Tuesday, May 5, 2015

INNER WARD THIRD FLOOR 65 SILLY SLOTS.

65 SILLY SLOTS. The contents of the room varies based on the time of day. During daytime, an empty crate sits in the middle of the room. At night, it turns into a slot machine. There is always an urn full of walnuts near east door.

The gutter gremlins stole the machine from the dusk goblins in Room 17 of the First Floor and they have modified it. It will accept gold crescents instead of silver spanners.

3d6 PAYS
6-6-1
2 gold crescents and a lemon
6-6-2
3 gold crescents and an orange
6-6-3
4 gold crescents and a rot grub
6-6-4
8 gold crescents and a ticket to the show in Room 66
6-6-5
16 gold crescents and an ice cold refreshing bottle of beer (50%) or lemonade (50%)
1-1-1
4 gold crescents and 12 lemons
2-2-2
8 gold crescents and 12 oranges
3-3-3
12 gold crescents and 12 rot grubs
4-4-4
A silver bell worth 24 gold crescents
5-5-5
A magic potion, roll normally for magic potions on Table IIIA on page 121 of the Dungeon Master's Guide, 25% chance it will be labeled
6-6-6
A paper note that says “I.O.U. 100 gold crescents - The Management”


KEY
1
LEMON
2
ORANGE
3
ROT GRUB
4
BELL
5
BOTTLE
6
CHERRIES

Coins that are not gold crescents will be returned in the output tray. If the slot machine is disassembled or damaged significantly, it will stop working. Even if it is taken apart, it will be impossible to figure out where the payouts come from. What can be discovered, however, is that there is a baby xorn with an insatiable appetite for gold contentedly living inside the machine.

Xorn (AC -2; MV 9”; HD 7+7; hp 21; #AT 3 claws and 1 bite; D 1-2(X3)/3-12; SA Surprise on a 1-5; SD Molecular adjustment, immunity to most spells and magic; Size S (3' tall); XP 1210)

No comments:

Post a Comment