Edena_of_Neith
First Post
I have a strong image of what would happen in a typical encounter with drow.
A stereotypical image, if you will, but one that has hung around for 20 years.
I thought I might share it with the ENBoard.
All of this is given in 2nd edition terms, for those are the terms I am most familiar with.
I am sure something like this would happen in 3rd edition.
Assume you have a party of adventurers.
They are on a mission in the Underdark, walking down a 20 foot wide tunnel with broken, jagged walls and a ceiling 20 feet high - also broken and jagged.
There are, in this party of adventurers, one thief, two clerics, a mage, a monk, and two fighters. All of them are 12th level.
Up the passage, in front of the advancing party, are five drow girls.
All of them are 5th level fighter/cleric/mages (making them 7th level characters in 2nd edition, not 15th level characters ala 3rd edition.)
As drow go, these are run of the mill, not particularly high in level, and carrying only typical drow equipment for their level and rank.
The advancing party cannot see the drow, for the drow have Piwalfis that defeat normal sight and even infravision (darkvision.) Furthermore, the drow can Hide In Shadows as a racial trait.
The advancing party cannot hear the drow, for the drow wear their own version of Boots of Elvenkind, and are absolutely silent when they move (even in their metallic armor and with metal weapons.)
The party is carrying torches, which makes them easy for the drow to see.
Or perhaps the party walking in the dark, using infravision. The drow have infravision (to 120 feet, farther than the party's) so the drow see the party.
Or perhaps the party threw invisibility on themselves. The drow magic resistance defeated that, and the drow see the party.
The drow heard the party coming for the last 20 minutes.
Even if the party was magically silenced, the drow heard them, for the drow magic resistance (spell resistance) of 75% defeated the Silence spells cast by the party clerics.
The party mage could have Stoneskinned the party.
However, the mage does not know exactly when to throw the Stoneskin spells (or other spells of this sort), for the party has a long journey and opponents could be anywhere along the way.
And perhaps the party mage saved the Stoneskins for himself (and, thus, has one up currently.) Mages do do such things.
The point being, the party does not have Stoneskin spells up currently.
The party thief is on point, but she cannot see or hear the drow.
Her detect magic was foiled by the drow's Hide in Shadows abilities (the drow expect this kind of scanning.)
Her detect poison and find traps locate nothing.
Her detect life is foiled by the Hide in Shadows as was her detect magic.
Her clairaudience might have worked, but a throw of the dice for the entire drow group (for magic resistance) failed her.
True Seeing would have spotted the drow, but True Seeing has a very limited duration, and neither of the party clerics has it up.
Out of a darkness inpenetrable to the thief comes 10 bolts, fired from 5 hand crossbows by hands that move with lightning speed.
The thief goes down, succumbing to the sleep poison in the bolts.
In 2nd edition, initiative would now be rolled.
The extremely fast drow gain initiative, and they attack again.
Expecting a volley of Continual Light stones and blasts from spells, not to mention charging fighters, the drow move fast to counteract all of these.
A fireball detonates behind the party. It's flames move up and down the tunnel, enveloping the entire party but not the drow. This causes damage and wrecks any spellcasting on the party's part.
A web spell is placed between the drow and the party, to block any charges.
4 more poisoned bolts are fired from two of the drow, this time at one of the clerics, downing him.
The drow - knowing their darkness spells won't stop a flood of Continual Light stones - simply retreat down the tunnel out of the target area (and yes, the drow can cast spells and fire missiles, as they retreat.)
One of the fighters has a Ring of Free Action and passes through the Web.
The drow anticipated this possibility, and one of them now fires her Wand of Viscid Globs.
The fighter is ensnared in the Glob, and halted.
Note that the drow are trying to take the party alive.
Otherwise, these five female drow would have fired three Fireballs and two Frostballs on their surprise attack, then fired three more Fireballs and two more Frostballs from readied scrolls.
The drow see that one of the fighters, one of the clerics, and the thief, are down.
This leaves the monk, one fighter, one cleric, and the mage to be dealt with.
The mage and one of the clerics were spellcasting, but their spells were ruined by the Fireball.
The other cleric threw a number of Continual Light stones, now illuminating brightly an area of the tunnel between the drow and the party (including the downed thief, the web, and the entrapped fighter in it.)
The last fighter and the monk stopped their charges due to the Web blocking the way.
The drow and the party throw initiative, and the drow win again.
The drow know they cannot douse all the Continual Light stones, nor can they see through the light to make out the party.
They know the party cannot see them.
They also know the mage and the clerics may fire spells blindly, hoping to hit them in the concealing darkness.
They fire first.
They fire three Fireballs and two Frostballs, placing the center of the explosions far behind the visible Web.
The blasts hit all of the party except the fighter ensnared on the drow side of the Web and the thief, unconscious on the floor on the drow side of the Web.
The unconscious cleric is caught in all five blasts and killed. The mage, with few hit points, is also killed. The monk is able to dodge enough of the explosions that she survives. The standing fighter, unable to get through the Web or free her companion caught in it, easily survives the blasts.
