100+ Teleportation or time travel errors


Homebrew and House Rules


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Lets say you use limited wish to teleport into a place that is specifically warded against teleportation. If you are playing Starfinder and you try to use that broken transporter pad. Researching time travel magic even when the GM said no!

1: Welcome to The Cleaves! Don't worry, each deck includes one exit card, more or less.

2: Wall bound. A new undead that's like a ghoul with stone skin. They are lawful evil and obsessed with researching a variant spell to un-merge themselves from the chunks of stone imbedded in their flesh.

3: Seem to work fine, but every time they use this method, a minor old one slips into the game world.

4: Mirror Mirror. Everyone who ported is replaced with their opposite alignment double. You need the exact same method to switch back, before the authorities in ether world catches up to either group.


4b: Everyone is the same alignment-wise, but for unfathomable reasons all party members now have a goatee anyway.

5: Everyone ages one age category, regardless of their race.


6. The teleportation succeeds but is temporary. Each target teleports back 1d1000 rounds later. (Roll separately for each target.)
7. The creatures teleport successfully, but none of their items, equipment, or clothing do.
8. The teleportation nearly succeeds, but the targets are shunted into the corresponding location on the Shadow Plane.
9. The targets project to the new location instead, as astral projection, save that the targets are incorporeal and cannot further use the effect to travel to other planes. Each projection lasts until its projected body dies or is reunited with its actual body.


10. Speaking of Star Trek... Everyone is rebuilt as a preteen. They have the same levels, but their ability bonuses are quite a bit lower. Greater restoration will return them to normal.

11. Rebuild everyone as doddering. If their age was already reduced to preteen, they change back to adult.


Sometimes, the simplest touches are the best:

12. You arrive in the middle of Farmer John's Fine Manure Emporium
13. You arrive at your destination, but your clothes were lost somewhere in transit. (you still have the rest of your equipment; seriously, GM's can have their fun without being mean about it ;-)
14. Your clothes arrive safely at your destination, but you and the rest of your equipment stayed behind.


15) You arrived okay, but you shuffled minds.
16) Everyone is now the opposite sex of what they were before the error. If the character had no true sex before the error they now have two or more.
17) Everyone arrives with their heads on backwards.
18) Everyone arrived perfectly safe, but on some planet named after the Elemental Plane of Earth.
19) You have gone back to the past.
20) You have gone forward to the future.
21) Due to technobabble an exact duplicate of you is created either at the destination or the origin point, while you end up at the other.
22) Due to technobabble randomly determined pairs of party members have been merged into singular bodies with dual minds.


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23)You arrive transformed into Ponyfinder characters! Arcane casters are unicorns, fighters are Earth Ponies, and all others are Pegasuses. You can turn a paladin into a unicorn or a half dragon into a dragon pony. The GM is in charge. I recommend them changing back at the end of the current adventure.


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24) You "slide". You arrive at the correct location and time but in a parallel universe/alternate timeline where something in the past (minor or major) was different, creating repercussions (minor or major) in the present.


25)You end up in the intended location but your mind now inhabits one of your pieces of gear on a not terribly bright clone of yourself. No further teleporting or plane shifting etc. works until you have helped your body double succeed in your/their adventure.


26) Mirror reversal (physical). To the teleportees right appears to be left and vice versa. Unkind GMs may require purify food and drink or similar to avoid slow starvation until the next such teleport/time travel.

27) Lock-on failure. Upon arrival the teleportees tumble 1d6 x 10' in a random direction, taking 1d6 damage for each 10'.

28) Rip in the fabric of space-time. Lovecraftian monsters claw their way into the universe the teleportees inhabit.


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29) Rather than teleport to their destination, their destination teleports to them. Whether they get crushed under the land mass or appear on top is up to the GM.


30) Hitchhiker: The effect works perfectly, except they picked up an extra traveller on the way. The nature and disposition of the traveller is up to the GM.

31) Lost: Someone is lost along the way. A wisdom or intelligence check can determine exactly where or when the missing party was dropped off.


32: You summon me.


33) Upon arrival you are Paralyzed: a) 1-4 rds, b)1-4 minutes, c)1-4 hours or d)1-4 days. And maybe that paralysis resembles that brought on by being touched by a Lich with Paralyzing Touch (Su)-> subject appears dead.

