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What Hangs Out With Formians?
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<blockquote data-quote="Voneth" data-source="post: 201039" data-attributes="member: 1016"><p>*gets mental image of old school dungeon crawls where beholders and harpies hang out together*</p><p></p><p>shudder</p><p></p><p>Just some quick ideas:</p><p></p><p>Depending on how subtle you want to make the Formorians, you could have some Areana (the spider people) as shapechanging spies. You campaign's NPC's that have been helpful to the group lately are actualy on the Formorian's side. They'll wonder what's going on when their "best friends" in the game are now setting up road blocks to the colony site and then comes the moment of truth when they switch to their spider forms. The really cool thing about the Areana is that they are built to be masked from a lot of different detection spells until the mage is high level.</p><p></p><p>But personaly, I think you are working too hard. If you want to develop a whole load of new castes, then just go through the Monster Manual. When you find a monster you think fits the bill, then design a descripton of a Formorain "version" of the monster and then you have a whole new monster. This trick works even better if you write down the stats like you would for a homebrew critter, most players will never know the difference. (yeah, saying that the party meets a huge Formorian and then opening your MM to the Troll entry is a dead give away.)</p><p></p><p>Another way to think on the subject would be to come up with "insect" versions of the Special Abilites. Fear from demons could be fear from the alien appearance of strange Formorian breeds. Dragons could be Gargantuan Queen Fire Beetles that rule entire continets of colonies. Unless you want to have some visual variety to the monsters you party faces, ("Oh! great! more of Tar Markvar's twisted Formorian creations, What is going to throw at us this time.") then really you have all the Formorians you need staring at you from each and every entry of the MM.</p></blockquote><p></p>
[QUOTE="Voneth, post: 201039, member: 1016"] *gets mental image of old school dungeon crawls where beholders and harpies hang out together* shudder Just some quick ideas: Depending on how subtle you want to make the Formorians, you could have some Areana (the spider people) as shapechanging spies. You campaign's NPC's that have been helpful to the group lately are actualy on the Formorian's side. They'll wonder what's going on when their "best friends" in the game are now setting up road blocks to the colony site and then comes the moment of truth when they switch to their spider forms. The really cool thing about the Areana is that they are built to be masked from a lot of different detection spells until the mage is high level. But personaly, I think you are working too hard. If you want to develop a whole load of new castes, then just go through the Monster Manual. When you find a monster you think fits the bill, then design a descripton of a Formorain "version" of the monster and then you have a whole new monster. This trick works even better if you write down the stats like you would for a homebrew critter, most players will never know the difference. (yeah, saying that the party meets a huge Formorian and then opening your MM to the Troll entry is a dead give away.) Another way to think on the subject would be to come up with "insect" versions of the Special Abilites. Fear from demons could be fear from the alien appearance of strange Formorian breeds. Dragons could be Gargantuan Queen Fire Beetles that rule entire continets of colonies. Unless you want to have some visual variety to the monsters you party faces, ("Oh! great! more of Tar Markvar's twisted Formorian creations, What is going to throw at us this time.") then really you have all the Formorians you need staring at you from each and every entry of the MM. [/QUOTE]
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