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Teleportation circles costs *how* much?!
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<blockquote data-quote="The Grassy Gnoll" data-source="post: 6813261" data-attributes="member: 6788652"><p>The elves of old had a network of teleport circles - fairy rings they're called, now - and once upon a time a great deal of trade was carried out on their lands this way. Humans and other races sought the knowledge of the circles and over time more and more were made. Glyphs of warding were placed on most. To travel through them required a knowledge of many complicated series of sigils and over time the knowledge was lost. Nowadays some are still in use, the ones on principal routes of trade (but jealously guarded and built upon to conceal them from the poor, the unwashed and the competition. Various wars later, spell plagues if that's your jam, and the usage of them was forgotten. But they still lie in dark and abandoned places, awaiting discovery by a party of adventurers with a Mage patron who has a circle of her own but seeks others...</p><p></p><p>How about if you want to limit it, one stat randomly rolled on a d6 loses 1pt each trip unless you make a relevant-stat DC15 save? It's dangerous you know and sometimes the engines cannae take it cap'n. The loss can be countered with an API on levelling up or by Greater Restoration perhaps.</p><p></p><p>May explain why they fell out of favour.</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 6813261, member: 6788652"] The elves of old had a network of teleport circles - fairy rings they're called, now - and once upon a time a great deal of trade was carried out on their lands this way. Humans and other races sought the knowledge of the circles and over time more and more were made. Glyphs of warding were placed on most. To travel through them required a knowledge of many complicated series of sigils and over time the knowledge was lost. Nowadays some are still in use, the ones on principal routes of trade (but jealously guarded and built upon to conceal them from the poor, the unwashed and the competition. Various wars later, spell plagues if that's your jam, and the usage of them was forgotten. But they still lie in dark and abandoned places, awaiting discovery by a party of adventurers with a Mage patron who has a circle of her own but seeks others... How about if you want to limit it, one stat randomly rolled on a d6 loses 1pt each trip unless you make a relevant-stat DC15 save? It's dangerous you know and sometimes the engines cannae take it cap'n. The loss can be countered with an API on levelling up or by Greater Restoration perhaps. May explain why they fell out of favour. [/QUOTE]
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Teleportation circles costs *how* much?!
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