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.