Teleportation Malfunction (Crit Fail)

phindar

First Post
I'm not sure if this has been brought up before or not. Teleportation usually becomes the party's main method of transporation once they get access to it, and once that happens its just a matter of time before the mage crit fails his check. What happens then usually falls somewhere between the rules and the GM; either the party is teleported thousands of feet in the air (and being high level, will most likey survive by being able to fly, teleport again, or take 20d6 damage), or the teleport into solid rock and are instantly killed.

But what if a critical failure in teleportation moved the subjects not through space, but through time. Instead of the party teleporting from their homes to the dungeon, or the next city over, they are thrown back thousands or perhaps millions of years to an age of great thunder lizards and serpents kingdoms. Or, maybe thrown ahead eons, when the world is a great, dystopic urban wasteland. It could be used as a jumping off point for another campaign, in which the party must change the future or undo changes to the past, or it could be used as a two session stopover while the party figures out how to get back to their own time.

If the pc's are trying to stop an bad guy in the present, teleporting them to a future where they weren't around to oppose him and he ended up ruling and/or destroying the world could be a good way to get home the message how important their mission is. Even if they just blip forward 10 years or so, they could meet all the people they cared about who are now broken and wounded (those that are lucky enough to still be alive) under the dominion of said villain, because the heroes weren't there to oppose him
 

log in or register to remove this ad

I've always thought doing a crit fail teleport which took the PCs to an alternate reality would be very cool. Currently my co-DM and I are planning to trap all but the co-DMPC in soul traps for about 200 years while the Realms undergo all kinds of cool changes(well, cool for me, bad for everyone in the Realms, basically :P). But they have about 10 levels to go before we'll do that. We're going to introduce some craziness into magic (wild-magic stuff essentially, which will be linked to the weather) among other things, and alot of it will be the PCs trying to figure out what happened.
 

Prep a rough idea in advance.

Then when it happens it's a diverting side trip. It's an ideal way to give a hint about a future plot arc or introduce a future npc/situation.
 

Remove ads

Top