Getting Around in a Campaign

My group usually uses horses with some magical horseshoes to make travelling a bit more smooth timewise. but the whole horse thing has only been recent in like the last few months, otherwise it's straight walking
 

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In the GnG (lvl 2-5) campaign: horses, wagons (sleds in winter), boat and a whole lot of walking.

In our 13-15th lvl campaign: Wind Walk and teleportations
 

Standard mundane means. I hate teleport and have, in fact, invented a few campaign worlds & themse that were premised on making teleport not work for reason "x".
 

Steel_Wind said:
Standard mundane means. I hate teleport and have, in fact, invented a few campaign worlds & themse that were premised on making teleport not work for reason "x".

I'd like to make teleport take a bit more work to get accurate. I don't hate it, I just want to make it a bit more risky than *boom* we're there.

Want to go to City X or Forest Y? Thats easy. You'll pop out somewhere inside it.
Want to get to the King's palace in City X? The druids grove? Thats harder.

Same for Planeshift. Want to go to [wherever the Devils live]? Sure. The 317th plane? A bit harder.
 

IMC the players usually use horses just to relax, enjoy the scenery, and to collect bounty on bandits stupid enough to attack them. They've taken a few ships but they generally mistrust sailing vessels and think them delicate structures made of tissue paper. Guess that was a side affect of a multi-ship battle where they hopped from ship to ship, leaving 3 hulks sinking behind them.

In a hurry it varies. The spells feathers, windwalk, and teleportation make their appearance as seems most useful. There are also a series of teleportation circle set up by a guild that they can use to teleport larger groups but they only go circle to circle. They're also something of a secret so they can't use them that much.
 

Up till recently its always been horses, ships have been used occasionally, but horses had to be transported or sold and bought again - Horses normally sell at close to full price IMC.
last time same group, diff party - phantom steed was the default- <zoom>
When the party hit 9th level with a wizard and a cleric of traveling, it became mostly teleports.
although I did have to rapidly adjust a campaign timeline when they decided that they would ride horses and eventually a ship instead of teleporting home - putting in 6 weeks unexpected travel time. Some things happened without them, some got pushed back.
At the moment they have use a techinque where they use reduce animal on the druids (large) companion, so they can move the whole party with 2 spells.

I have some addtional limitations on teleport - liberal use of high magic areas,
telporting to a place that you have only seen by scrying adds +20 to teleport failure, and a castle whitewash that makes teleporting /scrying into one particular castle difficult, while royal castles are normally considered to have similar protections placed on them.

They just got wind walk- I wonder what uses they will find for it,
Ive never had it in play before.
 

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