A.C.M.E. Box:
A rugged wooden crate with the word A.C.M.E. painted on the side. The box has 3 charges. It regains 1d4 charges daily at dawn. You may use an action to expend one charge and set down then open the acme box causing a random event to happen. If you have no charges remaining and attempt to open the box, do not roll to decide the event and instead resolve the effect as if you had rolled a 1.
Roll 1d8: (DC’s for checks are all 15.)
1: An anvil falls from the sky. You must roll a Dexterity saving throw taking 2d10 bludgeoning damage and gain the stunned condition until the end of your next turn as spectral birds and stars comically orbit your head on a failed save or take half as much damage on a successful one. Other creatures cannot be harmed by the anvil but can see it.
2: A flood of pigeons flies out of the box. a 15-foot cone of spectral pigeons floods out in a random direction. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
(To decide the direction roll a d4 1-north, 2-west, 3-south, 4-east.)
3: The box makes industrial sounds and puffs out a thick smoke in the area. The spell “Fog Could” is cast without concentration centered on the box.
4:Fireworks Burst out of the box. The box casts magic missile with a range of 40 feet. The target for the missiles is the closest creature to the box other than the creature who opened the box. If no creatures other than the person who opened the box are within 40 feet, the missiles harmlessly explode mid air like fireworks.
5: A comedically large Cannon points out of the box. The box casts flaming hands in a direction of your choice.
6: You open the box to reveal a carrot. You can use a free action to eat the carrot. If you eat the carrot you gain 3d4 temp hp but must make a wisdom saving through. Upon a failed save you feel the need to call everyone “Doc” and speak in a new york accent. If you do not eat the carrot it disappears at the end of your turn.
7: A burst of wind causes a hunter's cap to fly out of the box and land gracefully on your head. While wearing the hat you may cast hunter's mark. The spell immediately ends if the hat is removed. For the duration or until the hat is removed you feel the need to hunt rabbits and think it is rabbit season. After one minute a gust of wind causes the hat to fly off of your head and disappear into the horizon.
8: A comically large mallet floats out of the box and attempts to strike one enemy within 50 feet. The target must make a constitution saving throw, taking 2d8 bludgeoning damage and gaining the stunned condition until the end of your next turn on a fail or taking half damage on a success.
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