How do you get high-level characters to travel

The Kingdom of Kalamars Campaign setting has Magnostorms that disturb and inhibit teleportation and similar modes of travel. Usually it´s up to the DM to enforce that.

A nice houserule someone posted lately on the Kalamar boards: Every teleport leaves a 1% cumulative chance on that place to open a random gate to some strange planes... so wizards are well advised not to teleport in and out of their lab too often :D
 

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I have to say, the best way I've seen to stop a windwalk is a blue dragon making very good use of it's destroy water ability.

Shadow walk, well, shadow creatures can be lots of fun, what with breath weapons that bestow negative levels and all.
 


If they can plan and say "Well we don't really need two level 5 spells (teleports) on this adventure" on a pretty regular basis, they may need, from time to time, to really regret spending a spell slot or two to travel (and simultaneously be thankful if they saved one for escape.)

The best recommendations have already been posited imo, in the idea to simply adapt and develop your campaign to handle high level life rather than attempting to keep them facing low level obstacles. While low level characters may not come to realize it, many places have various sigils that glow when there's a scrying sensor about, and there are places that can shunt teleporters into specific locations within dungeons / castles etc. There's no way the king of a great nation is going to lack the magical resources that prevent extremely powerful people from entering his chambers and throne room without permission... at least not in a standard game.
 
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For teleport: have the PCs go to places they've never been before. They can't use teleport (without much higher risk) then.

For windwalk: current wind conditions can affect this spell greatly - my players found this out not too long ago. I have the daily weather detailed for my campaign (using the great 1e Wilderness Survival Guide), which makes fair adjudication of this spell a snap.
 

arnwyn said:
I have the daily weather detailed for my campaign (using the great 1e Wilderness Survival Guide), which makes fair adjudication of this spell a snap.


i would suggest picking up:

Outdoor Survival from Avalon Hill ;)
 


There have been several suggestions above that pretty much sum it up.

A better question is this: WHY do you want to force them on the ship? Is it because you like keeping them ship-bound for a particular reason (such as specific encounters or events), or just that you don't like the idea of such forms of transportation?

Asking players to give up their abilities or worse, inventing excuses to deny them said abilities, can lead to player frustration and dissatisfaction. Players will tolerate such treatment when it seems reasonable, but not consistently.

If you must keep them ship-bound, then several of the suggestions above work well. Guarding a large object is a good example. Introducing concepts of randomization and demi-planes are another.

For example, let's say they need to locate the 'Roaming Island of Glantorn Rock'. The island surfaces once every day, and sinks beneath the waves when the sun sinks beneath the waves each night. It resists all attempts to scry it...or when successful, all the viewer can see are the murky depths when it is below, or an infinite expanse of ocean when it is not. Unbeknownst to the players, the island rests on the back of a giant snapping turtle, a demi-god of sorts, that is ignorant of it's burden, or has long since forgotten it. The island is the home to an ancient city, filled with magical treasures and strange creatures, all of whom are cursed and trapped on the island, after they failed to leave before the setting of the sun. They must find the island, penetrate the city, and find the chamber of secrets, wherein the discover Important Campaign Secret #32, the answer to the riddle that they have been seeking.

Or perhaps the players need to find the 'Delving Spout', a vortex of water that acts as the only known entryway into the demiplane of Drowningdell, a 'kingdom in a bottle' hidden beneath the waves, and the only place that the party can locate 'X', a foozle necessary to whatever the party is doing.

Perhaps they need to transport the Guilding Stone, at the request of the King. A remote colony in the middle of an oceanic expanse known only as the Gloom Waves needs the protection of the Empire...but the king will not recognize the colony as established unless the single stone, fully 10 tons in weight, is placed in the heart of the colony. Rumor has it that the stone is central in an ancient imperial ritual....but all the players know is that they've got to play nursemaid to a giant piece or rock...and the imperial stonesmith, who must work the stone both en route and upon arrival. And the Empire has many enemies, who would rather it not come to pass.

Now, there are other ways to make this more accessable to high-level players. For example, let's say the players can get to the island in the last example. Let them shuttle back and forth between the boat, the village and the kingdom...and them make things happen at more than one location at the same time. Showing them that memorizing too many or too few of a certain kind of spell is a lot different from preventing them from using their powers.
 

I think the trick is making them go overland once in a while, not necessarily all the time. In my case, I had an item that they were forced to transport be intrinsically fixed to the Prime; it couldn't be teleported or windwalked. As a result, they had to make that one journey the long way.

I wouldn't want to do that all the time, but occasionally it provides great benefits for the campaign as long as there's a good in-game reason for it. That way, it doesn't seem like excessive railroading.
 

To repeat, ad nasuem, what has been said, in short form:

There's a word for an adventure that requires travelling without magic:

Low-level.


So don't make an adventure that depends on it - just like you wouldn't make an adventure for 20th level parties where the arch enemy is 12 kobolds with a 2nd level adept for a leader.

If you want them to travel with the boat, make it important for the boat to actually get there itself - like an invasion fleet holding millions of tons of supplies - then they can't teleport the whole fleet there - it is too big, so they have to go along with it to protect it. THAT is a high level adventure - protection for the 10,000 galleon invasion fleet.
 

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