Saturday, April 11, 2015

INNER WARD THIRD FLOOR 41 WRAPPING ROOM.

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.

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