34) The "Forbidden Area" is becomes your own prison pocket plane. Treat it like a Maze with a DC 24 to find the way out.


35) Cut/Paste error: the Teleport is made by cutting and pasting your character. As any computer user knows, s$#~ happens. Roll a die to determine if you made a copy/paste instead (resulting in two instances of your character - note that one of them is convinced that the teleportation failed since he didn't move), or two cuts (and one character disappears completely). Or if you accidentally pasted something else that was copied before. Or if a glitch in data causes a slight change in the result - note that, depending on the encoding format, the glitch can skew the whole image, transforming your bottom half into a cube of concrete, for instance. Or separate parts of your body (see Splinch, below).

36) Splinch: roll a die to determine if your limbs are complete (you can miss a finger/toe, a hand/foot, or even the whole arm/leg). The missing body part is still linked to your body (you don't bleed to death) but is lost along the way. Along with anything it holds or wears.

37) Quantum Tunneling error: your corporeal being is compressed into a flow of quanta, except that they aren't properly reordered upon arrival. Roll a die to determine if everything is in order or if you suffer internal damage (you can consider the condition as a Con poison, or ability damage - to Con as well as Cha because your skin itself might be incomplete upon arrival).

38) Twin Tunnelling (see above): your flow of quanta intersects one from another creature teleporting with you. You exchange parts of your bodies. Can be cosmetic only, or you might end up with uneven limbs. Or worse.

39) Tunneling Insulation error: your quanta flow through material that might interact with them. Draw a line between your starting point and your arrival. If the line crosses magma (which is highly probable the further you go on a spherical planet), you suffer fire damage and arrive on fire. Same goes with other elemental-infused areas.

40) Gravity adaptation: If you teleport to a place with a different altitude without preparation, you suffer from the difference in pressure (you get the bends, as if you got too fast from deep sea to the surface). If the difference is really high, you might even explode (or implode).

41) Coriolis adaptation: if you teleport to a place in a different latitude on the planet, without preparation, you suffer from the difference in rotation speed. On top of force damage, you might be crushed, or thrown in the air, or against the nearest wall. You end up prone, too. It's the same if you teleport (or time travel) to and/or from a moving vehicle.

42) Speed control: teleporting is akin to moving really fast. Here is the possible consequence of not knowing how to brake. You materialize on your target point (or another determined by the usual imprecision in the teleportation coordinates), with a high velocity. In effect, you are flung in the same direction for a distance relative to the distance between your teleportation points (such as "one square per mile" for instance). You might be prepared and arrive in a running action in order not to fall prone instantly (in which case you end up with abrasions/lacerations on your body). But you might collide with people and obstacle, trip the former (for a nice domino/bowling effect) and break the latter. If there's a wall in the way, you are pushed against it, stopping your slide but continuing the damage.

43) Ward Rebound: your teleportation hits a ward against teleportation. After taking damage, you are flung in the opposite direction, as if you were a tennis ball hitting a wall (you might end up in the air, if you hit the ward with an angle).

44) Ward Spell: your teleportation hits a ward that casts a spell upon trepassers. Exact effect depends on the chosen spell.

45) Laser Ward: your teleportation hits a ward made of many high-temperature lasers (or anything similar in your fictional universe) which leave only 1-ft squares to pass through (or smaller). And they move. You end up in perfectly-cooked square chunks spread between the ward and your point of arrival.

46) Paradox resolution, minimal cost: teleportation or time travel is a paradox. The universe resists paradoxes by suppressing anything that causes them. You end up as a soup of particles spread all along your planned path, along others who tried the same - where do you think all that "dark matter" comes from? Your consciousness is whole, but extremely slow, and rapidly falls into madness. You might end up as Black Tentacles or other otherworldly manifestations. Note that you aren't dead and thus not subject to resurrection-like spells... unless some very clever people try to cast such a spell on the aforementioned Tentacles. Clever... or stupid: nothing assures them that it is you there, and not the great Chtulhu. Or both.

