• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

How to detain an Eladrin Rogue? ie, teleporting

or you could just tell your players that you cant use it if you're being held by something (chained to the wall etc...) its a simple fix...or you could just say you cant use that power right now. If they ask why just say plot device.
 

log in or register to remove this ad

XAnansiX said:
or you could just tell your players that you cant use it if you're being held by something (chained to the wall etc...) its a simple fix...or you could just say you cant use that power right now. If they ask why just say plot device.

Hmm....I'm definitely strongly in the gamist camp, but I think I'd have a serious problem with the "because I said so" reason for why I couldn't teleport. Much better to at least make the effort to come up with a reationale even if it's a flimsy one.
 

Spatula said:
...and his clothes?

I can see teleporting out of a grapple (it only moves you, the other creature can't come along, so you're free) or immobile restraits like shackles bolted to the wall (they can't come with you either, without first being detached from their mooring), but selectively leaving behind stuff that's on your person and just inconvenient to you? Highly doubtful. Smart law enforcement will bind the hands and feet of elves - hell, you'd probably do that with most criminals anyway. Let the faerie teleport out the window... then laugh as you waltz over and beat it down, since the eladrin can't effectively run away with its feet bound.

This. Teleporting only removes the "immobilized" condition caused by external, physical restraint. "Immobilized" just means that you can't move. Ropes or shackles binding your hands wouldn't inflict the immobilized condition--I'm not sure there is a RAW condition for "bound with ropes," but it certainly wouldn't be Immobilized.
 

Lop off their hand. In a world of magic and sorcery justice will be swift. Jail is for important folks, strangers should punished on the spot. Beating, amputation and executions can be done very fast.
 

Creating special prisons is expensive. Blindfolds can be removed or tricked. The afest, cheapest way to keep an Eladrin from escaping is putting his eyes out. It's the only sensible solution.

And before saying something like "a non-evil rules wouldn't be so ruthless", keep in mind that, in the Middle Ages, the most common practise among law enforcers was cutting off noses and ears to mark their convicts. In such a world, taking off the eyes of someone who could do strange things with his sight is just a matter of common sense.
 

Spatula said:
30' pits, blindfolds, and absolute darkness, should all work.

way too much effort. Sure, thats being nice to your players. but the guards arent all going to have eladrin designed prisons.

really, if eladrin get captured, they would be blindfolded till they could be dealt with. then clubbed unconscious, and they would wake up with no eyes. every time.

why would they have a special prison? its way cheaper to rip/stab/pluck out their eyes.

or if there are mages capturing them, theyll find a way to use magic to blind them. ( i dont want to go check to see if permanency is still in, my guess is no, but if it is, ) permanent darkness on their eyes, or permanent daylight.

in a low level campaign, being captured means having your eyes removed. don't get caught.


looks like betote agrees with me. GO BETOTE!

seriously, I know you guys want to be nice to your players, but realistically, your fancy solutions would never happen. It's illogical for them to build special prisons with how much easier it is to remove their eyes.

You want to keep your eyes? pass yourself off as an elf somehow.
 
Last edited:

Sylrae said:
way too much effort. Sure, thats being nice to your players. but the guards arent all going to have eladrin designed prisons.
They don't need to. All those things have been employed extensively in the real world. Against people that couldn't (or can't, as everything but the oubliette is still used extensively today) even teleport.
 

Why has this even gone on for five pages? :confused:

As mentioned many times already, you don't need a to gouge out their eyes or use a blindfold, you don't need houserules about teleportation, and you don't need dimensional locking magic.

Just use a deep enough pit, a windowless room, or even a room where all the windows and doors have long hallways narrow enough to require squeezing. All of those will stop teleportation cold, and are simple and cheap enough for any town to implement.

And it isn't even Eldarin specific - these will stop most forms of teleportation (the windowless room will stop all of them, if the area around it is all narrow hallways). So it's not like the town is making a special cells just for Eldarins - it's a general purpose "dangerous prisoner" cell.

This seems a bit like saying "Halflings break the game because they can squeeze between bars that would keep a human locked up!".
 
Last edited:


Tower cell, barred dumbwaiter and a door with no windows. Sure they can go through the windows but it's a long way down.
 

Into the Woods

Remove ads

Top