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Midhome the Maginificent

Plot points/Scenes

On Selune, in the Leira Trading Center, there is a brightly lighted sign over a somewhat dingey shop. Inside, there are several carnival games and the sign says, Mindhome the Magnificent's Marvelous Machines. In the back, on a small platform is rectangular box, the top is glass and filled with various items inside. There is a bright metal claw suspended over them attached to a mechanical arm. The bottom half of the box is metal and has a red button and a black stick fixed to a small panel. A bright sign over the machine reads, "THE CLAW."   As the party approaches, there is a man of a ragged appearance trying desperately to get a bag in the machine labeled "bag of holding with 1000 platinum pieces." He is unsuccessful and walks away distraught. If the players attempt to play the game, it costs 1 copper piece to activate the claw. It requires a DC 20 dexterity check to successfully maneuver the claw to the object they want as it jerks and never completely settles where it is supposed to be. It then requires a DC 25 dexterity check to lift the object out of the pile. Finally, it requires a DC 25 dexterity check to move the item back to slot. There is a 50/50 chance the item goes into the slot.   If the party fails to get an item   Depending on how long the party spends on the machine, Ralph will come out and meet them while they around the machine and talk to him. He will tell them he is very proud of the magic that it employs, which is a proprietary secret. Ralph likes to drink and will go with party members--especially gnomes--and the DC will go down by 1 for every drink Ralph drinks. DC begins at 25 but Ralph will pass out after 10 drinks. On a successful Persuasion check, Ralph will reveal the secret of the machine. He will say he has it set up so that only the most dexterous can actually win. The trick is telekinetic magic, an orb that tries to pull the object away from the claw.   If the party gets an item   Ralph will hear the alarm that a prize was won and come out to see what happened. He will be very surprised and will be suspicious of the party. Seeing them with the prize, he acts excited and tells them that they should all go out for a drink to celebrate. The DC to get him to talk will be DC 30 and go down by 1 with each drink, capping at 10 drinks. On a DC 18 investigation check on a drunk Ralph will reveal a slip of paper with the numbers 1. 2 2 .17.   The party may recognize this as a beholder eye or Zaufanie will tell them it sounds like the objects they are looking for. The eye is hidden in a small, glass safe disguised as the light that is over the claw machine. On a DC 18 investigation check, the party will realize that the light over the machine is different and casts a light that is different from the other lights in the arcade. A detect magic spell will reveal that the other lights are a type of drift globe, but the light over the machine reveals transmutation magic.   However the party finds where the orb is, the casement has an arcane lock and a combination lock with the password being 12-21-7. A DC 10 investigation check of the paper in Ralph's coat reveals that there is a flaw in the paper that makes it look like it is described above. A DC 20 sleight of hand check will open the lock without the code.   There is a glyph of warning that will go off if the casement is not dispelled. It will warn Ralph even if he is drunk. If he wakes up from being drunk, his movement is halved and has disadvantage on all ability checks. He will spend his first turn to get away from the party if they are too close or drink a potion of restoration to sober up. If sober, Ralph will animate a few of the machines. They share the stat block of animated armor. Ralph himself will begin to grow eyes around his body and begin to levitate.

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