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| triss_erventine06-15-05, 10:30 AM | Yeah I'm sure everyone has seen this thread a few times at least but I haven't been able to find any of the old threads to look at so if you guys can help me it would be very cool. Overview: Party consists of four fourteenth leveled characters: Elvish paladin 8/knight of the chalaice 6 Elvish physic warrior 14 Human Wizard 14 Human Hexblade 14 The party was fighting to try and stop this evil cult from opening a portal to a lost city said to hold power beyond imagining (that's a lot of freaking power) anyways the player characters were successful in stoping the cults evil designs for the reclaimation of this lost city by stoping the ritual that would of opened the portal (there were three artifacts needed to open the portal a very evil, black book, a dagger, and an orb of great power). Anyways the players not only killed the cults leaders during the ritual but the saved the maiden to be used as a sacrifice and captured the three artifacts two of which the kept the dagger and orb the third item was taken to a temple of heronius in grayhawk to be kept there until a way to destroy it could be found (this was all the elvish paladin/koc doing) The characters continue on with their lives and of course get caught up in some political intrigue. Little did they relize that the cult's few surviving members grew in numbers do to the fact that the true leader of this cult a very powerful and evil physic warrior still lived they planned to repay the characters so they snatched the black book from the temple of heronius while the characters were trying to help get things back in order politically. The cult's leader devised a foul plan instead of attacking the players to get their items back (they had already suffered far to many losses at the hands the PCs) They replaced the two items with very similar items and kidnapped the girl again. At this point the characters just finished taking out the power behind the political upheavel and could turn their attention to the stolen book and missing girl. Now being the kind dm that I am :D I left a few clues for the players to follow and a time period in which if they could arrive in time the could once again stop the ritual and kill the true leader of the cult. Unfortunatly when the arrived it was a few hours shy of what was needed the cult had completed the ritual and opened the doorway. Being the rightous charcters that they are :rolleyes: the players set out for revenge and killed the few cult members left guarding the portal and then went thru the doorway to seek out and destroy the last of the cult's members and put an end to their sudistic plans. Little do they realize what they are about to get into. The cult did open a portal just the wrong one instead of traveling to the ancient city of power they ended up jumping into the future :devil: of greyhawk which a dark and murky place, just a week prior to the cult's and PC's arrival the city was overrun by aliens. In a research lab that the was in the city a group of researchers and scientist have captured and begun studing a new alien life form only to have the creature get free in the city were in found a hiding place to form a cacoon and become a queen alien that layed eggs and thus the face huggers got to many people. But a good number of people also fled the city in terror. Then when the predators learned of this they sent a group of the finest to destroy the queen and prevent any further research on the speices by whatever means nessesary. Clarification: why don't other humans come to the aid of the city of greyhawk since some were able to escape into the surrounding country side, because greyhawk is the last human city left (a large war nearly killed everyone all the gods have been slain) *the paladin will not have access to any of his spells but he has such devotion that he will keep his special abilities. Why didn't the aliens leave the city the city has a force sheild around it to keep out the harsh enviornment of the now decayed planet. This is were i need help: I was wondering how to roleplay the new city i don't want to give it away that the charaters are in the future until they have been there for about a day or so. If they happen to figure it thats fine. Next I was wondering if anyone knows how I should roleplay the encounter with the predators (there is a chance though a very small one that they don't have to fight) and then i was also wondering if anyone could give me some advice for stats on the aliens (both warrior and queen), the predator, and humans of the future along with any stats on weapons for the human and predator If there are any questions please ask i will be watching this post for the next few hours were suppose to play at 3:00 pm and it's 9:30am here anyways i just wanted to say thanks for taking the time to read it I hope you enjoyed and thanks for any posts you guys might put Triss Erventine :) |
