DreamChaser
Explorer
Seems both cooler and more 'as written' to let the rogue teleport along. Probably worth warning him if the teleport seems to be going very far away, though...
except that move and teleport are two different things.
(emphasis mine)compendium glossary said:Immobilized: Being immobilized or restrained doesn’t prevent a target from teleporting. [BOLD]If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. [/BOLD]Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.
This sets a specific precedent for teleport bypassing physical limitations / restraints / effects that would normally require an attack to resolve. Normally to end a grab, you must make a strength vs fort or dexterity vs reflex attack but teleport allows you to bypass this attack.
There is nothing in the description of Close Quarters that says it changes the way that Teleport works nor does it give the rogue the power to teleport.
I would rule that teleport is a way of escaping Close Quarters.
DC