City of the Spider Queen Errata - Nur für DMs!!!Vendui jal! City of the Spider Queen Errata - DMs only!!! Zunächst in Deutsch (A couple of words in German first) ... ich habe auf den Amiboards damit begonnen, einige errata zum Abenteuer City of the Spider Queen zu sammeln, mit zugegebener Maßen mittelprächtigem Erfolg. Ich werde die Suche mal hier fortsetzen und die Dinge die mir aufgefallen sind hier posten. Da das Abenteuer in Englisch ist und eventuell einige Neuwestsächsisch sprechende Scouts hier ebenfall vorbeischauen könnten, behalte ich mal die Sprache des Abenteuers bei, falls es keinen stört. Off we go ... Dunno whether this is a good idea, or officially welcomed, but I read the book and some things caught my eye. Maybe the Wizards are already collecting the missing stuff, or something like erratas, but as these and the Wizards' boards are frequented by many readers and gamers, this could also be an opportunity for them to simply double check.
THIS IS A REVISION FOR 3EGeneral stuff and remarks: - The number of the pages given for NPCs who cover more than one page within the appendix is usually the "wrong" one, i.e., not the one where the NPC stats start, but where they continue. (thanks, Blackthorne)
- Note that some feats or equipment was chosen without double-checking the relevant rules. We have characters wearing heavy armor (anything beyond medium is IMHO too heavy for Drow anyway), but still utilize feats like Spring attack and et al. (Suggestion: change it to mithril armor)
- Note as well that some Drow wearing stuff giving maximum effects (AC or damage), but which are rather unsuitable given the respective character's stats etc.. No insult intended here, but that Drow Ranger/Cleric lady on page p141 has got STR 10, yet wields a greataxe and donning a full plate armor. She's thus way in the heavy loaded category and Bull's STR does not appear in her spell list ... (She's got Divine Power, but this last only for a round per level and she's certainly not willing to walk soaked in sweat over the whole day, does she? ) Not that she can utilize much of her ranger abilities either.
Exactly the same (STR, equipment) goes for the Cult Clerics of Maerimydra (p.146).
(Suggestion: change it to mithril)
- Speaking of stats, it will do no harm to check a few of the NPC's stats, as they seem to have been created with the 25-point-buy method, but more often than not without adding level modifiers (or Drow ability bonuses). This leaves you with pretty average - if not to say sub-standard - opponents for a high-level campaign. Adding a few points here and there will do no harm if the PC waltz through the adventure without too much of a problem. (Especially the high-level NPC need some more individual stats than what is stated, not least Irae - IMHO.)
- Most opponents are Drow and as such they gain various boni. Always keep in mind that most of the Will saves gain a racial +2 bonus which is always missing in the stats columns. See Drow traits for more info here.
- For some reason, Drow in CotSQ are sometimes equipped with unsuitable armor and weaponry, with regard to their size and background. Full-plate, large steel shields in combination with bastard-swords used single-handedly are less than rare in Drow culture. Typical fighting style is two-weapon (sword / dagger, mace / dagger or the like), as the usually small Underdark passages do not allow the use of large weapons (including twinblades) and bulky armor. In places where there is much more space, larger weapons are more common, but not often used anyway.
Monster Rules - Note that Revenants have always the NEUTRAL alignment, despite what is written in the stats. Thus, holy weapons do not affect them! (It is even mentioned in the revenant part of the appendix ...)
If the PCs walk this adventure because of a decent priest or a fireball-happy mage, substitute some of the undead drow fighting folk with drow cursts (Template given in Monsters of Faerun - Turn, Cold & Fire immunity, better SR). The proximity of the undying temple will explain their appearance.
- The CR of the Spiderstone Golem seems to be somewhat odd, i.e too high if compared to other golems. Given the fact that they act as if they were fighters of their HD-level, it might be correct though. Make sure your players have a chance ... unless you favor the drow.
Non player character errata - Tierak (p.133) has AC 14 (Mithral chain + no Dex, poor lass), and Lolth only knows why she carries a wand of searing light (and she's silent).
- Szith Morcane Sentry 2 (p.134) Mithral Shirts are masterwork anyway, no need to mention it.