47) Paradox resolution, maximal: the physical laws of the universe don't really prevent paradoxes. But the energy needed to teleport people or time travel is so high that the corresponding mass (E=mc²) is almost infinite. An enormous mass in a small location is the main ingredient in the recipe for black holes. Thus, trying to teleport or time travel creates a black hole. Congratulations, you destroyed your home planet. If you attempted to jump planets, the black hole radius covers both planets... and everything in between. On the plus side, there's no ressuscitation of Chtulhu... unless the black hole is the beast itself... or just its stomach.

48) It Moves! In your time-travel calculation, you forgot that your planet spins on its axis, as well as around the nearest star. You travelled through time, but not anchored to the planet. You might end up lucky and on the ground somewhere else. But chances are that you finish "in" the ground, or beyond, or high in the air... or in the vacuum of space. Good luck.

49) Forgot the carry: the energy requirements to travel through time and/or space is so high that your body's mass is burned to accomplish it (treat this as a partial disintegration). If you travel with other people, the expenditure might burn each person a little (or massively), or person after person.

50) Named Destination error: if you designated your destination with a name, the name can be spelled wrong, or with the wrong accent. The teleport might simply fail. Or it might start and not stop, flinging you among the numerous destations with a name close but not exactly the same. Or stop after a number of steps, throwing you back where you started although violently ill from the motion sickness. Or... you arrive somewhere not intented. There might be people, there, too. Angry or hungry. Or cursed items.

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51) The Jaunt (from the eponymous short story by S.King): the teleportation process requires you to be unconscious to work. Any conscious mind is rendered insane. Considering that the conscious mind travels perpendicularly to the body, it must travers eternities upon eternities in order to reach its destination. Or the traveller met Cthulhu.

52) The Langoliers (from another short story with the same name, from the same author): the teleportation is made while in a vehicule (preferrably a flying one). The destination is exactly what was intended... at first sight. In fact, you arrive in a demiplane mirroring the wanted target. Everything is as it should be... in a radius of a few miles around (the rest is a hard bubble painted in landscape colours). After a couple hours there, small earthquakes can be felt, caused by enormous creatures eating through the demiplane matter. The travellers must teleport back to their starting point if they don't want to end up as food (and disappear completely afterwards, because the whole demiplane disappears when completely eaten). In addition, same as above, the travellers must be unconscious to travel, otherwise their body disappears (any organic matter tied to them, in fact, which includes most clothes).

53) Nightmare (inspired by the above): once you made at least two teleport jumps, your unconsciousness becomes riddled with nightmares. In fact, during your last jump, mental constructs hitchhiked your brain while in transit. When you are asleep, they make use of your powers to teleport your party in a nightmarish demi-plane where they try to kill you in the most gruesome way.

54) Demi-teleportation (inspired by #52 as well, as well as others): you teleport normally, except that you arrive in a demi-plane instead of your normal destination. Everything is as it should be. In fact, it might be a long time before you find out that you aren't where you should be.

55) Mind-body dissociation (inspired by #51 and numerous others): whether you travel through time or space, your body and mind end up in separate locations. You can imagine the numerous plot hooks after this, from your mind controlling a construct or another body, your body being controlled by another, or just plain dead (after a time).

56) The Fly (inspired by the above, and the movie with the same name): you must teleport one creature at a time. Otherwise, you'll end up as a mix of each other. Beware of flies entering the apparatus with you.

-$0.16 (I normally consider each post as two cents, 'xcept I wrote twenty, above)
Also, I haven't included my sources in my previous post: you can find references of Harry Potter in #36 and #50 (and a little in #42 because it is seen that people must be running to land correctly with a Portkey). And "The Prestige" (the movie) in #35, where you make a Copy/Paste instead of a Cut/Paste.


57) Kidnapping (inspired by #53 and the Endymion books): the teleportation is provided by large portals, which are all linked to a supercomputer stored outside of regular spacetime (say, a demi-plane with the Time parameter set way outside of normality). As such, the AI can teleport your body in its demiplane, do what it wants with it, before bringing it back together and sending you on your merry way, unknowing of these facts. You might end up with scars or missing organs, or additions that disappear unexpectedly. You might find yourself suddenly unable to continue levelling due to a prerequisite that disappeared.
Some humanoids can mess with the portals so that they work as intended, even disconnected from the mainframe.

