My party and I are pirates and as such we've had bounty hunters try and kill and/or capture us once or twice before.
It wasn't too horrible in the beginning but since we've made a name for ourselves the level of bounty hunter has increased to match.
At present, a spellcaster is using Animal Messenger and Glyph of Warding to create person seeking missiles which haven't been too horrible. As cool as that is the elderly man using that tactic is low on our list of priorities.
The real threat we're facing is two elves, a Ranger and a Druid, who have had weeks to set up campsites and traps around the town we make port.
We tried to sneak into their camp once and were greeted with 40-minutes of traps and then a raven telling us that they'd left 30-minutes ago.
I wanted to keep the title of this post a little generic in case other players find themselves in a PVP situation or even if they're hunting NPCs with character levels like I am.
What resources would you recommend or what ideas do you have for hunting down players?
At the moment the only thought I've had is using Animal Messenger and Beast Sense together since I've had a good look at both of them before.
A lot depends on the DM and what information you know. Speak with animals requires you to give a location so you ask the animal to go to their camp but if they are not there it is no good. Beast sense requires a "willing" beast, though it is up to the DM to decide whether a beast is willing or not.
You don't say what level you are or what classes you are, as Glyph of warding is used against you I will assume you have access to 3rd level spells
Clairvoyance could be useful, you you get within a mile of their base you could use it to listen in on their plans in order to ambush them, it only last 10 minutes so the DM would need to be quite generous or you would need to be quite lucky to get useful information in that time.
Find familiar might be an option again if you know where they are, it can go to where they are, say as a raven and perch in a tree, when it is back within 100ft it can communicate telepathically what it has heard and seen. While you can't communicate with your familiar from more than 100ft depending on the DM you might be able to see through their eyes and ears.
If you don't know where they are then all I can think of is tracking them until you get to 4th level spells (Locate creature if you are within 1000ft, divination might also work depending on how you word the question and on your GM), at 5th level spells scrying is the obvious option though even here your DM might not reveal the location in a useful way ("you can see he is in a room about 20 foot square with stone walls which but you don't recognise it").
You don't say what level you are or what classes you are...
You're right, sorry.
We're all level 5 expect for a level 3 Rogue Theif.
The level 5's are:
Druid, Circle of the Land Coastal (Me)
Fighter, Battle Master
Paladin, Oath of Vengeance
and a Bard who I think is College of Lore
We're currently on the hunt for someone who can use Clairvoyance but we're in a run-down pirate town and it's difficult to find spell casters so far outside of the Empire's influence and safety.
As for my idea yeah that's totally up to the DM though if I had to I'd use Animal Friendship first.
you don’t have a rogue scout, or a ranger, so tracking down “players” is not as easy. So you need to resort to magical means, or clever means.
so, at this point, maybe hire some NPC “hirelings” (see PhB on hirelings) to do some of the work for you while you’re out to sea, and set your own trap, by dropping false information for your bounty hunters to try and act on, or by doing a surprise attack while they sleep/make camp.
yourself as the Druid, and the lore bard, are going to be the ones to “find” them without hirelings help. That said, you have pretty strict time limits for your Druid abilities to turn into local area animals and such to blend in while doing recon.
and the bard, may or may not have the spells necessary.
if there is another coastal town you can “make your headquarters” might not be a bad idea to relocate, or slip information that you will be “relocating”
basically, you just need to find the 2 people, or, failing to find them, get them to lay their “trap” for you guys where YOU want the trap to be laid so you can “spring it”
I don't have any useful suggestions that haven't already been mentioned, but I will say that the Animal Messenger/Glyph of Warding attack being used against you doesn't work per RAW. Glyph of Warding says "If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered."
I don't have any useful suggestions that haven't already been mentioned, but I will say that the Animal Messenger/Glyph of Warding attack being used against you doesn't work per RAW. Glyph of Warding says "If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered."
I hear ya but it's already a thing in-game so I'm not going to play rules lawyer with the DM. Besides, it's fun and adds an unexpected hint of danger.
Interestingly enough we're about to get one or possibly three. The Captian, the Bard, has been out trying to locate one for a while as part of our downtime.
My party and I are pirates and as such we've had bounty hunters try and kill and/or capture us once or twice before.
