Artifact transport + vow of poverty

chitzk0i

Explorer
I'm in a game where (almost) all the party members are monks of various orders. I'm the party wizard (level 14) and so far haven't gotten much time to learn new spells. Even so, I'm saving the party's collective butt. I'm the only one capable of doing cold damage and we've been up against fire giants and half-fiend hobgoblins. We are transporting a powerful artifact a very long distance.

Last session was crappy. I got rushed into six months of training for my next level, so all I need is the XP. I wanted to craft a flying carpet to move faster, but we discovered that the artifact dispells any magic items in close proximity to it (also no teleporting). We get a message telling us to use an ancient, underground highway in order to expedite arrival of the artifact. While I'm pondering a way to craft an item so the magic bit is out of reach of the dispelling effect, zoom, we depart. So. We get to the Underpass, get inside, and the door closes behind us. This is where the vow of poverty comes in. Nobody carries any more than what they absolutely need, so we're underground with no torches. The cantrip Light lasts 3 1/2 hours, and I can Extend that to 7. During our first night there was an incident that ended with the death of our guide. We don't know what happened. We are facing hundreds or thousands of miles of travel here.

My question is this: what can I do? I'm kicking myself for forgetting to bring light sources, but I was distracted by plans for a flying machine. I'm thinking we turn around so I can learn spells, make torches, etc., and craft some transportation.
 

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I'd agree with you from an in character standpoint. From a meta-game standpoint however your GM is obviously prepped for a long dungeon crawl and not a quick flight. I'd talk it over with him.
 

Sounds like you can just bring the artifact along with you on the railroad. :)

Seriously, it sounds like you'd better talk to your GM about letting the group be prepared for the upcoming trip. Which really just means you being prepared, since everybody taking Vow of Poverty means it's all on your head. Hopefully he'll let you "back up" and at least purchase a reasonable allotment of spells.

I doubt he'll let you affect the course of the game enough to get out of the dungeon entirely, though -- you could try the rope hanging from the flying carpet thing, but it sounds like a GM who has a big dungeon all prepped up and by God, he's going to use it.
 

Guide dead and without supplies only one day into the trip? Back out of the tunnels and get supplied, or even insist on traveling overland. Who gave you this "message" to use this deathtrap of an underground highway? A trusted source I hope. If you can't go back (which is how it sounds) then you just have to tough it out, perhaps obtaining the things you need along the way.
 

No continual flame spell ehh..

Get away from the artifact, teleport out get supplies then teleport back in.

Burn the monks cloths for torches.
 

What level are you? (You mentioned your light spell lasts 3.5 hours -- that's 210 minutes, which indicates 21st level -- in which case, lack of light ought not to be a problem! Limited wish will let you fake a continual flame, which you could cast on some of the monks' clothes or a pebble or the like.)

Also, Dagger75's suggestion seems okay to me -- leave the artifact with the monks for a while, and teleport to get supplies. If you need to, use a sending to tell some friendly NPC that you need supplies, and you'll be sending a list. Then use summon monster IV or lesser planar binding to call up a lantern archon (use SMIV if the GM will let it teleport; otherwise, use LPB), and have it take (via greater teleport) a shopping list & money to pay for the items to said friendly NPC. Then the NPC can buy the stuff; you confirm via sending that he has the goods, and you teleport in, get the stuff, and teleport back. You could be gone for all of 30 seconds, if the goods are portable enough (or in a bag of holding or the like). The silly poverty-loving monks should be able to handle that for a while.

If possible, get some burned out (but still orbiting) dull gray ioun stones, have continual flame cast on them, and set them to orbiting the noggins of your beggar monk comrades. They won't own them -- they won't even be really carrying 'em -- so maybe they won't violate their vow(s).

I'm impressed that you're able to function with an entire group of PCs that have to live by exalted rules . . .
 
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Why wasn't your guide carrying light sources? Presumably he didn't have the vow...

If it's an underground highway, maybe it has it's own lights. Just find the switch. (And mention that to the DM before the next game so he can add it.)

Regardless, just travel on for a couple days using your light spell. You'll meet some critters and if they don't have any traditional light sources, you can burn the critters.
 

Putthe artifact in a box or wrap it up so it blocks the dispelling affect. Unless it is some super dispel it will block line of effect.

As far as seeing hope you have mass dark vision or something like it. Last hours and should cover everyone.

I tend to proritize copying spells over making magic items.

later
 


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