41
WRAPPING ROOM. 6 evil gnomes are working here.
6
Evil Gnomes (AC 6; MV 6”; HD 1; hp 1, 3, 2, 8, 7, 3; #AT 1; D Short
sword or club; XP 11, 13, 12, 18, 17, 13)
Each
gnome is armed with both a club and a short sword and has 1d4+1 gold
mabans.
A
large (but low-to-the-ground) table is next to the north wall. Pipes
from the machinery in Room 42 are dumping boxes holding malevolent
devices onto the table and the gnomes are wrapping them in paper and
ribbon. There are currently 37 wrapped boxes in the room. The
machinery will produce another 1d4 each hour.
1d10 |
Item |
1 |
Black Hat |
2 |
Darling
Dolly |
3 |
Perilous
Pineapple |
4 |
Punching
Fool |
5-6 |
Surprise
Box |
7 |
Tetanic
Tune |
8 |
Toy Knight |
9 |
Unfunny
Clown |
10 |
Unpleasant
Umbrella |
Black
Hat: This hat appears like a typical conical hat worn by a gnome
or magic-user. When the box is opened, the opener must save versus
spells or be compelled to place the hat on his or her head. Upon
doing so, it will melt into a corrosive black slime-like substance
that will do 1d10 points of damage. Monsters without heads or the
ability to manipulate objects are immune to this item.
Darling
Dolly: This appears to be a simple little girl's plaything,
anything from a peasant girl's rag doll to an elegant porcelain
princess. When the box is opened, the opener must save versus spells
or be affected by the item's monstrous charm power. If the
roll is failed, the dolly will force the opener to fight everyone
else in the room. If noone is nearby, the dolly will cause the
opener to wander about and fight the next person or monster they
encounter. The effect lasts for one single combat, with the death or
loss of consciousness of the victim, or the death of the adversaries
the victim encounters. Having satisfied its evil whim, the dolly
will then become completely mundane.
Perilous
Pineapple: This item resembles a metal pineapple. It can be
used as a weapon by pulling the top 'leaves' off, which can be
removed as a group. Consult the Dungeon Master's Guide,
page 64, for rules on grenade-like missiles. The area of
effect is 1' diameter, a 'splash hit' will do 1d4 damage (actually
shrapnel), and the damage for a direct hit is 1d8+1. Note that
there is a 1 in 6 chance the grenade will go off in the thrower's
hand before release.
Punching
Fool: Upon opening this box, a red boxing glove will spring out,
attacking as a 4th level fighter and doing 1d6 damage on a hit. It
has a range of ten feet, and will aim for the opener's face even if
the opener is trying to open it remotely in some fashion.
Surprise
Boxes: When the box is opened, it will explode with a cloud of
black smoke, doing 2d4 damage to everyone within five feet, save
versus dragon breath for half damage.
Tetanic
Tune: Upon opening this box, a
bizarre melody will sound out. The opener must save versus
paralyzation or be held
in a painful spasm for 1d4+1 turns and suffer 1 point of damage from
cramps.
Toy
Knight: When this box is opened a miniature knight in shining
armor will jump out and attack. It will target the box opener first,
then everyone else until destroyed.
Toy
Knight (AC 3; MV 3”; HD 1; hp 4; #AT 1; D Tiny sword for 1d3; XP
14)
Unfunny
Clown: Opening this box causes a clown face to pop out on a
spring. It then tells an extremely unfunny or overused joke. The
opener, however, must save versus spells or be overcome with
laughter, unable to do anything except laugh, giggle, and chortle for
1d6 rounds.
Unpleasant
Umbrella: This box holds a miniature black umbrella. Upon
seeing this item, the opener must save versus spells or be compelled
to pick it up. They will become convinced that it is raining and
that they must not let go of the umbrella. Even if the umbrella is
forcefully taken from the victim, they will be deluded into believing
they still hold it. Performing spells with a somatic component, most
thief functions, and fighting with the favored hand will be
impossible until the umbrella dissolves into gray paste in 1d4 hours.
The
evil gnomes will never willingly open a box. Note that it is
entirely possible for player characters to take the boxes with them
and attempt to use them as weapons against others, but noone knows
what is inside the box before it is opened.
There
is an ample supply of colorful wrapping paper and pretty ribbons.
There are two glass windows in the west wall.
No comments:
Post a Comment