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<blockquote data-quote="Deuce Traveler" data-source="post: 5870929" data-attributes="member: 34958"><p>[MENTION=3586]MerricB[/MENTION] : It would be great to get your inputs and your own memories as we go through these adventures. I have also tried a superhero module based on the X-Men Dark Pheonix Saga that I will showcase later, and B2: Keep on the Borderlands, where my characters died a horrible death lost in wooded swamps.</p><p></p><p>I very much approve of Mr_Spicoli’s advice, and so we are heading down the Westlands Adventure Path. I started on this path last week, before creating this thread, and the first adventure I completed in FRUA was B8: Journey to the Rock (the 2nd that I completed was yesterday’s “The Orc and the Pie”). I made a number of mistakes in that adventure, some of which I will repeat in order to show the consequences. Other mistakes I will avoid in play, but will talk about in detail when we reach that point (like when I had a magic-user attempt to cast <em>sleep</em> on animated objects.</p><p></p><p>The Westlands Adventure Path will also allow us to breeze through several smaller adventures before grinding in a larger one. Journey to the Rock, Assault on Raven’s Ruin, Night in Daelwyn’s Rest, and King’s Festival/Queen’s Harvest are all short pieces. B3: Palace of the Silver Princess is the first large scale dungeon in which mapping will be a must, as we may have to explore around 100 rooms, if memory serves (I own the book but haven’t flipped through it in awhile).</p><p></p><p>In the ‘Journey to the Rock’, the heroes are hired by a man who wants them to travel to untamed lands, explore a structure called ‘the Rock’, and bring back its secrets. So I need character creation ideas for a party of six to travel to the Rock, preferably without the names ‘Connery’ or ‘Cage’.</p><p></p><p>The typical party normally consists of humans and half-elves, since level limits are such a punch in the gut when it comes to 2nd Edition. Elves and dwarves are also acceptable as their level limits are not as stifling, but rarely are gnomes and halflings given appreciation because of more restricted level limits. In Ray Dyer’s modules, however, there are often special events that only turn up if certain races or certain classes are in the party so we may want a diverse party.</p><p></p><p>When it comes to classes, the standard configuration is normally a magic-user, a thief, a cleric, and three fighter types to act as meat shields. But sod that. The thief class is important, but we should go with a demi-human who has a second class in thief. A thief/magic-user would make some sense, since it would allow the magic-user to wear light armor and fire a bow, but he would advance too slowly and we want crowd control spells like <em>fireball</em> as soon as we can get them. An elven or dwarven fighter/thief may be better, but we would still struggle with slow advancement. A cleric/thief would advance faster than a thief/magic-user or fighter/thief, but would slow spell advancement for our primary healer.</p><p></p><p>In the <em>Pool of Radiance</em>, paladins and rangers did not exist. Also there were plenty of experience points to be had, but a low roof when it came to game mandated level caps for all player characters. So I abused the system and played with a dwarven fighter/thief, elven fighter/magic-user/cleric, elven magic-user/cleric, and three elven fighter/magic-users. It took some work to reach the level cap before the end dungeon, but it was worthwhile. It was pure joy to watch my heavily armored magic-users create a shield wall before letting loose with five <em>fireballs</em> each round, while my dwarf backstabbed the leftovers.</p><p></p><p>But abusing the system in such away will get us killed in the early parts of these modules, and later when we hit the demi-human level caps. I tried to take on the <em>Keep of the Borderlands</em> with the same type of party configuration I used in the <em>Pool of Radiance</em>. Things went fine at first, but I wasn’t leveling up as I went further into dangerous terrain and traveled further from the safety of the keep. I finally reached an area I was too low level to survive, and since I didn’t map as I went, my characters got lost to the point I couldn’t survive the random encounters long enough to escape during any of my reloads. If I had played single class characters I probably would have had more hit points to survive. So except for a multi-class thief character, we are going to play single character classes. Besides, it should make the LP more interesting as we struggle to keep the vulnerable unarmored magic-users alive.</p><p></p><p>Also, if you would like to be immortalized in this LP, just let me know I can use your ENWorld name as a character and let me know what race and class you would like your PC to be. I would love to have our six heroes be picked and named after our own crowd.