Populate a dungeon. When Scorpions attack

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I have a six month old campaign where my players have thrown me a bit of a curve. After ignoring a particular plot thread for months, they have finally decided to hunt down and eradicate a nest of scorpion men who have been causing trouble in the area.

My problem is that I built the dungeon for 3rd level characters and it has been idling as they have risen to 10th level.

So here is the premise: The setting is vaguely Arabian, but that doesn't matter much for purposes of this adventure.

An ogre mage had a stronghold in a mountain vale. He employed gnolls mounted on advanced hyaenas as his muscle and minions. In a summoning accident, he opened a gate to the plane of elemental earth, causing an explosion and allowing the invasion of some scorpion men. The scorps were fairly custom but now I'm using the more powerful ones from Creature Catalog. The ogre mage was supposed to be dead, but perhaps he is now enthralled and working for the scorpions?

I need some ideas. What would a bunch of scorpion men want on the prime and how would they fortify a stronghold?
 

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Perhaps the ogremage trying to save his neck tells the scorpion men than he knows of a way of sending them back, but would be an involved process for the ogremage and take a while. The scorpion men allowed him to live and are now in the process of fortifying the stronghold.

I'm not sure the stats for the scorpion men, but I would say they would fortify it so that they could perform quick strikes on any that would come near the stronghold. Nooks and craneys everywhere and in any of them could be hiding a scorpion man ready to strike and attempt to poison a party.

Also, if the scorpion men aren't enough of a challenge from C&C give some of them rogue levels(which would make that stinger one heck of a sneak attack).
 

Heres a couple of 'scorpion men' types that I pulled off a list (there are spidery types too) of a game that died:(

BUTHAD (Scorpion Vermen)

Personality: The buthad are a rigid militaristic race that believes only the strongest are worthy to live. They have an almost deadly zeal for any cause they support

Physical Description: The buthad stand between 6’-6” to 7’-6”. Their head is a horror that seems to combine a scorpion body with a human head. The head has eight scorpion ‘legs’ that are often adorned with small trophies of past battles; eight eyes also are on the head as well as a pair of scorpion mandibles & two scorpion claws that are used for close-up fighting. The head also has a human mouth, hair , & ears amongst the conglomeration. Their coloration of both the scorpion’s body & ‘human’ body is dependaent on the species of the scorpion depicted. These markings denote clans.

Racial Traits:
• +4 Str, +2 Con, -2 Wis, –2 Chr.
• Medium: As Medium creatures, buthad have no special bonuses or penalties due to their size.
• Buthad base land speed is 30 feet.
• Buthad have access to much secret lore. Non-rogue buthad may learn Decipher Script as a cross-class skill.
• Dark Vision: Buthad can see 60’.
• Verminous Nature: Buthad are considered to be vermin as well as humanoids for purposes of magical effects. They are immune to mind influencing effects, including charms, compulsions, phantasms, patterns, & morale effects.
• Restricted Diet: Buthad must eat at least a half pound of live food per day in order to survive. They cannot derive nutrition from dead food & plants.
• Improved Sneak Attack: Buthad are especially good at hitting someone when he isn’t looking. Any buthad with the sneak attack ability receives a +1 damage for every five character levels.
• Chitin: The buthad’s skin is tougher than mere flesh. He gains a +2 bonus to armor class.
• Poison: The buthad produces a vile toxin. Once per day, the character can spit this venom up to 10 feet. The poison has a DC to resist equal to 10 + ½ the buthad’s hit dice + the buthad’s Constitution modifier. It causes 1d4/1d4 Con damage. For every four of the buthad’s character levels, add +1 to the damage. (note: this poison is also produced by the stinger on the 'head tail')
• Natural Attack: The buthad has scorpion pincers that do 1d4 damage each.
• Survivor: the buthad is exceptionally resistant to physical assault & gains a +2 racial bonus to Fortitude saves.
• Hard to Kill: The buthad simply doesn’t know how to die. He has a 15% chance each round to stabilize each round & does not die intil his hit points drop to –15.
• Type: Abberation.
• Hit dice: The buthad has 3d8 racial hit dice.
• +2 racial bonus on Hide, Listen, and Gather Information checks.
• Automatic Languages: Undercommon, Abyssal, and Chitinian.
• ECL +3


BUTHAD’REA (Scorpion Vermen Scorpion Drider)

Personality: The buthad’rea are a rigid militaristic race that believes only the strongest are worthy to live. They have an almost deadly zeal for any cause they support. The buthad’rea are natural born scorpion driders that are also designated as leaders in the glorius battles to come.

Physical Description: The buthad’rea stand between 7’-6” to 9’-0”. Their head is a horror that seems to combine a scorpion body with a human head. The head has eight scorpion ‘legs’ that are often adorned with small trophies of past battles; eight eyes also are on the head as well as a pair of scorpion mandibles & two scorpion claws that are used for close-up fighting. The head also has a human mouth, hair , & ears amongst the conglomeration. Their coloration of both the scorpion’s body (head & lower body) & ‘human’ body is dependaent on the species of the scorpion depicted. These markings denote clans.

