• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Converted D1 Descent into the Depths of the Earth


log in or register to remove this ad

IMC we just started our own run into Drow territory. Here is some advice that has served us well;

1. As we know Drow favor poison. That means Delay Posion will be a big deal as it is save or Sleep(read die) with drow poison usually.

2. Spell Selection ( or SR sucks)

A) Using Conjuration magics avoids most of the problem- Summons just go over and whoop-ass. Choosing the right Monsters is also helpful, in our experience the Drow bastards like to hide a lot and use their longer range darkvision. To counter we have used the following ideas-

The best creatures for this have either Tremorsense or Blindsense. Tremorsense detects anything touching the ground with in a certain radius and Blindsense usually prevents a need for a Spot check. Second choice to this would be creatures with the Scent ability, at least they can determine the direction within 30ft and can find the hider if they come with in 5'. Another option if there is some light is creatures with high Spot checks.

For Mages and Clerics that breaks down to Scorpions and Spiders w/ Tremorsense and DireBats w/ Blindsense. Creatures with high spots (10+) are Owls, Eagles, Wasps, Howlers, Hound Archons, Griffons, Brelani etc.

For Druids: Thoqquas and Xorns have Tremorsense while Bats have Blindsense. Creatures with good spots include Eagles, Owls, Satyrs, Unicorns, Griffons, Janni etc.

Any Cresture that makes it own light (ala Lantern Archon) is also nice.

B)Spells w/o SR checks-

For Mages: Grease, the Lesser Orb Spells, Melf's, Glitterdust(this one really pisses them off as they can't hide very well while it is in effect:), sleet storm, Evards Black Tentacle's, Acid Fog etc. Haste, other buffs, Some Wall Spells.

For Clerics: All Buffs, Bless, Divine Favor etc. things to make you better rather than them worse. Summons/Callings.

For Druids: Buffs, Summons/Callings, Entangle, Briar Web, Fog Cloud, Sleet Storm, Wall of Thorns (This one rocks because of its flexibilty), Wall of Stone etc

Protection from Evil is a must to reduce mind control and it helps against summoned creatures if any.

Plenty of Dispel Magic just in case.

Darkvision and lighting as mentioned before.


Beyond that all I can say is remember Drow are the closest thing to pure mortal evil there is. They are practically demons incarnate. Never trust them, never show weakness, never show mercy, as you will receive none in return.

Goodluck :D
 


MacMathan said:
1. As we know Drow favor poison. That means Delay Posion will be a big deal as it is save or Sleep(read die) with drow poison usually.

yeah, we are relying on the druid for help against the poisons.



2. Spell Selection ( or SR sucks)

A) Using Conjuration magics avoids most of the problem- Summons just go over and whoop-ass. Choosing the right Monsters is also helpful, in our experience the Drow bastards like to hide a lot and use their longer range darkvision. To counter we have used the following ideas-

The best creatures for this have either Tremorsense or Blindsense. Tremorsense detects anything touching the ground with in a certain radius and Blindsense usually prevents a need for a Spot check. Second choice to this would be creatures with the Scent ability, at least they can determine the direction within 30ft and can find the hider if they come with in 5'. Another option if there is some light is creatures with high Spot checks.

For Mages and Clerics that breaks down to Scorpions and Spiders w/ Tremorsense and DireBats w/ Blindsense. Creatures with high spots (10+) are Owls, Eagles, Wasps, Howlers, Hound Archons, Griffons, Brelani etc.

For Druids: Thoqquas and Xorns have Tremorsense while Bats have Blindsense. Creatures with good spots include Eagles, Owls, Satyrs, Unicorns, Griffons, Janni etc.

Any Cresture that makes it own light (ala Lantern Archon) is also nice.

arendel, the druid, is our big summon man. we are 3.11ed for workgroups compliant, so spontaneous summons may be handy. darian, the ft/cl/prc/whatever, is actually a walking beacon. as part of his prc he wanted a glowing ball in the center of his forehead. he makes deals with archons on occassion.

B)Spells w/o SR checks-

For Mages: Grease, the Lesser Orb Spells, Melf's, Glitterdust(this one really pisses them off as they can't hide very well while it is in effect:), sleet storm, Evards Black Tentacle's, Acid Fog etc. Haste, other buffs, Some Wall Spells.

For Clerics: All Buffs, Bless, Divine Favor etc. things to make you better rather than them worse. Summons/Callings.

For Druids: Buffs, Summons/Callings, Entangle, Briar Web, Fog Cloud, Sleet Storm, Wall of Thorns (This one rocks because of its flexibilty), Wall of Stone etc

Protection from Evil is a must to reduce mind control and it helps against summoned creatures if any.

