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Queen of Lies
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009786" data-attributes="member: 18387"><p>Queen of Lies is an adventure for designed for a total party level of 40-45. This is more of a DM's perspective review and some spoilers are contained below. Please see other Psion's review for a story Synopsis. </p><p></p><p>Adaptability: Easy to stick into almost any campaign; Forgotten Realms, Greyhawk, homebrew, you name it almost any setting has reference to the vile dark elves. The Adventure is suited for the aforementioned levels, and increasing the difficulty for higher level players is quite easy. I can see making this adventure for lower levels to be quite challenging and may take away some of the special and lethal aspects of the opponents. I ran 5 characters ranging from 9th to 12 through this adventure leaving nearly every monster stat as written without problems. However, I did make some changes to the plot which I think helped the module. First I had this adventure connected with the recent Dungeon Magazine #94 module "Spiral of Manzessine". I had the captive slaves sold to the Mind Flayer slave camp. Furthermore, I made the Drow who attacked the surface actually plant evidence against the other Drow house, thus fooling my players into initialy attacking the wrong house. With few details on the motivations of the drow, this module's story can easily be enhanced for greater and more entertaining adventures. 5/5 </p><p></p><p>Player Fun Factor: Overall my players liked this adventure, however I think it may have more to do with the additional parts I included rather than the original adventure. The players liked that they were tricked into fighting the wrong house. The attack of the three towers was a bit dull and basically boiled down to enter room, kill everthing, and then repeat... My players became a little weary at this point, but everything prior to teleporting in the tower was a lot of fun for them. Luckily they only went through the one tower, the other two towers skipped entirely. Some of the encounters in the beginning were memoriable such as the Watchtower in the webs. Good news is that this adventure has something for all types of players. 4/5 </p><p></p><p>Style: This adventure is really about getting from point A to B and then killing everything at your destination for hours upon hours. The DM really needs to add some additional plot elements to bring this adventure alive. As written, the adventure is one quarter traveling, and three quarters dungeon crawl. The problem is the marjority of the combat is at the end. Another major criticism is there is no real NPC interaction. As written you just have Drox X, Y, and Z who your players need to kill not talk to. However, there is great potential here, and the module may not come alive with character interaction but with twisting plotlines. The locations were nicely done, and provide a lot of the mood and tone of the Underdark. I also commend the use of trapped drow equipment, nicely designed traps, and interesting creatures. Add Damning Darkness and Darkbolt from BoVD to the Drow arsenal for some truly dark encounters. Watching Drow decend for the Watchtower on Spider mounts was terrific. Great locations and monsters but mediocre plot. 4/5 </p><p></p><p>Ease of Use: The layout with this module is about average. The common Sintrin poison used througout the adventure is written in a weird spot near the front of the module. Flipping back and forth, especially during the three tower sequence is quite common. I wish they could have put the maps of the towers on a seperate page at the back. NPC stats seem to be about right, except for one, Alevolenz. Her CR seems a little low to me. A 11/11 multiclass character should be more than a CR 12. Though she is two seperate characters in essence, they act as one. For some reason I could never find the monster stat block I was looking for. I am not sure why, but I had to keep flipping back pages. The names are in alphabetical order but the appendix was a mess in my opinion. Another bad point is the tower encounters. Some rooms have enemies, some do not. Once the tower goes on alert people start moving all over the place. Sometimes the players are fighting in one room, and only after the fact do you realize that the foes in the other room probably should have heard and came in to help. I am not sure if multiple readings helps, since there are so many encounters at the end to keep track. By contrast, the first half of the module flows smoothly. 3/5 </p><p></p><p>Overall: As written the module seems a little dull, and really needs a good DM to spice up the adventure. Having one house setup another house really brings the treachery alive and I recommend any DM who has the time to perhaps do the same. There are some great encounters in the adventure and the villians are truly formable. One player death out of the five, but this was due to a failed saving throw. This adventure can be deadly, many of the villians/encounters have one saving or die type rolls. I am not a big fan of instant death encounters, and there are plenty of them in this adventure. The last part of the adventure will really test the players resources since there really isn't a opportune time to rest. This adventure has potential and I recommend it for anyone looking for an excursion into the underdark. 