looked at each other. Nebrendil and Arran agreed. "This is one battle we cannot win" They waited to see what the Balor's next move was. Perhaps he was a servant of Kurgoth Hellspawn and knew of their mission. But as the Balor stared at them evilly without any sign of willingness to communicate, and then starting to cast a spell, the PCs acted. Nebrendil cast "teleport" and off they went. They appeared just before the Castle Maerimydra and its magic shield. Without hesitation they spoke the secret codeword. "Isztava morthaum". The magical barrier yielded for a swift moment and the heroes entered the barren grounds of Castle Maerimydra.

The PCs were somewhat astonished not to see any guards outside the castle. The castle itself surely was an impressive construction with layers of walls and the entire contruction resting inside enormous pillars of stalactites and stalagmites. They could see the pale light coming from inside smalled barred windows. Such an unwilling place to visit.

The PCs had invisibility and fly going, and started scouting the castle. They noticed movement from higher up, towards the 5th and 6th floors. They also noted several flying creatures. They found the backdoor and the main entrance, but chose to look closer on the bridge further up. There were several such bridges joining the two towers that made up the Castle Maerimydra. The heroes chose the one on the 5th floor that was completely open (C41 - Middle Bridge) Other bridges were all covered, preventing any infiltration. But as the PCs were about to land onto the open bridge, [b]
#266

graazzt

Apr 16, 2009 9:01:39
This was an amazingly cool fight that looked vary bad when the Nalfashnee showed up followed by the Vrock! But we (Arran) had a few ongoing spells from start that were no fun at all for the demons and undeads.
1) Celestial Brilliance, don't do much damage, but 1d6 each round for all undeads and 2d6 for evil outsiders (no SR, no save).
2) Holy Storm! Amazingly good spell in cramped areas! No SR, no save and 2d6 damage each round for the undeads and 4d6 vs the evil outsiders AND a 5d6 lightning on a random evil outsider each round!!
Add then some minor spells from Nebrendil (magic missile, lesser orb of force)and Arran, swarms of arrows from Elass and Rendawyth's heavy blows that killed both the Vrock and the Nalfashnee.

A little annoying thing was that Arran didn't succeed on his turning attempt (again). It was sheer mass damage from all directions that killed the undeads. So for being someone that now has started to specialize in turning it's demoralizing to never succeed although being pretty good at it!
#267

Caligula

Apr 18, 2009 13:56:40
The heroes were content to have secured the 5th floor of the right hand side tower. They went down the stairs and found a welcoming room with beverages and fresh foodstuff. The continued down the hall and in the 2nd room they encountered 3 enemy undead spellcasters. "More vampires" said Rendawyth and clenched his Holy Avenger sword yet harder. The players were lucky to roll high initiatives and focused their firepower with a bombardment on one of the spellcasters. [b]
#268

foddernock

Apr 19, 2009 3:26:27
Just a clarification, Elass was attacked by all 10 rays, but was only hit by 2. He was drained of of Strength and Constitution, and a few hitpoints due to acid, but he stood still!
I was sure he was gonna fall, after all the knowledge rolls, I even thought that most of us would fall since we weren't prepared for such a beast. *puh* It was clsoe.
#269

phelf_der_zemit

Apr 19, 2009 13:21:42
Would it be to much to ask for a few quick words that sums up the levels, classes, Prestige classes, etc of each character. I'm unfamilar with the new pladin really.
#270

Caligula

Apr 20, 2009 2:13:10
Good idea, Phelf Der Zemit, I have asked the players to account for their PCs as soon as possible.

Any other questions about "the Heroes of the Vale" are of course welcomed as well!
#271

Anor

Apr 20, 2009 6:09:26
This was an amazingly cool fight that looked vary bad when the Nalfashnee showed up followed by the Vrock! But we (Arran) had a few ongoing spells from start that were no fun at all for the demons and undeads.
1) Celestial Brilliance, don't do much damage, but 1d6 each round for all undeads and 2d6 for evil outsiders (no SR, no save).
2) Holy Storm! Amazingly good spell in cramped areas! No SR, no save and 2d6 damage each round for the undeads and 4d6 vs the evil outsiders AND a 5d6 lightning on a random evil outsider each round!!
Add then some minor spells from Nebrendil (magic missile, lesser orb of force)and Arran, swarms of arrows from Elass and Rendawyth's heavy blows that killed both the Vrock and the Nalfashnee.

A little annoying thing was that Arran didn't succeed on his turning attempt (again). It was sheer mass damage from all directions that killed the undeads. So for being someone that now has started to specialize in turning it's demoralizing to never succeed although being pretty good at it!

Nebrendil did cast more than a few minor spells, he threw a Sudden Maximized Orb of Force at the Nalfashnee scoring 60 points of force damage, and right after that he dissapeared for 2 rounds (how strange)

Nebrendil also played a major part in taking out the quth-marens with his Staff of Frost (ice storm) as they seem to be vulnerable to that energy type.

After that it was pretty much low-level magic that weakened the rest of the remaining hostiles.

Rendawyth finished the Nalfashnee off with a full round attack, scoring well over 100 points of damage (if i remember correctly) with 4 successful hits (haste, divine might, smite evil).

No mercy :D
#272

Anor

Apr 20, 2009 6:15:03
Would it be to much to ask for a few quick words that sums up the levels, classes, Prestige classes, etc of each character. I'm unfamilar with the new pladin really.

I think if you search this thread most of the characters are presented in details (such as classes, abilities, feats etc). If something is missing let us know and we'll fill it in.
#273

graazzt

Apr 20, 2009 6:56:42
Arran is now Cleric5/Radiant Servant of Pelor5/Paragnostic Apostle1/Sacred Exorcist3 (focus undead) and will take Sacred Exorcist the coming levels if he survives.
#274

foddernock

Apr 20, 2009 10:40:08
Elass is by far one of the strangest builds I've done. With a bunch of feats from Complete Scoundrel (Daring Outlaw, Swift Ambusher, Swift Hunter) some of the classes stack regarding some class abilities.

Rogue 3
Scout 4
Ranger 3
Swashbuckler 3
Temple raider of Olidammara1


Next level will surely be Exemplar1.
#275

phelf_der_zemit

Apr 20, 2009 20:05:11
A man of many talents I see.
#276

foddernock

Apr 21, 2009 6:42:18
Phelf: Indeed he is. Elass is such a good fighter due to hos Dex-modifier and damage from Insightful strike and Favored enemy, that the others forget that he isn't built as one. Anor was shocked the other day and said "You don't have Precise shot when you're an archer!"
You have to sacrifice some things. :heehee
#277

Caligula

Apr 21, 2009 15:46:38
I would chose to describe [b]
#278

phelf_der_zemit

Apr 22, 2009 17:32:49
That gnome thing still gets me. or was it halfingly? I'm all confused...
#279

foddernock

Apr 23, 2009 2:03:38
Gnome goddamit! A bit odd but he is bearded very often when a battle shows up. [Silverbeard]
#280

Caligula

Apr 26, 2009 13:56:39
Nebrendil did cast more than a few minor spells, he threw a Sudden Maximized Orb of Force at the Nalfashnee scoring 60 points of force damage, and right after that he dissapeared for 2 rounds (how strange)



No mercy :D

The Nalfashnee had urgent business to attend elsewhere that I cant comment on... :D

Great fight by the players and I agree that they played this one out masterly. Fighting their way through Irae T'Sarran's core units is not easy and it will be interesting to see how they handle dwindling resources and spells.

Their goal is to kill one of Irae's chief lieutenants and bring the head to Kurgoth Hellspawn to sign a pact with him. It's a raw deal having to trust a demonic half-fiend invador, but the players chose this path and future sessions will prove them right or wrong.

Next session will be Thursday 30th April. It will be an extra long one due to the 1st May holiday.
#281

Caligula

May 02, 2009 11:17:26
The fight continued and the spellcaster in dark blue was an impressive character. Perhaps one of Irae's lieutenants that we seek to kill? thought Arran.

"Who do we have the honor to engage in combat?" asked the cunning cleric of Pelor, hoping to identify him.

The drow wizard could not contain his pride. "I am Lareth. The one who creates undead. The creator of armies." He smiled evilly. "And your executioner to add."

The players checked their target list and were happy to finally have found one of them. But first they had to kill him.

Lareth cast a save or die spell, but Rendawyth saved and continued the fight bravely. Nebrendil didnt save any ammo but cast "Empowered Orb of Force" and hit Lareth for 60+ damage. But the drow wizard still stood, though not as cocky as just before... :P He tried to escape the heroes but [b]
#282

usf22raptr_dup

May 17, 2009 19:16:30
Hello, Friends! Keep up the great work, Caligula! We love this whole recap...in fact, our group loved it so much, it has inspired us to do our own!

