I purchase equipment for everyone except with slight tweaks. Magnus the Irascible gets a one-handed hand-axe instead of a two-handed battleaxe so that he can hold a shield. As mentioned before, you do not need to purchase ammo for slings as the game assumes you pick up appropriate rocks along the way. Because we had some left over coin from the magic-users, and because Midge's thief checks won't be effected by the heavier armor, I got her studded leather vs leather. The protection will matter. I purchased 24 darts, a quarter staff and a sling for Abigail. The darts sometimes enable a magic-user to attack ranged twice, but they run out fast, which is why the sling. I go back and get Qastur 24 darts on top of his previous order for the same reason. Myass' decision to just purchase a club for now is smart as he can pick up a weapon after looting the first few encounters. I rest and memorize sleep for each mage and three cure light wounds for the cleric.
I won't get into how this adventure went. You can see for yourself how this plays out via my older Let's Play at ENWorld:
http://www.enworld.org/forum/genera...ay-forgotten-realms-unlimited-adventures.html
Some highlights:
- The party destroys the goblins in its first encounter with only Myass being slightly wounded. Jaesun gives Myass his mace, and picks up a goblin cutlass, allowing the cleric to discard the cheap club he had picked up.
- The battle against the harpies is a bit tougher. We have to use all our cure light wounds spells to recover to a point we can press on, but Jaesun gets a mace back from looting the dead and pockets the harpy's tiara. We'll sell it for coin later.
- I really wanted to save a sleep spell for later, but we can't risk getting even more hurt to wolves. Qastur knocks them out and we kill them quickly.
- On the other hand, a second encounter with goblins goes quite easily. No loot this time, though, and we get to rest and restore spells after.
- I decide to take the northern trail, since it was the one way I hadn't tried before, and the game sets our first level characters up against three ogres...
Sleep only effects certain monsters who have 4D+1 hit dice or lower. Luckily that is the exact number of hit dice an ogre has. Qastur must have rolled high on his total hit dice effected check, because two of the three ogres are knocked out by his spell. That leaves one left, and we quickly finish him off, so I keep Abigail's sleep spell in reserve. That doesn't mean the last ogre isn't dangerous. He nearly puts down Magnus and Jaesun before succumbing to multiple stab wounds. A fourth ogre fled and did not engage. We track him after using up three more cure light wound spells to get our fighters back to health. When we get to his lair I decide not to screw around. Abigail sleeps the fourth ogre and we slit his throat. No worries about him tracking us down now, and I find a crap load of treasure and some healing potions. We now have more than 900 gold pieces and some jewelry, gems and potions. All around a pretty good haul. Who knew being ambushed could be so profitable?
- I met a crazy, harmless hermit and chatted awhile.
- A lone wolf without the brains to leave an armed party alone. Quickly died and I rested and restored health and spells shortly after.
- This route to the rock continues to incline. I pass by a dark, uncharted city along the way. Although I've played this module three times before, I never went in this direction. It's like a new game.
- The creatures ask me to answer the riddle of the Rock or turn around. Since I haven't solved the Rock yet, and they look quite imposing, I decide to hack through the wilderness instead of pressing on. I plan to pass by again on the return trip.
- We are ambushed by more than a dozen goblins because of our detour. They spread out when they attack, so I wait with my magic-users for an opportune time to cast Sleep, while the front line holds and guards. Abigail lets loose and so it works out, but Myass take some scrapes protecting the mages from three flanking goblins. Not that it matters as we camp soon after. The cleric almost gets poisoned by a snake when we wake...
- I get to the Rock and it plays out as it did in my previous sessions. Welcome, to the Rock!
It doesn't look anything like the brochure.
I can't complain about the sights, though.
- Of course nothing is easy and there are a series of encounters. I have to fight four wolves, which I decide not to mess with, putting down three through Abigail's sleep spell while the rest of the party kills the fourth. Next we have to fight six animated knives. This is a bitch of a fight.
Sleep doesn't work on them, they hit often, and they aren't easy at all to hit. Soon they get into my back row. Of course once I am done, the young woman I was trying to save turns out not to be a young woman at all and we have to fight the boss of the module.
Midge puts the finishing blow on the boss via backstab. Jaesun gets a magic sword, the magic-users get some bracers and silver daggers, we solve the secret of the Rock. See the ENWorld LP for details.
- I do go back to the city, where I find some oddities and am haunted by phantoms of the dead. I am left unharmed, though, and continue back to the forest. Of course goblins ambush us. Myass is surrounded trying to protect Abigail from four flanking goblins, but Qastur's Sleep spell knocks the cleric and four goblins out. After that it's just a matter of mopping up the rest with Magnus slaying the last two fighting goblins. Soon after we meet the quest giver, hand him the secret of the Rock and conclude the quest.
I go quickly to the city of Specularum, level up everyone to level 2 except Midge who is now a Fighter 1/Thief 2. Then it is new equipment time. The bracers we found were useless, though we did get a magic sword, ring, and potions. Both magic-users now have Sleep and Magic Missile as combat spells.
Jaesun: AC 0, HP 17, Broad Sword +2, Plate Mail, Shield, Healing Potion
Magnus: AC 2, HP 18, 2-Handed Sword, Field Plate, Arquebus. Also Hand-Axe and Shield in case he wants to fight with an AC of 1. Tried to go with a bastard sword, but wouldn't let me wield it one-handed
Midge: AC -1, HP 13, Broad Sword, Plate Mail, Composite Longbow, Shield, 40 Arrows
Qastur: AC 8, HP 12, Sling, Silver Dagger, Healing Potion, 36 Darts
Abigail: AC 8, HP 8, Sling, Silver Dagger, Healing Potion, 36 Darts, Ring of Protection+1
Myass: AC 2, HP 15, Sling, Plate Mail, Shield, Flail. Had to drop the morning star as the game treated it as a two-handed weapon.
We are now down to 39gp each, almost where we started. We are not level 3, like Ray Dyer suggests for his Lost City module, but we are better equipped. Shall we continue to where we left off at the Lost City or do another speed run on a quick module to reach level 3? What level 2 magic spells should I get for Qastur and Abigail when it comes time?