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<blockquote data-quote="Jeph" data-source="post: 357488" data-attributes="member: 6738"><p>heh heh. Don't let em teleport out, if they don't take precautions. Set some teleport-scrambling traps, like this:</p><p></p><p>Trigger: Teleportation spell is used to exit the dungoen</p><p>Effect: Caster must make a Will save (DC 10 + 1/2 creator's ranks in Craft (Trapmaking) + creator's intellignece modifier). If they fail, then they and all other creatures being teleported must make a Fortitude save. If a creature fails, they are redirected through an Astral conduit into the heart of the volcanoe. If they succeed, then roll d%: 1-50, the teleport fails, 52-75, they materialize halfway in the volcanoe then return to their original position (Can't act for 1 full round, take half of the lava damage (10d6), can be attacked with a 50% miss chance but loses dex bonus to AC), 76-100 remain trapped in AStral conduit. That should teach 'em to use divinations! (or just get a bunch of save buffs. *sigh*)</p></blockquote><p></p>
[QUOTE="Jeph, post: 357488, member: 6738"] heh heh. Don't let em teleport out, if they don't take precautions. Set some teleport-scrambling traps, like this: Trigger: Teleportation spell is used to exit the dungoen Effect: Caster must make a Will save (DC 10 + 1/2 creator's ranks in Craft (Trapmaking) + creator's intellignece modifier). If they fail, then they and all other creatures being teleported must make a Fortitude save. If a creature fails, they are redirected through an Astral conduit into the heart of the volcanoe. If they succeed, then roll d%: 1-50, the teleport fails, 52-75, they materialize halfway in the volcanoe then return to their original position (Can't act for 1 full round, take half of the lava damage (10d6), can be attacked with a 50% miss chance but loses dex bonus to AC), 76-100 remain trapped in AStral conduit. That should teach 'em to use divinations! (or just get a bunch of save buffs. *sigh*) [/QUOTE]
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