farscapesg1
First Post
From many threads on here it has been shown that the Shackled City adventure path is fairly difficult but honestly I'm finding playing it to be practically impossible. I realize that the adventure series is designed for groups that do a little thinking and strategy, but is this the pivot point for survival or death in the adventures? Is there any hope for a group that is not built built for stealth and diplomacy?
Our group currently consists of the following 5th level characters;
Human Conjurer (my character) - focuses on conjuring creatures to aid the party by flanking, grappling, or providing extra muscle.
Elf Wizard - doesn't seem to have a focus. Provides some offensive magic, illusion, and a little summoning.
Human Favored Soul - dedicated to a god of truth that has a longbow as a favored weapon and has several healing-based feats. Basically the party archer/healer.
Dwarf Cleric - worships Moradin and used the racial substitution to trade turning undead for bonuses against giants (DM NPC). Also has Earth Sense from Races of Stone so he serves as a quick check before entering doors.
Human Monk - acts as the party's first casualty
Pretty much guarenteed to be first to be taken down, usually by the first critical of the game session.
Elf Ranger - Two-weapon fighting focused with just Shortswords :\ Socially inept and tends to run off by himself, getting the rest of the group in danger by alerting the enemy of our presence.
Stonechild Fighter - the power hitter of the group, but suffers from taking multiple racial levels over class levels. When he hits, he hits but he's not good for anything else.
Over the course of the campaign we have lost and added some characters, but not one of them was a rogue
The first part of the adventure path was very tedious without a rogue. Between the traps and the secret doors it was very slow going. Once we made it into fortress the rest of the party brought down most of the forces upon our heads and with the destruction of the elevator made it impossible to retreat to safety for rest. We managed to survive, but I felt that the group just couldn't seem to get things together. We rarely set ourselves up for flanking or any other beneficial situations and any attempts at stealth are quickly shot down.
After that, I thought that the players would work on better teamwork, but no. We started the second adventure from Dungeon and made it to the Inn. We managed to detect some enemies inside and entered from the side of the building. However, once again we ended up bringing down the whole slew of enemies on our heads instead of getting to try to take them out a couple at a time. Then the party ranger wanders off into the woods by himself to search for the bodies of the inn inhabitants, only to be chased down and bring the two raptors directly to the rest of the party.
At this point, the DM picked up the hard back and decided to run Drakthar's Way. How can this adventure be designed for 3-4th level characters
Drakthar's damage reduction meant that the monk and the ranger couldn't scratch him, the dwarf had to enhance his Strength and damage with magic to have any effect. Our Stonechild was the only warrior that could do any damage and even that was pretty limited. Our ranger once again wandered off by himself to be captured. We fought off Drakthar, but after the goblins and Drakthar our casters were low on magic, the ranger was lost, and the stonechild and monk were hurting so we made a retreat to the dwarven temple to rest. A couple hours into rest and Drakthar turned into a wolf and proceeded to howl through the night, which the DM ruled requires Concentration checks of DC 20 to get enough rest to prepare spells. Even with +8 or +9 to their checks, none of the casters made it :\
The group decided they couldn't leave the Ranger, so with the healing of some magical items we made an attempt to find him, being attacked by Drakthar again. Again we forced him to flee, took out his two followers, and found our captured comrade. However, again the rest of the group insisted on trying to rest instead of pressing on against Drakthar, so we planned on leaving and resting above ground, but a gate had been dropped over the entrance to the dungeon. Instead of trying to break it down to leave, the group decided to try to rest again in the temple, with the same result as before. Now with even less magic we decided we had no choice but to try to defeat Drakthar before we could leave. In the end we defeated him (however I feel that the DM pulled a lot of punches) but in 24 hours we will have to make Fort checks to avoid loosing 6-8 levels (3 just for my character alone
).
Now with all that out of the way
Another severe issue IMHO is the power level of the characters. While we can use anything released by WOTC, we are 5th level without a single magical weapon. Our magic items consist of Pearls of Power, a haversack, a bag of holding, and several scrolls and potions. The DM requires training, which severely depleats our resources (200 gp per level above first; 200 for second, 400 for third, 600 for 4th, etc.). That means that our character wealth seems to be very low for a standard campaign, resulting in not having the means to effectively fight creatures with DR.
Is there any hope? Can anyone give me any tips/advice? I'm honestly getting to the point that I want a TPK so we can start something else and get the DM to force the players to create characters that can work together.
Our group currently consists of the following 5th level characters;
Human Conjurer (my character) - focuses on conjuring creatures to aid the party by flanking, grappling, or providing extra muscle.
Elf Wizard - doesn't seem to have a focus. Provides some offensive magic, illusion, and a little summoning.
Human Favored Soul - dedicated to a god of truth that has a longbow as a favored weapon and has several healing-based feats. Basically the party archer/healer.
Dwarf Cleric - worships Moradin and used the racial substitution to trade turning undead for bonuses against giants (DM NPC). Also has Earth Sense from Races of Stone so he serves as a quick check before entering doors.
Human Monk - acts as the party's first casualty

Elf Ranger - Two-weapon fighting focused with just Shortswords :\ Socially inept and tends to run off by himself, getting the rest of the group in danger by alerting the enemy of our presence.
Stonechild Fighter - the power hitter of the group, but suffers from taking multiple racial levels over class levels. When he hits, he hits but he's not good for anything else.
Over the course of the campaign we have lost and added some characters, but not one of them was a rogue

The first part of the adventure path was very tedious without a rogue. Between the traps and the secret doors it was very slow going. Once we made it into fortress the rest of the party brought down most of the forces upon our heads and with the destruction of the elevator made it impossible to retreat to safety for rest. We managed to survive, but I felt that the group just couldn't seem to get things together. We rarely set ourselves up for flanking or any other beneficial situations and any attempts at stealth are quickly shot down.
After that, I thought that the players would work on better teamwork, but no. We started the second adventure from Dungeon and made it to the Inn. We managed to detect some enemies inside and entered from the side of the building. However, once again we ended up bringing down the whole slew of enemies on our heads instead of getting to try to take them out a couple at a time. Then the party ranger wanders off into the woods by himself to search for the bodies of the inn inhabitants, only to be chased down and bring the two raptors directly to the rest of the party.
At this point, the DM picked up the hard back and decided to run Drakthar's Way. How can this adventure be designed for 3-4th level characters

The group decided they couldn't leave the Ranger, so with the healing of some magical items we made an attempt to find him, being attacked by Drakthar again. Again we forced him to flee, took out his two followers, and found our captured comrade. However, again the rest of the group insisted on trying to rest instead of pressing on against Drakthar, so we planned on leaving and resting above ground, but a gate had been dropped over the entrance to the dungeon. Instead of trying to break it down to leave, the group decided to try to rest again in the temple, with the same result as before. Now with even less magic we decided we had no choice but to try to defeat Drakthar before we could leave. In the end we defeated him (however I feel that the DM pulled a lot of punches) but in 24 hours we will have to make Fort checks to avoid loosing 6-8 levels (3 just for my character alone

Now with all that out of the way

Is there any hope? Can anyone give me any tips/advice? I'm honestly getting to the point that I want a TPK so we can start something else and get the DM to force the players to create characters that can work together.