It wasn't too horrible in the beginning but since we've made a name for ourselves the level of bounty hunter has increased to match.
At present, a spellcaster is using Animal Messenger and Glyph of Warding to create person seeking missiles which haven't been too horrible. As cool as that is the elderly man using that tactic is low on our list of priorities.
The real threat we're facing is two elves, a Ranger and a Druid, who have had weeks to set up campsites and traps around the town we make port.
We tried to sneak into their camp once and were greeted with 40-minutes of traps and then a raven telling us that they'd left 30-minutes ago.
I wanted to keep the title of this post a little generic in case other players find themselves in a PVP situation or even if they're hunting NPCs with character levels like I am.
What resources would you recommend or what ideas do you have for hunting down players?
At the moment the only thought I've had is using Animal Messenger and Beast Sense together since I've had a good look at both of them before.
A lot depends on the DM and what information you know. Speak with animals requires you to give a location so you ask the animal to go to their camp but if they are not there it is no good. Beast sense requires a "willing" beast, though it is up to the DM to decide whether a beast is willing or not.
You don't say what level you are or what classes you are, as Glyph of warding is used against you I will assume you have access to 3rd level spells
Clairvoyance could be useful, you you get within a mile of their base you could use it to listen in on their plans in order to ambush them, it only last 10 minutes so the DM would need to be quite generous or you would need to be quite lucky to get useful information in that time.
Find familiar might be an option again if you know where they are, it can go to where they are, say as a raven and perch in a tree, when it is back within 100ft it can communicate telepathically what it has heard and seen. While you can't communicate with your familiar from more than 100ft depending on the DM you might be able to see through their eyes and ears.
If you don't know where they are then all I can think of is tracking them until you get to 4th level spells (Locate creature if you are within 1000ft, divination might also work depending on how you word the question and on your GM), at 5th level spells scrying is the obvious option though even here your DM might not reveal the location in a useful way ("you can see he is in a room about 20 foot square with stone walls which but you don't recognise it").
You're right, sorry.
We're all level 5 expect for a level 3 Rogue Theif.
The level 5's are:
We're currently on the hunt for someone who can use Clairvoyance but we're in a run-down pirate town and it's difficult to find spell casters so far outside of the Empire's influence and safety.
As for my idea yeah that's totally up to the DM though if I had to I'd use Animal Friendship first.
Well. For this scenario of “PvP”
finding your enemy is of utmost importance:
you don’t have a rogue scout, or a ranger, so tracking down “players” is not as easy. So you need to resort to magical means, or clever means.
so, at this point, maybe hire some NPC “hirelings” (see PhB on hirelings) to do some of the work for you while you’re out to sea, and set your own trap, by dropping false information for your bounty hunters to try and act on, or by doing a surprise attack while they sleep/make camp.
yourself as the Druid, and the lore bard, are going to be the ones to “find” them without hirelings help. That said, you have pretty strict time limits for your Druid abilities to turn into local area animals and such to blend in while doing recon.
and the bard, may or may not have the spells necessary.
if there is another coastal town you can “make your headquarters” might not be a bad idea to relocate, or slip information that you will be “relocating”
basically, you just need to find the 2 people, or, failing to find them, get them to lay their “trap” for you guys where YOU want the trap to be laid so you can “spring it”
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I don't have any useful suggestions that haven't already been mentioned, but I will say that the Animal Messenger/Glyph of Warding attack being used against you doesn't work per RAW. Glyph of Warding says "If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered."
I hear ya but it's already a thing in-game so I'm not going to play rules lawyer with the DM. Besides, it's fun and adds an unexpected hint of danger.
Do you have a bag of holding? If so, assuming you know the location of one of these campsites:
1. Put the rest of the party in the bag. They can survive for 10 minutes before suffocating.
2. Wild Shape into something that can make it past the traps. You can't fly yet, so you may need to get creative here.
3. Navigate past the traps in Wild shape, walk up to their campsite undetected, drop Wild Shape, and turn the bag inside out.
4. Paladin uses Smite. A lot.
Partway through the quest for absolute truth.
Interestingly enough we're about to get one or possibly three. The Captian, the Bard, has been out trying to locate one for a while as part of our downtime.
Eddy’s suggestion is good if you can find them and they are still there.
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