Come check us out!

- Izzie
#283

Caligula

May 19, 2009 5:58:27
With one of Irae's closest confidants killed, Lareth the Chief Necromancer, the PCs were ready to leave Castle Maerimydra to honor their deal with Kurgoth Hellspawn. The players were happy to see that they could teleport freely out of the castle, whilst teleportation in to it was forbidden.

They teleported to the ruins of the once great city, and a really frantic discussion took place where Rendawyth and Nebrendil wanted to rest and refit before visiting Kurgoth, while Arran strongly wanted to go to the Colosseum at once. Nebrendil and Rendawyth did not trust Kurgoth, but rather wanted to be fully prepare with spells and resources before meeting him. Arran on the other hand felt time was of greater importance, and if Kurgoth wanted them killed he would kill them anyway! The discussion continued at some length and [b]
#284

Caligula

May 19, 2009 8:25:51
Hello, Friends! Keep up the great work, Caligula! We love this whole recap...in fact, our group loved it so much, it has inspired us to do our own!

Come check us out!

- Izzie

Thanks usf22raptr, I appreciate it! Its a tough crowd to please here, but we thank you all for the nice comments. More is coming up too.

I just checked your recap out and it is looking hot, hot, hot! Keep it coming.

I have to go now, Kurgoth Hellspawn wants me to kill a group of adventurers from Daggerdale... ;)
#285

usf22raptr_dup

May 25, 2009 3:13:42
Thanks for checking us out, Caligula, I know I speak for all of our group when I say how flattered we are that you have read our recap... I only hope that it can be half as good as what you've done with your own!

I have our May 19th Update finished...so come check us out!
#286

Caligula

Jun 10, 2009 7:41:03
Due to irreconcilable differencies Arran's player will leave the group. Eluard, one of the heroes from the Red Hand of Doom module, will take his place.

Next session is tomorrow.
#287

usf22raptr_dup

Jun 15, 2009 21:41:38
Hey, Cal, sorry to hear about things with Arran's player...sometimes, life just takes unexpected directions... Anyways....

Can't wait to see the next recap update!

Our next update is finished...come check us out!
#288

Caligula

Jun 20, 2009 1:41:03
Day 21

Kurgoth Hellspawn's orders were cristal clear. Find and kill Khumarr, the general responsible for the defense of Castle Maerimydra.

The PCs returned to The Hidden's secret base. They needed to rest and refit 24 hours. If they were to enter the castle again and kill Khumarr, they would need all their available spells and resources.

The players also discussed strategies with great intensity. One player wanted to use diplomacy to activate The Hidden as active allies and to have them join the infiltration of Castle Maerimydra. The Hidden were masters of scouting and stealth, something that would be greatly needed. Another player preferred to have The Hidden outside the castle, thus providing guards of an important shelter that the PCs always could run to. In the end the players agreed to activate The Hidden and rolled for diplomacy. With some 40+ result I told them that The Hidden would join in the final battle and infiltrate the castle together with the PCs.

Karas, the divine seeker of Vhaerun, had disappeared without trace from The Hidden's base and this caused some concerned. The players thought he had been either killed, kidnapped, or even that he had joined the enemy's cause. "Your base secret location has been compromised" said Rendawyth, but the Hidden wanted to wait with an evacuation until no other option remained. Nebrendil cast "False Vision" which misleads people scrying on them. The players knew the enemy were still scrying on them. The false vision would show the roof and the rope trick and at times someboy peaking outside the rope trick.

The next day (day 22) the PCs could hear thunder and armies shouting and moving in the distance. Clearly Kurgoth's forces were activated. Huge groups were scrambling around the bivouacs and catapults and heavy machinery rolled up to the castle's walls.

DM Note: Unfortunately the issues with Arran's player caused us some concern. Arran was leaving the group, but they needed a cleric. I decided that Arran had differences in game with the other PCs. He would therefore seek another way to fight the oppressors. In the meantime Elminster and Randal Morn contacted Eluard, one of the heroes that saved Elsir Vale (Red Hand of Doom) and asked him to join the cause. Eluard teleports to the base of The Hidden and joins the group on day 22.

With Eluard back with his friends the group looked strong again. Eluard started by calling a Valiant Stead that would serve him one full year.

With everyone fully fit and replenished, they went to Kurgoth Hellspawn's headquarters. They decided to leave The Hidden waiting some distance away since they didnt know how the ogres would react to meeting a group of Maerimydra drow just yet. At the Colosseum Kurgoth's banner was still flying high by, but the PCs were met outside by the ogre units. A full platoon of 10 ogres had been assembled to join the PCs. They seemed to be better equipped than the average ogre, but perhaps not as extravagantly as Kurgoth's own special guard units (Ogre Champions). The leader of the ogre platoon spoke and told the PCs they would enter the castle together under the direct orders of Kurgoth. Failure to comply would mean death to the PCs.

With both a platoon of ogres and The Hidden with them, one player described the new "allies" as a pair of "brass knuckles (the ogres) and a "Swiss army knife" (The Hidden)...

With that the session was over and the PCs have found new allies and strengths. Next session we will see them enter the castle anew.

DM Note: Due to summer vacations coming up we can only guarantee one more full session before a longer pause into August. We are trying to find a date for a second full time session, but time is scarce. The fight will continue by the end of August in anyway, so dont worry!
#289

Caligula

Jun 26, 2009 5:27:41
Time: Day 22.
Location: Maerimydra, outside Kurgoth Hellspawn's HQ.
Participants: Rendawyth, Nebrendil, Eluard, and
#290

Caligula

Jul 01, 2009 7:32:25
Hear ye, hear ye!

I, Caligula, hearby call all of dragonblood and dungeonkind to join the Stockholm annual gaming convention. There you have the worlds most dangerous dungeon to explore. I myself have fallen 3 times in this damned dungeon.

To apply for conquest, follow this sacred link:

http://www.facebook.com/event.php?eid=122542395922
#291

usf22raptr_dup

Jul 03, 2009 8:05:31
Time: Day 22.
Location: Maerimydra, outside Kurgoth Hellspawn's HQ.
Participants: Rendawyth, Nebrendil, Eluard, and
#292

usf22raptr_dup

Jul 03, 2009 8:08:42
... I smiled evilly... :evillaugh

And that, goodsir, is why you are our hero.

(Quote: Edited/Updated for Truth )

Incidentally, I have added a link to this recap to my sig, in honor of the tremendous work that you have done here, Caligula, and in thanks for inspiring our group to do its own total recap.

- Izzie
#293

Caligula

Jul 06, 2009 4:12:55
Thanks for the kind words, Usf22raptr.

The campaign will be put on hold for a few weeks due to the holidays coming up. The frozen vikings must seek sun and warmth, and hot blooded women in the Southern lands by the Mediterranean sea. I have a certain feeling snow and ice will come yearnest this year...
#294

usf22raptr_dup

Jul 15, 2009 18:14:12
Haha! I'd have to say that I'm jealous, Caligula!

In the meantime, I apologize to your players for giving you the idea about posting their stats, etc.... (More bookwork for the players...Oh, well...Sorry, guys. :D )

Hope that you all have a great vacation, we look forward to hearing from you guys soon!

Our latest update is up (or should be finished shortly)...Come check us out!
#295

LordManshoon

Jul 27, 2009 16:02:06
I can't let such a wonderful thread disappear from the front page, so I'm here to say I've enjoyed your recap (and the RHoD one) very much. I look forward to hearing more about your group's exploits, Caligula.
#296

Caligula

Aug 04, 2009 5:06:28
Thanks, Lord Manshoon!

I'm happy to inform you all that the hostilities will resume on Thursday 20th August at 6 pm CET. I will take no prisoners.

We will also introduce a new player (Simon) and his PC. The PC's class and race is thus far unknown so it will be exciting to see.

We have come far in the campaign and the players are eager to finish Irae T'Sarran off. I count on the campaign being completed before autumn is old.
#297

falstyr

Aug 04, 2009 5:58:20
Any ideas on a following campaign/adventure?
#298

Caligula

Aug 04, 2009 6:50:16
Falstyr, great to see you on the boards again!

Yes, after CotSQ we will end this grand campaign by playing first "Tomb of Horrors" and then directly after "Return to the Tomb of Horrors".

What better modules to finish the campaign with, then against the dreaded Arch-Lich Acererak?

We have not yet decided when we will introduce 4th edition. I want to do it immediately after CotSQ, but some of the players want to wait until they have concluded the campaign and then roll up new 1st level PCs in 4th ed.

