City of the Spider Queen? Any good?

Scattered thoughts

I ran a heavily modified form for my group. The adventure took about a year (playing 3-4 hours, every week).

*My first problem was that I thought the Underdark travel section was too short and simple (in terms of travelling choices, not danger!). So I replaced the Underdark map with one of my own. Think D1 in style. Several large cave areas. I also created a PC map (they get one in Szith Morcane), that basically offered 3 general routes:
i) a direct way that passed through a Duegar city and led past the "Unblinking Gates"
ii) a longer way along the "Road of Crypts". This passed near a Kuo Toan community
iii) the longest way, through the "abandoned quarter"

Basically, the party had to choose between risk of detection and speed of getting to Maermydia.

*I created lots of smaller cave areas. Most of these I took directly from Necromancer Games Rappan Atthuk 1 and 2. The giant cave with the 50 gargolyes was particularly fun! I also heavily used the FR Underdark book for ideas, maps, environmental hazards, and random encounter ideas. Plus I liked how they had different depths of the Underdark, each becoming progressively more alien.

*I stole ideas from Piratecat's storyhour and created political intrigue in the Kuo Toan temple and also in the Duegar city. (Basically, the drow were covertly manipulating usurpers as to neutralize any opposotion in the area).

*I created temptations to distract the party away from their goal. For instance, one of the 3 keys to Larin Karr's tomb could be found in a grimlock city that had been overrun with beholders. And their was the Hammer of the Dwarven King that looked pretty attractive to our Dwarven Defender. And the mystic theurge's mentor was enslaved in an aboleth colony. The PCs never used 1/2 of the hooks, but they were there to be taken. Some were used to great effect. For instance, the party gave the hammer to the Duegar king and convinced him to lead his army against Maermydia. They basically took out Kurgoth's army - although the balor slowed their progress considerably.

*I kept Szith Morcane, Maerymydia and the Twisted Fortress/Undying temple pretty much the same. In general, the longer underdark sections broke up the hack and slash crawl of the actual module (of course there was still lots of fighting!). As others have mentioned, the maps are beautiful and provide really interesting 3 dimensional settings.

*the adventure was still a meat-grinder. Only one of the original PCs survived. The rest were all killed at least once. Plus we lost a cohort and a number of animal companions. (Incidentally, trying to find animal companions that would reasonably exist that deep underground is hard. I ended up breaking the rules and giving our druid a baby bullette!. We also had chitten cohorts to replace our dwarven cleric. Think Gollem, but with 4 arms and a knife in each one!). While everyone had fun, the shear deadliness of the adventure damaged the continuity of the game.

*the organization of the module is abysmal. In order to save space, stat blocks are at the back. But HP of genericl creatures are listed in their room (ie, for each drow soldier). Generic monsters simply refer you to the MM. I basically wore out the book spine flipping back and forth.

*watch out for the 3.5 conversion. While I didn't find the change to the haste spell to be a big deal, other changes were more significant. For instance, lots of creates have DR that has to be changed. The forbidden spell works differently (I just used what was in the module, but it caused confusion for the group). The biggest change is that demons have been upgraded in power. There's an early encounter with 2 bebiliths - I reduced it to one and it was still a tough fight. Plus there's the balor, who could have totally tpked the party, if they ran into him (wisely they avoided it).

*you need to be pretty combat-heavy, and you need a good cleric. A cohort cleric won't cut it. A druid won't cut it. A mystic theurge doesn't do the trick either. (The mystic theurge isn't a substitute for a good wizard either). Some of our multi-classed characters felt a little inadequate. (Though their scouting and other work probably saved them from other grevious harm).

In summary, the group had a lot of fun. I did put a fair bit of creative work into it, but it was worth it. I hate creating stat blocks for high level creatures and this module has them in spades. The maps were good. The plot was good and was easily adaptable to my campaign. The individual encounters were good, but there needed to be more variety.



GlassJaw said:
I ran about half the module and I didn't really like it. It's a beautiful book though, especially the maps.

It's unbelievable combat-heavy and I pretty much hate drow now. It's very frustrating for spellcasters because virtually everything has SR. It's also not that easy to run. The way the book is laid out makes it very difficult to run large battles. You almost have to transfer the stat blocks to another sheet so you don't have to keep flipping.

