D&D 5E Scrying: How Would You Run This?

jayoungr

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I'm incorporating "The Frozen Castle" into my Rise of Tiamat campaign. Potential spoilers for both below.

A little background: My group ended Hoard of the Dragon Queen with Skyreach Castle intact and in the hands of its original owner, Blagothkus. In order to set up "The Frozen Castle," I'm having the Cult of the Dragon attack the castle in an attempt to retake it, and it will crash as a result of that attack. (This also will explain the cultist camp on the glacier.) However, my PCs are in Waterdeep at the time. To hint at what's going on, I told the wizard that he has a dream about Tiamat biting at a flying castle in a snowy landscape and breaking it into pieces. The group has gone to Maccath the Crimson to help them try to figure out what's happening at the castle.

I wanted to have Maccath cast scrying, but I didn't stop to double-check the rules while we were playing. She asked the group to give her something that came from the castle to use as a focus and told them to come back later. They gave her a claw from the white dragon which they killed there, and a music box from its hoard.

Now that I've read up on the scrying spell, I'm not quite sure how to handle this. It's typically supposed to be cast on a creature and opposed by a wisdom save from the target. You can target a creature you've never actually seen. There is a variant where you can cast the spell on a place, but in that case, it has to be a place you've seen. Maccath has never seen Skyreach Castle.

I can see several possible ways of approaching it:

1. Maccath casts the spell on the dead white dragon. In order for the spell to have some value, I'll have to say Blagothkus didn't jettison the carcass, which might be straining credibility a little. The dragon has no wisdom score, since it's dead, so I roll a D20-5 (+5 difficulty because she has only heard of the target, but -10 because she has a body part as a focus.) and try to roll under Maccath's spell save DC. (I'll have to figure out what her spell save DC actually is; she must be at least 9th level to cast scrying.) Repeat daily until she succeeds. She will only be able to see the dragon's lair, where the dragon was slain.

2. Maccath casts the spell on the flying castle. I fudge a little and allow her to cast it on a location she hasn't seen, using difficulty modifiers similar to those for a person. I roll D20+1 (+5 difficulty because she has only heard of the target, but -4 because she has a possession from the place as a focus) and try to roll under her spell save DC, repeating daily until she succeeds. She will only be able to see the dragon's lair, where the focus items were kept on the castle.

3. Maccath casts the spell on the flying castle. I fudge a little and allow her to cast it on a location she hasn't seen. She rolls at disadvantage because she is trying to scry on an unfamiliar location. I roll 2D20 and take the higher result, trying to roll under her spell save DC, repeating daily until she succeeds. I handwave how she manages to do this by saying that someone from the Arcane Brotherhood helps her to modify the spell. She can look at any part of the flying castle.

4. Maccath prepares the spell, but our wizard, who has seen the flying castle, actually casts it with her guidance. He doesn't know the spell, but Maccath talks him through how to do it. He rolls at disadvantage because of the unusual circumstances of the casting and tries to roll under his own spell save DC (or Maccath's?). He can look at any part of the flying castle.

5. Maccath prepares the spell, but our wizard actually casts it with her guidance, as above. He rolls a straight D20 because the bonuses from his familiarity with the castle and the fact that they have an object for focus cancel out the disadvantage caused by the unusual circumstances of the casting. He tries to roll under either his own spell save DC or Maccath's. He can look at any part of the castle.

6. The scrying attempt is unsuccessful because Maccath has never seen the castle, or because she cast it on the dragon corpse and it's just lying in a snowbank somewhere. Maccath attempts the spell again with Blagothkus as the target.

Overall goal (tl;dr): I want the players to get enough of an idea of what's going on for them to feel concerned and be willing to go check it out. But I don't want to set a precedent of scrying being more powerful than it is in the PHB, since I know that it's very open to abuse and limitations have been placed on it in this edition for a very good reason. I'm okay if it takes a few tries, because I can have them do things in town in the meantime.
 

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I'd go with either #3 or #4. Since we're talking about an NPC here, she could have some kind of magic device that let's her scry on something she hasn't seen or, as you say, another member of the brotherhood could help her modify it. That being said, getting the PCs involved is really the better option. They're the protagonists, after all.
 


You're a DM.
When the PCs return to her you simply give them whatever info you want them to have.
You don't have to bother telling them how exactly she did it. You certainly don't need to bother rolling dice against yourself....

Later on if the players realize that the spell they thought she cast wouldn't have worked? So what. She obviously has a few more tricks up her sleeve than the standard spell list. And you STILL don't need to reveal the how of it.
Or they might just figure you made something up as needed for plot reasons.
 

I'd go with either #3 or #4. Since we're talking about an NPC here, she could have some kind of magic device that let's her scry on something she hasn't seen or, as you say, another member of the brotherhood could help her modify it. That being said, getting the PCs involved is really the better option. They're the protagonists, after all.
Good point, so you've got me leaning toward #4 right now. Hopefully the disadvantage will keep this sort of spell-sharing from being easily abusable.

You're a DM.
When the PCs return to her you simply give them whatever info you want them to have.
I guess part of my problem is that I don't quite know exactly what information to give them, and I was hoping the parameters of the spell would help me shape it. Right now, the PCs are not too concerned about the castle and they're thinking they can just send a warning message to the giant.

You certainly don't need to bother rolling dice against yourself....
Perhaps, but I like the element of randomness in determining when they get the information, and I have things for them to do in Waterdeep if the spell fails.
 

I guess part of my problem is that I don't quite know exactly what information to give them, and I was hoping the parameters of the spell would help me shape it. Right now, the PCs are not too concerned about the castle and they're thinking they can just send a warning message to the giant.

Info needed:
That the castle has crashed.
Where, or at least a general area. Maybe point them towards the cultist camp?
 

Info needed:
That the castle has crashed.
Where, or at least a general area. Maybe point them towards the cultist camp?
Yeah, true. It has to be information that will get the PCs interested in actually going and check it out, instead of saying "Oh well, guess we were too late to warn them. Too bad!"

Which again makes scrying a difficult spell to use, as you get quite a limited range of view.
 

Why not have the faction leaders ask the PCs to go and secure the castle so they can recover whatever treasure still remains inside?
 

Why not have the faction leaders ask the PCs to go and secure the castle so they can recover whatever treasure still remains inside?
I have to go back and check the recording of the finale episode for HotDQ, but I fear I may have said that the castle stopped in Waterdeep long enough for them to unload the hoard. I know I considered it, since I wasn't expecting to revisit the flying castle at the time.
 

Ah. That does complicate matters a bit. Perhaps the faction leaders could suggest that securing the castle could help secure the giants' aid in the fight against the cult.
 

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