Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Wednesday, December 9, 2009

The Changers


Sometimes science goes wrong- or worse yet, as in the case of the Changers, scientists go wrong. The Changers are a mysterious group of vivisectionists who delight in capturing creatures of all sorts and types and performing strange experiments upon them. Sometimes, they switch out hands for flippers, or give a beautiful maiden the head of an ant, or the stink of a decaying corpse. On other occasions, they release someone with virtually no physical changes, but with new and unwholesome appetites or manias. If it can be imagined, the Changers have likely done it to some unfortunate creature at one time or another.

Although they are based in the Southern Ruingulf on the island that bears their name, the Changers have access to large areas of the ME, because they understand the mostly unused network of Teleportation Pools and are accomplished at avoiding or negating the many dangers of the Between Sea. They delight in exploring new territory and collecting unique "specimens". No one can say what a Changer is likely to look like, because they have altered themselves as well.

Note- Posting should pick back up here shortly. I'm a grad student and this is a busy time in an especially crucial year.

Thursday, November 12, 2009


War Worm
AC: 5
Hit Dice 3
Special: See Below
Move: 12
XP: 75
War Worms came to the Metal Earth thousands of years ago as part of a failed invasion from beyond the Dark Boundary (entry forthcoming). The invasion was broken, but many War Worms were trapped on the Metal Earth as a result. In the current day (The Age of Lead), most War Worms serve as mercenaries for evil sorcerers or live as bandits or pirates. Although, they do at times, maintain their own settlements, these usually occupy ruins or villages they have overrun. War Worms make nothing but war. Like the other Worms of the Metal Earth, they eat anything they can get.

Physically they are about five meters in length with putrid grey boil ridden hide. They fight with any available weapon, but their jagged teeth will do in a pinch.

Special: Some war warms still possess the technological weapons their forebears brought to the Metal Earth. These are usually solar powered blasters. These weapons can fire 3 times a day, they do 1d6 damage and negate all non magical/ technological armor types and have a +5 hit against creatures with natural armor- like scales . this last part may create a need for referee adjudication. The to hit bonus should not be in effect against creatures that get their AC primarily from dextarity, like monkeys or big cats.

What I really need to do is come up with a system for dealing with technological weapons vs. archaic armor.