It finally happened: Party can Teleport

I made (what I though at the time) a big mistake in giving lower level PCs a "Helm of Teleportation". However, they have been very careful in it's use, and use it in engenius ways to assist themselves in awkward situations.

For example: Party is tricked into entering unstable cavern, and NPCs toss in a few explosive devices, seperating the PCs from their betrayers. Players want revenge, and manage to pull off the rolls to safely teleport themselves right behind the NPCs. (It took 2 trips, but everyone made their Move Silent and Hide checks, the scum. )

Another: New player joins the group, and finds his character smack-dab in the midst of an existing issue between the party and the authorities. The party just having found an item that should not fall into the wrong hands, they hand the item and their Helm to the new character, and he 'ports back to his room at the Mages Guild (Very familiar environment, been there 70+ years. :P )

They have discussed using the Helm many times, but have not actually done so very many times in the months (real time) they have had the item. Now, in future adventures, as the party makes it way to 10th level and beyond, it may be put to greater use, or it may not, as the Wizard reaches the level to cast it himself. Time will tell.

There is a pre"published" adventure at Wizards.com's website that takes advantage of teleportation to "pull in" victims that are trying to port elsewhere, by use of a "Sink" of some sort. Can't remember the name of it right now, but I think I'll use it at some point, as soon as the whole party can teleport at once. :D
 

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BardStephenFox said:
Really? Would the players react that poorly? I sent a group of my PC's into a dreamland once. They were freaked out by it until they woke up and realized that they were in a dream, but it was a real, interactive dream. They seemed to enjoy it. Enough so that the Player of the Shaman in my new campaign has decided to integrate dreams as a part of his character. He is excited by the potential.

That's a little different. If I put them in a weird place and then they were able to figure out it was a "dream realm" and were able to learn the "rules" of the place a bit then I think they'd be fine with it. But the "you die - then you wake up" part, with no good clues that it was a likely outcome, seems a bit trite and overdone these days (maybe I'm just getting jaded in my old age). And that's what I think they'd bristle at.
 

I generally don't restrict teleport, especially since in my last campaign one of the players was a cleric of Fharlangn with the Travel domain. However, there was one time that I made no-teleport be part of the situation. The party had been sent after a dwarven artifact and followed its trail to a nest of kuo-toa camping in an abandoned Drow near-surface outpost. The characters (and the players, interestingly enough) didn't know kuo-toa were evil and negotiated. The monsters led them into a cavern beneath their lair and sealed it with a magic item that blocked the entrance and prevented teleport out. The critters in the cavern (Chull that the kuo-toa thought were avatars of their goddess) were supposed to finish the party off. It wasn't much of a trap, since a couple Stone Shapes freed the party, but not before they tried teleporting out. The look on his face when it didn't work (and the image of the Sea Goddess's laughing face was burnt into his retinas) was priceless. Of course, the cleric decided that any attempt to restrict the movements of a cleric of Fharlangn was a heresy that deserved death, and he made good on this belief.
 

Rel said:
That's a little different. If I put them in a weird place and then they were able to figure out it was a "dream realm" and were able to learn the "rules" of the place a bit then I think they'd be fine with it. But the "you die - then you wake up" part, with no good clues that it was a likely outcome, seems a bit trite and overdone these days (maybe I'm just getting jaded in my old age). And that's what I think they'd bristle at.

Fair enough! In my case, they didn't know if they would die for real if they fought ridiculously weird monsters and lost. In the end, they tried to leave as soon as possible because it was a little too odd for them. But, they didn't forget it and they had an interest to go back. However, the call of duty was too strong for them to sidetrack their real quests and ignore their other responsibilities. So, they never got to really explore the potential.
 

IMC, Teleport creates a loud "Sonic Boom" effect, which starts 3 rounds before the teleportee arrives. (It only lasts one round in the location where the teleport originates.) Also, you must arrive somewhere that's wide open -- interpretation left to the DM.

So, anyone teleporting is going to be heard, if not seen, unless they wait for a thunderstorm.

Similarly, Fly creates an audible "hmmmmm..." sound, about as loud as a normal person walking.

Magic is common and cool IMC, but it's not a cheap replacement for every skill.

-- N
 

Nifft said:
IMC, Teleport creates a loud "Sonic Boom" effect, which starts 3 rounds before the teleportee arrives. (It only lasts one round in the location where the teleport originates.)
Kind of like the time machine in Back to the Future... :)
 

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