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Converted D1 Descent into the Depths of the Earth
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<blockquote data-quote="MacMathan" data-source="post: 1564158" data-attributes="member: 191"><p>IMC we just started our own run into Drow territory. Here is some advice that has served us well; </p><p></p><p>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. </p><p></p><p>2. Spell Selection ( or SR sucks)</p><p></p><p>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- </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For Druids: Thoqquas and Xorns have Tremorsense while Bats have Blindsense. Creatures with good spots include Eagles, Owls, Satyrs, Unicorns, Griffons, Janni etc.</p><p></p><p>Any Cresture that makes it own light (ala Lantern Archon) is also nice.</p><p></p><p>B)Spells w/o SR checks-</p><p></p><p>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<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, sleet storm, Evards Black Tentacle's, Acid Fog etc. Haste, other buffs, Some Wall Spells.</p><p></p><p>For Clerics: All Buffs, Bless, Divine Favor etc. things to make you better rather than them worse. Summons/Callings. </p><p></p><p>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</p><p></p><p>Protection from Evil is a must to reduce mind control and it helps against summoned creatures if any.</p><p></p><p>Plenty of Dispel Magic just in case.</p><p></p><p>Darkvision and lighting as mentioned before.</p><p></p><p></p><p>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.</p><p></p><p>Goodluck <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="MacMathan, post: 1564158, member: 191"] 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 [/QUOTE]
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