1d100 Knockers (Bell pulls, and door bells)
1.
Fancy Door Knocker, worth 50sp or more, works
normally
2.
Fancy Door Knocker, stuck, works normally when
unstuck.
3.
Fancy Door Knocker, stuck, 2 in 6 chance trying to
use it breaks it.
4.
Fancy Door Knocker animates and asks for
password.
5.
Fancy Door Knocker Animates and interrogates anyone
trying to enter door.
6.
Fancy Door Knocker Animates and may act as living
statue/golem if unauthorized party tries to get through door.
7.
Fancy Door Knocker appears to be a hand. Animates
and will grab (attack as 6 HD monster) and hold fast an unauthorized party
until a password is spoken (or dispel magic cast).
8.
Fancy Door Knocker, appears to be a hand. Works normally.
9.
Fancy Door Knocker, appears to be a hand. Will
open door if user knows the secret handshake.
10.
Fancy Door Knocker, appears to be a hand will attempt
to pick pockets of Lawfuls or Chaotics passing through the door.
11.
Fancy Door Knocker, appears to be a hand holding
a weapon. Functions normally.
12.
Fancy Door Knocker, appears to be hand holding a
weapon. Will challenge fighter types to a duel and refuse to unlock door unless
beaten. AC as plate, same HD as dungeon level.
13.
Fancy Door Knocker, appears to be Gold Dragon. Will
breather fire on Chaotics.
14.
Fancy Door Knocker, appears to be Red Dragon.
Will breathe fire on Lawfuls.
15.
Fancy Door Knocker, appears to be Brass Dragon.
Will breathe sleep gas on anyone but neutrals.
16.
Fancy Door Knocker, appears to be Black Dragon.
Will spray acid on neutrals.
17.
Fancy Door Knocker, speaking tube opens after
use to communicate with those beyond door.
18.
Fancy Door Knocker, appears to function normally
for user… teleports knocker to similar looking point in dungeon.
19.
Fancy Door Knocker, appears to function normally
but no one answers… teleports everyone on this side of door within 50’ to
similar looking point elsewhere in dungeon.
20.
Fancy Door Knocker, appears to be a scorpion.
Works normally.
21.
Fancy Door Knocker, appears to be a scorpion.
Stings anyone who isn’t wearing a red glove.
22.
Fancy Door Knocker, appears to be a spider. Works
normally.
23.
Fancy Door Knocker, appears to be a spider. Will
spray out webbing ensnaring all within 30’ if puller is Lawful.
24.
Fancy Door Knocker, appears to be a spider. Will
bite Lawful or Neutral pullers poisoning them.
25.
Fancy Door Knocker, gremlin head conceals peep
holes that let guard peer through the door.
26.
Fancy Door Knocker, Vampire Head/Bat. Functions
normally.
27.
Fancy Door Knocker, Vampire Head/Bat. Bites non-chaotics.
28.
Fancy door Knocker, Skeleton head bites lawfuls.
29.
Fancy Door Knocker, Skeleton head bites clerics.
30.
Fancy Door knocker, Skeleton head animates and questions
puller. On bad reaction roll a skeleton (or fiercer undead) conjured to fight
puller.
31.
Fancy Door Knocker, appears to be minotaur.
Functions normally.
32.
Fancy Door Knocker, appears to be minotaur. Teleports
user to cell elsewhere in dungeon.
33.
Fancy Door Knocker, appears to be minotaur.
Teleports user to center of a maze…surpsie!
34.
Fancy Door Knocker, appears to be minotaur.
Teleports user and all within 50’ on this side of door to elsewhere in dungeon.
35.
Fancy Door Knocker, appears to be minotaur. Magicaltrap
deludes user into thinking the door has been answered if they fail a save vs
wands.
36.
Fancy Door Knocker, appears to be a wizard. Functions
normally.
37.
Fancy Door Knocker, appears to be a wizard.
Teleports all of users equipment and clothing to other side of door if save vs
wands fails.
38.
Fancy Door Knocker, demon head with gem eyes. Functions
normally.
39.
Fancy Door Knocker, demon head with gem eyes.
Functions normally. If gem eyes pried out they explode in 2-5 rounds.
40.
Fancy Door Knocker, demon head with gem eyes.
Functions normally. If gem eyes pried out the theif is cursed.
41.
Fancy Door Knocker, demon head with gem eyes.
Functions normally. If someone attempts to pry gem eyes out thief and all on
this side of doro within 30’ are teleported to outside of main dungeon entrance.
42.
Fancy Door Knocker, head of lady justice. Functions
normally.
43.
Fancy Door Knocker, head of lady justice. Asks
the user a riddle will unlock door if right. Will teleport user outside of main
dungeon entrance if wrong.
44.
Fancy Door Knocker, head of lady justice. Unlocks
door for lawful users.
45.
Fancy Door Knocker, head of lady justice. Teleports
chaotic user to cell elsewhere in dungeon.