58) Folding Space (inspired by Dune): the teleportation is made with spaceships manned by aquatic humanoids that have evolved to depend on a mysterious substance, which gives them the prescience necessary to plot a course safe enough (without this prescience, launching the ship at high speed might crash it on a planet, a black hole, or an asteroid). By taking a dose of the substance, some humanoids can have the necessary prescience too, or receive it from otherworldly beings.
The risks? Dependancy to the substance, first, and the fact that those beings can plot a course to where they want you, not necessarily where you want to be. Note that this last risk can always happen with teleportation spells, when they are provided by a such a being (such as a cleric's deity, a witch's patron, or a genie granting wishes).

59) Acceleration control (inspired by #42): when you travel through time bodily, you must first put yourself outside of the current timeframe, and then either rewind or accelerate, until you arrive. Then you can enter your target timeframe. The risk here, is that you could enter the timeframe while it hasn't slowed down. As a result, you are slowed (if you went back) or hasted (if you travelled forward) for a few hours (the furthest you went, the longer it lasts). These conditions are not the same as the spells of the same name: slowed, you need two rounds to make an action that lasts one; hasted is the reverse, in which you have two rounds of action per round.
You might prefer the second condition, but being hasted in non-combat situations is an exercise in patience. And you must eat and rest, too (but you recover your spells and your natural healing after the second rest of the day, not the first). After the first hour, you are Fatigued, and Exhausted after the second (Fortitude save to resist). When Exhausted, you take non-lethal damage when taking strenuous actions... such as combat. And don't forget that poisons act twice as fast, too.

60) Schizophrenia: when you travel through time, you can either send your body to a specific timeframe, with or without the power to influence the reality there. But you can also send only your mind (especially true when you travel to the past, at a time where you were already alive). This causes your original self to become a paranoid schizophrenic. And the problem is that the memories you sent back start to be invalidated the moment you do something different in the timeline. So... immediately.

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61)Picked up encounter: Whatever encounters the PCs avoided by teleporting there, arrives with them. If huge, they arrive in the nearest space that can accommodate them. If aquatic, they bring the water with them.


62) Picked up environment (inspired by #61 above): the teleportation apparatus/spell transports everything in the area, allowing you to breathe a couple rounds upon arrival. And teleport back as you realize that you just teleported to the plane of fire. Or water. If you are currently in water, you bring the water with you... and must either swim out of it (and fall down) or wait for the couple rounds to expire.
The area itself can be fixed, or chosen when you teleport, among the following: a sphere; a cylinder; or a cube. You can be the center point of the area, or just belong to it. Beware that teleporting a sphere centered on you, when you are walking on the ground, brings said ground with you, not only leaving a gaping hole, but also crushing your target area.

63) Closed Iris: the teleportation apparatus you used is linked to another, your chosen destination. But that other thingamabob is closed. Or set in front of a wall. You arrive with a bang, so to speak, and very much dead. Such traps can include other dangers, such as: facing the high point of a cliff, or inside a volcano mouth.

64) Pass Through: you used an effect that makes you teleport between similar items (such as the Pass Through Plants spell, but any variant works, including jumping from campfire to campfire, between water bodies, or even puddles of blood - which reminds me that I have still to publish my new own homebrews).
The problem, here, is that your target destination has just been removed/disintegrated/burned/evaporated/etc, and you emerge from another point corresponding to your method of transportation... which can be embarrassing: the nearest tree can be overlooking a cliff (again), the nearest campfire can be in the enemy's camp, the nearest water body can be the nearby river/sea (filled with piranhas/sharks), and the nearest puddle of blood can be inside a ritual circle containing a just-summoned demon (if you escape, it might ruin the containment circle).

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65)Surprise!:All your contingency spells, as well as any alarms and traps, go off on you arrival. If you were sent in as a distraction, mission accomplished!

66)Stable wormhole:A permanent teleportation circle appears at both ends of your trip. With the command word "Oops" the enemy can follow you back home.:)


67: You turn inside out. (I read a really gross description of this in a sci-fi novel. I now know what raw human bone marrow looks like, which I really didn't need to imagine.)

