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Phantom_Lord
Seeker

Pakistan
92 Posts

Posted - 19 Jan 2006 :  16:01:22  Show Profile  Visit Phantom_Lord's Homepage Send Phantom_Lord a Private Message  Reply with Quote  Delete Topic
Hail and well met.

After a long time, and exhausting many, many other modules, my adventuring group is finally ready for WotSQ.

I'm pretty psyched to be doing this, and it'll be the longest single module I've run in a while.

I have a question: since this module is pretty, what shall i say, tough, how did you DMs out there deal with PC death? I mean, suppose they're 65% through and one of the PCs die--then what?

And also, how did you guys like the module in general?

Thanks in advance.


Ponka! Kaddu!

Snotlord
Senior Scribe

Norway
476 Posts

Posted - 19 Jan 2006 :  17:52:33  Show Profile  Visit Snotlord's Homepage Send Snotlord a Private Message  Reply with Quote
I have not played it, but enjoyed reading it. I am a restless DM who enjoys playing with lots of stories and character, so its too big for me to take on.

Teleport and windwalk should help if the party cleric dies.
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Chosen of Bane
Senior Scribe

USA
552 Posts

Posted - 19 Jan 2006 :  18:37:19  Show Profile  Visit Chosen of Bane's Homepage Send Chosen of Bane a Private Message  Reply with Quote
Yes teleport, and better yet, Greater Teleport will get them out of the Underdark. A Wizard of that level should be able to make the Spellcraft check required to contend with the faerzress.

If they don't make the check they suffer a mishap but make it out anyway and most likely survive.

I greatly enjoyed running this module, good luck!
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Purple Dragon Knight
Master of Realmslore

Canada
1796 Posts

Posted - 19 Jan 2006 :  22:12:24  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Under my wing, the party fared relatively well, with the cleric dying to the Gargantuan spider in Szith Morcane. They hauled him back to Daggerford and dropped a LOT of gold (their entire fortune plus all of their minor and medium magical items) to resurrect the fallen aasimar cleric of Horus-Re. They also had to strike a deal between Daggerford's temple of Tyr and the nation of Mulhorand, complete with seal and official documents, which were sent to the Pharaoh via ship (one copy) and via magic (hired high-level wizard), permitting free passage and diplomatic immunity to all priests of Tyr (and their guests) within Mulhorand for the next five years (agreement remains valid forever but can be renegotiated after 1378 DR).

Yes: if someone plays a character of 'foreign' origins in my campaigns, there are consequences... :) muhahahahaha!
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Purple Dragon Knight
Master of Realmslore

Canada
1796 Posts

Posted - 19 Jan 2006 :  22:18:07  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Oh, and I then turned over the DMing duties to one of my player, after 4 months of irregular gaming (i.e. in 4 months, the party had just reached the end of Szith Morcane: we were barely playing more than once or twice a month...)

Two games after I became a player, the new DM tpk'ed us... (party of four: 3 dead, one survivor). We somehow pulled a lot of resources and favors and got the 3 dead characters raised. We went back to the dungeon the next game (3 of us at one level lower), and he killed us all this time. This particular gaming group then split, and I moved to the East coast, tired of all that West coast nonsense and anemic economy / lack of career opportunities for advancement.
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Kaladorm
Master of Realmslore

United Kingdom
1176 Posts

Posted - 19 Jan 2006 :  22:19:47  Show Profile  Visit Kaladorm's Homepage Send Kaladorm a Private Message  Reply with Quote
Edit: Ignore me, being dumb

Edited by - Kaladorm on 19 Jan 2006 22:21:35
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 20 Jan 2006 :  06:54:40  Show Profile Send Kajehase a Private Message  Reply with Quote
Well with that face...

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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