City of the Spider Queen and Levelling

Trellian

Explorer
Hi!
I use a no-xp system where the players gains level according to my whim. This is easy when I most often run pre-designed modules from Dungeon and the Internet. I run 3 adventures at level 8, then switch to level 9 and plays a level 9 adventure.

This summer I plan on playing CotSQ , a module from 10-18 level. The question arose as to when the players should gain levels? The module is in four parts, so I could conceiveably do something like this.

Part One: Begins at lvl 10, at some point gaining lvl 11 and in the end lvl 12.

Part two: starts out at 12, then 13 and finally 14

Part three: starts out at 14, then 15 and 16

Part four: starts out at 16, then 17 and upon completion turns 18.

Addressing those of you who have played at least some of it, prefferably the entirety, is this a good option? will this challenge the pc's throughout the module, or will some parts be tougher or easier?

I really don't want to go back to that totally unbalanced challenge rating system.
 

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Yeah, I'm with KnowtheToe. My group went in with twice the normal party size - 8 x 10th level characters. We had 9 PC deaths in Part 1 alone. I'm using Spiral of Menzessine (sp?) from Dungeon to pad their level a little bit before we continue on to part 2.
 

It's that hard, huh? I've heard some rumours... one of the methods I will use to overcome the difficulties is making the characters part of a large brotherhood dedicated to fighting the drow menace... so that their classes, prestige classes, feats, magic and equipment will be focused on the task of battling drow.

Would it be better to say that the module is for 11-19? 12-20?
Is it the beginning that is hard on 10th level chars, or is the end tough for 18th level chars?
 

Haven't gotten far enough to answer the question about the end, although it looks pretty rough too if handled correctly.

The beginning is extremely tough on 10th level characters unless they are VERY intelligent about how they go about things. If they make full use of divination magic and stealth for recon purposes they can make things much easier on themselves. Some of the opponents are also very rough - don't want to post any spoilers but there are creatures with CR 15 and 16 in there, on top of all the 'normal' encounters. It was a run-in with one of the CR 15's that cost my players 5 members of the party.

If I tried it again, I think I'd start them at level 12 and see how it went - I usually find it easier to beef up an adventure than to dumb it down.
 

Sniktch said:
Yeah, I'm with KnowtheToe. My group went in with twice the normal party size - 8 x 10th level characters. We had 9 PC deaths in Part 1 alone. I'm using Spiral of Menzessine (sp?) from Dungeon to pad their level a little bit before we continue on to part 2.

That was extreme! My group will consist of 5 characters, maybe only 4 in the beginning. I think I will review the encounters more closely, taking the cr's in consideration. I have a tendency of not playing the npc's to the max, at least not when they become too many for me to handle.

I am also interested of hearing from those who have finished the module, and if the encounters in the end are too difficult for 18th level pcs.
 

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