The next room is dark and dank, and takes a moment for your eyes to adjust. You can hear the crowd, but the windowed floor above is closed. There's a pit in the center of the room.
"Fair Folx, I want to welcome you to a new attraction! Making its debut tonight, it's **Snuff's Scrapyard**! " The window above opens up for the audience to watch and a large metallic pile of scrap can be seen deeper in the pit. The floor begins to slant and everyone slides in, trapped in close proximity to **Snuff the Scrappy Dragon**
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# Snuff the Scrappy Dragon
A large pile of scrap that moves. Vaguely in the shape of a Drake.
## Threat Level
- Damage +1d6
- Health - 15
- Defense - 20
# Faculties
- **Potency** +5
- **Agility** +0
- **Vitality** +5
- **Dexterity** +3
- **Dignity** +3
- **Scrutiny** +0
- **Sanity** +0
- **Clarity** +0
# Abilities
- [[Oil Spill]]
- [[Flamethrower]]
- [[Ironclaw]]
- [[Irontail]]
- [[Razor Maw]]
### Puff the Magic Smog Cloud
Snuff exhales a thick green cloud that fills the entire arena. This poisonous gas applies [[Choke]], [[Confusion]], and everyone acts high on marijuana.
When damaged/sabotaged:
- [[Screw Scattershot]]
- [[Smoke Screen]]
- [[Spiked Springs]]
# Loot
- 10kg of [[Iron]] scrap
- 3 Smoke Bombs
# Classification
- #Hostile
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When the team defeats Snuff, the crowd is a mix with cheers and boos. Stone juts out from the wall, allowing the party to climb back out into the main room. After everyone is up, a large circular piece of stone swings to close the pit, and four doors are revealed as the stone slabs hiding them slide down.
Everyone is given a chance to rest and try some of Thomas' favorite drink: "Shocking Shots". He homebrews them though, and they aren't available to the public. Everyone is fully restored, and rolls a d6.
1 = They double their HP
2 = They double their WP
3 = They double their BR
4 = They double their DR
5 = They double their Speed
6 = They double their Stamina.
This effect lasts until the end of the dungeon.
These doors are made of stone, and the party must split up and each choose one door each to enter. Only after the team has decided who goes where, the doors will open, allowing the occupant into a waiting alcove. They must wait their turn in a simple holding cell, so the audience can appreciate one scene at a time.
The four doors lead to:
[[Crystal Chest Chamber]] (Door is marked with a literal skeleton key)
[[Skult Shelf Shuffle]] (Door is marked with skull and crossbones)
[[Fey Mask Barrage]] (Door is marked with a menacing face)
[[Sword Sway Bridge]] (Door is marked with two crossed swords over a shield)
The party gets to decide the order we visit each room, and Bad Box Chamber is interspersed throughout.