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Queen of the Demonweb Pits...anyone?
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<blockquote data-quote="daemonslye" data-source="post: 3488552" data-attributes="member: 6309"><p>As a physical book, it's really gorgeous.</p><p></p><p>As an adventure, I just can't get past the "planescape flavor". Some folks love this, but for me, it is a bit of a different game if you know what I mean. The adventure starts at 9th level and characters very quickly hop into Sigil before some fairly serious Plane-hopping coming back to Sigil occasionally. So, if your campaign is set up where planar travel is relatively common, then it could be fun, if a bit comic-book (hey, just my opinion; I know it's a game). As the super-module itself says, "For some groups, it might be too much; p.7". The adventure takes some of the famous names from MM1/1E and MM2/1E (for example, Demogorgon, Yeenoghu, and Graz'zt) and converts them into "Aspects" killable by a party levels, 9-12. On the whole, the adventure is a little battle-heavy and, as mentioned before, the plot centers around the concept that the demon lords want some sort of pact with each other and the players are dupes of Orcus. My personal recommendation is to do some condensing and run it tournament style over a shorter RL period.</p><p></p><p>In terms of layout, it's nice - has particular support for using miniatures, showing the exact locations of all creatures in a battlemat style format with tactics for each. While it does cause some jumping, it's nothing that a few bookmarks won't solve.</p><p></p><p>SUMMARY: If you like the Planescape feel or you want to run a "one-shot", it's fine. That said, I HIGHLY prefer City of the Spider Queen by James Wyatt (or, for that matter, the progenitor super-module, Queen of Spiders by Gygax; Battle-heavy with style and some fun Cthulhu-esque flavor in parts).</p><p></p><p>~D</p></blockquote><p></p>
[QUOTE="daemonslye, post: 3488552, member: 6309"] As a physical book, it's really gorgeous. As an adventure, I just can't get past the "planescape flavor". Some folks love this, but for me, it is a bit of a different game if you know what I mean. The adventure starts at 9th level and characters very quickly hop into Sigil before some fairly serious Plane-hopping coming back to Sigil occasionally. So, if your campaign is set up where planar travel is relatively common, then it could be fun, if a bit comic-book (hey, just my opinion; I know it's a game). As the super-module itself says, "For some groups, it might be too much; p.7". The adventure takes some of the famous names from MM1/1E and MM2/1E (for example, Demogorgon, Yeenoghu, and Graz'zt) and converts them into "Aspects" killable by a party levels, 9-12. On the whole, the adventure is a little battle-heavy and, as mentioned before, the plot centers around the concept that the demon lords want some sort of pact with each other and the players are dupes of Orcus. My personal recommendation is to do some condensing and run it tournament style over a shorter RL period. In terms of layout, it's nice - has particular support for using miniatures, showing the exact locations of all creatures in a battlemat style format with tactics for each. While it does cause some jumping, it's nothing that a few bookmarks won't solve. SUMMARY: If you like the Planescape feel or you want to run a "one-shot", it's fine. That said, I HIGHLY prefer City of the Spider Queen by James Wyatt (or, for that matter, the progenitor super-module, Queen of Spiders by Gygax; Battle-heavy with style and some fun Cthulhu-esque flavor in parts). ~D [/QUOTE]
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