We will see how it all fares, but I will certainly keep you guys posted as soon as I know!
#299

falstyr

Aug 04, 2009 7:00:21
4th edition? Can't wait for you to join the ranks. When you do I'm interested on how you would run Scales of War

Never played Tomb of Horrors nor read it. Will follow that one as well.
#300

godwinxz

Aug 04, 2009 8:12:54
Falstyr, great to see you on the boards again!

Yes, after CotSQ we will end this grand campaign by playing first "Tomb of Horrors" and then directly after "Return to the Tomb of Horrors".

What better modules to finish the campaign with, then against the dreaded Arch-Lich Acererak?

We have not yet decided when we will introduce 4th edition. I want to do it immediately after CotSQ, but some of the players want to wait until they have concluded the campaign and then roll up new 1st level PCs in 4th ed.

We will see how it all fares, but I will certainly keep you guys posted as soon as I know!

Caligula, I would suggest to you waiting till you are ready to do a 1st level game to start 4th ed. Jumping into an epic level adventure could be a little confusing for those starting out the new system. Don't get me wrong, I was concerned when 4th ed. came out, but after more than a year playing I am convinced the system is good. Our group has yet to get into the paragon tier yet and have had loads of fun. Your players will learn quickly that 4th ed. is a team game. Keeping the party together and using tactics in both social and combat encounters is key to success. I'm sure when your group starts 4th ed. they will do fine. Till then we shall enjoy your 3.5 ed adventures.
#301

Caligula

Aug 04, 2009 12:22:50
Falstyr, me and my players will play a forced schedule of D&D this fall with plenty of marathon sessions during Saturdays. This rapid pace will probably see us advance in modules before long. My goal is to complete CotSQ and go well into ToH before Christmas arrives.

Godwin XZ, you are right and we will probably continue with 3.5 all through the "Tomb of Horrors" series before entering the beautiful world of 4th edition. I will start the 4th ed campaign by playing the adventure trilogy that was published initially.

Personally I think 4th ed is "better" than 3.5 after having bought and read PHB, DMG, and MM in 4th ed. 4th ed is certainly more playable and well organized than the chaotic 3.5 rules where you have to look up rules in dousins of different add-ons. I look forward to entering and being part of the 4th ed community!

But with only 2 weeks left of my vacation I have already started preparing for the final stages of CotSQ. The players tell me through gmail-chat that they will try and open the barrier surrounding Castle Maerimydra and let Kurgoth Hellspawn's forces enter. In the following chaos they will slip through the heavy battles and look for Irae T'Sarran. Once they find her they will kill her. At least I'm sure they will try.... ;)
#302

falstyr

Aug 04, 2009 13:53:25
Eeewwww not the trilogy. That means a lot of work from you as a DM to make it interesting. It is a boring incohesive dungeon crawl. So that means a lot of adjustments and making the world come more to live.

Still I suggest doing the Scales of War adventure from the magazines
#303

godwinxz

Aug 04, 2009 19:44:17
Scales of War could be fun since the action begins in Brindol, a city I know your players are familiar with. I was planning on running the 2nd part of Heroic Series Thunderspire Labyrinth after my group finished Scepter Tower of Spellgard. I thought about running Scales of War but another member of our group wants to run it. Caligula, I know you could have fun in Scales of War since you could easily tie in all the events you had in Redhand of Doom.
#304

falstyr

Aug 05, 2009 4:05:31
Especially since the beginning shows as if Red Hand of Doom is being revived, but then it spins of in an adventure of its own. All you have to do is spin the world forward in time and begin with new adventurers. Easy for a god like DM ;)
#305

Caligula

Aug 05, 2009 8:00:27
Thanks Falstyr and Godwin XZ!

Where can I find this "Scales of War" module? You mentioned some magazine... I will certainly look into this.
#306

falstyr

Aug 05, 2009 8:52:55
You won't be disappointed ;)
#307

godwinxz

Aug 05, 2009 9:21:23
Caligula, I shall PM you the link, so that your players won't be tempted to look themselves.
#308

Caligula

Aug 05, 2009 12:12:14
Godwin XZ, good idea. My players are weak when it comes to temptations... :P
#309

godwinxz

Aug 08, 2009 12:35:26
Godwin XZ, good idea. My players are weak when it comes to temptations... :P

I'm sure I can speak for the IMAROCK gaming group and say we eagerly await that adventure and the exciting conclusion of The City of the Spider Queen.
#310

usf22raptr_dup

Aug 18, 2009 4:09:11
Hey, Caligula! Excited to hear that you're going to be doing the Scales of War and tie it into your fantastic Red Hand of Doom campaign!

Just wanted to let you know that I was able to 'partially' get Time Stop cast. ;) The update is nearly finished, it just needs my final editing before being posted, but with the boards going down for the next week or so, it probably will have to wait to go up until the new boards are unleashed. Look forward to seeing you in our thread, as always! (And, I wanted to pull this incredible thread back to the top of the front page ;) )

Can't wait for YOUR next update!

-Izzie
#311

Caligula

Sep 05, 2009 7:15:00

Thanks gentlemen for the positive feedback. Its always a pleasure to log in and read your comments. It sure makes the writing worthwhile.


We are certainly looking at Scales of War, but we havent made a final decision just yet.  But Im sure that if Tiamat tries something again in Elsir Vale, the heroes will heed the call and put her to the sword a final time. As you know my players spent nearly 2 years fighting Tiamat in the "Red Hand of Doom" campaign that I wrote about here on the boards ("Red Hand of Doom - Total Recap!").


We havent upgraded yet to the 4th edition, but will after CotSQ. We are currently buying the books, reading, and planning.


However, we will take a break for 2-3 months in D&D/CotSQ starting now. Our friend and co-player Marcus (who runs the infamous rogue Élass) has become a father. We congratulate him and his wife and hope to see him back soon by our gamingtable. Marcus in fact asked us to continue without him, but the answer from us was of course that we were going to wait for him. He spent a lot of time playing with us during RHoD and now also the CotSQ module, so we want him to experience the final moments as well when they face Irae. If they can make it that long...


In the meantime I hope you wont forget us. If I know Marcus he will probably be back in 2 months time. If you have any comments or questions during this time I will be happy to answer them. Please also check out all thew other great recaps here at the boards!


We will be back real soon! Thats a promise. Cool


Caligula

#312

falstyr

Sep 07, 2009 8:01:28

This is unacceptable...what are we to do in the mean time? No more re-caps... *cries*
Can't you a set of babyphones and have the newly dad play from a distance? :P

#313

Caligula

Sep 07, 2009 12:50:35

Falstyr, good news!


 My cousin tells me Marcus might play with us sooner rather than later if we can shift to weekends in the morning. In that case we can startup again in just a couple of weeks time.


We all agreed to play Saturday mornings from now on.  Laughing

#314

falstyr

Sep 08, 2009 4:04:37

Would be funny if you'd suddenly make adjustments to the game. Several high prominent female NPC's carrying babies. Imagine the High Priestess of Lloth asking the players to wait a minute because she has to breastfeed a child :P

#315

panics

Sep 15, 2009 14:41:23

Tell him to bring the baby... they are good dice rollers !!  Ok... sometime dice get lost...

#316

Caligula

Sep 16, 2009 8:16:02

Actually I have just emailed Marcus (Élass) today and I am waiting for his reply. I think we might play already this or next Saturday.  Smile

#317

mesiolan

Oct 17, 2009 10:34:43

Hello Caligula,


I enjoy reading your recaps (RHoD and this one). It inspired me to recap the RHoD campaign myself.


Right now I have problems re-reading it - most of the actual recap text is blocked from view. Your doing or the new forum presentation?


 

#318

Anor

Oct 23, 2009 9:04:36

As it looks now, Marcus will not take part in the campaign anymore so it's up to me to finish it myself. This weekend I will spend reading up on my characters (Rendawyth, Nebrendil, Eluard and Elass/Halandar) so I can play them as they are meant to be played.


There is a possiblity that Halandar, my old rogue, will take Elass's place but that's not decided yet.


Hopefully we'll see an end to Irae and her undead minions. No matter how it goes, it will be lots body bags when this is over Cool


 


FIRE WALK WITH ME

#319

Caligula

Dec 05, 2009 6:33:39

Hello Caligula,


I enjoy reading your recaps (RHoD and this one). It inspired me to recap the RHoD campaign myself.


Right now I have problems re-reading it - most of the actual recap text is blocked from view. Your doing or the new forum presentation?




Hi Mesiolian!

Sorry for the late reply.

It certainly isnt my doing so I guess something happened with the forums. My best advice is to email the moderators and ask them what happened. i spent almost 2 years writing that story so I hope they dont delete it.

