Locust Lake 003

 

 

All Days

LL 003

(Calling of the Guard)

Animal form will not initiate the calling.

Smoky Form spell will keep the locusts away but will not affect the guards.
1 When they enter the swarm, a call (which they won't hear) will be sent out to the Queen's Own Guards. Otherwise the swarm will ignore them.
2 The locusts rise up, obscuring vision. (reduces to 10').
3 The locust guards attack. The locusts have surprise.
4 The party must save vs Paralysation at 4. Characters who fail, collapse holding their ears and are completely useless rolling on the ground with pain (ED: This lasts 4 rounds).
5 The fight continues. The party are at -2 to hit while in the locust cloud. No spells can be cast from within the cloud and visibility is 10 feet. The Locusts will fight to capture party members by reducing them to unconsciousness.
Guards THACO: 13
#ATT: 2
DAM: 1d6+2;1d6+2
MOVE: 12"; fl=24"
AC: 2
SVM: 13
SIZE: M

Special: Rub hind legs for screech, all opponents must save at -4 or be incapacitated.

Special: Claws have natural poison. Save Vs poison or fall unconscious for 4 turns.

HP: 30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30

 

If the party lose. All characters don't die when unconscious. They are captured.

If the players move to the cave. If the players move to the lake. If the players win the fight.
 

Home Up

 

Up ] Locust Lake 001 ] Locust Lake 002 ] [ Locust Lake 003 ] Locust Lake 004 ] Locust Lake 005 ] Locust Lake 006 ] Locust Lake 007 ] Locust Lake 100 ] Locust Lake 101 ] Locust Lake 102 ] Locust Lake 103 ] Locust Lake 200 ] Locust Lake 201 ] Locust Lake 202 ] Locust Lake 203 ] Locust Lake 301 ] Locust Lake 302 ] Locust Lake 303 ] Locust Lake 304 ] Locust Lake 305 ] Locust Lake 900 ]

(c) 1990, 2000, 2001 Brian Yap and Bradley Bush

02 January 2001