
Goth Guru |

102.Moonbases. You arrive in an ancient base on the nearest moon. There is air, water, and concentrated food for years. The underground tube system will take you to other rooms such as the random base and spaceship room tables. Most bases will have a monster, piece of tech, and usually multiple pieces of trash. Clever characters will find a way home.

![]() |

102. We're not in Kansas anymore.
You arrive in a place that you know with 100 percent certainty should only be fiction e.g. a beloved childhood fairy tail or a popular ballad. However time seems to have passed as it should since the end of the story for example if the hero became king at the end of a tale written 60 years ago its 60 years after that event. You have also been transformed physically to fit in with the world your now part of e.g. if the only beings in the story were talking animals you are now a talking animal. Attempts to plane shift out of this place fail only a wish or miracle can return you to the world you knew, likewise only a wish or miracle can return you to the "fictional" world.

Pizza Lord |
104. Puppet Time
The characters arrive at their destination as life-sized marionettes. Their flesh seems inorganic, like felt or cloth or wood, but it doesn't change any hardness or damage reduction or resistances. They count as flesh if they normally would. They have noticeable strings attached to their arms, legs, and head (as well as wings or tail if available).
The strings are relatively taut, but somewhat intangible, never hindering or tangling up on themselves or other objects. They seem to vanish into the ether after two or three feet and tugging or pulling on them does nothing (other than possibly jerking the character's limbs).
The strings can be attacked or severed (AC 12 + Dex mod). They each have 5 hit points and are only vulnerable to slashing damage from magical weapons. Each string also has DR equal to the puppet's Con modifier (min 0). If a string is severed, that limb cannot be used by the character. Strings reform (and heal damage) after 1 minute.
If the head string is severed, the character's head lolls about and they have a 20% miss chance against targets that aren't at their feet or being held (as in a grapple) or if their using one limb to hold it steady and look in a direction.
---------------------------------------------------
This effect is permanent until the target is subject to another teleport effect.
105. Bureau of Ubiquitous Transportational Travel; Hyper-spatial and Extradimensional Accuracy Department
The travelers find themselves in a seemingly endless office of cubicles, sitting or standing before the desk of a weary-looking and seemingly put-upon red-skinned demon or devil with short horns and a buttoned shirt and tie.
The devil will inform them that due to unforeseen interference, all travel has been temporarily relayed through the Bureau office and until things get cleared up, they'll have to fill out forms. He pushes a stack of papers towards them and they find themselves in a waiting room with a quill and ink. There are vending machines with snacks.
The teleporting caster (though others can try and help) must fill out forms in triplicate detailing things like point of departure, intended destination, length of stay, manner of travel, number of people transported alongside, approximate weight, business or pleasure, pets, recent or current illnesses, intended residence or location to send correspondence or lost or misplaced luggage, optional travel insurance, waivers of liability, etc.
The forms are in numerous languages and will take 1 hour to complete for most people. Someone able to read and write Infernal can cut this in half. Additionally, one character can make one attempt at a Bluff, Diplomacy or Intimidate check to catch a passing office worker and try and talk or expediate the process (DC 15). If successful, they brusquely wave a taloned hand and some of the forms are magically filled in, shaving off 10 minutes per 5 points the DC is beaten.
On a failed Diplomacy check, nothing happens unless their attitude is worsened, in which case somehow the forms get longer, adding 30 minutes. On a failed Bluff, 30 more minutes of work are somehow added to the paperwork. On a failed Intimidate check, 30 minutes are added, as well as an additional 10% mishap chance rolled when they do finally get to leave. Travelers that can't read or write or refuse to do so sit around for 3 hours before being sent onwards with a 10% mishap chance added to see if they arrive safely.
Attempts to teleport or shift away only result in a different demon and more forms added to the original ones. Attacking these creatures (who are basically non-hostile), will result in the offending individuals (which may not be the entire party), being banished to a featureless gray limbo-like cell for 1 year of relative time. They age, but do not need to eat or drink and when the rest of the party leaves the Department, they will rejoin them one year older. If they were the only traveler, 60 minutes will have passed in real time.
--------------------------------------------------

SilvercatMoonpaw |
106) Missing Time
The subjects will sense the teleport happening, but will end up exactly where they started. There will be nothing out of the ordinary, aside from any watches being several hours ahead (assuming the setting has watches).
Later on in the adventure a being shall teleport in ranting about getting revenge for something the subjects did, but the subjects will remember none of what they are talking about.

