Some More Answers
1) Anybody with Use Magic Device can use the scroll(s) of locate object. Mages can copy the scroll (for a price). You can also get one of them to cast the normal version of the spell from a distance, and see where it is.
2) See my earlier comments for the proposed size of team sneak. 2 people is great as long as NOTHING goes wrong. I will not fudge dice rolls against you, but it only takes ONE failed roll. THIS IS A HINT.
3) Laurel's ideas for exit strategies are a good start. Remember that there is magic, and hide/move silently are not the only tools of deception you have in your arsenal. Think creatively.
4) Looking at the map is a good idea, and getting together to plan it is an even better idea. Is it possible this week? Probably not. You all also may be overestimating the benefit of face-to-face in stuff like this. I am always free for questions, but remember that the key here is creativity--when it comes to resources, the bad guys win. You're going to have to find ways to prevent them from using their benefits.
5) All of the NPCs are available for questioning/helping, but I need some specific questions.
6) Useful cannonballs will not be in an armory--if they were, that wouldn't help you, because there's nothing connecting them to the Draconids, then. You need to get one from one the draconids ships if it's going to be proof of anything. Individual steeldrakes will also not really prove anything. You need something that can't so easily change hands.
7) At some point, you (or someone/thing) is going to have to enter the palace, no matter how dangerous it is. It's just a matter of deciding when. The longer you wait, the more time they have to dig in, and the more elves they can do whatever they're doing to.
8) The Duke can't draw you a map of the palace, because he's really only familiar with his throne room, and his personal chambers. He can tell you where those are, however. There is a map of the exterior available (essentially from your memories). Teleporting in is possible, but dangerous, because you don't know who/what is in the room right now.
9) However, teleportation may be blocked (as is scrying). If it is, you'll appear at the place closest to where you want to be outside of the interference field. That could be right onto a patrolled wall, and it could be in the middle of a deserted alley--no way to test it besides trying it, as fat as I can tell. However, if somebody has an idea, shoot--I'll tell you if it will work.
10) Having backups to the primary plan (such as non-magic entry/exit) is good. Do that, in case the shizzit hits the fizzan.
11) You don't know what level Relin Greyclaw (the regent) is. You know he's high enough level to cast wall of thorns, at least. You'll have to figure out the rest yourselves...
12) Using Vermin is possible. How does that work? (I don't know)
13) There must be a sewer system, but nobody in the camp knows it well, nor are they aware of any exit/entry points. In fact, there are no sanitation workers in the camp at all. The Duke never recalls having a problem with it, though....it always just worked. Preliminary scouting does not reveal any drains in the area...but the waste has to go somewhere.
14) all missions are risky. Don't get too shook up about it. Have some fun with the Draconids--remember that you can play with their perceptions in ways other than hiding. Think creatively, be ballsy, etc.
I think that takes care of everything. HOLY CRAP you guys have been busy.
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