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Teleporting Weenies from Hell

hailstop

First Post
I'm currently running a 4e game, with 6 PCs:

Tiefling Warlock
Human Warlord
Dragonborn Ranger
Eladrin Wizard
Eladrin Swordmage
Warforged Fighter

The 'problem' is that they intentionally individually, but non-intentionally collectively have become the Teleporting Weenies from Hell [tm].

Basically they all have some sort of teleporting ability, and those that don't can get teleported by their friends...or the monsters can get teleported by the PCs.

The Tiefling Warlock can TP from one of his Utility powers, the Warlord has a Ring of Calling that can allow him to TP a friend to him, the Eladrin Swordmage in addition to his normal Feystep TP move, has the Ageis of Ensnarement power (which allows him to TP marked enemies), the Malec-Keth Paragon Path with two more TP powers, plus the normal Swordmage TP powers, oh and he took the Fey Step trailblazer which allows him to bring a friend when he Feysteps.

But wait, that's not all!

The Eladrin Wizard ALSO has Fey Step Tailblazer, his normal Feystep power, has taken the Arcane Wayfarer Paragon path, which allows him to TP on a critical, TP when he spends an action point, gives him the Hammerfall power which allows him to TP any enemies he hits, plus any allies in a close Blast 5, and can TP if he's missed by an attack.

Basically monsters with grab or restrained effects are...uh, pointless.

It's amusing, and I don't begrudge the players for it (teleporting is kinda cool), and I know that there are things that they're missing for having these abilities, but I wonder what I can do to challenge them more.:)

Anyone else have groups like this?
 

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You should put together adventures that REQUIRE teleporting. Make them use those teleports for important tactical and story reasons... why has no one else plundered this temple?! Because it requires the Teleporting Weenies from Hell to succeed!

PS
 

It's amusing, and I don't begrudge the players for it (teleporting is kinda cool), and I know that there are things that they're missing for having these abilities, but I wonder what I can do to challenge them more.:)
You can try swallowing one or two of them; no line of sight means no teleporting. Don't do it too often, but it is a reminder that teleportation doesn't solve all problems.

Good synergies there, though.
 


I thought there was a material in the Stronghold Builders Guide, that one could add to a wall to prevent teleportation beyond it.

One could always use the standard vampire crypt entrance; a small hole through which the vampire typically passes in gaseous form. That should pose little challenge to the TWFH.

For an adventure with teleportation in mind, WotC provided The Tower of Deception
 

If I'm not mistaken, when you have the restrained condition and you teleport, doesn't that condition follow you? I know immobilize does, but does restrained?

I don't mean restrained by vines or some static object, but restrained by a power or something similar, like the Cage of Gloom power of a Shadar Kai warrior (Level 5).
 


If I'm not mistaken, when you have the restrained condition and you teleport, doesn't that condition follow you? I know immobilize does, but does restrained?

I don't mean restrained by vines or some static object, but restrained by a power or something similar, like the Cage of Gloom power of a Shadar Kai warrior (Level 5).

Yes, restrained does follow you. WotC clarified this in the PHB2 Rules Update Appendix (pg 221).
 


Just don't punish them for it with a monster or NPC (or heck hazard) that blocks teleportation. Though I would try a hazard that makes teleportation unpredictable at some point for the fun of it.

Also it might be a good idea to give them a taste of their own medicine. Have them face some encounter where the enemies can also teleport well.

And someone hiring them to break in somewhere because their adventuring group has developed a certain fame for mobility would be cool.
 

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