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Showing posts with label lava. Show all posts
Showing posts with label lava. Show all posts

Tuesday, April 24, 2012

More REF: Hell Hounds




Whee! TIme for more random encounter fun!™ 

Let's get rolling. Last time, it was a wilderness encounter, so this time, let's use the dungeon charts.

OK, the BX table allow for levels 1-8+, so let's roll a d8

roll, roll
A 6!  That's Levels 6-7. Now we need a d20 roll.

roll, roll

A 9! That's "Hellhound" Nice!
It says there are 2-8 of these infernal pooches, so let's see what we've got. 

roll, roll
3 + 4 = 7! This could get nasty!
Their hit dice are supposed to match the level (6-7) so let's just say they are each 6HD (Saving as 6th level fighters). Let's roll hit points twice and take the higher total for the pack leader.

roll, roll
4+5+3+3+5+4= 24
5+6+3+7+6+5= 32

So we have a 32 hp pack leader and six 24 hp pack members. 

These creatures are described as reddish-brown dogs the size of a small pony. Their attacks are biting or breathing fire. BtB, you roll a d6 each round to see what it does (1-2 = fire, 3-6 = teeth). The breath targets one victim and does 6d6 (!) damage (save for half damage). Its range isn't specified in Cook, but the 1e MM says 1", so pretty close (melee distance).

While the random nature of the charts means they could be in any kind of dungeon, I'm going to go Gygaxian Naturalist here and say that the hounds' den is in a chamber/room of the dungeon which has a pool of lava in it, probably from a fissure in the rock tapping into a volcanic vent.  The hounds are immune to non-magical fire and highly intelligent, so they would know that most enemies couldn't tolerate the magma. They normally bed down on the far side of the lava from the entrance for added safety.

Now, since this is a wandering encounter, let's assume they are not in the lair. They are hunting the halls or tunnels in a pack, looking for dinner. 

Points to remember: They are smart, nasty, dogs. They can also detect invisible creatures within 60' most of the time (75%). If someone was invisible, the hounds might be smart enough to note his presence and pretend to be oblivious until they could catch him out.

Tactics:
The hounds would know the layout of the dungeon. If they are aware of the party, they would fan out and use any side corridors to flank them. A good blast of fire breath would spoil demi-humans' infravision right off. Then, depending on the party's numbers, they would probably target spell casters first (if possible). 

If the flanking was successful, the dogs would harry the rear. They'd also be smart enough to finish off anyone who was looking wounded. If the fight started going against them, they would retreat to their lava lair and –if possible– use the hostile terrain to their advantage (knocking attackers into the lava, etc.).

Kills would be dragged off to the lair and feasted upon. One hound is big enough to drag a human being without too much difficulty (provided it's not for miles and miles). Dragging the corpse through the lava would destroy most gear and items as well as cook the meat nicely! The odd trinket might avoid landing in the molten rock and constitute the bulk of the hounds' treasure.

Thursday, March 1, 2012

RMA: Living Statues

These always seemed sort of the "poor man's golem" to me. They are much less powerful overall, and fill basically the same niche. They are immune to Sleep, but lack the other "golemic" immunities. Nevertheless, there are some fun bits in these entries for those who care to give them a whirl.

The B/X rules list three examples, but suggest the DMs feel free to make up their own living statue types. Here's what Moldvay gives us:
  • Crystal: No. App 1d6; AL L; AC4; HD3; MV 90'(30'); Att2 (1d6/1d6); Save F3; Morale 11
  • Iron: No. App 1d4; AL N; AC2; HD4; MV 30'(10'); Att2 (1d8/1d8 + special); Save F4; Morale 11
  • Rock: No. App 1d3; AL C; AC4; HD5; MV 60'(20'); Att2 (2d6/2d6); Save F5; Morale 11
A couple of things strike me as I'm looking at the stats. First off, they have different alignments. Not to mention having alignments at all! This, coupled with the lack of Charm immunity, makes me wonder if they have sentience of some sort. This is further reinforced by a morale of 11. Not 12 like a golem, 11. So that means it's possible for the thing to flee. Verrrry interesting.

Crystal statues offer a lot of interesting possibilities. Imagine one that looks like a crystalline rock formation, ambushing spelunking PCs and blending in with the cavern walls. I also imagine beautifully formed ornamental statues in a palace or temple that serve as guardians when needed. PCs might even be loathe to smash one because it looks valuable. They aren't too scary by themselves, but up to six of them with 2 attacks each? That's a rough encounter for low-ish level parties.






Iron statues have the amusing feature that they seem to be giant magnets. A non-magical weapon that strikes it gets stuck until the statue is killed. I would find it amusing to have it flee with the party's gear stuck to it except that the thing is so darned slow. Even without that, two 1d8 attacks per round is a rough time for someone.



Rock statues are kind of like the Bronze Golem with their lava innards, but instead just heat and scalding hemorrhages, they spray this stuff out of their fingertips like a super-soaker for 2d6 x2 per round! Hilarious!