Gwydion
2008-04-23 16:34:32 UTC
#147341
Preface
The Mithrilsoul clan would like to share some of our tactics in dealing with a few of the many enemies that the citizens of Sanctuary may encounter in their struggle to survive.
Each should tailor these tactics to their own needs, as not all can stand against their foe shield to shield with proven steel at the ready like the kuldar of Moradin.
Table of Contents
~ Abberrants
~ Chosen
~ Drow
~ Duergar
~ Fey, Dark
~ Undead
* written by Barakalagh Ronus Razenhaur of Clan Mithrilsoul
* edited, collated and submitted by Elder Breena Watchever of Clan Mithrilsoul
Gwydion
2008-04-23 16:38:09 UTC
#147342
Abberants
One must take care when dealing with these menaces. They have small numbers, but their abilities allow them to make willing slaves of anyone with little effort.
Mindflayers are to be rightly feared. They may indeed be responsible for wiping out Mycopolis, despite the fact that they did not press the attack. If you see such a creature, consume a potion of Protection from Evil immediately if you are not already protected. If not in a well-equipped company, it may be wise to make a tactical retreat. Mindflayers should only be fought when one has a considerable advantage in numbers.
Beholders are dangerous. They can easily kill a person outright, enslave them, or turn them to stone. Worse yet, one recently attacked Upper Sanctuary! As such, they should only be attacked when one's minds are properly protected by Potions of Protection from Evil and we have a great advantage in numbers.
That said, most should not pick fights with these creatures if we can help it. Survival in the wilds is hard enough without battling these monsters unless it is absolutely necessary.
Gwydion
2008-04-23 16:44:05 UTC
#147343
The Chosen
As many dwarves have been taught growing up, silver is the most effective means of beating off werebeasts, which is what the Chosen truly are. While these weapons remain somewhat rare, there are other options.
A weapon enchantment can turn anything into a potent tool for use against these creatures, albeit for a short time.
Failing that, one should weild a weapon that can deal a unique type of damage. For example, one might carry a dagger that can shock when stabbed into an enemy for this purpose. Weapons can be enchanted to burn with fire for a short time, or you can coat your own weapon alchemists fire to achieve the same end (albiet for a much shorter period). It is important to understand this tactic well and apply it, as more creatures than just were-rats are resistant to axe swings and hammer blows.
It should be known that many of these beasts can shrug off some if not all damage from smaller weapons. This is due no doubt to their magical nature, and some tactics should be considered if you notice that their hide is resistant to damage even if your weapon is silver or enchanted.
To counter this, one can use a larger, more lethal weapon. Or, one can put a huge amount of force behind his swings and attempt to cut the creature's limbs off or his body in half. While this is the least effective tactic for dealing with such creatures, it remains an option for a warrior that has not prepared effectively or is conserving his resources.
Gwydion
2008-04-23 16:48:30 UTC
#147345
The Drow
The Drow are an ancient and formidable enemy. They are intelligent, sinister foes, and should not be taken lightly by any. It can be expected that there are many drow that can best even a mighty dwarven warrior in single combat due to their magics and speed.
Drow are said to be resistant to magic. This suggests that one attack them in close quarters if possible. The dwarves of Clan Mithrilsoul trust dwarven steel to prevail in all scenarios, so this poses no problem for us.
The Drow have a glaring weakness, however. Like all elves, they are not hardy creatures, and susceptible to poisons and the like. As dwarves, we should exploit this by hurling choking dust at clusters of them before joining melee. The hope is that, although some of us may suffer, Moradin will see that our fortitude prevails over the vain spider-kissers.
Drow do not like joining against a prepared foe. As such, they might rely on herding lesser creatures (such as goblins and kobolds) before them in an effort to weaken defenses and exhaust supplies. A wise adventurer must be cunning enough during an attack to see these feints for what they are, and act accordingly.
Their women folk rule them as well. Therefore, the females are targets of precedence in combat. Taking our their leadership should lower their morale and, at the very least, leave them disorganized.
Gwydion
2008-04-23 16:53:24 UTC
#147346
Duergar
Duergar do not differ much in their practices of warfare from the children of Moradin, which makes them dangerous opponents. As such, their style of warfare is very well developed, so there are not many weak areas to exploit. Their forces seem to be divided roughly evenly between kulds and crossbow wielding sharpshooters. They also have small numbers of kuldjarghs, runecasters, and the servants o' their own dark gods.
The best advice we can give on such matters is to be well supplied with potions that are capable of protecting you from their blows. Blur, Barkskin, and Protection from Evil potions are all highly recommended. It is said several (if not all) are capable of turning invisible, but they seem to use this ability sparingly. A wise adventurer would carry potions of See Invisibility to counter this.
While they often enchant their weaponry and armors to be used against us, the same enchantments are equally effective when applied in reverse. Do not shy away from taking weapons and armors that used to be used against our kin when taking the fight to these bastards. But Clan Mithrilsoul will become your mortal enemy if you knowingly employ the foul artifacts made from the skin of our brothers in any fashion.
For our kinsman, it is Moradin's will we destroy this foul and evil menace, and by doing so we will only gain his greatest favor.
Gwydion
2008-04-23 16:56:44 UTC
#147347
Fey, Dark
These powerful creatures are not to be taken lightly. They have been known to steal children from the canals, and recently, conducted brazen attacks within the Canal Ward itself. Though their numbers have diminished to the point where they can no longer attack in massive numbers effectively without compromising their own defenses, it is folly not to be prepared to deal with them should they seek battle once more.
The Unseelie seem to be particularly stealthy creatures, able to sneak past our defenders and do their vile deeds. Fortunately, such tactics deprive them of their "red caps," powerful equivalents to our own kuldjarghs that comprise most of their military might. Not only is the might of these red caps terrible, but their weapons are enchanted to knock those struck with them unconscious.
When battling these creatures, caution and overwhelming tactics should be used, targets of precedence being their red caps. In the event you encounter a small, stealth infiltration force inside our own walls, their might is less of a concern when one has reasonable numbers.
However, if you encounter them near the canal in their own lairs, be fully prepared and do not be surprised at the powers they can bring to bear
Gwydion
2008-04-23 17:02:55 UTC
#147348
Undead
The bodies in Sanctuary do not seem to stay dead. We are not sure why this is, but some scholars believe it has to do with their will to return to the surface. In any event, it is unwise not to prepare to battle undead at any time, particularly as there are substantiated reports that a necromancer lives close to our settlement
Many warriors are aware of the more common tactics for battling these creatures. Unfortunately, undead come in so many forms it's hard to form concrete tactics for fighting them in all possible scenarios. Every time the good souls of Clan Mithrilsoul think we know something about one of these creatures, a variation is introduced that defies our logic.
Many skeletons shrug off damage from blades, and many fleshy undead shrug off the impacts of crushing weapons such as maces and hammers. Watch the effect of your blows, and be ready to change to another style of weapon if you possess such.
If you know you will be fighting these creatures, bring potions of Protection from Evil and if you can afford it, Negative Energy Protection in particular. Not all spirits are evil, but many of the more powerful forms are. It is also advisable to enchant your weapons and to use weapons that deal unique types of damage (or to smear alchemist's fire on your weapon and set it ablaze).
Spellcasting undead (or the still living creatures that have summoned them) take precedence as targets in combat. Leaving a spellcaster unmolested in any setting can be disasterous, so designate speed warriors to rush them, or stealthy scouts to position themselves near these before battle begins.