Some sort of contraption where giant skeletal hands grab objects off a platform and transport them to Level 3.
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| 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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