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[Heart of Nightfang Spire] Running the meat grinder...
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<blockquote data-quote="LuYangShih" data-source="post: 968590" data-attributes="member: 10414"><p></p><p></p><p>Let me first say to you, before I answer this and the other questions, that this party is going to die in HoNFS, especially if you play the monsters as they were meant to be played, to their full potential. Even if not, I doubt they will survive. I have seen fully min-maxed parties go into this module and suffer, badly. Your group now lacks even a Cleric, which is essential in this type of module. I can only assume that as the bodies fall, the players will min-max their new creations until they achieve a chance of surviving. But the current roster of characters is going to get shredded until that point.</p><p></p><p></p><p></p><p>As to your first question.... Everything. But specifically: The Girallons rip anything that gets into melee with them to shreds, unless they are a truly min-maxed tank. The Assassin, played properly, can end the lives of everyone in the party, depending on the way they set up resting periods. Gulthias, of course. The Mummy can be a killer, depending on the Will saves of your party. I could go on here, but those are the main ones that come to mind right now. </p><p></p><p></p><p></p><p>When making a new character, make it either an Archer, or a Cleric. Preferably both. Perhaps get a Wizard in there once you have four or so Clerics/Archers. Buff. BUFF. <strong>BUFF.</strong> You should never enter a combat without at least a few enhancement spells up. Spells to be aware of: Greater Magic Weapon, Magic Vestment, Endurance, Bulls Strength, Divine Favor, Righteous Might, <strong>HASTE</strong>. </p><p></p><p>Use your information spells. Commune is your best friend. Always have an escape plan for when things go bad. That right there is perhaps the most essential tip I can give. </p><p></p><p></p><p></p><p></p><p></p><p>I assume you mean how useful a good Rogue really is? To tell the truth, Rogues <strong>are</strong> mostly useless in HoFNS. The only use they have is trap spotting, really, and you can avoid those in other ways. Rogues are best when they can use Sneak Attack and their wide variety of skills to infiltrate, negotiate, spy, scout and assassinate. HoFNS offers them little chance to do any of that. </p><p></p><p></p><p>PS</p><p></p><p>The best advice I can really give you is to read a few of the Story Hours present in that forum dealing with HoFNS. They offer a good idea of what you can expect from the module. I will get links to two stories I found most interesting.</p></blockquote><p></p>
[QUOTE="LuYangShih, post: 968590, member: 10414"] [B][/b] Let me first say to you, before I answer this and the other questions, that this party is going to die in HoNFS, especially if you play the monsters as they were meant to be played, to their full potential. Even if not, I doubt they will survive. I have seen fully min-maxed parties go into this module and suffer, badly. Your group now lacks even a Cleric, which is essential in this type of module. I can only assume that as the bodies fall, the players will min-max their new creations until they achieve a chance of surviving. But the current roster of characters is going to get shredded until that point. As to your first question.... Everything. But specifically: The Girallons rip anything that gets into melee with them to shreds, unless they are a truly min-maxed tank. The Assassin, played properly, can end the lives of everyone in the party, depending on the way they set up resting periods. Gulthias, of course. The Mummy can be a killer, depending on the Will saves of your party. I could go on here, but those are the main ones that come to mind right now. [b][/b] When making a new character, make it either an Archer, or a Cleric. Preferably both. Perhaps get a Wizard in there once you have four or so Clerics/Archers. Buff. BUFF. [b]BUFF.[/b] You should never enter a combat without at least a few enhancement spells up. Spells to be aware of: Greater Magic Weapon, Magic Vestment, Endurance, Bulls Strength, Divine Favor, Righteous Might, [b]HASTE[/b]. Use your information spells. Commune is your best friend. Always have an escape plan for when things go bad. That right there is perhaps the most essential tip I can give. [b][/B] I assume you mean how useful a good Rogue really is? To tell the truth, Rogues [b]are[/b] mostly useless in HoFNS. The only use they have is trap spotting, really, and you can avoid those in other ways. Rogues are best when they can use Sneak Attack and their wide variety of skills to infiltrate, negotiate, spy, scout and assassinate. HoFNS offers them little chance to do any of that. PS The best advice I can really give you is to read a few of the Story Hours present in that forum dealing with HoFNS. They offer a good idea of what you can expect from the module. I will get links to two stories I found most interesting. [/QUOTE]
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