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Wind Walk is killing my campaign!


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WampusCat43 said:
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!"

Now this is an excellent way to handle the situation!!! Like it, like it a lot (consider it yonked if needed in my own game... if they ever get to this level...) :D
 

One thing to do to really make the players think is to really give them reasons to want to get into and out of the "mist" form quickly, tempting them to drop the spell rather than wait five rounds. If you rigorously enforce that, I think some of the problems go away.
 

A couple thoughts:

Play to this: Make an adventure which REQUIRES Wind Walk to succeed. They have to be somewhere in 6 hours, and the only way they'll make it is if they Wind Walk, perhaps skipping over some scene of mayhem that would normally draw them. To mix it up a bit, put in a part which DEFEATS Wind Walk: a chamber which is protected by a wall of wind.

Or, an underwater dungeon/adventure. Wind Walk can't go under water. Maybe they have to do something on the Plane of Water. *shrug*

Calypso
 

If he hasn't done so already, you should encourage the sorcerer player to pick up Dimension Door. Excellent spell, and then he is not as likely to pick up Teleport. ;)

Bye
Thanee
 

Thanee said:
If he hasn't done so already, you should encourage the sorcerer player to pick up Dimension Door. Excellent spell, and then he is not as likely to pick up Teleport. ;)

Bye
Thanee

Good thought. They've seen it in action against them a few times already. :cool:
 

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