The standing cleric survives the blasts, but his spellcasting is ruined.
One of the drow girls calls out in Common for the party to surrender.
The standing cleric, fighter, and monk tell the drow where to go.
Initiative is rolled, and the drow win again.
The drow are very good at pinpointing enemies by sound, and the standing party members foolishly opened their mouths.
One of the drow Dispels the Web.
Then 4 Viscid Globs are fired at the 3 standing party members (the standing fighter, the monk, and the standing cleric.)
The cleric is caught and held in the Globs. The monk and standing fighter charge.
Normally a charge would bring the monk and the fighter into combat.
Indeed, they reach the drow.
Then, unable to see or hear the drow, they run right past them (even though they can guess where they would be, approximately.)
For they had to run through the bright light of the area of the Continual Light stone, and then into the darkness beyond, where the drow were.
The drow oblige this, then strike from the rear with poisoned swords and knives in both hands, attacking 10 times, 5 attacks on each person.
These attacks hit (the drow weapons are heavily enchanted), and the sleep poison takes effect.
The monk and the fighter go down, fast asleep.
At this point, a Flame Strike erupts, cast by the stuck cleric.
The cleric was guessing where the drow would be, and the cries of the monk and fighter (the drow made no sound as they attacked hand to hand) tipped him off.
The Flame Strike catches two of the drow. One of them fails magic resistance, and burns to death. The other one is unscathed.
The unfortunate monk is caught in the Flame Strike also, and is killed.
The sudden, and this time unexpected, light dazzles the drow.
They retreat out of range of the cleric's spells, taking several semi-blind shots from the bow of the stuck fighter first.
Once they have recovered, they charge (squinting hard as they pass through the area of the Continual Light stones.)
The drow girls fire their bolts repeatedly, making pincushion out of both stuck characters, felling them with the sleep poison.
The irritated drow then cast Animate Dead on their slain comrade, and also upon the slain monk and slain cleric.
The rest of the party is stripped, trussed up, and the mage has her fingers and tongue removed (unfortunately, her Contingency doesn't cover this, and she isn't teleported away to safety.) The still living cleric suffers a similar fate, as does the monk.
The drow have a Ring of Regeneration to fix this, later on, should they desire to fix their work.
The party is taken away.
Soon, they will give pleasure to the drow.
Their agonized screams will be most satisfying, as their items are studied and claimed for later use against other adventurers foolish enough to come into the Underdark.
Eventually, most of the adventurers will be sacrificed to Lolth.
Two of them will be kept as personal slaves of two of the drow, for the amusement of these girls.
Such is the fate of those who dare to challenge the supremacy of the drow.
A stereotypical image, if you will, but one that has hung around for 20 years.
I thought I might share it with the ENBoard.
All of this is given in 2nd edition terms, for those are the terms I am most familiar with.
I am sure something like this would happen in 3rd edition.
Assume you have a party of adventurers.
They are on a mission in the Underdark, walking down a 20 foot wide tunnel with broken, jagged walls and a ceiling 20 feet high - also broken and jagged.
There are, in this party of adventurers, one thief, two clerics, a mage, a monk, and two fighters. All of them are 12th level.
Up the passage, in front of the advancing party, are five drow girls.
All of them are 5th level fighter/cleric/mages (making them 7th level characters in 2nd edition, not 15th level characters ala 3rd edition.)
As drow go, these are run of the mill, not particularly high in level, and carrying only typical drow equipment for their level and rank.
The advancing party cannot see the drow, for the drow have Piwalfis that defeat normal sight and even infravision (darkvision.) Furthermore, the drow can Hide In Shadows as a racial trait.
The advancing party cannot hear the drow, for the drow wear their own version of Boots of Elvenkind, and are absolutely silent when they move (even in their metallic armor and with metal weapons.)
The party is carrying torches, which makes them easy for the drow to see.
Or perhaps the party walking in the dark, using infravision. The drow have infravision (to 120 feet, farther than the party's) so the drow see the party.
Or perhaps the party threw invisibility on themselves. The drow magic resistance defeated that, and the drow see the party.
The drow heard the party coming for the last 20 minutes.
Even if the party was magically silenced, the drow heard them, for the drow magic resistance (spell resistance) of 75% defeated the Silence spells cast by the party clerics.
The party mage could have Stoneskinned the party.
However, the mage does not know exactly when to throw the Stoneskin spells (or other spells of this sort), for the party has a long journey and opponents could be anywhere along the way.
And perhaps the party mage saved the Stoneskins for himself (and, thus, has one up currently.) Mages do do such things.
The point being, the party does not have Stoneskin spells up currently.
The party thief is on point, but she cannot see or hear the drow.
Her detect magic was foiled by the drow's Hide in Shadows abilities (the drow expect this kind of scanning.)
Her detect poison and find traps locate nothing.
Her detect life is foiled by the Hide in Shadows as was her detect magic.
Her clairaudience might have worked, but a throw of the dice for the entire drow group (for magic resistance) failed her.
True Seeing would have spotted the drow, but True Seeing has a very limited duration, and neither of the party clerics has it up.
