Although none of us likes railroaded adventures, we allowed ourselves to be drawn into the initial scenario--trapped in a mountain cave by a landslide--for the sake of kicking things off. We did some exploration, and I feel bad that I didn't press harder to climb down one ravine before the party just decided to explore another path: there was a cache of healing potions at the bottom, which we could have used when fighting the dessicated corpses deeper down in the caves.
After that fight (where my character spent most of his time running away due to some really lousy rolls), we discovered a throne room, and, to make a short story shorter, discovered that this place had been the palace of one of the nations that had been wiped out years ago. The undead were there to guard their king's final resting place, a goal that our inadvertent presence messed up.
After all that, we're still trapped in the cave complex.
Some things about TFT that I learned from this game:
- The difference between a 10 DEX and an 11 is notable; you need to roll under your DEX on 3d6 to cast a spell successfully, and it seems like every roll was an 11.
- Consequently, I'm going to buy a point of DEX as soon as I garner enough XP. (That's how characters grow stronger in TFT.)
- 1-3 points of armor really adds up against a barrage of 1- and 2d6 attacks. Sometimes, our intuitive assessment of numbers is way off, as I didn't think any of the armored characters got a bargain for their gold, but I was wrong.