Tom Cashel
First Post
Part 1 of CotSQ, with pictures, is now posted.
mmu1 said:I added a large section of interconnected caves between the crypts and the first Drow outpost, and let the driders loose in there - I didn't like the fact that the Drow city was a 5 minute walk from the surface. In one of the caverns, I included a fairly well-hidden passage that led to the chasm (emptying close to the cavern with the Fang of Lolth, but on the opposite side of the chasm) allowing a party not hell-bent on fighting everything an alternate way into the city.
the Sorcerer got hit by a Lightningbolt that came out of thin air, followed by a couple more - the guardpost Spellguard (I tinkered a lot with the spellbooks for the various Drow casters, in part to make sure some of them actually used half-decent spells suited for the environment, in part for variety.) used those several rounds of inactivity to use Fly and Improved Invisibility, pop the potion of Haste, and came up to investigate, mauling the party (who had NO See-Invisiblity type spells prepared).
Tom Cashel said:
That's a cool idea--direct the PCs to the role-playing instead of to the combat. I'm trying to run everything "by the book," just to see how well it's designed but of course adding my own plots and tangents and motivations). But mostly I'm running what I imagine a playtest would be like. I think that the surprising closeness of the outpost to the surface also results in the PCs not realizing that they've stumbled onto a Drow city. Either way, they fight when they probably shouldn't!
My party's Illusionist had the great idea of using Veil to give them all the appearance of drow. But then they didn't do it!![]()
Improved Invisibility is a very powerful addition to a hasted, flying Spellguard. Did they waste him? In my game the Spellguard toasted the party Diviner pretty quickly, before getting killed.