Desert race (different from what you are thinking)

Aaron

First Post
Hi!

I apologize in advance if this thread belongs to the general forum. :uhoh:

I'm organizing a desert race for my party (12th level wizard - cleric - paladin - rogue - monk).

The base idea it's a no-rules race: you must win, no matter how.

The problem is that I would like to avoid some obvious tricks, like "I fly as higher as I can, and then I teleport myself to the farthest point I can see". With 3 or 4 Teleports the race would be quickly won, I think.

Any suggestion about solving this problem and/or something else regarding the race would be greatly appreciated. :)
 

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Check points, each detailing the location of the next. Base the description on geographical clues... and base those off observations from ground level - if they fly, the party won't recognize them.
 

Psimancer said:
Check points, each detailing the location of the next. Base the description on geographical clues... and base those off observations from ground level - if they fly, the party won't recognize them.
I't s a nice suggestion, but I'll admit I have no idea on how to make these ground level clues. :confused:
 

This is a group race, right? The PCs against other groups? Rather than try and nerf the PCs, why not make the use of Teleport etc required? For instance, suppose one of the legs of the race is to retrieve a twonky from atop a huge pillar surrounded by something climb-proof and fly-proof. So the wizard has to scry the top, teleport there, then teleport back down. Make these places less than one day's normal travel apart, so it's not worth teleporting and resting.

Or, you could simply put them on their honour to not use magic to win the race. They can still use it to combat the odd wandering monster, to survive the sandstorm, or to rescue another competitor.
 

Quartz said:
This is a group race, right? The PCs against other groups? .
Yes. :D

Rather than try and nerf the PCs, why not make the use of Teleport etc required? For instance, suppose one of the legs of the race is to retrieve a twonky from atop a huge pillar surrounded by something climb-proof and fly-proof. So the wizard has to scry the top, teleport there, then teleport back down. Make these places less than one day's normal travel apart, so it's not worth teleporting and resting.
I really like this idea. :)

Or, you could simply put them on their honour to not use magic to win the race. They can still use it to combat the odd wandering monster, to survive the sandstorm, or to rescue another competitor
The wiz is NE, so no, honour is not an option.
 


Aaron said:
I'm organizing a desert race for my party (12th level wizard - cleric - paladin - rogue - monk).

Simple!

As has already been suggested, the central idea is creating check-points.

Spot #1) On top of one of several similar-looking mesas, in an abandoned Sun Temple. The temple's mesa is currently the home to many Elder Arrowhawks, who could easily see flying PCs approach. Better use teleport!

Spot #2) Using clue from Sun Temple, must travel to nearby lava field, and travel the length of a lava tube (4 miles, say, of twisting turning passages with occasional "windows" into the desert above). They'll need to travel in the lava tube to know where it goes....ain't no way to teleport around that! Insert monsters as desired.

Spot #3) Emerge from lava tube into sand dune field. Nearby is buried (in the sand!) the map to the final destination. The only catch: the map could be anywhere within a quarter mile. Better figure out how to find it! (DM: you could add clues or monsters to be bargained with, etc. if the PCs don't have the right spells.) You may want to add monsters here that use moisture-draining attacks.

Spot #4) At the final spot, must find the Teleportation Circle which will bring you to the finish. Can't use your own teleportation magic 'cause you don't know where the finish line is! Surprise! :) Of course, it's guarded......

Etc.

Now, the big piece is this: make sure the other groups racing for the prize have similar abilities and magic to your group.
 
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Quartz said:
But you've a Paladin in the party.
True, but he needs the Wiz, and he also knows that the other racers will not play fair.

Nail said:
Simple!

As has already been suggested, the central idea is creating check-points.

Spot #1) On top of one of several similar-looking mesas, in an abandoned Sun Temple. The temple's mesa is currently the home to many Elder Arrowhawks, who could easily see flying PCs approach. Better use teleport!

Spot #2) Using clue from Sun Temple, must travel to nearby lava field, and travel the length of a lava tube (4 miles, say, of twisting turning passages with occasional "windows" into the desert above). They'll need to travel in the lava tube to know where it goes....ain't no way to teleport around that! Insert monsters as desired.

Spot #3) Emerge from lava tube into sand dune field. Nearby is buried (in the sand!) the map to the final destination. The only catch: the map could be anywhere within a quarter mile. Better figure out how to find it! (DM: you could add clues or monsters to be bargained with, etc. if the PCs don't have the right spells.) You may want to add monsters here that use moisture-draining attacks.

Spot #4) At the final spot, must find the Teleportation Circle which will bring you to the finish. Can't use your own teleportation magic 'cause you don't know where the finish line is! Surprise! Of course, it's guarded......

Etc.

Now, the big piece is this: make sure the other groups racing for the prize have similar abilities and magic to your group.
Good ideas. :)

I'm definetely implementing them in the race.
 

Aaron said:
The problem is that I would like to avoid some obvious tricks, like "I fly as higher as I can, and then I teleport myself to the farthest point I can see".
Force the racers to ride an Ashowrm (sandstorm) or something similar.

In this way the Wiz will not be able to teleport himself with the Ashworm. (it's not a willing ally: with an Int score 1 it's not even able to realize what a spell is)
 

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