Posted by Gary Affeldt on Fri Nov 22 22:18:51 2002: IP Address: 169.207.132.154
In Reply to: Re: Crossing the Sunless Sea & The End of the Night Below. posted by Adam on Thu Nov 21 12:45:51 2002:
Thanks for the reply and the help.
1&1/2 for a round of combat? Wow! Must be a lot of power being flung around. A big encounter for us is 3-4 hours of combat, which might last 10 rounds (now 6 second rounds for 3rd Edition).
My regular group consists of the following:
12th level Human Sorcerer
12th level Human Sorcerer
12th level Human Cleric
12th level Human Ranger/Fighter
Doppleganger Rogue (equivalent to 12th level)
Occasionally we have visiting players so the group sometimes gets bigger and they get pre-generated characters. Last time we had a 11th level Human Fighter and a 7th level Human Rogue/2nd level Fighter/1st level Wizard/1st level Cleric (yeah, you can make a mongrel character like this in 3rd Edition).
One of the sorcerers casts Mass Haste on everyone, which in 3rd Edition gives everyone an extra partial action and a +4 Haste AC bonus. Then the spells start flying. The sorcerers like Disintegrate and Circle of Death. These are just plain killers especially when you have to have a monster make 2 saves a round for them for each sorcerer. When the cleric gets powered up, he can bulldoze his way through the opposition in melee combat. The Doppleganger Rogue is a new character someone is trying out. He's not doing too well with it and I don't see it as a long-term viable character.
I have managed to control the gold for the most part, especially since platinum pieces are now worth 10 gold pieces. They missed a bunch because they bypassed the Shadow Dragon and they got through the City of the Glass Pool by making a deal with the Priest-King's son to help him take over. All the loot from the City was missed too. My group usually complains they break even every adventure and one guy complains his 12th level sorcerers are dumpster diving for their next meal.
I am not as worried about XP, as I figure they have to get something for their hard work.
Yes, Water Walk would work, but my group is worried about the monsters in the water, not that I would have them encounter a Mottled Worm for fun. I think Wind Walk would serve the group better to get them across. They seem fixated on a boat though. They did scout out the Isle of Shadows but they didn't like the looks of it and left it alone. They know where the Ixzan Pyramid is too, but they left that alone too. That gives me some time to convert things to 3rd Edition.
For 3rd Edition, Plane Shift does not work like Teleport. You could end up 5 to 500 miles from your destination. It's more of an escape thing for the Mind Flayers, though I've been tempted to use the 3rd Edition psionic ones instead of the arcane ones.
My group did have trouble with the Shadow Dragon. If you look further down the messages on this board you'll see the posts. Basically, the Shadow Dragon didn't get hurt and it slew 3 of the group before the sorcerers teleported everyone out.
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