Hi everyone, I’m looking for ideas to develop a scenario.
a sorcerers home has been infiltrated by enemy agents who are keeping tabs on the sorcerers movements,
what are some ways that a spy could alarm or monitor a teleportation circle to alert them whenever the wizard arrives?
im not opposed to creating a custom magic item to serve the purpose, but would rather work within published rules.
also, when the time comes to ambush/kill the sorcerer, how could their enemies link the alarm to a portal or somehow summon elements or demons to attack the sorcerer upon arrival?
Alarm has 8 hour duration which means that for the place to be under constant surveilance the spy would need to have 24 hours access teleportation circle.
For some reason I thought glyph of warding couldn't be used for summoning spells
So I am assuming the Teleportation Circle is a permament one. When the agents arrive they use a ritual magic provided by some nefarious patron such as a fiend or fey that makes the circle a little erratic.
The first effect is that it allows the circle to be scry'd so that when its used the person who caste the ritual to corrupt the circle recieves a flash of images to give them the whereabouts the party teleported to in a manner similar to the Clairvoyance spell.
Next, whenever its used you as DM rolsl as per the "Very Familiar" option on the level 7 Teleport spell to see if they arrive safely, this can be revealed to the caster after the first use that the teleportation effect "feels off" as if it was struggling to connect with another circle.
At some point, when it is convenient to the story, you have the teleportation circle rupture and create a rift that spawns in whatever critters you deem appropriate.
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You can use in game effects like a monster, find familiar or alarm but there's really no limit. They could hide a magic item, runes or modify the circle to add any effect you want.
a hidden voodoo doll or rune siphons power from the sorcerer when they use the circle. This is used to charge some kind of effect. The doll can also be a monster like a carrionette
The runes of the circle are sabotaged so it has a chance to explode or reroute the sorcerer when its used
A mouse or spider living in the room is actually a familiar or possibly a shapeshifter like a imp. It may mutate into a bigger monster for the fight
An obeslisk or magical device a short way away from the home acts as a kind of antenna to monitor the circle
The sorcerer is some how cursed to help them be tracked, an item or creature is hidden on their person for example their shadow may be a shadow demon
The building seems haunted as some entity is hidden in the ethereal to monitor the home
The spell has been sabotages so that the magical circle goes haywire and becomes a living spell that summons in minions, teleport's in hazards or traps creatures like a living demiplane
Well, if I had a teleportation circle that I didn't want others to use, I'd set it up so it always teleports straight to the abyss - unless you know the encoded 28-digit key phrase.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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Hi everyone, I’m looking for ideas to develop a scenario.
a sorcerers home has been infiltrated by enemy agents who are keeping tabs on the sorcerers movements,
what are some ways that a spy could alarm or monitor a teleportation circle to alert them whenever the wizard arrives?
im not opposed to creating a custom magic item to serve the purpose, but would rather work within published rules.
also, when the time comes to ambush/kill the sorcerer, how could their enemies link the alarm to a portal or somehow summon elements or demons to attack the sorcerer upon arrival?
Any ideas welcome.
The answer to the first question is alarm. The answer to the second question is glyph of warding.
Alarm has 8 hour duration which means that for the place to be under constant surveilance the spy would need to have 24 hours access teleportation circle.
For some reason I thought glyph of warding couldn't be used for summoning spells
Forbiddance ?
playing since 1986
convince some Pixie / Sprite / etc to keep watch for you.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Put a rope snare around the circle. Non magical. They appear and are lifted by their feet the the spikes imbedded in the ceiling.
So I am assuming the Teleportation Circle is a permament one. When the agents arrive they use a ritual magic provided by some nefarious patron such as a fiend or fey that makes the circle a little erratic.
The first effect is that it allows the circle to be scry'd so that when its used the person who caste the ritual to corrupt the circle recieves a flash of images to give them the whereabouts the party teleported to in a manner similar to the Clairvoyance spell.
Next, whenever its used you as DM rolsl as per the "Very Familiar" option on the level 7 Teleport spell to see if they arrive safely, this can be revealed to the caster after the first use that the teleportation effect "feels off" as if it was struggling to connect with another circle.
At some point, when it is convenient to the story, you have the teleportation circle rupture and create a rift that spawns in whatever critters you deem appropriate.
You can use in game effects like a monster, find familiar or alarm but there's really no limit. They could hide a magic item, runes or modify the circle to add any effect you want.
Well, if I had a teleportation circle that I didn't want others to use, I'd set it up so it always teleports straight to the abyss - unless you know the encoded 28-digit key phrase.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.