My Players stay out, please.

diaglo said:
the door hedges out line of sight though.

Is there actually a door?

The original post mentioned

OP said:
There's a doorway with an antilife wall (like antilife shell) blocking passage.

I read that as more of "There's an archway with a forcefield that blocks all living creatures from passing through it," rather than "There's an archway with a forcefield that blocks all living creatures from passing through it, and behind that forcefield is a stone / iron / wooded door."

Clarification from the OP, perhaps?
 

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There is a door, but it is comparitively easy to open (knock). That is why I said "doorway", to imply the way is open other than the field.

And celestial/fiendish animals are magical beasts, not outsiders. So they are stopped from physically passing as well. But they can be summoned to appear on the other side (doesn't block line of effect).

Thanks for the help on this.

Quasqueton
 


Stone Shape the wall next to the door and make your own door. That's a 3rd-level cleric spell so it should be available. Plus if you have a druid or a cleric with the Earth domain, you can get Soften Earth and Stone and dig your way through.

Do they have an adamantine weapon? Maybe they don't need a spell to get through the wall.

Bottom line: when you can't go through the door, go around it.
 

If they can acquire a Mirror of Spellturning or something, they might be able to get by. Plus, it gives them a sidequest.

I guess the same is true with a scroll.

Or there could be some other roleplaying solution. A prayer/a proof of faith, a puzzle, a command word...
 

Quasqueton said:
And celestial/fiendish animals are magical beasts, not outsiders. So they are stopped from physically passing as well. But they can be summoned to appear on the other side (doesn't block line of effect).

Right. I was merely pointing out the limitations of the spell.

You could summon, say, a lantern archon and have it waltz through the barrier without problem. At that point, you no longer even need to worry about line of effect or the antilife wall spell.

Summon Monster II gets you a lemure (Outsider, Int -); III brings in small elementals (Elemental, Int 4), hell hounds (Outsider, Int 6), and dretches (Outsider, Int 5); IV has the lantern archon (Outsider, Int 6) along with mephits (Outsider, Int 6), yeth hounds (Outsider, Int 6), and howlers (Outsider, Int 6).

Nothing genius level, of course, but bright enough to observe and follow directions.
 

Animate dead is another option. Create some skeletons, have them dismantlle the hinges, and then make them carry the door around with you. It may come in handy in your next few combats, and later you can install it as a defense in your own castle.
 

Step by step instructions:
1) Return to town.
2) Go to bar.
3) Listen for rumors about vampires.
4) Find vampire.
5) Allow vampire to vamp a PC. (Pick one you trust.)
6) Kill original vampire.
7) First PC now vamps remaining PCs.
8) Return to door.
9) Laugh as pathetic anti-life shell ignores your undeady badness.
10) Hope there's no cleric of Pelor on the other side of the door.
 

new directions..

1) return to town
2) go to bar.
3) Listen for rumors about vampires
4) contimplate your roll as an 6th level adventurer in a dungeon with a anti life shell on door, who made it and why? If the maker has that high of spell casting ability what other goodies does he have in store for you.
5) seperate the insane pc's that want to go back from the sane who say "no way Jose."

Thorncrest

Wish said:
Step by step instructions:
1) Return to town.
2) Go to bar.
3) Listen for rumors about vampires.
4) Find vampire.
5) Allow vampire to vamp a PC. (Pick one you trust.)
6) Kill original vampire.
7) First PC now vamps remaining PCs.
8) Return to door.
9) Laugh as pathetic anti-life shell ignores your undeady badness.
10) Hope there's no cleric of Pelor on the other side of the door.
 

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