Monsters of the Crumbling Stair

Originally, the roaches were presented by the Tech League as genetically designed gifts to the people of the castle to perform a number of mundane tasks. This was calculated by the League to provide them with a lever and a weapon to be used when the war between them occurred. They are pheromone sensitive and a secret variety was used during the great conflict to make them go crazy and attack any humanoid they saw that was not marked with the "crazy" smell.

This was of course, well before the Dark Time. Though the castle was re-built after this time, the roaches returned and began to server as they did almost a millennia before. But through genetic degradation and the absence of humans, they have "gone wild" and hate man. This is particularly true of the "wise roaches" who have taken over the 3rd level.

They still remember the time when they were servants of man (race memory) and under certain conditions may be placed into service again. This is possible only with a percentage (40%), with the rest remaining wild.

There are 15 different types of roaches, each with their task. In the absence of humans, they are somewhat confused and the tasks they are doing now don’t make sense.

Cleanup Species

Task Species

Product Species

Refiners

Dust Roaches

Rock Biters

Glue Secreters

Iron

Vermin Roaches

Rock Eaters

Poison Spiters

Copper

Organic Roaches

Rock Lickers

Health Vomiter

Gold

Valuable Roaches

   

Silver

Wise Roaches - (Bosses of the rest)

ORGANIZATION: Caste

FREQUENCY: Very Rare

DIET: Processed Organic Roach Vomit

INTELLIGENCE: High (10-15)

TREASURE: Tribute (see Room 1 Level 3 for details)

NO. APPEARING: Harvester Enc. 1d4+4, lair 83

ARMOR CLASS: -10 to edged, -10 to blunt

MOVEMENT: 12"

HIT DICE: 18

THAC0: 5

NO. OF ATTACKS: 2 (front arms)

DAMAGE/ATTACK: 6d4 +4

SPECIAL ATTACKS: Poison (Paralization ST at -8)

SPECIAL DEFENSES: Nil

SIZE: 10’ long

MORALE: High (12) - Very High in lair (15)

XP VALUE: 3800

These creatures are very horrible in appearance. They are part human (the basic bi-pedal form) and part roach (the head, the shielded exoskeleton on the back, the antenna and compound eyes). They are sickly white in color which rises to a pink blush around the "face" in the young which darkens through age to a chocolate brown in the Most Old. They have only a rudimentary grasping member; a segmented chitin snake like tentacle at the end of their arms.

In combat, they carry a strange weapon made for them by the iron roaches. These are finger-less gloves with a hole inside that allows the wielder to wrap the grasping member through it. The "glove" weighs about 50lbs and is studded with at least 35 needle sharp ice-picks. They wield these with deadly accuracy.

These creatures are a genetic manipulation of the insect races on Tekumel. They retain enough of the race memory of how things were to mimic that society in a debased way. About the only thing they remember is how caste was important and the ancestral veneration from that place.

They have been constructing a caste based hive society since the humans disappeared (the last hermit died 369 years ago). The underground nests are very extensive and command of the Wise Ones is absolute.

They lay eggs to reproduce and the eggs must be warmed in rotting roach dung for 2 years before hatching. During this time the larva are guarded by the lower caste female roaches.

 

Basic Roach Stats:

CLIMATE/TERRAIN: Damp Underground

ORGANIZATION: Swarm

ACTIVITY CYCLE: Night (24 hours underground)

ALIGNMENT: Neutral

MAGIC RESISTANCE: Nil

Dust Roaches

FREQUENCY: Common

DIET: Non-Organic debris less than 1/8"diam.

INTELLIGENCE: Low (3-4)

TREASURE: Nil

NO. APPEARING: Rand. Enc – 5d20, Lair – 5d100

ARMOR CLASS: -2 to edge, 0 to blunt

MOVEMENT: 12"

HIT DICE: 1

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1

SPECIAL ATTACKS: Poison (raises painful whelt –1 HP per day for 3 days)

SPECIAL DEFENSES: Nil

SIZE: 3" long

MORALE: Very Low 4

XP VALUE: 20

The look like the basic roach in shape, and their color is almost exactly the same as the rock. This makes them difficult to see if they are not moving. The chance of seeing them is +1d6 on any see roll.

