1d12 Portal Related Disasters.

Perhaps someone botched a portal spell, or maybe it just wasn’t in the cards today. Roll 1d12:

  1. Every creature within a 20 ft radius must make a DC 14 STR check or be sucked into Limbo where they and all of their equipment exist only as ideas until they can be rescued. Portal closes 1 round after opening.
  2. Portal opens directly above the caster’s head and dumps a torrent of sticky slime on everything within a 15 ft radius around the character. DC 12 DEX to avoid being slimed. On the upside, it does no damage and washes off with water. It does cast a bioluminescent glow providing dim illumination in Close proximity to affected creatures. Portal continues to dump slime for 1d3 rounds after opening.
  3. A hole opens under the caster leading to the dimensional subplane of Ping Pong balls. DC 12 Dex or fall through the balls endlessly as there is seemingly no bottom to the dimensional ball pit. The 5 ft diameter hole remains open for 9 rounds. Cunning characters may figure out how to swim through the ball pit and back up to the hole if they swim toward the light.
  4. All characters/creatures in Close proximity to the caster must succeed on a DC 12 DEX or be pulled into an elemental plane (See Below) The portal remains open for 2d8 Rounds and continues to pull anything entering into close proximity into the first elemental plane rolled.
  5. A doorway opens to a giant hall of mirrors. Somewhere in the distance a cry for help can be heard. This labyrinth of mirrors culminates in a lair of doppelgangers. The doorway stays open for 2d10 rounds. Doppelgangers (5)  AC 12, HP 20, ATK 1 dagger (close/near) +2 (1d4), MV near, S +1, D +2, C +2, I +1, W +0, Ch +4, AL C, LV 4
    Change Shape. In place of attacks, transform into any similarly sized humanoid.
    Telepathy. Can secretly hear the surface thoughts of all humanoids within near.
  6. Portal pops open to a strange land make entirely of different kinds of candy. There are soda pop streams and small geysers in all different flavors. Gummy green surface of the landscape dotted with gel candy flora in varying flavors. Licorice trees abound. Chocolate mud can be found underneath the gummy structure of the ground. Portal remains open for 3d6 rounds.
  7. The portal fails to open, but a massive blast of force emits from where the portal should have opened sending everyone 20’ in random directions. DC 12 STR to avoid. 1-2d6 damage may be incurred if objects or walls are in the path of the creature being thrown.
  8. The portal fails to open. Gravity malfunctions around the caster. Everyone Close to the intended portal opening must make a DC 12 DEX or be thrown 6d10 feet into the air before dropping to the ground. Falling damage applies.
  9. The portal fails to open, but the caster has summoned an ordinary orange tabby cat with no collar. Congratulations, you’re now a pet owner.
  10. The portal opens with a loud groaning sound that can be heard for miles around. DC 10 CON or 1d10 sonic damage. The portal functions as intended, but the opening appears as a mouth with several rows of teeth. This maw functions as a Mimic. AC 12, HP 23, ATK 2 bite +5 (1d8 +stick), MV near, S +2, D +0, C +1, I -2, W +0, Ch -3, AL N, LV 5
    Stick. DC 15 STR or adhere to target; auto-hit with bite. DC 15 STR on turn to remove.
    Dispelling or closing the portal banishes the maw. Otherwise, any creature trying to enter the portal risks being bitten.
  11. A portal opens and dozens of slimy black tentacles appear and attempt to pull in characters near it. Tentacle Attacks: (11) double near) +4 (1d6 + grab)
    Grab. DC 15 STR or target trapped in tentacle.
    Tentacle auto hits target next round. DC 15 STR on turn to break free.
    Pull. In place of a tendril attack, pull a grabbed target a near distance.
    Tentacles. Eleven total. AC 16 each. 4+ damage to one severs it.
    If a target is successfully pulled into the writhing mass, they will be pulled into an endless void unless freed. The tentacles recede and the portal closes 1d10 rounds after opening.
  12. A loud Pop! A huge Fire Dragon appears in the air overhead (if there’s room.) There’s no portal. The Dragon looks confused. AC 18, HP 80, ATK 4 rend +11 (2d12) or 1 fire breath, MV double near (fly), S +6, D +5, C +4, I +4, W +4, Ch +5, AL C, LV 17
    Fireblood. Fire immune.
    Fire Breath. Fills a double near sized cube extending from dragon. DC 15 DEX or 6d10 damage.

Random Elemental Planes (Jeff’s World Edition.)

Maybe your ship has gone way off course. Maybe your portal pooped you out randomly. Roll a d12

  1. Infinium (Limbo) The elemental plane of ideas and thoughts.
  2. Fire
  3. Magma
  4. Earth
  5. Mud
  6. Water
  7. Ice
  8. Air
  9. Smoke
  10. Steam
  11. Dust
  12. Void (Aether.) The elemental plane of nothingness.