Nocturno wrote:Did I miss anything else? There has been a lot of strategy and other talk in this game, and it feels like I'm the guy who left the table to get a drink and washroom break. Then missed the whole strat, so he just busts down the front door.
"Leeeeeerrrrooooyyyy Jennnnkinnnns!"
I think the plan is that Stephen and Jack will be on Trap Detection duty (Stephen can tell whenever he comes within 20 feet of one, allowing Jack to know when and roughly where to search). Stephen would greatly appreciate an Invisibilty spell, but it's probably really not that critical.
Our current plan (I think) is that we will try pushing a knife on a stick through the 'blood bubble' to see if it penetrates the 'floor of force'. Also try tossing a chicken/goat into the bubble. Stephen will Contact it and use Sight Link to see if it comes out somewhere safe, and then use Dimensional Door/Wormhole to get the rest of the party to that location, assuming we decide not to jump into the 'blood bubble' ourselves.
Something else we could try is tossing some undead and/or quasits in the blood bubble and see where they come out. The spectre Ke'Sha summoned could also prove useful, if it can bypass solid objects (as Tristan suggested by having it sink into the ground). Since it's intelligent, Stephen could Contact and Sightlink it as well.
TristenC wrote:As for having a supply of 'sleep poison' here, there are paralytic and disabling injection poisons (type O and P) but they take minutes if not hours to take effect after application. Exotic poisons or gasses like Drow sleep poison or Svirfneblin sleep caltrops I think will be out of reach for this campaign (unless a pc is made with the ability to make it, then a limited supply can be had to start but manufacture takes to long to do within the campaign). Probably much easier to use magic or the like to incapacitate enemies.
I've always found it odd how there are only two non-lethal poisons on the table, despite the comment in the DMG saying "Not all poisons need cause damage. Two other common effects of poison are to paralyze or debilitate the victim."
Here's a (non-exhaustive) list of critters (and people) using non-lethal poisons/venoms:
Crawler (Beholder Kin) - Onset: instant, Paralysis for 1d4 rounds
Giant Centipede - Onset: instant, Paralysis for 2d6 hours
Huge Centipede - Onset: instant, Paralysis for 1d6 hours
Psuedodragon - Onset: instant, Coma for 1d6 days
Dwarf, Derro - Onset: instand, Strength to 5 as per Ray of Enfeeblement (unstated duration)
Elemental Kin, Fire, Fire Snake - Onset: instant, paralysis for 2d4 turns
Elf, Silvanesti - poisoned arrows causing paralysis for 1d10 rounds (1d10 turns in DL07 Dragons of Light)
Drow - Onset: instant, unconscious for 2d4 hours
Drider - onset: instant, paralysis 1d2 turns
Fish, Dragonfish - onset: 'slow acting'/instant, -2 to hit for 1d12+4 hours
Fish, Stingray -onset: instant, paralysis for 5d4 turns
Giant, Jungle - onset: instant, paralysis for 2d6 turns
Gloomwing, tenebrous worm - onset: instant, paralysis for 1d4 rounds
Gnome, Deep - Stun/slow poison and sleep gas
Golem, Necrophidius - onset: instant, paralysis/unconsiousness for 1d4 turns
Grell - onset: instant, paralysis for 5d4 rounds
Haemonculus - onset: instant, unconscious for 5d6 rounds
Quasit - onset: instant, -1 Dex for 2d6 rounds
Insect, Assasin Bug - onset: instant, local paralysis for 1 hour
Lurker, Trapper, Forest - onset: instant, paralysis for 2d20 turns
Mongrelmen - 'paralyzing darts' (no further information)
Myconid - 'pacifier posion' effectively paralysis for 4-6 rounds
Naga, Dark - onset: 1 round, sleep for 2d4 rounds
Neogi - onset: instant, slowed for 1d8 rounds
Mustard jelly - onset: instant, slowed for 2 rounds
Ooze, Crystal - onset: instant, paralysis (no listed duration)
Plant, Dangerous, tri-flower Frond - onset: instant, unconscious for 1d4 hours
Roper - onset: 1d3 rounds, lose half Str for 2d4 turns
Snake, Poisonous - varies
Spider - "Most listed here are poisonous and bite prey first, because unconscious victims are easier to carry to a lair". And yet, only the watch (under 'Hairy spider') and gargantuan spiders have paralytic poison.
Sprite - poison arrows, sleep for 1d6 hours
Stirge, Jungle - "Purportedly, they have a paralyzing poison in the tips of their sharp snouts that is highly prized by local tribesmen." No further details. However, we
are in a jungle area...
Thri-kreen - Instant, paralysis for 1 to 20 rounds, depending on size of victim
Urchin, Sea - "...spines may contain paralytic and even lethal poisons." No further information
Urchin, Land - onset: instant, paralysis for 1 hours
What are the chances of finding some paralytic Jungle Stirge venom? Or something along the lines of the poison used by the Silvanesti (High) Elves? Any chance of getting Giant or Huge centipede venom? Where do Jungle Giants get their venom? Given that we're also in a jungle, would the locals know and be able to supply some?