| High Octane06-15-05, 10:35 AM | .....What does this have to do with a movie that was a campy idea with brilliant elements overshadowed by bad acting? |
| prettyripples06-15-05, 10:53 AM | I'm sorry, but if this city is so advanced that they can make a force-field without magic (so, more advanced than us even), then there's no way your characters won't notice it. Simply moving around the city would involve technology (think cars, motorbikes, warp pads, elevators, conveyer belts, whatever), and everyone would have mobile 'phones or PCs or perhaps even implants (so they appear to be talking to themselves)... They'd notice. Perhaps if it's not actually that far in the Greyhawk story (100-500 years), but they use Arcane Magic (which might still work) in place of science, then you can fool them successfully. As for the rest, I've never seen any of the Aliens or Predator movies, so I can't really help. |
| triss_erventine06-15-05, 11:34 AM | I'm sure someone out there can help me even just a little please any posts would be helpful, Thanks Triss Erventine |
| exosin delmar06-15-05, 12:04 PM | peep this. i got stats for all aliens: lien Knut Torstein Skomeda (skomedal@solan.unit.no) ======================================== ====================================== FACEHUGGER CHESTBURSTER DRONE CLIMATE/TERRAIN: --------------------------- Any -------------------------- FREQUENCY: Any of non-existant, common, or ** becoming ** common fast ORGANIZATION: --------------------------- Hive ------------------------- ACTIVITY CYCLE: -------------- Any, more active during night ------------- DIET: None Host Carnivore INTELLIGENCE: Special Special Special TREASURE: ------------------------- Variable ----------------------- ALIGNMENT: -------------------------- Special ----------------------- ------------------------------------------------------------------------------ NO. OF APPEARING: ------- special, see Queen entry in Alien, Greater ------- ARMOR CLASS: 5 Variable 1 MOVE: 24 Variable 18, Cl 18, Sw 12 HIT DICE: 1 Variable 8 THAC0: 15 Variable 13 NO. OF ATTACKS: 1 4 4 DAMAGE/ATTACK: Special Variable 1d10/1d10/2d8/1d4 SPECIAL ATTACKS: See below See below See below SPECIAL DEFENSES: --------------------- Acid for blood --------------------- --------------------- also see below --------------------- MAGIC RESISTANCE: Nil 10% 10% SIZE: S S to L L MORALE: Nil Nil Nil XP VALUE: 175 Variable 3,000 Aliens are an incredibly adaptable and ferocious race of creatures that are believed to originate in the plane Acheron. They are at least known to exist there in large numbers, the different tribes constantly waging war. Those located in Acheron do not seem to have any kind of society, but divinations seem to suggest that there exist prime planes where they have developed a higher form of cooperation than humanly possible. They also suggested that at least one ancient Champion has attained Demigod status. (Suggested reading: Ender's Game by O.S.Card, and of course the Alien movies/books.) Each tribe is telepathically controlled by a queen. The queen will be found in the center of a sprawling underground hive, often with a domeshaped construction made of all sorts of materials above ground. This hive consists of interconnected tunnels in a complicated labyrinth network in three dimensions that are almost impossible for a human to travel through, often dropping long distances straight down to take advantage of the drones phenomenal climbing ability. The tunnels in the outer part of the hive are small, often less than 3' in diameter, but this doesn't hamper the drones' speed at all. In the center of the hive there are larger chambers where the queen and the champions reside, and where the eggs are kept. The inner surfaces are covered by a chitinous material the aliens produce. Should a tribe of aliens be discovered on your prime plane, they must be eradicated ** at once ** or they will spread like a virulent disease over the surface until they control all land. Their kind reproduce in a manner singularly repulsive to most other sentient beings (see below), though to them the idea of using and killing a host creature is as natural as giving a baby a bottle. They are capable of surviving in all normal climates, and can even survive for short periods of time in a perfect vacuum. They are very resistant to heat and cold, saving for half or quarter damage