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Converted D1 Descent into the Depths of the Earth
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<blockquote data-quote="howandwhy99" data-source="post: 1563583" data-attributes="member: 3192"><p>Well, here's a list. It's certainly not definitive, but may sound that way.</p><p> </p><p><strong>Turn things to your advantage.</strong></p><p> </p><p>1. <u>Illumination</u> - 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.</p><p>2. <u>Noise</u> – 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. </p><p>3. <u>Tunnel Fighting</u> – 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.</p><p>4. <u>Environment</u> – 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)</p><p>5. <u>Magic</u> – 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.</p><p>6. <u>Hide your Dead</u> – 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?)</p><p> </p><p><strong>Make a plan A, a plan B, and a handful of plans for common occurrences.</strong> </p><p> </p><p>7. <u>I check for traps, I listen, Is it locked?, Open locks, etc.</u> 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 (<strong>groupings of actions</strong>) are common, but can help the game along.</p><p>8. <u>Speed</u> – 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.</p><p>9. <u>Use Traps for longterm stays</u> – 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. </p><p> </p><p><strong>Read the FR Underdark book for advice.</strong></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1563583, member: 3192"] Well, here's a list. It's certainly not definitive, but may sound that way. [b]Turn things to your advantage.[/b] 1. [u]Illumination[/u] - 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. [u]Noise[/u] – 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. [u]Tunnel Fighting[/u] – 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. [u]Environment[/u] – 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. [u]Magic[/u] – 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. [u]Hide your Dead[/u] – 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?) [b]Make a plan A, a plan B, and a handful of plans for common occurrences.[/b] 7. [u]I check for traps, I listen, Is it locked?, Open locks, etc.[/u] 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 ([b]groupings of actions[/b]) are common, but can help the game along. 8. [u]Speed[/u] – 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. [u]Use Traps for longterm stays[/u] – 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. [b]Read the FR Underdark book for advice.[/b] [/QUOTE]
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