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<blockquote data-quote="Rel" data-source="post: 450359" data-attributes="member: 99"><p>Thanks for your thoughts, dshai.</p><p></p><p>Perhaps you are right about me putting too much emphasis on the clerical spells. I do make them prepare beforehand so things might be too tough if the cleric makes sub-optimal choices.</p><p></p><p>Here is the way I foresee things going from a timeline perspective:</p><p></p><p>The party finds out that they must escape. The first order of business is to bust into the hollow cavern beyond the area where they are kept in the mine. Either Soften Stone or Stone Shape is the obvious solution for this depending on whether they want to leave the way they escaped obvious or not. The Cleric has access to both of these thanks to the Earth domain.</p><p></p><p>I think it is doubtful that the Cleric will have prepared any Make Whole spells at the outset so if they recover the broken shield and breastplate from the garbage pile, they will just have to keep them until later. Same goes for the broken sword the Kobolds have.</p><p></p><p>As for missile weapons, the slings and rocks are pretty crappy but if the Cleric and Fighter (both of whom have high Str) just throw the rocks, they can at least add their Str bonus to the damage. The Halfling will have a natural gift for throwing rocks and if he can get initiative at the start of a fight, he can do +3d6 sneak attack damage with his rocks.</p><p></p><p>I have planned for them to rest only once, with the Myconids. That will give them a chance to opt to fix the shield, breastplate and/or sword if they decide to. I suppose I don't have a problem if they want to rest at other times and I wasn't planning on hitting them with any random encounters. But they had better be quick about figuring out what spells to pick, etc. because the clock will be ticking.</p><p></p><p>As far as healing goes, they will start off with a scroll that gives them an extra Cure Moderate Wounds. And the Myconid king will also give them 3 CLW, 2 CMW and 1 CSW potions (he really wants them to succeed) in addition to the other healing spells the Cleric can use.</p><p></p><p>Maybe I should give the Kobolds a few javelins. They seem less sophisticated than bows or crossbows (which goes along with the desperate feel I'm trying to lend to the Kobolds) but they would be better missile weapons than the slings with rocks.</p><p></p><p>If you have any further ideas, I'm all ears.</p></blockquote><p></p>
[QUOTE="Rel, post: 450359, member: 99"] Thanks for your thoughts, dshai. Perhaps you are right about me putting too much emphasis on the clerical spells. I do make them prepare beforehand so things might be too tough if the cleric makes sub-optimal choices. Here is the way I foresee things going from a timeline perspective: The party finds out that they must escape. The first order of business is to bust into the hollow cavern beyond the area where they are kept in the mine. Either Soften Stone or Stone Shape is the obvious solution for this depending on whether they want to leave the way they escaped obvious or not. The Cleric has access to both of these thanks to the Earth domain. I think it is doubtful that the Cleric will have prepared any Make Whole spells at the outset so if they recover the broken shield and breastplate from the garbage pile, they will just have to keep them until later. Same goes for the broken sword the Kobolds have. As for missile weapons, the slings and rocks are pretty crappy but if the Cleric and Fighter (both of whom have high Str) just throw the rocks, they can at least add their Str bonus to the damage. The Halfling will have a natural gift for throwing rocks and if he can get initiative at the start of a fight, he can do +3d6 sneak attack damage with his rocks. I have planned for them to rest only once, with the Myconids. That will give them a chance to opt to fix the shield, breastplate and/or sword if they decide to. I suppose I don't have a problem if they want to rest at other times and I wasn't planning on hitting them with any random encounters. But they had better be quick about figuring out what spells to pick, etc. because the clock will be ticking. As far as healing goes, they will start off with a scroll that gives them an extra Cure Moderate Wounds. And the Myconid king will also give them 3 CLW, 2 CMW and 1 CSW potions (he really wants them to succeed) in addition to the other healing spells the Cleric can use. Maybe I should give the Kobolds a few javelins. They seem less sophisticated than bows or crossbows (which goes along with the desperate feel I'm trying to lend to the Kobolds) but they would be better missile weapons than the slings with rocks. If you have any further ideas, I'm all ears. [/QUOTE]
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