Sunday, January 1, 2023

a1 - RELEASE the HOUNDS

The moment the PCs enter this area, 2d4 FLASHDOGS attack

German Shephard-sized, with Fleshhound type lizard frills and grabby beaks instead of jaws. HD 2, AC 4 (scales), Att 1, Dmg d6, Move 10, ML (d4+6), Special: On successful hit, save vs Paralyzation or take addition 1d4 damage per round from being shaken, each successive save at -1 per round.

Vinni Kiniki

From viewing turret jutting from the floor, 6 faces peer out. Each buyer desires a different type of dog.

Hazzi H'zerru, a Phlogisktonesian. BLOODTHIRSTY. Dog must kill something.

Nina Siemdok, a Hesperocyrine. TANK. Dog must be hit twice but not die.

Abeshar Nyas, an Acephalier. ELUSIVE. Dog must be attacked but not hit 3 times.

Yaacas Amamba, a Bejeweled. MACHO. Dog must pass a moral test.

Nezou the Human, a Human. SURVIVOR. Dog must be the last dog standing.

Elshah Bilm, a Degenerate Undydra. GRAPPLER. Dog must hold and shake for 2 turns or more.

The moment one of these conditions are met, the MERCHANT (HP 8, AC 2, Spells: Expeditious Retreat, Write Contract, Mirror Image) emerges from a trapdoor with 10 soldiers (HD1, AC 5, Man-catcher and Short Sword, ML 8) to secure said dog and pay the PCs for their trouble (500 GP - minus 100 per dog killed). He whistles off the other dogs.


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