Sunday, April 12, 2015


42 FOUL FACTORY. Several evil gnomes are attending to the huge mass of machinery that is present within the room.

13 Evil Gnomes (AC 6; MV 6”; HD 1; hp 7, 8, 1, 2, 3, 3, 8, 4, 5, 3, 2, 4, 2; #AT 1; D See below; XP 17, 18, 11, 12, 13, 13, 18, 14, 15, 13, 12, 14, 12)

Each gnome carries tools and can use them as improvised weaponry equivalent to a club. They also each carry 1d4+1 gold mabans.

Lieder Haven, Chaotic Evil male gnome Fighter (AC 6; MV 6"; F2; hp 10; #AT 1; D Short sword or dagger; S 12, I 11, W 14, D 11, C 11, Ch 11; XP 65)

Lieder is the foreman and another son of Grog Haven. He carries a short sword, a dagger, 16 gold mabans, and 7 electrum lugdushes.

The majority of the space in the room is occupied by pipes and moving machine parts. The machinery is so complex and odd that it almost defies explanation. There are wires, pulleys, billows, pipes, belts, and all manner of pieces in a seemingly haphazard arrangement. Due to this, all persons in the room acts as if in 75% cover for purposes of missile fire, a -7 penalty.

At the beginning of each round that an individual is in the room they have to make a saving throw versus dragon breath. Failure means they have to roll on the following table.

Machinery Hazard Table

1d8 Effect
1 Pipe vents steam on you, 1d4 heat damage
2 Tumbling gears tumble into you, 1d4+1 damage
3 Sharp blades scythe into you, 1d6+1 damage
4 Ensnared in wires and cords, you can get yourself out but automatically fail next round's saving throw and act as if “off balance” for this round (+2 to be hit and can't take any action except to extricate self).
5 Smoke puffs on you, roll on Smoke Puff Hazard Subtable below
6-8 Luckily there is no danger in range

Smoke Puff Hazard Subtable

1d4 Effect
1 Choking black smoke, irritating only, -4 on “to hit” this round only and -4 on next round's saving throw
2 Stinging green smoke, attacks the integument, 1d3 damage
3 Dense purple smoke, make a save vs spells or fall asleep for 1d4 rounds
4 Fine rainbow mist, slightly corrosive, 1d2 damage and unpleasant sneezing

Characters affected can still attack, but taking damage or similar effects will interrupt spells and may affect certain thief functions at the Dungeon Master's discretion. The evil gnomes are familiar with the machinery and are experts at avoiding its dangers, so they don't have to make their saving throws. Anyone knocked unconscious, prone, held, stunned, etc. automatically loses their saving throw, however, and this includes the evil gnomes.

If the machinery is left unattended, it will stop producing evil toys and grind to a halt within an hour.

There are four glass windows in the west wall, but even at night the machinery casts enough light from its various orifices to see by.

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