The dust roach has a simple mission in life. They feed on any non-organic debris and leave an area very clean. They are harmless creatures who will only attack if their lair is disturbed. Their bite leaves a painful swollen welt that takes a week to heal, but will only endanger the life of a child.

 

Anti-Vermin Roaches

FREQUENCY: Common

DIET: Carnivore

INTELLIGENCE: Low (5-6)

TREASURE: Nil

NO. APPEARING: Rand. Enc – Hunting Pack 2d20, Lair – 2d100

ARMOR CLASS: -4 to edged, -2 to blunt

MOVEMENT: 24"

HIT DICE: 2+1

THAC0: 16 (very quick)

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1d4

SPECIAL ATTACKS: Poison - Paralyzing

SPECIAL DEFENSES: Immune to poison

SIZE: 1’ long with Mandible and Stinger

MORALE: High (13)

XP VALUE: 250

These roaches are brick red with mean looking mandibles that can snap the bones of small animals. They are easy to see on purpose. They will attack humanoids only when cornered or when surprised. Their bright coloring helps to reduce the chances of this happening accidentally.

These creatures are used to remove any small animals that might wander into an area. They are aggressive pack hunters. Their most common hunting practice is to have a couple of roaches rush the victim and keep it’s attention focused on them while the remainder of the pack attacks in mass from behind, often dropping on their prey from the ceiling. They use a clicking mandible sound to coordinate their hunting. In the past they would never attack humanoids, but they have been instructed by the Wise Ones to attack anything they find. In the case of a small party they will wait until a member seperated from the rest of the group. In a large party, they will scurry away to the nest and get all the available roaches and attack en mass.

Organic Roaches

FREQUENCY: Rare

DIET: Organic debris

INTELLIGENCE: Low (3)

TREASURE: Nil

NO. APPEARING: Solitary (Swarm around debris)

ARMOR CLASS: 0 to sharp, 2 to blunt

MOVEMENT: 12"

HIT DICE: 1

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

SIZE: 9"

MORALE: Low (2)

XP VALUE: 15

These roaches are shiny black and really ugly with oversized antenna that are covered with smell sensors. They are quite good at locating smells out of the ordinary for the area they are in. They will then wander about until they find the source of the smell. If it is something organic, they will take it back to the nest if possible or rub their mandibles together making a cricket like sound which summons helpers who will help carry the find.

Valuable Roaches

FREQUENCY: Very Rare

DIET: Omnivore

INTELLIGENCE: Low (5)

TREASURE: 20% one metal item Lair V,S, X

NO. APPEARING: 1

ARMOR CLASS: -2 vs Edged weapon, 0 vs blunt

MOVEMENT: 12"

HIT DICE: 1+1

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d4

SPECIAL ATTACKS: Poison (Red swelling that lasts a week for marking victem)

SPECIAL DEFENSES: Nil

SIZE: 9"

MORALE: Low (2)

XP VALUE: 35

These roaches are pale tan and have a silver spot , a "coin" on their back to identify themselves to those in the know. These creatures run the dungeon "lost and found". They scour the entire area looking for shiny things. When they find one, they will drag it back to the nest where it is added to the pile of items found. If it is too big for them, they will return to the nest leaving a pheromone trail so they can find their way back. This trail is without smell for humans. When they have no item, they are completely harmless and if trapped will only seek to escape. If they find something, they become protective of the item and will attack only to mark the victim interrupting their task and seek to escape.

