Endless Night and Teleportation


Second Darkness


Is there anything in Endless Night that prevents the characters - by then old enough to know Teleport - from just using magic to get away from Zirnakaynan, basically being able to get back to wherever they want to go?

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KaeYoss wrote:
- by then old enough to know Teleport

Whooa, how old do I have to be to know how to teleport ? I can't wait dude !

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Hmm I could be wrong about this but for teleport to work it has to be to an area you know of within the actual spell range and since the darklands extend much further than the range of most teleport spells you would have at that lvl It would be pretty unreliable.


Or at least make several uses of it, and have memorized some locations on the way for the expressed purpose of having a "teleporter route" to follow to the surface.

Might be useful for a resupply run, but not a regular jumping in and out thing.

If they do a supply run (too often) they might find unpleasant surprises when they return, or if just the wizard goes the party maybe attacked short a wizard (or the wizard in town without the party!).


In short: a well prepared party could indeed use "teleport" to safely and quickly get away from pursuing drow

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Cohlrox wrote:
In short: a well prepared party could indeed use "teleport" to safely and quickly get away from pursuing drow

Not really since another factor is sections of the darklands are constantly changing so even an area they were familiar with may not be there any more. Also when are they going to have time to familiarise them selfs with large sections of the darklands? That would be an entire adventure by itself.

Paizo Employee Creative Director

KaeYoss wrote:
Is there anything in Endless Night that prevents the characters - by then old enough to know Teleport - from just using magic to get away from Zirnakaynan, basically being able to get back to wherever they want to go?

There's nothing blocking this method of escape at all, apart from the fact that the PCs might not have teleport (or plane shift, or word of recall, or shadow walk, or whatever) and even if they do, they might not have enough oomph to bring everyone at once.

The adventure suspects the PCs don't have teleport and that's why there's an "escape" section at the end of the adventure, but if the DO, that's probably the easiest way to get out of danger. The next adventure assumes they use the elfgate, but talks about how to start things up if they used other methods to escape the Darklands, of course.


James Jacobs wrote:


The adventure suspects the PCs don't have teleport and that's why there's an "escape" section at the end of the adventure, but if the DO, that's probably the easiest way to get out of danger. The next adventure assumes they use the elfgate, but talks about how to start things up if they used other methods to escape the Darklands, of course.

Good. It's still quite a while yet until we get there (have to finish Crimson Throne first, and we're just about done with Seven Days), but it's good to know that the next adventure takes it into consideration.

Because I'm quite sure that they'll have teleport - if not at the beginning of the adventure, then by the end (which I suspect will give them at least one level-up, and if they learn that they are to go amongst drow....

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