Ring: Transport     

When the command words "Grish shu sundra (Kithrin Dwarf for: Take me away)" is spoken, or thought, this ring will transport its wearer to any location of his or her choice, considering the wearer has been there (it can be within a 10 space distance from the spot he or she had been previously).

 

If another is occupying a space within the "Area of effect", he or she will become caught up in the magic, transported with the wearer. This means that up to eight others of normal size can be taken with the wearer of the Transport Ring (some creatures may take up more than 1 space). More can be taken if bunched and huddled together. Important: Enemies within the "Area of Effect" can also be caught up in the power of this ring.

 

Area of Effect --- : 3 spaces (15') diameter (the space the wearer stands

                                upon and all spaces connecting to that space).

 

Charges ----------- : 1-D10.

Duration ---------- : Instant.

Effect time ------- : 1 turn (5 seconds).

Immunities ------- : Magic-resistant items must be checked for unless

                                they are in a magical storing item (thus not present).

 

Usuable ----------- : Wearer must rub the ring with the thumb of the same

                                hand ring is upon, and speak or think the words, "Grish

                                shu sundra" (Kithrin Dwarf for: Take me away).

 

Value ----------- : 8 White-Gold per charge.

 

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Important:

There will be a 01% chance (a roll of 01 on the % dice) that a miss-transport will occur. Check for each and every creature, and each provision pack or bundle that is not being carried in the same space. If a miss-transport happens, roll on the following chart:

 

Chart #1
%Roll: Result of miss-transport:
01-10:   Special.                               Roll on Chart #2
11-70:   To high.                               Roll on Chart #3
71-00:   To low or obstacle in path. Roll on Chart #4

 

Chart #2
%Roll: Special:
01-90:  Taken to random region within the same plane or dimension currently in,

             instead of the desired location. This is due to the thoughts of the one using

             the ring being distracted. If the user of the ring can make a successful

             avoidance-roll vs. "Mental-Attack", treat this as a 91-99 roll.

 

91-99:  This transport has succeeded as if nothing has gone wrong, but the magic

             of this transport has flawed somehow, causing the one transported to transport

             at random times in the future. There will be no further checks for miss-transport

             for this person in the future (unless transport is preformed by means of magic

             or some item of magic). Transport will occur randomly (up to every 360 days).

             Any persons within the "Area of effect" will be caught up in the magic and

             transported as well (check miss-transport for those taken).

 

   00:    Transporter is cursed, causing any one item upon his or her person to be

             transported to a random area of Utaemia.

 

Chart #3
Too high: Destination desired is correct; but too high. Roll on the following chart to see how high transport missed its mark:

 

%Roll: Result:
01-10:   1 D-20' to high.
11-20:   1 D-20 x2' to high.
21-30:   1 D-30 x3' to high.
31-40:   1 D-20 x4' to high.
41-50:   1 D-20 x5' to high.
51-60:   1 D-20 x6' to high.
61-70:   1 D-20 x7' to high.
71-80:   1 D-20 x8' to high.
81-90:   1 D-20 x9' to high.
91-00:   1 D-20 x10' to high.

 

Any avoidance-rolls, like "Coordination" or "Fall", which must be rolled, to see if any injuries occur, will be strictly up to the Game Master.

 

Chart #4
%Roll: Too low or obstacle in path:
01-08:   Head is transported into something.
09-13:   Neck is transported into something.
14-23:   Chest is transported into something.
24-30:   Abdomen is transported into something.
31-34:   Left-Hand is transported into something.
35-40:   Left-Arm is transported into something.
41-44:   Right-Hand is transported into something.
45-50:   Right-Arm is transported into something.
51-61:   Hip is transported into something.
62-69:   Left-Leg is transported into something.
70-74:   Left-Foot is transported into something.
75-82:   Right-Leg is transported into something.
83-87:   Right-Foot is transported into something.
88-00:   Back is transported into something.

 

Game Master:

The amount of the body part being transported into something, and the terrible damage caused, will be strictly up to you.