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Converted D1 Descent into the Depths of the Earth

Flask's of alchemist fire. If there are not that many (flashy) spellcasters about, these do wonders. The fire is not magical, so no probs on the drow.

If expecting many fights, some additional crossbows for everyone. Just fire and drop it, the moment baddies emerge, pick them back up when the fight is over.

For prolonged stay in unsafe area's, additional healing (above what the cleric and druid can do) is a must if they (the cleric and druid) want to be able to use some of their spells for other (combat or puzzle solving type stuff) purposes. Potions or wands should be fine.

You only have 4 levels of rogue for the whole party. Depending upon how skills n feats have been developed, this suggests a lack of trap finding and disarming ability. Some magic or tools for this might also be handy. Some additional wooden poles / polearms to manipulate stuff from a distance.

Maybe a grapplinghook for the rope is handy. Hmmm... why not check out the good ole 1e DSG. Has tuns of useful into as well...
 

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Olgar Shiverstone said:
I recommend a healthy respect for the denizens of the Underdark, and the old axoim "Discretion is the better part of valor".

Stealth is your friend.

i'm gonna cast Longstrider and follow the Neutral axiom: " I don't need to outrun the trolls, I just need to outrun you." ;)
 

Whisper72 said:
Flask's of alchemist fire. If there are not that many (flashy) spellcasters about, these do wonders. The fire is not magical, so no probs on the drow.

i think our cleric has about 50 casks of oil and alchemist fire. he is a pyromaniac

If expecting many fights..

we are on a scouting mission and delivery mission. we are hoping to avoid all the fights.


For prolonged stay in unsafe area's, additional healing (above what the cleric and druid can do) is a must if they (the cleric and druid) want to be able to use some of their spells for other (combat or puzzle solving type stuff) purposes. Potions or wands should be fine.

our cleric is a reluctant healer. he charges favors for healing. the bard and the druid on the other hand are very friendly and group oriented.

You only have 4 levels of rogue for the whole party. Depending upon how skills n feats have been developed, this suggests a lack of trap finding and disarming ability. Some magic or tools for this might also be handy. Some additional wooden poles / polearms to manipulate stuff from a distance.

yeah, i was trying to stay ranger. but the party needed more rogue. our other trap oriented rogue departed the party. so i had to take another lvl of rogue. so i bumped a few up and have been dumped with item boosters (eyes of eagle, cloak of elvenkind)

dd = +17 ol = +15 search = +13 ms = +13 hide = +20 spot = +13

no strong guys to carry the big polearms. the bard was the strongest character in the party until her transformation into a kobold.

Maybe a grapplinghook for the rope is handy. Hmmm... why not check out the good ole 1e DSG. Has tuns of useful into as well...

yeah, we've got the hook and rope and some other stuff.. just looking for any brainstorming. hoping some of the other players will add too.

Olgar, the DM, did. ;)
 

VorpalBunny said:
Three words: ring of darkvision. And I heartily second Olgar - quick and quiet is always better in the depths.

the campaign is not magic item rich.


why do you think i'm lugging around 9800gp. i've been trying the whole campaign to find mithril. ;)
 


diaglo said:
bump.... any more ideas gang?
Well, here's a list. It's certainly not definitive, but may sound that way.

Turn things to your advantage.

1. Illumination - When heading deep under the earth, most flora and fauna will have adapted to their environment, meaning they can see you while you can’t see them. For stealth, those with darkvision can scout. In combat, I like the Jester’s idea. Put the light where you need it. Don’t put the light around you; put it on your opponent. Sunlight spells by a cleric/druid are also helpful.
2. Noise – Echoing caverns can be used to distract once they know you are there. Liberal use of thunderstones, audible illusions, ventriloquism and the like can help distract and confuse foes. This should give the bard something to do instead of singing/playing.
3. Tunnel Fighting – Real caverns have movement penalties. Melee combat is almost insured, instead of the preferred stealthy ranged combat. Illumination is less important here than cover, concealment and positioning. Use those wall spells. Simple cloud/fog spells should block off ranged attacks and dual melee + ranged combat. Rangers and Druids: use woodland stride. Reach weapons with kneeling 5’ attackers in front can really block a tight space. Tower shields can, too.
4. Environment – Treat it like a wilderness, not a dungeon. Things you don’t understand can and will kill you. Plants, molds, and wild animals are all part of the danger. Don’t go off alone and don’t eat everything you kill. Camping and hunting should be taken seriously. Lightless cooking would be a plus. Extraplanar or invisible campsites even more so. Track and map. And try and keep a dwarf handy for long trips. (the guide)
5. Magic – The Underdark is probably more magical than your typical campaign’s forest. Expect to detect it quite often. If you’re PC’s know that Drow have magical protection, select your spells/magic items appropriately. Use dispel/counterspells more than offensive magic. Otherwise supplement for stealth and other tactics. Passwall, Find the Path and “earth” spells are very handy.
6. Hide your Dead – Not being seen also means not leaving a mess behind you. If 10 drow are killed by human arrows, expect recompense. If they are simply missing, any explanation could be correct. (maybe you want to masquerade one?)

Make a plan A, a plan B, and a handful of plans for common occurrences.

