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Solo Traps and Hazards (My Players Stay Out)
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<blockquote data-quote="the Jester" data-source="post: 5878138" data-attributes="member: 1210"><p>Okay, so I added this to the encounter to make teleportation a little more risky:</p><p></p><p><strong>Teleportation Warp:</strong> Any creature that teleports or is teleported while within the room must roll on the following chart due to the warped nature of space-time in here. A creature using a teleportation power realizes that space is warped, but cannot predict exactly what will happen, before it teleports.</p><p></p><p><u><strong>d% Roll --- Effect</strong></u> </p><p>01-15 --- The teleporting creature takes 2d10+5 force damage and remains in its starting space.</p><p>16-25 --- The teleporting creature is removed from play, reappearing in its starting space at the end of its next turn.</p><p>26-40 --- The teleporting creature reappears in its starting space.</p><p>41-55 --- The teleporting creature teleports 1d10 squares in a random direction.</p><p>56-65 --- The teleporting creature is removed from play, reappearing 1d10 squares from its starting space in a random direction at the end of its next turn.</p><p>66-80 --- The teleporting creature teleports 1d10 squares in a random direction and is dazed (save ends).</p><p>81-00 --- The teleporting creature teleports normally.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5878138, member: 1210"] Okay, so I added this to the encounter to make teleportation a little more risky: [B]Teleportation Warp:[/B] Any creature that teleports or is teleported while within the room must roll on the following chart due to the warped nature of space-time in here. A creature using a teleportation power realizes that space is warped, but cannot predict exactly what will happen, before it teleports. [U][B]d% Roll --- Effect[/B][/U] 01-15 --- The teleporting creature takes 2d10+5 force damage and remains in its starting space. 16-25 --- The teleporting creature is removed from play, reappearing in its starting space at the end of its next turn. 26-40 --- The teleporting creature reappears in its starting space. 41-55 --- The teleporting creature teleports 1d10 squares in a random direction. 56-65 --- The teleporting creature is removed from play, reappearing 1d10 squares from its starting space in a random direction at the end of its next turn. 66-80 --- The teleporting creature teleports 1d10 squares in a random direction and is dazed (save ends). 81-00 --- The teleporting creature teleports normally. [/QUOTE]
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