46.
Fancy Door Knocker appears to be a Rust Weevil.
Functions normally.
47.
Fancy door Knocker appears to be a Rust Weevil. Functions
normally but will require any in metal armor to save or armor crumbles to dust.
48.
Fancy Door Knocker appears to be an angel.
Functions normally.
49.
Fancy Door Knocker appears to be an angel.
Functions normally but all carried weapons will teleport “away” until user
enters and exits room.
50.
Plain Door Knocker works as expected
51.
Plain Door knocker, really sharp noise can be
heard 100’ away
52.
Plain Door knocker, electrified.
53.
Plain Door Knocker open pit trap under feet.
54.
Plain Door Knocker pivots door down on pullers
head for 1-6 pts of damage.
55.
Old Door Knocker, corroded/rusted in place.
56.
Old Door Knocker, clearly corroded will fall of
door is someone tries to use it.
57.
Old Door Knocker, it works normally but there is
a 2 in 6 chance each use it falls off door.
58.
Old Door Knocker, activates pit trap under feet
of knocker 0-3 rounds after use. Likely noticed by the cunning before they tumble
in.
59.
Old Door Knocker. A grumpy old face appears and
starts arguing with user or starts long boring story. 2 in 6 chance knocker functions
normally on each attempt but it keeps rambling on until the door is opened.
60.
Bell Pull might have worked. 2 in 6 chance bell
can be heard ringing each time it’s pulled.
61.
Bell Pull might have worked, rings in servant/attendants
chamber nearby.
62.
Bell Pull seems to have worked, rings in servant/attendants
chamber nearby, bell can be faintly heard at door.
63.
Bell Pull clearly rings bell on other side of
door.
64.
Bell Pull rings bell that can be heard by all
within 50’
65.
Bell Pull rings bell that can be heard by all
within 100’
66.
Bell Pull rings bell that can be heard in entire
dungeon area (or sub level)
67.
Bell Pull rings bell that can be heard in entire
dungeon level
68.
Bell Pull falls off in hand, no noise made.
69.
Bell Pull falls off in hand, bell can be heard dropping
on other side of door.
70.
Bell Pull falls off, bell might have rung
anyway.
71.
Bell Pull opens trapdoor under users feet.
72.
Bell Pull opens trapdoor all around doorway except
for spot puller is standing on.
73.
Bell Pull triggers a magical trap.
74.
Bell Pull triggers a gas trap.
75.
Bell Pull triggers an explosive.
76.
Bell Pull douses victim with acid.
77.
Bell Pull teleports puller to other side of door
78.
Bell Pull teleports puller to cell somewhere
else in dungeon, could be a long wait.
79.
Bell Pull teleports victim outside of main
dungeon entrance.
80.
Bell Pull teleports everyone within 20’ of
puller on same side of door (but not puller) to outside of main dungeon entrance.
81.
Bell Pull teleports everyone within 30’ of
puller on same side of door to outside of main dungeon entrance.
82.
Bell Pull exposes speaking tube to address
attendant on other side of tube.
83.
Bell Pull animates to entangle anyone of chaotic
alignment
84.
Bell Pull animates to entangle and choke anyone
of lawful alignment
85.
Bell pull is stuck, nothing seems to happen.
86.
Bell pull is stuck, nothing seems to happen at
first. Each successive attempt has a 1 in 6 chance of opening pit under feet.
87.
Bell pull is stuck, nothing seems to happen at
first. Each successive attempt has a 2 in 6 chance of ringing bell.
88.
Bell Pull is electrified will shock folks that
pull it.
89.
Bell Pull is clearly made of frayed electrical
wire… harmless but the PCs shouldn’t know that.
90.
Bell Pull is clearly made of frayed electrical
wire…will electrocute anyone pulling on it 4 in 6 chance.
91.
Bell Pull function normally, it’s actually a
string of pearls.
92.
Bell Pull is a metal chain, works normally
93.
Bell Pull is a chain of radioactive metal.
94.
Bell Pull is barbed wire, works normally.
95.
Bell pull is barbed wire, entangles and rips
apart anyone of neutral alignment pulling on it that doesn’t know a password.
96.
Bell Pull has razor shards throughout, anyone pulling
without heavy gloves suffers 1-2 pts of damage.
97.
Bell Pull… that’s no Bell Pull it’s a snake! 2in
6 notice before they grab it. Ranger’s, druids, and other outdoor types notice
4 in 6 from 10’ away.
98.
Bell Pull… that’s no bell pull … it’s a Dungeon Mimic!
99.
Bell Pull… that’s no bell pull it’s a Dungeon
Tentacle! Dwarves, gnomes, morlocks and other sorts notice on 2 in 6 from 10’
away, everyone else check for surprise
100.
Bell Pull seems to function, a warning bell can be
heard followed by a count-down 10,9,8…
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