</p><p></p><p>Next Up: Building Our Party and the Introduction!</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5870929, member: 34958"] [MENTION=3586]MerricB[/MENTION] : It would be great to get your inputs and your own memories as we go through these adventures. I have also tried a superhero module based on the X-Men Dark Pheonix Saga that I will showcase later, and B2: Keep on the Borderlands, where my characters died a horrible death lost in wooded swamps. I very much approve of Mr_Spicoli’s advice, and so we are heading down the Westlands Adventure Path. I started on this path last week, before creating this thread, and the first adventure I completed in FRUA was B8: Journey to the Rock (the 2nd that I completed was yesterday’s “The Orc and the Pie”). I made a number of mistakes in that adventure, some of which I will repeat in order to show the consequences. Other mistakes I will avoid in play, but will talk about in detail when we reach that point (like when I had a magic-user attempt to cast [i]sleep[/i] on animated objects. The Westlands Adventure Path will also allow us to breeze through several smaller adventures before grinding in a larger one. Journey to the Rock, Assault on Raven’s Ruin, Night in Daelwyn’s Rest, and King’s Festival/Queen’s Harvest are all short pieces. B3: Palace of the Silver Princess is the first large scale dungeon in which mapping will be a must, as we may have to explore around 100 rooms, if memory serves (I own the book but haven’t flipped through it in awhile). In the ‘Journey to the Rock’, the heroes are hired by a man who wants them to travel to untamed lands, explore a structure called ‘the Rock’, and bring back its secrets. So I need character creation ideas for a party of six to travel to the Rock, preferably without the names ‘Connery’ or ‘Cage’. The typical party normally consists of humans and half-elves, since level limits are such a punch in the gut when it comes to 2nd Edition. Elves and dwarves are also acceptable as their level limits are not as stifling, but rarely are gnomes and halflings given appreciation because of more restricted level limits. In Ray Dyer’s modules, however, there are often special events that only turn up if certain races or certain classes are in the party so we may want a diverse party. When it comes to classes, the standard configuration is normally a magic-user, a thief, a cleric, and three fighter types to act as meat shields. But sod that. The thief class is important, but we should go with a demi-human who has a second class in thief. A thief/magic-user would make some sense, since it would allow the magic-user to wear light armor and fire a bow, but he would advance too slowly and we want crowd control spells like [i]fireball[/i] as soon as we can get them. An elven or dwarven fighter/thief may be better, but we would still struggle with slow advancement. A cleric/thief would advance faster than a thief/magic-user or fighter/thief, but would slow spell advancement for our primary healer. In the [i]Pool of Radiance[/i], paladins and rangers did not exist. Also there were plenty of experience points to be had, but a low roof when it came to game mandated level caps for all player characters. So I abused the system and played with a dwarven fighter/thief, elven fighter/magic-user/cleric, elven magic-user/cleric, and three elven fighter/magic-users. It took some work to reach the level cap before the end dungeon, but it was worthwhile. It was pure joy to watch my heavily armored magic-users create a shield wall before letting loose with five [i]fireballs[/i] each round, while my dwarf backstabbed the leftovers. But abusing the system in such away will get us killed in the early parts of these modules, and later when we hit the demi-human level caps. I tried to take on the [i]Keep of the Borderlands[/i] with the same type of party configuration I used in the [i]Pool of Radiance[/i]. Things went fine at first, but I wasn’t leveling up as I went further into dangerous terrain and traveled further from the safety of the keep. I finally reached an area I was too low level to survive, and since I didn’t map as I went, my characters got lost to the point I couldn’t survive the random encounters long enough to escape during any of my reloads. If I had played single class characters I probably would have had more hit points to survive. So except for a multi-class thief character, we are going to play single character classes. Besides, it should make the LP more interesting as we struggle to keep the vulnerable unarmored magic-users alive. Also, if you would like to be immortalized in this LP, just let me know I can use your ENWorld name as a character and let me know what race and class you would like your PC to be. I would love to have our six heroes be picked and named after our own crowd. Next Up: Building Our Party and the Introduction! [/QUOTE]
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