I've just started running CotSQ, and was wondering how people are handling certain things... That, and felt like griping a little bit - I like it quite a bit so far, but certain things annoyed me a little.
The one thing that's bugged me so far is the Dordrien Catacomb level... Now, I haven't ran very many modules, but isn't the encounter density in this thing just a little high?
I found myself adding extra space between the Roper and the entrance to the Spider Kisser hideout, re-designing the Spider Kisser caverns (getting rid of the Aranea rangers, who seemed really superflous after the two Bebiliths, and making the entrance to the hideout proper a little bit harder to reach), putting the Mauzrehi lair in a less painfully obvious spot, and throwing in a little section of winding tunnels and grottos between the crypts and the Sith Morcane guard post for the Driders to prowl, instead of having them stuck behind a wall right on top of everything else...
So what I'd like to know is how other people who've been running it dealt with it - did you run it strictly by the book? Did you feel, as I did, that some changes were needed? Were there any other "problem" areas? Are there any bare patches you found needed spicing up?
Also... How's everyone handling the fact that the adventure is in complete darkness, for the most part, and that the characters are essentially walking into ambush after ambush? How did your parties handle light sources / darkvision? My guys so far seem reluctant to use up the spell slots to provide everyone with it, which means they've been getting hit pretty hard... One death so far, and I'm fully expecting things to get worse.
The one thing that's bugged me so far is the Dordrien Catacomb level... Now, I haven't ran very many modules, but isn't the encounter density in this thing just a little high?
I found myself adding extra space between the Roper and the entrance to the Spider Kisser hideout, re-designing the Spider Kisser caverns (getting rid of the Aranea rangers, who seemed really superflous after the two Bebiliths, and making the entrance to the hideout proper a little bit harder to reach), putting the Mauzrehi lair in a less painfully obvious spot, and throwing in a little section of winding tunnels and grottos between the crypts and the Sith Morcane guard post for the Driders to prowl, instead of having them stuck behind a wall right on top of everything else...
So what I'd like to know is how other people who've been running it dealt with it - did you run it strictly by the book? Did you feel, as I did, that some changes were needed? Were there any other "problem" areas? Are there any bare patches you found needed spicing up?
Also... How's everyone handling the fact that the adventure is in complete darkness, for the most part, and that the characters are essentially walking into ambush after ambush? How did your parties handle light sources / darkvision? My guys so far seem reluctant to use up the spell slots to provide everyone with it, which means they've been getting hit pretty hard... One death so far, and I'm fully expecting things to get worse.