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<blockquote data-quote="Rel" data-source="post: 450207" data-attributes="member: 99"><p>Thanks for your thoughts, Stone Angel. I'll add some more detail for clarification.</p><p></p><p>The Sorcerer's spells are Magic Missile, Mage Armor, Spider Climb, Endure Elements, Web and Melf's Acid Arrow. I suspect that he will use the Mage Armor several members of the party to boost their AC. Once they defeat the Kobolds, they can recover two suits of small leather armor and use them to outfit the Halfling Rogue and (if he doesn't mind taking the Arcane Spell Failure) the Gnome Sorcerer. Also, later in the adventure, the Cleric can use Make Whole to repair the Breastplate and Shield found in the garbage dump. So their armor situation won't be too bad.</p><p></p><p>As far as weapons go, they will start with the magic (+1) dagger and will soon after get access to some clubs from the garbage pile. They can all arm themselves with slings if they don't mind sacrificing some hemline on their canvas tunics. Stones will be easy to find but they only do 1d3 damage. However, the Cleric can create Magic Stones (using the 1st level spell) to create 3 stones that do 1d6+1 (or double that to undead) with each casting. Still not massive offensive power but combined with some Magic Missiles and Melf' Acid Arrows from the Sorcerer, it should get them through when missile fire is needed.</p><p></p><p>As for Melee weapons, clubs will have to do at first, but if the Cleric gets creative, he can use his Stone Shape spell to make a stone battle axe for the fighter. If not, the fighter can pick one up before the final battle when they defeat some of the Grimlocks. There is also the broken sword being used as a spear tip by the kobolds which the Cleric can repair if he wants.</p><p></p><p>The Mimic is the one encounter that worries me a bit. I like the setup, but any character in the lead is almost certainly going to get stuck by the mimic. Then he will be taking 1d8+6 damage every round until the other characters slay the Mimic (which has 52 HP). It is possible that the party could use some "Fungus Mead" found in the Kobolds lair to disolve the Mimic adhesive but I don't deem that likely.</p></blockquote><p></p>
[QUOTE="Rel, post: 450207, member: 99"] Thanks for your thoughts, Stone Angel. I'll add some more detail for clarification. The Sorcerer's spells are Magic Missile, Mage Armor, Spider Climb, Endure Elements, Web and Melf's Acid Arrow. I suspect that he will use the Mage Armor several members of the party to boost their AC. Once they defeat the Kobolds, they can recover two suits of small leather armor and use them to outfit the Halfling Rogue and (if he doesn't mind taking the Arcane Spell Failure) the Gnome Sorcerer. Also, later in the adventure, the Cleric can use Make Whole to repair the Breastplate and Shield found in the garbage dump. So their armor situation won't be too bad. As far as weapons go, they will start with the magic (+1) dagger and will soon after get access to some clubs from the garbage pile. They can all arm themselves with slings if they don't mind sacrificing some hemline on their canvas tunics. Stones will be easy to find but they only do 1d3 damage. However, the Cleric can create Magic Stones (using the 1st level spell) to create 3 stones that do 1d6+1 (or double that to undead) with each casting. Still not massive offensive power but combined with some Magic Missiles and Melf' Acid Arrows from the Sorcerer, it should get them through when missile fire is needed. As for Melee weapons, clubs will have to do at first, but if the Cleric gets creative, he can use his Stone Shape spell to make a stone battle axe for the fighter. If not, the fighter can pick one up before the final battle when they defeat some of the Grimlocks. There is also the broken sword being used as a spear tip by the kobolds which the Cleric can repair if he wants. The Mimic is the one encounter that worries me a bit. I like the setup, but any character in the lead is almost certainly going to get stuck by the mimic. Then he will be taking 1d8+6 damage every round until the other characters slay the Mimic (which has 52 HP). It is possible that the party could use some "Fungus Mead" found in the Kobolds lair to disolve the Mimic adhesive but I don't deem that likely. [/QUOTE]
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