Plenty of Dispel Magic just in case.

alya, the kobold bard, has grease. and sully, the gnome sorc, has glitterdust, a wand of melf's (25 charges), and the lesser orb spell of lightning.

Darkvision and lighting as mentioned before.

still working on this.


Beyond that all I can say is remember Drow are the closest thing to pure mortal evil there is. They are practically demons incarnate. Never trust them, never show weakness, never show mercy, as you will receive none in return.

Goodluck :D

thanks. we actually fought one drow monk early in this reset of the campaign. he used darkness on us. and had spell resistance. plus calrom, our half human ranger, has elves as his favored enemy. we do know some things about them.
 

I play Sully, the gnome sorcerer in the group. Here is his spell list, which is not optimized for the underdark:

0-acid splash, detect magic, detect poison, enchanting flavor, lesser charm, light, mage hand, message; 1st-charm person, disappear, featherfall, mage armor, magic missile; 2nd- aversion, glitterdust, Ozlo’s alter self, scorching ray; 3rd-dispel magic, invisibility sphere, scintillating sphere 4th- charm monster, dimension door.

Notes: Aversion is similar to the psionic power. Ozlo's alter self is Sully's (Ozlo Sullygrub is his full name) version of alter self, which limits him to forms of his size (small) but allows him to take the form of sprites as well. Scintillating Spere is from Magic of Faerun, basically a lightning ball instead of a fireball.

If we are lucky, and run across the proper target, Sully hopes to use Charm Monster on a decent guide.
 
Last edited:

and biorph's Alya has listed at 8th:

Spells (3/4/4/2):
0--Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic, Resistance;
1st--Animate Rope, Cure Light Wounds, Grease, Identify;
2nd--Alter Self, Cure Moderate Wounds, Invisibility, Silence;
3rd--Displacement, Fear, Glibness.


but i don't think this is correct any more. besides Alya is now 9th lvl bard.
 

Non magical gear -
-Air Bladders - from 1st ed dungeoneer's survival guide(I think)
-Ground micha - make your own glitterdust - prolly w/o blinding effects
-Antitoxin potions - if DM allows, and you have samples - target against spider or drow weapon posion. (HR gives +2/-2 to specific antidotes)

extra boots and dry socks - its messy down there.
extra pearls - for Identify
 


Here is Calrom from the Characters thread:


Calrom Nathos
S 13 +1 D 16 +3 Cn 10 +0 I 12 +1 W 14 +2 Ch 9 -1
Half-Elf 5'5" 140lbs. male 34 yrs old
Neutral Good Ranger 9 Medium HP: 48 (d8)

Fort +7 Ref +10 Will +5 (Sleep immunity, +2 enchantments)
Move 30(40), BAB +8, AC: 19/FF16/Touch14 /21 defensive /23total defense
Init +3, Ability Advancement: 4 Dex, 8 Wis, Hero Point 2

Feat: (class)Track, Favored Enemy: Magical Beast +4 Humanoid (Elf)
+2; Wild Empathy d20+10
, Combat Style Rapid Shot, Manyshot, Endurance, Animal Companion, Woodland Stride, Swift Tracker, Evasion; (character) Luck of Heroes, Weapon Finesse, Weapon Focus Longbow Precise Shot; (proficient) simple/martial weapons, light armor, shields (no tower)
Languages: Common, Elven, Sylvan

Items: Composite Longbow (+1 str) (2500), Chain Shirt +1(1250), 1 wand cure light wounds(50), Ring of Protection +1(4000), +1 Rapier (2320)
Gear: (6.03) Two throwing axes, 10 arrows, Backpack: whetstone, silk
rope 50, flint+steel, waterskin (full), Pockets: caltrops, chalk 3

Skills: Climb 3(3), Craft(art) 2(1), Handle Animal 3(4), Heal 8(6), Hide 12(10), Jump 2(2), Knowledge(adventure) 2(1), Knowledge(geography) 2(1), Knowledge(nature) 6(3), Knowledge(religion)CC 4(3)[6], Listen 12(9), Move Silently 10(8), Ride 9(4), Search 7(5), Spot 11(8), Survival(track 12) 10(8)
Total skill points: 84, Total Net Worth: 8270, p35g24s19c7, 50 tradebars, (saddlebags); Encumbrance 45, Body&Carried 185

Spells: 2 1st, 1 2nd
Alarm, Delay Poison, Entangle, Longstrider, Pass without Trace, Resist Energy, Summon Nature’s Ally I (dire rat, owl)
Barkskin, Bear’s Endurance, Cat’s Grace, Protection from Energy, Summon Nature’s Ally II (dire bat [40’ blindsense], small earth elemental)


Calrom is best as a scout. He can hide, move silent, spot, search, ride, and generally sneak about with the best of them. He is a fair healer and good with a healing wand. He is probably the best ranged combatant the group has; with Sully is a close 2nd.

