Wind Walk is killing my campaign!

Too old and anal for that, sadly. I don't sleep well if I don't feel like I'm prepared. Thinking about trying Castles and Crusades, just to see if it lightens the load a little.
 

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Here's a semi-related question:

If the PCs choose to go somewhere you don't expect, like across the world, and you're quite unprepared, do you call a short break, or just keep plugging?
 

ender_wiggin said:
Here's a semi-related question:

If the PCs choose to go somewhere you don't expect, like across the world, and you're quite unprepared, do you call a short break, or just keep plugging?

I'd just keep plugging, but that's kinda how I run the campaign normally. In D&D terms, I'm definately a sorcerer, not a wizard.
 

To answer your question, since I play in the Forgotten Realms, I've got the whole world at my fingertips. I just open the book and start describing where they are. I keep a handful of the mini-encounters from WOTC and other websites to plug in where appropriate.
 

I would (too) keep playing... i mgiht in Certain really really special occations, wanting something "special" or fun, or at least something that requires abit more thought, Ask for about 20 sec...
 

WampusCat43 said:
I'm just whining about how much work it is for me - now I have to be able to quickly find 'the magic shop owner in Hill's Edge' when they were 500 miles away just a few minutes ago. Disorganization and laziness on my part, mostly.

So DON'T TRY. Unless the magic shop owner has some sort of input to the quest currently in progress, or the PC's are asking for something rare and unusual, don't even bother looking him up. If he's not memorable to YOU, he's not memorable to them. Chances are they just wanted to restock on some stuff. I don't see what the problem is. Cover it with "so you head back to town using wind walk, and resupply. It takes you about a day - what did you want?"

Done and done.
 

...a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability...

I know, you were probably just exaggerating above, but 500 miles still takes 8-9 hours and not a few minutes (whereas it's instantly with Teleport, which is a spell level lower even!).

You alter the substance of your body to a cloudlike vapor (as the Gaseous Form spell)...

Note, that they can't do much, while they are in this form (see the gaseous form spell)...

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds...

...and it takes 5 rounds to get out of it!

Now you could be nasty and add in a scene, where they are forced to take action upon arrival and then have them watch in horror, while they slowly turn physical and cannot defend others, who get attacked in the meantime.

Other than that, you could make plots, which are not location-bound. Just put them up wherever the PCs windwalk to. Or, as someone said above, just give them strong enough incentive to actually go to the adventure location.

Bye
Thanee
 

WampusCat43 said:
I hate to just jerk this spell out entirely (and I know the teleports are coming soon), but I'm struggling for ideas.

Teleport isa 5th level spell, wind walk is 6th. If wind walk is here, teleport should have been around for a while, not just be coming.

Just curious as to whats going on.


glass.
 

glass said:
Teleport isa 5th level spell, wind walk is 6th. If wind walk is here, teleport should have been around for a while, not just be coming.

Just curious as to whats going on.

glass.

The only arcane caster is 8th-lvl sorcerer/3rd-lvl fighter. The cleric is 11th.
 

Thanee said:
I know, you were probably just exaggerating above, but 500 miles still takes 8-9 hours and not a few minutes (whereas it's instantly with Teleport, which is a spell level lower even!).



Note, that they can't do much, while they are in this form (see the gaseous form spell)...



...and it takes 5 rounds to get out of it!

Now you could be nasty and add in a scene, where they are forced to take action upon arrival and then have them watch in horror, while they slowly turn physical and cannot defend others, who get attacked in the meantime.

Other than that, you could make plots, which are not location-bound. Just put them up wherever the PCs windwalk to. Or, as someone said above, just give them strong enough incentive to actually go to the adventure location.

Bye
Thanee

See previous post - they can't cast teleport yet. They didn't fly 500 miles in one trip, although they covered nearly that much over the course of the day. The duration of the spell is just too long, combined with the ability to come in and out of it.

They did get caught coming out of it separately once, with some heavy consequences, so they understand that.

We played last night and Tempus delivered a message to the cleric: "If you're going to bother me for spells of such magnitude, I expect body count, not shopping bags!"
 

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