Wizard versus the Drow!!! (help)

If you're the kind of wizard that likes dealing with evil outsiders Lesser Planar Binding would be a great way to get the ice walls.

However, many casters choose not to deal with devils or demons for fear of corruption (or for fear of witch hunters, clerics, paladins, and, sometimes, party members).

There are also practical considerations to binding a devil:
-What kind of payment will it require and what coin will you pay with?
-How can you word the agreement so as to ensure the obedience of the devil but be secure against twisted interpretations of the agreement.

Lesser Planar Ally might potentially work if you travel with a cleric who serves a Lawful Neutral, Lawful Evil, Neutral Evil, or True Neutral deity (and is one of those alignments himself). You would still face the first practical problem however, and could potentially face the second too.

Darklone said:
Nice idea, basilisk.

Would binding an osyluth per Lesser Planar Ally (HD requ?) be a cheaper possibility to cast icewalls?
 

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Hey, Kae, thanks, but, could you not give anything else away about the module?

I like to be surprised and challenged. I dont want spoilers.

Thanks, man.


KaeYoss said:


The module has lots of fighters...

My tips:
  • Use invisibility, but don't depend on it overly.
  • Be prepared against invisibility.
  • Especially for the first part, be prepared against undead!
    [/list=a]
 

GamerGeek said:


My DM is pretty hardcore and usually screws me on Rope Trick. He has the Drow (or whomever) track us as far as our tracks go and then Detect Magic until they find where our Rope Trick is. Then they dispel it, we fall 60' or so, and a big fight ensues.

Yah. It sucks. Isnt Rope Trick just supposed to work?




I hate that. Yes sometimes rope trick can and should get nailed. But I frequently see this as a sandard tactic. So apparently every time somone uses rope trick a ninja ranger of doom appears and tracks the party, and suddently realises a rope trick spell was cast. Who needs spellcraft checks, cause whenever you lose someone tracks it got to be rope trick, it couldn't just be you lost their tracks, or they hid their tracks, or they teleported away, or they could fly or the thousands of other possibilities its always rope trick.
 

Shard O'Glase said:


I hate that. Yes sometimes rope trick can and should get nailed. But I frequently see this as a sandard tactic. So apparently every time somone uses rope trick a ninja ranger of doom appears and tracks the party, and suddently realises a rope trick spell was cast. Who needs spellcraft checks, cause whenever you lose someone tracks it got to be rope trick, it couldn't just be you lost their tracks, or they hid their tracks, or they teleported away, or they could fly or the thousands of other possibilities its always rope trick.

Preach on, brother.

I hope that bastard DM of mine reads this.

See, bastard DM, its not just me who thinks you screw us players over!

Bastard. DM.
 

Ask the rat bastard which one of the fraggers happened to have taken the track feat next time he pulls this crap. Or heck cast a rope trick, fill it with some nasty stuff(forgot eric's grandma there), and hide nearby and see if he lets his ninja rangers of doom fall for it or if they miracualously don't track you this time or just somehow spot the ambush.
 
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Fireball

Yep, I appreciate that they have spell resistance. However a dangerous group of drow (say 10 5th level drow) will be hammered by this spell.

The ones that make the SR roll are fine

The ones that fail the SR roll will take significant damage, even on a save. Half of 9d6 is brutal and sets them up nicely for the fighters to cleave through the ranks

At the end of the day they are elves with -2 Con and their priorities will likely be other stats than Con

Consider any who fail both their SR check and their save to be bonuses

So ask yourself if Fireball did half of 9d6, no save, would it be a decent attack spell on the Drow?

Of course it would - or at least two fireballs would be better than blowing chunks out of the ceiling with a two spell combination

(Edit: although I am quite impressed with the idea of a Rope Trick trap. Fill it with green slime. Or polymorph dozens of rhinoceri into ants and leave a jam jar full in the Rope Trick for them to Dispel)
 
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I don't know anything about the module, just wanted to comment that I HAVE to stat up some Ninja Rangers of Doom to throw at my players :).
 

One way of handling this...

If SR is slowing you down, use your wizard's spells to enhance the party members and help with defense. I assume you are capable of casting spells up to 5th level.

Bladesong ( WotC website spellbook )
Blur
Bull's Strength
Cat's Grace
Darkvision
Dispel Magic
Displacement
Greater Magic Weapon
Haste ( either version)
Improved Invisibility
Mage Armor
Magic Circle against Evil
Major Resistance ( SS )
Minor Globe of Invulnerability
Mirror Image
Protection from Arrows
Resistance
Spiderclimb
Stoneskin
Summon Monster I - V
Superior Resistance ( SS )
Weapon of Energy ( SS )
Xorn Movement ( one of the planes books or something )

etc. etc. etc.

The Extend Spell metamagic feat ( and the Chain Spell feat for that matter ) really helps many of these types of spells.

Between 'Bladesong' & 'Greater Magic Weapon' & 'Weapon of Energy'... a normal weapon can do much better.
 
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GamerGeek said:
Hey, Kae, thanks, but, could you not give anything else away about the module?

I like to be surprised and challenged. I dont want spoilers.


Don't think I can give away much more without telling you the story.

But there are some general guidelines:
  • Avoid overmuch noise. Denizens of the Underdark are used to silent creatures. Being as loud as a dwarven marriage will tell the enemy you are there and what you are.
  • Same with light: Don't use any light source, if you can avoid it. Ideally everyone in the party has darkvision. A light source in the underdark (especially a moving one) is a dead giveaway and you'll probably be seen long before you can see the enemy.
  • Light in the middle of the fight, on the other hand, will be useful. You'll fight undead and drow most of the time, so spells that produce enough light to blind drow will be a treasure.
  • Try to find out who's your enemy (I won't tell you): Spiderkissers are a pretty obvious one, but try to find out what fractions you'll have to deal with in addition to that, and prepare accordingly.
  • Be prepared that you'll have few secure places to rest, and fewer places to buy or sell stuff. Be provisioned well, pe equipped well, and carry large loot bags (one or more portable holes, for preference)
  • Be prepared to fight drow.
 

Use light sources. Sunrods. Can't be dispelled and will nearly blind the drow. Sure, the enemies know you are coming... sending in some Summoned monsters in front don't hurt if you already know everyone heard you :D

Don't cast darkvision on all party members, you would be too vulnerable for dispels.
 

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