68: The teleportation effect is ectothermic (you burst into flame) or endothermic (you freeze solid).

69: Mind body split (continued): another idea stolen from a sci-fi novel. The teleportation pad has eight buttons that need to be pushed, and the mad scientist pushed seven of them. Oops! Not what you want to hear when you're being teleported to another planet. Everything went... except the body. The character didn't even realize he was incorporeal at first, until he turned cold (despite having "clothes"). He was forced to take shelter inside a living thing to avoid damage. It took more than a chapter for his (empty) body to be teleported to his location. What if that had gone awry? Or someone "stole" his body while he was gone?


Methinks this thread becomes more and more like another Netbook of Traps. That said, the sadist in us rejoice by proposing the following:

70) Cannon (inspired by #42 and #63) your target teleportation gate faces slightly upwards, and is slightly damaged, making your arrival a little... quick. In effect, you shoot from the gate's mouth, in the direction it faces. Hilarity ensues as you try to find out what happened, and then try to overcome the nearing fatal situation: the end of your fall (your fall doesn't kill you, it's only when you land). If you sufficiently annoyed your GM, you might find the first (spiky, acidic, etc) obstacle a mere yard from the gate's mouth. Hey, you might even shoot towards the mouth of a very large creature (such as the local version of Dune's sandworm). This gives a new meaning to "mouth-to-mouth" - although it's not ressuscitation, here, more like the opposite.

71) Infinite Loop (inspired by the above): speaking of mouth-to-mouth... you can have your destination gate in front of another gate, which destination is in front of another, ad continuum ad libidum ad eternuum. And the last portal links back to the first in the ring of gates. Might make you insane. Or dead, as you age but can't act. If you want a slightly more humorous version, have each gate shoot the travellers upwards for a dozen meters, only for them to fall back into the gate, towards another which is also facing upwards, et cetera ad nauseam. You can even make them shoot much higher that that (or a bit higher on each jump), making them wary of landing anywhere other than the gate.

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72)Or 45, or any other fatal effects if you don't want to ruin the campaign. A dead clone arrives at the destination instead of each teleporter. After describing the carnage, the GM explains to the characters, "Meanwhile your souls return to your original bodies, still at the origin point, physically none the worse for wear."


73) Your character stops on the Teleportation Circle and is ripped to tiny little shreds, killing you. The corpse is disintegrated, leaving no dust. However, a clone with a soul arrives at the destination, and it doesn't remember the pain or death. There's no negative level, or indeed, anything to make the character suspect they're "just" a copy.

(You can make a saving throw and, if you have spell resistance, apply that, in which case there is no clone, and you are simply not affected.)

After you've killed and cloned yourself numerous times, the souls haunt you for killing them. You're facing many, many ghosts of yourself. They all try to attack or possess you. The CR can be ... intense.

(Obviously a Star Trek ripoff.)


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74)The Remnant(Inspired by the b/w fly sequel) You seem to arrive fine, but a few rounds later something appears behind you. It's a mess of everyone lost in teleportation accidents. In the center is a head covered with overlapping faces on a bulbus combined torso. Sticking out of this in all directions are lots of arms and legs. It's screaming in pain and attacking everything near it. No, you can't seem to teleport back out till a few rounds after it arrives.

The Remnant: Aberration huge, 100 HP from 10 D8. Has weapons. AC15 from layers of skin. 3 longswords, 3 footman's maces, and 3 daggers. Uses all at once on different persons(or objects) and is unflankable.


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75)Doors inspired by This. The party finds themselves going through a series of areas (20 perhaps) with a door at each end. They can pick up items, but monsters might follow them. If you can play music by The Doors, that will help set the mood. They reach their destination, but maybe a little worse for ware.

https://www.youtube.com/watch?v=crkbf3a1PnQ


76)Blocker(Inevitable)
This looks like a cubist, humanoid, metal, statue. I think 4D10 +4 HP.
It's special powers are teleport(Usually to the destination of a scry and fry mission) and mass dimensional anchor. It's armed with a heavy repeating crossbow, which it will fire at the invading force. Meanwhile it will be screaming about dirty, chaotic, terrorists. If slain, the anchor is released and it vanishes back to the lawful neutral plane with it's crossbow.


