Dumb D&D Problem: Let me pick your brains

So. D&D. Player again, so I might have just kicked the DM’s Curse.

TL:DR mode, we’re playing as mercenaries/agents/militia of a Empire that’s nominally the ‘good guys’ in the setting, the enemies are a series of Elven Queendoms that want to kill off all other races to make themselves the sole wielders of magic because the current rulers all drank the Kool-Aid and think their ‘mortality’ is the result of other races ‘polluting’ magic, and a very large, low-magic high-tech Human Imperium that really loves themselves and likes to enslave other races and has a very biased revisionist view of the world and history, and the only reason they haven’t won is because Humanity can’t stop playing the game of ‘hide the hand-and-a-half blade’ with each other over which one of them is the ‘purest’ example of Humanity.

The Issvalian Empire basically is … everybody else, including folks from the Queendoms and Imperium who decided this was nuts and wanted no part of any of it, who came together for mutual protection and became the second largest nation in the world as a result and one of the few places where religious and social freedom is accepted as the norm.

So our party is a Kobold Necromancer (me), Hobgoblin Artificer, Human Fighter, Goblin Ranger, Half-Drow Red Dragon Sorcerer and a Lizardfolk Druid. All 9th level at this point, and we started at 4th level on the 19th of last month, so we’ve … been through some shizzles, lets say?

We’ve been tasked as part of a group of ‘advanced’ scouting parties to reclaim a island-continent that was abandoned during the last open conflict between the Queendoms, the Empire and the Imperium, taking back old storehouses and stockpiles, clearing out ruins, dungeons and abandoned structures and basically doing the scut-work for the Legions so they can focus on actually rebuilding stuff.

So the poor Druid has been turned into the Heal-Bus, and I basically handle all magical macguffinery and utility so the Sorcerer can blow things up and the Artificer, Fighter and Ranger handle melee, traps and talking.

It is weird to have a character without ranks in talking skills, but I’m a spooky little ash-scaled Kobold who has 10 Human Skeletons wearing Scale-Mail, armed with muskets and basically here’s my problem.

Due to the shenanigans of the other players, we’ve got a bunch of Blackguards-who-think-they-are-Paladins from the Human Imperium who are seriously after us, and to try and keep our party alive. Ranger covers our tracks as best she can, we do a 6-to-8 hour forced march so we’re covering as much ground as we can without gaining any levels of Exhaustion, then I get the Skeleton Union to princess-carry the party and march for another 8 hours, since Undead don’t suffer from Fatigue in 5th Edition D&D, then we take a long rest.

Our speed is limited, but since the Blackguards lost most of their troops to me sending in the bulk of my Skeleton Union, loaded down with barrels of Gunpowder, Alchemist’s Fire and Lantern Oil, blowing themselves up and shearing off an entire side of a castle that was clinging to the side of a mountain, their ability to keep up with us is limited and since the Skeletons can just march up and down the streams and our Ranger only needs to make checks to obscure our passage every few hours, we can cover our tracks relatively well.

Except I’m fairly certain the Blackguards have access to some sort of Divination magic and/or they have a sample from one of the characters because they keep showing up. They are obviously high enough level to use Find Greater Steed, which means they are at least 13th level, and that also means they can use Locate Creature.

I dropped these people off the side of a mountain, and they were back for more in seven rounds.

We need to get rid of these Blackguards, but they’re absurdly tough and being Blackguards (Paladins with Oath of Conquest), they have shocking amounts of healing available to themselves, they cause Fear in combat shockingly often and it’s a six-vs-five fight, and these Blackguards have no chill, being the elite super-soldiers of the Imperium.

We’re effectively fighting Space Marines.

Should we:

  1. Volley Ambush. Firearms are Martial Weapons in this setting, so most of everybody has access to them, and the DM ruled the Skeletons have ‘instincts’ of their past lives, so they do know how to use a rifle. We lure the Blackguards into a choke-point, use our remaining explosives to trap them in place and just rain hell down on them while the Skeleton Union sacrifices itself to hold them in place for however many rounds it takes.

  2. Keep Running. The DM has let slip that these Blackguards have Class-Levels and they are higher level than we are. Currently we’re booking it back to the biggest Legion outpost on the island-continent, which is still two in-game weeks away at forced-march pace, and once we get within range, I can risk a Sending Spell, hang the Queendom’s magical ‘eaves-dropping’, and call for backup because holy :poop: these Blackguards are tougher than boot leather and twice as nasty.

