High Level PC's and Traveling


Advice


Greetings,

I am planning on running high(er) level game. I am trying to find loop holes that I may have missed since I have never been in a High Level game before.

1. My players are in Mendev (far north) and have to travel down to Jalmeray (far south). It's about 3000 miles each way. I want to put them on a time limit but I want to make sure that there is: A) enough time and B) not too much time. I assume by pedestian standards they can cover 30 miles a day walking or 40-50 miles a day riding. What I am unclear on is magic. Are there spells that I am over looking that will speed them along? If so what spells and from what sourcebook.

2. What other pitfalls should I be looking for when gaming? I know they will be very powerful and I will have to expect as much, but what are some past experiences DMs/GMs have had with players this high level?

Thanks in advance.


teleport?

Lantern Lodge

Shadow walk?


Overland Flight, Phantom Steed, Teleport, Greater Teleport, Shadow walk, Transport Via Plants....lot's of options. Some will just speed them up while others will make travel a 2 minute ordeal. Depends on how high level they are. If they are higher than 13 and have a wizard...they have Greater Teleport. There is no sense in planning a traveling adventure past that level unless you live in a world that prevents planar travel (world under permanent dimensional anchor).

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In addition to what Lab Rat says, there is also wind walk, which the last group I ran used a lot.

My advice to you, having ran a level 14-19 game over the course of a couple years successfully:

DO NOT VIEW TRAVEL SPELLS AS A PITFALL.

When it's convenient, let them use the spells they have. They have them for a reason.

When you really do need them to travel through an area mundanely, things I have used:

- "Government wards" that detect use of teleport through an area; if you don't have a chit that gets you past the ward, you can expect a visit from the mage legion who will arrest you. (You can of course forge a chit, and that has its own risks and rewards.)

- For wind walk and similar spells: fog and other weather reduces visibility and makes it easy for the party to lose each other.

- Areas protected by forbiddance and similar spells that block magical travel.

These things that should be used within reasonable limits. They should be there when it makes things interesting and challenging, not make the players feel like they are being arbitrarily prevented from using an ability they should get to use. It should feel FUN to be high level, and if you as a GM feel like high level spells are a hindrance to you rather than an opportunity to create adventure, then perhaps you should reconsider running a high level game until you feel more confident in your ability to adapt to such abilities. All due respect, just my thoughts.


Just how high level are we talking?

Lower level: Overland Flight is nice
Mid level: Teleport, Air Walk (which can get you over those rougher terrain issues)
Higher level: Greater Teleport, Wind Walk (60 MPH, spell lasts an hour/level), Shadow Walk
Uber level: Teleport Circle, couple of Gate spells, Wish, Miracle

Probably lots more out there...


Yeah long travel campains only really work at low levels unless your limiting what spells they have access to.

I had a game where we had a long overland trek, but it was because we had to lead a large NPC force of refugee's there so spells like Greater Teleport wouldn't get them all there. We where there for protection and had to make the trip too.

Baring something like that you would need to run it at low levels. Heck even something as simple as the spell Mount can cause issues.


Its not the travel that is the main point of the game, it's just something they have to do to obtain an item.

I didn't realize you could take people with you when you teleport. I thought it was a personal spell.

Now I can plan things out better taking those spells in mind. I am not going to limit them from using their spells, but I do have places that bar dimentional travel.

Thanks for the advice guys.

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