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Le-vante
2010-11-24, 12:38 AM
Good day to you all, recently my D&D 3.5 Eberron group has found itself on a trip into Xen'drik to recover one of it's mysterious and powerfull artifacts. After a quick search I couldn't find any genral tips about the best way to traverse this hostile enviroment and so decided to see if the playground could help!

So just to start things off I will present my current situation;

• Firstly we have 1,000 gp each to spend on genral quipment, could you sugest any essentails we should pick up.

• We have a cleric, potions and wands all filled with healing spells but is there a "must have" potion for Xen'drik exploration?

• In our group we have a Ranger, Rouge, Cleric and wizard. When adventuring is there a paticular order we should move in, e.g rouge out scouting just infront of the group followed by the ranger, wizard then cleric.

• Sleeping in the wilderness, any methods of staying the safe you find effective?

That should start us off, thanks for your help.

A Ladder
2010-11-24, 12:52 AM
Rope at least 150ft of it. (in 50ft segments is how we do it)
10 torches.
and a small silver mirror (look around the corners)

I do not make any characters without these items. they are sooooo useful.

sonofzeal
2010-11-24, 12:55 AM
What level? What books available?

Le-vante
2010-11-24, 01:08 AM
Our characters are level 5 atm, but who says we can't give advice for a wide range of levels. All books too.

Coidzor
2010-11-24, 01:19 AM
Shape sand then, definitely want shape sand.

This guide (http://www.giantitp.com/forums/showthread.php?t=148101)should have some general purpose items amongst the various models as food for thought. Also, Bunko's (http://brilliantgameologists.com/boards/index.php?topic=350.0)... There's a third general gear thread/handbook/guide, but I can't recall the name... :/

Some means of pumping up CL for rope trick to last a night's sleep would be good as well, as it's the most secure form of resting you can get in the wilds.

Psyren
2010-11-24, 01:52 AM
• In our group we have a Ranger, Rouge, Cleric and wizard. When adventuring is there a paticular order we should move in, e.g rouge out scouting just infront of the group followed by the ranger, wizard then cleric.


But how can the makeup see anything? :smallconfused:
Sorry couldn't resist

jguy
2010-11-24, 02:43 AM
dear god it is spelled Rogue.

Le-vante
2010-11-24, 04:48 AM
Sentient makeup. I'm sorry to offend you so.

Greenish
2010-11-24, 06:58 AM
Lesser Rod of Extend Spell (http://www.d20srd.org/srd/magicItems/rods.htm#metamagicExtend) (or Extend Spell as a feat) + Rope Trick (http://www.d20srd.org/srd/spells/ropeTrick.htm) is the standard procedure for resting in hostile environments. Alarm (http://www.d20srd.org/srd/spells/alarm.htm) and good ol' fashioned rotating guard duty should not be ignored.

AslanCross
2010-11-24, 07:46 AM
The Utility Belt (http://brilliantgameologists.com/boards/index.php?topic=4400.0) has a lot of really good items that you might find useful.

See also the Indespensible Haversack. (http://www.giantitp.com/forums/showthread.php?p=8238126#post8238126)

Since you have a cleric, he/she could prepare iron silence, or also get scrolls of the same. The spell helps sneaking even for the heavy armor guys.

The Standard Adventurer's Kit in PHB 2 is made up entirely of inexpensive items found in core, totaling to 15 GP:
Backpack
Belt Pouch
Bedroll
Flint and Steel
Hempen Rope (50 ft)
2 Sunrods
Trail rations
Waterskin

Le-vante
2010-11-24, 07:46 AM
One would assume that the rope can't be pulled clear of the ground? Thankyou for the advice it will definatly be considered.

Greenish
2010-11-24, 07:50 AM
One would assume that the rope can't be pulled clear of the ground?From the description:
Creatures in the space can pull the rope up into the space, making the rope “disappear.”

AslanCross
2010-11-24, 07:50 AM
One would assume that the rope can't be pulled clear of the ground? Thankyou for the advice it will definatly be considered.

It sure can be retracted into the space.


Creatures in the space can pull the rope up into the space, making the rope “disappear.”

EDIT: Swordsage attack!

true_shinken
2010-11-24, 07:57 AM
Using Rope Trick too much resultys in DM throwing Disjunction, That Damn Crab and rust monsters at you. At the same time.
Don't overdo it.

panaikhan
2010-11-24, 08:44 AM
The first time I was in a party that ventured into Xen'drik, I (as a player) was concerned. But it is the role of the DM to challenge the party, not to throw stuff at you that you can't handle. If they do this well, you nestle into what an old friend of mine used to call 'sh*t-brick-safe' territory - where you are still afraid for your very lives, but in very little 'actual danger'.

Dusk Eclipse
2010-11-24, 10:13 AM
Grab a bunch of anti-toxins, Xen'drik is the home of eberron drows, and they are as fond of poison as normal drows.

Might be a good idea to get some scrolls or potions of delay poison too.