Rock Biters

FREQUENCY: Common

DIET: Rock

INTELLIGENCE: Low (4)

TREASURE: Nil

NO. APPEARING: 2d20

ARMOR CLASS: -4 vs edged weapon, -6 vs blunt weapons, -8 when curled up

MOVEMENT: 6"

HIT DICE: 2+2

THAC0: 15

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 3d6

SPECIAL ATTACKS: Amputation like slicer beetle

SPECIAL DEFENSES: Pill Bug roll to reduce AC

SIZE: 18"

MORALE: Low (5)

XP VALUE: 150

These creatures look very different than the average roach. They have segmented overlapping plates of chitin triple thick on their backs and covering their heads. This chitin is flat black. The only features visible under this plating are the vicious looking mandibles and a pale green glowing spot on the shell over the head area.

Their "job" is to break up rock around areas marked by the pheromones of theWise One. They are not fast at what they do, requiring a week to break up

They have the ability to curl up into an armored ball when in danger either from a rock all or from attack.

When attacked, they will roll up into a ball and wait for the attacker to get tired of hitting them (most creatures will be unable to hurt them). However, if an attack succeeds in damaging any of them, they will fly into a rage an attack in mass.

Rock Eaters

FREQUENCY: Uncommon

DIET: Rock

INTELLIGENCE: Low (2)

TREASURE: Nil

NO. APPEARING: 1d10

ARMOR CLASS: -2 vs edged weapon, 0 vs blunt

MOVEMENT: 6"

HIT DICE: 4

THAC0: 16 (armor does not protect)

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2d6+2

SPECIAL ATTACKS: Crushing Jaws

SPECIAL DEFENSES: Nil

SIZE: 2’

MORALE: low (4)

XP VALUE: 250

These roaches look just like their smaller counterparts except that they have a bright orange "flame" marking on their backs. They have small mandibles, but their jaws are oversized and strong enough to crush rock into dust small enough for their digestive system to break it down.

As part of the process of consuming the rock they give off a considerable amount of heat. Thus, they were often used to heat areas of the dungeon. As long as they have rocks the size that the rock biter roaches leave, they will stay placidly within any area indicated with a strong smell (lemon juice drawn in a square was common) or even in a metal box. They will use their small mandibles to knock on a container if they run out of rock.

Rock Lickers

FREQUENCY: Very Rare

DIET: Rock

INTELLIGENCE: Very Low (2)

TREASURE: Nil

NO. APPEARING: Brood

ARMOR CLASS: -2 to edged weapon, 0 to blunt

MOVEMENT: 6"

HIT DICE: 2

THAC0: 18

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d4(+1d6)

SPECIAL ATTACKS: Tongue Rasp + acid (+1d6)

SPECIAL DEFENSES: Nil

SIZE: 3’ long

MORALE: Low (2)

XP VALUE: 45

These creatures look very much like the rock eater roaches except for the orange cross on their backs and the lack of mandibles.

They follow the rock biters and smooth the areas they excavated. This is done by vomiting out an acid similar to the digestive fluid of the rock eaters onto the area to be smoothed. They then scrape the area, using their jaws to concentrate the acid and expose undigested rock areas. They then use their rasp like tongues to smooth the softened rock. The get their sustenance by sucking the dissolved rock through a tube under their jaws.

They will not attack unless attacked, but can be very dangerous if attacked. They attack with their tongues (1d4) and by spraying the acid (1d6) in a 1’ diameter cloud up to 3’ away.

Glue Secreters

FREQUENCY: Very Rare

DIET: Roach droppings

INTELLIGENCE: Low (3)

TREASURE: Nil (Glue)

NO. APPEARING: Solitary

ARMOR CLASS: -2 vs edged weapons, 0 vs blunt

MOVEMENT: 12"

HIT DICE: 1

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1

SPECIAL ATTACKS: None

SPECIAL DEFENSES: Nil

SIZE: 3"

MORALE: High (16) do not fear humanoids

XP VALUE: 19

These roaches have a very distinctive appearance. They are dark blue with light blue parallel stripes covering their backs. This was to mark them so they could be found easily by humans wanting their glue. They also have a white spot on either side of their mandible-less heads. When this spot is tapped (rapped with a knuckle or something), they will vomit out their stored glue.

