About Me

My photo
Grumpy, yet verbose.
Showing posts with label insect. Show all posts
Showing posts with label insect. Show all posts

Wednesday, May 9, 2018

RMA: Insect Swarm


One of the neat things about Basic/Expert D&D is the compactness of the rules and how much material they actual contain. This entry in the basic book is a good example of that. What could be a complex and unwieldy series of entries in the monsters section is distilled to one, easily re skinned, listing.

Insect Swarm (from Moldvay)
AC: 7
HD: (2-4)
Move: 30' (10')
    Fly  60' (20')
Att: 1 swarm
Dmg: 2 pts
No. App: 1 swarm (1-3 swarms)
Save: Normal Man
Morale: 11
AL: N
TT: Nil

So, stat-wise, other than a high morale score it's pretty unimpressive. Of course, that's not the point of the "creature." It's role is to represent one of the more mundane threats in the rules. It gives the DM a handy tool for representing any horde of tiny bitey/sting-y things.

As the book states, "Swarms are not single creatures, but are whole communities of tiny creatures acting together." A swarm might be defending a nest, hungry, or just investigating a curious smell. A normal-sized swarm is 10 x 30', which means more than one PC can be enveloped, and swarms can be larger or appear in greater numbers. Imagine a 30' x 90' area filled with angry bees!

There are a few other things to keep in mind that can make these clouds of critters particularly dangerous.

1) "If a character is within a swarm he or she is automatically hit by the creatures and will take 2 points of damage each round."

Two points doesn't sound like much, but a PC will have a hard time outrunning a flying swarm and a few rounds can seriously mess up a low-level character. Not to mention that unarmored types like magic users take double damage!

2) Running away still means taking a few rounds' worth of damage (albeit halved) as the insects already on the character continue to bite or sting as he swats them away.

3) If you damage the swarm, they will pursue relentlessly. Your best bet is diving in water and submerging yourself.

Now, there are several easy ways to deal with swarms. Fire and smoke are among the easiest. Just swinging a sword won't hurt it, but it will help fend it off somewhat. A sleep spell will knock the whole swarm out, but burning a spell slot to deal with normal bugs seems costly.

Despite not having used these as a challenge in my past games, I hope to spring this one on some hapless adventurers in the not too distant future.









Friday, January 19, 2018

RMA: Giant Beetles

Giant? Well, they were bigger than Jesus.

Giant beetles. I won't say they're unheard of in BX games I've played and run, but what I find amusing is that, even within the compactness of the Basic rules alone, we're given three varieties of them.

Beetles, Giant (from Moldvay)

Fire Oil Tiger
Armor Class: 4 4 3
Hit Dice: 1 + 2 2' 3+1
Move: 120' (40') 120' (40') 150' (50')
Attacks: 1 bite 1 bite + special 1 bite
Damage: 2-8 1-6 + special 2-12
No. Appearing: 1-8 (2-12) 1-8 (2-12) 1-6 (2-8)
Save As: Fighter: 1 Fighter: 1 Fighter: 1
Morale: 7 8 9
Treasure Type: Nil Nil U
Alignment: Neutral Neutral Neutral


So right off the bat, we can see that they are basically a Small/Medium/Large progression. Fire beetles start off at about 2' long, finishing up with the Tigers at 4'. We also seen incremental increases in toughness and lethality. Also, they each appear in similar progression on the Basic (Levels 1-3) dungeon wandering monster tables. 

The two "lesser" beetles are interesting because of their namesakes. Fire beetles -despite the scariness of the title- do not emit flames. Rather, each has three "glowing glands" that continue to emit light for up to six days after dying. It seems this critter solely exists to give low level PCs a brisk encounter and a free light source for the dungeon. Granted, 2d4 damage from its bite is a bad time for a 1st level PC, but that's what crossbows are for. Plus their morale is low.


Oil beetles spit a caustic fluid that penalizes the victim with painful blisters. It's interesting that a Cure Light Wounds spell will heal the blisters or the damage, not both.

Tiger Beetles are big, carnivorous, and dangerous. They are faster, tougher, and deal more damage (2d6!). It's also interesting that they have treasure. Type U doesn't yield much, but there's a chance of magic items!

The other tidbit about tiger beetles is that it mentions they usually eat Robber Flies. Which, as we've discussed previously, usually feed on Giant Killer Bees. One can imagine an interesting little food chain-based encounter sprouting up around this dynamic.



Thursday, January 2, 2014

RMA: Driver Ants


Despite all the playtime other huge bug-like creatures get in D&D, I don't think I've used giant ants in a game. There have been a lot of versions of this monster, but for these purposes, I'll be looking at BX's "Driver Ants." (B34) These suckers are 6' long picnic busters of the first order. 

First off, they can turn up as a level 3 random encounter. This makes a certain measure of sense, as the colony might have tunneled into a dungeon corridor. In the wilderness, they are one of the most common random encounters! (Who knew??) Insects occur as a possibility on almost all the terrain types and driver ants have a 1:6 chance on the Insect Sub-Table of being the lucky bug (as opposed to 1:12 for all the other specific critters). Pet peeve: Should spiders and scorpions be on an "Insect" table? ;-)

Moving on, the random encounters yield either 2-8 or 2-12, depending. In the lair there are up to 24 "guards." Since these suckers are 6' long each, that's a lot of RAID. Now let's take a look at the stats:

Driver Ant (from Moldvay)

No. Enc: 2d4 (4d6)
AC: 3
AL: N
HD: 4
Move: 180' (60')
Att: 1
Dmg: 2d6
Save: F2
Morale: 7/special

First off, these guys have a decent AC and hit points. The mandible bite damage is pretty respectable, too. The scary part is that one in a fight, they IGNORE ALL MORALE "even trying to cross flames to reach their opponents." So no luck scaring them off. The eat anything edible in their path, so if a PC falls to them and the party can't get him back right away, any organic equipment (or remains) will be gone in short order. 

This is my favorite bit right here. There is a 30% chance that the ants have –while digging their tunnels– been mining for gold! Yup! We got prospector ants here! Herodotus would be proud!  If they are mining ants, somewhere in the nest is 1d10 x 1,000gp worth of gold nuggets. How cool is that? That's a great incentive to send PCs down into a maze of tunnels filled with giant insects if ever I heard of one.


Tuesday, October 23, 2012

RSA: Insect Plague



Maybe it's the fact that it's a higher level spell, but I don't think I've seen this one used too often. 5th level clerical spells include such standbys as Raise Dead and Dispel Evil, so – unsurprisingly– I.P. often gets left on the back burner.

That said, since clerics can pray for whatever spells they want from their list, I can think of cases where it could come in darned handy.

Insect Plague (from Cook)

Cleric: 5th Level
Range: 480'
Duration: 1 day

HOW long??! It can last the WHOLE FREAKING DAY! Of course, the cleric has to concentrate on it. The range is pretty impressive too. Don't forget that changes to 480 yards when you're outside.

Now let's look at what the spell actually does once it's cast. It creates a "vast swarm" of bugs (60' diameter) they "obscure vision" - meaning you can't see to target the cleric bringing the bug cloud down on you. It also "drives off" creatures of < 3HD. No limit on number, no save, just area of effect. So that horde of 1HD mooks you brought to mess with Father Locust? Off they run.

I mentioned the spell requires concentration, but the caster can also move the cloud around. I can imagine priests casting this and really messing with enemy troops on the battlefield.