I'm a new DM that has been running a D&D 4e game for a few months now. I'm thinking about mixing things up on my players and I'm looking for advice. The quick back story of the current campaign is that the players accidentally recovered a magic artifact for someone they thought was good but was actually bad. They are now on a task to gather components to build an item that can be used to fight the new evil super power, pretty cliche stuff I know
Right now they are in a wintery section of the world and are making their way through an underground tower because a nearby village needs help and they've heard rumors that a wizard that used to live in the area built some sort of town defense system into his tower.
I think I've kinda reached a point with the world where I'm just not sure to go with it so I'm pondering really mixing it up either temporarily or permanately. What I'm considering is when the players activate what should be the defense mechanism instead they will be teleported away to another land. I'm considering dumping them somewhere completely opposite of where they are like in a desert or jungle setting. This will be a land where mages have been purged and magic is rare and considered evil. They may even end up in a pirate themed city at some point. Any time they ask about the place they came from no one will have heard of it, either because this is a different plane/world or a different time perhaps. What I'm thinking is this would be some sort of a trap the wizard created to capture anyone that tried to use his defense mechanism for evil. He assumed that whoever activated it would be a mage so he created or sends them to a world where magic is taboo and they will be hunted.
Right now I just have alot of ideas racing through my head so I'm hoping to get a feedback on a few things.
1. Is it ok to totally change up the world like that?
2. Any thoughts on where I should send the players if I go this route?
3. If I decide to make this whole sub campaign some sort of illusionary trap what is a good way for them to get back to the "real" world at some point?
I know there are really no right or wrong answers but any advice you can give on getting on track would be helpful

I think I've kinda reached a point with the world where I'm just not sure to go with it so I'm pondering really mixing it up either temporarily or permanately. What I'm considering is when the players activate what should be the defense mechanism instead they will be teleported away to another land. I'm considering dumping them somewhere completely opposite of where they are like in a desert or jungle setting. This will be a land where mages have been purged and magic is rare and considered evil. They may even end up in a pirate themed city at some point. Any time they ask about the place they came from no one will have heard of it, either because this is a different plane/world or a different time perhaps. What I'm thinking is this would be some sort of a trap the wizard created to capture anyone that tried to use his defense mechanism for evil. He assumed that whoever activated it would be a mage so he created or sends them to a world where magic is taboo and they will be hunted.
Right now I just have alot of ideas racing through my head so I'm hoping to get a feedback on a few things.
1. Is it ok to totally change up the world like that?
2. Any thoughts on where I should send the players if I go this route?
3. If I decide to make this whole sub campaign some sort of illusionary trap what is a good way for them to get back to the "real" world at some point?
I know there are really no right or wrong answers but any advice you can give on getting on track would be helpful