Out of a darkness inpenetrable to the thief comes 10 bolts, fired from 5 hand crossbows by hands that move with lightning speed.
The thief goes down, succumbing to the sleep poison in the bolts.
In 2nd edition, initiative would now be rolled.
The extremely fast drow gain initiative, and they attack again.
Expecting a volley of Continual Light stones and blasts from spells, not to mention charging fighters, the drow move fast to counteract all of these.
A fireball detonates behind the party. It's flames move up and down the tunnel, enveloping the entire party but not the drow. This causes damage and wrecks any spellcasting on the party's part.
A web spell is placed between the drow and the party, to block any charges.
4 more poisoned bolts are fired from two of the drow, this time at one of the clerics, downing him.
The drow - knowing their darkness spells won't stop a flood of Continual Light stones - simply retreat down the tunnel out of the target area (and yes, the drow can cast spells and fire missiles, as they retreat.)
One of the fighters has a Ring of Free Action and passes through the Web.
The drow anticipated this possibility, and one of them now fires her Wand of Viscid Globs.
The fighter is ensnared in the Glob, and halted.
Note that the drow are trying to take the party alive.
Otherwise, these five female drow would have fired three Fireballs and two Frostballs on their surprise attack, then fired three more Fireballs and two more Frostballs from readied scrolls.
The drow see that one of the fighters, one of the clerics, and the thief, are down.
This leaves the monk, one fighter, one cleric, and the mage to be dealt with.
The mage and one of the clerics were spellcasting, but their spells were ruined by the Fireball.
The other cleric threw a number of Continual Light stones, now illuminating brightly an area of the tunnel between the drow and the party (including the downed thief, the web, and the entrapped fighter in it.)
The last fighter and the monk stopped their charges due to the Web blocking the way.
The drow and the party throw initiative, and the drow win again.
The drow know they cannot douse all the Continual Light stones, nor can they see through the light to make out the party.
They know the party cannot see them.
They also know the mage and the clerics may fire spells blindly, hoping to hit them in the concealing darkness.
They fire first.
They fire three Fireballs and two Frostballs, placing the center of the explosions far behind the visible Web.
The blasts hit all of the party except the fighter ensnared on the drow side of the Web and the thief, unconscious on the floor on the drow side of the Web.
The unconscious cleric is caught in all five blasts and killed. The mage, with few hit points, is also killed. The monk is able to dodge enough of the explosions that she survives. The standing fighter, unable to get through the Web or free her companion caught in it, easily survives the blasts.
The standing cleric survives the blasts, but his spellcasting is ruined.
One of the drow girls calls out in Common for the party to surrender.
The standing cleric, fighter, and monk tell the drow where to go.
Initiative is rolled, and the drow win again.
The drow are very good at pinpointing enemies by sound, and the standing party members foolishly opened their mouths.
One of the drow Dispels the Web.
Then 4 Viscid Globs are fired at the 3 standing party members (the standing fighter, the monk, and the standing cleric.)
The cleric is caught and held in the Globs. The monk and standing fighter charge.
Normally a charge would bring the monk and the fighter into combat.
Indeed, they reach the drow.
Then, unable to see or hear the drow, they run right past them (even though they can guess where they would be, approximately.)
For they had to run through the bright light of the area of the Continual Light stone, and then into the darkness beyond, where the drow were.
The drow oblige this, then strike from the rear with poisoned swords and knives in both hands, attacking 10 times, 5 attacks on each person.
These attacks hit (the drow weapons are heavily enchanted), and the sleep poison takes effect.
The monk and the fighter go down, fast asleep.
At this point, a Flame Strike erupts, cast by the stuck cleric.
The cleric was guessing where the drow would be, and the cries of the monk and fighter (the drow made no sound as they attacked hand to hand) tipped him off.
The Flame Strike catches two of the drow. One of them fails magic resistance, and burns to death. The other one is unscathed.
The unfortunate monk is caught in the Flame Strike also, and is killed.
The sudden, and this time unexpected, light dazzles the drow.
They retreat out of range of the cleric's spells, taking several semi-blind shots from the bow of the stuck fighter first.
Once they have recovered, they charge (squinting hard as they pass through the area of the Continual Light stones.)
The drow girls fire their bolts repeatedly, making pincushion out of both stuck characters, felling them with the sleep poison.
The irritated drow then cast Animate Dead on their slain comrade, and also upon the slain monk and slain cleric.
The rest of the party is stripped, trussed up, and the mage has her fingers and tongue removed (unfortunately, her Contingency doesn't cover this, and she isn't teleported away to safety.) The still living cleric suffers a similar fate, as does the monk.
The drow have a Ring of Regeneration to fix this, later on, should they desire to fix their work.
The party is taken away.
Soon, they will give pleasure to the drow.
Their agonized screams will be most satisfying, as their items are studied and claimed for later use against other adventurers foolish enough to come into the Underdark.
Eventually, most of the adventurers will be sacrificed to Lolth.
Two of them will be kept as personal slaves of two of the drow, for the amusement of these girls.
Such is the fate of those who dare to challenge the supremacy of the drow.
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