So, as you may have seen from my recent obituary, the entire party has fallen in the temple of Hextor.
However, the party wants to continue the AoW campaign, so I'm trying to determine the best way to continue the plot.
What I need to figure out before this Saturday (I know, I should have asked before now) is a) If I want to even try continuing the 3FoE adventure, b) If I do, do I need to adjust the strength of the monsters, c) How to correctly play the opposing forces.
Issues with the previous set of PCs:
Lack of melee fighters - We had a barbarian and a rogue which prefered ranged combat. We also had two gnomes, one of which could only score 1 pt of damage in melee (Str of 7).
Tendency to burn spells instead of potions - Because the cleric was always converting spells to cures, he wasn't able to buff the party adequetly.
New party:
(I've permitted them to generate 4th level characters instead of 3rd level characters - I'm aiming for survivability here).
Human Paladin 4 w/ Cure Light Wounds wand
Dwarf Fighter 4
Human Rogue 1/Wizard 3
Spirit Shaman 4
This time we have better offense, and the lack of a "real" cleric should be offset by the wand of CLW with the Paladin.
Plot setup idea:
Allustan knows about the worm found in the mine. My plan is that he is concerned when the original party fails to resurface from Dourstone, so he contacts Melinde at the Garrison. Melinde isn't about to let petty issues of property rights to prevent her from uncovering an evil cult, so she assembles a strike force. Here she gets in touch with the Paladin PC, and the rest of his party (which is a roving band of do-gooders).
My plan is to have Melinde and a band of 6 1st-level Warriors from the garrison escort the party. This way we can see how well the Paladin manages the care of his strike force.
I will have to decrease the XP for the party, but what I will probably do is award bonuses for each garrison member who survives the excursion. My basic idea here is to try to rush through 3FoE so I can get on with AoW...
First Problem: How to get the entire army into the cultists area - My only guess would be to have Allustan cast Mass Invisibility to help them get into the mines.
Second Problem: I'm going to assume that this is a week after the previous raid - this will permit Theldrick to re-organize his defenses.
The casualties Theldrick has suffered:
All of the skeletons
All but 1 of the cultists
3 of the Tiefling fighters
Beast
What I figure is that the loot from the original party will have been ID'ed by the Faceless One and his acolytes and distributed where appropriate - this will raise the deadliness of a number of the encounters as now there is a +1 chain mail, a +1 axe and a +1 short sword around there, not to mention a whole lot of potions (cause the old party never used them).
In addition, Theldrick will animate Beast as a zombie or skeleton if he's able to, as well as the cultists, fighters and the dead PCs. That should piss off the players suitably for them to kick some a$$.
Finally the NPC sister of one of the PCs (she's a bit of an amoral survivor) has slowly been getting her sanity eaten away by the Faceless One's allip.
So, any ideas or other improvements?