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Planning, noun the process of making plans for something.

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Edited 1493215583
BTW, there are about 78 "good guys", 40 Derro fighters 10 Savants, 12 Sverfneblin fighters, 10 Illusionists, and six Bozos from the surface. You can try and enlist the Flumph as scouts, there are perhaps 6 of them. The Drow have fighters, Mages and Clerics. Their Clerics specialize in offensive spells rather than support spells. You are limited to combat action rounds equal to your Constitution score, then you begin to take minuses. There are ways around this, be creative. I would advise you to review ALL of your magic items, spells, and anything else that can give you an advantage. Drow are nasty opponents in numbers.
The Flumphs were so very nice, maybe we should ask them to help us. I'm sure they don't like the Drow. So... if we have all these casters of various magics, maybe they have some cool spells and scrolls to use like: Illusion: Spook (1st) Blur (2nd) Hypnotic Pattern (2nd) Mirror Image (2nd) Lorloveim's Creeping Shadow (3rd) Fear (4th) Improved Invisibility (4th) Phantasmal Killer (4th) Shadow Monsters (4th) Demi-Shadow Monsters (5th) Shadow Magic (5th) Alteration: Color Spray (1st) Pyrotechnics (2nd) Slow (3rd) Melf's Minute Meteors (3rd) Rainbow Pattern (4th) Wizard Eye (4th) Rary's Mnemonic Enhancer (4th) Transmute Rock to Mud (5th) Conjuration/Summoning: Grease (1st) Glitterdust (2nd) Melf's Acid Arrow (2nd) Summon Swarm (2nd) Flame Arrow (3rd) Evard's Black Tentacles (4th) Enchantment/Charm: Sleep (1st) Hold Person (3rd) Confusion (4th) Chaos (5th) Feeblemind (5th) Divination: ESP (2nd) Clairaudience (3rd) Clairvoyance (3rd) Wizard Sight (3rd) not available to illusionists unless using shadow magic Invocation/Evocation : Magic Missile (1st) Flaming Sphere (2nd) Stinking Cloud (2nd) Web (2nd) Fireball (3rd) Lightning Bolt (3rd) Melf's Minute Meteors (3rd) Otiluke's Resilient Sphere (4th) Wall of Fire (4th) Wall of Ice (4th) Bigby's Interposing Hand (5th) Cloudkill (5th) Cone of Cold (5th) Wall of Force (5th) Chain Lightning (6th) Otiluke's Freezing Sphere (6th) Abjuration: Protection From Evil (1st) Non-Detection (3rd) Protection From Evil, 10-foot Radius (3rd) Protection From Normal Missiles (3rd) Minor Globe of Invulnerability (4th) Remove Curse (4th) Lower Resistance (5th) Safeguarding (5th) Von Gasik's Refusal (5th) Globe of Invulnerability (6th) (maybe). Or we could just run in there all chaotic-like... I think that could be bad.
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Edited 1493453240
I agree that we should ask the flumphs for help with the scouting, there's nothing to lose and everything to gain the way I see it. Also we should decide if Bruenor will psyche himself up and go berserk at the start of things and be useless for planning/changing the plan at that point or save his berserk for if things go bad so he can sacrifice himself to let the rest of the party escape. Either way it's probably death for him but he'd enjoy going berserk and dying to kill drow wholesale. He does however have that potion that would temporarily make him level 12, this would make him tankier and better able to hit things for a short while, also if I remember right he has the endurance proficiency which would give him some extension on the amount of rounds he can fight before taking penalties. If Bruenor was buffed up with a bless on his weapon and a bless on himself along with a protection from evil that would give him -2 to AC and +1 to hit, and we all know a haste would double his attack output and provide protection from the first slow spell to affect him, also I don't remember where these spells are in the books but if we had access to protection from normal weapons and protection from magic weapons they would have an obvious effect. If anyone else has ideas on how to buff Bruenor and the other front line fighters up so we can kick more asses and take more names I'm all ears, but I don't know that Bruenor has anything else to offer once the fighting starts. Unless the savants are clerics (I'm pretty sure they're wizards) I think Niko should probably hang back so the melee fighters can fall back for healing, I know it won't be as much fun for him though. Also I think our wizardly fighters should hang back to cast area effect debuff type spells or direct damage type spells from hiding positions if possible, if Niko wanted to be more offensive during the battle this would probably be the better way for him to do that but anyone falling back for a heal would give away his position to the enemy right away. One other thing our cleric and wizards could possibly do is animate our dead enemies to fight along side us, the spell's description uses language that suggests it's not always an evil act but is rarely not an evil act, further the complete book of necromancers lists animate dead as grey or neutral necromancy meaning it might be allowable to Niko however distasteful. One more possible tactic is preparing the tunnels for a hit and run fight where after we've run we can wait for the drow and trigger traps like flammable liquids and rock falls, I like this idea but the drow aren't stupid and it would only work so far so we'd still end up having to make a stand at some point. Edit. I realized after submitting, with Victoria's ability to go invisible at will once the fighting started she could effectively backstab and hamstring the drow then disappear repeatedly. This would cause huge problems for any drow she could target this way and reduce the damage done to the rest of us at least for a while.
Bruenor Said:   I realized after submitting, with Victoria's ability to go invisible at will once the fighting started she could effectively backstab and hamstring the drow then disappear repeatedly. This would cause huge problems for any drow she could target this way and reduce the damage done to the rest of us at least for a while. Point of fact, if Vicky attacks, she becomes visible until her next initiative. She can position herself for the attack and get in a surprise backstab, and then be vulnerable for a minute. I can think of several ways to make her more viable, and I am confident she can as well. You will need to take the entrance chamber, where you fought the Quagoth. You will need to move down the adjoining tunnel. You will need to take the stairs from the entrance tunnel. You will need to decide to go left or right in the surround tunnel. If left you will need to take the main cavern, including the residences, the spider statue, the water source, and any 'special areas'. If right you will need to control the tunnel and either attack the northern area or the main chamber. You will need to clean up any messes that remain.