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How tough is City of the Spider Queen?
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<blockquote data-quote="satori01" data-source="post: 925095" data-attributes="member: 7859"><p>I hate to break it to you but if your DM is going to insist on this Module, get used to it.</p><p></p><p>Personally this is not one of my favorites, always seemed a little bland to me, but I have huge problems with WOTC stat blocks being in an apendex in the back of the module, wrecks the flow for me.</p><p></p><p>I would say acquire more people, 3PCs and a low level cohort are not going to cut the proverbial mustard for this. Spearholders, hirelings, more cohorts, anything to raise the numbers in your party, Especially some straight melee classes.</p><p></p><p>I would also work on tactics, if you have a conjur specialist have her summon some nasty critters, no spell resistance problems, and a good critter properly placed can usually cause some disruption. Indirect spells can work wonders in an Underdark environment, rock to mud, distengrate, the various wall spells, very easy to alter the battlefield to your advantage.</p><p></p><p>I would have the cleric max out their rebuke abillity, increased turning attempts, maybe a charisma boost, you should be able to garner some short term allies that way, though unlike most groups the portable holy land is not going to be an option. I would also reccomend using the cleric to boost save,(resistance etc), since undead, demons, and drow(oh my) tend to encourage saves.</p><p></p><p>Above all plan, you already know that you are going to be going on a huge underground magical mystery tour, so consider aspects like supply lines, camp guards, armorsmiths, a resident sage for consoltations, rangers to help track, wagons, donkeys, guard dogs, shirppas, and potables like food, potions, scrolls, torches etc. I'm not saying the portable army is the best approach for this module, but from both a player and a DMs perspective I have always enjoyed the planning and marshaling of resources component, it might give you increased enjoyment, a greater sense of realism (cave spelunching requires quite a bit of planning in reallife), and frankly control over your environment.</p></blockquote><p></p>
[QUOTE="satori01, post: 925095, member: 7859"] I hate to break it to you but if your DM is going to insist on this Module, get used to it. Personally this is not one of my favorites, always seemed a little bland to me, but I have huge problems with WOTC stat blocks being in an apendex in the back of the module, wrecks the flow for me. I would say acquire more people, 3PCs and a low level cohort are not going to cut the proverbial mustard for this. Spearholders, hirelings, more cohorts, anything to raise the numbers in your party, Especially some straight melee classes. I would also work on tactics, if you have a conjur specialist have her summon some nasty critters, no spell resistance problems, and a good critter properly placed can usually cause some disruption. Indirect spells can work wonders in an Underdark environment, rock to mud, distengrate, the various wall spells, very easy to alter the battlefield to your advantage. I would have the cleric max out their rebuke abillity, increased turning attempts, maybe a charisma boost, you should be able to garner some short term allies that way, though unlike most groups the portable holy land is not going to be an option. I would also reccomend using the cleric to boost save,(resistance etc), since undead, demons, and drow(oh my) tend to encourage saves. Above all plan, you already know that you are going to be going on a huge underground magical mystery tour, so consider aspects like supply lines, camp guards, armorsmiths, a resident sage for consoltations, rangers to help track, wagons, donkeys, guard dogs, shirppas, and potables like food, potions, scrolls, torches etc. I'm not saying the portable army is the best approach for this module, but from both a player and a DMs perspective I have always enjoyed the planning and marshaling of resources component, it might give you increased enjoyment, a greater sense of realism (cave spelunching requires quite a bit of planning in reallife), and frankly control over your environment. [/QUOTE]
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