  3. Split the Party. One of the things I am considering is that the Blackguards are using Locate Creature to track us through my Skeleton Union (Undead raised and controlled through Animate Undead), since they know we have Undead. I want to have our Sorcerer (who knows Fly and Invisibility and could easily run back to us if I send my Familiar with her to guide her back to us) to lead the Skeleton Union down one path while the rest of us take a hidden path and burn some resources to go into hiding. If the Blackguards go after the Skeletons, we know they’re tracking our Undead through magic and we can possibly get an insurmountable lead on them as they chase after my Skeleton Union. If they come after us, they are tracking us directly and the Sorcerer is just to book it to the nearest Legion Outpost to get backup while we find a place to hunker down and wait for backup. If they split up to try and follow both of groups, we’re at least dividing them and we’ve got a chance to actually kill some of them without the Chain of Hand Holding (Blackguards basically using Healing Touch on each other) rendering our attempts to murk them useless.

Our DM has pointed out we weren’t supposed to win against the Blackguards, she intended to have them show up as a ‘no you run now’ event, and our blowing them up and killing all their men has made them go AWOL to kill us and avenge the ‘dishonor’ of ‘lesser races’ defeating them, so they are going to follow us everywhere until either they are dead, or we are, and we’ve blown most of our expendable resources just to keep away at this point, and they have flying mounts, Gryphons, which are not fun to face in melee when you’ve got Paladins in Adamantite Plate-Armor with more hit-points than God bearing down on you.

Distract the DM, take their notes and change them to lower the Blackguards health and anything else you want, then moiderlize them.

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could someone in your party actually be a traitor? I know in this situation id be a sacrificial lamb and try to drag them away from the party and maybe take them on solo just to bide time. The DM is forcing you to do one thing I dont really like that, so try to opposite. Also if you are not having fun let them know.

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Darn, that rules out my plan

I’m not very familiar with DnD, but I figured I could try to help anyway:

If there’s any nearby rivers, you could try crossing it to foil Locate Creature tracking (Locate Creature fails if a flowing river at least 10 feet across is between the caster and the target).

Are you certain that the enemy party is entirely comprised of Paladins (and they don’t have any cross-class levels at all)? There is another Locate spell (Locate Animals and Plants) which has a much higher range (5 miles vs 1000 feet) and no failure condition, though I think it requires at least 2 levels of being a Bard, Druid, or Ranger to use. (Paladins have a stat requirement of 13 STR and CHA – This means they could potentially have levels in Bard, which only requires 13 CHA)

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Remind me again what the difference is between paladins and blackguards?

Could you somehow set it up so they have to pick between chasing you and upholding their oath?

Maybe trick them into thinking the queendom is about to attack somewhere that they care about more than they care about getting revenge on you.

Kinda a “tyrande picks saving ysera over saving her hubby” situation

From the looks of it, Blackguards don’t follow the Oath that Paladins do – Seems like they’re basically the Evil counterpart to Paladins: https://www.dandwiki.com/wiki/Blackguard,_Variant_(5e_Class)

Uh… going by the Skills Blackguards have access to, they could have one Blackguard with an absurdly high Perception detecting the covered up tracks of OP’s party? Granted, Blackguards don’t have access to the Survival skill, so they’d have a much harder time tracking you in that way.

(Hrm. It seems like you don’t allocate Skill points to skills like you do in KotoR – there’s just “Proficient” and “not proficient”.)

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In 5E, each Skill is linked to an Attribute (Str, Dex, Int, etc), and gets that Attribute’s bonus added to any rolls for it. When you select Proficiency in a Skill, you add your Proficiency bonus as well, which goes up as you level.

This would get me murdered. No.

I honestly had not considered that. We’ve had a few folks pop out for one-on-ones with the DM, but I assumed that had more to do with issues being raised in-game they had trouble with, or to ask in private about some meta-gaming concept they had.

And I am having a ball. I enjoy problem-solving puzzles and figuring out how to use a bunch of skeletons to get us out of dodge without causing shenanigans has been fun, but I’ve also just finished a 64 hour week, a 6 hour D&D binge session and I’m coming down with a fever. Brain no worky good right now.

Tell me anyways, it might spark something.

