![]() ![]() Once the players roll maximum on their teleportation dice, they exit the maze and it shuts down or resets, and the players gain a very healthy respect for that sort of trap in the future. ![]() I would also suggest you have higher number areas be a little harder on the players, but not much harder, and lower number areas be more time consuming and frustrating to get to the end of (because this makes the dice roll to teleport really critical and fun). in each area, there is an object, well guarded and risky to acquire, which adds a +1 bonus to the dice roll, the more of them they get, the better the odds they will escape the maze. The exit to the maze is always the highest number on the dice and here is the fun part for the players. The player characters who fail saving throws get teleported into the starting area (area 1) of a multi-area teleportation maze trap, the various areas of the trap are each stocked with traps, challenging terrain (chasm, flame pit, rising water level, sliding spike walls, etc) and/or monsters (particularly constructs or magically animated critters, and undead), each area may see the players return to it multiple times, so they reset and restock after each use, also, Dungeon master might like to add extra dramatic tension by having the threat level of each area get higher with each return visit.Įach room has a teleportation zone that activates when players reach and trigger it, when this happens, the player who activates it gets to roll a dice to determine which area they teleport to next.Įach area has an assigned number, and there are as many areas as the dice you choose to use, the simple trap uses a d4, an insanity level trap uses d100 (please don't ever do this to your players, they would be justified in lynching you). The DM has a lot of flexibility on how the trap triggers initially, but here are a few examples.Ī) The trigger is a person of the wrong alignment who attempts to activate an enchanted object.ī) The trigger is an arcane glyph which activates in the presence of the wrong type of creature getting close to it.Ĭ) The trigger is a magical area attack that an opponent unleashes on the players.ĭ) The trigger is stepping through a trapped magical portal.Į) The trigger is standing and looking into an enchanted mirror. You need not use the circle to teleport when you cast the spell in this way.Now first, I can't take total credit for this concept, but I tweaked the idea a bit to add more interaction for the players. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You can commit a new sigil sequence to memory after studying it for 1 minute. You can learn additional sigil sequences during your adventures. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. ![]()
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