I've ran four sessions of this module, and my party is starting to get very frustrated - we've had six character deaths so far: One guy Ice-Stormed when low on hit points, two guys dropped to around -30 with Flamestrike, one guy falling prey to Poly Other while climbing, and falling 300 feet as a result (fish guts all over the place), one guy crisped by a Searing Light, and one dropped by Slay Living when he least expected it...
All this, and they still haven't really penetrated the most important sections of the drow outpost, although they did manage to clear out the barracks (bad call on their part as to which cave entrance to investigate) and kill the giant fiendish spider... They've basically been stuck in and around the main chasm for three sessions now.
The problem is that after finding large sections of their guard force slaughtered, the drow have a) Gotten justifiably paranoid, making the party's life a hell of a lot more difficult, and b)With the regular guards gone, they're now pulling out the bigger guns to go after the party.
Basically, the problem seems to be that if you play all the Drow down there at all intelligently (instead of just leaving them to sit on their butts in their assigned rooms unless told to go raid), they can easily mount overwhelmingly powerful responses to any party incursions, without even needing to use the most powerful NPCs, especially if they've been previously alerted. (and the module is designed so that it's basically a given that they will be).
Anyway... Help? Suggestions, insights, experiences with the module? I'm pretty much running most of the enemies as is (with some variety thrown in in terms of spell lists for some of the casters, the module gets terribly repetitive there), the party is larger than the 4 characters the game is supposedly designed for, they're 36 point-buy characters with good magical items, they have all the standard character roles well covered, and they're getting their butts kicked...
All this, and they still haven't really penetrated the most important sections of the drow outpost, although they did manage to clear out the barracks (bad call on their part as to which cave entrance to investigate) and kill the giant fiendish spider... They've basically been stuck in and around the main chasm for three sessions now.
The problem is that after finding large sections of their guard force slaughtered, the drow have a) Gotten justifiably paranoid, making the party's life a hell of a lot more difficult, and b)With the regular guards gone, they're now pulling out the bigger guns to go after the party.
Basically, the problem seems to be that if you play all the Drow down there at all intelligently (instead of just leaving them to sit on their butts in their assigned rooms unless told to go raid), they can easily mount overwhelmingly powerful responses to any party incursions, without even needing to use the most powerful NPCs, especially if they've been previously alerted. (and the module is designed so that it's basically a given that they will be).
Anyway... Help? Suggestions, insights, experiences with the module? I'm pretty much running most of the enemies as is (with some variety thrown in in terms of spell lists for some of the casters, the module gets terribly repetitive there), the party is larger than the 4 characters the game is supposedly designed for, they're 36 point-buy characters with good magical items, they have all the standard character roles well covered, and they're getting their butts kicked...
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