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It finally happened: Party can Teleport
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<blockquote data-quote="BSF" data-source="post: 1262354" data-attributes="member: 13098"><p>OK - how about a storm as the party teleports back to the inn. When they return, they are in the middle of a lightning created wildfire.</p><p></p><p>A divinely powered adversary might have Forbiddance cast on an area.</p><p></p><p>But, let's go for something _really_ out there. Toss out the rules for Teleport not being able to handle interplanar travel. Amend the rules so that you cannot voluntarily travel to a different plane with Teleport. However, mishaps can send you anywhere similar. Of course, the first thoughts are going to Hell, or the Abyss, or something other Outer Plane. Sure, that could be fun. Let's ratchet it up a notch though. </p><p></p><p>The PC's teleport to - exactly where they think they were going. It looks the same, it feels the same. They begin to continue on their daily travel towards their destination. Until that pack of huge, slavering, silver wolves with arms coming out of their backs and dual-wielded short swords pops out of nowhere to attack them. Or the enormous telepathic cockroaches with several levels of Sorceror. The day's journey will just get more and more strange. Send them to the Land of Dreams. Anything is possible, if you believe. first, small little oddities are noticed. Stuff like the moss on the trees always moving just out of sight, until somebody stops and stares. Then introduce stranger and stranger things. Creatures from the PC's worst nightmares appear. Maybe the Wizard hates them so much he bursts into a barbarian type rage and does a whirlwind attack on everything in reach with his staff. </p><p></p><p>If you have Penumbra's Occult Lore, this is a nice opportunity to begin introducing Oneiromancy. If you don't have it, play real fast and loose with the rules. Maybe your players will catch on and start to try odd things to see if they can pull it off. Play up the session for drama if you want to ratchet up the tension. Or play it for comic relief if you got a mishap when everything else is really tense. Or, if they somehow missed an important clue, keep replaying the scene that they missed until they figure out the clue. Since it is a dream, feel free to ratchet up the monsters and when a PC dies, they wake up wherever it was that the party tried to teleport from. Everyone else is out cold on the ground. Of course, they can't participate any longer, but it is better than really being dead. And, if you are feeling real generous, put a special item in the Land of Dreams. If they can retrieve it, it comes back with them to the real world. If you want to try out an intelligent magic item or even a Book/Manual that grants inherent bonuses, maybe you can use that as an award.</p></blockquote><p></p>
[QUOTE="BSF, post: 1262354, member: 13098"] OK - how about a storm as the party teleports back to the inn. When they return, they are in the middle of a lightning created wildfire. A divinely powered adversary might have Forbiddance cast on an area. But, let's go for something _really_ out there. Toss out the rules for Teleport not being able to handle interplanar travel. Amend the rules so that you cannot voluntarily travel to a different plane with Teleport. However, mishaps can send you anywhere similar. Of course, the first thoughts are going to Hell, or the Abyss, or something other Outer Plane. Sure, that could be fun. Let's ratchet it up a notch though. The PC's teleport to - exactly where they think they were going. It looks the same, it feels the same. They begin to continue on their daily travel towards their destination. Until that pack of huge, slavering, silver wolves with arms coming out of their backs and dual-wielded short swords pops out of nowhere to attack them. Or the enormous telepathic cockroaches with several levels of Sorceror. The day's journey will just get more and more strange. Send them to the Land of Dreams. Anything is possible, if you believe. first, small little oddities are noticed. Stuff like the moss on the trees always moving just out of sight, until somebody stops and stares. Then introduce stranger and stranger things. Creatures from the PC's worst nightmares appear. Maybe the Wizard hates them so much he bursts into a barbarian type rage and does a whirlwind attack on everything in reach with his staff. If you have Penumbra's Occult Lore, this is a nice opportunity to begin introducing Oneiromancy. If you don't have it, play real fast and loose with the rules. Maybe your players will catch on and start to try odd things to see if they can pull it off. Play up the session for drama if you want to ratchet up the tension. Or play it for comic relief if you got a mishap when everything else is really tense. Or, if they somehow missed an important clue, keep replaying the scene that they missed until they figure out the clue. Since it is a dream, feel free to ratchet up the monsters and when a PC dies, they wake up wherever it was that the party tried to teleport from. Everyone else is out cold on the ground. Of course, they can't participate any longer, but it is better than really being dead. And, if you are feeling real generous, put a special item in the Land of Dreams. If they can retrieve it, it comes back with them to the real world. If you want to try out an intelligent magic item or even a Book/Manual that grants inherent bonuses, maybe you can use that as an award. [/QUOTE]
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