if exposed to such spells. They have acid for blood, which makes them extremely dangerous to fight. Only creatures immune to acid can do so, and even then at high risk. Should a tribe of aliens capture trolls, you must take action at once or expect a population explosion. Should you discover a 2' tall leathery egg in a strange old dungeon, destroy it at once from a distance. It might contain a facehugger. If it does, it will open at the top and a facehugger spring forth if you make noticeable vibrations or radiate heat within a 5' radius of it. FACEHUGGER The Facehugger has a flat, approximately 1' long and 1.5' wide, pale white body, with 8 spindly legs and a 3' long tail. The tail is so strong that a successful open doors check is needed to break its grip should it get a hold. On its abdomen it has a retractable pseudopod capable of extruding acid in order to remove things blocking its access to the feeding openings in the host's body. The facehugger will attach itself to a victim's face by twining its tail around the victim's neck and holding on with its legs. It will then force the pseudopod down the victim's throat, rendering the victim comatose in the process, and hatch the embryo of a chestburster in the victim's entrails. Obstructions like helmets, clamped jaws and the like are conveniently removed with a dash of acid that causes 1d10 points of damage. The facehugger will keep the victim comatose until the chestburster is self-sustaining, which takes approximately 72 hours, then it dies. If a facehugger is incapable of finding a victim inside of 12 days after it has hatched, it dies. Facehuggers are without intelligence, operating on instincts only, but they are superbly programmed. Since they have no mind, they are immune to mindbased spells. They are one of the most efficient organisms in existence. They are able to extend the pseudopod to a length of 6 feet. If this is insufficient to reach an area in the victim capable of sustaining the embryo of the chestburster, which is highly unlikely, it will withdraw. To attach itself to a free, unwilling victim, it must make a successful attack where armor is counted as AC 10, but dexterity and magic works as usual. If successful, It will use its pseudopod as described above the next round unless removed by force. If the victim shuts its jaws, the facehugger will use its acid to dissolve the offending obstruction. The dissolving process takes one round if the victim makes a successful wisdom check to avoid screaming with pain. If the facehugger still have not been removed, it automatically renders its victim comatose. A comatose victim cannot be woken up as long as the facehugger is alive, and killing it releases a rather large dose of acid in the victim's entrails, causing 5d10 points of damage. If the victim has been comatose for more than 22 hours there is a 2% cumulative chance per hour beyond that time for the embryo to survive. The embryo will then develop normally, taking nourishment from the corpse of the host. CHESTBURSTER Approximately 72 hours after the facehugger starts the incubation, the chestburster is self-sustaining. At that point the facehugger dies and the victim wakes up, normally ravenous with hunger. After 1d12+3 hours the chestburster is fullgrown. The chestbursters "birth" is an ordeal of pain and violence. It will bite and claw its way out of the host creature, inflicting from 6d6 to 6d12 points of damage depending on the way it decides to go on the way out. The Dungeon Master should make a ruling as to the extent and effect of internal damage. If the chestburster rips all of the character's intestines apart on the way out, a ** Cure Light Wounds ** spell is not likely to do much good. If no dangers threaten, the queen has the chestburster eat the host to gain sufficient nutriments to complete its rapid growth, else she tries to hide it. The queen is in telepathic control of the chestburster from the moment it emerges from the host, and will not let it be killed without reason. The chestburster is the young form of the drone, and grows to full size in 20 hours if there is food available. It is usually sufficient to eat the creature it hatched from. AGE POISON XP (in hours) SIZE HD THAC0 DAMAGE/ATTACK (doses) SAVE AC MV VALUE 0 S (2') 2+3 18 1/1/1/1 1 -4 5 12 270 5 M (4') 4 16 1d2/1d2/1d6/1 2 -3 4 13 650 10 M (6') 6 14 1d3/1d3/2d4/1d2 3 -2 3 14 1,400 15 M (7') 7 14 1d4/1d4/2d6/1d3 5 -1 2 15 2,000 20+ Adult (see Drone entry) DRONE The drone is an 8' tall, black, bipedal monster somewhat resembling a cross between a giant spider and a giant scorpion, yet vaguely humanoid. It has a long, backwards-sloping head without visible eyes. One