Gribble's bag of "gifts" is an assortment of "party favors." Some deadly, some harmless, some he might give to a child, some he might throw at an enemy. The description of this item does not include the harmless gadgets he might give and is rather just guidelines on how the deadly ones might function in combat, as such, the harmless trinkets are not limited to this description but do not function in any meaningful or exceedingly magical way (No effect above the like of a harmless cantrip such as Thaumaturgy or Prestidigitation).
Gift Giving. This bag has 10 charges that do not reset. This symbolizes Gribble digging for the gadgets he knows work, the cream of the crop. As an action you can expend up to three of these charges to pull one desired item from the bag, or you may roll 1d8 to randomly determine what Gribble pulls from the bag. Once you have pulled from the bag, you may choose to either use it in the same action or put it back in the bag, lest it accidently go off. Charges are only expended once the item is actually used. All gifts activate in the same action unless otherwise stated. All charge costs and item descriptions are in the table below.
Packing Presents. Gribble is a small kobold and does not have much capacity to sort and store items on his person, nor is he even sure what all of them do or if they will be effective, and as such, he just carries them all in the big bag. However, out of combat, Gribble can sort through them some and have up to one item in-hand ready to use for the next time he rolls initiative. He can prepare any one gift in this way other than "The Big One".
| 1d8 | GIFT |
|---|---|
| 1 | No effect (1 charge) - the gadget that you pull out either fails to function or peters out without having any meaningful effect. |
| 2 | Yap Box (1 charge) - A simple noisemaker. Can be wound to go off after one round or immediately activated and can be set within reach or thrown up to 60 feet away from you. Once it goes off, the gadget makes a loud noise that can be heard within 100 feet for 30 seconds. At the end of the 30 seconds, the toy falls apart. It can also be disarmed prior to 30 seconds elapsing, stopping the noise and destroying the functionality of the toy. |
| 3 | Stink Bomb (2 charges) - This canister grenade holds a thick, viscous... and fragrant substance that can burst into a cloud upon being released through the mechanisms of the canister. When you throw this up to 60 feet away from you, it immediately explodes and lingers for 3 rounds in a 20 foot sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Anytime a creature enters this cloud for the first time on its turn or starts its turn within the cloud, it must succeed a DC12 Constitution saving throw or have the poisoned condition until the end of its turn. This condition can only end if it exits the cloud. |
| 4 | Butthole Spike (2 charges) - A makeshift trap, this hunk of metal looks like several collapsed discs with one point in the middle and springs and gears on the sides. You can set this trap within reach and the first time someone enters that space in a following round, a collapsed thick metal spike immediately shoots upwards and one creature in that space needs to make a DC14 Dexterity saving throw or take 5d10 piercing damage or half as much on as successful save. |
| 5 | Awooga Ball (3 charges) - This small sphere has several lenses set into all sides of it. When you throw this up to 60 feet away from you, it immediately strobes in blinding colors. Each creature within 20 feet who sees the strobe must make a DC12 Wisdom saving throw. On a failed save, the creature becomes incapacitated for 1 round and blinded for 2 rounds. |
| 6 | Sneaky Kablewm (3 charges) - A makeshift fragmentation mine filled with scrap metal and nails, filled with scrap metal and nails. You can set this trap within reach and the first time someone enters that space in a following round, everyone in a 10 foot radius sphere immediately needs to make a DC14 Dexterity saving throw or take 3d6 piercing damage and 3d6 fire damage or half as much on as successful save. |
| 7 | Kablewm-Blewm Boing (3 charges) - A makeshift fragmentation grenade filled with scrap metal and nails. When you throw this up to 60 feet away from you, it immediately explodes, and everyone in a 20 foot radius sphere needs to make a DC14 Dexterity saving throw or take 3d6 piercing damage and 3d6 fire damage or half as much on as successful save. |
| 8 | The Big One - This trick can only be acquired through rolling. This seemingly harmless little round brass trinket Gribble stuck some unknown source of magic in and paired it with a fragmentation grenade. He can't really tell them apart now. When you throw this up to 60 feet away from you, the trinket whirrs and rattles violently, but harmlessly and starts to glow for 1 round (Gribble would recognize what it is at this point). At the beginning of your next turn, it explodes and everyone in a 20 foot radius sphere needs to make a DC16 Dexterity saving throw or take 10d8 force damage or half as much on as successful save as a miniature singularity appears. Anyone reduced to 0HP within the radius is sucked into it and out of the material realm when the singularity closes in one turn. Roll on the wild magic table for all creatures not reduced to 0HP at the end of the turn, the rolled effect will take hold as if they rolled for the effect. Once this trick has been used once, reroll all future 8's. |
Notes: Kobold named Gribble
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