77)Interrupted Journey
You are stopped by a deposit of heavy metals, deep in the planet. There are a series of tunnels and caverns through the deposit, with hazards and natives to match. Once you get to the other end of this dungeon, you resume your teleport. For added cruelty, you found some Adamantite ore but cannot tell exactly where you were.


78) Mosh Pit Detour
You are redirected to a rowdy heavy metal concert in progress. In the center of the crowd.


78-The gate to complete your journey is just above the heads of the crowd. You have to crowd surf to reach it. More like you get to crowd surf!


79)Teleporting Sickness
Like motion sickness you puke for about a round before you can do anything else at the destination.


80)Not quite home
You seem to arrive in the right place, but you soon discover that the horses and other mounts are telepathic and in charge of the petlike humans.


81) Trueman Commercial
The characters experience a commercial break featuring themselves as TV stars. They then arrive at their destination unclear how real their lives are.


82:You mutate. At first, you can only use it as a first level mutant. Every use of your leveled mutation lets you catch up one level to your actual level. Putting a magic ring on a vestigial arm counts, if the ring powers are used. Passive use such as a healing touch also count. Appropriate defects are optional. Each creature rolls separately.


83:Time loop. You arrive at the destination and repeat a day, perhaps less, over and over till you somehow teleport out. Deities may add other completion terms such as completing the mission stops the loop. I recommend a lost groundhog just as a clue that you are in a time loop.


84) Spontaneous protean rave.


85. Death Loop
Similar to a Groundhog Day, which resets itself after 12 hours (or so) to the point where the teleporter (and others that came along) arrived. At some point before the halfway point of the first instance, a random NPC of non-evil alignment and little importance (townsfolk, traveler, guardsman) will be 'noticed'. This takes the form of an obvious aura of indeterminate power and a sense of connection between the teleporters and this individual, though the individual is oblivious and no one other than a member of the teleported group can see it or even sense it, or even has any clue what it could mean if it was described.

At some point after the halfway point and the conclusion of the 'day', that individual will die in an accident or event, whether any members of the teleported group are around or witness it, though if any are, the flare of the aura as their life is snuffed out makes it very obvious that this event is significant. The event is usually along the lines of being hit by a runaway cart, crushed by a falling object, struck by an errant missile, or other occurrence, though actual violence, such as being killed in a robbery, can also occur.

After this happens, the rest of the time plays out and then the day resets. Further instances will always follow the initial timeline to the best of their ability barring interventions, and will continue forever regardless of character actions, including bringing the slain individual back to life (there will be no aura or sense of importance around them). Even preventing the individual's death or altering that particular event typically results in another seemingly accidental death at another time, ala Final Destination, though this has no change or actual affect in the outcome of the day.

Breaking the Loop:
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Only by somehow stumbling upon the act of actually slaying the individual themselves, possibly from frustration, can they free themselves from the death loop. It doesn't have to be directly, but the actions causing it have to be theirs, ie. summoned monsters, a hired assassin, pushing a block off a roof onto them. If this is done, there is an obvious tingle and fluctuation in the aura of power as the individual dies and each member of the teleported group feels different and gains a flash of insight resulting in an immediate 100 XP. However, the day still continues before it resets itself, possibly with the characters running or hiding from authorities. When the are reset, however, they feel obviously changed and the world seems a little different in an obvious, but not important way; sunnier, foggier, chillier, smells like lilacs, etc.

The original day's events play out as usual, however. Only by slaying the individual again, do they feel a sense of 'progress'. Unknown to them, it actually takes 3 killings to break the loop, in which case, at the end of the normal loop's duration, the day continues and the actions taken become 'canon'. This could mean they are now wanted criminals if they ended up performing the act in an obvious manner, having become accustomed to actions without seeming consequences.

Also, a limited wish or greater spell can be used to break the loop if cast specifically and only for the purposes of doing so and has an additional XP cost equal to 90% of all XP gained by the individuals caught in the death loop (taken from each individual themselves, as the shock of altering reality and collapsing temporal instances briefly shocks their minds and psyches).
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Actions still have their normal alignment impacts in the loop and their affects carry over through each instance, not just the final one that potentially breaks the loop.