variant of the species have some kind of pipes sticking out of their backs, unknown to what purpose. The Drone has a dense exoskeleton that hints of an insectoid origin. It has a skeletal, ridged tail with a poison stinger at the end. The drone injects a paralytic poison that immobilizes the victim for 1d4 turns unless a ** Neutralize Poison ** spell is used at a successful hit with the tail. It's hide is sleek and glistening, usually in shades of black, grey or brown. The drone is telepathically controlled by the queen, and functions approximately like a worker/warrior ant. Because of this outside control they are immune to mindbased spells. They do not normally reproduce, but if the queen should be killed, all drones have the capacity to produce a new queen. They function somewhat like the facehugger in this respect, inserting the embryo of a queen into a host creature. How this is done is not known. The drones do not have much of a brain, but they have superb instincts, and a relentless drive to survive. Should the queen die the drones will be confused for a while, but they will thereafter operate independently, each trying to secure the survival of the race by breeding a new queen. Drones operating independently are still immune to mindbased spells. Should your players try to eradicate a tribe of aliens, keep in mind that the job is not finished until the last drone is dead. The eggs can survive for centuries unless they are destroyed. Due to high "blood"-pressure, acid spurts out of any wound they receive, and the queen takes advantage of this. Opponent must save vs Breath Wwapons (+4 modifier) to avoid the spray of acid she directs their way. Such a spray inflicts 3d6 points of damage to bare flesh the first round, 2d6 the next and 1d6 the third. The acid dissolves normal armor and weapons in seconds. Each magical "+" dissolves in one round. When a Drone is killed, it releases all the acid it contains (the veins partially dissolves) in a puddle of acid 10' in diameter. Anyone caught standing within this area must save vs Breath Weapons or receive 5d6 points of damage the first round, 4d6 the next and so forth. The acid will dissolve even rock, and makes a 1' deep hole in the ground, deepening to 2' in the center if the ground is flat. What remains of the drone (very little beyond skin and sceleton) can be found in the center of this hole. Drones have a lifespan of approximately 200 years. COMBAT: The drone (completely remote controlled by the queen) has a claw, claw, bite and tail sting attack form, but (the queen) will generally attempt to paralyze the victim if possible, to use it as a host. If the victim is paralyzed, the drone will carry it to one of the incubation chambers and glue it to the wall with its web within the detection radius of an egg. The web takes 14 strength to break and lasts for approximately 5 days before it dissolves. The jaw of the drone can be extended 1' forwards with explosive force. This attack has a THAC0 of 12. The tail is approximately 6' long and very supple. Using the tail, the drone (queen) can attack both to the front, back and the sides with a THAC0 score of 9. The drones can climb very well, and often attack from the walls or the ceiling, thus gaining a +1 to surprise. The queen can access all sensory input the drones experience, and will employ clever tactics in battle. :::::::::::::::::::::::::::::::::::::::: :::::::::::::::::::::::::::::::::::::: Alien, greater Knut Torstein Skomeda (skomedal@solan.unit.no) ======================================== ====================================== QUEEN CHAMPION CLIMATE/TERRAIN: Any Any FREQUENCY: Any of non-existant, common, or ** becoming ** common fast ORGANIZATION: --------------------------- Hive ------------------------- ACTIVITY CYCLE: -------------- Any, more active during night ------------- DIET: Carnivore Carnivore INTELLIGENCE: Genius (18) Supra-Genius (19) TREASURE: Variable Variable ALIGNMENT: Lawful evil Lawful evil ------------------------------------------------------------------------------ NO. OF APPEARING: ---------------- special, see Queen entry ---------------- ARMOR CLASS: Variable Variable MOVE: 3 or 24, Cl 6, Sw 12 24, Cl 6, Sw 12 HIT DICE: Variable Variable THAC0: Variable Variable NO. OF ATTACKS: 3 or 4 4 DAMAGE/ATTACK: 2d8/2d8/3d10/1d12 2d8/2d8/3d10/1d4 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: See below See below SIZE: Variable Variable MORALE: Fearless (19) Fearless (20) XP VALUE: Variable Variable Aliens are an incredibly adaptable and ferocious race of creatures that are believed to originate in the plane Acheron. They are at least known to exist there in large numbers, the