Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Friday, November 4, 2022

Asflag's Unintentional Emporium - Dungeon Magazine 36

Here's one where a careless wizard gets snatched away by something he summoned and now things from his abode are getting out and causing trouble.

In Ptolus, summoned extraplanar creatures like demons and devils, cannot return to their home plane since the world in which Ptolus is located happens to be a prison plane. The adventure wasn't written for Ptolus of course, so the DM needs to figure out where the wizard went and if he's still alive. Maybe he was taken to the Dark Reliquary to be tortured and killed.

Meanwhile, the authorities are looking to hire some delvers to go in and put a stop to the troubles that are coming out. A successful mission will earn the party 2,000 gold pieces.

There are other interested parties that want something from the place as well. Three different magic users each try to arrange secret meetings with the party (somehow they each learned that the party got the job) to discuss what they each want.

The first is interested in acquiring anything in the way of magic that will help see or hear over distances. He offers 1,000 gold just for searching and bringing these things out. Negotiation of the price is a separate discussion.

The second wants the wizards flying carpet and offers 2,000 gold for it. She can be negotiated upward, but not too much higher.

The third is a bit of a jerk. He wants to know when the place is safe to move into and wants everything on the property to remain. His offer begins at 5,000 gold and can go as high as 7,000 gold. If rebuffed he will attack and run off.

The wizard's estate is larger than just a tower, though it does have one. His garden and abode are well defended by all sorts of traps and creatures. That includes some zombie gardeners which the city would be quite upset about if they knew. 

Placement of the estate could be anywhere, but it feels like it would work best in Midtown, maybe along Vanish Row near the river.

If the party thinks this would make a good place to make into a home and headquarters they'll need to go through all sorts of official hurdles and spend some serious money to make that a legal reality. The jerk wizard would also challenge their efforts to gain the deed, assuming he's still alive.

Plenty of fun to be had with this scenario.




Sunday, December 23, 2018

Pruning the Magic Item Christmas Tree

A long lamented problem for some campaigns is the accumulation of magic items by the characters to the point where a detect magic spell would cause them to light up like a Christmas tree.

DM's being loath to take away treasured items from the player characters for fear of disappointing the players have often neglected to use the built-in mechanics of the game which serve to mitigate this issue and keep the discovery of more magic items fresh and exciting.

Items like potions and scrolls are already meant to be used once only, and charged items like wands and staves run out of power after a random number of uses. This was meant to limit power while still allowing characters special bonuses. Sadly without the risk of these items being take away through hazards, spells, creatures, or other mishaps, the players tend to hoard them for use against the toughest foes or "end bosses". With the mechanics for taking items away, there is incentive to use it or lose it and encouragement to be more liberal in use of charged and consumable items.

Among the possible mechanics in 1st edition AD&D for handling the abundance of magical treasure available in the game are spells, creatures, etc.

Spells can include Dispel Magic, and Mordenkainen's Disjunction. The former can ruin potions and temporarily disable other permanent items like magic armor and swords. The latter permanently removes all magic from items affected.

Monsters can include Rust Monsters, Caryatid Columns, some slimes and oozes, and the Disenchanter. In my opinion the Disenchanter wasn't needed and was a bandaid for a problem that shouldn't exist.

Of course hazards play their part in reducing excess magic items from play. Things like lava, acid, and the common occurrence of falls into pits or from other heights play their part; and lets not forget other spell hazards like fireball, all bring the Item Saving Throw Table into play. The last one should not be forgotten despite the possibility of slowing down play.

Playing closer to the guidelines as written would provide a way for the problem to take care of itself.


Tuesday, November 13, 2018

Monster Ecology: From Rot Grub to Carrion Crawler

One of the most feared creatures for a party of adventurers to encounter by surprise is the infamous Carrion Crawler. This tentacled caterpillar shaped beast stalks through dungeons in search of corpses to eat. Reaching as much as 9' in length at maturity, the crawler is nothing to trifle with.
When Crawlers are ready to reproduce they gather in groups, known as horrors, of up to 6 members, to seek out living hosts to paralyze and into which they lay clutches of hundreds of eggs. Carrion Crawlers are hermaphroditic both fertilizing and laying eggs. Once all members of the horror have deposited eggs into separate hosts they go their own ways and exhibit no parental care of the resulting offspring.

The warmth of the helpless victim triggers the eggs to begin hatching almost immediately to begin devouring the host. These tiny ravenous larva are what we know as Rot Grubs. The larva are highly competitive, racing to eat their path to vital organs and fighting each other to the death for dining rights.

What begins as hundreds of fingernail sized hatchlings dwindles as they consume the living host and each other. As their numbers drop into the dozens the grubs have grown to finger length and nearly twice the girth.

