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Post by badger2305 on Sept 17, 2008 23:09:19 GMT -6
The bane of adventurers in the first level under Castle Drachenstein is the Knockers. They're kobolds - the original medieval German variety, not the dog faced lizards of AD&D. They can wriggle through even the smallest holes and cracks in rocks, in order to get where you don't expect them to be. They're called Knockers because they carry little rock hammers, and use them to 'talk' to each other via tap code. That tapping sound tells the party they've been spotted, and bad things are about to happen. They have the same stats as kobolds, but stats are the least important aspect. Knockers fight DIRTY. Anyone familiar with the legend of Tucker's Kobolds knows exactly what I'm talking about. They snipe with crossbows (two per crossbow), ambush, and set up complicated mechanical boobytraps (here's the chance to dust off those old Grimtooth books). They're also fond of the feigned retreat, in order to lure the foolish into another trap or ambush. Usually they invade mines to extort bribes from the miners, but they'll happily infest dungeons and shake down adventurers as well. Nice and evil - I like that. Have an exalt for being an evil referee. (And, unless I miss my guess, you might also be a fan of the old Microprose game Darklands - true?)
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Post by jcstephens on Sept 18, 2008 19:19:52 GMT -6
Nice and evil - I like that. Have an exalt for being an evil referee. (And, unless I miss my guess, you might also be a fan of the old Microprose game Darklands - true?) Heh heh heh. If you know that much, then you know who's waiting for them at the bottom of the dungeon. They THINK it's a dragon...
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Post by codeman123 on Sept 18, 2008 22:45:43 GMT -6
Fo some reason my fav of the standard run of the mill monster is the lizardmen. I also like the primitive human or beastman type of thing.
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Post by Red Baron on Feb 18, 2014 22:06:44 GMT -6
In the Ground: Lovecraftian Ghouls
On the Moon: Moon Nazis
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Post by cleverkobold on Feb 19, 2014 12:56:38 GMT -6
In my current campaign, there used to be all types of goblins, hobgoblins, trolls, orcs etc. until the gnolls (of the hyena variety) discovered a way to splice DNA. Over a period of hundreds of years, these distinct monster species were warped, and mutated as part of gnoll 'science experiments' to the point where they ceased to be separate species. They are now just 'beastmen'.
All this does in-game is change the descriptions of creatures. I would use the stats for an orc as a human sized beastman, but when describing a group of them I would mention things like: one of them has antlers, one has a tail, one is furrier than the others, one only has a single eye, etc.
Also, I really like the idea of turtle clerics for some reason.
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Torreny
Level 4 Theurgist
Is this thing on?
Posts: 171
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Post by Torreny on Feb 20, 2014 1:22:38 GMT -6
Maggot men that explode ichor when hacked open. One of my campaigns had hobgoblins replaced with dark humanoids with kiwi-fuzz hide, and heads like golden snub-nosed monkees. Their leader had bright red skin and fur, but completely black eyes and painted circles on her face. I‘ve used mants, and snake men, tiny fae that have pug faces, buffalo men that used bugbears‘ stats to the ‘T‘. Mantis shrimp men (that can properly see The Colour Out Of Space), also, a good chunk of the creatures already mentioned.
When I do ghouls, their heads are as canine skulls without the flesh (or its desiccated and pulled back), and I have them pee on fresh food when they‘re stalking the towns.
At one point ogres were replaced with giant blue figures with long braided pony tails and a cyclopean eye.
Kobolds were briefly described as being gnomes wearing red vests and caps. That could use fire magic! That caught the players off guard, haha!
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