Ruins of Adventure
Gnome Device Mishap
D20 Roll | Description of Occurrence |
1-8 | Needs Another Part |
9 | Communication Glitch |
10-11 | Improper Alteration |
12 | Unexpected Glow |
13 | Olfactory Malfunction |
14 | Unbearable Temperature Change |
15 | Horrendous Sound |
16 | Moves Uncontrollably Downward |
17 | Moves Uncontrollably Upward |
18 | Reversed Direction, with Damage |
19 | Machine Pursuit |
20 | Explosion! |
Note: The effect level or damage caused by a device is often equated with its complexity. To find the magnitude of the specific effect involved, look on the Gnome Device Complexity Table. Examples: Complexity 5 damage is ld10. If a complexity 8 temperature (200 degrees) may be reduced by ld6, and the die roll result is 3, then it would become a complexity 5 temperature (or +/- 30 degrees).
1-8 Needs Another Part: The device requires another device to be built before it can function properly. The new part must be a useful device on its own and have a demonstrated use other than in conjunction with fixing this device. Example: a gnome who gets this result while attempting to construct a catapult now may declare that he must first build an automated can opener before he can finish the catapult. This second device must be built using the same rules as any other device. Of course, if a mishap occurs while building the can opener that requires yet another device be built…
9 Communication Glitch: If the device was designed to communicate, it will function in unexpected ways at the discretion of the DM. If the device was not meant to communicate, it will do so in one of the following bad ways at a level ld4 below its current complexity. Options include: sends message directly to foes and enemies with perfect clarity; randomly changes messages in such a way that their true intent is never trustworthy; only sends every second or third word.
10-11 Improper Alteration: If designed to alter an object, the machine will do it improperly. If it is not designed to alter an object, it will do so badly at a level ld4 below its current complexity. Options include: does the reverse of its intention (takes knitted sweaters and turns them into yarn); creates something absolutely useless to the current situation; reduces finished goods to their base elements.
12 Unexpected Glow: The machine suddenly begins to glow so brightly that the operator and anyone within 10’ times the size of the machine is blinded for 10 rounds. No other functions occur.
13 Olfactory Malfunction: If the device was designed to change the state of the surrounding atmosphere, it will have the reverse effect (machines to clear air will pollute it, machines to obscure air will cleanse it). If not so designed, it will create a complexity 9 tear gas effect in a number of 10-foot cubic areas equal to its size. All in the area must make a successful Constitution Check or flee the area at once. Any who remain suffer a -5 penalty on attack rolls and armor class, and a -3 penalty on any Dexterity checks, until the area is cleared. The gas remains as long as the machine continues to function +ld6 rounds thereafter.
14 Unbearable Temperature Changes: If designed to create a certain temperature the machine will have the opposite effect (ovens will refrigerate, for example). If not, then the device will get hot (50%) or cold (50%) to a degree equal to its complexity. This may result in the destruction of the machine itself should the temperature reach the point to burn it or even change the state of its components (solid to liquid).
15 Horrendous Sound: The device makes a horrible complexity 10 noise (deafening) in a number of lO-foot cubic areas equal to its size. All in the area must make a successful Constitution Check or flee the area at once. Any who remain suffer a -5 penalty on attack rolls and armor class, and a -3 penalty on any Dexterity checks, until the area is cleared. The gas remains as long as the machine continues to function +ld6 rounds thereafter.
16 Moves Uncontrollably Downward: Regardless of the intentions for the device, it suddenly takes offon its own. Otherwise, the device digs (or submerges) straight clown a distance equal to its complexity. It does so in one turn. The device continues to move down as it is running. No directional control is possible.
17 Moves Uncontrollably Upward: Regardless of the intentions for the device, it heads for the sky. The device flies upward a distance equal to its complexity rating and remains there until turned off. Turning the device off results in a fall from that height.
18 Reverse Direction, with Damage: The device inflicts damage equal to its complexity and then fails. The machine must be repaired before it can be used again.
19 Machine Pursuit: The device attacks its operator for damage equal to its complexity and unerringly chases the operator for 1d6+5 melee rounds or until it is shut off, whichever comes first. The operator of the device must make a Dexterity Check to turn off the device. The machine rolls to hit as though it were a monster with hit dice equal to its complexity.
20 Explosion!: The machine explodes, doing damage equal to its complexity over a number of 10-foot cubes equal to its complexity. The machine is then broken and must be fixed before it can be used again.