11
FIRST GAME ROOM. Within Room 11 is the seated figure of a man. He
faces west and ponders his next move over a chessboard on a small
table. A goblin stands next to the man, waiting for him to make his
move. The room is fairly bare, with only a lit candelabra present in
each corner.
The
man is Stoff Juff and the goblin is named Binklet. Stoff Juff and
Angrogar (see Room 12) are engaged in a cursed never-ending game of
chess. About a year ago, while exploring the castle, they found the
chess sets and sat down to have a game. They have been here ever
since. Binklet, also influenced by the charm effect of the
chess set, acts as courier, bringing orders for the move from one
room to another. While they (and anyone else) are in the room with
the intact chessboard, they have no need for food, drink, or sleep.
Also, as long as the cursed chessboard is functioning, the
candelabras in the corners will never go out.
If
any character touches the chessboard, a chess piece, or a creature
affected by the charm (melee attacks count as a 'touch' for
this purpose), they will fall under the effect of the curse unless
they save versus spells. Affected characters will become eager
spectators and wait their turn to play. The curse acts as a potent
charm, equivalent to the charm ability produced by
monsters such as nixies and vampires. See Dungeon Master's Guide
page 65 for an explanation of the monster charm power. Those
under the curse will ignore anyone else in the room unless they are
being attacked, as they are infatuated with the game, seeing it as
the most entertaining spectacle ever to exist. If attacked, they
will fight to the best of their abilities.
Because
it is a charm effect, elf and half-elf characters will have
their usual resistance to it.
Breaking
the curse is tricky. A wish,
exorcism, or
alter reality spell will do it, as will destroying both
chessboards (this and the one in Room 12). On the SAVING THROW
MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS, Dungeon Master's
Guide page 80, each chessboard saves as magical wood, thick. A
remove curse spell might be effective, it has a base 30%
chance of working, with an additional +10% for each level of the
caster over five and an additional +1% for each point of intelligence
of the caster. A dispel magic can also be used to temporarily
negate the magic of the chessboard for one round, as per the
description of the spell dispel magic in the Player's
Handbook. This will free affected person in the room from the
curse. After the dispel magic spell wears off, however, the
chess sets will again charm anyone who touches them.
The
chessboard is absolutely beautiful. It is made of fine lacquered wood,
inlaid with gold and silver. The chess pieces are made of carved
wood and decorated with semi-precious stones. Each board is worth
1000 gold crescents. Each chess piece is worth 10 gold crescents,
but if one set is sold intact it is worth 2000 gold crescents. Both
intact sets sold together are worth 5000 gold crescents.
Stoff
Juff the Glorious, Lawful Neutral male human magic-user (AC 10; MV
12”; MU3; hp 11; #AT 1; D Quarterstaff; SA Spell use; S 7, I 12, W
12, D 7, C 16, Ch 5; XP 169)
First
Level Magic user Spells:
Charm
Person, Write
Second
Level Magic User Spells:
Darkness,
15' Radius
Stoff
Juff is an older man in his late fifties. He is dressed in a fine
green robe embellished with patterns of silver comets and starbursts,
with a matching hat. He is well-spoken, but with the speech pattern
of a court dandy. He is a diplomatic person who tries to avoid
offending others.
He
has a small pouch containing pieces of coal for the darkness, 15'
radius spell. He also has a larger pouch holding 45 gold
crescents, 34 silver spanners, 21 copper pieces, a piece of crystal
for the read magic spell, and a flask of rare ink for the
write spell. The ink can be used to inscribe up to 3 spells
and is worth between 200 and 500 gold crescents, if sold, depending
on demand at the time.
Binklet
the Goblin (AC 6; MV 6”; HD 1-1; hp 6; #AT 1; D Spear; XP 16)
Binklet
carries a wallet with 3 silver spanners and 6 copper pieces. He
wears a backpack holding 2 weeks iron rations, seven torches, flint
and steel, and Stoff Juff's and Angrogar's travelling spell books.
The spell books each hold all the spells each magic-user has
memorized, along with read magic.
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