- Szith Morcane Sentry 3 (p.134-5) AB ranged +11 (masterwork bow bonus is missing), ranged damage 1d8+5 (it is even mentioned and yet not added, specialization bonus is missing anyway); Fort save is +5, Will +1 (+3 Drow); AC while climbing is 15.
- Szith Morcane Officer (p.135) off-hand damage with twinblade is 1d8+4 (+ is missing); AC while climbing is 17 (question marks hang over the 8 rare skill points spent on the climb skill, if the character wears "slippers of spider climbing" anyway [you see, it was known in advance that the NPC will have them]).
- Common Drow Commoner (p.135): 1d4 dmg for hand-crossbow OR change line to light-crossbow (as the possessions suggest); Will safe is +0 (but remember Drow bonus) - alignment should be the default NE now.
- Slave Overseer (p.135-136) Initiative bonus is +3.
- Sshumath (p.140), the Half-Dragon should gain the usual advancement in HD, i.e. not d10 / d4 for his fighter and sorcerer levels, but d12 and d6 respectively. (See rules for Half-Dragons in the MM appendix.) His new HP should be around the 88 point mark.
- Stone Giant Elders (p.141) also in MM see below (p. 98 )
AC 26 (-1 Size, +3 Dex, +11 Natural, +3 magical) change flat and touch accordingly, AB: +18 / + 13 melee (as cleric level 14; + 7 STR, +1 Huge Greatclub) or +13 / + 8 ranged (as well as AB MM: + 18 / +13 (+8 STR)
Saves: Fort +13, Ref +7, Will +6
- Phaikkul (see Sshumath above, same again, wrong HD used)
- Hamadh (p.147) has his Move Silently score missing, which should be +25 I think.
- Jhorganni (p.152) has her ring of deflection not included in her AC ... see also AC once she has attached to someone, it's higher as well.
- The Sanctum Defenders (p.159) have a Speed of 20 ft. (heavy armor), gain no Spring Attack feat (heavy armor), ranged attack boni and damage scores are AB 23 / 18 / 13 (excluding Point Blank) and DMG 1d8+7 (magical bow and arrows, mighty bow). DM should hand them melee weapons as well or change the bows to melee weapons instead. (Suggestion would be to cut her fighter levels up and use a decent PrC from level 8 or 10 onwards. Also make sure that they have the space to utilize Spring attack - with or without Death Lances.)
- Irae's melee damage with the claw should be 1d6 instead of 1d4 in her chara stats. Unless the description of the claw is wrong in the appendix. (p.s 159 & 129 resp.)
DM Tips If the PCs are cruising through this, because they know how to fight undead, include more standard Drow followers of Kiaransalee (check out the Banshee Knight PrC and other stuff
http://www.dnd-gate.de/gate3/page/index.php?id=122' target='_blank'>HERE ) or include some Death Knights or other new Monsters from the MM II or Book of Vile Darkness. A
http://www.wizards.com/dnd/archive.asp?x=dnd/mm,3' target='_blank'>Vampire Lord from the Monster Mayhem section of the Wizard boards may also spell a welcome change in tactics.
You'll find the
Web-enhancement to
City of the Spider Queen http://www.wizards.com/dnd/archive.asp?x=dnd/we,3' target='_blank'>here.
... and the
Web-enhancement to the
Players' Guide to Faerûn, detailing the 3,5E conversion of the CotSQ creatures
http://www.wizards.com/default.asp?x=dnd/arch/we' target='_blank'>here too
A 3,5 conversion attempt is running at the Wizardboards and you can check those out:
http://boards1.wizards.com/showthread.php?s=&threadid=255217&perpage=30&pagenumber=1' target='_blank'>here![
DMs are advised to use
Underdark for more reference on drow items (
drowcraft enchantments work wonders) as well as fighting modifiers for restricted areas within the Realms Below.
Lost Empires of Faerûn updates the Cursts to 3,5 - just in case they are needed - and finally,
Champions of Ruin introduces a fair amount of nice (or nasty) spells and feats, such as Via Negativa.
Last update: 18.09.05