[CotSQ] How did you handle the Chasm? [SPOILERS]

Archade

Azer Paladin
Hi all,

Question for you DMs out there ... how did you handle/map the chasm in Szith Morcane? I want to allow the players to explore the web, but not hand them the locations on a silver platter. I also want to consider the obstacles/dangers that are inherent in exploring the chasm. What's your experience here?

Thanks!
Archade
 

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Very nasty chasm

Lots of Spoilers here
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First time, my group tested the webbing with a spear and got it caught. They were unable to remove the spear, but the repeated yanking summoned the Spider. It almost took them out, but they were able to force it to flee, then kill it.

They decided to retreat after that. "Luckily", for them, they found the hiding drow's lair (I say that in quotes cause the rogue was killed by the bebilith guards). They were able to capture Tierak's spellguard, leaving him the only conscious one. Seeing an opportunity to use these surface dwellers for his own purposes, he agreed to draw them a map (neglecting to point out the unsticky strands) in exchange for his freedom. This allowed him to influence them on what they should do while they interrogated him. He also urged them to seek out Solom the Archmage, in an effort to curry favor with him, giving them his name to drop, suggesting an alliance with him would be most advantageous. Of course, a Magocracy instead of the Spider Kissers or Revenancers would be much more to his advantage.

In reference to the obstacles/dangers, remember the spider & the web. Anyone flying needs to only do a half move or risk getting caught in the webbing. The strongest of my group is a Half-Dragon with a 26 Str and he has no chance of breaking that webbing (remember, there is a 75% chance that the webbing will not burn).

Now, for falling, they'll get caught in the webbing after so many feet. If they explore away from the web and happen to fall, I believe the book says they fall to the river below and are swept away (don't have it in front of me). Lots of sure kill stuff in this section.

Fighting the spider while climbing the web would indeed be an obstacle. Another nasty obstacle is the Web Team. once alerted, they can make it anywhere on the web in a matter of rounds. Fighting THEM on the web would also be a nasty little encounter.

My group figured out that testing the strands trick rather quickly. If they didn't get the map, I'd say that seeing those caverns in the rock face would be some difficult spot checks (considering distance, darkness, and webbing concealment).

5 sessions in (and 15 days gametime) and they've finally made it into the city and into the bazaar, only to decide to go on a little killing spree (was attacking the pack lizards really necessary?) Unfortunately for them, the web team just arrived, along with the now undead spider that they killed a week before. (the clerics had found the corpse in the webbing and had enough time to make it into a wraith spider which they could now control).

That's the beauty of the bad guys being followers of a goddess of undeath. You kill something and don't clean up properly, it comes back.
 

May I suggest you change the title of this thread? As it stands now, everyone who sees this thread knows there's a chasm they'll have to overcome. The very title is a (admittedly minor) spoiler.
 

Swack-Iron said:
May I suggest you change the title of this thread? As it stands now, everyone who sees this thread knows there's a chasm they'll have to overcome. The very title is a (admittedly minor) spoiler.

I'm sure all the 10th level groups will find it very advantageous to know of such a demanding obstacle beforehand.
 


Mondo Spoilers!
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During the battle in the guard room (on top of the chasm) a hasted drow spellguard withdrew from the battle down the web to warn the "web team" and other sentries. One character in the party saw the spellguard retreat around a corner and ran full speed after him. Needless to say a lucky Reflex save prevented him from launching himself off the edge.

When they saw the chasm, I mapped it out to 60 feet down (the party was using potions of darkvision), drawing the web and cave openings.

After my guys saw what they were dealing with, they pretty much took things a cave at a time, starting with the top-most cave and working their way down. For the most part they stayed on "the path" so the spider wasn't a problem - yet. The real trouble began when the web team caught up with them. They had one half of the party cornered in a cave, and the others on the web. When the party went off the path to try and flank the drow on the web and in the process summoned the spider, things really got interesting. They almost lost three characters - one fell off the web, but was caught in the webbing spanning the chasm, the other two were brought to zero Strength by the spider and were rescued at the last moment by the party's cleric.
 

Archade said:
Ao, your group sounds pretty cunning. Mine is more headlong...

Yes, they can be very cunning when they want to be. And they have a tendancy to come up with the craziest stunts. When the Spider was retreating, the mage DDoor'd on top of it with the Barbarian/Fighter, which proceeded to finish it off. Somehow, they managed to pull off Ddooring back to the ledge without falling to their deaths or getting caught in the webs. Of course, the Player of the mage has godly luck whenever he decides to pull something outrageous (like his monk jumping out of a 2nd story window to grapple and piledrive a Erinyes into the ground).

But, they alternate between being cunning and headstrong, really. They'll think up a good plan, then (in this mod, at least) they decide to just kill stuff instead (Most recent example was the slaughter in the bazaar, in which their disguises were working, but they decided to attack anyway).

The major problem I've had is to try and get them to stop metagaming. They play modules different then homebrewed adventures. Since there is only so much XP in the module, they MUST attack everything to garner the xp. Of course, this mentality will quickly get you killed in Spider Queen.

VorpalBunny said:
During the battle in the guard room (on top of the chasm) a hasted drow spellguard withdrew from the battle down the web to warn the "web team" and other sentries. One character in the party saw the spellguard retreat around a corner and ran full speed after him. Needless to say a lucky Reflex save prevented him from launching himself off the edge.

