Help- my players stay out- I need to PC-proof this complex...

Dr Midnight

Explorer
so what's a good way to block teleporting? Meaning I want to teleport-proof an entire huge dungeon.

Last time, the PCs teleported straight to the villain's lair, but now they have to go back in, and I want to make sure they go through the old-fashioned way.

threats could work... for example, saying "If you should teleport into my dungeon, this innocent NPC will die, Mr. Adventuring Man…” But what could do that?

wishing I could wield the rules better than I do
~Doc Midnight
 
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- ultra-symmetrical structure with 8-12 identical "central" chambers: describtion won't work because the rooms all look the same - and if the villain chooses randomly each day which one to use (activating deadly traps in all others) then their chances for a correct teleport become slim indeed...

- moving parts: a dungeon that consists of a maze of sliding walls and whole teleporting rooms (or chambers mounted on some kind of complex railway system), add some identical rooms and/or illusions and magical "re-decorations" and nobody will be able to give correct describtion of his destination.

- simply declare that the villain installed some "teleport-blocking" artifact in his dungeon
 


Two from the Book of Eldrich Might:

Teleport Redirect Evocation [Teleportation] Level: Sor/Wiz 5

Teleport Block Abjuration Level: Sor/Wiz 5

-- Nifft
 

The dungeon can't be changed at this point- it's an existing dungeon that must be teleportproofed through spells or threats or something else. Changing things around inside's not an option... nor is throwing it out.

May have to go with the mysterious artifact of teleportation-negating, though I know how much my players will love that...
 

Won't Hallow with Dimensional Anchor do it. Don't have book shandy but I think D.A. is a spell you can use with Hallow...that would prevent teleporting, etc. for a year at a time.

Just looked it up...and D.A. can be placed using Hallow. I would think that would be the easiest way and it all falls in the PHB.
 
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The 6th level clerical spell Forbiddance in the PHB is a good candidate -- prevents ALL teleportation and even extra-planar transport into the area. It's pricy -- if you want to password protect it it's 6000gp per 60ft cube, but bad guys are usually wading in dinero. And it's permanent.

A Persistent (if you use that cheaty feat) Zone of Respite would also work. Or just a multiply-extended one, if the guy is high enough level. From the Manual of the Planes:

Clr3, Sor/Wiz4

Lasts 10min/level
Protects 30'cube per level from all extradimensional transport

Or just create your own spell. Point is there's a ton of stuff out there to protect one's lair from cheaty teleporting adventurers.
 


while it doesn't apply in your world, I am a proponent of removing Teleport from the game for precisely this (and other attendant) reasons.

It reduces believability, and becomes an obstacle to gameplay.
 

Or better yet then entire dungeon has been rigged with a magical trap. Anytime any room is teleported into the people who teleported into that room are instantly teleported back to the entrance. (NPCs can be as cheesy as players)
 

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