An otherwise innocuous treasure chest in a random room of a random dungeon actually contains a small, sandy beach. Anyone who steps inside the chest is sent to said beach. Leaving is simple: find the chest on the beach, step inside, and be returned.
Roll a d4:
on a 1-2, the chest is a beach in miniature and anyone who gets in it is shrunk. They can see the rest of the world by looking up, they can be removed from the chest but will not return to normal size unless they take the recursive route.
on a 3-4, the chest is a teleporter to a sandy beach somewhere. The PC who enters is 'lost' and cannot be found within the chest.
If the beach is removed from the chest the link is broken and anyone within is stuck in their present state until otherwise saved.
Both chests (in the dungeon and on the beach) have false bottoms containing enough money to get the PC with the most XP to the next level and a random, fucked-up treasure item of the GM's choice OR the following items:
A medium-sized coin made up of many interlocked gears that are in constant motion. Allowing the coin to injure the carrier (getting a bit of skin stuck between the gears, for example) will summon a small horde of slavering rats (d12+6) that will obey one basic command to the best of their ability before dispersing. The coin is from another realm, another place beyond, and will slowly kill whomever holds it (-1 CON every month of possession, heals like normal if disposed of).
A small trinket chest containing a quantity of coal (d6+3) that will either explode when thrown (d12, ignore armor) or will provide a +2 armor bonus to whomever eats a piece for one combat.
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