Female Sorcerer

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Yeup, still says "ready to ship". That's odd based on the email they sent me.

I know they were giving them away at Origins if you signed up. I'm wondering if the ones we ordered before hand were given away there instead and thats the reason fro the backlog.


I recieved an email over 2 weeks back that my Dragon promo would ship in a few days. Its been over two weeks and I'm getting concerned. Is there a way to check on this?


I noticed that they were mostly just a series of very well written dungeon crawls as well. So I used the basic structure and added in my own subplots, intrigue, and mystery. Its very easy to do with such a well written backdrop to work with. Now everytime the party heads back in to town they can hardly wait. Not because they are sick of the dungeons, but because they have more pieces to plug into the big overall mystery puzzle.

Another thing I did is break up a bit of the dungeons. Some are pretty massive to handle in one foray, and the party retreating causes complications.

Spoiler ***********

For example in Hall of Harsh reflections, its a real drain to go through the sodden hold, then the dungeon below, and also throught the drow caves and into Zyrxog's lair. Break them up. Require a "key" to get from one to the next, and require the party to head to the surface and do some investigation before proceeding. That way when they leave one part to rest, it doesn't seem like your playing a bunch of bonehead enemies. Its tough to think the party invades a mindflayer lair or nest of dopplegangers, and then are allowed back into town to rest safely.

I'm also going to be cutting out a few encounters later on. Definatly in "a gathering of Winds" 3 Faces was too much of a drag on the group.


I was thinking the other day about what it would take to go solo through the AoW. Starting with Whispering Cairn, you would probably need 4 class levels to have a shot. What do you think has the best odds of making it starting at level 4 and going as far as they can?


The group I run just added their 7th character. Before that there were 6 players and doing fairly well in the 5th module:

Elf Ranger
Dwarf Fighter "grappler"
Human Pal/Cleric 25%/75%
Human Cleric
Elven Rogue
Human Wizard non specialist

We try to avoid the weird classes as much as possible. The cleric did just take a level of Ruincaster and the ranger wants to take a level of Justice of weild and Woe "human haters".

I think with the ideal 6 person group you have 6 "units" of character to spend. You want:

2.5 units fighters more melee focus, but ranged too.
1.5 units Cleric
1 to 1.5 units Mage
.5 to 1 unit Rogue

The rogue is the least useful, but at a few points VERY useful. You could just make those points easier by letting the party prep with find traps spells, etc by giving them an early warning. In that case the rogue could almost be dropped entirely.

What ever you do, don't skimp too much on cleric or Mage. They make things a LOT easier through out the whole thing.