I personally wouldn't use it with the party being chased. It was just a really annoying puzzle trap that took us a while to figure out. The particular GM that used it had one heck of an imagination and used to test us with all kinds of silly little things. It made for a great gaming experience. Go to Comment
I like the idea, but as said, it isn't anything new, although a nice idea on an old one...
The idea of the foot prints was one that I hadn't thought about before (which really puts me to shame) and is a good idea (one that I will ne using although I will edit it to need a dispell to get to the end). Go to Comment
Wizard-created items tend to be a bit dry, but I like this one. I also like the absent minded creator ("Hmm... the second group is not coming back. Maybe I should send another group.").
It is in Requesting Advice, so the author apparently thought it needs something more.
Hey, what if someone finds those necklaces after a long time, breaks the twig (silly twig stuck in a nice gold chain) and is transported to the original destination... likely an abandoned, dangerous location. A group would have to either split or follow anyone transported to gods-know-where. Go to Comment
I believe this one was challenged due to its similarity to a certain D&D spell. I will provide a link to what I found: http://www.d20srd.org/srd/spells/refuge.htm This item seems to duplicate the effects of the spell, but with much more detail. Go to Comment
While not very original, this is a very useful and game-saving item, with a decent backstory. Adventurers should only get these items when they have become the favored agents of a powerfull patron, misuse should be heavily punished Go to Comment
Dungeons (Any) (Traps)