Need quick help!

Morrus

Well, that was fun
Staff member
Yep, it's one of those "please help me plan my game session tonight!" emergency requests.

I need a party of 3 drow who will provide a stiff fight for the following PC group:

Paladin 17
Wizard 16
Sorcerer 16
Cleric 16

The drow will be slightly buffed (they've had two rounds to prepare), and well equipped. If any spells or equipment come from something other than the DMG or PHB, though, please explain them just in case I don't have the book!

As an intro to the setup - the party are exploring an ancient dwarven mining city underground. All is pretty much deserted, with lots of lava and magma around. They are outside the door to an old, abandoned dwarven tavern, and have discerned the existence of the 3 drow within. The drow are aware of the party (and have had two rounds of prep).

Thanks in advance for any help you can offer! :)
 

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I'd make them a Fighter (with Spiked Chain, Improved Initiative, Improved Trip, Improved Disarm, Improved Critical, and all that those entail), a Druidess, and a Wizardess. Give them all Blindfight, and have one of the spellcasters blanket the place in Darkness. once the fight starts. The Wizard should have her party Mindlinked. The PCs will lose their DEX Bonus vs. unseen opponents, and the Thief (err, uh, Rogue) (were there one present) will be denied backstabs (uh, sneak attacks).

After the Darkness, an Icestorm will make the floor coated, requiring a DC:15 Balance check to remain standing, whenever they move/attack. Downed opponents suffer an AoO from the Spiked-Chain-wielder, too! :]

Meanwhile, the Druidess can assume the form of a giant vampire bat, and echo-locate the PCs for her side, relaying the info over the Mindlink!

ZAP! :p
 


For a quick fix, why not use a generator to roll up three elves of the appropriate level, then tack on the drow traits. Should work well enough in a pinch.
 

Given the amount of spellcasting going on, you could create a drow wizard with lots of anti-magic utility spells like spell resistance protection from spells, mind blank, spell turning, globe of invulnerability and repulsion.

Then make a drow sorcerer with prismatic spray, force wall, dispel magic, greater, Bigby's foreceful hand, mordenkainen's sword and resilient sphere.

And then make a straight tank; maybe a two-weapon fighter, with high threat-range weapons, imp. crit, weapon finesse; the works. Be sure to stack the mind blank, maybe a death ward and a spell turning on the tank to ensure his survival for more than a round or two.
 

While I can't fully design NPCs for you, I can help with some tactics.
Drow #1 (Cleric/Ftr) Chainmail, Crossbow, Warhammer. Spells of note: Darkbolt, Silence

Drow #2 (Rogue/Sorc/SpellBlade <Complete Arcane or Tome and Blood>) Can cast arcane spells in Studded Leather without arcane spell failure. Studded Leather, Crossbow. Spells of note: Orb of Acid, Spider Climb, Bull's Strength, Shrink Item, Lightning Bolt, Pyrotechnics.

Drow #3 (Some kind of Ftr, possible Demon Bloodline <Unearthed Arcana>) Chainmail, Falchion. Crossbow, Oil,

All 3 drow have been buffed with Spider Climb. Drow #3 has been buffed with Bull's strength.

Drow #2 has placed an Itemized campfire (surrounded by oil flasks) in front of doorway as a trap- as soon as anyone comes through the door, he commands the fire to expand- mini Fireball!

Anyone caught in the blaze is instantly targeted by Darkbolt (BoVD) from Drow #1 and a poisoned crossbow bolt and additional fuel from Drow #3. Drow #2 will use pyrotechnics to make the fire into a blinding cloud of smoke to cover the 3's escape route through one of the other exits from the ruined tavern. (If need be, have Drow #2 use a wand of Passwall or some such.)

As they make a tactical retreat, Drow #1 will cast Silence, either on the room they are vacating or upon one of the PCs.

The 3 Drow will try to make the battle into a running fight, running up walls to get unusual angles of attack or evasion.
 

Any similarity between these stats and a certain famous dark elf...

Male drow Ftr10/Bbn1/Rgr5: CR 17; Medium-size humanoid (elf); HD 10d10+20 plus 1d12+2 plus 5d10+10; hp 124; Init +9; Spd 40 ft.; AC 23 (touch 14, flat-footed 19); Atk +17/+12/+7/+2 melee (1d6+6 plus 1d6 fire/18–20, +3 flaming scimitar), +16/+11 melee (1d6+4/18–20, +2 defending scimitar); SQ Drow traits, favored enemy (goblins +2, magical beasts +1), light blindness, rage, spell-like abilities; SR 27; AL CN; SV Fort +15, Ref +9, Will +7; Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.

Skills and Feats: Climb +8, Handle Animal +9, Hide +13, Intuit Direction +5, Jump +8, Knowledge (nature) +5, Listen +20, Move Silently +15, Ride (horse) +7, Search +13, Spot +15, Use Rope +7, Wilderness Lore +8; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).

Special Qualities: Drow Traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a –1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light. Rage (Ex): During his rage, this drow has the following statistics instead of those given above: hp 156; AC 21 (touch 12, flat-footed 17); Atk +19/+14/+9/+4 melee (1d6+8 plus 1d6 fire/18–20, +3 flaming brand scimitar) and +18/+13 melee (1d6+5/18–20, +2 defender scimitar); SV Fort +17, Will +9; Str 17, Con 19. Skills: Climb +10, Jump +10. The rage lasts 7 rounds, after which he is fatigued. He can rage once per day.

Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire. These abilities are as the spells cast by a 16th-level sorcerer.

Spells Prepared (1; base DC = 14): 1—detect animals or plants.

Possessions: +4 mithral chainmail, Lavadeath (+3 flaming scimitar), Zonk (+2 defending scimitar), figurine of wondrous power: onyx cougar (name Lavarus; see below)

Onyx Panther: This magical figurine summons the black panther Lavarus, a friend and loyal companion to the drow. He can be summoned every other day for a period of 6 hours. If slain, he reverts to her figurine form and cannot be summoned for 48 hours. Lavarus understands Common and Undercommon, and has the following statistics:

Lavarus: Male panther; CR 5; Medium-size animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 15 (touch 14, flat-footed 11); Atk +8 melee (1d6+3, bite), +6 melee (1d3+1, 2 claws); SA Pounce, improved grab, rake 1d3+1; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +9, Will +3; Str 16, Dex 19, Con 15, Int 6, Wis 12, Cha 8.

Skills and Feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +12, Spot +6; Multiattack, Weapon Finesse (bite), Weapon Finesse (claw). Includes +4 racial bonus on Hide and Move Silently checks, +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8.
 

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