Let's Play Menzoberranzan #07: Jump to it, Adventurers!
The caves near the village foreshadow what is to come in our quest to rescue the villagers. Dark, foreboding and dangerous, they are havens of monsters and creatures which shun the light, though the surface caverns are far more cramped than those of the Underdark. The realm of the drow is full of vast open spaces, some of which are wide enough to contain sprawling cities, not that you can see them without attunement to the depths or magic.
It's that magical sight and protection from the radiations undergound that we still need to get and while there are meant to be gems in this cave, some of them are out of reach. It's a good thing then that the game provides you with potions enough to get them with some to spare. The extra are just in case you mess up the first few times but once they're gone, you can't get any more. Without other magics or abilities from certain companions, you'll need to reload to an earlier save, presuming you have one.
Save early, save often and in multiple slots.
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