Help our party get out of a bad mess.

ThorneMD

First Post
Okay heres the situation.

BAD NEWS:
Our party rogue forgets to look for traps and boom fireball trap. An alarm goes off and the entire party, including the five people we were trying to rescue, are stuck four floors underground. There are mines with no known exit to the surface, over 500 troops above ground, including 8 wizards, and no way out. There are 11 people who need to get out.

GOOD NEWS:
The party does have a decent explaination of the surface, wizard's familiar.
The ranger can get in contact with his bear.
The party has a dwarf.

THE PARTY:
Half-Gold Dragon/Elf Fighter 1/Wizard 13
Halfling Rogue 10/Cleric 2/Deepwood Sniper 2
Human Barbarian/Rogue/Bear Warrior
Dwarf Fighter/Rogue
Half-Elf Ranger/Psychic Warrior
Mul Barbarian/Cleric 13

Then the five others of mixed levels.
 

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Can't your wizard teleport? Have him get the weak away, then scry you out and return tomorrow to finish the escape. The rest o' you hide out.
 


Hope your DM is using the 1st Edition rule that an archfiend has a 1% chance of responding to his name, then start chanting "Hastur!"

Or, seriously, use teleport and dimension door spells to get the wizard out, then have the rest of the party lie low while the wizard scrys and than provides a distraction (does he have any wizarding friends or apprentices? What's the maximum range of a fireball, anyway?). Or start exploring. Notice that you said "no known way out. Most strongholds have secret passageways and escape routes. Just try to find it before the owners of the stronghold find you.

Demiurge out.
 

That's it? With the thread titled the way it is I half expected you to tell us that your characters were holed up in a small building entrance in a village with multiple wounds on each, and that you were now prepare to go out blasting your way out with all your weaponty, not realizing the entire Bolivian army is waiting for you.

Sure, you've got 500 enemies above, so just be thankful there are not with you. Start investigating the caves, there's got to be a way out somewhere. With the levels you've got running you've got more than enough power to do a very quick recon of the various passageways.
 



Some info I forgot.

Partial magic zone. No spells above 4th level.

Even if the wizard could cast teleport, the God of travel forbids the use of instantanous travel spells except in emergencies.

The army above us knows where we are, so cannot wait it out a couple of days.

The Mul is barbarian 2/Cleric 13

Last note. This is a prison not a stronghold.

If it helps, the wizard's familar is a falcon.
 

The wizard cast Polymorph Other on the best suited and turn him into something sneaky ( a small bird or a rat) and let him carry a written message to someone that can help the party.
 
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