Good luck with your campaign!
#320

Caligula

Dec 05, 2009 6:36:31
As Anor wrote above the other players have left the group for different reasons and therefore we have put the campaign on pause. But since Marcus recently told us he wont come back we have chosen to move on without him. Anor will play the rest by himself, using 4 of his powerful PCs in the process.

They stand just outside the Castle Maerimydra so he will enter it in search of Irae T'Sarran and kill her. Or be killed.

We hope to end the campaign before Christmas with sessions taking place during weekends.

To be continued...
#321

Anor

Dec 21, 2009 7:03:38
I am happy to say that his campaign will come to an end in january 2010. I have started refreshing my mind with the character details and the story that has been told so far, and will plan the final assault on castle maerimydra over christmas.

Hopefully, Irae will fall together with Kurgoth and all other scum, time will tell. No matter what, the end is coming. Seeya in 2010 Cool 
#322

Caligula

Dec 21, 2009 7:19:57
I must say that I am very disappointed that so much of my original text has gone missing when the forums changed its format.

I call upon the responsible here at the boards to please try and correct this. We have spent a lot of time writing in this thread and for respect of the readers also the moderators must try and restore the posts to their original format.

I would appreciate you readers if you also could email the moderators and ask them to correct this thread. Thank you!

Caligula
#323

Caligula

Jan 13, 2010 1:54:08
Sent by Randal Morn to investigate Drow attacks on the surface, the heroes find a long forgotten way down to the Underdark itself. As they penetrate deeper they discover a plot by Kiaransalee followers to take power and once and for all invade and conquor the Realms. Faced with this imminent threat the heroes decide to take on Irae T'Sarran, the cult leader, and kill her to stop a powerful magical ritual that will grant her powers beyond death itself. To do so the heroes have to compromise their values and build an alliance with Kurgoth Hellspawn, a demonic fiend that leads an army intent on breaking down Castle Maerimydra - Irae T'Sarran's base.

As the heroes sneak around the destroyed city of Maerimydra they encounter a group of rebels that call themselves "The Hidden". This unholy mix of Drow, Half-Drow and a Goblin ex-slave fight against the invaders and Irae T'Sarran to try reconstitute their former city's glory. The heroes find a much wanted ally in this band of rebels and together they close in on Castle Maerimydra and penetrate Irae's outer defenses. The Hidden are a group of rogues and shadowdancers and they offer great skills in stealth and infiltration.

The heroes march once again upon the castle and in the glowing light they see silhouettes of demons circling above...


DM Comment: The campaign is on!!! We played a short session last Monday and will continue again Saturday and onwards. I will write my next post within shortly.
#324

Craig13

Mar 17, 2010 0:58:19
And then.....?
#325

Caligula

Apr 22, 2010 14:25:53
Has it been 4 months already???

Sorry...

Boring real-life came in between. But right now we are actually into a session of CotSQ and the players are invading Castle Maerimydra intent on killing Irae T'Sarran or themselves fall on her cold floors...

I will post the full recap this weekend!

Caligula
#326

Caligula

May 08, 2010 6:45:00
Rendawyth took of his helmet and breathed the foul air of the burning drow city Maerimydra. His forehead was covered in sweat and dirt. "The demons are too strong. It seems they gain stronger powers the closer we get to the centre of evil."

The Paladin drew with his steel finger in the dirt. "We must retreat and find a new angle of attack. My preferred point would be here." His steelblue eyes were determined as he pointed towards the 5th floor of the lesser tower. The open bridge where their first attack took place.

The demons, Vrocks as they were called, had proven too strong here in the open and the entire platoon sent by Kurgoth Hellspawn to "aid" the heroes was terminated. The Vrocks had impressive powers and keen senses so they would be difficult to sneak around. Especially as the group now consisted of the four heroes Rendawyth the Paladin, Eluard the Cleric, Nebrendil the Wizard, and Thokk the Barbarian together with their five friends: Hamadh the Unseen, a drow Rogue Shadowdancer; Wisp, a female half-drow Bard Shadowdancer; Logala Thenduk, a female drow wererat Rogue; Chiirik, a shapechanger of some sort; and finally Guk, a female goblin Rogue.

They called themselves "The Hidden" and had sworn to defeat Irae T'Sarran and her plans for their maternal city. They had a pact with the heroes that would last until their goal was reached. Their talents were more focused on stealth and scouting, so the PCs would carry the brunt of action to come.

Rendawyth took the lead as the PCs had "Fly" cast on them. The Hidden had other means to reach the open bridge on the fifth floor (climb and levitate). Rendawyth took the lead as we present the new marching order (one file):

1. Rendawyth the Paladin (superb saves and fighting capability)
2. Hamadh the Unseen  (great scouting capability and teleport within shadows for quick repositioning)
3. Eluard (powerful turner of undead and healing capability for the front two)
4. Wisp (superb scouting and stealth)
5. Logala Thenduk (superb scouting and stealth)
6. Chiirik (can adapt to any challenge by shaechanging)
7. Nebrendil (powerful spellcaster)
8. Guk (superb scouting and stealth)
9. Thokk (immense fighting capability to guard the rear from ambushes)

Hamadh the Unseen had scouted the lesser tower first and informed that the Vrocks were still patrolling the air, but their attention seemed focused on the main entrances on the front and the back close to ground level where the last battle had been. 1-2 Vrocks were occassionally patrolling the high air closer to the open bridge on the 5th floor. But the PCs flew up fast and entered the very same door they took the last time. "Knock" made it all very swift since the door was locked from before. The Hidden were quick to follow and the gargantuan Wraith Spider above them was too slow once again.

The PCs ascended to the 6th level of the lesser tower and encountered a giant Jade Spider and a revenant Tower Guard. The battle was over in just two rounds as the PCs proved way too strong. They continued their ascent but chose to retreat from the 7th level as they encounter 6 x Abyssal Ghouls. Instead the followed the "Find the Path" cast earlier that led the way to Khumarr, Irae T'Sarran's infamous general in charge of the fortress' defense. They crossed a bridge leading from the lesser tower's 6th floor over to the stalactite. Their, they remembered seeing a throne as they scouted from the outside flying. The PCs charged in full speed but in doing so alerted the enemy. Nebrendil cast "Arcane Lock" on the doors behind to prevent any antagonists from escaping. But in doing so also knowing that they wont be able to retreat as well. This will be a fight to the death. As they entered Khumarr's private quarters they faced not only the impressive general clad in full Demon Armor, but also 6 x Abyssal Ghouls and 3 x Blood Fiends.

Initiative known so far:

25: Thokk; Ready action, strike any enemy entering his face 5 feet.
25: 3 x Blood Fiends; #1) move + charge attack vs Thokk (missed); #2) cast "Desecrate"; #3) cast "Blasphemous" (all PCs managed their saves, but the Hidden were hit hard. No one died though!).
21: Guk; this brave goblin Rogue was paralyzed by the Blasphemous spell.
21: 6 x Abyssal Ghouls; they move towards the PCs with their sharp claws out for blood....

To be continued...

DM Comment: Sorry for the delay but now the campaign is up and running again. We will continue this very session and cool battle later tonight, so you might want to check in soon again!!!

The players have told me they are really going for it now, not planning any retreats or refits. They want Irae Tsarran's head! They are of course full of confidence after having defeated both Larin Karr and later won the war against the Red Hand of Doom.

It will also be interesting to see whether they save any powerful capbilities for later, or if they attack full force to kill Khumarr quickly if possible. If they use all their powerful abilities it might be too hard to beat Irae once they get there. Let's find out soon!
#327

Anor

May 10, 2010 16:00:14
Wow, we are finally back fighting the worthless drow filth and their abyssal pets. Tonights session was a fast paced slaughter where Thokk and Rendawyth showed how it's done.

I just bring one message to Irae, you are next bitch! 
#328

Caligula

May 13, 2010 2:11:50

Lets continue with the initiative list:

25: Thokk; Ready action, strike any enemy entering his face 5 feet.
25: 3 x Blood Fiends; #1) move + charge attack vs Thokk (missed); #2) cast "Desecrate"; #3) cast "Blasphemous" (all PCs managed their saves, but the Hidden were hit hard. No one died though!).
21: Guk; this brave goblin Rogue was paralyzed by the Blasphemous spell.
21: 6 x Abyssal Ghouls; they move towards the PCs with their sharp claws out for blood....
18: Rendawyth; immediately activated his Boots of Speed!
18: Eluard; ongoing Celestial Brilliance and then cast Holy Storm.
17: Logala Thenduk; unfortunately failed her save and was both paralyzed and weakened.
15: Khumarr the General; activated his Smite Good and Smite Infidel abilities AND took a +3 Power Attack for +6 damage. Thus gaining a total of +3 attack and +15 damage. He also rolled a crit and Thokk was struck for a massive 60 damage! The crude barbarian screamed as he enetered his frenzied berserker status. He saved vs massive damage and survived also.
11: Wisp; failed her save and was paralyzed and weakened.
11: Chiriik; made her save and shapechanged into a Fire Giant.
8: Hamadh the Unseen; failed his save but was only weakened.
7: Nebrendil; shapechanged into a demon. Perhaps Anor can give the details of this demon later...