Currently he’s really low on arrows and needs more specialty items than having 50 tradebars. Sadly, we do not receive the darkvision ability from those “necklaces of elven corruption”. His need for light to see is Calrom’s biggest drawback. Perhaps we could quickly move out of the range of our own light sources once we have lit up our opponents. But how do we see them? via Direbats?

As Calrom is an expert on all the insidious aspects of elves, he will pass along his knowledge about their ability to see in darkness, their vicious sleep poison, their frustratingly strong resistance to magics, and their innate supernatural abilities over light and dark. They are vulnerable to sunlight, however. In this way we see their resemblance to vampires. However, sunlight cannot actually kill them. Lastly, it is well known that they are the distillation of raw evil. (raw evil being your standard elf)

Oh yeah. They have a passing fancy with spiders. The female of the species is more deadly than the male.



Next, I’ll try and come up with some plans for the group based on all the helpful information given from the thread. Maybe we could get an update on everyone’s character highlighting their strengths and weakness?
 

the Tender Kender

Fiddle Skipstone (Pepto's Cousin)

--------------------------------------------------------------------------------

S 12 +1
I 12 +1
W 12 +1
D 18 +4
Cn 12 +1
Ch 8 -1
Xp 41268
Lightheart/Strongfoot Hin 3'4" 35lbs. male 26yrsold
Neutral Brandobaris Ranger 5/Rogue 4 Small Hp: 56 Ref +13 For +7
Wil +4 move 20 BAB +8/+3 AC: 21/19/24defensive/27fulldef Init +8 Hero
Points: 0
Feat: Weapon Finese, Weapon Focus (dagger), Point Blank Shot, TWF, track, Endurance, favored enemy: dragons (+4), favored enemy: giants (+2), simple & martial weapons, handcrossbow, sap, lt armor, shield prof, sneak attack 2d6, evasion, uncanny dodge, traps, animal companion, Improved Init
Languages: chondathan, common, halfling, draconic
Items: +1 curved cold iron longsword (Lightning Strike), MW silver dagger, MW stud leather, +1 buckler, MW longbow, 25 +1 arrows, 17 arrows, infinite slings, MW silver dagger, Handy Haversack, MW thieves tools, +1 Med returning dagger (Hole Punch), continual flame platinum coin and candles, MW potion belt, MW hydra bandoleer, MW set blue dragonskin gauntlets, finely crafted boots, cloak of Moander, Marmaduke (Banjo) and gear, 248' silk rope, +1 ring of protection, eyes of the eagle, cloak of elvenkind, Ring of minor electric resist, Locket of daylight (1 time use), 20 sunrods, 4 potions alter self, 3 potions darkvision, climbing kit, bag of holding type iv.... +1 mithril chain shirt, [brooching of shielding (14pts) Sully has]
588pp1gp 80 trade bars, Vladaam Signet Diamond Ring
Skills: Survival 12(11),Heal 2(1), Ride 5(1), MS 13(7), HS 20(7), DD 15(12), Listen 10(7), OL 15(9), Search 13(12), Spot 13(7), Use MD 0 (1), DesScr 2(1), Gather info 0(1), bluff 4(5), Disguise 2(1), Sense Motive 2(1), Tumble 9(5), UseRope 5(1), Appraise 2(1), Climb 6(1), Diplomacy 0(1), Swim 2(1), Jump 5, SoH 7(1), Handle Animal 1(2), Knowledge Ad 2(1), Intim 1
Spells: 1 1st lvl (Longstrider)
total skill points: 98


fiddle is best as a dragonhunter. he has slain several already. young blue dragon, 9 headed hydra (not really one but he wants to believe it is), wyvern, and sub adult deep dragon. he is a collector of trophies too. and a scamp. he talks a big game. boasts of his big wins and losses.

in combat he is very good at throwing things. dagger in particular. he is deadly accurate and hits vital parts if he gets first shot. he is also good with 2 weapons.

however, his size hurts him in distance. he has endurance and 1 spell to aid his movement. but not enough for long runs. he also isn't much on talking. his boasts and pesky nature hinder negoiations.

he has fought drow before and has respect for them. one drow monk gave him a good bruise. before vlad decapitated the elf. he misses vlad, the trap man. vlad also had elfcleaver. a nasty electrified battle axe. he also misses trollscorcher... the flaming longsword he borrowed from himool and then gave with sully and alya to darian.
 

Into the Woods

Remove ads

Top