
Thorne Tanaka |

For personal reasons one of the players has just droped from AoW campaign ... thus the party is left with:
Human Paladin of Tyranny6/Zealot1 (QP)
Werewolf Bard7
Half-Fiend Druid7
Half-Drow Rgr6/Rog2
Warforged Psion6/Scout2 (nomad)
Note: I'm using slightly modified rules where the werewolf and half-fiend gain abilities as they progress through levels (1-10)(from one of the old dragon magazines), so they don't get all the abilities off the bat and it keeps them mostly balanced. I've been doing this for years (for a half-dragon, etc) and it works fine.
Also I'm using a modified bard (something out of 2nd ed.) and the bard is not limited by the number of spells he knows, he just has to find them, buy them, etc. and learn them by making a spellcraft check, but is still limited no the number of spells he can cast per day as per PHB.
Here is my question. With the party losing their Wizard (necromancer), is it possible for them to continue the campaign, they are currently traveling to the free city and are going to begin HoHR. I think they'll be ok for HoHR and TCB, but after that? Is this a TPK waiting to happen?
Any suggestions please? Thanks to all in advance.

Sol |

You know I am currently running the AoW with only two players, one who is a Paladin of Hextor and the other who is a Cleric of Wee Jas and they are doing fine. Now granted they are both experienced players, and also they both have leadership (thus cohorts). One cohort is a Shadak-Kai Cleric of Hextor/Ebon Flame the other is a Fighter/Wizard. So they do have a wizard, which is a big boon with the Sphere of Anihilation. However, since the cleric is a cleric of Wee JAs and does have the magic domain, I was just going to allow him to use the Sphere anyhow. Otherwise, I would say it is possible, just more difficult.

Jeremy Mac Donald |

For personal reasons one of the players has just droped from AoW campaign ... thus the party is left with:
Human Paladin of Tyranny6/Zealot1 (QP)
Werewolf Bard7
Half-Fiend Druid7
Half-Drow Rgr6/Rog2
Warforged Psion6/Scout2 (nomad)
With 5 characters including a Bard a Druid and a Psion I think you'll be fine. However the party might want to shift their plans slightly in order to pick up more arcane magic. Really the Psion should be a perfectly acceptable replacement for the wizard if his powers are chosen correctly but those two levels of scout concern me slightly. They imply that the Psion has plans to be something that is not really a Psion and should that take place then the whole Arcane Caster Role is not being fulfilled. hats a tough slot to loose at later levels as the Arcane Caster has 'problem solver' as part of his job description. Its his job to use spells in innovative ways to overcome obstacles. A Psion can do this as well but only if they are actually getting powers and PSPs and then choosing those powers so that the party has access to useful utility Powers. That said both Druids and Bards can really help in the problem solver role and combined everything should be OK.

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Here is my question. With the party losing their Wizard (necromancer), is it possible for them to continue the campaign, they are currently traveling to the free city and are going to begin HoHR. I think they'll be ok for HoHR and TCB, but after that? Is this a TPK waiting to happen?
It will be a little nasty - but it's doable.
The spells the party absolutely needs to survive are Death Ward or Anti-Magic Shell (negative energy barrier in a pinch I suppose). Without a lot of the former or at least one of the latter on an urgent basis, the Swords of Kyuss will TPK them in Spire of Long Shadows unless you are pulling punches. And every time Sword of Kyuss and Invocation of the Worm show up in subsequent modules - the same fate awaits the party.
Druid gets Death Ward at 5th level. Prepare it early; prepare it VERY often! The party should be able to progress - but it will be a little nasty.
Other option: turn the departing Wizard into a PC/NPC. Permit the group to decide what the Wizard will prepare as required. Let the non-spell casting drow control the Wizard during combat, DM controls him otherwise.
Not ideal, but this should permit the party to have access to Wizard resources deemed to be critical for the party's overall success.

Jeremy Mac Donald |

The spells the party absolutely needs to survive are Death Ward or Anti-Magic Shell (negative energy barrier in a pinch I suppose). Without a lot of the former or at least one of the latter on an urgent basis, the Swords of Kyuss will TPK them in Spire of Long Shadows unless you are pulling punches. And every time Sword of Kyuss and Invocation of the Worm show up in subsequent modules - the same fate awaits the party.
If that Paladin of Tyranny is anything like a normal Paladin he'll technically have the spell on his spell list. The Bard might have a high enough use magical device to use wands as well. It costs a fortune but Death Ward can be made into a wand and half the party could use the wand.