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General Tabletop Discussion
*Dungeons & Dragons
Risk Assessment - Thunderspire Labyrinth (no spoilers plz)
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<blockquote data-quote="Herobizkit" data-source="post: 6098791" data-attributes="member: 36150"><p>Our group ran through Keep on the Shadowfell and found that adventure to be the slog that everyone said it was. In fact, with our inexperienced DM, we inexperienced players, and the badly written module in general, it was the perfect storm of terrible experiences all around.</p><p></p><p>We have a new PC group, and we're looking to try Thunderspire. But here's the rub - there's only three of us.</p><p></p><p>We three are playing Essentials classes, classes which I've found to eliminate much of the headache from, and deliver a sizeably stronger punch, than earlier edition classes.</p><p></p><p>Half-Elf Skald (Bard) 3</p><p>Kobold Air Elementalist (Sorcerer) 3</p><p>Drow Ninja (Assassin/Executioner) 3 with Blink Dog companion</p><p>+1 NPC 'archery' companion</p><p></p><p>The module calls for a minimum party (which I assume to read five members) of level 4.</p><p></p><p>***<strong>WITHOUT SPOILING THE PLOT OR DUNGEON ELEMENTS</strong>***, can someone give me a rough estimate as to whether or not we can take the module as is? If not, there's an option to add in a second NPC Dwarf Runepriest statted up as a DMG2-style companion, one that would run more defender-y than leader-y.</p><p></p><p>Caveat: The DM still doesn't quite have the flair for correctly balancing encounters, so less work for him is better for us in the short- and long-term. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6098791, member: 36150"] Our group ran through Keep on the Shadowfell and found that adventure to be the slog that everyone said it was. In fact, with our inexperienced DM, we inexperienced players, and the badly written module in general, it was the perfect storm of terrible experiences all around. We have a new PC group, and we're looking to try Thunderspire. But here's the rub - there's only three of us. We three are playing Essentials classes, classes which I've found to eliminate much of the headache from, and deliver a sizeably stronger punch, than earlier edition classes. Half-Elf Skald (Bard) 3 Kobold Air Elementalist (Sorcerer) 3 Drow Ninja (Assassin/Executioner) 3 with Blink Dog companion +1 NPC 'archery' companion The module calls for a minimum party (which I assume to read five members) of level 4. ***[B]WITHOUT SPOILING THE PLOT OR DUNGEON ELEMENTS[/B]***, can someone give me a rough estimate as to whether or not we can take the module as is? If not, there's an option to add in a second NPC Dwarf Runepriest statted up as a DMG2-style companion, one that would run more defender-y than leader-y. Caveat: The DM still doesn't quite have the flair for correctly balancing encounters, so less work for him is better for us in the short- and long-term. ;) [/QUOTE]
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