Competition continues over what remains of their now long dead host. Remaining grubs strike out in small groups seeking fresh carrion or warm living bodies to eat.
Upon reaching roughly the size of a human forearm the individual grubs find shelter to begin the next stage in their development. Within a chrysalis the grub transforms into a miniature version of their eventual adult form, the Carrion Crawler.

In their new form they have become dangerous hunters far more mobile and armed with paralytic venom capable of stopping even the largest of prey.

Because of the dangerous nature of both the Rot Grub and the Carrion Crawler, neither form has a natural predator other than those of their own kind.

Rumor is that deep in the Under-realm enterprising tribes of humanoids have trained crawlers as war mounts, but no evidence of this is known. Such a practice seems too hazardous to be worth the required effort.

Among deep tribes tales of enormous Carrion Crawlers persist, though it is unlikely they exist at those sizes.

Thursday, October 16, 2014

New Monsters: The Horologe, Clockwork Devils, and Corrupted Modrons

Schedules are inherently Lawful. They may be malleable, changeable, or in some aspects vary, but inevitably they pin people down to behaving in predictable manners. Unless that schedule happens to be the one for the date and time of the game session, in which case the one highly attributable law is that no mater how far in advance a game session is planned and agreed to by everyone, those commitments don't mean squat.

Why doesn't the game schedule matter? Because more powerful devils (schedules) take precedence. Be it a family emergency or event (excusable), or work (uhm yeah, we're going to need you to come in on Saturday), or a spouse declaring that you can't go to the game (you know who you are).There is almost always a greater devil pulling the strings.

In game terms perhaps we can affix blame to a greater devil known as The Horologe.

This greater devil is assigned to diplomatic duty outside of the Hells, specifically, to Mechanus, home of the most regimented of beings, the Modrons.

Originally assigned as part of a diplomatic mission requested by Primus in a attempt to bargain safe(r) passage through the Hells for the Modrons great march every cycle, and to balance the diplomatic mission of good, The Horologe has found the position comfortable if a tad frustrating.

Corrupting Modrons is not as simple as it seems when the concepts of evil and good are equally valid and invalid to their ethos and function. Of the Modrons presently serving the local needs of Hell's diplomatic mission, less than two dozen may actually have become corrupt and truly evil, though how could anyone, even the Horologe be certain.

The Horologe decided to expand reach outside of Mechanus and into the material plane. This required new servant devils whose purpose is to corrupt through the pressure of ever tighter schedules and deadlines, and tempting victims to cheat, lie, and commit other offences in order to make deadlines or appear to have met goals. This also works on other souls by convincing them to bully their subordinates, through time pressure, creating a domino effect of corruption.

The Horologe
Unique (undergoing promotion to arch-devil)
HD 18, HP 99
Saves as F18
AEC page 115 - standard arch/greater devil abilities
Only harmed by magic weapons
Timestop 1/day
Slow 3/day
Haste 3/day
Chance to gate in 1d6 Pentadrones (Modrons) or 1d6 Clockwork Devils (65% chance of success for either). Flip a coin or choose.

The Horologe is a 9' tall humanoid devil with brass mechanical clockworkings intermixed with the organic majority of its body. The right arm appears to be mostly mechanical. The left eye is replaced with an ornate time piece. A whirring and clicking sound always accompanies The Horologe.

In addition to spell and melee damage, 3/day The Horologe can release a scalding burst of steam in a 30' radius centered upon itself. All creatures not immune or resistant to fire/heat damage take 9d6 damage (half if save). The cloud of steam also provides half cover for everything within it until the end of The Horologe's next round.

The Horologe attacks twice per round with the right arm as a +3 weapon of wounding. Damage: 1d8+5 and 1 additional damage per round (per wound from this weapon) until healed.

If The Horolge feels seriously threatened the order of events will be: Time Stop - move to include as many enemies as possible and use the steam burst, move to include others left out and repeat, then teleport without error to safety.


Clockwork Devil
Lesser Devil
HD 5, HP 33
Haste 1/day
Slow 1/day
Save as F5
Attacks: 2 claws  1d6 each, or 1 weapon with bonus +2 to hit and damage (non-magical).

Clockwork Devils are human sized mechanical appearing lesser devils with whirring gears, and pistons, and various types of timepieces for a head in their natural form. They are able to assume a human appearance when attempting to fulfill their purpose of corruption through time pressure.


Corrupted Modrons:
Corrupted Modrons will have a physical trait that may clue PCs in on their unusual nature. Maybe small horns, or red eyes, or their choice of weapon, etc. They also have a feature common to devils (DM's choice).


Note: Any artist out there feel like tackling the art for The Horologe and Clockwork Devils? I can't pay a lot, but I am willing to pay. No art for Modrons since those are WotC property to my knowledge.