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What ways are there to prevent teleportation?
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<blockquote data-quote="James McMurray" data-source="post: 4566114" data-attributes="member: 743"><p>Most teleportation that can get you into a fortress is going to kill the teleporter, or at least put him in harm's way. The only group teleportation at that level is Arcane Gate (needs line of sight) and Teleportation Circle (needs a known circle to target). Instead of banning it, what about taking a page out of Monte Cooke's design repetoire and bringing it in as a non-necessary, but highly useful, means of entering the place.</p><p></p><p>Teleport Circle: It's likely that the fortress would want a circle of its own, and unlikely that the PCs would know anything about it. Don't mention it in flavor text anywhere, but prep a skill challenge for the party to do should they come up with the idea on their own. Success means they find the circle somewhere, and get to bypass the larger force of gate guards but still have to contendwith the teleportation room itself (traps and/or guards). Failure means they don't find it, and have to contend with the harder front gate.</p><p></p><p>Arcane Gate: forbiddence or making the fortress a giant dome / underground vault are the easiest ways to stop this, but if the only spots that can easily be seen from the ground are guarded or trapped, it can allow for a third entryway that creates more challenges instead of closing doors.</p><p></p><p>The rest of the teleports can be left up to each individual GM to dela with. Warlock's Leap and Breaching Armor are great, but it's a bad idea unless everyone can do it.</p><p></p><p>In my epic game I've avoided "no teleport" zones almost completely. The only time I used it was in a trap, where the PCs were split by falling portculli and then surrounded by artillery and minions. The area of the trap itself did not allow teleportation, but everywhere else did. That way it was only that one encounter that shut down a large portion of the warlock's abilities, and the rest of the adventure he was free to bamf all over the place.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4566114, member: 743"] Most teleportation that can get you into a fortress is going to kill the teleporter, or at least put him in harm's way. The only group teleportation at that level is Arcane Gate (needs line of sight) and Teleportation Circle (needs a known circle to target). Instead of banning it, what about taking a page out of Monte Cooke's design repetoire and bringing it in as a non-necessary, but highly useful, means of entering the place. Teleport Circle: It's likely that the fortress would want a circle of its own, and unlikely that the PCs would know anything about it. Don't mention it in flavor text anywhere, but prep a skill challenge for the party to do should they come up with the idea on their own. Success means they find the circle somewhere, and get to bypass the larger force of gate guards but still have to contendwith the teleportation room itself (traps and/or guards). Failure means they don't find it, and have to contend with the harder front gate. Arcane Gate: forbiddence or making the fortress a giant dome / underground vault are the easiest ways to stop this, but if the only spots that can easily be seen from the ground are guarded or trapped, it can allow for a third entryway that creates more challenges instead of closing doors. The rest of the teleports can be left up to each individual GM to dela with. Warlock's Leap and Breaching Armor are great, but it's a bad idea unless everyone can do it. In my epic game I've avoided "no teleport" zones almost completely. The only time I used it was in a trap, where the PCs were split by falling portculli and then surrounded by artillery and minions. The area of the trap itself did not allow teleportation, but everywhere else did. That way it was only that one encounter that shut down a large portion of the warlock's abilities, and the rest of the adventure he was free to bamf all over the place. [/QUOTE]
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What ways are there to prevent teleportation?
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