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General Tabletop Discussion
*Dungeons & Dragons
How do I make a challenging investigation for a high level cleric?
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<blockquote data-quote="devincutler" data-source="post: 6744774" data-attributes="member: 6684551"><p>Find the Path can be troublesome if the cleric can articulate a location in such a way that a secret hideout becomes easily findable. The cleric must be familiar with the location and it must be specific, but as I read the spell, once he knows about a bad guy (such as his name) he can Find the Path to XXXX's Lair.</p><p></p><p>True Seeing will get him through any illusions or shape changing magic, so disguised villains are out.</p><p></p><p>Etherealness can let him walk through walls, and spy or eavesdrop on pretty much anyone anywhere.</p><p></p><p>Divination and Commune are less troublesome because the DM gets to decide if the powers know the answer and can be cryptic. However, I find that in investigative scenarios these are go-to spells for the PCs, so the DM should, beforehand, figure out the most likely Divinations and Communes and have answers ready. In the former case, I try to have some interesting cryptic poems or visions that strike a balance between giving away the adventure and being useless.</p></blockquote><p></p>
[QUOTE="devincutler, post: 6744774, member: 6684551"] Find the Path can be troublesome if the cleric can articulate a location in such a way that a secret hideout becomes easily findable. The cleric must be familiar with the location and it must be specific, but as I read the spell, once he knows about a bad guy (such as his name) he can Find the Path to XXXX's Lair. True Seeing will get him through any illusions or shape changing magic, so disguised villains are out. Etherealness can let him walk through walls, and spy or eavesdrop on pretty much anyone anywhere. Divination and Commune are less troublesome because the DM gets to decide if the powers know the answer and can be cryptic. However, I find that in investigative scenarios these are go-to spells for the PCs, so the DM should, beforehand, figure out the most likely Divinations and Communes and have answers ready. In the former case, I try to have some interesting cryptic poems or visions that strike a balance between giving away the adventure and being useless. [/QUOTE]
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Community
General Tabletop Discussion
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How do I make a challenging investigation for a high level cleric?
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