* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : D&D 2nd ed Tactical advice wanted.. Started at 07-25-04 06:12 PM by KittenWarrior Visit at http://forums.gleemax.com/showthread.php?t=282308 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : KittenWarrior Date : 07-25-04 06:12 PM Thread Title : D&D 2nd ed Tactical advice wanted.. Okay, here's the situation. My party, consisting of a Wiz4, Ranger/Druid7/7, 2 Fighter/Thiefs at 6/7 and me, Fighter/Cleric 6/6, have just been transported through a portal to the Nine Hells, where we were supposed to find a devil and trade him one captured soul for another. What spells should I prepare (assuming we'll be able to get an undisturbed night's sleep)? I have acces to the following spheres: All, Charm, Combat, Divination, Healing, Plant, Protection, Time, Travelers Any help is appreciated.. Cheers, KW -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : blackprinceofmuncie Date : 07-25-04 06:27 PM Thread Title : Re: D&D 2nd ed Tactical advice wanted.. Originally posted by KittenWarrior My party, consisting of a Wiz4, Ranger/Druid7/7, 2 Fighter/Thiefs at 6/7 and me, Fighter/Cleric 6/6, have just been transported through a portal to the Nine Hells Does it really MATTER what spells you prepare? I mean, you're in HELL and average party level looks to be around 7th level. To me (in any normal campaign) that says "We're all absolute toast!" loud and clear. Am I missing something? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : vader42xx Date : 07-25-04 07:21 PM Not all plane hoping adventures are written for high level games. I've known many a DM who wrote excellent adventures for outer planes (Hell included...lol) for lower level PCs. In fact, I've always found it to be a mistake to assume that other planes are only for those who are high level. But, anyway, that wasn't what Kitten needed to start with. :) I'm not sure what spells your DM allows you to pick from (are you using the ToM for instance, etc) so I'll stick to suggesting what you might want to focus on. Assuming this is a well written low to mid level outer plane adventure (ie: you're trying to avoid combat as much as possible and might even be "invited" or under some devil's protection, etc) I'd go with spells from healing, divination, and protection probably in that order. Healing is an obvious choice in such a hostile environment (no matter what sort of invite you might have), divination used wisely can help you avoid a lot of sticky situations, and protection might allow you to escape a sticky situation you didn't divine. In fact, I only put protection last because your current environment might make those spells less powerful. ;) Good luck and let us know how it turns out. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : blackprinceofmuncie Date : 07-25-04 07:56 PM Originally posted by vader42xx Not all plane hoping adventures are written for high level games. I've known many a DM who wrote excellent adventures for outer planes (Hell included...lol) for lower level PCs. In fact, I've always found it to be a mistake to assume that other planes are only for those who are high level. But, anyway, that wasn't what Kitten needed to start with. :) Without knowing what type of adventure it's likely to be, it's a little hard to suggest spells. If it's a "you're in hell, but :wink: :wink: :nudge: :nudge: it's OK because the story doesn't call for you to stomped by the first greater power that notices your existence" type adventure it's going to call for different spells than if you're in a "you made a big mistake, better get out of dodge ASAP" type adventure. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : vader42xx Date : 07-26-04 03:03 AM True, which is why I made my above recomendations based on the assumption that it was a well written low to middle level outer plane adventure. If they are expected to "take on the world" in hell at this level, you're correct, they're dead. ;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : KittenWarrior Date : 07-26-04 06:56 AM Originally posted by vader42xx True, which is why I made my above recomendations based on the assumption that it was a well written low to middle level outer plane adventure. If they are expected to "take on the world" in hell at this level, you're correct, they're dead. ;) Well, I have every faith in the DM, so far he's kept things very interesting, and in a pinch he's provided resurrection/restoration spells when things went terribly wrong. In fact, that kind of magical help is part of why we're here anyway. A little more background: The guy who sent us through this portal is a cleric who's daughter was killed and her soul offered to this devil in a ritual. We've tracked down the killer and delivered him to the grieving father, who then thought he might swap the killer's soul for his daughter's. He contacted the devil and has had a contract drawn up ensuring our not being harmed (unfortunately, we neglected to look at this contract before we left, so i'm hoping it'll all be allright). Problem: Just after we stepped through the portal we saw the cleric being knocked