Posted August 24, 2015
I remember my first play through of Pool of Radiance when it was first released. I do not remember this battle trampling my party to dust for three days.
My Party (at least an 18 in primary stats):
- Swordsman (3rd level fighter, 18 HP)
- Swordsman (3rd level fighter, 18 HP)
- Third level fighter (+1 Broadsword, AC 1, 15 HP)
- Second level cleric (+1 Flair, AC 3, 7 HP)
- Third level fighter (+1 Short Bow, +1 Arrows, 19 HP)
- Third level thief (Sling, 10 HP)
- Second level Magic-user (magic missile)
- Second level Magic-user (magic missile)
With this line-up, given the room angle, my three fighters are in front. The cleric blesses the party and one of my magic-users uses a scroll of haste on the party. My magic-users' experience is around 3500, too low to use the training hall to hit third level. All the wandering monsters and room encounters are cleared. This room is all that is left.
I take out the ogres first, which goes fast with the hasted melee fighters and my +1 short bow and +1 arrows. The thief even manages to get hits more than 50% of the time.
Then all hell breaks loose and I lose the melee fighters to the trolls before I can get Cure Light Wounds cast on them. After that it just falls apart.
IIRC standing over where a troll falls prevents it from regenerating. I've managed to take out the ogres every time but never more than one troll.
Anyone have suggestions on party composition? Tactically there are not that many options. You take the ogres out first because the trolls can regenerate.
- I have tried backing up so only two of my characters are exposed to melee but opportunity attacks take my front-line tanks out before I can retreat to the entrance.
- Magic Missile doesn't do enough damage. Sleep doesn't effect these guys. Not sure about removing the Swordsmen and adding another magic-user - my party already has two.
Thanks for any suggestions.
My Party (at least an 18 in primary stats):
- Swordsman (3rd level fighter, 18 HP)
- Swordsman (3rd level fighter, 18 HP)
- Third level fighter (+1 Broadsword, AC 1, 15 HP)
- Second level cleric (+1 Flair, AC 3, 7 HP)
- Third level fighter (+1 Short Bow, +1 Arrows, 19 HP)
- Third level thief (Sling, 10 HP)
- Second level Magic-user (magic missile)
- Second level Magic-user (magic missile)
With this line-up, given the room angle, my three fighters are in front. The cleric blesses the party and one of my magic-users uses a scroll of haste on the party. My magic-users' experience is around 3500, too low to use the training hall to hit third level. All the wandering monsters and room encounters are cleared. This room is all that is left.
I take out the ogres first, which goes fast with the hasted melee fighters and my +1 short bow and +1 arrows. The thief even manages to get hits more than 50% of the time.
Then all hell breaks loose and I lose the melee fighters to the trolls before I can get Cure Light Wounds cast on them. After that it just falls apart.
IIRC standing over where a troll falls prevents it from regenerating. I've managed to take out the ogres every time but never more than one troll.
Anyone have suggestions on party composition? Tactically there are not that many options. You take the ogres out first because the trolls can regenerate.
- I have tried backing up so only two of my characters are exposed to melee but opportunity attacks take my front-line tanks out before I can retreat to the entrance.
- Magic Missile doesn't do enough damage. Sleep doesn't effect these guys. Not sure about removing the Swordsmen and adding another magic-user - my party already has two.
Thanks for any suggestions.