D&D 5E Party Rolled a Teleport Mishap Near 200 giants-Plz Help!

pontinyc

Explorer
So, like the title says, the party rolled a mishap trying to teleport to a location which would enable them to sneak into a stone giant shaman's fortress. That location is about 500 yards from the fortress proper which is surrounded by seven tribes of stone and hill giants numbering over two hundred total, with plenty of ogres accompanying them.

Where should I place them as a result of the mishap?

They knew that there was a possibility that they could wind up smack dab in the middle of the giants' camp but decided to risk it anyway due to a severe time crunch (they know the giants are preparing a massive assault on a neighboring area). An npc teleported them, the party wizard has teleportation circle to get them back but that takes a minute to cast. If they land in the middle of the giants, they're probably going to TPK.

Any thoughts would be hugely appreciated, thanks!
 

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So, like the title says, the party rolled a mishap trying to teleport to a location which would enable them to sneak into a stone giant shaman's fortress. That location is about 500 yards from the fortress proper which is surrounded by seven tribes of stone and hill giants numbering over two hundred total, with plenty of ogres accompanying them.

Where should I place them as a result of the mishap?
Wherever the dice say to. Roll a random direction and drop them 500 yards from the intended destination, no matter what's there. Middle of an empty field, 100 meters in the air, in the center of a giant encampment. Doesn't matter.
They knew that there was a possibility that they could wind up smack dab in the middle of the giants' camp but decided to risk it anyway due to a severe time crunch (they know the giants are preparing a massive assault on a neighboring area). An npc teleported them, the party wizard has teleportation circle to get them back but that takes a minute to cast.
If you don't follow through on the potential consequences of their actions, they'll learn real quick that there are no consequences. It's not your job to protect them from their choices. It's your job to keep putting interesting and meaningful choices in front of them, and following through on the consequences of those choices.
If they land in the middle of the giants, they're probably going to TPK.

Any thoughts would be hugely appreciated, thanks!
Let the dice fall where they may. Even if it's a TPK.

Just don't fall into the trap of thinking a TPK is the end of the campaign. This is a 5E D&D game. It's high fantasy with wild magic and gods walking around. The party wakes up in the afterlife and has to strike a bargain with someone to get back, or they're recruited by a god to perform a task, or Death takes an interest and sets them loose for some reason, or another party of adventurers finds their corpses and resurrects them only to demand payment, or...or...or...etc. There's lots of things you can do to keep a game going after a TPK.
 



If you want a "bad but not TPK" option, how about this:

They appear on a road/path, right in front of a giant patrol. And the giant camp is not that far behind, and giants from the camp will soon come to the patrol's aid... but not immediately - there is a small delay due to giants needing a moment to decide what to do, and then due to distance.

Or they could teleport in a pen/prison, full of prisoners who beg for help, or dangerous beasts the giants keep.
 

Where should I place them as a result of the mishap?
How far were they teleporting from start to destination? Just go 1d10 x 1d10% of that distance away from the target. If they were only teleporting a short distance, that puts them at higher risk of dropping in some giants’ laps. But if it was a fairly long distance, they’re likely to be far off and safer.
 



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