Khumarr's blow had indeed scared the PCs. With Thokk hit for 60 damage in one single blow, they knew this guy had to be taken out fast. Thokk had already countered the attack with his ready action, and Khumarr himself was hit with 32 damage. The Holy Storm cast by Eluard also gave the PCs a battlefield advantage as it hammered the evil doers with 2d6 each round and no save (3d6 together with the Celestial Brilliance spell). The PCs had also established a good tactical position by the door, preventing the Abyssal Ghouls from gaining sneak attacks. The ghouls tried to tumble through the PCs but the space was just to cramped and they failed. The Hidden showed they were no frontline unit, almost all failing their saves. Only Chiriik remained active but took to the rear using fists to beat up enemies within 10' reach.

Eluard started turning the undead beasts but failed his first try. The dark powers were strong herein so later he activated a magic item to increase his turning powers. This proved succesful and 2 of the Blood Fiends were turned.

Thokk and Rendawyth took full attack options and Khumarr was beated to oblivion. The immense force of Thokk's blows crushed the bones in his body right through the Demon Armor he wore. And the Holy Avenger cut well into this evil mix of metal and black flesh. Khumarr was down at 27 hps after just 2 rounds...

The Abyssal Ghouls still proved to be a tougher unit to beat. They continued their resistance, but as Khumarr fell in the 3rd round, and with 2 of the 3 Blood Fiend turned, the PCs knew it was all over. They stopped using expendable magic and just cleaned up the remaining undead forces. Eluard used a last turning attempt and it was all over.

The battle was an immense succes, but they had used up some magic, not the least quite a lot of healing to restore Thokk's 60 damage. Also, they had lost Guk and Logala Thenduk, two of their NPC allies.

As we summed up the session and the battle I asked the players whether they would now return to Kurgoth Hellspawn and report that they had killed Khumarr as agreed, or if they would press on looking for the leader Irae T'Sarran herself. The answer was swift and without hesitation:

"We press on for the b*tch!"

I hope to be able to report from the final battle by the next session!

#329

The_Silversword

May 13, 2010 4:13:35
Lookin foward to it!
#330

Caligula

May 14, 2010 7:15:24

Thanks Silversword, we appreciate your comment.

The players gambled high on their unholy pact with Kurgoth Hellspawn. Rendawyth the Paladin must have tasted blood as he pushed his holy vow to the limit. But in the end I guess it was a wise choice. They got plenty of information from Kurgoth about Irae's commanders so they could take them out (Khumarr and Laerekh the Chief Necromancer). Also, they received a platoon of his forces that they used as bait for the powerful Vrocks. The PCs had to retreat alright, but they didnt lose any comrades. The ogres took that hit...

As I wrote earlier the PCs have determined to press on for their ultimate goal: to stop the ritual and kill Irae T'Sarran. That was the mission as defined by Randal Morn at their last meeting. So the PCs havent lost their focus even though they have been underground in the dark for so long now.

What do you guys think, was it right to cut a deal with "the devil" Kurgoth or did the good PCs sell out on their souls? I'm interested in hearing other opinions on this please!

Caligula

#331

falstyr

May 20, 2010 12:16:31
I haven't been able to be around just like you. And we came back at the same time. It must be fate... can't wait to see how this campaing ends :D
#332

Caligula

May 22, 2010 17:34:48
Falstyr, great to have you back at the boards and back in my thread!

Exciting things will come for sure. The PCs look stronger and more confident than ever. Im impressed by the way they mauled senior Kieransalee officers, not the least Khumarr the general in 3 rounds! The players told me that they would press on all the way now for Irae T'Sarran so look out for the epic battle soon!
#333

Zireael

May 23, 2010 4:23:48
Wow, beat Khumarr in 3 rounds....
I can't wait to see the end!
BTW Are you using Irae's original stats or did you add the Yathrinshee class from PGtF?
#334

Caligula

May 29, 2010 2:09:14
Wow, beat Khumarr in 3 rounds....
I can't wait to see the end!
BTW Are you using Irae's original stats or did you add the Yathrinshee class from PGtF?



Zireal, right on, Khumarr is indeed Irae's general and Chief Commander of the castle's defenses. But the warriors he encountered, Rendawyth the Paladin and Thokk the Barbarian, are no students themselves.

In fact, it was Rendawyth and Thokk, among others, that so bravely defeated Tiamat's forces in Elsir Vale some time ago (please see my other thread: "Red Hand of Doom - Total Recap!") and their status as heroes is well justified.

Thokk can offer incredible damage and hitbonus as he engages his berserk and frenzy abilities. Added to this his powerful magical items. Same with Rendawyth who of course also carry a Holy Avenger, the most fearsome weapon in the hands of a mighty paladin. As Khumarr drew his greatsword and engaged these two he never really stood a chance. His first strike did indeed offer 60 damage (!) and thus a massive damage save from Thokk. But the barbarian has to good Fort-save and way too many hitpoints (130!!!) to really be threatened by that. Khumarr's Demon Armor offered little and unsufficient protection (AC 25) as Thokk and Rendawyth hammered in their full-round attacks and hit all the time during 3 rounds. The commander of evil was reduced to a pool of blood lying on the cold stone floor...

Regarding Irae T'Sarran I can confirm that I will use the suggested 3.5 updated version, but I cant comment any further on the specifics since my players do read this thread... But as soon as the module is concluded I will lay out all the specifics asked for by the readers of this thread.

In the meantime I can offer you the PC stats of the fine heroes fighting their way through this hardcore module. I will ask their players to post links or even documents directly here in the thread so you can see just what a group of "monsters" they really are!

But will they last all the way until Irae's chambers? Let's find out soon...
#335

aquebman

Aug 27, 2010 11:43:03
Does anybody have copies of this recap or the RhOD recap?  I read through the RhOD recap about an year ago but now all of those old posts don't fully display correctly which makes me terribly sad.

Caligula you have inspired me in my PbP games and i wanted to read the details again for more ideas moving forward.
#336

Zireael

Sep 26, 2010 9:33:05
Caligula! What about the grand finale?
#337

GalaGalaxia

Oct 07, 2010 16:49:15
Can anyone point me to the 3.5 updates for CotSQ, or at least Irae?
#338

Zireael

Oct 10, 2010 5:02:03
Irae for 3.5 is on the DnD Gate.
There are a few revised versions floating over the net, one of them in pdf. Try google search.
#339

averagejoe23

Feb 20, 2011 14:33:17
Hey, I'm know this is appropriate to Caligula's Red Hand of Doom thread (posted there too) but I'm going to be running Red Hand of Doom for my players in the coming months, and I was hoping to get my hands on the player handouts and other supplements Caligula created and liberally passed around to all who were interested.  I sent him a PM, but haven't had luck hearing back, so I'm not sure if he's frequenting the boards here any longer.  Does anyone else out there have access to any of the stuff I'm looking for, or perhaps stuff created by other DMs for RHoD?

Anyways, Caligula and players, excellent job in RHoD, and I'll be reading through this adventure next.
#340

tack

Mar 01, 2011 10:33:34
Hi everyone, i've recently returned to the forums after a long absence and thoroughly enjoyed reading Caligulas Total Recaps! Thanks for sharing Caligula.
I am soon to run CoTSQ for my group once we are ready to take a break from our long running (now epic level) main campaign arc so am lookin forward to making comparisons.
I was wondering if any of you guys are aware of any other 'Total Recap' style threads on the forums as I really enjoy making comparisons and reading how other groups dealt with the adventures and how other DMs ran them. In particular I would love to read another DMs recap on the Cormyr/Shadowdale/Anauroch trilogy!
Thanks!
#341

Caligula

Apr 03, 2011 5:09:03
Does anybody have copies of this recap or the RhOD recap?  I read through the RhOD recap about an year ago but now all of those old posts don't fully display correctly which makes me terribly sad.

Caligula you have inspired me in my PbP games and i wanted to read the details again for more ideas moving forward.

Aquebman, thanks for the kind words. I share your disappointment about posts vanishing in older threads, but I hope the forum admin can restore them. Unfortuntely I havent saved my old documents from the RHoD campaign, but I hope you find some inspiration in the mentioned thread.
#342

Caligula

Apr 03, 2011 5:11:05
Caligula! What about the grand finale?

