Saturday, March 26, 2016

Crab Temple Random Encounters

So my PCs for a DCC game went through the Time Portal in Frozen in Time. The time and world they arrive on is somewhat inspired by a Dungeon Dozen post and contains Marlinko and the Slumbering Ursine Dunes. But all that worldbuilding ain't where we're at; we're in a crab temple! The upper levels contain ships that fly through the sky (thanks to a large fluffy plant stalk embedded as the main mast); the lower level is full of somewhat hostile crab folk.

Crab Folk Stats

They're about 4 to 5 feet tall crabs wearing belts, with spears or crossbows. They have wet sponges and 1d6 coppers in their belt pouches and bleed blue blood. They can speak to humans via translator orbs (a chittering-to-Common Ioun Stone, DC 19 to steal, AC 19, hp 2), if they bother to have them.

HD 1d8. +1 to hit. 12 AC. Mov 30' (or whatever a human can do). Spear (1d8) or Crossbow (1d6) and 10 bolts. +1 to all saves.

Max HP: Elite. Has a d3 attack/damage bonus, 14 AC in built-up excess temporary chitin. Can use Mighty Deeds as a lvl 1 warrior.

Tactics: Pincer attack! Flank! Fall back! Defend crossbowmen! Acquire human ghosts! Deploy Horseshoe Crab Dogs! Establish outpost and grow another Crab Folk City!

Horseshoe Crab Dogs

HD 1d6. 12 AC. +1 Atk. 1d6 damage (biting). Mov 40'. 

Max HP: Extra aggressive. Attack has 50/50 change to either cause 1d4 damage from bleeding or knock victim prone (DC 17 Reflex save to stay on foot).

Temple Encounters

  1. Crab tourist family. Dad (crossbow crab). Mom (spear crab). Daughter (gas grenade, DC 15 save or blinded for 1d4+1 rounds). Son (2 short swords, 1d6 dmg each, 2d16 to attack). Want to escape alive, parents will save kids over themselves. All kitted out in religious paraphernalia of their god, Brachyura.
  2. Horseshoe crab trainers (2) armed with crossbows and knives. 2d8 Horseshoe crab dogs on leashes. One trainer has a training gong.
  3.  Wandering ghost. Use a reaction roll, higher means not dangerously insane. Or less so.
  4. Old man pacifist crab. Translator orb, 6 smoke bombs (humans in the smoke are blinded, infravision works through it), dagger. Wants to find snacks. Comes in and out through panels that connect him to the sewers below the temple.
  5. 6 crossbow crabs with two spear-bearers. Just back from target practice.
  6. Priest (blunted spear, 1d6), bearing a ghost in a lead bottle. 3 guards with lightening whips (1d4, double damage to ghosts). Priest can cast Word of Command (language difference won't matter in the eyes of Brachyura) and Paralysis. +5 to cast rolls. 3x spells a day, or can use the spell slot to cause/cure 1d6+1 HP. The ghost is as above, only 50/50 chance of being hostile, but a) the crabs can drive it about with their lightening whips and b) its hideous countenance requires a DC 12 Wil save or you freeze up for a round. The crabs are used to ghosts and do not have to make this save.
  7. Stray Horseshoe crab dog. Reaction roll for hostility! Can be bribed with food; potentially a loyal and happy ally, though has a 50% chance of running off if ordered to attack crab folk.
  8. 2d4 Crab sneaks. Slingshots (1d4, 2d20 action roll to use, or x2 attacks per round). +5 to sneak and picking pockets. Good at running - DC 18 to catch in a chase. Backstabbers - crit on a sneak attack.
  9. 1d6+2 Opium-addled crab folk. -1 to hit (other than any Warriors). Reroll HP with advantage (pick higher of two) when rolling HP. Want to repel invaders and PARTY!
  10. 1d6+3 patrolling guards. Escorting a human prisoner (level 0, occupation: sky skipper crew) to the Ghost-maker chamber for deconstitution. 

No comments:

Post a Comment