7. I check for traps, I listen, Is it locked?, Open locks, etc. Don’t want to get ambushed? Make a plan for traveling along the road. This not only protects you when it does happen, but allows the DM to play their NPC’s intelligence appropriately. (aka charging your shield wall, or picking your defenses apart). Need to know how you camp for the night? Plan it out ahead of time. Stereotypical plans like how to approach a door above (groupings of actions) are common, but can help the game along.
8. Speed – Speed kills, not having speed kills you. Half of being stealthy is knowing how to get away. This might not involve sticking together, but any escape should allow you to regroup later. Know how you plan to escape without running into bigger trouble. Expect to be involved cavern chases, both as the pursuer and the pursued.
9. Use Traps for longterm stays – If you plan on keeping in one spot for awhile, trap the area; even when you’re gone. This way, when you return to that room in the castle you know is safe, you also know if anyone has been snooping around inside.

Read the FR Underdark book for advice.
 

Very good general advice howandwhy99.



> Turn things to your advantage.
> 1. Illumination - When heading deep under the earth, most flora
> and fauna will have adapted to their environment, meaning they can
> see you while you can't see them. For stealth, those with
> darkvision can scout. In combat, I like the Jester's idea. Put
the
> light where you need it. Don't put the light around you; put it on
> your opponent. Sunlight spells by a cleric/druid are also helpful.


we lack sunlight spells if our divine casters are going to pray for other
useful spells.


[qutoe]> 2. Noise – Echoing caverns can be used to distract once they
> know you are there. Liberal use of thunderstones, audible
> illusions, ventriloquism and the like can help distract and confuse
> foes. This should give the bard something to do instead of
> singing/playing.[/quote]


we don't have any thunderstones. sully and alya have ghost sound.


> 3. Tunnel Fighting – Real caverns have movement penalties.
> Melee combat is almost insured, instead of the preferred stealthy
> ranged combat. Illumination is less important here than cover,
> concealment and positioning. Use those wall spells. Simple
> cloud/fog spells should block off ranged attacks and dual melee +
> ranged combat. Rangers and Druids: use woodland stride. Reach
> weapons with kneeling 5' attackers in front can really block a
tight
> space. Tower shields can, too.

we don't have any wall spells really. unless arendel takes obscuring
mist. but that won't help us. we can't see either. we lack reach
weapons except fiddle. he has a Med whip. and no one in the party has a tower shield

> 4. Environment – Treat it like a wilderness, not a dungeon.
> Things you don't understand can and will kill you. Plants, molds,
> and wild animals are all part of the danger. Don't go off alone
and
> don't eat everything you kill. Camping and hunting should be taken
> seriously. Lightless cooking would be a plus. Extraplanar or
> invisible campsites even more so. Track and map. And try and keep
> a dwarf handy for long trips. (the guide)



we need a guide. but we need to find one we can trust first.


> 5. Magic – The Underdark is probably more magical than your
> typical campaign's forest. Expect to detect it quite often. If
> you're PC's know that Drow have magical protection, select your
> spells/magic items appropriately. Use dispel/counterspells more
> than offensive magic. Otherwise supplement for stealth and other
> tactics. Passwall, Find the Path and "earth" spells are very handy.


we have fought drow. and we have encountered their resistance. the
drow monk in cormyr.


> 6. Hide your Dead – Not being seen also means not leaving a
> mess behind you. If 10 drow are killed by human arrows, expect
> recompense. If they are simply missing, any explanation could be
> correct. (maybe you want to masquerade one?)


i say we eat the dead. ;) ...Darksun halfling flashback

> Make a plan A, a plan B, and a handful of plans for common
> occurrences.


JoeBlank and i have been messaging all week about this. thus why i put the
thread up.



> 7. I check for traps, I listen, Is it locked?, Open locks,
> etc. Don't want to get ambushed? Make a plan for traveling along
> the road. This not only protects you when it does happen, but
> allows the DM to play their NPC's intelligence appropriately. (aka
> charging your shield wall, or picking your defenses apart). Need
to
> know how you camp for the night? Plan it out ahead of time.
> Stereotypical plans like how to approach a door above (groupings of
> actions) are common, but can help the game along.


i completely agree. and why the yahoo website and the thread on ENWorld
should be utilized more.


> 8. Speed – Speed kills, not having speed kills you. Half of
> being stealthy is knowing how to get away. This might not involve
> sticking together, but any escape should allow you to regroup
> later. Know how you plan to escape without running into bigger
> trouble. Expect to be involved cavern chases, both as the pursuer
> and the pursued.


we need to mark spots to fall back too. and set times to wait at
those spots.


> 9. Use Traps for longterm stays – If you plan on keeping in one
> spot for awhile, trap the area; even when you're gone. This way,
> when you return to that room in the castle you know is safe, you
> also know if anyone has been snooping around inside.


wrong rogue. Vlad was the trap man.



> Read the FR Underdark book for advice.


way ahead of you. i've dug up material from 1978 on up over the last
2 and half weeks.
 

we do have two competent rangers. so finding edible food with the survival skill won't be too bad. we don't get the knowledge(underdark) synergy bonus, but we still can use it.


what i'm worried about is large open caverns. things swooping down from on high. like gargoyles, dire bats, cloakers, etc...

i'm also worried about water. sudden pools or geysers or fast moving streams.

and cave ins, non used passages with gas traps, and other critters... like umber hulks, purple worms, and stone giants.
 

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