So, I wanted some eyes on the following situation: our party is comprised at the moment of three players, a warlock (celestial), a cleric (life domain), and me, a wizard (evocation), all twelfth-level. Our DM is about to send us into the Tomb of Annihilation, and I wanted to know, with as few spoilers as humanly possible, how hard this dungeon will be with our current setup. I should also note that my spells are limited because we are having it so I can only gain my spells through scrolls (playing into the studying aspect of a wizard). So yeah, with as few spoilers as you can muster, how hard will this be?
If you had no restrictions I would say it would range anything from medium to hard difficulty. Since you have restrictions and might not hace full access to your whole arsenal I'd say its going to be hard to very hard.
Having no classes with higher strength, dexterity or higher hit dice might make certain tasks harder too.
The early part of exploring the tomb won't be that much of an issue. Once you get to where the adventure catches up to your level, it may become more challenging.
EDIT: Certain traps and room situations may become a challenge for this party composition.
Yeah, we do have some restrictions based on what would make sense for our class and stuff, the best example I can think of is me only learning my main spells through scrolls. I do have a fair bit of necromancies that don't count towards my spells prepared due to a special spellbook I found (long story short, the campaign's been a hodgepodge of Critical Role stuff, Curse of Strahd, and obviously Tomb of Annihilation, amongst others, and I have Strahd's spellbook which gives me I believe two wizard necromancies of my choice when I learn spells upon level up). WIth those extra necromancies, I might be able to be more useful (at the very least I can cast false life on myself to give myself more durability), and I do have stuff like Fireball, Cone of Cold, and Sunbeam, so I might not be as doomed as I think I am (emphasis on "might"). Our warlock is fine, since she has a higher than allowed charisma due to some homebrew rules our DM has in place, so her Eldritch Blast hits really hard, and she has a lot of HP for a caster. Our cleric should also be okay, in theory, since he has some magic stuff from Curse of Strahd, as well as a decent amount of healing spells from my recollection. I just wanted a kind of quick confirmation of my thoughts because I'm pretty sure there's a TPK incoming.
That's probably the case, yeah. Doesn't help that this is my first time playing a wizard and I'm still not ENTIRELY sure what I'm doing. I did find a spellbook filled with transmutation spells in it so maybe I can use those to help cover the slack. I should also rectify my earlier statements because I just remembered we found a warforged that we can control. That should be very useful for non-magic damage.
The early part of exploring the tomb won't be that much of an issue. Once you get to where the adventure catches up to your level, it may become more challenging.
EDIT: Certain traps and room situations may become a challenge for this party composition.
While I'm still not sure about our chances, this is a good baseline for how we may do!
Did you guys find a random "warforged" that is now acting as a group controlled extra character or do you have a Shield Guardian that you control via its Master's Amulet?
Yes, adding a NPC tank of sort will help your chances dramatically. Also if you happen to have any decent summoning spells or items that can conjure elementals, demons, celestials, etc.
So, I wanted some eyes on the following situation: our party is comprised at the moment of three players, a warlock (celestial), a cleric (life domain), and me, a wizard (evocation), all twelfth-level. Our DM is about to send us into the Tomb of Annihilation, and I wanted to know, with as few spoilers as humanly possible, how hard this dungeon will be with our current setup. I should also note that my spells are limited because we are having it so I can only gain my spells through scrolls (playing into the studying aspect of a wizard). So yeah, with as few spoilers as you can muster, how hard will this be?
If you had no restrictions I would say it would range anything from medium to hard difficulty. Since you have restrictions and might not hace full access to your whole arsenal I'd say its going to be hard to very hard.
Having no classes with higher strength, dexterity or higher hit dice might make certain tasks harder too.
The early part of exploring the tomb won't be that much of an issue. Once you get to where the adventure catches up to your level, it may become more challenging.
EDIT: Certain traps and room situations may become a challenge for this party composition.
Yeah, we do have some restrictions based on what would make sense for our class and stuff, the best example I can think of is me only learning my main spells through scrolls. I do have a fair bit of necromancies that don't count towards my spells prepared due to a special spellbook I found (long story short, the campaign's been a hodgepodge of Critical Role stuff, Curse of Strahd, and obviously Tomb of Annihilation, amongst others, and I have Strahd's spellbook which gives me I believe two wizard necromancies of my choice when I learn spells upon level up). WIth those extra necromancies, I might be able to be more useful (at the very least I can cast false life on myself to give myself more durability), and I do have stuff like Fireball, Cone of Cold, and Sunbeam, so I might not be as doomed as I think I am (emphasis on "might"). Our warlock is fine, since she has a higher than allowed charisma due to some homebrew rules our DM has in place, so her Eldritch Blast hits really hard, and she has a lot of HP for a caster. Our cleric should also be okay, in theory, since he has some magic stuff from Curse of Strahd, as well as a decent amount of healing spells from my recollection. I just wanted a kind of quick confirmation of my thoughts because I'm pretty sure there's a TPK incoming.
Sounds like you guys might be lacking in utility spells. That might make a lot of situations trickier.
That's probably the case, yeah. Doesn't help that this is my first time playing a wizard and I'm still not ENTIRELY sure what I'm doing. I did find a spellbook filled with transmutation spells in it so maybe I can use those to help cover the slack. I should also rectify my earlier statements because I just remembered we found a warforged that we can control. That should be very useful for non-magic damage.
While I'm still not sure about our chances, this is a good baseline for how we may do!
Yeah, first couple of parts will feel easy. The real meat grinder starts later.
Was in my first ever TPK in the tomb.
Well then, I can't wait for my first TPK as well. It'll be fun regardless.
Did you guys find a random "warforged" that is now acting as a group controlled extra character or do you have a Shield Guardian that you control via its Master's Amulet?
No, it's a warforged acting as an extra character. Hopefully it'll help in the dungeon.
Yes, adding a NPC tank of sort will help your chances dramatically. Also if you happen to have any decent summoning spells or items that can conjure elementals, demons, celestials, etc.
So what happened? Did you TPK?