Zireael, we had to take a major break from the game due to "real-life" issues. Together with my cousin (Anor here at the forums) we are planning to start up the Grand Finale of the CotSQ campaign in late May or early June. Thanks for sticking by, and sorry for my late reply. 
#343

Caligula

Apr 03, 2011 5:14:33
Hey, I'm know this is appropriate to Caligula's Red Hand of Doom thread (posted there too) but I'm going to be running Red Hand of Doom for my players in the coming months, and I was hoping to get my hands on the player handouts and other supplements Caligula created and liberally passed around to all who were interested.  I sent him a PM, but haven't had luck hearing back, so I'm not sure if he's frequenting the boards here any longer.  Does anyone else out there have access to any of the stuff I'm looking for, or perhaps stuff created by other DMs for RHoD?

Anyways, Caligula and players, excellent job in RHoD, and I'll be reading through this adventure next.

AverageJoe23, thanks for your kind remarks and sorry for not being able to answer you sooner. Unfortunately I havent saved any of the material I specifically created for my RHoD campaign. However, I did present the background and my thoughts on how I made them so you might get some inspiration through the RHoD thread. As mentioned earlier some posts may be ripped, but for most parts its still intact.

I wish you good luck in running the superb RHoD module and may your players be blessed from the wrath of Tiamat!
#344

Caligula

Apr 03, 2011 5:16:53
Hi everyone, i've recently returned to the forums after a long absence and thoroughly enjoyed reading Caligulas Total Recaps! Thanks for sharing Caligula.
I am soon to run CoTSQ for my group once we are ready to take a break from our long running (now epic level) main campaign arc so am lookin forward to making comparisons.
I was wondering if any of you guys are aware of any other 'Total Recap' style threads on the forums as I really enjoy making comparisons and reading how other groups dealt with the adventures and how other DMs ran them. In particular I would love to read another DMs recap on the Cormyr/Shadowdale/Anauroch trilogy!
Thanks!

Tack, I remembered about 2 years ago when we ran the RHoD campaign, there were several RHoD campaigns going on and there were especially 2 threads that I enjoyed following as well. I cant remember any details but if you search for RHoD threads you will find them to be 2 of the most visited threads.
#345

Caligula

Jul 17, 2011 14:26:47
The campaign will recommence in late August/early September. Sorry for the delay.
#346

laricghwalchavad

Jan 08, 2012 11:44:38
Did you guys restart?  Any updates?
#347

Caligula

Jun 03, 2012 8:32:41
We are looking to restart this summer, late June. The group is discussing dates to meet up and I hope to have something in the bank soon. We havent played for well over a year and its quite sad. On the good side though it looks as the entire group from the "Red Hand of Doom - Total Recap!" campaign will reassemble once again to fight evil in Forgotten Realms! I will keep you posted. Caligula.
#348

Mr_Miscellany

Jun 03, 2012 23:32:13
I hope you guys are able to play. This is an awesome thread.
#349

Caligula

Jan 01, 2013 13:44:38
Hi Mr_Miscellany, unfortunately the original group split up for real-life reasons. We are looking to set up a new group to conclude the adventure, and as it looks now two of the original players will participate and I hope a third also. We are currenty looking at Saturday 19/1 (2013) as next session. Sorry for all the delays but we wanted as many players as possible from the original group to participate. I will commence writing again as soon as we got the game up and running again. Promise!

We have been playing Call of Cthulhu the last couple of months and I will start writing the recaps at the "Yog-Sothoth" homepage so please follow us there also. I use the same alias "Caligulaa" but notice the 2 aa's in the end. Somebody stole my name!!! CoC is truly a Great game, but nothing like D&D. We are no big fans of 4th edition so we continue playing the 3.5 version until the new system shows up late this year (we hope!)

And again thanks for all the kind words. It's a shame the "Red Hand of Doom - Total Recap!" thread has been somewhat changed. We spent 2 years playing that campaign and writing the thread...

 
#350

Eli_the_Tanner

Jan 29, 2013 22:57:03
Hello Caligula, how did your session on the 19th go (if you managed to meet up). I've also been DMing a long running CotSQ campaign and my group is nearing a similar point as yours....I hope
#351

Caligula

Feb 03, 2013 8:50:39
Eli the Tanner, unfortunately we were once again delayed. We have the new group assembled and will take up gaming where we left couple of years ago: by the slayed general Khumarr! I hope to have the campaign up and running within two weeks time. I will post as soon as we have played.
#352

Anor

Feb 03, 2013 14:39:40
Looking forward to the restart, and finally the end of this epic adventure. Unfortunately, it will not be the same players and the same characters that originally started it. I will run Rendawyth Sighard the Paladin, Eluard Rawson the Cleric of Lathander, Thokk Rude champion of Kord and last but no least Nebrendil the dark Incantatrix. All characters created back in 2004, when we first started the campaign with Return to the Keep on the Borderlands.

 So, let's see when we have the first session. Perhaps on wednesday at earliest, end of february at latest.

FIRE WALK WITH ME 
#353

Caligula

Mar 02, 2013 3:20:24
Almost 3 years have passed since the last session when Khumarr, the General responsible for the defense of Castle Maerimydra, fell.

Today we re-open our epic campaign. The players are as determined as ever to head their promise to Randal Morn, and kill Irae T'Sarran before the ritual is completed.


Todays session will last approximately 6 hours. I will post again tomorrow regarding todays events.

Thank you for your support and patience.

Caligula       
#354

torbjorn

May 23, 2013 15:20:00
Hello Caligula,

It has been great fun reading this thread and the Read hand of Doom thread. How did the restart of the campaign go?

I will start up a new D&D campaign within soon and have eyed the Spiderqueen as something that might be run in the far future. We will probably start with the Mysteries of the Moonsea module with the Sons of Gruumsh in between. You have any experience of those module?

Torbjörn
#355

Craig13

Jun 03, 2013 1:03:55
Been following this since RHoD total recap, can't wait to read what happens next!
#356

Craig13

Jun 20, 2013 20:02:29
I guess I will have to wait...
#357

Caligula

Oct 24, 2014 5:58:25

I cant believe 7-8 years passed.... It looks now like the group will get together next Tuesday 28th October for a session. My cousin "Anor" here at the boards will of course join, also Tomas Arfert, constructor of Saga RPG among others, will join. And Henry Thorman who was one of our original members but then moved out of Stockholm. He last played Return to the Keep on the Borderland with us and had a harsh time battling the cruel assassins Thomas and Helga.

 

Anyway, we will conclude City of the Spiderqueen even if we do it as 70 year olds. We are around 40 now so we still have some time and can both see and hear pretty well. Sober that is...

 

We have autumn holidays next week in Sweden so I look forward to a couple of 12-hour sessions. Yihaaa!!

 

Caligula

#358

Anor

Nov 22, 2014 7:47:18

We played another session. Will write later tonight how it went :-)

#359

Caligula

Apr 01, 2015 0:58:52

WE ARE BACK!!!

 

The group has reconciled and we have played no less than 3 sessions of this mastodont campaign.  

 

Here is the group again:

 

Rendawyth - a legendary Aasimar Paladin of Torm who is well known all over Faerun for his valor. Carries a Holy Avenger. 

 

Eluard - a good Aasimar Cleric specialized in defeating the undead and negative energy. He wont rest until the Kieransalee kult is destroyed.  

 

Nebrendil - a Tiefling Wizard Incantatrix who smell of sulfur and most people avoid him. Brutal but loyal.

 

Thokk - a Half-orch Barbarian and Frenzied berserker. His raw power is needed at times but Rendawyth must calm him occassionally.

 

The group is followed by The Hidden that are still alive: Hamadh the Unseen, Wisp, and Chirikk.

 

(Anor here at the boards will fill out more details about the PCs!)  

 

City of the Spiderqueen - Total Recap!!

 

Late afternoon, day 22 of the campaign

 

After having defeated General Khumarr the group is reenergized. Having killed Khumarr, one of Irae T'Sarran's most trusted allies, this "easy" there is still hope! But time is of the essence. Can they stop the ritual before it is completed?

