Dr. Strangemonkey
First Post
In the adventure I was playing in there was plenty of magical swag, but we also had some very sweet magical item creators with us. The underdark should be filled with people willing to trade magical items, particular in this time of local strife. Picking up more greater magical weapon buffs would be really helpful to you.
Don't go bringing outsiders until you have more information and local allies. You are facing tough adversaries, and one of your biggest advantages is that it can be pretty easy to confuse them as to your source and nature as a threat. Sending down a bunch of good adventurer patsies could either help that advantage or negate it.
Certainly, you can always take Machiavelli's best advice and modify it for your situation. Guide the patsies down into an area where you know they will find and fight reliable witnesses for the enemy. Turn on the patsies and wipe them out in such a way as to impress the witnesses. Use this to ingratiate yourself within the ranks of the Drow city. Become their ally and confidante. Betray them and destroy the wand. Return to their surface. Feign having been held prisoner by the drow. Become local heroes. Take over local good township. Use them as cannonfodder when the drow come for you. Retreat to your Banish stronghold. Allow Elminster to take care of the drow invasion. Return with cowed and grateful settlers to occupy the resulting devastation.
Sounds to me as though your DM may have changed a lot of the context for the adventure, and that could be very bad since the context is really what gives you options. If your DM has significantly changed the story surrounding the adventure in order to make it more Bane oriented and is just using the adventure to give him a dungeon than you may have a situation that more than justifies your complaints, and for which my advice and most others is not too relevant.
I'm not certain about how to verify this in any way that wouldn't violate the common ethics of gaming. And I would never ever advocate such a course of action, particularly given the fantastic arguments against metagaming that have made ENWorld a shining beacon of RPG morality.
Don't go bringing outsiders until you have more information and local allies. You are facing tough adversaries, and one of your biggest advantages is that it can be pretty easy to confuse them as to your source and nature as a threat. Sending down a bunch of good adventurer patsies could either help that advantage or negate it.
Certainly, you can always take Machiavelli's best advice and modify it for your situation. Guide the patsies down into an area where you know they will find and fight reliable witnesses for the enemy. Turn on the patsies and wipe them out in such a way as to impress the witnesses. Use this to ingratiate yourself within the ranks of the Drow city. Become their ally and confidante. Betray them and destroy the wand. Return to their surface. Feign having been held prisoner by the drow. Become local heroes. Take over local good township. Use them as cannonfodder when the drow come for you. Retreat to your Banish stronghold. Allow Elminster to take care of the drow invasion. Return with cowed and grateful settlers to occupy the resulting devastation.
Sounds to me as though your DM may have changed a lot of the context for the adventure, and that could be very bad since the context is really what gives you options. If your DM has significantly changed the story surrounding the adventure in order to make it more Bane oriented and is just using the adventure to give him a dungeon than you may have a situation that more than justifies your complaints, and for which my advice and most others is not too relevant.
I'm not certain about how to verify this in any way that wouldn't violate the common ethics of gaming. And I would never ever advocate such a course of action, particularly given the fantastic arguments against metagaming that have made ENWorld a shining beacon of RPG morality.