Dealing with teleporting


Advice

151 to 154 of 154 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Lincoln Hills wrote:

... snip ...

Also, I'm surely not the only one who saw the 'blip in and out of the Astral' aspect of teleportation as a nice way to mess with players?

Nope you aren't.

Hence my recommendation to take a peek at the Midnight campaign setting not so much to use but to see some of the consequences of cutting off access to the Astral. If you want to travel rapidly via magic you'll be Shadow Walking (or otherwise using the Plane of Shadow).


Too much teleportation damages the fabric of reality in a location, risking opening a gateway to someplace unpleasant. This would mainly mean that, over time, mages no longer try to teleport in large cities because they don't want to gate nasties into the cities.

(Just a hypothetical in-campaign teleportation limiting device. Also, possibly plot hook)


http://www.d20pfsrd.com/magic/all-spells/t/teleport-trap
After someone got teleported into closed coffin not knowing where the hell he is and in danger of suffocating they will be more careful with abusing teleport. Also will make fun rescue mission side quest. Just make sure that player is not out of the game for long time, or just make him teleport into some maze and try to find exit.

Sovereign Court

If the PCs' info gathering on the BBEG reveals that once he used a teleport trap to send someone into a room that filled with lava/acid/level draining undead, will the PCs still think it's the safest way in?

I mean, it could just be a bluff, but do you really want to start the combat with a "save vs. death"?

151 to 154 of 154 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Dealing with teleporting All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice