Thank you for the timely explanation.
"Seeing as how most 1-5 parties won't have access to teleportation magic, all of this background is irrelevant for most GMs." Our party spent the gold given us on a scroll of Dimension Door.
"the wards essentially trigger a teleportation mishap" is a new, here to for unseen mechanic as far as I am aware. Regarding the wards, does that mean that teleportation magic can be used inside the transport safely? Say by a Teleportation school wizard? Or a DD scroll?
As for the desert heat trap, perhaps language should be added regarding Resist Energy, as both GMs I saw running it ruled that it would not help as they had no info otherwise. My confusion did lay in that it was overcoming Endure Elements without doing lethal damage. Another non-RAW mechanic.