WayneLigon
Adventurer
Most times the area they are trying to get to might be just 'viewed casually' or 'viewed once', and I've seldom seen a party gamble that they'll make it even with a 75% chance.
Also, "Areas of strong physical or magical energy may make teleportation more hazardous or even impossible." Pop a couple areas like that in the adventure area, have the mishap put them a half-mile up in the air or 25 miles underground in the Underdark. They usually won't have the spell prepared more than once, so now they have to get out of a worse situation than they left. Do that three or four times and they won't be so quick to pop out the ol' Teleportation spell.
If you want to go third-party, there are some nice spells in The Complete Book of Eldritch Might that specifically deal with teleport. One wards against teleport so it simply doesn't work, while another one redirects all teleports in an area to a place designated by the caster (so every person that teleports winds up in a water-filled cell with about an inch of breathing space in it or something).
Also, "Areas of strong physical or magical energy may make teleportation more hazardous or even impossible." Pop a couple areas like that in the adventure area, have the mishap put them a half-mile up in the air or 25 miles underground in the Underdark. They usually won't have the spell prepared more than once, so now they have to get out of a worse situation than they left. Do that three or four times and they won't be so quick to pop out the ol' Teleportation spell.
If you want to go third-party, there are some nice spells in The Complete Book of Eldritch Might that specifically deal with teleport. One wards against teleport so it simply doesn't work, while another one redirects all teleports in an area to a place designated by the caster (so every person that teleports winds up in a water-filled cell with about an inch of breathing space in it or something).