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I want an invading army from beyond this dimension. Tell me about it.
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3929009" data-attributes="member: 19675"><p>1) In my last campaign, I used (essentially) Anthropomorphic Animals (all Big Cats) as a race of interdimensional raiders from an alternate PMP.</p><p></p><p>Like Larry Niven's Kzinti, they ascended to mastery of their home dimension after learning to control technology from a civilization that predated them and annihilated themselves.</p><p></p><p>What Made Them Fun: Big, intelligent predators- the campaign started off with a group of them capturing the party and releasing them on a tropical island. For a training hunt. The seriousness of the situation was punctuated by the pre-release luau featuring roast cabin boys.</p><p></p><p>2) In my current campaign W.I.P., I'm using a group of Awakened trees as a significant political force. Depending upon the species of tree, you can have all kinds of fun- especially if they've got some unusual features, like Aspen (See post #41 in <a href="http://www.enworld.org/showthread.php?t=102706&page=2&pp=30)" target="_blank">http://www.enworld.org/showthread.php?t=102706&page=2&pp=30)</a>. Besides Aspen, trees feature thorns, toxins and even hallucinogenic compounds.</p><p></p><p>In that campaign, the Trees are benevolent. However, there are many stories that detail what would happen if the plants got ticked off- the original Thing, Swamp Thing, Man-Thing, Dr. Who (Seeds of Doom), Creepshow, Day of the Triffids, and many others. </p><p></p><p>What Makes Them Fun: Plants are tough and resilient, like undead that most can't turn. Unlike most invaders, all they'd have to do to establish a beachead is leave some seedlings behind. Sure, the party battled off the initial invading force at the interdimensional breach, but what about 50 years later when wind and waved tossed seeds have sprouted a whole new force of attackers without the obvious beacon of a rent in the fabric of the PMP? "When burnham wood comes to dunsinane," indeed.</p><p></p><p>NOTE: If you like the idea of trees, but don't want the hassles, go with Myconids. All the fun, and if the game doesn't consider fungi plants (I don't have my books handy), then even a cleric can't turn them. And spores are even tougher than seeds to get rid of....</p><p></p><p>3) In my current campaign W.I.P., I'm also using a sentient race of arthropods. I started off with Thri-Kreen, and made 2 species: one increased in size and became aquatic, the other dropped a size and became flyers...and more has changed since then.</p><p></p><p>What Makes Them Fun: Arthropods have more varieties & surprises than just about any other life form on Earth- beyond their physical features, most species have chemical aids like poisons, acids, glues/webs, repellents and even thermal agents. Some parasitic species can even alter the behavior of their hosts (much like was seen in Star Trek Next Gen).</p><p></p><p>4) Aberrations or Far-Realm critters of any kind. I'm designing a Mutants & Masterminds War of the Worlds campaign, and I'm trying to decide which would be better- Aboleths or Beholders. Both work.</p><p></p><p>My current campaign W.I.P also features Illithids as seen in Lords of Madness as the ultimate villains. In order to facilitate their ascencion to power, Mind-Flayers from the future crash asteroids into the planet, destroying most of surface civilization. Due to a navigational error, they also crash their ship, leaving only an insane, amnesiac Elder Brain and a few damaged Mind-Flayers to continue the mission.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3929009, member: 19675"] 1) In my last campaign, I used (essentially) Anthropomorphic Animals (all Big Cats) as a race of interdimensional raiders from an alternate PMP. Like Larry Niven's Kzinti, they ascended to mastery of their home dimension after learning to control technology from a civilization that predated them and annihilated themselves. What Made Them Fun: Big, intelligent predators- the campaign started off with a group of them capturing the party and releasing them on a tropical island. For a training hunt. The seriousness of the situation was punctuated by the pre-release luau featuring roast cabin boys. 2) In my current campaign W.I.P., I'm using a group of Awakened trees as a significant political force. Depending upon the species of tree, you can have all kinds of fun- especially if they've got some unusual features, like Aspen (See post #41 in [url]http://www.enworld.org/showthread.php?t=102706&page=2&pp=30)[/url]. Besides Aspen, trees feature thorns, toxins and even hallucinogenic compounds. In that campaign, the Trees are benevolent. However, there are many stories that detail what would happen if the plants got ticked off- the original Thing, Swamp Thing, Man-Thing, Dr. Who (Seeds of Doom), Creepshow, Day of the Triffids, and many others. What Makes Them Fun: Plants are tough and resilient, like undead that most can't turn. Unlike most invaders, all they'd have to do to establish a beachead is leave some seedlings behind. Sure, the party battled off the initial invading force at the interdimensional breach, but what about 50 years later when wind and waved tossed seeds have sprouted a whole new force of attackers without the obvious beacon of a rent in the fabric of the PMP? "When burnham wood comes to dunsinane," indeed. NOTE: If you like the idea of trees, but don't want the hassles, go with Myconids. All the fun, and if the game doesn't consider fungi plants (I don't have my books handy), then even a cleric can't turn them. And spores are even tougher than seeds to get rid of.... 3) In my current campaign W.I.P., I'm also using a sentient race of arthropods. I started off with Thri-Kreen, and made 2 species: one increased in size and became aquatic, the other dropped a size and became flyers...and more has changed since then. What Makes Them Fun: Arthropods have more varieties & surprises than just about any other life form on Earth- beyond their physical features, most species have chemical aids like poisons, acids, glues/webs, repellents and even thermal agents. Some parasitic species can even alter the behavior of their hosts (much like was seen in Star Trek Next Gen). 4) Aberrations or Far-Realm critters of any kind. I'm designing a Mutants & Masterminds War of the Worlds campaign, and I'm trying to decide which would be better- Aboleths or Beholders. Both work. My current campaign W.I.P also features Illithids as seen in Lords of Madness as the ultimate villains. In order to facilitate their ascencion to power, Mind-Flayers from the future crash asteroids into the planet, destroying most of surface civilization. Due to a navigational error, they also crash their ship, leaving only an insane, amnesiac Elder Brain and a few damaged Mind-Flayers to continue the mission. [/QUOTE]
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