mid-life crisis Plot in excal-heim | World Anvil

mid-life crisis

enter the tower, the floor falls out, arrows rain in from slits in the walls, doorway barred from the other side strength dc 15 or a bomb, hallway out has a bear.
after killing and skinning the bear the party will enter a large room, 8 goblins + ambush goblins and steam goblin, lots of cover and difficult terrain, three pit traps.
4 to 6 will run if approached/hit. total of 12+1 goblins.
“Please help me, I have been kidnapped from site 12 during the recent containment breach. My captors have taken me to an outpost in the thunder mountains. It is very important that I am returned to my containment cell asap, else toast.”{br}

world of excal-heim

scp 426 i am a toaster

Wondrous Item

Varies

every 6-n/2 hours any player within 10-ft of this toaster must make a Wisdom saving throw. DC 7+n.
on fail, the player must make one action that would make sense for a toaster to do.
N= number of times this effect has been used on the player currently holding/carrying the toaster.
I may only be referred to in the first person.


Weight: 2 lb

Plot 1,

roblin CR: 4

Small humanoid construct (goblinoid with prosthetic), neutral evil
Armor Class: 15
Hit Points: 12hp (2d6+5) 2d6+5
Speed: 30 ft

STR

14 +2

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

8 -1

CHA

10 +0

Skills: Stealth +6
Damage Vulnerabilities: lightning
Damage Resistances: slashing
Senses: darkvision 6O ft., passive Perception 9
Languages: goblin, common
Challenge Rating: 4

dex +4 to hit, dc 14

1/day: Steam vent
Casting Time: 1 action
Range: Self (5-foot cube)
Components: S
Duration: Instantaneous
You cause a blast of superheated steam to form in an area filling a 5-foot cube in front of you. The steam scalds and burns each creature within the area, forcing them to make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and must succeed an additional Constitution saving throw or gain one level of exhaustion, as the steam burn causes damage to internal organs. This level of exhaustion is removed once the creature has any amount of hit points restored.   On a successful Dexterity saving throw, a creature takes half as much fire damage and doesn't have to make the Constitution save.


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
overdrive. the goblin overcharges their prosthetics to hit things harder, gaining advantage on Strength checks and Strength saving throws, and a plus 2 to strength(flat). this also makes the goblin very easy to track gaining a -4 to stealth.

Actions

Multiattack. The goblin makes two attacks with its brass knuckles.
The second attack has disadvantage.
brass knuckles Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5 1d4+2 bludgeoning damage.
worn gauss bolter. ranged weapon attack: +4 to hit 1d20+4 , range 100/400 ft, hit: 9 2d6+2 piercing damage and 4 1d6 lightning damage.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Steam Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings.
Obsessed with power, they have taken to augmenting their bodies with mechanical prosthetics, often powered by steam.
this obsession makes them far more dangerous than a normal goblin, both to themselves and others.