Need help! How would YOU find an invisible tower?

Depending on the anti-divination, Commune, Legend Lore or a really good Bardic Knowledge skill may be your best bet.

I'd vote against reconnaisance, simply because of the massive amount of terrain involved.
 

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recruit or chat with the local bats :)

possibly find out where the bats roost by talking to bugs.

edit: just ran this one by my wife, and asked "how would you do it?" she replied "i would take my shoes off and walk around....i am sure i would stub my toe on it really soon"


:D
 
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Piratecat said:
So how do you do it? :D

Well, here's the thing. You are talking about an area roughly the size of the state of Texas. If direct divination will not work, you are not going to find this tower using anything less than an army. The area is too friggin' big...

So, you don't look for the tower. You look for evidence that the tower and/or it's inhabitants. The people in that tower will need or want supplies - foods, spell components, and the like. Find how those are getting to the tower, and you find the tower. For example, if they make lots of undead, they'll need a constant source of black onyx stones...

Hm. Did these guys think to hide their rubbish heap from scrying or divinations?

[edit: changing the capitalization on a rogue letter "o" that really annoyed me]
 
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Oni said:
Another thought, if there is a cleric that can cast commune, you might be able to greatly narrow down the search area. Take a map of the area, doesn't have to be detailed, or exact, just basically correct. Draw a line down the center, point to one side, "is the tower we seek in this area?" If the answer is no draw a line dividing the other half in half again the other way (if yes, the same half) and ask again. then divide that sector down and ask again. If I haven't completely screwed up my math this would narrow the search area down to approximately 32 sq miles. In an area that small, a few control weather spells would do the trick. And of course a second casting of commune would pretty much put you on top of it, though I wouldn't bug my diety twice in one day, but thats just me.

Depending on the cleric's caster level, I put it at roughly 64 to 100 sq miles, but that's just 8-10 miles on a side. It'll be interesting to see if the protection against divination also extends to stopping deities knowing where the tower is.
 

Oni said:
(What the heck, why in the world is this a lower level spell for wizards than druids O_o )

Because its a much stronger spell for druids, with double the duration and 125% more area. I think thats a odd way to do it, but thats what it is. *shrug*


Is this tower is even protected from true seeing? Or legend lore, shouldn't that give at least a clue? Umbrans probably got the right idea, find a loophole in their protections and exploit it. Something related to its presense that isn't the tower itself.

The only other thing I can think of is to get some help, a 12 level cleric (I'm assuming you have one) can cast planar ally. That's probably your best shot. How you should use it... well I have no idea. :)

Some info on the nature of the tower and its protections, if any, would be useful. As well as info on your parties capabilities.
 


hong said:


Depending on the cleric's caster level, I put it at roughly 64 to 100 sq miles, but that's just 8-10 miles on a side. It'll be interesting to see if the protection against divination also extends to stopping deities knowing where the tower is.

Assuming a 12th level caster, I think it's about 61 square miles, just under and 8 mile by 8 mile area. Every two questions would half both sides of the search area. Yeah I pretty much figured that was something a deity would be able to get around, but maybe not.


Heh, another thought....it might be a lot easier to find that we've been thinking. Given the nature of invisibility in Dnd if they have any lights in the tower it ought to glow. So just ask around about the glowy spot out in the wastelands.
 


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