Our Drow rogue was the one that followed the sentry that disappeared over the edge. She was smart enough to have slippers of spider climb, so just walked over the edge, pulled out her bow, and shot him down. She was close enough for a sneak attack, too. The poor guy. Of course, they've failed to stop them from yelling to alert the barracks or webteam every time they get into a combat.
 
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My group didn't fare quite as well...

Their approach to the chasm worked a little differently to begin with - I didn't like the very linear path to Sith Morcane, or the fact that the outpost was so close to the crypts, so I added a small network of caves between the two places. One of them also happened to contain a secondary passage to the chasm (which could only be found through very careful exploration or luck - my players found it because one of them ended up falling around 100' and almost hitting the opening...), allowing them to bypass the outpost.

In any case, they arrived at the chasm through the "back" passage, noticed the Fang of Lolth's hide-out on the opposite side of the chasm, used Stoneshape to make a bridge leading to it, and encountered and ran off the Fang.
They were kind of stumped as to what to do afterwards - they noticed the peripheral strands of the web, and deduced correctly it was the lair of something large and unpleasant - unfortunately, they weren't expecting the "city" of Sith Morcane (they actually managed to interrogate a Drow in the crypt level, and got some information, but not all of it) to be so close to the surface... So they decided to see if they could draw out whatever was lurking in the web and nuke it.
Which led to the firing of flaming crossbow bolts into the web, followed by a fireball at the first sign of movement, a rather determined response from the Sith Morcane spellguards, and the party's disordered retreat back to one of the outdoor crypts outside the complex.

Since they alerted the city, and didn't hide well, that same night the drow "armed response team" came after them, and attacked before they could recover spells... The party sealed the crypt with Wall of Force and decided to use Invisibility Sphere and Fly to make a run for it - not a bad plan.
Unfortunately, they previosuly destroyed the door breaking into the place, so their preparations were fairly obvious to an Invisible drow Arcane Guard posted right on the other side of the Wall of Force as a lookout by the drow priestess while the Quth-Maren started to pound on the walls using acid and brute force to begin making an opening and put pressure on the party. Which meant that, since they took a while preparing, the drow priestess cast Invis. Purge, the fighter-mage used See Invis., and the moment they were out the door they got hit with two Dispel Magics, on which I rolled obscenely well, leaving most of them walking and visible.
They reacted rather badly to that - if they stood and fought, things would have been hard but still winnable, but several people routed, and the two that decided to stand and fight (I'm not sure whether it was foolhardy bravery or the fact they were the only people in the group with a move of 20;)) got Flame-Striked twice and burned to ash.

The rest of them dragged themselves back to town, rested a bit, recruited replacements (since no True Resurrection was available), and went back.
They found the "back door" blocked with rock, but they bypassed it with Rock to Mud, and entered the chasm... This time, they were stealthy about it, but they didn't use any divination or scrying, and ended up getting screwed over by a couple of very simple Alarm spells the drow put up now that they knew for a fact there were intruders skuliking about...

Imagine - the party strung out along around 100-150 feet of the cliff-face, flying and spider-climbing, when the advance scouts (Druid and Rogue) get busted, the giant fiendish spider wades into the fray, and multiple spellguards (one copying the tactic of using Fly/Improved Invisibility they saw the party sorcerer use before the party was pushed back the first time) open fire, starting with Dispel Magic and Web. The party does ok overall as far as saves go, but the Paladin in heavy armor doesn't, falls, and gets stuck on the strands, as the spider enters melee with the rogue and druid. The Rogue lasts one bite before getting massively poisoned and running for it, and joins the fight against the drow - the Druid lasts a while longer, thanks to immunity to poison, but his Repel Vermin spell doesn't penetrate the spider's SR, and he too retreats.
Meanwhile, the Cleric and the Sorcerer are holding out reasonably well - the Cleric wades into combat, joined soon by the Rogue whose Strentgh he boosts back up, and the Sorcerer moves out past the periphery of the web and starts slinging spells...
A long exchange ensues, during which the spider is killed - but not before reducing the Paladin to 0 Strength with his poison, most spells are expended on both sides, and one of the drow casters dies, along with several of the elite guards. It looks like the party's going to triumph, but one of the drow casters throws a Polymorph Other at the Sorcerer as a parting shot before retreating - and the Spider Climbing Sorc gets changed into a trout, plummets down (not hitting the strands because he moved away from the web) and ends up at -40 or so hit points... And the party is forced into retreat yet again by the unexpected set-back.

Tune in next week, when the party resurrects the sorcerer, and teleports into one of the openings they observed during the combat, which turns out to be the main guard barracks...
 

I'll be running this soon. Sorta.

Although my intellect is godlike and sublime, :rolleyes: this may sound like a stupid question but how the heck do you actually get to the chasm?

Granted I've skimmed thru most of the crypt but can't seem to find the reference.

And keep those suggestions coming, this thread has my attention!
 

Enceladus said:
I'll be running this soon. Sorta.

Although my intellect is godlike and sublime, :rolleyes: this may sound like a stupid question but how the heck do you actually get to the chasm?

Granted I've skimmed thru most of the crypt but can't seem to find the reference.

And keep those suggestions coming, this thread has my attention!

There's a tunnel in the area of the crypts guarded by a couple of drow and an undead spider - it slopes down to the "Upper Guardpost" which is really just a cave along the wall of chasm.
 

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