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got my Expedition to the Demonweb Pits (mild spoilers)
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<blockquote data-quote="Bad Paper" data-source="post: 3460570" data-attributes="member: 24674"><p><strong>whew I am tired</strong></p><p></p><p>Today is my son's six-month birthday, which doesn't mean that we've been partying hard, but means that my god I haven't slept through the night in half a year. My perpetual fatigue is why I've only been able to read about 15% of the book so far. A year ago I would have been nearly finished with this thing by now. I like it!</p><p></p><p>What I like is that it's so tight. This is not targetted at novice DMs. Baur and Kestrel are very aware that everyone here will run this thing differently, so the balance of who an NPC is vs. the function of that NPC in the larger story is well-crafted. I can practically see where <strong>mattcolville</strong> will rip the seam in this story and sew his campaign into it. When <strong>Obergnom</strong> feels like giving the PCs a kick in the pants, the skeleton of the story won't be disrupted at all by whatever he wants to do.</p><p></p><p>To give you an idea, there is a list of ambushes you can throw in "...to enliven an otherwise overly chatty game session with combat." They certainly know their audience.</p><p></p><p>One of the big perks is that Sigil and Zelatar get moderately fleshed out. I've read the Manual of the Planes and Planar Handbook, but none of the Planescape stuff, so most of this stuff is new to me. I hate having to build a city on the fly.</p><p></p><p>As for comparison to the Harrowing, hmm. One thing that jumps out at me is that <em>again</em> they are using practically the same yochlol encounter that they lifted from Monte Cook out of the Harrowing and plunked almost without change into Fiendish Codex I. <span style="font-size: 9px">{Sean, don't cheat}</span> They put a little more flavor and variety to it, but I feel like yochlol should be practically defined by their flexibility, and having them always show up like this (so...sedentary) kinda burns me.</p><p></p><p>The Demonweb comes across as possibly a tiny bit tamer than in the Harrowing, if only because the ELs are more like 10-12 instead of 13-15. If that bugs you, just double the number of whatever is appearing. There's certainly enough variety to keep things interesting. Expedition... makes use of the richer tapestry of monsters than Cook had with which to work in the Harrowing. And of course you can use Cook's suggestions of how to make the Harrowing more harrowing in Expedition... (e.g. <em>summon tanar'ri</em> always works).</p><p></p><p><strong>mattcolville</strong>, as I hinted above, yes you can use this in your campaign, and I think it would be a great twist for both you and your players, since the hidden machinations of the Major Players make this adventure appear to be something other than what it is. Sorry for the roundabout bit, but I am trying to avoid big spoilers. This would be a refreshing change from what your players currently expect "ho hum, we have to go kill some Drow" to "here is a secret mission to the Demonweb that may undermine Lolth in a Big Way and make her pay for turning her attention to Oerth."</p><p></p><p>The answer is "something else." That in itself is a relief, though you have opportunity to slay avatars of Graz'zt, Obox-Ob, Yeenoghu, and Demogorgon, as well as some ambassadors of other demonic powers.</p><p></p><p>The prestige classes are called the Demonwrecker and the Jaunter:</p><p></p><p>Demonwrecker is for divine casters (full progression) who are irritated by demons' damage reduction and spell resistance. This class blows through them.</p><p></p><p>Jaunter requires Spring Attack and some planar knowledge and experience. It isn't a combat class <em>per se</em>, though, and Spring Attack is required just for some weird flavor, like "Jaunters just can't stand still! ha ha ha!" Scouts are an obvious choice. You get "travel power" that you can spend on <em>benign transposition, baleful transposition, dimension door, teleport, plane shift, freedom of movement</em>, as spell-like or supernatural abilities. These are not spells.</p><p></p><p>There is a legacy armor and a legacy weapon (I was wrong in a previous post). There is also the suggestion of bringing in two legacy items from Weapons of Legacy, if you're into that sort of thing.</p><p></p><p>OK, it's time for me to not get another night's sleep.</p></blockquote><p></p>
[QUOTE="Bad Paper, post: 3460570, member: 24674"] [b]whew I am tired[/b] Today is my son's six-month birthday, which doesn't mean that we've been partying hard, but means that my god I haven't slept through the night in half a year. My perpetual fatigue is why I've only been able to read about 15% of the book so far. A year ago I would have been nearly finished with this thing by now. I like it! What I like is that it's so tight. This is not targetted at novice DMs. Baur and Kestrel are very aware that everyone here will run this thing differently, so the balance of who an NPC is vs. the function of that NPC in the larger story is well-crafted. I can practically see where [b]mattcolville[/b] will rip the seam in this story and sew his campaign into it. When [b]Obergnom[/b] feels like giving the PCs a kick in the pants, the skeleton of the story won't be disrupted at all by whatever he wants to do. To give you an idea, there is a list of ambushes you can throw in "...to enliven an otherwise overly chatty game session with combat." They certainly know their audience. One of the big perks is that Sigil and Zelatar get moderately fleshed out. I've read the Manual of the Planes and Planar Handbook, but none of the Planescape stuff, so most of this stuff is new to me. I hate having to build a city on the fly. As for comparison to the Harrowing, hmm. One thing that jumps out at me is that [i]again[/i] they are using practically the same yochlol encounter that they lifted from Monte Cook out of the Harrowing and plunked almost without change into Fiendish Codex I. [size=1]{Sean, don't cheat}[/size] They put a little more flavor and variety to it, but I feel like yochlol should be practically defined by their flexibility, and having them always show up like this (so...sedentary) kinda burns me. The Demonweb comes across as possibly a tiny bit tamer than in the Harrowing, if only because the ELs are more like 10-12 instead of 13-15. If that bugs you, just double the number of whatever is appearing. There's certainly enough variety to keep things interesting. Expedition... makes use of the richer tapestry of monsters than Cook had with which to work in the Harrowing. And of course you can use Cook's suggestions of how to make the Harrowing more harrowing in Expedition... (e.g. [i]summon tanar'ri[/i] always works). [b]mattcolville[/b], as I hinted above, yes you can use this in your campaign, and I think it would be a great twist for both you and your players, since the hidden machinations of the Major Players make this adventure appear to be something other than what it is. Sorry for the roundabout bit, but I am trying to avoid big spoilers. This would be a refreshing change from what your players currently expect "ho hum, we have to go kill some Drow" to "here is a secret mission to the Demonweb that may undermine Lolth in a Big Way and make her pay for turning her attention to Oerth." The answer is "something else." That in itself is a relief, though you have opportunity to slay avatars of Graz'zt, Obox-Ob, Yeenoghu, and Demogorgon, as well as some ambassadors of other demonic powers. The prestige classes are called the Demonwrecker and the Jaunter: Demonwrecker is for divine casters (full progression) who are irritated by demons' damage reduction and spell resistance. This class blows through them. Jaunter requires Spring Attack and some planar knowledge and experience. It isn't a combat class [i]per se[/i], though, and Spring Attack is required just for some weird flavor, like "Jaunters just can't stand still! ha ha ha!" Scouts are an obvious choice. You get "travel power" that you can spend on [i]benign transposition, baleful transposition, dimension door, teleport, plane shift, freedom of movement[/i], as spell-like or supernatural abilities. These are not spells. There is a legacy armor and a legacy weapon (I was wrong in a previous post). There is also the suggestion of bringing in two legacy items from Weapons of Legacy, if you're into that sort of thing. OK, it's time for me to not get another night's sleep. [/QUOTE]
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