How do I go to bed?

This apparent contradition caused much debate in my party where "Rope Trick" has been a lifesaver on a number of occasions.

I used the bit in the spell description where it says "caution should be used" to rule that bags of holding etc. could be taken in - but not opened within the extradimensional space.

Opening the bag created the "rift within a rift" scenario and Bad Things happen !
 

log in or register to remove this ad

Yeah, it's a bit to vague...

But Rope Trick wouldn't be that great of an option anyway...I mean, if they dispel a Secure Shelter, they're going to do the same thing to Rope Trick....
 

Except that Rope Trick is invisible (or rather extra dimensional) if you pull the rope up, so they've got know what you've done (rather than t-port out) to dispel it... it's a bit less obvious than having "a sturdy cottage or lodge" appear in the room :)
 

Note that Rings of Sustenance don't help Elves (who don't sleep). Also note that Divine casters don't need eight hours, just the "right time of day" to regain their spells.

Rope Trick is nice, and (IIRC) can't be dispelled because you're "on another plane" when inside it (I could be wrong)... Alarm is also good for alerting you to attacks. Put it outside, in the hallway.

If the room you're staying in is a problem, why stay in that room? I'd set the Elves to searching for secret doors, myself. If the enemies know where you are, it's time to move...

More generally, in the future, long-lasting illusions over the door (to make it look like a wall of stone, for instance) might work, if the enemy is unfamiliar with the area... (if not, they'll know that there should be a door there). A Rod of Security would be nice. A Rod of Alertness less so.

As for Teleport, just becase you can't leave the mountain with it doesn't make it useless. Perhaps it can go up/down a level? If so, multiple spells might allow a way out (especially if you do the "outsides" of each level, first, and find an entrance/exit from which you can zip home). Also, supposing that you find an underground lake, or something, you might be able to put a hut (or somesuch) on the bottom, and then use Teleport to get to/from it... That would stop MOST enemies (but not, say, a Kraken, nor undead).

Wall of Force is always nice. Wall of Stone is also good, as previously pointed out, especially if used in conjunction with Rock to Mud (makes it easy to get out, in the morning). Soften Stone might even be pressed into service to MAKE a hideout out of a wall! Then again, one of those pit traps, braced from below so nothing can fall into it, might make a rest stop for the night.

Look around you, as you explore, and try to find a better place to hide. Look at the spells you have access to and ask: "How can I use this to hide us for eight hours?" I'm sure you'll come up with a dozen ways, depending upon your class and level.
 

Hawklord said:
Except that Rope Trick is invisible (or rather extra dimensional) if you pull the rope up, so they've got know what you've done (rather than t-port out) to dispel it... it's a bit less obvious than having "a sturdy cottage or lodge" appear in the room :)

Yeah, but if the bad guys think you're still around they're going to send someone with Detect Magic down to your last known location and scope it out. It's not too hard for another wizard or Sorcerer to figure that out, and if they do then you've got real trouble: Dispel Magic and readied actions. Think what your party might do were they pursuing enemies and they had an idea they were in Rope Trick....... :eek:

Rope Trick is a great spell when hiding from enemies that cannot detect magic, otherwise it's (as my players are fond of calling it) Rope Trap.

Why not throw a Rope Trick up as a decoy, and figure out a way to slip past the bad guys to another area in the mountain that they're not looking for you or provides a better hiding place.
 


Goobermunch said:
When did that get added back into the mix?

--G

If you mean Elves not sleeping, they never have. They trance for about 4 hours a night. This is why they are immune to Sleep spells and sleeping poisons.

If you mean the Ring of Sustenance, argo mentioned it earlier in this thread.
 
Last edited:

How'd you manage to convince your DM that a kender would sleep through something as interesting as a couple night battles! Imagine the excitement. :)

Unfortunately moving seems like the only real option if whatever these forces are that you face are continually sending stuff capable of blatting you out of your rest. Move and find some lil spot they may not look in... like a cave...

Actually that doesn't sound that great. There's no good way of resting in a hostile environment bent on seeing you dead really. You either get out and come again later, or you pray your DM is forgiving and doesn't adequately simulate a goblin horde gunning for the hides and treasure of an adventuring party. Unless you're at the summit or your paths are blocked, I'd scurry back down, and with the knowledge I got from the previous trek, have casters make scrolls so they don't run out of spells, and buy or make as many healing potions as possible.

Half of surviving DND is to know when to get the heck out of dodge, and it seems that it's time to do so for your party.
 
Last edited:

clark411 said:
Half of surviving DND is to know when to get the heck out of dodge, and it seems that it's time to do so for your party.

But dodge is so fun! Actually, we're pretty stuck inside the mountain and my DM did warn me out of character that the party would have trouble sleeping inside. However, my wizard doesn't know that and so I couldn't take the spells I needed.

Taking the rope trick idea a step further, someone mentioned using an alarm spell as well. Wouldn't the alarm be impossible to hear inside the rope trick?
 


Remove ads

Top