Trap Tuesday (Macabre Manses): Omnidirectional Doorways of Confusion

South_door_-_geograph.org.uk_-_659515Omnidirectional Doorways of Confusion     CR 8
Type magical; Perception DC —; Disable Device DC
Trigger proximity (alarm); Reset none
Effect Upon entering the Macabre Manse, the entire estate and all of its inhabitants are transported to Fomalhaut’s home dimension, where some rather strange things can occur.

  • Doorways and other portals malfunction after they have been passed through and can lead to areas that make little or no sense at all (similar to dimension door).
  • While dimensional travel into this plane is possible from anywhere, travel outside of this plane appears to be impossible.
  • Peering outside the mansion reveals a vast environment of swirling gases in a variety of colors and hues.
  • Cardinal direction is useless here since up and down are relative only to a character’s current position.
  • Exiting the mansion is possible, but not recommended. Stepping outside requires a DC 30 Reflex save to resist being swept away in the hurricane force winds that constantly barrage the Macabre Manse.

Each time a person passes through one of the omnidirectional doorways of confusion (a door, window, or portal of any kind), roll 1d100 (possibly twice, depending on the first result) to determine the location they come out on the other side.

d100    Destination
1-4       Room 1; 15% chance that door leads outside
5-7       Room 2
8-9       Room 3
10-13    Room 4; 20% chance that door leads outside
14-16    Room 5; 33% chance that door leads outside
17-19    Room 6; 25% chance that door leads outside
20-22   Room 7
23-25   Room 8
26-27   Room 9
28        Room 10
29-31   Room 11; 33% chance that door leads outside
32        Room 12
33-37   Room 13; 70% chance that door leads outside
38-40  Room 14
41-42   Room 15
43-44  Room 16; 50% chance that door leads outside
45-47  Room 17; 75% chance that door leads outside
48-49  Room 18; 33% chance that door leads outside
50-51   Room 19
52-53   Room 20; 66% chance that door leads outside
54-55   Room 21; 66% chance that door leads outside
56-57   Room 22; 66% chance that door leads outside
58-59   Room 23; 66% chance that door leads outside
60-61   Room 24; 98% chance that door leads outside
62-63   Room 25; 98% chance that door leads outside
64-65   Room 26; 33% chance that door leads outside
67-68   Room 27
69         Room 28
70-71   Room 29; 33% chance that door leads outside
72         Room 30
73         Room 31
74-75   Room 32
76-77   Room 33
78-79   Room 34; 50% chance that door leads outside
80-81   Room 35; 50% chance that door leads outside
82-83   Room 36; 33% chance that door leads outside
84-85   Room 37; 50% chance that door leads outside
86-87   Room 38; 50 chance that door leads outside
88-89   Room 39; 50% chance that door leads outside
90-91   Room 40; 33% chance that door leads outside
92-93   Room 41; 50% chance that door leads outside
94-96  Room 42; 98% chance that door leads outside
97-99   Room 43
100      Room 44

Once a single object has passed completely through a doorway, the destination is completely random for each following object. Objects and creatures that are transported outside land directly in front of the entrance to the Macabre Manse within 30 feet of the estate’s front doors.

Due to the nature of this trap it is extremely easy for party members to become hopelessly separated from one another. Omnidirectional doorways of confusion can be tricked however; if a creature is tethered to another creature or a permanently affixed object in one room, they may pass into a new room and return to the original room. This is otherwise impossible as each doorway changes its destination instantaneously, regardless of which side the creature is on.

[Submitted by Jeremy Kleve!]

 

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