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C Galadrim
Looking around
(2/10/03 9:21 pm)
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Is this going to present a problem?
Ok, I am all set to go with the Temple. I got the pages torn out and put into sleeves and a binder. I have all the relevent pages and letters photocopied, with some extra I did myself. I have all the characters and backup characters written down and ready to be manipulated... :evil Hell, I even went so far as to pre-sketch some rooms that I'm sure the guys are gonna want drawn out for them.

But, I see a problem coming. There is no mage. Sure, there is a sorc/fighter. And then one guy is a sorc/theif who is gonna pick up ranger for the two weapon fighting style. But, not one straight sorc or mage. Hell, there isn't even ONE mage!!

I have read that this module needs balance to get the guys through in mostly one piece. Just to sketch out our group and get some last minute pointers, I'll lay it out for you. And for you too Dave, cause I told you I'd keep you posted.

Characters and players list:

Mark - Human Fighter
Troy - Half Drow Sorcerer/Thief/(soon to be Ranger)
Dorian - Half Elf Fighter/Sorcerer
Jeff - Dwarven Cleric (quick note on Jeff, he's new. He doesn't get spellcasting, and this was probably a bad choice to start him as. He only cast heal spells, that's it. We need to break him of that... :\ )
Kevin - Human Paladin
Matt - Human Barbarian

And my character that I will play as an NPC, a Half Orc Monk/Drunken Fighter

Is this gonna get them through, or should I maybe suggest that before we start, someone drop their char and take up some more spellcasters?

I'm just trying to get it started smoothly. We have Troy running one or two more sessions with the Dwarven weapon hunter module, and then I'm in for the long haul. Any suggestions?

MisterJ

JLXC
Here for a while
(2/10/03 9:35 pm)
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Re: Is this going to present a problem?
Well here is my party list that completed this module.

Fighter 1 / Sorceror 12
Fighter 1 / Cleric 12
Psion 13
Fighter 4 / Rogue 9
Fighter 10 / Cleric 3

I think a single class Wizard would have made some of it easier, but I think it's possible to beat it with the mix you listed above easily. YMMV

Do not Meddle in the Affairs of Dragons,

for you are Crunchy & good with Ketchup

Siobharek 
Still here? Wow.
(2/11/03 12:53 am)
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Re: Is this going to present a problem?
Well, there's a lot of characters, so that'll even the odds a little. Which is mostly good, I think, because the lack of an arcane spell caster means that the grunts will be more of a nuisance.

But why are you playing a monk? Why not a cleric to inspire the newbie?

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

madfox
Still here? Wow.
(2/11/03 1:02 am)
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Re: Is this going to present a problem?
The only time when you really will miss the wizard is when facing a lot of low level thugs. These are easily killed by large area of effect spells, but even the pressence of a wizard does not assure you the wizard would even have such spells. In another campaign for instance I am playing a full wizard but he will not be casting evocation spells. The fact though that your cleric is also not too much into spells is a bad thing though. You might want to have a chat with him and explain some of the other spells and how usefull they can be. Just take him aside for half an hour and go through the list of spells discussing why some of those are particular good (for example, always have a protection from evil prepared ;) ). I am not sure if you already use them, but I always hand out a sheet to my players with 1 line summeries of their spells on them. Not only does it help remembering what the spells do, but it also saves time when I want to know the duration, range and the like of a spell.

HeresDaryl
Here for a while
(2/11/03 1:58 am)
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it is possible...so far
My current party (the second since I started the module) have penetrated the CRM and cleared out about a quarter of it, having also dealt with the threats in the moathouse, Nulb & Hommlet. They have no arcane spellcasting at all, but seem to be doing okay. I don't think they even miss the damage spells. If anything, a single class Mage would give them more speed & mobility (Fly & Teleport etc.) and an efficient means of identifying loot in the field, so to that end it would be useful, but I don't think essential...

The party is as follows...

Cleric 7 of Tyr
Paladin 6/Templar 1 of Kelemvor
Barbarian 2/Fighter 1/Forsaker 5
Fighter 7
Rogue 6/Ranger 1
(Druid 5...occasionally)

Kylearanon
Here for a while
(2/11/03 5:47 am)
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Re: it is possible...so far
That is my party:

-Cleric5 of Berrona (Family domain is a nice add on)
-Cleric3/Monk2 of Lathander
-Fighter2/Barbarian3
-Rogue3/Sorcerer1

They just made it through Nulb and had two deaths and one near-death-experience already. Furthermore they got some nasty ability drains in Nulb.
But all in all the do very good. Though I am sure that a wizard would help a great deal. No divinations, no firepower, no teleport ... I dare guess that there´s trouble on their way.

But it´s doable ... they are cautious .. now :) !

Kyle

madfox
Still here? Wow.
(2/11/03 6:00 am)
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Re: it is possible...so far
Actually, except for item identification wizards do not truly shine in the divination department. Clerics are at least as good, if not better in divinations.

There are a few things that wizards shine at. The first things I think about is mobility, fire power and magic that hide. Having any of these three type of spells is useful, but a group can live without them. Anyway, it is only at higher levels before you might even notice the lack. If it really becomes a problem, you can always encourage one of the PCs to take the leadership feat and take a wizard cohort.

C Galadrim
Looking around
(2/11/03 6:41 am)
Reply
re
This has actually given me an idea of how to kill two birds with one stone...

The monk is kinda extraneous. I mean, with the paly, the barbarian, and the other fighter, not to mention the ranger and fighter levels of others, the monk really isn't necessary. If they can't do it with that brute squad, one monk won't turn the tide.

So, maybe I'll quickly change my char in the game my friend is running to a mage/cleric. That way, I get to play it now, showing the dwarf what other spells are at his disposal and how to use them. At the same time, I add a wizard to the group that can be a useful NPC in the temple game. Thanks for the suggestions. ;)

smetzger
Here for a while
(2/11/03 6:41 am)
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Death will bring the arcane
Maybe when one of the characters dies, the next character the PC makes will be an arcane caster.

Should be lots of opportunities for that.

Also, be careful 'your NPC character' doesn't outshine the other characters. I don't think its a good idea to run your own character. You certainly have enough players that they don't need the extra fire power.

Kylearanon
Here for a while
(2/11/03 6:57 am)
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Death will bring the arcane
I am with smetzger regarding the 'no npc'-thing. The module is vast and the many NPC´s in all the different places difficult enough to handle without bringing your own, as well.

And Madfox, I agree, clerics are supposedly as good as wizards (at least) with divinations ... maybe even with firepower. Only that most spells over the day are usually used for healing and even more for restoration (at least in my game). The clerics don´t even dare getting out of camp at the morning without being prepped for energy drains and ability damage. And they do good with it.
So a wizard still keeps a role of importance ...

Kyle

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