 

They rush onward, upward and enter the foyer to the Inner Temple of Kieransalee. Vile creatures hide in the rubble outside and attack ferociously but Eluard's turning power surmounts them all even though the surpressing powers of the temple is strong. The group pushes all the way into the Inner Temple and there they face Cabrath Nelinderra, her lover Maas the assassin vampire and their hechmen including the assassin strike team from the castle. Now, Cabrath was on the hit list that the PCs got from Kurgoth Hellspawn earlier so they are really into getting her now. This battle is tough and Chirikk is unfortunately taken out  by the potent female spellcaster. Thokk and Rendawyth enters melee with the assassins , followed by Hamadh who pulls his Keen Greatsword. The fight continues for several rounds and Hamadh is nearly killed and fatigued by two negative levels and damage. Rendawyth's Holy Avenger is a game changer and burns into the flesh of the evil and undead foes. Maas is utterly destroyed into gaseous form and now the tide is turned. Cabrath tries to run away into the corridor with the wall of fire but is hacked down by Thokk's mighty axe. The temple is silent.

 

The group searches the premises and cure themselves but chose to continue onward in haste. No time to loose. Nebrendil surpresses the wall of fire in the following corridor and they attack the iron golem. Thokk is beat hard for 70-80 damage  but the group still manages to take down the mighty iron golem. Instrumental was Nebrendil's electricity spells that slowed it down. 

 

The heroes enter the final cavern. A cylinder shaped cavern with a strange looking tower. The Undying Tower... The sphere of negative energy crackles before them pulsating raw negative energy into the tower that holds the sphere.

 

"Randal Morn never knew" said Rendawyth in a tired voice.

 

"The schemes of this evil kult is larger than we could ever imagine."

 

Hamadh dried sweat out of his lean eyebrows. "We just have to kill the bitch Irae and then we're done". Not even trying to conceal his hatred having just lost another friend in Chirikk.

 

Rendawyth looked at the tired drow. Good and evil joined to fight an even greater evil.

 

"We need to destroy that sphere and we have to do it right now."

 

Rendawyth turned to look at Eluard. The brave aasimar cleric, his friend and brother in arms, had already begun contacting his god in silent prayer and eyes closed. This would be his biggest challenge hitherto. Would his god be there for him?

 

To be continued...

 

#360

Anor

Apr 01, 2015 14:24:16

After having to convert my account a third time I am getting a bit tired of this... anyway, I think Caligula will talk more about this later on.

 

So! We continued our campaign and we are deep within the Castle Maerimydra and looking for Irae Tsarann who is our main target. We have lost many friend during our adventure and some might still die but one thing is sure, we are not backing off. This is a mission that will either be glorious or disastrous (read TPK) as my characters currently involved in the campaign has reached too high levels to be playable. When I say too high levels I mean it is becoming a hassle to deal with all the abilties, magic items, feats, skills and what not. Each fight takes atleast 1 hour ish. But it is also very rewarding, I have built them from level 1 so it means a lot in terms of honour and pride. Back to the point, we are not backing out. We fight until the bitter end. No matter who the outcome is. If the party dies, it dies. This is the last campaign they'll do.

 

We've fought ourself to the inner sanctum of the Castle Maerimydra and most of the generals on the "hit-list" are dead. We still have "the hidden" with us but we still have not found our main objective, Irae. After my visit to NYC next week we will finish this epic campaign and I will write more in detail what happend during our sessions.

 

Until then.

 

FIRE WALK WITH ME

#361

Caligula

Apr 01, 2015 14:56:04

We will have about one week plus as Anor visits New York but I still have two more posts to write and will start tomorrow.

 

As Anor also mentioned we are very much fed up with all the troubles here at the boards with large chunks of our threads just vanishing every time they convert. We will plan and set up our own boards soon and will get back to you guys with links to that. In the mean time please continue reading our chronicles we do appreciate it.

 

Caligula

 

 

(Reply to #361)

Eli_the_Tanner

Caligula wrote:
#363

Caligula

Aug 11, 2015 14:45:02

 

 

 

Eluard closed his eyes and sweat was pouring down over his face. His arms stretched out towns the orb of negative energy, crackling and blistering of raw evil power. The nucleus of Irae T'Sarran's grand scheme of undeath. Eluard was now chanting and the undying tower was fighting back. The rest of the group of heroes took up defensive positions around the brave Aasimar Cleric. Their allies from The Hidden, only two now remaining alive, hid in the shadows closer to the tower. Hamadh the Unseen and Wisp were now trusted allies after all they had experienced together.

With an enormous push of willpower Eluard started flowing positive energy into the towers orb. A violent cascade of light was now pulsating inside it as positive and negative energy fought for supremacy. But the tower fought back and Eluard was pressed to his final breath. And then suddenly a ghastly figure emerged from out of the bare walls of the tower. A ghost rider on a flying, burning Nightmare. "Irae awaits you fools. There is nothing you can do to stop us now. Join us or die here to be rejuvenated as our slaves." 

The heroes were not in the slightest mod of parley and as Eluard finally broke down the orb with an overflow of positive energy, the tide seemed to turn. An array of spells and powers blasted the undead rider and he retreated as fast as he had appeared. The way to the inside of the tower lay bare. The heroes used magic to fly theup to the openings at the towers fifth level. Hamadh and Wisp were not far behind using their shadow jump ability to fast gain height. Inside they spotted an empty room followed by several Moore as they rushed to the top ninth floor. Before them stood a weird door frame stuck with bricks. "Probably a portal" said Nebrendil and his sulfur breath warmed the chill air in the tower. "Either it is inactive or we are looking at the exit. We need to find the entrance." Rendawyth sheathed his Holy Avenger. "We go downstairs and search. No rest until the witch is dead." 

Wisp looked at the valiant Paladin in his Red Dragon Full Plate Armor. "No rest until we or the witch is dead you mean." whispering to herself...

 

#364

Caligula

Aug 11, 2015 14:46:47

Dear all, the campaign is on again and posts will follow in rapid succession as of now. Please keep following us as we will see the final battle against Irae Tsarran real soon. Anor and Henric will post soon as well. Best regards, Caligula

#365

Caligula

Aug 11, 2015 14:48:51

#366

Anor

Aug 18, 2015 13:29:01

Played another session tonight. We are moving up further in the ethereal tower of Castle Maerimydra. We are down to 4 characters, we lost the Hidden after a spell trap sprung (no rouge with us unfortunately) with no less than an evil Prismatic Spray. Hamad and Wisp ended up on the Nine Hells after failing their Will saves...

 

The room behind the door with the spell trap was inhabited by a evil drow lich spellcaster. As the door was unlocked by our chime of opening the lich sent another Prismatic Spray in our faces. Luckily, we all saved this time. Pretty beat up we entered the room and started the fight. Invisible as well, the lich was a mighty foe. We dropped a glitterdust initially and went to melee combat with the paladin Rendawyth and Thokk the barbarian. After realizing the drow was infact undead, Eluard used his main power turn undead to force the lich to flee. From distance, we finished it while another combatant appeared.

 

The new threat was another invisible drow armed with a deadly hand crossbow. We decided to let go a Evard Black Tentacles which immediately grappled her and started to squeeze her for continuous damage. Round after that she became nauseous by the Stinking Cloud and slowly died a very painful death after a few rounds.

 

After restoring our health after the multiple Prismatic Sprays, we continued to the next level. Rendawyth going first was instantly struck by two nasty black spears from two heavily armored drows flanking the elevator shaft. Both attack hit. Some 30 ish initial damage but that was not the worst. The black spears were not from this world, the wounds also sucked the life force out of Rendawyth who gained a whooping 11 negative levels! Being a level 15 character, he was close to die instantly from the gained negative levels.

 

A quick withdrawal down the shaft into the room where the lich had occupied earlier we started to lick our wounds. This is where the session ended. Next session will most likely see another few dead drows, but where is Irae? Her time it running out, fast.

 

FIRE WALK WITH ME

#367

Caligula

Aug 18, 2015 13:39:01

So the brave heroes ventured deep into The Undying Tower and eventually managed to overcome the negative orb thanks to Eluard's immense powers of positive energy. Fuelled by his faith and love for Faerun. Knowing that this evil must be laid to rest for eternity. As they ventured deeper into the silent, cold halls they found a portal leading to the ethereal plane. Irae T'Sarran has worked hard to hide from justice, thought Rendawyth gripping his Holy Avenger. As they encountered the Lich Umaerth flanked by the assassin Phaelinn hiding in the dark, the trap of Prismatic Spray covered the whole group. Time to roll for save!

 

It started bad for the heroes...

 

Hamadh the Unseen was sent to the Nine Hells!

Wisp was also sent to the Nine hells! Unbelievable that they both ended up there. Must be a sign...

Rendawyth got his with 80 damage electricity but managed his save for 40. This was reduced to 30 thanks to energy resistance.

Thokk saved vs insanity.

Nebrendil saved vs electricity but got 40 damage (80 was max).

Eluard saved vs go to another plane (Thank Lathander!).