Racial Traits:
• +6 Str, +4 Dex, +6 Con
• Large: As large creatures, buthad’rea receive a –1 to AC & -1 to hit.
• Buthad’rea base land speed is 50 feet. Base climb speed is 50 feet.
• Buthad’rea have access to much secret lore. Non-rogue buthad'rea may learn Decipher Script as a cross-class skill.
• Dark Vision: Buthad’rea can see 60’.
• Verminous Nature: Buthad’rea are considered to be vermin as well as humanoids for purposes of magical effects. They are immune to mind influencing effects, including charms, compulsions, phantasms, patterns, & morale effects.
• Restricted Diet: Buthad’rea must eat at least a pound of live food per day in order to survive. They cannot derive nutrition from dead food & plants.
• Improved Sneak Attack: Buthad’rea are especially good at hitting someone when he isn’t looking. Any buthad’rea with the sneak attack ability receives a +1 damage for every five character levels.
• Drider Stinger Venom: The venom of the scorpion’s sting requires a Fortitude Save (DC 10 + ½ scorpion drider’s HD + Constitution modifier), initial & secondary damage 1d6 temporary Strength.
• Natural Armor: the buthad’rea has chitonus skin that provides it a natural AC bonus +8.
• Drider Attacks: The Buthad’rea has a natural sting for 1d6 damage plus poison & two pincer attacks for 1d8 damage.
• Poisonous Spit: The buthad’rea produces a vile toxin. Once per day, the character can spit this venom up to 10 feet. The poison has a DC to resist equal to 10 + ½ the nhandu’s hit dice + the buthad’rea’s Constitution modifier. It causes 1d4/1d4 Con damage. For every four of the buthad’rea’s character levels, add +1 to the damage. (note: this poison is also produced by the stinger on the 'head tail')
• Natural Attack:(Head) The buthad has scorpion pincers that do 1d4 damage each.
• Survivor: the buthad’rea is exceptionally resistant to physical assault & gains a +2 racial bonus to Fortitude saves.
• Hard to Kill: The buthad’rea simply doesn’t know how to die. He has a 15% chance each round to stabilize each round & does not die intil his hit points drop to –25.
• Type: Abberation.
• Hit dice: The buthad has 3d8 racial hit dice.
• +2 racial bonus on Listen, and Gather Information checks. +4 racial bonus on Climb & Spot checks. +6 racial bonus on Hide checks.
• Automatic Languages: Undercommon, Abyssal, and Chitinian.
• ECL +5
 

In my opinion, anything coming from another plane of existance en masse is grounds for a planar invasion.

Go with it.

If the gate was supposed to have closed, keep the Ogre Mage alive, but have him at the mercy of the Scorpion Men, who are forcing him to keep the gate open so their brethren can continue coming through.

Sufficiently advanced for you?

Also: fortifying any stronghold is fairly easy. For Scorpion Men coming from the Elemental Plane of Earth, I'm assuming they would have a stronghold beneath the ground in tunnels and suchlike, therefore they would set up pit falls, ambush platforms (where the rock underground allows it), and cave-ins. Roll with it.
 
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Ok, the portal will still be open. This will be draining all of the ogre mage's magical energy so he will be powerless to really stop his imprisonment. I'm going to give the scorpions sort of a hive mentality. I know wasps have this weird thing where the ones who have been out gathering food won't sting you if you attack the nest because their imperative is to return to the nest, only the ones coming out of the nest will sting. I'll use this to freak the players out early by having several scorpions run past them to get into the keep while others run out to attack.

They will have created an extensive warren underground. I may make the whole area fluctuate between planes, with the possiblity of stranding the party on the plane of earth for a while.

Once inside, they will have to fight through layers of soldiers and traps leading to a scorpion harem full of pregnant females. I guess I'm pretty much ignoring any resemblance to real scorpion behavior here.
 

You could always keep the adventure mostly unchanged and give the PCs the enjoyment of their power by stomping through it easily. At one time it would have been a serious challenge for them but now it isn't (and they'll hardly get any xps for it either).

It can make your campaign world seem more realistic if the party sometimes come across "challenges" which are well below them.

You might give the scorpion men a single buffed up leader amongst them (or allow them to summon a gargantuan scorpion in an underground area where the party can't just fly away from it as a suitable final challenge once they get cocky :))

Cheers
 

I wouldn't worry about what real scorpions do - if anyone starts to pick holes - well, these are 'scorpion men' in a world full of dragons and magic missiles! :)

That hive mind wasp behaviour is particularly cool! Think I'm going to have to steal that...

If you're going with a hive, why not have a queen? Works rather well and can give them a real challenge! So much the better, if you can make it clear that it's been growing since they first had the opportunity to go there. Brings up the point of not doing things when you could do them. If that makes any sense!

Some other odds and sods:

Possibly they use human hosts for breeding - perhaps like Aliens - fits in well with a queen... Or possibly they're like the Bugs from Shadowrun - they put a bug 'soul' into a human body - this results in anything from a fully developed bug to a fully intact human body - with a bug brain. Middle ground is all manner of icky bug/human hybrids.

The hive is trashed. The scorpion men are the same as the ones you designed for earlier... however one of their predators has broken in and killed many of them. Perhaps it was something they were trying to summon for some other reason? One or more Air/Earth templated Demons/Devils could be suitable? Either way, I'd imagine such a thing would eat PCs as well. :)

Perhaps they have other allies? Things or people they've dealt with or even been enslaved by?
 

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