Attack on Myth Drannor/City of the Spider Queen - Raising the Difficulty Level

Mark Causey

Explorer
Hi guys, I've got a great group of players, I swear. We've been on a creature kick for a while now, so raz me all ya want on the characters, but we got a situation:

Drow Rogue/Fighter, EL10
Human Rogue/Bard, EL 9
Human Bard/Fighter, EL 8 (plus an Elf cohort, EL6 - Leadership)
Svirfneblin (Deep Gnome) Were-Tiger Rogue(hasn't taken all of the levels, using the web document for leveling in his Template Class), EL 9
Human Cleric, EL 7
Tiefling Fighter/Rogue, EL 9
Gnome Rogue/Wizard, EL 8

That's six players, seven characters, and a little high level equipment. I'm looking the beef up the Attack on Myth Drannor module, and possibly lead it into either City of the Spider Queen or an Underdark setting of some sort.

Questions: Any ideas on beefing up the module, while still retaining the flavor? Has anyone ran into some problems with either of the modules mentioned that I should know about? Any comments or questions?

Thanks for your help!

AtR

edit: changed topic to reflect CotSQ discussion.
 
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First of all... which rule set are you using? 3.0 or 3.5?


CotSQ has been really good so far, using 3.5 rules... I have had to revise the Drow, character class wise, but the revised monsters seem to gel well. Some get better, some got worse...
The biggest thing you'll have to be aware about... pretty much every arcane caster relies on 3.0 haste for their tactics. So, you might want to increase the meat shields in order to let the mages get their load off... YMMV

Mike
 

mikebr99 said:
First of all... which rule set are you using? 3.0 or 3.5?
3.5 with one (major?) exception, with magical Darkness being the 3.0 version.

I run a persistent world and began the CotSQ storyline with another set of characters, but they didn't finish it. It'll be fun to see what kind of upheaval has occurred since they last delved.

AtR
 

One easy way to increase the difficulty in this adventure is just to increase the character levels of the Cult of the Dragon members. Especially the wizards and clerics that the party will face.
 

So maybe remaking the generic cultists from the ground up, retooling their levels, possessions, and spells but not increasing their number, per se.

Are there any other Cults or groups that would groove well with the CotD to add something political going on amongst the NPCs? I think my group would love to try and play them off with their access to illusion spells.

AtR
 

I did actually think of something that would add to the challenge of the Atttack on Myth Drannor module and keep with the idea of a decaying mythal.

I got this from the recent Eberron news, by the way. Living Spells came to mind as a perfect 'creature' to have wandering about in the area. Just add it to the wandering monsters chart and throw an initial one in to get people into the idea.

Any ideas out there about what a good sapient mobile or immobile spell might be?

Maybe a graveyard subsumed with a Living Summon Undead spell?
A roaming Acid Storm/Ball Lightning/Prismatic Eye?
A low floating fog of Regenerate Wounds?

AtR
 

adamantineangel said:
So maybe remaking the generic cultists from the ground up, retooling their levels, possessions, and spells but not increasing their number, per se.

Are there any other Cults or groups that would groove well with the CotD to add something political going on amongst the NPCs? I think my group would love to try and play them off with their access to illusion spells.

AtR

Just off the top of my head, groups still active in the Ruins:

-Several Alhoons (undead mind flayers) who search for generic magical treasure, but strive to keep their presence secret
-Several Phaerimm who live in some of the deepest levels, but emerge for slaves and acquisition every now and again
-A shrine of Lathander, which keeps a holy relic that guards the small shrine from the roaming devils and aberrations
-Several adventuring groups pursuing their own agendas. It CAN'T be Myth Drannor without competing adventuring groups! :) Their goals can range from common banditry and tomb-raiding, to potential allies who search for a specific item or thing.
 

I got some great advice on increasing the difficulty in CotSQ from another message board. Unfortunately, they're in the middle of an upgrade and I can't get to the message anymore. I'm pretty sure I have it at home; I'll try to remember to look for it and post it tonight.
 

I'm blessed to have Henry reply to my Thread :D

Barendd Nobeard: Thanks, I look forward to it.

I'm basically planning the following (so far) in alterations:

The portion of the module which refers to the game (which I never played, btw) is going to be handled by a group of adventurers the players are already familiar with ... their semi-retired characters from an earlier 'undead-themed' campaign.

I've added in the Denizens of the Stone Bog diversion from the WotC website. It works well for distracting random groups of Cultists as well :P

But what I'm thinking is this: what had previously been an attempt to get the adventures to plumb the depths of Undermountain, and use portals and things to arrive back at the beginning of the campaign is now an attempt to epicly take them through this, City of the Spider Queen, and then have them take the portals as needed to arrive either back at Undermountain OR the beginning, whichever strikes me as the game progresses.

By the way, Henry, introduced what you said about the rumors floating down, the players ate it up! Wait till they see (hear? read?) what happens in their absence ^_^

AtR
 

Henry said:
-Several Alhoons (undead mind flayers) who search for generic magical treasure, but strive to keep their presence secret
Speaking of which, there is an Alhoon in the module. DM knowledge only though ._.

Henry said:
-Several Phaerimm who live in some of the deepest levels, but emerge for slaves and acquisition every now and again.
Why is it that Phaerimm are only described as TPKs or run away situations only in the module but the Monsters of Phaerun lists them as CR 5?

Henry said:
-A shrine of Lathander, which keeps a holy relic that guards the small shrine from the roaming devils and aberrations.
Which I will manipulate to make it Shandakul, making it work with the Cleric of the party.

Henry said:
-Several adventuring groups pursuing their own agendas. It CAN'T be Myth Drannor without competing adventuring groups! :) Their goals can range from common banditry and tomb-raiding, to potential allies who search for a specific item or thing.
Now that's gonna take some work ... but definitely sounds like what I need. Anyone got some adventurers of lower level (higher level adventurers always make the party feel intimidated and lead to fights; lower level makes for roleplaying) that I can rip off? :D

The players are also asking for, uhm, let me pull the email up.

Tim said:
Traditionally weak creatures, but more as a challenge.

-Orcs w/ class levels.
-Wizards that wear heavy armor (No: "Everyone aim for the guy in robes!")
-Swarms! Throw a hundred of something at us. (Don't use minis!!!)


Urgency. Give us a time limit. (Someone is casting a ritual to explode the
mythal, or some crap. We've got 4 hours to find 'em and stop 'em or the
:):):):) hits the fan.).
I think what I'll do is akin to a mixture of his heavy armor comment and the Conan movie: everyone'll be wearing robes.

Hope no one minds me making this the mental extension of my game forum.

AtR
 

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