I’m having the Skeletons march up any stream or river we can come across and then the Sorcerer and I are using Fly with our highest level spells so that every PC is flying and carrying as many of the Skeleton Union as they can, or stuffing them into the Portable Hole and/or Bags of Holding, and booking it up a cliff or into the forest to cause as little ground-based tracks as possible.

And when we’re not doing that, we’ve got our Ranger using Survival to cover up our tracks, and she’s yet to roll low on this task.

And they are still finding us. So while it is meta-game-y, they have to be using magic to track us.

Given how hard they are hitting us, and how every ability we’re being hit with is a Paladin spell or ability, I doubt they’ve multi-classes, especially since the DM told us these Blackguards were the elites of the Imperium, raised and trained in secret from birth to be the fist of their God-King … but that doesn’t mean that they can’t have trained into another Class, or that they don’t have access to a MacGuffinite that they are using to track us.

They had to be in that castle to get something, and we came upon them coming out of the castle, not going in. Maybe there’s a relic from the old days of the Empire in there that they’re using against us. I hadn’t thought of that, cheers.

Essentially D&D removed Alignment Restrictions to the Classes, and while Paladins are written to follow the codes of Law and Good, there’s several ‘Oaths’ that a Paladin can choose (Oaths being what Specialisations are to WoW Classes) that enable a Paladin to be Lawful Evil, or Chaotic Good.

Oath of Conquest is basically you live, breathe and die for war. You strap trophies from the slain to your armor, you never sue for peace, and you never offer mercy to the enemies of your people.

That said, trying to use the Queendoms, because we know they are listening in on all magical communications and it has pulled :poop: on us before, and trying to bring an elite band of the Elves down on the Paladins who have ‘claimed a powerful relic that absorbs magic’ would be certain to bring at least a handful of Elven Elite troops come rushing to claim it, even going AWOL themselves if need be, considering how cut-throat Elven politics are in the Queendoms.

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Just a D&D must have; Have everyone carry crushed glass in pouches… and I mean crushed into a REAL fine powder. Crushed glass isn’t something that can be brushed away when it’s in someone’s eyes.

They think they’re paladins. Maybe request a parley to get close, fling it in their eyes. Even with helmets, super fine glass is horrifying. More so if they happen to breathe it in, but that depends on how indepth your DM goes with things. Best case scenario: You’ve permanently blinded them and they have to retreat to get fixed up. If you have enough of these bags, you can burn through restorations and can escape.

Worst case: DM says it only lasts one round and you’re just kinda sitting there.
I don’t know your DM, so I can’t say which he’d go with… Peronsally that’s permanently blinding unless they can get to a good cleric or get some divine intervention.

Outside of that, an ambush is always my preferred method.

Your ranger could also try making a more obvious trail while everyone keeps sneaking ahead. They’d be faster than the rest of the party anyway when it came to wilderness… if you’re playing with a revised ranger. That way there’d be three paths to take and you’d probably have an answer to how they’re tracking you.

I’ve been tossing ideas back and forth between the players and the DM on our Discord and we’ve agreed to go with a combination of Options 1 and 3, with the Sorcerer taking my Skeletons and my Familiar (a cat) and marching off, making as many tracks as possible to try and lead the Blackguards into a natural challenge such as a Troll’s lair or a bog, and then pop her Fly and Invisibility spells and book it back to the Party, but I like your idea.

I am liking the concept of having the Ranger go with the Sorcerer, have the Ranger lay traps and bait to try and lure monsters to the ‘false’ party location to try and make the Blackguards expend more resources on non-essential threats, have the Sorcerer carry the Ranger (Ranger is a Goblin and the Sorcerer is the swolest Half-Drow you’ve ever seen) and burn a higher-level Spell Slot to target himself, the Ranger and my Familiar to make a clean get-away. Tossing that to the group when we’re all upright and coherent sometime tomorrow.

Making the Artificer and Fighter cry because we’re planning on using all their gunpowder to make bombs that will be secured inside the Skeletons’ chests and hidden under their armor. Drop a Skelly-Boi or even just hit them too hard, they’ll Aloha Snackbar and deal 2d10 Fire and 1d10 piercing damage everything within 10 feet of them from the bombs we’re stuffing inside them…

… Assuming the Artificer doesn’t flub her rolls. She has the most cursed dice I’ve ever seen, but refuses to use another set because her son bought them for her.