I´m running the white plume mountain in coming weeks.
My question is what if the party breaks the elelastic membrane on the Crab room? With fire ball, lighting bolt or the crab breaks it.. etc.
FYI, I fully expect them to break it
would you consider it insta death (boiling alive) or have you used turn based damage dealing? If you create a hole sure 2d4 of damage, but would you go for 8d4 something that would represent that the whole body is engulfed by the steam or would you go by Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
seems like the adventure spells it out pretty well... magic force field, easily punctured by sharp things: pierced hole makes a square hot, slashed hole causes catastrophic failure in 1d6 rounds. crab does bludgeoning damage or grapples, taking care not to bump the walls. fireball should be okay because magic, buuut nope later it's noted as being a great reason to TPK.
remember that this dungeon was from another time when characters didn't often get a chance to see old age. you could insist they break out their mules, hirelings, and 10ft poles but the easier answer is to say dm fiat allows you to just decide yes the magic skin does heal and keep the story rolling.
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If the Boiling Bubble protective skin is punctured by piercing damage or another type you determine capable of doing so, it will cause a stream of scalding water to rush into the corridor, burning the one who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn there takes that damage.
If the Boiling Bubble protective skin receive more major damage from slashing damage or another type you determine capable of doing so, it will collapse the field like a deflating balloon in 1d6 rounds, causing the area to be filled by the Boiling Lake burning anyone for 8d10 fire damage immediately and again at the start of each of its turns for as long as it remains in the lake.
The adventure suggest the opposite, the crab is careful not to bump the protective skin walls, which infer it would not voluntarily attack it. Also, it's claw deal bludgeoning damage, which seems less effective against the protective skin.
The crab will intelligently attack intruders, being careful not to bump the protective skin walls. The crab is experienced in fighting in this manner, as is evidenced by the bones scattered about, but the characters are not.
The perception check would be when the crab is under 20% on health.. and then I would say as DM "the crabs eyes start to wonder to the membrane" --- "Adventurers realize they need to kill the crab before it takes us all with him by ripping the membrane"
I just felt it would bring some spice, I was thinking of running the Crab as last fight of the dungeon in any case, Ill just move the to other brances of the dungeon before it. I think its a nice Grand Finale for the dungeon. The other two places dont feel as grand as the King Crab :).
As Plaguescarred mentioned, the encounter describes the type and quantity of damage. If the party is inside the bubble, no one has recovered Wave, and the bubble collapses, it is a TPK ... period (unless a character happens to be both immune to fire damage and capable of breathing underwater .. but everyone else is dead).
I've run it twice. Both times the dome was punctured. Both times the party managed to get out with Wave seconds before a total collapse. Keep in mind that with Wave in hand, it will accept an instant conversion to a sea god to allow immediate attunement and use of the Cube of Force ... this may just delay a TPK depending on what ideas the party comes up with. However, it is really important to emphasize and foreshadow the fragility of the dome and the nature of the room where the crab is found. A wizard with fireball or lightning bolt has a high intelligence, the character would be aware that those spells could be instant suicide and since the character would know, the DM really should let the player know too.
Usually a fireball would result in a catastrophic and immediate failure of the bubble. A few arrow holes or a slash will take a little while for the dome to collapse.
Also, both times I ran it, the party did not really engage the crab, they went for the chest, had some characters distract the crab while missed arrows were usually the reason for the dome starting to collapse.
Finally, as mentioned, the crab has an INT of 1 and a WIS of 7. It has NO idea what happens if the bubble breaks, it doesn't know that it would be instant crab stew. All it knows is that it has been trained to avoid the bubble at all costs when attacking. I actually see no basis or justification for the crab deciding to try to collapse the dome if it is close to dying - that isn't really the point of the entire mountain.
Keep in mind that Keraptis has stolen three priceless weapons and set up the mountain to house them. There is even a control center. The point of this is NOT to keep the weapons at all costs, it is to provide amusement watching heroes die TRYING to recover the weapons. Perhaps Keraptis has something he wants a particularly effective group of adventurers for and the proof he is looking for is success at recovering the weapons. Or maybe he just enjoys watching the challenges. The entire place is clearly contrived. There is a bedraggled gynosphinx as a greeter sitting in a few inches of water. All the creatures that populate the dungeon are there under duress for the most part - each room provides some sort of deadly challenge. The dungeon is a game for its creator and the fun is watching the adventurers fail (while still having a sliver of hope of success - it wouldn't be fair if the tests were automatic TPKs ... as would happen if the crab collapsed the bubble).
Anyway, that is one take on the story behind the dungeon. :)
Hi,
I´m running the white plume mountain in coming weeks.
My question is what if the party breaks the elelastic membrane on the Crab room? With fire ball, lighting bolt or the crab breaks it.. etc.
