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Spider Queen vs Elemental Evil
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 1287007" data-attributes="member: 5868"><p>I'm actually running this combo with a lot of other itercut adventures. It's worked pretty well conceptually. As to City questions:</p><p></p><p>1. There's a timeline for what the BBEG's do in the module. If you're flexible with the timeline, it can allow for a lot of side adventures, but that also takes some of the pressure off to investigate the primary adventure. I'd planned a "loose" timeline, myself.</p><p></p><p>2. I don't know of any fan support off hand, but WotC had a web supplement for it, plus a related adventure in Dungeon ("Spirals of Messanine"), and you could drop in virtually any Underdark-based adventure with a little tweaking -- lots to choose from in Dungeon.</p><p></p><p>3. I think you could port it quite easily into Greyhawk (since it's in the Underdark, the geography matters not a whit). You'll need to tweak the backstory a bit, substituting some Greyhawk gods, but that's easy. Basically, you change a hook, keep Lolth, and need a god of Undead that will work for drow -- but it's pretty easy to just port over the FR drow pantheon; the rest of the FR gods don't figure much at all.</p><p></p><p>4. It's not all dungeon -- but as an Underdark adventure, it can <strong>feel</strong> like it's all dungeon. By adding a bit more to the Underdark in terms of details and exploring, you can still allow your "wilderness"-focused characters to shine. Treat the areas between major encounter areas as wilderness, and the adventure combines dungeon, wilderness, and city adventuring. Take a look at the maps (they're available free, unkeyed, at the WotC site) and see what you think.</p><p></p><p>Another note: CotSQ is pretty dependent on the style of play of both the DM and players. Some folks have gotten frustrated with it as a meatgrinder and excessively large dungeon -- but that's in great part due to either a DM who runs the adventure like some sort of ununspired dungeon crawl, or players who prefer to shoot first and negotiate afterward. IMO, a stealthy, open-minded approach by the players, combined with a DM who can emphasize the non-combat aspects of the adventure which are implied, but not really fully fleshed out in the adventure itself, are key to making this a great long-term campaign. There are some great opportunities for a little political maneuvering, investigation, and exploration as well as hacking and slashing, if played cleverly -- but as the DM you've got to hook your players with those concepts in mind and play them up. The advantage of that approach is it makes it easier to add some sidetreks, and allow the players to determine the course and emphasis of the adventure. If they go in with proverbial swords & spells blazing, it'll be a long slog.</p><p></p><p>Unless, of course, they like killing and looting their way all the way through to the end, in which case everything's fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 1287007, member: 5868"] I'm actually running this combo with a lot of other itercut adventures. It's worked pretty well conceptually. As to City questions: 1. There's a timeline for what the BBEG's do in the module. If you're flexible with the timeline, it can allow for a lot of side adventures, but that also takes some of the pressure off to investigate the primary adventure. I'd planned a "loose" timeline, myself. 2. I don't know of any fan support off hand, but WotC had a web supplement for it, plus a related adventure in Dungeon ("Spirals of Messanine"), and you could drop in virtually any Underdark-based adventure with a little tweaking -- lots to choose from in Dungeon. 3. I think you could port it quite easily into Greyhawk (since it's in the Underdark, the geography matters not a whit). You'll need to tweak the backstory a bit, substituting some Greyhawk gods, but that's easy. Basically, you change a hook, keep Lolth, and need a god of Undead that will work for drow -- but it's pretty easy to just port over the FR drow pantheon; the rest of the FR gods don't figure much at all. 4. It's not all dungeon -- but as an Underdark adventure, it can [b]feel[/b] like it's all dungeon. By adding a bit more to the Underdark in terms of details and exploring, you can still allow your "wilderness"-focused characters to shine. Treat the areas between major encounter areas as wilderness, and the adventure combines dungeon, wilderness, and city adventuring. Take a look at the maps (they're available free, unkeyed, at the WotC site) and see what you think. Another note: CotSQ is pretty dependent on the style of play of both the DM and players. Some folks have gotten frustrated with it as a meatgrinder and excessively large dungeon -- but that's in great part due to either a DM who runs the adventure like some sort of ununspired dungeon crawl, or players who prefer to shoot first and negotiate afterward. IMO, a stealthy, open-minded approach by the players, combined with a DM who can emphasize the non-combat aspects of the adventure which are implied, but not really fully fleshed out in the adventure itself, are key to making this a great long-term campaign. There are some great opportunities for a little political maneuvering, investigation, and exploration as well as hacking and slashing, if played cleverly -- but as the DM you've got to hook your players with those concepts in mind and play them up. The advantage of that approach is it makes it easier to add some sidetreks, and allow the players to determine the course and emphasis of the adventure. If they go in with proverbial swords & spells blazing, it'll be a long slog. Unless, of course, they like killing and looting their way all the way through to the end, in which case everything's fine. :D [/QUOTE]
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