In order to prevent PCs from gaming or farming XP, all XP gains other than those from slaying the marked individual are reduced to 10%, meaning if they gained 1,000 XP in learning, it's only worth 100 when the day resets, though they have a hazy recollection of all things, like a dream. Also, each day that passes bestows a temporary negative hit point, which cannot be healed. If these temporary points equal a character's maximum hit points, they are removed from time itself and no longer appear in the death loop (until all teleporters are also ended) or the death loop is broken by one of the remaining survivors. Any character slain during a loop receives an additional negative hit point at the start of the next loop.


86. No Clip
You arrive at your destination... sort of. You appear to be offset and beneath the ground. You can see the sky or the ceiling of your intended destination, but it's like you're able to look through the ground and walls. Only at the edges and angles of your vision do you see the ground and walls around you. Also, there appears to be no earth or other structure beneath you, it's as though the sky just wrapped all the way around and falls endlessly beneath you.

After 12 seconds of this, if the character hasn't somehow fixed their position, such as with another teleport, there's a lurching sensation and they're jolted to their proper destination with no other mishaps or seeming effect.

The character can turn or stay in place, but any attempts to move from the spot normally, by walking or leaping, causes the character to begin plummeting downward with no apparent way to slow their descent, even with wings or magically. Fortunately, after 12 seconds of falling, the character is moved to their intended location as above, but must make an immediate Will save (DC 15) or be shaken for 1 minutes.


87:Simuteleport
All characters teleported have a simulacrum arrive in their place. All items are at 50% power. Minimum masterwork or special materials. They have no contact with their original, unless otherwise established, so their experiences should be roleplayed first. When they die, they melt and all experience, memories, charges used, and treasure gained snap back to their originals. Successful dispel magic or similar effects will also 'kill' the simulacrums. The originals, meanwhile, are enervated, and till their copy is snuffed out, may have no idea what went wrong or right. Enervated, in this case, are temporarily operating at -1 level. To intentionally trigger events like this requires a feat, fudge random results, and costs 3 spell levels and any material components, such as the required rubies.

Scarab Sages

88: In triplicate please.
At first the time travel appears to have worked perfectly. Then you try to do something and realize that you have 3 bodies now one in the original time, one in the time you were aiming for and 1 in the future/past an equal period of time in the opposite directiona all sharing the same mind. Anything you do is done by all 3 bodies simultaneously and you experience all 3 timelines at once. Naturally this takes some time to adjust to.

89: Time freeze
You wind up subject to a permanent undispellable time stop. You are able to walk around and view the world but never again interact with anything, or at least you can't see the results of your actions.

90: Teleport stutter
For some reason you start randomly teleporting every 1d4 rounds, 19% chance instead of a teleport its a plane shift, 1% chance instead of a teleport its an interplanetary teleport.

91: Pay attention now
Any time you get distracted while trying to go somewhere you wind up randomly teleporting, you do eventually tend to arrive at your destination but you might go from your bedroom to the toilet via 2 forests, a mountain top and Absalom. If you are following someone this never happens, if someone is following you they teleport as well. DC 21 will save to notice the teleport happen.


92. Actual Mirror
You (and others teleported with you) actually appear inside the closest mirror to your original location (or one determined by the GM). Mirrors out in the open take precedence over other mirrors; a mirror in a closet is unlikely and a hand mirror in a bag or drawer is almost impossible (though a hand mirror that is out in the open is quite possible, which can then be put into a bag or drawer). In the case of multiple targets, larger mirrors take precedence over smaller ones.

While in the mirror, the target can see, hear, talk, and otherwise communicate with anyone in the mirror's vicinity, though they can only see what's visible to the mirror's face. In the case of two-way (see-through) mirrors, like those in interrogation rooms, targets can see into both rooms.

They can cast spells that affect the areas they can see, though they cannot physically attack or interact with those areas outside the mirror. Likewise, they are impervious to almost all attacks, effects or harm. This only applies to direct spells or damage. For instance, a medusa's gaze wouldn't work on them (and would likely be reflected), but seeing an eldritch horror or otherwise maddening sight might still affect them. Similarly, a sonic attack wouldn't harm them (but might destroy the mirror), but they can still be set on edge by someone dragging nails along a chalkboard.