FYI, I fully expect them to break it
would you consider it insta death (boiling alive) or have you used turn based damage dealing? If you create a hole sure 2d4 of damage, but would you go for 8d4 something that would represent that the whole body is engulfed by the steam or would you go by Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
seems like the adventure spells it out pretty well... magic force field, easily punctured by sharp things: pierced hole makes a square hot, slashed hole causes catastrophic failure in 1d6 rounds. crab does bludgeoning damage or grapples, taking care not to bump the walls. fireball should be okay because magic, buuut nope later it's noted as being a great reason to TPK.
remember that this dungeon was from another time when characters didn't often get a chance to see old age. you could insist they break out their mules, hirelings, and 10ft poles but the easier answer is to say dm fiat allows you to just decide yes the magic skin does heal and keep the story rolling.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
If the Boiling Bubble protective skin is punctured by piercing damage or another type you determine capable of doing so, it will cause a stream of scalding water to rush into the corridor, burning the one who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn there takes that damage.
If the Boiling Bubble protective skin receive more major damage from slashing damage or another type you determine capable of doing so, it will collapse the field like a deflating balloon in 1d6 rounds, causing the area to be filled by the Boiling Lake burning anyone for 8d10 fire damage immediately and again at the start of each of its turns for as long as it remains in the lake.
Thank you, I thought it over and agree with you on the damage on steam and water. I didnt have a clear picture on my head how it would go.
I was thinking when the crab goes under 20% damage it will try to rip the membrane open.
Thanks for the help👍
Why would the crab do that?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The adventure suggest the opposite, the crab is careful not to bump the protective skin walls, which infer it would not voluntarily attack it. Also, it's claw deal bludgeoning damage, which seems less effective against the protective skin.
I felt that if the crab is intelligent enought to be vary of the walls, the it would be intelligent enought to realize its going to die.
So the thought process I had that If the crab realizes that its going to die, It might as well think ""I will take you with me".
When the crab is under 20% on its health, DM "the crabs eyes start to wonder to the membrane"
Perception check over 5 on d20, everybody throws.
On Success "Adventurers realize they need to kill the crab before it takes us all with him by ripping the membrane"
I dont know... just a bit extra drama, They will probably kill the crab anyways on the next turn, The crab is not that crazy difficult.
The perception check would be when the crab is under 20% on health.. and then I would say as DM "the crabs eyes start to wonder to the membrane" --- "Adventurers realize they need to kill the crab before it takes us all with him by ripping the membrane"
I just felt it would bring some spice, I was thinking of running the Crab as last fight of the dungeon in any case, Ill just move the to other brances of the dungeon before it. I think its a nice Grand Finale for the dungeon. The other two places dont feel as grand as the King Crab :).
It's listed as having 1 INT. And 7 WIS.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
As Plaguescarred mentioned, the encounter describes the type and quantity of damage. If the party is inside the bubble, no one has recovered Wave, and the bubble collapses, it is a TPK ... period (unless a character happens to be both immune to fire damage and capable of breathing underwater .. but everyone else is dead).
I've run it twice. Both times the dome was punctured. Both times the party managed to get out with Wave seconds before a total collapse. Keep in mind that with Wave in hand, it will accept an instant conversion to a sea god to allow immediate attunement and use of the Cube of Force ... this may just delay a TPK depending on what ideas the party comes up with. However, it is really important to emphasize and foreshadow the fragility of the dome and the nature of the room where the crab is found. A wizard with fireball or lightning bolt has a high intelligence, the character would be aware that those spells could be instant suicide and since the character would know, the DM really should let the player know too.
Usually a fireball would result in a catastrophic and immediate failure of the bubble. A few arrow holes or a slash will take a little while for the dome to collapse.
Also, both times I ran it, the party did not really engage the crab, they went for the chest, had some characters distract the crab while missed arrows were usually the reason for the dome starting to collapse.
Finally, as mentioned, the crab has an INT of 1 and a WIS of 7. It has NO idea what happens if the bubble breaks, it doesn't know that it would be instant crab stew. All it knows is that it has been trained to avoid the bubble at all costs when attacking. I actually see no basis or justification for the crab deciding to try to collapse the dome if it is close to dying - that isn't really the point of the entire mountain.
Keep in mind that Keraptis has stolen three priceless weapons and set up the mountain to house them. There is even a control center. The point of this is NOT to keep the weapons at all costs, it is to provide amusement watching heroes die TRYING to recover the weapons. Perhaps Keraptis has something he wants a particularly effective group of adventurers for and the proof he is looking for is success at recovering the weapons. Or maybe he just enjoys watching the challenges. The entire place is clearly contrived. There is a bedraggled gynosphinx as a greeter sitting in a few inches of water. All the creatures that populate the dungeon are there under duress for the most part - each room provides some sort of deadly challenge. The dungeon is a game for its creator and the fun is watching the adventurers fail (while still having a sliver of hope of success - it wouldn't be fair if the tests were automatic TPKs ... as would happen if the crab collapsed the bubble).
Anyway, that is one take on the story behind the dungeon. :)
Ok sounds good ill let you know what the party does. We have have a gaming sessions at my friends place on sunday.