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City of the Spider Queen? Any good?
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<blockquote data-quote="Bryan898" data-source="post: 1987364" data-attributes="member: 9085"><p>:Spoilers:</p><p></p><p>I ran the adventure at the beginning of 2004 and my party enjoyed it immensely. My parties rather combat heavy themselves, so they meshed quite well with the nature of the adventure. We don't run many drow adventures, as I generally dislike drow, so running through the underdark was a new adventure for my group.</p><p></p><p>I wouldn't necessarily agree that most of the campaign is "Roll" playing as opposed to Role-Playing. That always depends on how you run the module. There were plenty of parts where my PCs accomplished tasks through role-playing. They got the help of the Archmage in Szith Morcane to help overthrow Dorina. In the Lake of Shadow they managed to convince the giants to let them pass without having to clear out the temple. On the Wailing Cliff they opted to use Diplomacy and Barter their way past the cliff. In Maerimydra they found the secret rebel group and made a plan of attack with them, while at the same time convincing the big fire giant to attack the castle. </p><p></p><p>One of the big disappointments I found was the Castle Maerimydra, and the Undying Temple. The castle Maerimydra seems well written, but through some clever means my characters managed to sack it with little effort. The parties evil cleric cast Pesitlence from the BoVD on his goblin cohort, the party then made him silent and invisible and the little goblin moved in inflicting everyone with a horrible Con draining disease that spread by touch. Soon the entirety of the lower levels and drow forces were on quarantine and easy pickins for Kurgoth's forces. The party then flew to the top of the castle (after a near deadly encounter with the balor) and found an easy entrance. They went through maybe ten rooms of the castle before coming out. In the undying temple they made it to the room next to the giant orb of negative energy, and the good cleric had the wonderful idea to channel positive energy. Within a few rounds the temple was totalled, and the PCs were high-tailing it out of there. Irae T'ssaran is still a nemesis that lurks in the shadows hunting the PCs in the campaign as they never made it to her.</p><p></p><p>BTW: Irae T'ssarran looked to me to be a well-written/ devastating opponent. Her ability to spontaneously cast inflict spells, coupled with the Blast Infidel (negative energy maximized vs. non-Kiaransalee ability, and that her allies were undead makes for a powerful combination. My plan was to have her sit in an anti-life shell, using the maximized energy drain on the enemy caster, ranged touch harms, and csating her maximized mass inflicts when her allies needed healing. Coupled with the formidable abilities of the temple itself, I think it would have been a grand epic fight... unfortunately it never happened <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="Bryan898, post: 1987364, member: 9085"] :Spoilers: I ran the adventure at the beginning of 2004 and my party enjoyed it immensely. My parties rather combat heavy themselves, so they meshed quite well with the nature of the adventure. We don't run many drow adventures, as I generally dislike drow, so running through the underdark was a new adventure for my group. I wouldn't necessarily agree that most of the campaign is "Roll" playing as opposed to Role-Playing. That always depends on how you run the module. There were plenty of parts where my PCs accomplished tasks through role-playing. They got the help of the Archmage in Szith Morcane to help overthrow Dorina. In the Lake of Shadow they managed to convince the giants to let them pass without having to clear out the temple. On the Wailing Cliff they opted to use Diplomacy and Barter their way past the cliff. In Maerimydra they found the secret rebel group and made a plan of attack with them, while at the same time convincing the big fire giant to attack the castle. One of the big disappointments I found was the Castle Maerimydra, and the Undying Temple. The castle Maerimydra seems well written, but through some clever means my characters managed to sack it with little effort. The parties evil cleric cast Pesitlence from the BoVD on his goblin cohort, the party then made him silent and invisible and the little goblin moved in inflicting everyone with a horrible Con draining disease that spread by touch. Soon the entirety of the lower levels and drow forces were on quarantine and easy pickins for Kurgoth's forces. The party then flew to the top of the castle (after a near deadly encounter with the balor) and found an easy entrance. They went through maybe ten rooms of the castle before coming out. In the undying temple they made it to the room next to the giant orb of negative energy, and the good cleric had the wonderful idea to channel positive energy. Within a few rounds the temple was totalled, and the PCs were high-tailing it out of there. Irae T'ssaran is still a nemesis that lurks in the shadows hunting the PCs in the campaign as they never made it to her. BTW: Irae T'ssarran looked to me to be a well-written/ devastating opponent. Her ability to spontaneously cast inflict spells, coupled with the Blast Infidel (negative energy maximized vs. non-Kiaransalee ability, and that her allies were undead makes for a powerful combination. My plan was to have her sit in an anti-life shell, using the maximized energy drain on the enemy caster, ranged touch harms, and csating her maximized mass inflicts when her allies needed healing. Coupled with the formidable abilities of the temple itself, I think it would have been a grand epic fight... unfortunately it never happened :confused: [/QUOTE]
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