63
THE MAN WHO IS A CLAM. This room takes up all the ground level of
the Black Tower. It is brightly lit by torches and there are no
windows. A strange figure sits at the table to the east, facing the
door. He appears to be human, except for a head shaped like a great
gray clam with two googly eyes.
The
Man Who Is A Clam, Lawful Neutral male (human?) Monk (AC 5; MV 21”;
Mo7; hp 24; #AT 3/2; D 3-9; S 15, I 15, W 15, D 15, C 15, CH 6; SA
Surprise on 22 in 100, chance to stun or kill; SD Dodge, mask the
mind, immune to disease, immune to haste and slow,
feign death, heal 2-5 hit points once per day; XP 1165)
Thief
skills: OL 52% F/RT 50% MS 55% HS 43% HN 25% CW 94%
On
the table in front of him are three clam shells and a placard that
reads “1 game 100 gold crescents”. He cannot talk but will
gesture to invite adventurers to play a shell game with him.
The
Man Who Is A Clam has been cursed into this shape, granted
temporary immunity to aging, and doomed to play a shell game with
whoever passes by until he wins 1000 games (he is currently at 989).
The Man Who Is A Clam has hands that are so fast and fluid and he is
so tricky from past experience that participants only have a 1 in 6
chance of winning unless they cheat.
Each
time he wins he the 100 gold crescents will vanish, but each time he
loses he will hand over a black pearl (500 gold crescent base
value). These pearls are supplied by the curse.
He
wears a loose threadbare robe. He has a clam shucking knife (treat
as dagger) which does +4 to damage due to his monk bonus, but he can
only use it once per round, unlike his open hand damage as provided
in the above stats. He also has a set of thieves' tools. A pile of
discarded clam shells is on the floor next to him, as they provide
his primary means of sustenance.
The
Man Who Is A Clam will never seek to attack, since he only wants to
win games and free himself from the curse. If he is attacked
and killed, the person who performed the killing blow will fall under
this curse unless they save versus spells at -10. Once under
the curse the doomed one cannot lose on purpose and must win
1000 games. Naturally, the Dungeon Master is free to allow other
means to end such as curse, as he or she chooses for the
campaign.
If
The Man Who Is A Clam is freed from the curse he will take up
his wandering monk lifestyle again. It has been so long since he was
cursed that he no longer remembers his name.
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