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View Full Version : [AD&D 1/2e]: Dragon Article Help ("Teleport Mishaps"?)



Armoury99
2011-11-20, 03:08 PM
Hi all, not OD&D but sort of middle-aged D&D question coming up:

Once upon a time, long ago I remember having a lot of fun (as DM) with some kind of d100 (maybe) wierd and wonderful 'teleport mishaps' table that I think was in Dragon. 2nd ed era, I think. I've been doing Google searches and flicking through my old Dragons but I'm having no luck whatsoever finding it.

Anyone have any ideas where it might be hiding? You'd be a super help.

The sort of results were "PCs amalgamated into single entity" and "you awaken Cthulhu" and things like that. I'd like to bring that job back to my table... :smallsmile:

Thanks in advance.

Armoury99
2011-11-21, 01:27 PM
A desperate, plaintive bump and plea for aid.... :smalleek:

lightningcat
2011-11-21, 05:45 PM
I remember the basic mishap table (in the spell discription), but not the one you speak of.

W3bDragon
2011-11-24, 10:54 AM
I've run a few searches myself and found nothing, but am interested in this as well. Do you remember the EXACT wording for at least one of the entries? That'll help a ton in searching.

MiniMan
2011-12-02, 05:32 PM
I'm going to recommend you ask this question on the Purple Worm Forums because they archive a lot of this stuff and may know the answer. I'll also post the request for you and link this thread.

MiniMan
2011-12-03, 10:23 PM
Got a response already and possibly further details:

http://www.purpleworm.org/forums/viewtopic.php?f=7&t=709

Does this look like it?


The Teleport Mishap Table
Roll D20:

20: The teleport works as normal, but the teleportees have switched hats and/or headgear.

19. The teleport works as normal, but the teleportees have switched all clothing and gear randomly (in the case of two people, they simply swap gear and clothing).

18. The teleport works, but the targets are 4d10 squares off target in a random direction; roll a "grenade scatter" effect for each teleportee.

17. As above, but if the teleport was into an indoor or enclosed setting, each teleportee must roll a d20; on a "1" the teleportee has materialized partly inside an object. The victim takes 1d6 x 1d20 damage. This does not happen if the teleportees were in an open area with nothing to materialize in.

16. As above, but if the victim rolls a "1" his clothing and gear have partially fused with his body; he takes 1d6 x 1d10 damage, and will require 1d4 hours to sort out his clothing and gear, probably rather messily, and likely requiring clerical services.

15. As 18, but the teleportees materialize in midair; take 1 or 2 d6 damage (depending upon ceiling height) unless victim is somehow protected from falling damage.

14. As 20, but the teleportees arrive upside down in midair; all take 1d6-2 damage unless protected from falling damage.

13. The teleport works fine, but the group has picked up a passenger; a creature native to the Outer Planes has arrived alongside one of the teleportees. The GM will determine the flow of subsequent events.

12. The teleport has worked fine, but a chunk of SOMETHING at the arrival point has accidentally be teleported BACKWARDS to the teleporters' DEPARTURE point. This usually won't matter, but could be messy. In the case of a Transposition spell, BOTH teleportees arrive in an explosion of rock, dirt, wood, or whatever they were standing on; both teleportees and anyone within 5' of them take 1d8 damage from flying debris.

11. MISJUMP! The teleportees arrive together... but in an utterly random location within 1000 miles of their departure point.

10. MISJUMP! The teleportees arrive, but in a quasi-random location within 20 miles of the original target. Teleportees are anywhere within a mile of each other.

9. MISJUMP! The teleportees arrive in an utterly random location within 1000 miles of their departure point, and they are separated from each other by at least a half mile.

8. For some reason, the spell failed to take the law of conservation of energy into account. The players arrive having acquired considerable energy; all teleportees take 2d6 of fire damage or cold damage (50% chance of either).

7. Stop the game. All teleportees must roll 1d20 for each magic item they possess. On a "1," the item's dweomer got hung up in midtransport, and it is gone.

6. The transportees arrive naked. Their clothing and gear is scattered around a 100 foot area around the arrival point.

5. The transportees arrive naked. Their clothing and gear is scattered throughout the Astral Plane. Good luck!

4.All teleportees roll d6. All teleportees who rolled the same number must swap their stat blocks with each other. They may keep their skills, feats, powers, and so forth.

3. As 4, but the teleportees must randomly swap their entire character sheets around with each other; they have literally switched minds. How this may be undone is left as an exercise to the players.

2. As 4, but the teleportees almost materialized inside each other; everyone who rolled the same number takes 1d6 x 10 damage. No other effect.

1. All teleportees roll d6. All teleportees who rolled the same number are fused together irreparably, and die instantly. This happens automatically if there are only two teleportees; if only one teleportee, he arrives inside out and dies instantly. Note that if there are three or more teleportees, it is possible that nothing happens, and they arrive safely at their destination.

0. All teleportees are accidentally shunted to an antimatter universe, and immediately explode upon arrival with the force of multiple nuclear bombs. The crust of the planet is cracked, and the continent where they arrived is largely shattered. The world and everything on it comes apart in a welter of fire, smoke, and magma, and within three days, it is an orbiting cloud of dust and rock. Armageddon. Hope you guys made a will. Good clerics and Paladins must contact their deities and discuss atonement for accidentally killing everyone in the world.

Belril Duskwalk
2011-12-05, 09:17 PM
0. All teleportees are accidentally shunted to an antimatter universe, and immediately explode upon arrival with the force of multiple nuclear bombs. The crust of the planet is cracked, and the continent where they arrived is largely shattered. The world and everything on it comes apart in a welter of fire, smoke, and magma, and within three days, it is an orbiting cloud of dust and rock. Armageddon. Hope you guys made a will. Good clerics and Paladins must contact their deities and discuss atonement for accidentally killing everyone in the world.

Yep, that sounds like 1st edition. When people fail there's a chance they fail REALLY bad.

Lord Torath
2011-12-05, 09:27 PM
Yep, that sounds like 1st edition. When people fail there's a chance they fail REALLY bad.
But how do you roll a "zero" on a d20? I think that one's just in for laughs...

Belril Duskwalk
2011-12-06, 10:06 PM
But how do you roll a "zero" on a d20? I think that one's just in for laughs...

I suspect it is just for laughs. But there's a chance the full version of the chart would have some verbiage about modifying the roll up or down based on caster level/perversity of the DM/whatever curse that ring you THOUGHT was 'of Protection' actually is doing to you.

Armoury99
2011-12-11, 06:05 PM
Mucho Awesomo, as they say in- well, actually I don't exactly know where they say that, but I'm sure they're talking about you.

:smallcool:

This looks veeeery similar to the table I remember. Good enough for my purposes, barring a dedicated flick through every Dragon ever. I'll have to nip over to purple worm and say Muchos Grassy Arse over their too.

Thanks, man.

MiniMan
2011-12-23, 10:31 PM
No problem.. I suggest you join the boards at purple worm and thank those guys since they did all the real work. I just knew who to ask.

The thread over there:

http://www.purpleworm.org/forums/viewtopic.php?f=7&t=709