What ways are there to prevent teleportation?

Stick subtle runes into the brickwork? Passive perception 20? (Our level 6 group has 2 people with passive higher than this, so 10-14 should be no problem).

DC 25 Arcana check and "it's some kind of preventative to teleportation. Also of reinforcement to the walls."
DC 30 gives you "It's likely to redirect anyone trying to teleport to another location. Within the castle, but you don't know where".

Frankly, as a player, (a) I'd not want to teleport past the subtle runes on the wall. (b) I wouldn't want to get dumped, on my own, somewhere at random...

A simple 'someone's beaten this idea' is fair enough. And anyone rich enough to build a castle is likely to have thought about it.

If you wanted to get carried away, add in the ritual they used to create the runes at the back of the module?
 

log in or register to remove this ad

They shouldn't have just boring teleport prevention. There should be a better ritual.

Abysall Shunt.

When teleportation powers are used in the area the magical energy is used, amplified and corrupted in such a way that the teleporter is shunted into the Abyss and set upon by tearing, ripping horrors.

That'll stop 'em. Bring back hanging.
 

I'd be more worried about Phasing, and to a lesser extent, Burrow.

Assuming I'd worry about such things at all, which I probably wouldn't.
Hmm. Are there any magic items or powers that allow pre-epic phasing?

Honestly, I don't care whether the PCs can teleport into the building or not, but its relative degree of teleport-proofness before the PCs get there has an affect on the plotline. I'm just anal enough to want to avoid big 'ole plot holes.

Thanks, everyone!
 

Forget the green gas, just make the room sufficiently distracting to allow a short rest ... and thereby the eladrin gets to die from failed endurance checks.
Eventually.
Right. Teleportation moats are a pretty good idea. And putting another extra wall around fortresses is probably also sufficient against tactical teleportation - the added benefit is that it's not too stupid (it's a pretty good way to hose people breaching the first wall by conventional means as well) and clever players scout first then try to get into the "moat" to teleport inside properly.

Not making it impossible, just making it very hard and dangerous... much more what I want to do to my players - in the spirit of "Yes, and...". ;)

Cheers, LT.
 

Hmm. Are there any magic items or powers that allow pre-epic phasing?
* Ghost Bridle, lvl 4 magic item, AV pg 123

* Body, No Body, lvl 16 Utility power, FRPG pg 44
* Wraithform Blast, lvl 20 attack power, FRPG pg 49

* Bodak Skulk, lvl 16
* Phantom Warrior (Ghost), lvl 4 (and all other Ghosts)
* Githyanki Gish, lvl 15
* Rakshasa Assasin, lvl 17
* Shadow Snake, lvl 16
* Specter, lvl 4
* Shadow Hulk, lvl 17
* Wraith, lvl 5



Cheers,
Roger
 

* Ghost Bridle, lvl 4 magic item, AV pg 123

* Body, No Body, lvl 16 Utility power, FRPG pg 44
* Wraithform Blast, lvl 20 attack power, FRPG pg 49

* Bodak Skulk, lvl 16
* Phantom Warrior (Ghost), lvl 4 (and all other Ghosts)
* Githyanki Gish, lvl 15
* Rakshasa Assasin, lvl 17
* Shadow Snake, lvl 16
* Specter, lvl 4
* Shadow Hulk, lvl 17
* Wraith, lvl 5
You're like a God made flesh.. a very handy god who just stopped me from making the exact sort of goof I was afraid of. One of these monsters is in the adventure, and I should take the phasing into account. Excellent, thank you!

Forbiddance doesn't prevent phasing, does it? So something like a rakshasa assassin could walk right into an area with forbiddance. Interesting.
 
Last edited:


No problem, Piratecat. I might even be able to swing a playtest of your adventure for you, if you're interested.

Forbiddance won't help but it looks like Magic Circle (level 5 ritual) might.



Cheers,
Roger
 

Or add a new ritual that sytops phasing through walls. It could be cheaper if cast when the building is created, since you would be merging the ingredients with the mortar. IIRC gorgon's blood was used for that in previous editions (maybe in the Stronghold Builder's guidebook?)

I don't know about everyone, but I like adventures that come with a couple new powers, items, or rituals. That way they continue to be a useful resource even after I've played/run them.
 

Remove ads

Top