Playing KoTS without leader? Is it possible?

Bayuer

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I have 4 players team. Rogue, Wizard, Paladin, Fighter. I read on this forum that this camaign is very hard and many TPK happens. What are your suggestions? Have they any chances for surviev?
 

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Bayuer said:
I have 4 players team. Rogue, Wizard, Paladin, Fighter. I read on this forum that this camaign is very hard and many TPK happens. What are your suggestions? Have they any chances for surviev?

Are you the DM? There might be some suggestions for what to do with a 4-player party in some encounters. (Hint: You might want to reduce the opposition at some points).

Lacking a leader will certainly be painful. The Paladins Lay on Hands ability will probably be required a lot. The Defenders will take a lot of damage, but having two also means that your Rogue and Wizard are relatively safe (basically, each of them has its own body guard ;) ).

The goal will be to avoid getting hit often. A Leader can usually help you bring down foes faster, and recover damage taken, so you'll have to compensate that. (Avoid getting hit, however you do that, and take down enemies fast. The Wizard should learn how to identify Minions quickly, and the Defenders should help him to bring the enemies close together. The Rogue on the other hand should avoid the Minions and attack "heavier" targets, or enemy artillery & controllers. Avoid wasting all those precious sneak attack damage!)
 
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Well, my first suggestion is to modify all the encounters so that they only have 80% of the XP value - the module is built for 5 players and is very tough even for a party of 5, so make sure you drop a monster or two out of each encounter.

I've only played the first two encounters with my party, but they were plenty challenging even when I did this.
 

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