different tribes constantly waging war. Those located in Acheron do not seem to have any kind of society, but divinations seem to suggest that there exist prime planes where they have developed a higher form of cooperation than humanly possible. They also suggested that at least one ancient Champion has attained Demigod status. (Suggested reading: Ender's Game by O.S.Card, and of course the Alien movies/books.) Each tribe is telepathically controlled by a queen. The queen will be found in the center of a sprawling underground hive, often with a domeshaped construction made of all sorts of materials above ground. This hive consists of interconnected tunnels in a complicated labyrinth network in three dimensions that are almost impossible for a human to travel through, often dropping long distances straight down to take advantage of the drones phenomenal climbing ability. The tunnels in the outer part of the hive are small, often less than 3' in diameter, but this doesn't hamper the drones' speed at all. In the center of the hive there are larger chambers where the queen and the champions reside, and where the eggs are kept. The inner surfaces are covered by a chitinous material the aliens produce. Should a tribe of aliens be discovered on your prime plane, they must be eradicated ** at once ** or they will spread like a virulent disease over the surface until they control all land. Their kind reproduce in a manner singularly repulsive to most other sentient beings (see below), though to them the idea of using and killing a host creature is as natural as giving a baby a bottle. They are capable of surviving in all normal climates, and can even survive for short periods of time in a perfect vacuum. They are very resistant to heat and cold, saving for half or quarter damage if exposed to such spells. They have acid for blood, which makes them extremely dangerous to fight. Only creatures immune to acid can do so, and even then at high risk. Should a tribe of aliens capture trolls, you must take action at once or expect a population explosion. Should you discover a 2' tall leathery egg in a strange old dungeon, destroy it at once from a distance. It might contain a facehugger. If it does, it will open at the top and a facehugger spring forth if you make noticeable vibrations or radiate heat within a 5' radius of it. QUEEN The Queen controls everything in the hive exept the champions with a psionic ability. She can extend her control to a range in miles equal to her hit dice. She looks like a larger version of the drones exept for a large "tail" containing her breeding-apparatus, the size of which mostly keeps her in one place, and renders her incapable of using her spiked tail. To move, she has to make the drones carry her. She has a large, rather flat head that flares out in two fans. The Queen is capable of laying a number of eggs equal to her hit dice every day if the food-suppy is sufficient. Whenever the population of the hive grows too large and there is sufficient land for the new queen to emigrate, the old queen lays a batch of queen eggs. When the chestbursters from these are "born" they fight among themselves until only the (presumably) fittest one remains. The queen chestbursters need longer time to develop than drone chestbursters. A queen embryo becomes self-sustaining as quickly as a drone embryo, but typically needs 6d12 hours to finish their growth. As soon as the fledgling queen has grown to the size of a drone about half of the drones leave with her to start a new hive. The new queen start growing the breeding tail as soon as the new hive offers a minimum of security and starts laying eggs after approximately 1 year. If the aliens are in the process of consolidating their hold in an area about half of the eggs the queen lays will contain new queens. These will be expelled from the hive with only a few drones to fend for themselves as soon as they are large enough. When the areas surrounding the hive have been secured by other hives, the old queen cuts down on the production of new queens, only producing new queens when the population in her own hive exceeds 200 drones. In an area where the aliens have been for long enough to stabilize the population and kill all foes the old queens stop producing new queens exept when they grow too old (see below). And instead keep their drones, building up an army and fighting among themselves for domination of the area in order to secure their own tribe's survival. If travelling in an area where aliens are in the process of spreading out, the queens will control 20d10 drones, and a wilderness encounter will be with 1d6 of these. In an area with stable populations