Telonius
2007-04-23, 01:14 PM
Hello, fellow playgrounders. I'm looking for a little advice on a current "situation" in my gaming group's campaign. A little background on it. We're running Age of Worms in an Eberron setting, currently at about 16-17th level. We've had a whole bunch of character changes throughout the course of the campaign. We've had a sorcerer leave at 1st level, an Artificer leave at 3rd level; two cohorts taken, and later gotten rid of; a Warforged Barbarian joined at 10th level or so. We had a player switch from a wizard over to a Paladin/Cleric. Most recently, we had a player switch from a Druid/Wizard Theurge over to a Paladin/Cleric/Risen Martyr (from when the Paladin/Cleric died). The current configuration is:
Shifter Wizard1/Rogue6/Master of Masks 10 (me)
Warforged Fighter3/Barbarian12
Human Warblade16 (I think - haven't actually seen the character's sheet)
Kalashtar Soulblade X/Soulbow X
Paladin X /Cleric X/Risen Martyr1
For those of you who have already finished playing Age of Worms, we're at this point in the story. We're on the Druid Island, trying to get the four components; but Filge and his party are there trying to kill us.
In the last fight, we had a near-TPK. Filge, the Sin Twins, the Efreeti on his Nightmare, the Cornugon, and the Kenku artificer got the drop on us. We killed the monks and the artificer, and temporarily disabled the Cornugon, but Filge used two of the Wishes to resurrect them. I'm reasonably sure the DM pulled his punches to allow us to retreat. The warforged, the warblade, and I all died. Warforged and Warblade were victims of save-or-die spells. The warforged rolled a 1 on a fort save, so nothing much we could do about that; he was saved only by a last-ditch revivify. We were able to knock out the artificer and take him with us.
One of the players is severely pissed about the whole situation, and thinks there was no realistic way for us to have survived the fight, given our party's current configuration. The outlook doesn't look good for the next time we face them either, given the Efreeti's 1/day "3 wishes" ability. Everybody's pretty demoralized. I'd give it maybe a 30% chance for this player to leave the group.
So, what do I do in this situation? As you will probably notice, we have a severe lack of arcane casting ability. My own character was originally an Urban Ranger variant (when we had our Artificer and Sorcerer), but then switched over to my Rogue cohort to fill in as a skillmonkey. I took Master of Masks so we'd have some kind of arcane and divine abilities in the group. (Also fit in with my character concept of a completely shameless con-man). We currently have essentially three people occupying the fighter role: Warforged, Warblade, and Kalashtar as the Archer. Should I just leave the dead guy dead, and go Wizard? At this point in the plot, it would be really hard to justify another character dropping in.
Or if I keep playing my Rogue/Wizard, what can I do to help shore up our magical deficiency? I was already planning to go Arcane Trickster from here on out. Are there any other better choices out there? Casting from scrolls has crossed my mind, but that's expensive. And what about the OOC issues? Was this fight supposed to be winnable? I personally think the upset player needs to chill out. He's had issues with the campaign before, but I think this may be close to the last straw for him. If he leaves (even setting aside the upset-ness of it) we're completely out of clerical abilities except for my High Priest mask. Any advice would be greatly appreciated.
Shifter Wizard1/Rogue6/Master of Masks 10 (me)
Warforged Fighter3/Barbarian12
Human Warblade16 (I think - haven't actually seen the character's sheet)
Kalashtar Soulblade X/Soulbow X
Paladin X /Cleric X/Risen Martyr1
For those of you who have already finished playing Age of Worms, we're at this point in the story. We're on the Druid Island, trying to get the four components; but Filge and his party are there trying to kill us.
In the last fight, we had a near-TPK. Filge, the Sin Twins, the Efreeti on his Nightmare, the Cornugon, and the Kenku artificer got the drop on us. We killed the monks and the artificer, and temporarily disabled the Cornugon, but Filge used two of the Wishes to resurrect them. I'm reasonably sure the DM pulled his punches to allow us to retreat. The warforged, the warblade, and I all died. Warforged and Warblade were victims of save-or-die spells. The warforged rolled a 1 on a fort save, so nothing much we could do about that; he was saved only by a last-ditch revivify. We were able to knock out the artificer and take him with us.
One of the players is severely pissed about the whole situation, and thinks there was no realistic way for us to have survived the fight, given our party's current configuration. The outlook doesn't look good for the next time we face them either, given the Efreeti's 1/day "3 wishes" ability. Everybody's pretty demoralized. I'd give it maybe a 30% chance for this player to leave the group.
So, what do I do in this situation? As you will probably notice, we have a severe lack of arcane casting ability. My own character was originally an Urban Ranger variant (when we had our Artificer and Sorcerer), but then switched over to my Rogue cohort to fill in as a skillmonkey. I took Master of Masks so we'd have some kind of arcane and divine abilities in the group. (Also fit in with my character concept of a completely shameless con-man). We currently have essentially three people occupying the fighter role: Warforged, Warblade, and Kalashtar as the Archer. Should I just leave the dead guy dead, and go Wizard? At this point in the plot, it would be really hard to justify another character dropping in.
Or if I keep playing my Rogue/Wizard, what can I do to help shore up our magical deficiency? I was already planning to go Arcane Trickster from here on out. Are there any other better choices out there? Casting from scrolls has crossed my mind, but that's expensive. And what about the OOC issues? Was this fight supposed to be winnable? I personally think the upset player needs to chill out. He's had issues with the campaign before, but I think this may be close to the last straw for him. If he leaves (even setting aside the upset-ness of it) we're completely out of clerical abilities except for my High Priest mask. Any advice would be greatly appreciated.