[tactics] You're the aboleth - what do you do?

der_kluge

Adventurer
In this dungeon I'm designing, part of the dungeon has been flooded, and in one area - a library (which because it is flooded has conveniently destroyed all the books present), an aboleth lives. Also in this room, two large morary eels make their home.

Now, this Aboleth has lived in this chamber for untold numbers of years, away from all civilization, going about its business.

Then one day, some pesky adventurers decide to show up - not from the underground cavern that leads back into the ocean, but from the actual dungeon itself, which has never happened before. You certainly weren't expecting any visitors, especially not from that direction.

The room is large, like 90x90, and is filled with row after row of bookshelves.

You're the aboleth - what do you do?
 

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Most likely I spy on them them from the water and flee where they can't follow if they see me. I'll check back later and see if they have messed things up too badly. I don't require them for food, as I have been managing quite nicely thank you very much.

Unless I am protecting some eggs that I have fertilized ( by myself I might add !). In that case I'm going to make sure they don't spot my babies.

To prevent that, I'll cast an illusion ( illusory wall or one of my other similar capabilities ) to make the nesting place appear as something else. If one does spot them ( or me ) , I'll dominate him and cause him to flee.

If his companions come in the water, I'll have my eel buddies distract them ( dominate again ) and create the illusion that there are 10 more circling. I also might attempt to infect one of them with my membrane transformation, but If I score a sucessful hit ( they miss their Fort save ), I'll withdraw and let them deal with that. They'll probably leave. If not - I can always make more babies. - I like doing that!

I'll definitely split if they start exclusively using ranged attacks on me!
 

Also if noticed, a "swim by mucus clouding" is in order, brushing up against as many as is possible. Once noticed, no one should be allowed to escape lest they return with others who are better equipped to dispatch my perfect self. :)
 

If his companions come in the water, I'll have my eel buddies distract them ( dominate again ) and create the illusion that there are 10 more circling.

The illusions are still poorly defined. I don't know if you can create an illusion of 10 eels, for instance.
 

(Psi)SeveredHead said:


The illusions are still poorly defined. I don't know if you can create an illusion of 10 eels, for instance.

The PHB example of "Persitent Image" allows you to create an illusion of "...several orcs playing cards and arguing, culminating in a fist-fight." (complete with sounds and smells ) - So the multiple eels should be O.K. I think... ( Range and effect areas apply as the "silent image" spell - would allow this just fine. )
 


The amount of time I had, and/or how much the PC's have seen of the room, would determine what Illusions, if any, I'd use. If they were seen/heard coming down a hallway (they are using light in a dark dungeon, right?) it could be something as simple and passive as making it appear as if the room had collapsed long ago, leaving just a small area for teh PC's to poke about in.

If it's possible, and I were feeling beligerant (duh!), it would be possible to use an Illusion to mask/cover-up the Dominateion of a PC and his/her subsequent unexplained suicide-by-drowning attempt. Treat with Slime and repeat as needed.

Grab someone interesting (wizards are fun and dont' have high Fort Saves) and dive through that escape cave, leaving an Illusion behind that makes it appear like a standard cavern wall.

Heck, you could try an Illusion of a floor-plate going *click*, and then the 'water level' starts to rise. This should convince the PC's that retreat is in order. Heck, if you want to be real creative, add in the image/sounds of a stone slab jamming as it tries to slide down and seal the enterance the PC's just used. They have the choice of a hasty retreat or possible drowning. Don't give them time to think and Illusions work much better.

Illusions offer possibilities limited only by your imagination. The trick is always making them believable enough that the players don't start automaticaly disblieving them at every turn.

Hatchling Dragon
 

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