Typically, the trapped individuals will be fully visible as at least a bust of themselves (upper torso and head) of a suitable size for the mirror. A hand mirror will have them appearing smaller while a hallway mirror might have their upper bodies at normal size. In the case of larger, wall-sized mirrors, the targets might appear full-sized and bodied, able to move back and forth along the length of such mirrors. They generally cannot conceal themselves from viewers, unless they are able to hide behind other trapped individuals.

This effect ends after a randomly determined amount of time (minutes, hours, days, months, etc. Whatever fits the plot) or until a target passes a special DC 20 Escape Artist check using Wisdom instead of Dexterity as their modifier. A natural 20 always succeeds. This check can be made once per minute and any trapped targets know they can attempt this after the first minute of being trapped. It also ends if the mirror surface itself is destroyed, not just cracked or damaged, though it can be repaired later.

When a target escapes, there is a 50% chance they either appear at their original intended destination or back at their original location. In either case, they arrive safely with no other chance for mishap unless there are other effects, wards, or protections that might interfere.

Scarab Sages

93: Traffic Jam
All teleports from now on (including this one) are diverted on first attempt to another teleporting incident (which doesn't need to be in the same time frame). The more individuals being teleported the greater the chance you'll be diverted to it. This works as follows . . .

Teleport -> Arrive at GM determined destination where another group was teleporting via magic or technology (crossovers encouraged:) "Captain Kirk we have uknown individuals on the transporter be with the diplomatic party).
2nd Teleport -> Arrive at originally intended destination.


94: They arrive onstage at a goblin comedy club. Unless they can correctly guess what makes goblins laugh(fire is a safe bet) they are pelted with rotten fruits and vegetables. As soon as they exit the stage, they arrive at their destination.


95. The Big Apple
Those teleported find themselves in darkness, encased within a firm, moist (almost juicy) cocoon. If they taste their surrounding or have scent, they can determine a strong apple flavor.

It requires a DC 15 Strength or Escape Artist check just to hollow enough space out to be able to move their limbs and turn in place. Multiple creatures will be close together but unable to see or touch each other initially, though shouting to each other can work, as though through a wall.

Unfortunately, after 2 rounds, there's a crisp, tearing sound, like someone biting into an apple and all creatures that are still in that area at subject to a colossal bite attack +20 to hit (no Dex if they haven't succeeded at the Strength or Escape Artist check to free their limbs). Anyone bitten takes 4d6+10 damage as light shines in from the torn opening of their prison, revealing that they are inside an immense apple.

A colossal worm-like creature with spectacles is staring at them in disgust before gagging out 'Ewww! They're in my apple!' and slapping the fruit away with an immense tail. As the PCs tumble away dizzyingly, roll again on the Teleport Mishap chart to determine their destination. They must make a DC 12 Fortitude save or arrive dizzy (penalties as sickened) for 2 rounds.


96: Bizarro versions of the travelers arrive at their destination. In addition to mirror reversal, alignment and other personality traits are reversed. They have angular features, almost cubist. Their skin color is extreme, either extreme white or jet black, or lemon yellow if oriental. All magic affects them backwards as non teleported healing potions harm them. Medicine sickens them but poison cures them. They talk with terrible english. The originals are still at the point of origin and may receive confusing thoughts. The bizarro versions persist till killed or otherwise destroyed.


97: You teleport partway to your destination and arrive stuck in line at the customs office. You must successfully navigate the customs office to enter the nation containing the location you wanted to teleport to. Attempting to teleport out of the customs office puts you at the back of the line.


97b:If you fight your way through, next time you end up here, they open fire on you the moment they see you. They can call for inevitable reinforcements.

Grand Lodge

98: The Other [City] - You arrive at a city or town with the same name as the intended destination, in a different province, state, or country.

99: The TARDIS Classic - You arrive where (and potentially, when) you are most needed, rather than where you intended to go.


100. You arrive in an alternate dimension where you have replaced actors in a fantasy/sci-fi TV series about the characters you started as. Everyone thinks that you're "so method" and the only tech available is that of a 1960s Desilu studio.

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