 

Umaerth hit then initiative and cast Prismatic Spray again. The players were losing faith now. This was a deadly fight. Nebrendil saved vs acid but with Umaerth the Lich being under Greater Invisibility the players had a hard time hitting him. Nebrendil cast Glitterdust and the show was on again. With Phaelinn using sneak attacks from the shadows and under Greater Invisibility the group was hit with hard damage but Eluard's greater turning powers reduced Umaerth to a cowering undead in the corner. Phaelinn was defeated using Evard's Black Tentacles and a Stinking Cloud. Reduced to -7 the heroes then healed her trying to retrieve information. Being a dead-ender she insulted and spit in Thokk face. He gently broke her neck.

 

We ended the session with the heroes entering the 7th level of the ethereal plane. Rendawyth got hit bad by guards there and got 11 negative levels and 55 damage! He withdrew and thanks to Eluard got restoration. Eluard also used up a 6th level spell slot for 150 pts of Heal (75 cirka used) on Rendawyth. Anxiety over that decision but the player wanted to max hitpoints before the final battles.

 

We keep playing every Tuesday now and I hope to conclude this 8 year long campaign within a couple of weeks. I also want to share with you guys that we are leaving the Wizards forum because we are disappointed with all the postings that got lost as they changed the forums so many times. We will keep writing but currently look at other forums like Obsidian Portal or setting up our own stuff. Thanks for your support and kind words over the years. And dont worry, this is just the beginning. The Total Recap saga will continue into eternity. Caligula.

 

 

(Reply to #362)

Caligula

Eli_the_Tanner wrote:
#369

Anor

Aug 25, 2015 15:10:09

Hey

 

Just wanted to share the token images that we use for my characters. Some key stats will follow in another post, in a day or two.

 

Rendawyth Sighard, the Aasimar Paladin of Torm:

IMAGE(http://s29.postimg.org/cnsairkk3/paladin6.jpg)

 

Thokk Rudash, the Half-Orc Barbarian of Kord:

IMAGE(http://s10.postimg.org/v1eu0a091/barbarian6.jpg)

 

Nebrendil Theitlan, the Tiefling Wizard of Boccob:

IMAGE(http://s10.postimg.org/ee14309mt/wizard1.jpg)

 

Eluard Rawson, the Aasimar Cleric of Lathander:

IMAGE(http://s16.postimg.org/vy4y569kx/cleric2.jpg)

 

Stats will follow, tomorrow hopefully.

 

FIRE WALK WITH ME

#370

Caligula

Aug 26, 2015 11:26:32

 

Beautiful pics of the legendary heroes thanks Anor! Yesterday's session was cancelled but we have agreed to play tomorrow between 17 and 23 CET so hopefully the final battle is due now.

Anor will post the heroes stats later tonight so you can all gauge their chances against the Drow Queen. Write you tomorrow! Caligula

 

#371

Caligula

Aug 31, 2015 11:30:02

"So long I have waited. My revenge here soon. The Lady of Death hears me. She leads me. Duneth Wharreil the petty fool. Too weak to hinder me. To weak to obey me. These heroes, they are.... different. They..... yearn the power. They will be my finest followers once I slay them. Yet here they are. Die fools!"

 

She is stunningly beautiful. Hairless, white skin and slender features. She must be adored. She wears a fine metal gauntlet on her right hand and in her left she grips a long black rod that sparkles with green energy at both ends.

#372

Caligula

Aug 31, 2015 11:49:10

The sentinel guards had almost killed Rendawyth the Paladin and they had also survived. Not many in Faerun had accomplished that feat. The heroes understood these guards were something special and their "death spears" could bring death and destruction with their negative energy powers. Rendawyth was struck for minus 11 (!) levels. They also had tactical advantage blocking the only shaft up to this room. We must be close now, thought Rendawyth. These guards are equipped with her finest aresenal. She can not be far.

 

The PCs were preparing for a new charge:

 

Nebrendil rolled for Knowledge Arcana. What were they up against? The tower was indeed a magical construct, a sentinent creature but now with its power put out thanks to Eluards bombardement with positive energy into the negative energy orb.

 

Nebrendil: Summoned Giant Earth Elemental.

 

Eluard: Cast Death Ward on Thokk and Earth Elemental.

 

Rendawyth: Activated Sacred Vitality feat which acts as a Death Ward (costing 1 turning attempt).

 

The Earth Elemental moved through the stone roof (earth glide) and came up just under one of the guards flipping hom over (failed Reflex save). At the same time Thokk charged up the shaft. The battle was over in just 2 rounds. Tactical preparation and awareness effectively cnaging the battle field. Unfortunately the trap on the next door was activated and both Thokk and the Earth Elemental rolled 1 on their saves vs Slay Living. Thanks to the Death Ward spells Thokk still lives. He would have died otherwise. 

 

The heroes continued searching level 8 but not much to find except that particular bedroom under Deeper Darkness. A womans clothing. Everything in black including the bed linnens. The heroes conferred. The next level would be the last in this ethereal dimension of the inverted tower. It must be it. Time to prepare for the last battle. Again they pulled all their sources together but limited spell casting to 3 rounds in case the enemy above was alerted. They wanted surprise and speed to continue to be important tactical factors.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

#373

Caligula

Aug 31, 2015 11:59:12

irae tsarran forgotten realms D&amp;amp;D rpg

 

Preparing the final battle with the 4 legendary heroes Nebrendil the Wizard, Rendawyth the Paladin, Thokk the Barbarian, and Eluard the Cleric.

 

Preparations 3 rounds:

 

Rendawyth: Silver Beard, Righteous Fury, and Fly (he chose between Fly and one other that I cant remember I hope the player can tell us what).

 

Eluard: Divine Power, Righteous Might, Death Ward. (these spells basically makes the cleric a 3rd frontal combat PC)

 

Thokk: Enlarge Person and Fly.

 

Nebrendil: Superior Invisibility and Spell Turning.

 

Marching order: Rendawyth - Thokk - Nebrendil - Eluard (Thokk and Eluard changing places)

I asked players if they wanted to finish the session by rolling initiative but they didnt want to. hence we will start the next session by rolling initiative. Awesome!!! I will now post enemy forces.

#374

Caligula

Aug 31, 2015 12:08:43

We ended the last session by the PCs entering the last level 9 in the inverted ethereal tower. Here are the enemy forces as seen by the heroes:  

 

Irae T'Sarran is combat ready  and stands somewhat deeper in the center of the room. She wears a metal gauntlet on her right hand and carries a black rod in her left had that sparkles with green light at both ends. A metal plate covers her head partially including the left eye. It is studded with red stones like rubies. On each of hesides is an undead guard. In front of her, around the large skull are 4 more undead drow and just in front of them 2 more. On the opposite wall, closest to the PCs are 3 more undead drow. Just to the left of Irae is a Ghost rider on a Nightmare engulfed in flames. Just behind him are 3 hooded creatures features more or less unknown but humanoid size. They seem to prepare spell casting. At the far right of the hall is a gigantic Bebelith monster. This spider like creature seems to be rushing towards the PCs immediately as they enter.

 

Impressive forces but these heroes have prevailed before. Next session we will roll for initiative and this will be a battle until the last drop of blood.  

 

To be continued....

 

 

#375

Mr_Miscellany

Aug 31, 2015 21:35:33

This has got to be one of the best threads ever posted to the Realms forums.

Thanks for sharing your campaign with all of us. The pictures are pretty cool too.

(Reply to #375)

Caligula

Mr_Miscellany wrote:
#377

Mr_Miscellany

Sep 01, 2015 13:24:47

Yeah it's too bad those posts went away.

I think WotC really shot themselves in the foot by allowing that to happen. Long-running campaigns posted to the forums are some of the best resources for DMs looking for inspiration for their campaigns, they make good reading and they show DMs and players alike that a good D&D campaign can grow a pair of legs and just go and go and go.

 

I hope you guys take a shot at the new 5th Edition adventures. It'd be cool to see how they turn out when you run them.

 

Take care.

#378

Caligula

Sep 05, 2015 6:29:53

     I have registered an account with Obsidian Portal at www.obsidianportal.com that supports entire campaigns and we will use that platform for our next module and then evaluate it. But we already see many of our rpg friends here in Sweden using that site so we are quite hopeful.

I am currently reading the classic Die Vecna Die and thinking about using it together with the other two modules Vecna Reborn and Vecna Lives as a legendary fight against he who whispers in the shadows. The Lord of Maim. He who the serpent listens to. For sure we will try the 5 edition modules I have them all and have preordered Out of the Abyss. 

I am currently away on a trip to California but we will continue playing Tuesday the 15th and then we have the final battle against Irae T'Sarran!

 

#379

Anor

Sep 22, 2015 13:58:46

We played another session tonight... post more tomorrow.