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It finally happened: Party can Teleport
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<blockquote data-quote="MerakSpielman" data-source="post: 1263377" data-attributes="member: 7464"><p>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 <em>tried</em> 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.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 1263377, member: 7464"] 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 [i]tried[/i] 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. [/QUOTE]
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