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

You can use Forbiddance/Teleport Block.

Or you can block scrying and rearrange the furniture.

After a couple of them teleport their feet into ottomans, they'll get the message.
 

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Nifft said:
Easy proof vs. Scrying: darkness. The bad guy casts "Darkvision" on himself -- or has a pair of Lenses of Darkvision or an Amulet or whatever -- and, while he can see well enough to get around, no-one can see in.

Quote from the PHB, page 190.

"Not even creatures who can normally see in the dark (such as with Darkvision) can see in an area shrouded in magical darkness."

But, aside from that, your plan works perfectly. :D
 

Monster Manual, pg50, under Baatezu Qualities:

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Nothing under demons that I could find, though. So I guess devil blood is the way to go should you desire to endarkate your lair against porters.
 

Jeph said:

But, aside from that, your plan works perfectly. :D

Read the 2nd paragraph ;)

"Darkness" is not just a spell -- it's also the absence of light! :eek: That's what the bad guy uses -- the simple lack of light.

Again, per the 2nd paragraph, if he's actually at least partially fiendish, he can go for magical darkness.

-- Nifft
 

Dr. Midnight,

If your Big Bad Villain is who I think it is he has many advantages over your party. The first and foremost is Blindsight, take advantage of it. The darkness ploy would work extremely well for this villain. When the party scries on him describe the scene as though it were similar to a ominously clear night sky with numerous stars maliciously shining upon them. Really it would just be the villains eyes reflecting off the many ice and diamond prisms in his lair. If the party teleports in with light or continual flame cast the fix is simple, Heightened Darkeness fifth level or so should work.

Go luck

By the way Great Story Hour.
 

can't teleport

Means of blocking teleport have been around since the Against the Giants series. I am not aware of any formal ruling on a particular substance [lead was used in ADD2] for 3e, but the DM is entirely proper to simply tell the teleporting player that he simply can't get the needed grasp of the place to teleport there. [The PC would presumably know there are various means to block teleportation and would tell the party that.]
 

The psionics handbook has numerous handy teleport related powers which psions could use (and could have built into a wonderous item - and a crystal item might be hard to find in ice crystal caverns! The variety of teleport trace and teleport redirect spells are all nice examples.

ultra-simple defenses include invisible objects threaded throughout any target locations, forcing a mishap as people attempt to teleport into space occupied by physical objects.

Another possibility (if in glassy caverns) is that the reflections make it so hard to make out what is actually going on that the very best they could hope for is "description" of the destination.

You could talk to Piratecat about the scry+teleport trap which he threw against his party when they were anxious to give a certain monk enemy a beating.

Cheers
 

Want a simple solution?


Darkness, lots of darkness.

If the dungeon is too dark to see well in then the PC cannot get a good view of the area to remember how to teleport back to a given location.
 

According to my copy of the SRD, teleportation is instant travel through the astral plane.

Maybe the villain has managed to create some Wall spell that envelops his stronghold in the astral plane so nothing can pass through the barrier.

If you want a real mystery to work with, maybe the villain has found a way to destroy the astral representation of his stronghold. You could have loads of fun watching the PCs try to figure that one out. Much less what to do if the villain manages to do it to something/someone else.

This last one is a little cheesy. The stronghold on the material plane is just a "placeholder." Just an empty shell. The interior of the fortress is actually much larger than the outside would permit. It's a pocket plane that attaches to the material at the placeholder, but doesn't border any other plane. This would also mean that any other astral or shadow based magic wouldn't work there.
 

Use any stop-teleporting trick the players invent against them.

Let the villain teleport monsters or assassins into their homebase, and start taking notes.

The players should provide you with protections against teleporting soon enough. And whatever the players can do, the villains can do as well.

And in the unlikely event that the players can't come up with anything, you can have a Teleport-Cold-War. "If we promise not to teleport into your dungeons, will you promise not to teleport any more monsters into our bedrooms?"
 

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