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How tough is City of the Spider Queen?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 925664" data-attributes="member: 6533"><p>From threads I've seen before I can tell you that there seems to be a pretty strong divided opinion on this module.</p><p></p><p>The majority agree that the campaign is a hack and slash module and recommend that parties try to turn themselves into a marine expeditionary force in order to take it on. </p><p></p><p>This does work, however...</p><p></p><p>My group has found that we are very succesful and have to spend a lot less time at things adopting a smaller military political model.</p><p></p><p>There are some hefty politics involved in what is going on in this adventure and a party such as yours should have no trouble exploiting them. You still need to prepare for some nasty encounters, but the key is preparation. Demons, Drow, and Undead are all nasty opponents, but the environment makes them even more vulnerable to the environmental type spells that already bypass their spell resistance. Entangle them, wall them in, use control winds to cut down their ability to summon aid and ratchet up their concentration check modifiers, invest in thunder stones, and emphasize the stealth. The adventure is set up to reward people who intelligently bypass threats through increased mobility and cunning. There are tons of safe areas that are easy to clear out and easy to rest in. Confuse your opponents at every turn: rough up your battlefields to make it appear that the attackers came from and went to other places than where you guys are going. Capture prisoners, interrogate them, and execute them in particularly vivid and public fashion.</p><p></p><p>In a lot of ways I envy the party involved in this thread. My group uses all of these tactics, but we will never be able to embody them as a group of banites could. Not too mention a group of bitter unhappy Banites. Show the DM what price he will pay for running an adventure he doesn't have to think about. Make him feel pain and frustration as you outsmart the adventure at every turn and turn it into the political campaign of your dreams. Make Bane proud. Make yourselves happy as this campaign shoots you up in levels faster than a rocket powered elevator.</p><p></p><p>Another thing: make friends with an outside underdark faction so you can sell all of your loot to them. That damn Drow radiation stuff cost us a load of resources.</p><p></p><p>BTW: Despite this, if you do want to revolt, you might want to point out to your DM that you are severely underpowered for this campaign. We've had it in our future for a while, but specifcally did not tackle it till we were level 13.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 925664, member: 6533"] From threads I've seen before I can tell you that there seems to be a pretty strong divided opinion on this module. The majority agree that the campaign is a hack and slash module and recommend that parties try to turn themselves into a marine expeditionary force in order to take it on. This does work, however... My group has found that we are very succesful and have to spend a lot less time at things adopting a smaller military political model. There are some hefty politics involved in what is going on in this adventure and a party such as yours should have no trouble exploiting them. You still need to prepare for some nasty encounters, but the key is preparation. Demons, Drow, and Undead are all nasty opponents, but the environment makes them even more vulnerable to the environmental type spells that already bypass their spell resistance. Entangle them, wall them in, use control winds to cut down their ability to summon aid and ratchet up their concentration check modifiers, invest in thunder stones, and emphasize the stealth. The adventure is set up to reward people who intelligently bypass threats through increased mobility and cunning. There are tons of safe areas that are easy to clear out and easy to rest in. Confuse your opponents at every turn: rough up your battlefields to make it appear that the attackers came from and went to other places than where you guys are going. Capture prisoners, interrogate them, and execute them in particularly vivid and public fashion. In a lot of ways I envy the party involved in this thread. My group uses all of these tactics, but we will never be able to embody them as a group of banites could. Not too mention a group of bitter unhappy Banites. Show the DM what price he will pay for running an adventure he doesn't have to think about. Make him feel pain and frustration as you outsmart the adventure at every turn and turn it into the political campaign of your dreams. Make Bane proud. Make yourselves happy as this campaign shoots you up in levels faster than a rocket powered elevator. Another thing: make friends with an outside underdark faction so you can sell all of your loot to them. That damn Drow radiation stuff cost us a load of resources. BTW: Despite this, if you do want to revolt, you might want to point out to your DM that you are severely underpowered for this campaign. We've had it in our future for a while, but specifcally did not tackle it till we were level 13. [/QUOTE]
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