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Lazy DMs doing stupid things
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<blockquote data-quote="Pielorinho" data-source="post: 2699268" data-attributes="member: 259"><p>Incidentally, in our weekly campaign, last session ended with our party ambushed and trapped in a solid forcecage. The cage takes up a room of an inn, and I've blocked the doorway with a Wall of Stone so the ambushing wizards can't see their way in, but I'm worried that we're officially In Trouble. Advice would be welcome.</p><p></p><p>Here's the lowdown:</p><p>-We're sneakily infiltrating an enemy kingdom ruled by a cabal of high-level wizards. One of them got away from us (stinking enchantment spells!) and somehow managed to track us down.</p><p>-I'm a Druid14 in disguise; I don't think they realize what I am, having never seen my real face.</p><p>-I'm carrying my companions in a portable hole: it's a "dwarven" barbarian (earth-spirit, who also has a burrowing speed through natural earth) and an air elemental archer. I don't think the bad guys know that I have them with me.</p><p>-I don't have Transport Via Plants prepared, but I do have a trio of QUall's Feather Tokens of trees. If we can survive till I can re-prepare spells, we can escape.</p><p>-My animal companion is an elephant, polymorphed into a mouse. I have Dispel Magic prepared.</p><p>-I have an intelligent amulet that is telepathic with me and can talk; this means that I can communicate while wildshaped.</p><p></p><p>One idea I had was to wildshape into a dire ape, and wait quietly in the middle of the room for a wizard to teleport in. Grab the wizard, and threaten to kill him unless he teleports us to safety or disintegrates the wall of force. However, this is pretty dangerous: what keeps the wizard from teleporting us into Bad Guy Central?</p><p></p><p>Or I can get my companions to watch over me as I sleep and reprepare spells; however, if the wizards come in then, I'm in trouble.</p><p></p><p>Another idea would be to not freakin' go adventuring without a party wizard who can counter a stinkin' forcecage spell.</p><p></p><p>Any thoughts?</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 2699268, member: 259"] Incidentally, in our weekly campaign, last session ended with our party ambushed and trapped in a solid forcecage. The cage takes up a room of an inn, and I've blocked the doorway with a Wall of Stone so the ambushing wizards can't see their way in, but I'm worried that we're officially In Trouble. Advice would be welcome. Here's the lowdown: -We're sneakily infiltrating an enemy kingdom ruled by a cabal of high-level wizards. One of them got away from us (stinking enchantment spells!) and somehow managed to track us down. -I'm a Druid14 in disguise; I don't think they realize what I am, having never seen my real face. -I'm carrying my companions in a portable hole: it's a "dwarven" barbarian (earth-spirit, who also has a burrowing speed through natural earth) and an air elemental archer. I don't think the bad guys know that I have them with me. -I don't have Transport Via Plants prepared, but I do have a trio of QUall's Feather Tokens of trees. If we can survive till I can re-prepare spells, we can escape. -My animal companion is an elephant, polymorphed into a mouse. I have Dispel Magic prepared. -I have an intelligent amulet that is telepathic with me and can talk; this means that I can communicate while wildshaped. One idea I had was to wildshape into a dire ape, and wait quietly in the middle of the room for a wizard to teleport in. Grab the wizard, and threaten to kill him unless he teleports us to safety or disintegrates the wall of force. However, this is pretty dangerous: what keeps the wizard from teleporting us into Bad Guy Central? Or I can get my companions to watch over me as I sleep and reprepare spells; however, if the wizards come in then, I'm in trouble. Another idea would be to not freakin' go adventuring without a party wizard who can counter a stinkin' forcecage spell. Any thoughts? Daniel [/QUOTE]
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