Pizza Lord |
107. Food Spoilage
The group arrives at their destination safely, but all rations, meat, veggies, eggs, and other foodstuffs (but not including spices or preservatives, like salt or sugar) have aged an indeterminable amount of time. It's enough that all the items are considered spoiled. This also applies to things like milk or ale or ciders, which will have curdled or become vinegar. Water will be potable and safe, but have a distinctly stale taste to it. Magical potions and alchemical items are unaffected. In the case of wine or cheeses, there is a 50% chance that instead they ripen or increase in flavor and value (though a poor cheese or wine will still be subpar).
108. Attractive Tear
A spatial tear, resembling a yawning red field of energy, forms around the teleporting group or around the caster if the targets aren't in a close proximity. Instead of teleporting immediately, they appear to be slowly drawn into it (still occurs on that action). They arrive safely at the target destination, though the spatial tear remains behind (likely unknown to them). A few moments later, any creatures within 30 feet of the field's center (usually where the caster or point of origin was) must succeed at a Fortitude save (DC 15) or be pulled into the spatial field that lingered behind and teleported as well. The spatial tear then closes. Creatures otherwise touching, trying to move into, or interact with the spatial tear have no effect and are not teleported.
Only creatures with Intelligence of 3 or higher are affected. Living, dead (corpses do get a save against this), and undead creatures are all valid targets, but not constructs or mindless creatures. Affected targets arrive at the destination as well, one round after the original group, in a safe location or the nearest one possible if space is an issue. If they were enemies or in combat, they sense the upcoming surroundings and situation enough as they 'fade in' to not be considered flat-footed, surprised, unaware, or need to reroll initiative.
--------------------------------------------------------
109. Portal of Chains
As #108 above, except a writhing portal encircled by chains, spikes, and hooks appears and the targets are not drawn in or teleported. Instead, any targets of the teleport effect are subject to a ranged touch attack (+6 to hit) as spectral hooks on chains fly from the indiscernible depths of the portal. Distance is not an issue for this initial attack, but line of effect is needed.
The chains can strike and affect incorporeal targets and are unaffected by concealment. Targets can opt not to dodge and give up any Dex or Dodge bonuses to AC, but the hooks might still miss. On a hit, the target takes force damage equal to the teleport effect's spell level (not caster level) or 2 points of force damage if not otherwise specified. They are then pulled into the writhing, chain-wrapped portal, to otherwise arrive safely at their intended destination (unhooked and unchained).
The spatial tear at the point of origin remains for 1d4 additional rounds and will make one hook attack each at up to four targets within 15 feet. It targets closer creatures first, and cannot pull creatures of Huge or larger size into it, ignoring them as targets. Creatures cannot otherwise interact or travel through the tear unless they are pulled by the chain hooks.
--------------------------------------------------------

Pizza Lord |
1 person marked this as a favorite. |
110. Milk Barn
Targets find themselves in a barn, standing in a bucket of milk (individual buckets for multiple travelers). A farmer is sitting on a stool looking up at one target (preferably the caster) with a puzzled look on their face and possibly their hands raised in a milking position. "What'd you do with my cow?!" he yells, pushing the character over. There's a check to resist being pushed over but the character is standing in a bucket and off-balance.
Regardless of what happens, all characters are teleported to their intended location immediately afterwards (with their shoes, feet, or boots covered and filled with milk).
111. We're Not in Kansas Anymore II
Arrive at intended destination, but the caster (or one random traveler) is wearing ruby slippers.
These magical ruby slippers (2,000 gp + magical property costs) replace the original footwear, which is gone. The slippers have any magical properties of the lost footwear in addition to an inherent enchantment that hardens them to prevent breaking from normal use and wear and tear, though they can be intentionally damaged.
They are incredibly hard to walk in and the wearer has a –1 penalty to attack and AC in any round they move more than half their base speed. The wearer receives a +2 bonus to saves against any effects from a witch, hag, or similar creature. They receive a +2 equipment bonus to checks to persuade others while showing off the slippers.
Once, ever, if the ruby slippers' heels are clicked together, for any reason, a house appears and drops on the nearest witch, hag, or similar creature except the wearer, though they may be hit by the house if close enough, as can others (or if they aren't wearing the shoes and click the heels together in their hands). If no other witch is within 100 feet (even if flying) or it wouldn't be possible (underground), nothing happens and the use isn't wasted. This power is never identified or known except through trial and error.
The possessor is the target of numerous such creatures who want to take possession of the slippers for themselves, though such attempts are not necessarily direct or violent. They could just be normal people hired on their behalf to purchase them, or offers of trade for services, or theft (Just in case they get a house dropped on them).
-----------------------------------------------

Pizza Lord |
112. "Toasty!"
Targets arrive at destination on fire and take 1d6 fire damage immediately and every round. The flames can be extinguished as normal. This fire does not harm the target's gear, other objects or creatures they come in contact with, and cannot even light a candle (though it gives off heat and light). It can ignite flammable gases around the target which can do those things.
113. Cold Shoulder
Targets arrive covered in frost and take 1d6 cold damage immediately. An endure elements effect makes this damage non-lethal. Targets are fatigued if they take any damage. The fatigue cannot be removed normally until the cold damage is healed, and the cold damage cannot be healed until the target spends 1 minute warming up, typically with a suitably-sized hear source or after 30 minutes just in a non-cold environment.
114. Static Cling
Targets arrive charged with static electricity. This is noticeable to them in the form of hair on their arms or head standing up or dust or paper or clothing clinging a bit. The first time a target touches something metal or living, there's a sudden discharge that deals 1d6 non-lethal electricity damage to the target (not to whatever is touched). If two targets touch each other, they each take double that damage. This does not trigger for metal objects or creatures they're already touching (such as a group holding hands to teleport or while wielding metal weapons), but will if they release and touch those again later.