15
HAUNTED BOOKMAKER'S OFFICE. The door to this room is made of a dark
red wood and a grotesque face with an open mouth has been carved upon
it. The room is furnished as an office. A bookcase holds ledgers
related to bets made on gladiatorial contests. A chalkboard holds
times of upcoming fights and names of gladiators.
At
about a minute after the room is occupied, the spectral figure of a
bald old man with a wispy beard and an angry expression will
gradually coalesce in the desk chair. This is the undead bookmaker.
Cranky
the Undead Bookmaker, Restless Dead (AC 0; MV 9”; HD 10; hp 43; #AT
1 touch; D Curse; SD Limited spell immunity, magic or silver weapons
to hit; XP 3002)
Cranky
emits an uncanny green light. He is immune to normal weapons and
silver weapons do only half damage. He is immune to cold and mind
affecting spells (sleep, charm, hold, etc.) Cranky can be
turned as a Special undead creature and he is subject to exorcism.
He is not evil, but he is kind of a jerk.
Due
to his semi-corporeal post mortem condition, Cranky's memory is not
that great. Roll a normal reaction roll (DMG page 63)
modified by charisma to determine how he mistakes the party.
Adjusted
Die Score
|
Reaction
|
01
(or less) - 05
|
“There
is the man who ran away with my Lucy!”
|
06
- 25
|
“Your'e
the bums who owe me money”
|
26
- 45
|
“Gladius,
you were supposed to throw the fight!”
|
46
- 55
|
“Well
don't just stand around there looking stupid”
|
56
- 75
|
“Get
yourself a new outfit, yours looks crappy”
|
76
- 95
|
“Come
to collect your dough?”
|
96
- 00 (or greater)
|
“Young
un, I've not seen you in ages”
|
“There
is the man who ran away with my Lucy!”
Cranky
has mistaken one of the characters for the man who ran away with his
wife, even if the character is female. He will immediately attack
that person. His touch requires a “to hit” roll and if he
succeeds the character is cursed, roll below.
-
RollCurse1Money curse. The character will lose money through bad luck, unsound investments, etc. After each adventure, 90% of their cash wealth will disappear within a month.2Cooties curse. The character has become a focus of contempt to members of the opposite sex. Treat his or her charisma as 3 with regard to everyone he or she meets who fit that description.3Unlucky curse. The character acts as if carrying a double strength lodestone.4Hate curse. Enemies will preferentially attack the cursed character if it makes sense in combat.5Ouch curse. An old wound opens up, doing 1d6 damage.6Cough curse. The character has a nagging and very loud cough. It is impossible to surprise any opponents under normal conditions. Spellcasting that requires a verbal component has a 50% failure rate. Thieves' move silently is impossible.
Curses
are permanent, unless a remove curse spell is applied. Wounds
received by the ouch curse can be healed, but only by magical
healing, and that is only half as effective as normal as long as the
curse is in effect.
“Your'e
the bums who owe me money”
Cranky
has mistaken the characters for bettors and they owe him for their
losses. He will charge everyone 100 gold crescents. If they won't
pay up, he will attack as before, except now his touch steals 100
gold crescents from any one he touches (the money essentially
disappears into the ethereal plane). If the characters don't have
100 gold crescents, he will steal the equivalent in value. For
example if they are carrying a gem worth 1000 gold crescents, it is
now worth only 900 gold crescents. If they fight back, he will
resort to curses, as above.
“Gladius,
you were supposed to throw the fight!”
Cranky
is under the impression that one of the characters (randomly
determined) is a gladiator named Gladius who won a fight that he or
she was supposed to lose. That person owes Cranky 400 gold
crescents. If they don't pay up, he will resort to countermeasures
as above, depending on the actions of the characters.
“Well
don't just stand around there looking stupid”
Cranky
doesn't know why the characters are here. He might come to think
that they are bettors or people who are supposed to be cleaning his
office.
“Get
yourself a new outfit, yours looks crappy”
Cranky
has mistaken one random character for a buddy of his, a gladiator.
He will give them 400 gold crescents in order to get themselves new
clothes, armor, etc. Even though the money is magically produced, it
is real.
“Come
to collect your dough?”
Cranky
believes the characters have won a recent fight and he will award
them each 150 gold crescents in winnings which will magically appear.
When he gets to the last person, he will look them up and down, say
“I don't like your mug”, and only give them 50 gold crescents.
“Young
un, I've not seen you in ages”
Cranky
is under the impression that one of the characters is a relative,
perhaps a niece or nephew, with their friends. He will celebrate the
occasion by producing a green whiskey bottle and giving it to the
relation. This bottle holds a strong liquor that acts as a
combination of potions of extra-healing, fire resistance,
cloud giant strength, invulnerability, longevity,
and super-heroism. The giant strength, invulnerability, and
super-heroism will work on any class of character and the potion
effects will last 1d8+4 turns. There are as many doses as there are
characters in the party.
It
is quite possible that Cranky will fail to manifest if the room is
re-entered by the same party at a later date. At the discretion of
the Dungeon Master, Cranky may or may not remember how he perceived
the party upon a subsequent visit, if the DM decides he is present.
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