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Post by geneweigel on Dec 27, 2007 14:48:20 GMT -5
snip
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Post by Scott on Dec 27, 2007 14:55:40 GMT -5
Any kind of elemental creatures might be present, servants of the EEG.
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Post by geneweigel on Dec 27, 2007 16:47:48 GMT -5
snip
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Post by Scott on Dec 27, 2007 16:58:09 GMT -5
I don't know. A little butter, a squirt of lemon...
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Post by geneweigel on Dec 27, 2007 17:08:20 GMT -5
snip
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 27, 2007 19:17:27 GMT -5
Well, I know that Blib was a knock-off from Cthulhu: as octopi-humanoid Cthulhu to the Deep Ones, so too lobster-humanoid Blibdoolpoolp to the Kuo-toans...
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 27, 2007 19:23:15 GMT -5
Hmmmm... another new race. Well, deep gnomes and drow were derived from old myth sources, and the Kuo-toans were derived from Deep Ones, so we need a "source" that we can then adapt to "Greyhawkian"... an undine, perhaps (if we go aquatic...)
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 27, 2007 19:24:30 GMT -5
I don't know. A little butter, a squirt of lemon... Don't think i didn't wince at this, Scott!!!
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Post by geneweigel on Dec 27, 2007 20:27:58 GMT -5
Blib and Lolth remind me of THE FLY.
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Post by geneweigel on Dec 27, 2007 22:05:21 GMT -5
Gygax had an undine in the Gord stories.
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Post by geneweigel on Dec 28, 2007 2:19:05 GMT -5
snip
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 28, 2007 7:46:23 GMT -5
I forgot that he had Jermlaines in there as well. Maybe we could develop yet another unseelie faerie race that dwells underground... It would best be one of at least moderate power at this locality. Well, I suppose that it could be a Neutral species as well. Time to pull out the Katherine Briggs books...
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Post by Scott on Dec 28, 2007 8:06:45 GMT -5
You could throw in a race of degenerate, pigmy, albino Suel that ended up there after the migrations. Maybe the descendants of an old Suel EEG cult, now allies of Eclavdra and her house. There is some Suel tie to the EEG. It was Dorgha Torgu, a Suel god, who was swayed by the council of the EEG that created the Rain of Colorless Fire.
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Post by geneweigel on Dec 28, 2007 11:26:34 GMT -5
snip
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Post by geneweigel on Dec 28, 2007 11:52:27 GMT -5
snip
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Post by geneweigel on Dec 28, 2007 11:57:15 GMT -5
snip
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 28, 2007 18:35:08 GMT -5
Are those the "rakes"?
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Post by geneweigel on Dec 29, 2007 3:01:17 GMT -5
No its the prisoner in the temple of Lolth.
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 29, 2007 11:52:45 GMT -5
[/quote]
D3 - With the new monsters being Mezzodaemon, Nycadaemon and Lolth this just shows what they've just dealt with in this instance as a placeholder for our reference.
D4 - What the heck could possibly be next?
[/quote] The EEG and a race (besides Drow...) that serves it?
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 29, 2007 12:01:09 GMT -5
Oh, yeah... assuming we left the Negative Energy Quasi-Elementals in, they'd get statted too...
QUASI-ELEMENTAL (See also: Lightning Quasi-Elemental in MMII) NOTE: When two quasi-elementals of opposing nature and equal hit dice come together, the result will be the destruction of the quasi-elementals and a the formation of whichever elemental substance is involved. Thus: Ash + Radiance „_ Fire Dust + Mineral „_ Earth Salt + Steam „_ Water Vacuum + Lightning „_ Air If one quasi-elemental is more powerful than the other, then after the resultant elemental substance has formed the stronger quasi-elemental will remain with a total hit dice value equal to its original minus that of the opposing quasi elemental. Therefore, if a 12 HD ash and 9 HD radiance quasi-elemental clash, the net result is a (temporary) phlogiston-fueled fire and a 3HD ash quasi-elemental! Positive energy quasi-elementals take double damage from negative energy attacks, and for negative energy quasi-elementals the reverse is true.
Ash
FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 6" HIT DICE: 6, 9 or 12 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1 - 6 + 1 pt/HD SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M to L PSIONIC ABILITY: Nil LEVEL/X.P. VALUE: VII/ 1000 + 15/hp
This quasi-elemental appears as a thick, drifting cloud of black ashes. There are three hit die categories of these creatures, and their frequency is the same as the lightning quasi-elemental (q.v.). The ash quasi-elemental attacks by enveloping its victim within the cold, choking cloud of its being. As with all creatures of quasi-elemental nature, it can only be hit by weapons of +1 or better magic value. Cold attacks do not harm these creatures, and electrical or acid attacks do only half damage. Fire attacks inflict full damage. Water does 1 - 8 points of damage per gallon, and rain does 2 points of damage per 1/10th of an inch of precipitation that falls upon the creature, as such things disrupt its structure and reduce it to an immobile muck.
Dust
FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 6" HIT DICE: 6, 9 or 12 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1 - 6 + 1 pt/HD SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M to L PSIONIC ABILITY: Nil LEVEL/X.P. VALUE: VII/ 1000 + 15/hp
These entities have the form of cold, gray heaps of dust that creep and billow along. A dust quasi-elemental envelops its victim, asphyxiating them and inducing material dissolution. The dust quasi-elemental can only be harmed by weapons of +1 or better magic value. Cold attacks do not harm these creatures, and electrical or fire attacks do only half damage. Acid attacks inflict full damage. Water does 1 - 8 points of damage per gallon, and rain does 2 points of damage per 1/10th of an inch of precipitation that falls upon the creature, as such things disrupt its structure and reduce it to a bubbling sludge.
Salt
FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 3" HIT DICE: 6, 9 or 12 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3 - 12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M to L PSIONIC ABILITY: Nil LEVEL/X.P. VALUE: VII/ 1000 + 15/hp
This quasi-elemental appears as a flowing, powdery blob that can gather itself into a rime-covered angular mass of salt crystals. Its touch is alkaline in nature and desiccates and chills flesh, and this is its attack form. The salt quasi-elemental can only be harmed by weapons of +1 or better magic value. Cold attacks do not harm these creatures, and electrical or fire attacks do only half damage. Acid attacks inflict full damage. Water does 1 - 8 points of damage per gallon, and rain does 2 points of damage per 1/10th of an inch of precipitation that falls upon the creature, as this converts the quasi-elemental into a cloudy solution.
Vacuum
FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 9" HIT DICE: 6, 9 or 12 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 5 - 20 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M to L PSIONIC ABILITY: Nil LEVEL/X.P. VALUE: VII/ 1000 + 15/hp
A vacuum quasi-elemental is visible only as an amorphous blue-black "glow" surrounding the cold vacuum of its being. It attacks by surrounding its opponent and suffocating it, as it draws out their body heat. Only weapons of +1 or better magic value can harm the vacuum quasi-elemental. Cold attacks do not harm these creatures, and fire or acid attacks do only half damage. Electrical attacks do full damage, eventually disrupting the negative energy membrane surrounding the creature and imploding it!
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