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Saturday, January 18, 2020

30 Day OD&D Challenge - Owlbears and Other Oddities -(Part Four) Day Seventeen

Today's Topic is "Owlbears and Other Oddities, Part Four" as we continue our celebration of International Original Dungeons and Dragons Month!

Today in Part Four will talk about Rust Monsters and Liches. Here is the way they were presented in the Greyhawk Supplement.
LICHES: These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use. They are able to employ whatever spells are usable at their appropriate level, and in addition their touch causes paralization(sic), no saving throw. The mere sight of a Lich will send creatures below 5th level fleeing in fear.
Liches are bad medicine, very dangerous and very hard to beat, especially if they are played well and not nerfed, they are IMO one of the most tactically and strategically aware monsters. On top of that their attack is d10 plus special, the whole fear and paralyzation thing plus spells. It gets even worse, they are found in Lair 100% of the time, so you get to fight them on their own turf and here is a real kicker, number appearing 1-4, yeah one is bad enough, what if you had four of them to contend with at the same time.

Let us say that you had two mage liches and two cleric liches. They each have one of their most powerful spells. The two cleric liches each cast Full Finger of Death - no saving throw, two of your most powerful gone instantly, then both of the mage liches cast Meteor Swarm. But there are many other spells they could use instead and on top of that the two mage liches combine for a total of four 8th level mage spells and the two cleric liches combine for eight 6th level clerical spells.

Like I said, if the referee does not nerf the encounter, these are almost impossible to beat unless the party knows what they are going into and plans accordingly. They would also need to be very tough cookies and be well-equipped.

Then there are the rust monsters as presented in the Greyhawk Supplement:
RUST MONSTERS: These seeming in offensive creatures are the bane of metal with a ferrous content, for as their name implies they have the effect of rust upon such substances, and this happens nearly instantaneously. Any hits by or upon a Rust Monster cause even magical weapons to rust and fall to flakes. Armor is affected in a like manner. The creature is very fast, being attracted to the smell of the iron-based metals, and when alone it will devour the rust it has caused.
They move at 12", and are AC 2 and you can not damage them with any ferrous metal weapons. My player hated these things. They will not hurt you, they just touch ferrous metal items and turn them to rust which they then eat.

My players came back with bronze armor, bronze weapons and wooden clubs and killed every one they could locate. After that they would always look for them with the thief scouting ahead and if they found any, then part of the party would change into their rust monster killing kit and take them out. Of course, one of the worst parts is that they had no treasure.

The Topic for Part Five tomorrow is Druids and Ogre Magi.

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