The Long Caverns: Strange Lobsters (12, 13)

  1. Dragon Lair (11)
  2. The Long Caverns
  3. Barcelasians (14, 15, 16)

These crazy crabs crawl through the tiny holes in the wall from the hall to Dead Rome. The crazy crabs are very aggressive; little is required to set them into a feeding frenzy.

Crazy Crab Pond (12)

Snick-a-snack, snick-a-snack. The noise grows louder as the cavern widens. Snick-a-snack-plop.

The very walls of the cavern are exuding strange creatures, huge crabs with snapping claws. They fill the dark pool as they come out of small holes in the cavern walls. Then they crawl out of the pool, scuttling randomly across the floor, but seeming to swarm in unison at the same time.

There will be 2d8 crazy crabs here when the group first comes into this room. Each round, d8 more will enter from the holes and d8 will leave through the holes, though there will never (except perhaps during a fracas) be more than thirty crabs here.

Crazy Crabs: (fantastic: 1+2; Move: 6; Attacks: 2; Defense: +4; Damage: 1d6)

There is a 20% chance that a swarm of buzzflies (see encounter chart) will be attracted to the commotion in d6 rounds after any combat or loud noises begin.

Crazy Crab Maze (13)

Snick-a-snack. Snick-a-snack. You hear the strange snapping noises grow louder, and you hear cracks and scrapes, as you move past the rocks jutting downwards and upwards around you.

Strange scuttling things, crabs or crawdads or lobsters, misshapen, huge, scrape about a wide opening in the cavern. One crawls away into a tiny hole in the wall; another sticks its head out and then falls to the ground, rolling over and onto its mis-matched feet.

The stalactites and stalagmites are especially thick here, making combat with any swinging weapon difficult; with especially long weapons (such as two-handed swords or battle axes) it is essentially impossible. With normal slashing or swinging weapons, there is a penalty of two on any attacks. Pointed weapons, such as spears, have no such penalty.

There will be 2d4 crazy crabs here when the group first comes into this room. Each round, d4 more will enter from the holes and d4 will leave through the holes, though there will never (except possibly during a fracas) be more than fifteen crabs here.

Crazy Crabs: (Fantastic: 1+2; Move: 6; Attacks: 2; Defense: +4; Damage: 1d6)

  1. Dragon Lair (11)
  2. The Long Caverns
  3. Barcelasians (14, 15, 16)