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![]() Party at start:
My players managed to let Erylium escape in the Catacombs, so given that she has no other obvious safe haven, she made headed for Thistletop. Behind her she left the minor runewell which the players failed to really investigate beyond finding it was magical etc.
At Thistletop, the party (sans any healing beyond the half dozen CLW potions they had bought) struggled, especially with the Druid using his woodland stride ability causing them all sorts of problems. He got his message through to Ripnugget about the adventurers' arrival and the Warchief, in conference with Erylium at the time, sent her out to harry the PCs while he gathered his warriors and manned the watch towers. I decided that Ripnugget is too scared of Nualia (or wants to impress her) to send word to the lower levels, which was probably a good job for the adventurers. Erylium used her invisibility to get close, watched as the PCs finally dispatched the druid, his pet, the dogs and most of the refugee goblins. Then she flew back to report. Then things got strange... The group decided, given that Ripnugget had strengthened the guards on the far side of the bridge to use subterfuge. They picked up a goblin refugee corpse and used him like a Thunderbirds dummy to shout across the bridge to lure more goblins over. Now Ripnugget has a reasonable intelligence score and decided at this point to instruct Erylium to use her invisibility to see why there was a dead refugee trying to give orders to his warriors, depleted as they were. He also sent word to Bruthasmus who he respects as a mighty warrior and wise counsel.
Enlivened by this turn of events, the players charged... Well, Cidic charged with Tsunami behind him. As he emerged, Erylium used Reduce Person to erm.. reduce his threat, so to speak: Halfling goes from small to tiny and subject to an AoO to attack the goblins.
I am planning a rival adventuring group working behind the scenes based around Erylium, Ripnugget and a zombie/sinspawn version of Bruthasmus to harry the players as they continue onwards through the series. One day I feel my players will work out that actually walking up to the bad guys and hitting them might work to their advantage rather than overly complex deception and huge long pauses and celebrating letting major NPCs run away. Party at the end: Tsunami - Fighter (unconscious)
New arrivals: Grak - Half Orc witch
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![]() My "house rule" is for the players to create two characters. One stays in the tavern while the other goes on the adventure. A player can change characters any time they want (so long as it involves them being in the same place) but they must be played as different entities. It allows for already known death replacements too. That would allow your smaller group some flexibility. Playing them as the same person, even siblings, will result in removal of the privilege. Alternatively, let them play multi-classed characters from 1st, don't use XP but let them level at the "speed of story" so their character abilities match the difficulty. 25 points allows that easily. Arcane casting can be offset with wands and Use Magic Device. Even try a summoner or a Magus to give beefier arcane casting options. Lack of divine casting can be offset by healing potions and buff potions if required, which is expensive but you can expand any of the potential potion sources to allow that. But at the end of the day, if you DM in a balanced and flexible way, the lack of particular classes won't matter too much. ![]()
![]() Philip Knowsley wrote:
Woops. signed,
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![]() bobweekend wrote: Would any class putting skills in 'Use Magical device' allow for a chance to use this? Yes. See SRD, the source of virtually all human and demi-human knowledge: Quote:
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