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Post by Ginger on Nov 2, 2007 13:24:00 GMT -5
Troll room: Got some helpful general info and some loot. Lolthson's room: Excellent intel with strategic, but no tactical value. Great loot. Flew died. Gnoll room: Ok loot, very useful intel, unless it was all disinformation. Bugbear room: Mostly a waste. Umberhulk room: Lots of loot, no intel. Jasper died. Drow room: Great loot, intel of questionable value, drow prisoner. Evil room: Got slowed or paralyzed. Nearly died. Drowning room: Looked useless.
Looking at that, most of what we've seen has been useless. We've got lots of gold that we don't even pick up since we're over burdened. Our prisoners might just be telling us what we want to hear. What we most want to catch is a drider. They actually know where everything is. Wandering the halls is the best way to catch one. Also, I think staying out of rooms is the best way to find the gate. If we map out the floor and don't find the gate, we should shift out of here.
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Perrin
Junior Member
Posts: 61
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Post by Perrin on Nov 2, 2007 13:42:02 GMT -5
Our prisoners might just be telling us what we want to hear. What we most want to catch is a drider. I think it's questionable that a drider would be more trustworthy than our drow captive. Our most trustworthy prisoners were the gnolls: they were simple-minded knew better than to go into the umber hulk room. Our big problem is that we are lost, which leads to frustration. We need a reliable local guide like those gnolls, which can only be found behind one of the doorways. With a guide, we'll have some clue as to where to go, allowing us to make recognizable progress. Without a guide, we won't do any better even if we return to the Abyss a second time. So I guess I'm saying I agree with Dell. Let's open more doors and find a guide.
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Post by Ginger on Nov 2, 2007 14:16:10 GMT -5
But driders are guides. The driders have knowledge of how to get to each room and what's in each room. Neither the drow or the gnolls know both where the doors are and what's in them.
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Post by Dell on Nov 2, 2007 14:40:56 GMT -5
Putting aside the impracticality of catching a drider... what are we going to do with it after we have it? Odds are we'll have to use Tongues to understand him, unless our Drow prisoner translates. Plus, how do we carry it? If we let it walk on it's own, it's bound to run away. And when we ask the captured drider to take us to the Great Druid, he'll either lead us directly to the most powerful opponents and deadly traps, or have us wander around the halls in hopes of encountering more driders to help him.
On a side note, if Winthrop stops in the middle of a battle to collect parts, he'll find out what a scabbard feels like. Because I will put my sword in him.
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Post by Ginger on Nov 2, 2007 15:03:38 GMT -5
Putting aside the impracticality of catching a drider... what are we going to do with it after we have it? Odds are we'll have to use Tongues to understand him, unless our Drow prisoner translates. Plus, how do we carry it? If we let it walk on it's own, it's bound to run away. And when we ask the captured drider to take us to the Great Druid, he'll either lead us directly to the most powerful opponents and deadly traps, or have us wander around the halls in hopes of encountering more driders to help him. On a side note, if Winthrop stops in the middle of a battle to collect parts, he'll find out what a scabbard feels like. Because I will put my sword in him. Let's try out Monster Charm. Adler has Detect Charm memorized.
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Post by Dell on Nov 2, 2007 15:21:42 GMT -5
Putting aside the impracticality of catching a drider... what are we going to do with it after we have it? Let's try out Monster Charm. Adler has Detect Charm memorized. That's... actually a good answer. There's still the language issue to deal with, but that's surmountable. An occasional Augury might be of use, too.
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Post by venger on Nov 2, 2007 15:53:51 GMT -5
Let's try out Monster Charm. Adler has Detect Charm memorized. He's magic resistant and a half-elf*. And he gets a save. How many 4th level spells are we going to waste trying? That's... actually a good answer. There's still the language issue to deal with, but that's surmountable. An occasional Augury might be of use, too. How reliable do we think Augury will be in the Abyss? If it even works...
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sam
New Member
Posts: 17
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Post by sam on Nov 2, 2007 22:54:47 GMT -5
Putting aside the impracticality of catching a drider... what are we going to do with it after we have it? Odds are we'll have to use Tongues to understand him, unless our Drow prisoner translates. Plus, how do we carry it? If we let it walk on it's own, it's bound to run away. And when we ask the captured drider to take us to the Great Druid, he'll either lead us directly to the most powerful opponents and deadly traps, or have us wander around the halls in hopes of encountering more driders to help him. I agree with Dell. Even if we "subdue" instead of killing a drider. I dont think it would be very useful. We can ask it all the questions we want. But it's bound to be evasive as our drow prisoner is. If you were captured by a group of people who are running around your "house" and killing everyone in it, you wouldn't be cooperative either. We are already are at maximum capacity with treasure and dead bodies. We'd have no way to carry another prisoner and we couldn't trust EVIL creatures to behave. Personally, I am for leaving the abyss. I think that although we prepared before we came in. We also came in with low level characters, who at this point have gained a significant amount of experience. If we leave the abyss, then these characters, can get training, gain proficiencies, etc. Staying here will lead to more battles, which will drain us to where we can't win, we'll running out of food, become weak, have more party members die, etc. If we leave now, we can analyze what we've learned here so far. We can come up with a different approach to approaching the abyss. No offense to the "leadership", but i dont agree with this 100% no questions asked type of philosophy. If something seems like a bad idea. I am not going to promise to do it.
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