Need advice, AP travel being circumvented by travel domain cleric


Advice


So, I'm running the anniversary ed. of crimson throne.

The party is 9th lvl

Cleric of Desna

Arcanist (brown fur trans. Archetype)

Fighter ( Two-Handed Archetype)

Swashbuckler

Unchained Rogue

They finished book/ chapter 3 (escape from old), and began (history of Ashes )

They lost one NPC , yet managed to save the other main NPC of the plot.

With the clerics abilities & the Arcanists abilities they Teleport-ed from Krovosa to Sandpoint, then after talking with the NPC teleport-ed from Sandpoint to the Cinderlands.....I hand waved some divine intervention just so they would have to walk 88 miles to the next AP location.

My question is how do others of you deal with mid to high level PC's being able to just teleport across the world circumventing travel times ( missing XP encounters or info encounters)


There's a couple of ways to handle it, most of which are based on how blunt you want to be that they shouldn't do it. XD "Somebody's messing with all teleports in the area to throw them off" or "teleporting is blocked right now" is basically just smacking them over the head with it. Alternatively, you can just not let them know their final destination. Lead them to the place you want them to go instead.


2 people marked this as a favorite.

They're supposed to be able to teleport by then. It's OK. It's part of the benefit of leveling up from one.


Is there anything wrong with being able to teleport? Was there something they were supposed to do en route? If so, the question becomes, is that an important thing and if so how to get them to do that thing, not how to get them to not teleport.

They're high level characters. They have powerful spells now. Let them play with them! Let the players have their fun, and roll with the punches!

Besides, you can only teleport to places you've seen before. They still have to walk if they want to go somewhere new.


2 people marked this as a favorite.

In addition to agreeing with the other posters make sure to enforce the limits and requirements of Teleport. Familiarity with the destination is a well known and frequently discussed issue but there's more to it than that. In particular I'm speaking about the numbers of creatures that can Teleport with a single spell (caster plus 1 Med creature/3 lvls). At 9th level that is 4 creatures. The party is size 5 before you add in any other hirelings, beasts of burden etc.. Unless someone in addition to the Cleric is using Teleport (or the party is using some tricks) the Cleric can only Teleport 4 party members including herself with each casting. And there goes the one very valuable spell slot. No using Teleport for a quick exit/escape or getting around some barrier or obstacle etc., etc.. It has a range limit of 100 miles/lvl as well. No idea if this would mean much in this adventure, but 900 miles, while not a short distance, is also a long way from covering many continents in a single bound. Roughly 4 hops to cross the US for instance, even at 20th level that's more than one Teleport. It is just enough to go from New York to about a 100 miles the far side of Chicago.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Need advice, AP travel being circumvented by travel domain cleric All Messageboards

Want to post a reply? Sign in.