One really good module is 'The Sect', by Ben Jockisch. You really feel like you're playing an old GB game, IMHO, but you have to be able to use hacks.
BROS.... WE HAD THOT THIS WAS GOIN TO BE A ROTINE MISSON, GARDING A CARAVAN OF MYTHRLA TRAVLING FROM CITADEL ADBAR IN TEH FAR NORTH. BUT NO SOONER DID WE BROS SIGN ON TO PRVIDE PROTECTION TEHN THE DORF'S KING HAARBROM HIMSELF CALLED US TO THE TOP OF THE TALLEST TOWER IN TEH FORT. LOL!
BROS.... WE HAD THOT THIS WAS GOIN TO BE A ROTINE MISSON, GARDING A CARAVAN OF MYTHRLA TRAVLING FROM CITADEL ADBAR IN TEH FAR NORTH. BUT NO SOONER DID WE BROS SIGN ON TO PRVIDE PROTECTION TEHN THE DORF'S KING HAARBROM HIMSELF CALLED US TO THE TOP OF THE TALLEST TOWER IN TEH FORT. LOL!
For a moment I thought BLOBERT had wriggled his way out of my Ignore list.
5 Gold = 1 Platinum
I'm probably not remembering this correctly, but I think that a lot of armor restricts spellcasting, so unless you are going to have a fighter/magic-user with elven chain the entire time, dual-classing in this manner may not be the way to go, especially when you find some great bracers later that are equivalent in protection to elven chain.
Human Fighter/Thief
- Thief at start, immediately dual-classed to Fighter. This is so you can backstab later, which can be useful when pulled off correctly. Pick Locks can be replaced by the magic-users later via the Knock spell
Isn't the Cleric still limited to Cleric weapons only?- Fighter at start and switch over to Cleric right away. Now you have a cleric that can shoot bows and wield swords
Higher level thieves have a tendency not to survive very long due to the leather armor restriction.
Logically, a Cleric is still bound by the restrictions of his order and shouldn't be able to use edged weapons.
In Gold Box games, no. Dual your cleric to a fighter and he gets to use edged weapons; dual your fighter to a cleric and he can use edged weapons once he's surpassed his old level.
Human Fighter
Human Ranger
Dwarven Fighter/Thief
Human Cleric
Elven Fighter/Mage
Human Mage
Sounds like you're aiming for Pools, so: once you get to Secret, drop the fighter/mage and replace with a fighter/mage/thief; whether you want to go elf or half-elf depends on how much you want to stress about getting them killed versus how much you want a few 5th level spells (Hold Monster is surprisingly handy, it works on Dracoliches and Bits o' Moander).
If you've got your Fighter, you can hold on to him or replace him with a Paladin; the extra turning is quite useful in Pools of Darkness, especially in the Palace of Gothmenes (yes, you can turn undead in the Palace of Gothmenes but you can't in Dark Phlan. Ooops!)
I would keep your mage through Secret. Once you get to Pools, you can keep him (a very high-level mage will overcome Drow magic resistance and make that section of the game much easier) or replace him with a cleric you quickly dual to a mage.
It's instructive to study the default Secret and Pools parties.
The default Secret party is: paladin, cleric, ranger, fighter, fighter/thief, mage.
The default Pools party is: paladin, ranger, fighter/thief, cleric, ranger dualed to mage, cleric dualed to mage. Notably, the fighter/thief, cleric, paladin, and ranger dualed to mage have the same names as those characters in the Secret party(with the ranger dualed to mage being Secret's ranger)...suggesting that they dualed their ranger at 9th level in Secret (when he can cast spells in armor) and transferred him to Pools.
Grinding to lvl 39 would be silly. All you get is about 50 extra HP.
Grinding to lvl 39 would be silly. All you get is about 50 extra HP.
Grinding for a higher level (39 or 40) is worth the saving throw bonuses for when your party has to fight the mass of beholders at the end.
Time for some party planning now that I'm nearing the end of Curse of the Azure Bonds (which has been surprisingly good; far better than I remembered).
I'm currently rolling with a party composed of:
Human Fighter
Human Ranger
Dwarven Fighter/Thief
Human Cleric
Elven Fighter/Mage
Human Mage
Obviously, the Fighter/Mage is out when it's time to move onto Secret, as she's pretty much hit both her level caps and thus has little room for advancement, but the fate of the rest of the crew is less clear.
I definitely want to dual-class the Fighter and Ranger, probably to a spellcasting class, but I'm not certain when to do so. Dualing the Fighter to a Mage in Secret of the Silver Blades would be cool, but given my lack of knowledge about Pools I don't know if a 13/X Fighter/Mage is the way to roll. Said build seems adequete, as it has all of the Fighter's d10 hit dice rolls, two attacks-per-round, and is possible to achieve within Secret. But this may not be enough for PoD's ridiculous encounters balanced for extreme powergaming, in which the additional 40-60 HP from Fighter level ups past name-level could be crucial.
The Ranger is a bit more tricky, because he only recieves 2 APR at level 15; the cap for all classes in SotSB besides Thieves and I'm not certain I want a Thief.
Not certain what to do with the Cleric and Mage; Dualing from a casting class to a non-casting class is almost always a bad move, especially in epic levels where casters benefit the most from additional level ups. Perhaps keep them around for a little bit in Secret, than phase them out and replace them with Fighters/Rangers/Paladins made to dual-class into casters?
Are Thieves even useful in SotSB or PoD? I know all the Gold Box games have some amount of scripted interactions for thieving characters but, as far as I recall, SotSB and PoD have a paucity of enemies vulnerable to backstabs; I don't think Pools has anything besides Drow, because everything else is either larger than man-sized or one of the undead.
Any advice from the Gold Box long-run mastermen?
How come my fighter can sometimes shoot his bow twice?
How come my fighter can sometimes shoot his bow twice?
Double Edit: Servo, bro, it's also important to know that multiple attacks in the Gold Box games seem to be handled a bit strangely. Even if a character would be entitled to a second attack, they seemingly only receive the opportunity if their first attack actually lands. If they miss, the second/third attacks will not occur.