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What ways are there to prevent teleportation?
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<blockquote data-quote="Shadeus" data-source="post: 4565754" data-attributes="member: 1795"><p>Honestly, I'd let them teleport in. Nothing is more frustrating for a player who has designed their character to be an infilitrator to hear "Sorry, you just can't teleport in."</p><p></p><p>I remember back in the days of that horribly broken 2E module, Labrynth of Madness, if you used passwall on a wall, there were spectres that lived in the wall that you unleashed. You might consider modifying that idea to your liking. What I mean is maybe there are spirits or elementals that live in the walls and can sense teleportation. Maybe they just tag along and can attack.</p><p></p><p>And speaking of Passwall, with it being a level 12 ritual, that's a viable option here too with the levels you have given. The "spirits in the wall" gig could take care of that too. </p><p></p><p>The advantage it offers is that the PCs are successful; they got in. But they also have a fight on their hands, and maybe one they weren't ready for. The spirits shouldn't care about alerting whoever lives there, just that someone has magically "violated" their castle.</p><p></p><p>I'd be careful about a wholesale Forbiddence at levels 10-14. If this was an epic castle, I'd say go for it. But pulling out a ritual that's at least 6 levels higher level than the party is a little rough.</p></blockquote><p></p>
[QUOTE="Shadeus, post: 4565754, member: 1795"] Honestly, I'd let them teleport in. Nothing is more frustrating for a player who has designed their character to be an infilitrator to hear "Sorry, you just can't teleport in." I remember back in the days of that horribly broken 2E module, Labrynth of Madness, if you used passwall on a wall, there were spectres that lived in the wall that you unleashed. You might consider modifying that idea to your liking. What I mean is maybe there are spirits or elementals that live in the walls and can sense teleportation. Maybe they just tag along and can attack. And speaking of Passwall, with it being a level 12 ritual, that's a viable option here too with the levels you have given. The "spirits in the wall" gig could take care of that too. The advantage it offers is that the PCs are successful; they got in. But they also have a fight on their hands, and maybe one they weren't ready for. The spirits shouldn't care about alerting whoever lives there, just that someone has magically "violated" their castle. I'd be careful about a wholesale Forbiddence at levels 10-14. If this was an epic castle, I'd say go for it. But pulling out a ritual that's at least 6 levels higher level than the party is a little rough. [/QUOTE]
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What ways are there to prevent teleportation?
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