unconscious by an unknown person. Then, obviously, the portal closed... As for spells, I'm allowed any spell falling in these spheres I can find in whatever sourcebook, plus the unique spells for Angharradhan clergy from Faiths and Avatars. Currently I have prepared: 1 CLW (expert healer) 1st level: 3x Orison (total of 22 points healing, 5x +1 to saves) 1x Protection from Evil 1x Sanctuary 2nd level: 1x Hold Person (probably doesn't work on devils, now does it?) 2x Barkskin 3rd level: 1x Dispel Magic 1x Wind Blast Other than that, I have a nifty longsword. No to hit bonuses, but 1d12 base damage, and it saps 2 points from Str, Dex or Con on a hit. Also have a +1 spear. I can also permanently fly (speed 14, maneuvability B), and am a master with the sword (thaco 10). Hope this information helps! Cheers, KW -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : vader42xx Date : 07-26-04 07:14 AM It helps in that we know the adventure hooks sound good and that your DM isn't trying to murder some characters. ;) But I'm still not sure which specific spells I'd suggest as that's a very pesonal thing (play style, other character play style, etc). But my basic recomendations haven't changed and I can at least tell you which spells probably won't do you much good (so you've got an idea of what you might want to switch out). I'd leave all your healing spells alone (and maybe pick up one or two) but I'd drop hold person (you're probably right on it not working in most cases) and wind blast. I imagine you can find a more specific 3rd level spell that would help you more. Sanctuary will probably come in handy (allowing you to heal during a combat and such) but remember that protection from evil will not give you its full protection while in hell. It will still have all its normal benefits but the creatures of that realm will not count as summoned and will still be able to hit you with their natural attacks (remember that you are on their turf now). So while it's still a good choice just remember the limitations caused by your current environment. ;) Good luck and keep us up to date on how it goes. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Nifftin Date : 07-26-04 10:25 AM I'm not too familiar with the hells myself (so I am unfamiliar with all the demons and such) I would suggest, perhaps, remove fear. That is, of course, your DM would allow you to do it with normal fear. But I'm sure that a Demon or Devil of high power has some sort of fear aura. Enthrall may or may not prove useful. If perhaps you need to steal the soul (if it's in some tangible form) that spell might prove to be handy. And, of course, the ever so handy Dispel Magic. Hope that helps some what. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Varl Date : 07-27-04 12:06 AM I was going to highly suggest Spiritwrack for your mage comrade, but then I saw he was only 4th level. Ooops. Just a wee bit short. ;) Negative Plane Protection (3rd- Protection), Nap (2nd- Time), Accelerate Healing (3rd-Time), Pass without Notice (2nd- Travelers), or Pass without Trace, 10' radius (3rd- Plants) might come in handy depending on the scenario and how kind your DM is. Of course, if you were a 6/6 Fighter/Cleric in my game, you wouldn't have to worry about which spell to take which day, since you'd have access to all of them within your deity's spheres whenever you needed them, at the moment you needed them, up to your character's number of spell castable per day. :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Nifftin Date : 07-27-04 11:07 AM Originally posted by Varl Negative Plane Protection (3rd- Protection), Nap (2nd- Time), Accelerate Healing (3rd-Time), Pass without Notice (2nd- Travelers), or Pass without Trace, 10' radius (3rd- Plants) might come in handy depending on the scenario and how kind your DM is. Which edition are those spells? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : KittenWarrior Date : 07-27-04 01:10 PM Originally posted by Nifftin Which edition are those spells? 2nd, obviously.. But where's Pass without Notice from? I don't think I know it.. Unless you meant Pass without Trace? I don't think Negative Plane Protection'll do much good, though.. it's meant mostly vs. undead.. Cheers, KW -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Varl Date : 07-28-04 01:57 AM Pass without Notice is in the Priest Spell Compendiums, and it says it's updated from Dragon magazine, but I checked my DMA and couldn't find it in there. My guess is it is a very early clone of Pass without Trace, but they did give a full description of the Pass without Notice spell in the compendium, so it must be a unique spell compared to Pass without Trace. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : Nifftin Date : 07-28-04 11:08 AM Originally posted by KittenWarrior 2nd, obviously.. But where's Pass without Notice from? I don't think I know it.. Unless you meant Pass without Trace? Heh, oops. I haven't looked into priest spells that much so I forgot. That "Pass without Notice" completly threw me off. How did the adventure turn out? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:19 AM.