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Subject: recovered topic 2162

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Phoenix
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04/10/2005 12:44 AM  
recovered topic 2162

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Phoenix
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04/10/2005 12:44 AM  
Since divination will only work about a week into the future I'd say the best it will do is lead them to a seaport. What is the best port near the players?

If you're nice you might give them a clue leading directly to the city. One way or another the clue has directions the players can follow.

If you're mean the clue will tell the players which city to go to in an abstract way. Since the players aren't locals they will have no hope of making sense of where they are supposed to go without help from someone who knows the area and its history.

Of course you could give a nice literal answer. The best way to get home? Teleport. This might lead to some confusions as the players try to figure out how to do this. However, teleportation does seem the best method, even if it is not an availible option.

Finally you might just have the spell fail. Since it will take more than a week to get home the spell cannot discern the best way.

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brazenwood
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04/10/2005 12:55 AM  
I totally nerfed teleport in my world and made it have a range of 1 mile per level of the caster, and the others are 5miles/level and (teleport without Error) 10miles/caster. I think teleport magic takes a lot of the fun out of the Journey in certain quest campaigns. Just think if Lord of the Rings' gandalf just telported Frodo to mt. Doom and had him drop the ring, the whole quest would not have happened.

But if you teleported them you teleported them, so if they are meant to travel by sea, and you are going to delay them give them some kind of cryptic Gloem like poem,

Over Waves You Shall return but only if the ship can guide you through the rocks ahead...

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04/10/2005 1:29 AM  
"you're way home is paved with salt."

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psistef
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04/10/2005 7:35 AM  
"The way you arrived, the best way back,
if access can be sought,
Otherwise the path will be through peril,
and through port."

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Satsujin Kingyo
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04/10/2005 8:16 AM  
First of all, how do you plan on delaying them?

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04/10/2005 10:32 AM  
I'd make the response something to the effect of, "Until you have rode the waves across churning sea, and until the second moon has risen full in the sky may you return to your homes." Something that tells them to relax and may, if you're lucky stop them from derailing all your plans buy digging their feet in and being stubborn about any adventure that does not seem tolead them home.

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04/10/2005 11:28 AM  
quote:
Originally posted by Satsujin Kingyo

First of all, how do you plan on delaying them?



Any and every way I possibly can.

There is a port nearby but they will have an almost impossible time finding a ship there. It's a decaying run down dingy former city of greatness and not much happens there anymore. I will be running an adventure there and that should keep them tied up for a few days anyway.

One idea I had was for them to board a ship that is secretly run by a group of pirates down on their luck. The captain will be all too happy to ferry them wherever they want to go, but they will really just be trying to rob a group of "rich" adventurers. Once out at sea, the pirates will attempt to captures them, steal all their stuff and then throw them into the sea. [}:)]

If they gain control of the ship, I will have a storm come up and blow them far off course, landing on another unfamiliar land.

Just a couple ideas.

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The G Spot

04/10/2005 11:29 AM  
quote:
Originally posted by brazenwood

I totally nerfed teleport in my world and made it have a range of 1 mile per level of the caster, and the others are 5miles/level and (teleport without Error) 10miles/caster. I think teleport magic takes a lot of the fun out of the Journey in certain quest campaigns. Just think if Lord of the Rings' gandalf just telported Frodo to mt. Doom and had him drop the ring, the whole quest would not have happened.



I like that idea. No pc currently is able to cast teleport so I might borrow that idea. I'll probably increase the range a bit.

WotC - making me wish more and more every day for a return to the TSR days. :(

I fought the snark and the snark won. I'm baaaaaaaaaaack!


Some of my favorite Maxminis quotes
I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM
Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220
G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM

Lab Monkey
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04/10/2005 11:58 AM  
quote:
Originally posted by brazenwood

I totally nerfed teleport in my world and made it have a range of 1 mile per level of the caster, and the others are 5miles/level and (teleport without Error) 10miles/caster. I think teleport magic takes a lot of the fun out of the Journey in certain quest campaigns. Just think if Lord of the Rings' gandalf just telported Frodo to mt. Doom and had him drop the ring, the whole quest would not have happened.




Nice idea. Teleport is one of the most difficult things to deal with as a DM. There is a nice section in Complete Arcane near the end about dealing with adventure spoiling spells (charms, flying, invisibility, teleportation, etc.).

And for a good laugh regarding LotR check this out (warning- there's some profanity in this clip):

http://www.kontrabandcontent.co.uk/1/graphics/pics/mordor_madness_2.swf

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Satsujin Kingyo
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04/10/2005 4:25 PM  
That was awesome... can't... stop... laughing...

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Monsoon28
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Toronto

04/11/2005 12:57 PM  
quote:
Originally posted by Lab Monkey
And for a good laugh regarding LotR check this out (warning- there's some profanity in this clip):

http://www.kontrabandcontent.co.uk/1/graphics/pics/mordor_madness_2.swf


Think 'someone' forgot about the Nazgul and their little pets. [)]

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04/11/2005 1:28 PM  
The best way home is yet not fast,
but will take skill with oar and mast;
Though delays there will surely be,
To native soil you'll bend your knee.


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