I made (what I though at the time) a big mistake in giving lower level PCs a "Helm of Teleportation". However, they have been very careful in it's use, and use it in engenius ways to assist themselves in awkward situations.
For example: Party is tricked into entering unstable cavern, and NPCs toss in a few explosive devices, seperating the PCs from their betrayers. Players want revenge, and manage to pull off the rolls to safely teleport themselves right behind the NPCs. (It took 2 trips, but everyone made their Move Silent and Hide checks, the scum. )
Another: New player joins the group, and finds his character smack-dab in the midst of an existing issue between the party and the authorities. The party just having found an item that should not fall into the wrong hands, they hand the item and their Helm to the new character, and he 'ports back to his room at the Mages Guild (Very familiar environment, been there 70+ years.
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They have discussed using the Helm many times, but have not actually done so very many times in the months (real time) they have had the item. Now, in future adventures, as the party makes it way to 10th level and beyond, it may be put to greater use, or it may not, as the Wizard reaches the level to cast it himself. Time will tell.
There is a pre"published" adventure at Wizards.com's website that takes advantage of teleportation to "pull in" victims that are trying to port elsewhere, by use of a "Sink" of some sort. Can't remember the name of it right now, but I think I'll use it at some point, as soon as the whole party can teleport at once.
For example: Party is tricked into entering unstable cavern, and NPCs toss in a few explosive devices, seperating the PCs from their betrayers. Players want revenge, and manage to pull off the rolls to safely teleport themselves right behind the NPCs. (It took 2 trips, but everyone made their Move Silent and Hide checks, the scum. )
Another: New player joins the group, and finds his character smack-dab in the midst of an existing issue between the party and the authorities. The party just having found an item that should not fall into the wrong hands, they hand the item and their Helm to the new character, and he 'ports back to his room at the Mages Guild (Very familiar environment, been there 70+ years.

They have discussed using the Helm many times, but have not actually done so very many times in the months (real time) they have had the item. Now, in future adventures, as the party makes it way to 10th level and beyond, it may be put to greater use, or it may not, as the Wizard reaches the level to cast it himself. Time will tell.
There is a pre"published" adventure at Wizards.com's website that takes advantage of teleportation to "pull in" victims that are trying to port elsewhere, by use of a "Sink" of some sort. Can't remember the name of it right now, but I think I'll use it at some point, as soon as the whole party can teleport at once.