These roaches eat the dung of the organic roaches and any organic debris they find. However, lacking the advanced smell antenna the organic roaches have, they are not very good at this. Mostly, they wander around trying to find something to eat or a humanoid who wants to drain their glue bladder.

They will bring forth Each roach will produce 2d4 Ό drams of glue every 6 months. The glue is very strong and can be used on anything except rock or metal. It is better than any glue available in that it does not dry up with time like horn glue or sap glue.

Behavior of Product Roaches

Glue, Poison and Health roaches have a similar behavior when they see humanoid creatures. When they spot a humanoid creature, they will place themselves clearly in sight. If the humanoids stop, they will approach and rub themselves against their legs signaling that they have glue available. After rubbing, they will move out of the way, but remain in sight until the humanoids move away.

When the "tickle spot" is tapped or rubbed, their body will convulse from the tail toward the head and the product liquid will drip out of the small tube that appears below the jaws. They will readily suffer the tube to be placed against a bowl or potion bottle.

Poison Spiters

FREQUENCY: Very Rare

DIET: Roach Dung

INTELLIGENCE: Very Low (2)

TREASURE: Nil (Sleep Poison save at –4)

NO. APPEARING: Solitary

ARMOR CLASS: -2 to edged weapons, 0 to blunt

MOVEMENT: 12"

HIT DICE: 1

THAC0: 12

NO. OF ATTACKS: 1

DAMAGE/ATTACK: Nil

SPECIAL ATTACKS: Super accurate in 40’, contact sleep poison

SPECIAL DEFENSES: Nil

SIZE: 3’ long and high (1.5’ on legs)

MORALE: High (12) No fear of humanoids

XP VALUE:

These product roaches are shiny black with 2" long white "Z"s on their back. A white "X" appears on either side of the head. This is the "tickle spot" that causes the creature to vomit forth it’s poison.

These roaches do not use their poison against anything even when they are being attacked. They can be easily killed despite their size. If attacked they will only try to get away.

The poison they secrete is both contact and will also work if atomized. In the old days, the poison was collected and distributed to the early harpers to assist them in subduing enemies in a non-violent way. A common use was to take the bladder of a dog or goat and place a half dram of poison inside. The poison reacts with the remaining digestive acids producing a sleep gas. They then used a reed to blow air into the bladder. The inflated bladder was tied off with a long piece of twine and worn on a belt. At the other end of the twine was a small but heavy caltrop. These were held by the caltrop and thrown overhand so the thing when caltrop first toward the target. The caltrop would hit something, the bladder hits the caltrop and explodes in a 10’ area. All in this area must save VS poison of fall asleep in 1d3 rounds. An elves sleep resistance has no effect on this poison. It lasts 3d4 rounds.

It may also be used as a contact poison. It will be effective for 5d4 days after being exposed to air. It uses a form of TSP to provide quick diffusion into the dermis. ST is made at –3 to the roll. If ST fails, sleep is immediate (2 seg) and lasts 6d6 rounds.

Each roach will produce 2d4 Ό drams of poison every 6 months.

Health Vomiter

FREQUENCY: Very Rare

DIET: Moss

INTELLIGENCE: Low (2)

TREASURE: Nil (Healing Vomit)

NO. APPEARING: Solitary

ARMOR CLASS: -2, 0

MOVEMENT: 12"

HIT DICE: 1

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

SIZE: 1.5’

MORALE: High (12) No fear of Humanoids

XP VALUE: 24

These roaches are white and have a large red "X" on their back. The tickle spot are red Xs on either side of the head. They react to humanoids the same as the other product roaches.