If you're looking for a large, published module that's easy to run, stay away from CotSQ. I recommend the Dungeon Adventure Path.
 

log in or register to remove this ad

RP Still Available

*spoilers*

For as combat-oriented as CotSQ is, there is still plenty of opportunity for role-playing. Much like one of the previous posters above mentioned, my party also struck a deal with the archmage of Szith Morcane to eliminate Dorina. They likewise bargained with the stone giants. They made some wheelings-and-dealings with the Hidden in Maerimydra. In fact, the party ended up as prisoners of the fire giants in Maerimydra for several days, during which they were forced to participate in gladiator matches in the abandoned arena (a completely added twist that we absolutely loved playing through). Afterward, they struck a deal with the giants to help fight against Irae. Before reaching Maerimydra, they even unsuccessfully tried to do some bargaining with a beholder.

There was much intrigue as the party was spied on and counter-spied their enemies and taunted each other with sending spells. Fortunate attempts at scrying bought the party some vital clues and warnings, such as when they happened to witness the newly resurrected Dorina get turned back into a vampire at the feet of Irae. They got their first glimpse of the draegloth, Flenser, months before they met in person. They dubbed the beast the Head Ripper because they saw it decapitate the vampire that sired Dorina and talked about what the monster could possibly be for session after session.

It is true that I spent a huge amount of time preparing NPCs for this adventure; I had to adjust for their level, errors, and of course, D&D went from 3.0 to 3.5 right smack in the middle of this campaign! However, the NPCs presented gave me ideas, but I like to add my own personal twists and touches. New material is always coming out, and I like to add it to whatever module I may be running. For example, the second time the party ran into Dorina T'sarran, she was not simply a vampire, I'd added the Spellstitched template. Little customizations such as that helped make the work more exciting.

The course of the adventure really shaped some of my players into what they are today. For example, after opening a door to find six ravenous abyssal ghouls in Castle Maerimydra, I have one player who simply states "I don't do doors" and refuses to be the first in any room ever since! My players developed a hearty respect (if not fear) for: krakens, abyssal ghouls, fire giants, and doomspheres (ghost beholders). They even learned to despise mind flayers and the blade barrier spell. Imagine their shock and horror as their cleric's blade barrier fires up and the mind flayer mentally compels the party rogue to "catch the feathers!" Spectacular, memorable deaths occured every few weeks in this module.

Overall, I have as much fondness for this adventure as any of the old "classics". The whole module had an epic feel to it, and it kept us entertained for close to a year. My players enjoy combat-heavy gaming, and this adventure catered right to them. After playing so long, it was an unbelievable experience to watch the PCs strike that final blow against Irae and bring down the temple.

In the end, it fit our gaming style perfectly. It may not be for everyone, but there are those of us who really enjoyed the adventure.

Charles Plemons
 

Eremite said:
If WotC had been smart, they would have...not linked it to a series of novels that is still not finished four years later.

To be fair, the adventure was only released two and a half years ago (Sep 2002).
 

By the end of the six months or so we were fairly battle-weary, even for a fairly gung-ho, route-one type of group. The TPK in the last encounter was the sour cherry on the bitter, bitter cake. The relentless waves of undead and save or die traps made it very frustrating to be the party scout (as detailed here http://www.enworld.org/showthread.php?t=110377&page=1&pp=40) and I don't think the fact that we played an evil drow party helped much.

Very happy to be swashbuckling in Liberty at the moment. We don't want to see 1 inch of the Underdark for a LONG time.
 

I don't like it enough to want to run the whole thing. So these are my non-playtested thoughts:

I was glad to finally see Maerimydra, whose drow sparred with the Knights of Myth Drannor before 'Menzoberranzan' was ever breathed.

Commercially, its appeal was needlessly limited by being tied to a particular date and timeline, a particular novel series, and a particular overexposed monster (on top of it necessarily being tied to a particular setting and level range).

I'm not sure about the 'combat-heavy' label: don't the PCs choose how they deal with opponents?
 

Remove ads

Top