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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