Some sort of contraption where giant skeletal hands grab objects off a platform and transport them to Level 3.
Jose Otein |
Careful examination will reveal that some hands have 4 fingers and a thumb, while other have only 3. Good thing! The missing finger on the some of the hands is a module that overrides the hands fervent desire to CRUSH.
(1d10 damage per turn - save vs Turned to Stone for 0 damage)
The machine is clockwork. There is one hand every other turn. It takes 3 turns to deposite you, after which even the crushers will drop their cargo.
Roll 1d12
1 - Middle Finger - Electrocutes you for 2d8 Damage. You can ride it down after the shock.
2 - Claw - Safe as a mother cat grabbing you by the scruff
3 - Three Fingers - CRUSH! But not very well. 1d4 Damage
4 - Four Fingers - CRUSH!
5 - Five Fingers - Safe
6 - Four Fingers - CRUSH!
7 - Five Fingers - Safe
8 - Four Fingers - CRUSH
9 - Five Fingers - Safe
10 - Four Fingers - CRUSH
11 - Five Fingers with Painted Nails - Save vs Poison or take 1d10 damage exploding
12 - Four Fingers with a Trapped Barbarian - He will throw his axe in lash-out agitation (1d6), but otherwise keeps passing his saving throw because Stone to him is just another God yapping away. The Hand refuses to drop him though.
Photo by Angelo Merendino |
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