I like the fly away option as well, but I hate to use up the potions - if something happened on open water they could be handy. (No, I'm not paranoid about getting in a boat, why do you ask?) We could fly low to try and stay out of sight as we make our escape. Do we have any other methods of rapid escape?
And to repeat my earlier comments about leaving behind a little gift. In the old days I remember a spell called delayed blast fireball. Anybody have anything like that? Perhaps such a thing could lead to a slave revolt and the overthrow of the mine and the city. One can dream.
Yes, Peri turning big is an option. That spell would work.
For teleport remember we have to be able to visualize exactly where we are going or there could be a problem.
Astrid, think of what you would like to do with the gollums and then ask Tann if you have found that in your book. Keep asking questions. He won't come out and just tell what you learned. Think up stuff that would be possible and ASK!!!
He may do some dice rolls, hope for 20's. We used say "call your favorable" so you pick high or low and then roll. The DM then makes a judgement depending on how well the roll it.
Do we know what we face?
"Dwarves and golems guard" - but how many?
2 orc guards - unless they reentered the mine with the human slaves.
2 drow guards
Plus whatever comes at their call.
But do we know exactly?
So, questions for the DM - pulled from my various posts.
1. How far to the coast? Do we know?
2. How far have we come from the city?
3. How many and what are behind us?
4. Are we still in a position to see into the mine?
I always remembered a book of golems being how you make one. Does this allow you to perhaps control them? I like that.
Combat: The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow encountered outside of a drow city are at least 2nd-level fighters. (See Society note below.)
Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special alloy of steel containing adamantite. The special alloy, when worked by a drow armorer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest drow fighters have, in effect, chain mail +1, while higher level drow have more finely crafted, more powerful, mail. (The armor usually has a+1 for every four levels of experience of the drow wearing it.)
Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be + 1,+2, or even+3, though only the most important drow fighters have+3 bucklers.
Most drow carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a+1 to + 3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry small crossbows that can be held in one hand and will shoot darts up to 60 yards. The darts only inflict 1-3 points of damage, but dark elves commonly coat them with poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2d4 hours.
A few drow carry adamantite maces (+ 1 to+5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 yards with a short range bonus of+3, a +2 at medium, and a +1 at long.
Drow move silently and have superior infravision (120 feet). They also have the same intuitive sense about their underground world as dwarves do, and can detect secret doors with the same chance of success as other elves. A dark elf can only be surprised by an opponent on a roll of 1 on ldl0.
All dark elves receive training in magic, and are able to use the following spells once per day: dancing lights, faerie fire, and darkness. Drow above 4th level can use levitate, know alignment, and detect magic once per day. Drow priests can also use detect lie, clairvoyance, suggestion, and dispel magic once per day.
Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance. Drow have a base resistance to magic of 50%, which increases by 2% for each level of experience. (Multi-classed drow gain the bonus from only the class in which they have the highest level.) All dark elves save vs. all forms of magical attack (including devices) with a+2 bonus. Thus, a 5th-level drow has a 60% base magic resistance and a +2 bonus to her saving throws vs. spells that get past her magic resistance.
Drow encountered in a group always have a leader of a higher level than the rest of the party. If 10 or more drow are encountered, a fighter/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level fighter/mage, there is a fighter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7th-level fighter/8th-level priest, with a 5th-level fighter/4th-level mage for an assistant, in addition to the other high level leaders.
Dark elves do have one great weakness+bright light. Because the drow have lived so long in the earth, rarely venturing to the surface, they are no longer able to tolerate bright light of any kind. Drow within the radius of a light or continual light spell are 90% likely to be seen. In addition, they lose 2 points from their Dexterity and attack with a -2 penalty inside the area of these spells. Characters subject to spells cast by drow affected by a light or continual light spell add a +2 bonus to their saving throws. If drow are attacking a target that is in the area of effect of a light or continual light spell, they suffer an additional -1 penalty to their attack rolls, and targets of drow magical attacks save at an additional+1. These penalties are cumulative (i.e., if both the drow and their targets are in the area of effect of a light spell, the drow suffer a -3 penalty to their attack rolls and the targets gain a +3).
Because of the serious negative effects of strong light on the drow, they are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie fire spells, do not affect drow.
Direct sunlight utterly destroys drow cloth, boots, weapons, and armor. When any item produced by them is exposed to the light of the sun, irreversible decay begins. Within 2d6 days, the items lose their magical properties and rot, becoming totally worthless. Drow artifacts, protected from sunlight, retain their special properties for ld20+30 days before becoming normal items. If a drow item is protected from direct sunlight and exposed to the radiations of the drow underworld for one week out of every four, it will retain its properties indefinitely.
Drow sleep poison, used on their darts and javelins, is highly prized by traders on the surface. However, this poison loses its potency instantly when exposed to sunlight, and remains effective for only 60 days after it is exposed to air. Drow poison remains potent for a year if kept in an unopened packet.
I will be away all day Saturday but may be able to post late.
Do we want Peri to enlarge and then we all fly away ... or do we fight?
Peri's action would start things so I need to know to get you guys a post to work with.
If we fight I don't think we should not try to face all of them at once. Hurrying down the road to separate the Drow from the slower Dwarvs and Gollums may be a good tactic. Then separate the Dwarvs from the slower Gollums.
To fight the Drow us should draw them into the sunlight. But their hand crossbow darts can be a problem, but if what was said about their weapons is true for the crossbows too then they may start to deteriorate in direct sunlight.
Sunbursts from Ulthoks weand might slow them too.
But with their magic resistance we may want to concentrate on melee attacks. Range weapons on the Drow.
Posted on 2016-01-15 at 19:42:46.
Edited on 2016-01-15 at 19:50:02 by Odyson
Ok players; we had agreed as a group to avoid a fight. The party characters were in agreement in agreement with one exception that was quickly resolved. One character is casting a spell to help cover a withdrawal and the rest of us are just figuring out the best way to leave. Now suddenly we have one player forcing a fight by having his character do a "last stand" type thing on his own. We really need to work together and stick to a plan.
gotta admit, somehow I missed the GMs post about escaping the Drow situation. Lothor will post shortly as a lot has changed since he was staring down into a mine filled with slaves and Drow.
*Ok, maybe I'll hold off on posting for a day or so. Does anyone have any ideas? I have a blade, but this doesn't exactly seem like fighter stuff. Gotta read my character sheet to see if I have anything particularily useful. I doubt it.
Posted on 2016-01-25 at 19:43:10.
Edited on 2016-01-25 at 19:47:31 by Nomad D2
Well if these are undead ghosty things then I'd think the Clerics zapping out a Turn Undead may be called for and if that doesn't do it Ulthok can try toasting them with Burning Hands. If fire works then a well places Fire Ball could wipe out the rear guard.
Tried looking up monsters to get a guess at what they may be and I didn't find what I thought was a good match.
Any guesses for you guys?
pale long armed creatures coming up behind them, all armed with crude swords and wearing no armor. The party was under attack by a seemingly vast horde of these unknown creatures. These may not be undead. The crude sword is a clue as is the being pale and long arms.
Does someone have a Commanding Voice that could tell them to halt?
Posted on 2016-01-27 at 18:06:52.
Edited on 2016-01-27 at 18:19:11 by Odyson