Is this party underequipped?

Klaus

First Post
Hi, Kids and Kidettes!

I am running my three players though Forge of Fury (they are almost finished with the Glitterhame). They already braved the Burning Plague (free WotC adventure) and the Sunless Citadel, and are about 1,000 XP from reaching 5th level (there's only 3, so the average party level is a tad higher).

But They have faced so difficulties, specially in combat, that I wonder if they're underequipped, magic-wise (my campaign assumes the "average" DnD level of magic, as in it's not really rare).

Here's the PCs and their equipment (they all have the default array of abilities):

4th level male human ranger (alt.ranger, HD = d8, more skills and feats aren't virtual; Animal Companion = 2HD wolf)
Masterwork longsword
masterwork shortsword
MW studded leather (he's been getting hit so much he switched to a regular Brestplate, but still carries the studded around)
MW mighty (Str 12) Composite longbow
Wand of Entangle
Climber's Kit

4th level female human cleric (Pelor; Healing and Sun; Scribe Scroll)
Heavy Mace +1
Light Crossbow
MW Full Plate Armor (Dex 8, poor thing)
MW Large Steel Shield
Scroll: Delay Poison (all her cure scroll have been expended in two days)
Alchemist's Fire (2 flasks left)

3rd level Wizard/1st level Rogue female half-elf (cat familiar; Str 8)
MW shortbow
MW dagger
Rapier +1 (has Weapon Finesse)
Mithral Shirt
Scrolls (self-scribed): Bull's Strength (x3), Cat's Grace (x2), Burning Hands (x2), Spider Climb



When facing Great Ulfe (ogre with two wolves), at a point only the cleric was still standing. When facing 5 troglodites, at a point only the wizard/rogue and the wolf were standing. The fact that there's only 3 of them, and none is a front-line fighter, makes me worry.

So, are they underequipped?
 

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SPOILERS!

Not by much. Two +1 weapons means the grick's shouldn't be a problem, careful play with the duergar and trogs should lead to more loot. The Black dragon seems like a bit too much for them though.

Drop some healing potions, or AC boosters, if you are really worried.

Rav
 

Hmmm... It doesn't sound like being underequipped is their problem- it sounds like being understaffed is their problem. Those WotC modules call for four characters- and you've got three. They could really use another PC in the party. Call up a friend and get a new player in on the action, or just let one of your players roll up an additional PC to play. (Some DMs like to add a gamemaster character to the party, but I like to avoid that- it's too much of a temptation to metagame, and I like to watch the players deal with threats on their own.)
 

They already cleared the Gricks (Melf's Acid Arrow and a flask of alchemist's fire helped finish the work of the +1 mace and +1 rapier).

They managed to kill the Trog warriors, but had to fall back (two PCs with less than 4 HP!). They locked themselves in the chamber of the Orc adept (in the Mountain Door) and rested there for two days until the cleric got them all back to full HP (but now they're out of cure scrolls and potions). Now they're vanturing back into Trog territory (the trog leader assigned the females to stand watch, but they managed to slay two of them before they raised the alarm, so the next session will start with thick combat!).

Adding another PC isn't an option (the players of the ranger and cleric are married and have a kid, so they have precious little opposrtunities to play, and to add another person in the mix isn't gonna work, schedule-wise; the wiz/rogue is my wife, so it's easy for us to arrange time to play). They really don't like NPCs in the party (it was a relief when Erky Timbers left, even though he lend quite a hand in Sunless Citadel).

The "Fourth PC" spot is kinda supplied by the wolf, who has a decent attack and damage (specially with Improved Trip). But not quite.

What get me very worried are the roper, the Wis-draining undead, the wight (negative levels?) and of course, the black dragon...

One thing that occured me is to make the Trog leader's brestplate magical (+1), so it will boost the ranger's AC without making that encounter more difficult. And adding some healing potions here and there (probably in the trog lair).

And after that, I am thinking of cooking up a Prestige Class that allows the ranger and wiz/rogue to continue their careers while adding more "punch" (the wiz doesn't want to sacrifice the spellcasting in order to have more rogue abilities, and the ranger doesn't want to multi into fighter just to get more HP and feats, since it doesn't add flavor... And Arcane Trickster and the PrC from MotW are terrible!)

Thoughts?
 

Hmm. The wizard started as rogue? Spiderclimb was used extensively of my groups scouts to check ahead for monsters and traps.

They should be able to make it though they lack a real tank and a real scout.

I agree, they are not underequipped but could use another player with a fighter or barbarian (hitpoint monster) or at least another sneaker with sneak attacks. Halfling rogue henchman? Ah, no henchmen.

Huhm. Give the ranger an amulet of Toughness (a la NWN with +1 hp per level).

Think about tactics like the ranger using Expertise or full defense to block enemies and raise his AC.

If all fails, drop them a wand of Magic Missile (lvl3) or something ... gives the wizard lotsa punch in dire situations.

Against the dragon: Well. They probably get bashed the first time. Second time they should be prepared and probably be higher level than now. They should be able to do it with all that treasure down in that dungeon.
 

You might want to add an NPC to the party to help with matters. I don't recall if there are any good NPC possibilities in Forge of Fury, though the party could retreat back to the city to find some. Otherwise, drop an NPC in the caves from another adventuring party that got it's rear end handed to them by either the roper or the dragon. That'll give your players the small advantage of knowing what's ahead of them and choosing to either avoid the conflict entirely or get prepared for the monster's attacks.

Also, I think the group is a bit underpowered, as you feared. The best fighter of the group is the ranger, and yet he's the only one without a magical weapon. Have them come across a magical longsword in one of their next battles to help. Some potions and scrolls will really help also. Perhaps a scroll or potions of invisibility, shield, and cure light or moderate wounds would help make that final battle against the dragon a bit easier (but not by much).
 

What get me very worried are the roper, the Wis-draining undead, the wight (negative levels?) and of course, the black dragon...

I'd take the roper out entirely. I don't know your players of course, but mine (and every other player I've ever met) don't handle the whole concept of "maybe we shouldn't fight that thing" too well, but rather operate under the assumption of "if it's in the module, we must be able to take it." Now, I've been trying to fix that perception, but it's slow going.

Anyhow, their combat with the roper was ridiculous. I had to fudge on the roper, or else it's certain they all would have died. I think the addition of a creature as tough as a roper in a module geared for level 3 is rather silly, too.
 

Yeah roper... huhm.

Teach your players that not every monster is bashable. Talk to them before gaming and they'll learn. Don't think they'll learn after killing all of them (see that whine thread about bad DM).

My players actually killed him (sorcerer had that fire globe spell from Tome&Blood). With a lot of luck. Barbarian/Rogue with spiked chain tumbled over and bashed him with two or three criticals while saving against the paralyzing about 12 times. Or even more? Can't remember. He rolled like hell. He always did that.

But four party members were nearly dead or truely departed afterwards.
 



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