City of the Spider Queen.

Eremite said:
How? Faerzress (sp?) tends to prevents teleport.

mechanically... by the RAW for the FR books... it just messes with the % chance to get where you want.

and the adventure covers what happens with errant castings caused by faerzress.
 

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Howdy volks;

I posted my response to the wrong thread, oops! Anyway, I think CotSQ is an awesome module if you look at it from a certain angle. The fact is, this module is not for lazy DM's, it's for creative DM's willing to step up and go the extra mile to entertain their players and offer up something that is fun and challenging. With that said, I plan to run this like the following movie: Mission Impossible with elements of Spycraft thrown in for good measure.
This module can also be run as a Special Forces type of flavor IE get in as stealthly as possible and start taking out the bad guys.
How about "For a few Dollors More" type of adventure where the players can ally themselves to one faction and cause mayhem and destruction to the others. The ideas are endless! So go out and buy this gem, sure their are alot of statblocks, but if you organize your notes properly there should be no problem. I personnally took apart my module and put the npc's in one folder and each section of the story in other folders.


cheers

Scott
 

I dont want to share too much so .....
We also used windwalk and word of recall instead of teleport,
sending only part of the party away while hiding in homemade caves and inside a RT. our druid also considered buying a tree token, and using transport via plants through it - at least until it died or someone chopped it down. But we never actually did this.
In the last session the the DM let us use a greater teleport, but I dont know if this was a plot or rules based dession.

We left the underdark maybe once per 3 sessions after we got past the entrance.
 

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