"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Monday, June 3, 2013

City of the Spider Queen


City of the Spider Queen is rated among the top thirty adventures of all time by Dungeon. It came in at the #24 spot and was one of two adventures for the 3.x version of the game included though the magazine was released in 2004 so there has not been a vast array of modules for the new version at that time. I wonder how the same list might look today (hopefully close to the same)?

I have not had a chance to play this one or run it but in looking through it I see an adventure that can go bad for the party quickly. This will turn into a meat grinder for a party that is ill prepared or under equipped or under powered. It will also punish those who act before they think and who want to attack everything on site and not look for alternative solutions. When presented with level ranges and suggestion more often than not a party can use the low end as the starting point without fear and can sometimes even start a level or two lower. This suggests 10th level as a start but I might start no lower than 12th.

From the Back of the Book:

Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can. Designed to take 10th level characters as far as 18th level, City of the Spider Queen draws the heroes into the deepest reaches of the Underdark and plunges them into an epic adventure with dire consequences.
  • 13 new monsters
  • 13 new magic items
  • 16 page full-color map booklet

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