When tickled, they will vomit out a viscous sickly yellow fluid. It smells horrible (like rotten eucalyptus leaves), but this fluid is a wonderful curative and actually tastes like mint. It is ingested in Ό dram parts with effects:

Ό - Heals nausea, fever, and indigestion

½ - As above plus curing 1d8 HP dam

Ύ - As above plus restoring 2 pts of constitution

1 dram – As above plus curing disease

Each roach will produce 2d4 Ό drams of poison every year

Iron Maker

FREQUENCY: Rare

DIET: Rock/Iron Ore

INTELLIGENCE: Low (5)

TREASURE: (Iron pelits)

NO. APPEARING: Solitary

ARMOR CLASS: -2,0

MOVEMENT: 12"

HIT DICE: 2

THAC0: 18

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d6

SPECIAL ATTACKS: Spits iron like a bullet

SPECIAL DEFENSES: Nil

SIZE: 6’ long, 3’ diameter

MORALE: Low (5)

XP VALUE: 100

These look like giant prehistoric roaches with iron colored chitin. They have mandibles similar to the rock biters in form and function.

Metal Roach Behavior

These strange roaches are metal factories. The move about in a migratory fashion visiting in turn areas having ores of the necessary types to produce the metal. They feed on these oars as well as the weird mold that is the common food for all the metal producing type roaches.

They will produce a ½" diameter irregular lump of iron every 1d6+5months (2d6+10 months for gold). For the most part, they are placid and will only attack if they are attacked. If attacked, they spit out the lump they are developing. This is formidable! The lump goes through even magical armor so AC is modified only by Dex. They will only have 1 shot, and they will attempt to run away.

Copper Maker

FREQUENCY: Rare

DIET: Rock/Iron Ore

INTELLIGENCE: Low (5)

TREASURE: (Iron pellits)

NO. APPEARING: Solitary

ARMOR CLASS: -2,0

MOVEMENT: 12"

HIT DICE: 2

THAC0: 18

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d6

SPECIAL ATTACKS: Spits a bullet

SPECIAL DEFENSES: Nil

SIZE: 6’ long, 3" diameter

MORALE: Low (5)

XP VALUE: 100

These roaches are similar to snakes in appearance, but have rock biter mandibles and widely spaced, prehensile legs. They move by slithering. Their shape is designed to allow them to follow small veins of copper.

Gold Maker

FREQUENCY: Very Rare

DIET: Rock/Iron Ore

INTELLIGENCE: Low (5)

TREASURE: (Iron pellits)

NO. APPEARING: Solitary

ARMOR CLASS: -2,0

MOVEMENT: 12"

HIT DICE: 2

THAC0: 18

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d6

SPECIAL ATTACKS: Spits iron like a bullet

SPECIAL DEFENSES: Nil

SIZE: 6’ long, 3" diameter

MORALE: Low (5)

XP VALUE: 100

Like copper roach except for the gold colored chitin.

Silver Maker

FREQUENCY: Rare

DIET: Rock/Iron Ore

INTELLIGENCE: Low (5)

TREASURE: (Iron pellets)

NO. APPEARING: Solitary

ARMOR CLASS: -2,0

MOVEMENT: 12"

HIT DICE: 2

THAC0: 18

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d6

SPECIAL ATTACKS: Spits iron like a bullet

SPECIAL DEFENSES: Nil

SIZE: 6’ long, 3" diameter

MORALE: Low (5)

XP VALUE: 100

Like copper roach except for the silver colored chitin.

Piranha Roaches

5d10 appearing, AC 7, Crawl 14", Swim 20", 2+2 HD, THAC0 16, Att. 1, Dam. 1d6, Morale 10, EXP 65

These creatures look like water roaches as they have the long oar shaped front arms. The face and head are quite different however. The face has pincers similar in shape to the oar like front feet protruding from the sides of the head. When attacking these will open up revealing a sharp beak structure underneath. The oars grab prey and hold is so the beak can take a bite. They are extremely fast in or out of water. They can crawl out of the water and remain out for 3 rounds. Fish allowed only 10 attacks per person per round in water and 5 on land. They will leave the water ONLY if the think they can knock something in; they will not seek combat when they are on land.