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defeated..or: how to get a comrade back (RttoEE spoilers)
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<blockquote data-quote="Seravin" data-source="post: 894842" data-attributes="member: 6783"><p><strong>2cp and change</strong></p><p></p><p>Speaking also as someone who's running the module...</p><p></p><p>Information seems to be important right now. With two 15th level casters you certainly have some options available. The important thing is how much time do you really have left, because that's what you need.</p><p></p><p>Ask your DM if you can Analyze Dweomer or Legend Lore/Vision the keys to see how to use them. The Legend Lore should take under an hour with the keys in hand. AD will take 8. This presumes your wizard has access to them or can purchase a scroll.</p><p></p><p>For that matter, at your levels, just go through the entire Divination list to find out what you can about anybody whose name you know. </p><p></p><p>Get a Commune (or Limited Wish a Commune) to find out the status of your buddy. With 15 possible questions for the caster, write them down before hand to determine what you want to ask. Keep in mind additional questions you will want to ask if the answer is yes or no. Discern Location if you can. Heck, if you know the names of any of the bad guys use Discern Location on him and ask the DM what that counts as for purposes of Teleport. </p><p></p><p>If you have the spell, try a Planar Binding on something that might be willing to help. There will be a price, but it will provide two things. Additional help on the assault and potentially a character for the cleric to play in the meantime. Two Avorals could be potentially useful. </p><p></p><p>Does anyone use the doors at any particular time? Druids get Wind Walk. A 60mph raid into the temple when the doors are down might be viable. It would alert creatures and there's that time element to re-materialize, but it might be available. Do you know if you can fly over?</p><p></p><p>The wizard should also have the possibility to cast Etherealness - walk through the doors with the expectation of teleporting out. An augury on whether this tactic will be useful should help out.</p><p></p><p>Another possible tactic is to get some Silence Bombs created to shut down enemy spellcasters. Cast silence on a rock, put rock in a box. Teleport to enemy. Have your Paladin use rocks. Better yet if your DM will allow you to find someone willing to make things, make a permanent silent rock. It should be relatively cheap. Or sling bullets that cast a silence spell when they hit a target.</p><p></p><p>Of course the big deal with all of these suggestions would be:</p><p>A) How much time do you really have left?</p><p>B) Do you have the spells available to use and if not, can you get them and have time to learn them?</p><p>C) Is the player of the cleric sitting things out now or is he bringing someone new in, and if so, what kind of character.</p><p>D) Can you access to a helpful cleric?</p><p></p><p>The last bits of advice is whatever you do, keep it simple and get as much information as possible from each encounter.</p></blockquote><p></p>
[QUOTE="Seravin, post: 894842, member: 6783"] [b]2cp and change[/b] Speaking also as someone who's running the module... Information seems to be important right now. With two 15th level casters you certainly have some options available. The important thing is how much time do you really have left, because that's what you need. Ask your DM if you can Analyze Dweomer or Legend Lore/Vision the keys to see how to use them. The Legend Lore should take under an hour with the keys in hand. AD will take 8. This presumes your wizard has access to them or can purchase a scroll. For that matter, at your levels, just go through the entire Divination list to find out what you can about anybody whose name you know. Get a Commune (or Limited Wish a Commune) to find out the status of your buddy. With 15 possible questions for the caster, write them down before hand to determine what you want to ask. Keep in mind additional questions you will want to ask if the answer is yes or no. Discern Location if you can. Heck, if you know the names of any of the bad guys use Discern Location on him and ask the DM what that counts as for purposes of Teleport. If you have the spell, try a Planar Binding on something that might be willing to help. There will be a price, but it will provide two things. Additional help on the assault and potentially a character for the cleric to play in the meantime. Two Avorals could be potentially useful. Does anyone use the doors at any particular time? Druids get Wind Walk. A 60mph raid into the temple when the doors are down might be viable. It would alert creatures and there's that time element to re-materialize, but it might be available. Do you know if you can fly over? The wizard should also have the possibility to cast Etherealness - walk through the doors with the expectation of teleporting out. An augury on whether this tactic will be useful should help out. Another possible tactic is to get some Silence Bombs created to shut down enemy spellcasters. Cast silence on a rock, put rock in a box. Teleport to enemy. Have your Paladin use rocks. Better yet if your DM will allow you to find someone willing to make things, make a permanent silent rock. It should be relatively cheap. Or sling bullets that cast a silence spell when they hit a target. Of course the big deal with all of these suggestions would be: A) How much time do you really have left? B) Do you have the spells available to use and if not, can you get them and have time to learn them? C) Is the player of the cleric sitting things out now or is he bringing someone new in, and if so, what kind of character. D) Can you access to a helpful cleric? The last bits of advice is whatever you do, keep it simple and get as much information as possible from each encounter. [/QUOTE]
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