4/5</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009786, member: 18387"] Queen of Lies is an adventure for designed for a total party level of 40-45. This is more of a DM's perspective review and some spoilers are contained below. Please see other Psion's review for a story Synopsis. Adaptability: Easy to stick into almost any campaign; Forgotten Realms, Greyhawk, homebrew, you name it almost any setting has reference to the vile dark elves. The Adventure is suited for the aforementioned levels, and increasing the difficulty for higher level players is quite easy. I can see making this adventure for lower levels to be quite challenging and may take away some of the special and lethal aspects of the opponents. I ran 5 characters ranging from 9th to 12 through this adventure leaving nearly every monster stat as written without problems. However, I did make some changes to the plot which I think helped the module. First I had this adventure connected with the recent Dungeon Magazine #94 module "Spiral of Manzessine". I had the captive slaves sold to the Mind Flayer slave camp. Furthermore, I made the Drow who attacked the surface actually plant evidence against the other Drow house, thus fooling my players into initialy attacking the wrong house. With few details on the motivations of the drow, this module's story can easily be enhanced for greater and more entertaining adventures. 5/5 Player Fun Factor: Overall my players liked this adventure, however I think it may have more to do with the additional parts I included rather than the original adventure. The players liked that they were tricked into fighting the wrong house. The attack of the three towers was a bit dull and basically boiled down to enter room, kill everthing, and then repeat... My players became a little weary at this point, but everything prior to teleporting in the tower was a lot of fun for them. Luckily they only went through the one tower, the other two towers skipped entirely. Some of the encounters in the beginning were memoriable such as the Watchtower in the webs. Good news is that this adventure has something for all types of players. 4/5 Style: This adventure is really about getting from point A to B and then killing everything at your destination for hours upon hours. The DM really needs to add some additional plot elements to bring this adventure alive. As written, the adventure is one quarter traveling, and three quarters dungeon crawl. The problem is the marjority of the combat is at the end. Another major criticism is there is no real NPC interaction. As written you just have Drox X, Y, and Z who your players need to kill not talk to. However, there is great potential here, and the module may not come alive with character interaction but with twisting plotlines. The locations were nicely done, and provide a lot of the mood and tone of the Underdark. I also commend the use of trapped drow equipment, nicely designed traps, and interesting creatures. Add Damning Darkness and Darkbolt from BoVD to the Drow arsenal for some truly dark encounters. Watching Drow decend for the Watchtower on Spider mounts was terrific. Great locations and monsters but mediocre plot. 4/5 Ease of Use: The layout with this module is about average. The common Sintrin poison used througout the adventure is written in a weird spot near the front of the module. Flipping back and forth, especially during the three tower sequence is quite common. I wish they could have put the maps of the towers on a seperate page at the back. NPC stats seem to be about right, except for one, Alevolenz. Her CR seems a little low to me. A 11/11 multiclass character should be more than a CR 12. Though she is two seperate characters in essence, they act as one. For some reason I could never find the monster stat block I was looking for. I am not sure why, but I had to keep flipping back pages. The names are in alphabetical order but the appendix was a mess in my opinion. Another bad point is the tower encounters. Some rooms have enemies, some do not. Once the tower goes on alert people start moving all over the place. Sometimes the players are fighting in one room, and only after the fact do you realize that the foes in the other room probably should have heard and came in to help. I am not sure if multiple readings helps, since there are so many encounters at the end to keep track. By contrast, the first half of the module flows smoothly. 3/5 Overall: As written the module seems a little dull, and really needs a good DM to spice up the adventure. Having one house setup another house really brings the treachery alive and I recommend any DM who has the time to perhaps do the same. There are some great encounters in the adventure and the villians are truly formable. One player death out of the five, but this was due to a failed saving throw. This adventure can be deadly, many of the villians/encounters have one saving or die type rolls. I am not a big fan of instant death encounters, and there are plenty of them in this adventure. The last part of the adventure will really test the players resources since there really isn't a opportune time to rest. This adventure has potential and I recommend it for anyone looking for an excursion into the underdark. 4/5 [/QUOTE]
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