of aliens the queens will control thousands of drones and intruders can be attacked by any number of these. Remember that the queen can see all that the drones can see, so she is immediately aware of the intruders and can direct more drones to the area without delay if the intruders cannot be handled by those present. Combat: The queen remains non-combatant as long as possible, but she is capable of tearing loose from the breeding tail in an emergency situation, and thus becoming a champion prematurely. A queen who enters championhood prematurely do NOT gain the increased combat modifier or the psionic powers at once. These takes decades to develop. She is able to employ her tail, but without the bonus to THAC0, as she hasn`t used it before, and her movement rate is increased to 24, climb 6, and swim 9. She employs the special attack tail rending if her attack roll hits with 10 or more to spare. If that occurs, she has spiked the unfortunate creature on her tail. She will then lift it, grab it and tear the tail out, preferably sideways. This attack inflicts 10d10 points of damage, and should tear most creatures in two. Most queens are also able to use their telepathy to attempt to charm attackers into protecting their mother (the queen). A queen turned champion prematurely remains a champion thereafter, developing her psionic powers normally. Her body will rapidly adjust to her new status, gaining the physical characteristics of the champion in a few months if the food supply is sufficient. Queens develop according to the table below: AGE COMBAT TAIL JAW MAGIC XP # (in years) HD THAC0 MODIFIER HEIGHT LENGHT EXTENSION RESIST. VALUE 1 1 - 10 12+1 9 Nil 12' 9' 2' 20% 7,000 2 11 - 99 13+2 9 Nil 13' 9' 2' 25% 8,000 3 100 - 199 14+3 7 +1 13' 10' 3' 30% 9,000 4 200 - 299 15+4 5 +2 14' 10' 3' 35% 10,000 5 300 - 399 16+5 5 +3 14' 11' 4' 40% 11,000 6 400 - 499 18+8 3 +4 15' 13' 4' 45% 13,000 Note: Combat Modifier is the bonus gained by the alien to hit its opponent as well as the damage modifier gained by the creature. CHAMPION A tribe of aliens are guaranteed to have a queen, but to have a champion the tribe must be more than 500 years old. Of course, with the notorious adaptability of the alien species, the probability that a tribe is that old is quite high in an area where the aliens have access. The access to an area must be abjudicated by the Dungeon Master. If the aliens have been present in that area long enough then the following cumulative table should be used: Table A Table B 1d100 AGE OF TRIBE 1d100 AGE OF TRIBE 01-50 Queen's age 01-80 +500 years. 51-65 +200 years 81-95 +1,000 years, roll again on table A. 66-75 +300 years 96-00 +500 years, roll again on this table. 76-99 +500 years 00 Roll on Table B. Table B 1d100 AGE OF TRIBE 01-80 +500 years 81-95 +1,000 years, roll again on table A. 96-00 + 500 years, roll again on this table. Unless a queen is killed prior to reaching an age of 500 years, she will at that time evolve into a champion. At an age of 500 years she is no longer fertile and loses her breeding-tail. She lays a last batch of queen eggs prior to this, so that there is a new queen ready to take over the control of the tribe. The new queen has a rudimentary control of the drones after day one, but there is a lot of tricks of the trade that the old queen teaches her. Over the next few decades the old queen turns her ability to control the drones in a new direction, and develops psionic powers. The process takes 1d4 decades, unless there is an older champion there to teach her, in which case it takes 1d4 years. The new champion is thereafter a devoted a protector of the hive, a royal quardian of sorts. COMBAT: Champions does not grow taller with increasing age, but gains weight and becomes a spiked killing mashine with a low tolerance for troublemakers. Though the physical fighting capabilities of an alien champion are awesome, it is their psionic abilities that are really deadly. Champions have all the fighting skills of the queen and gains the special attack hug as well. If a champion hits the same character with both claw attacks it has grabbed him and proceeds to give him a good hug. The champion grows a series of barbed spikes on the chest, which a victim of the hug is impaled upon. The victim is hit by 2d4 of the spikes, takes 1d6 points of damage per spike and is stuck there unless an open doors roll is successful. If the character remains there other characters may hit him instead of the champion with further attacks. Champions develop psionic powers equal to a psionicist of a level equal to half of their hit dice, with the following modifications: * The champion gains psp's equal to 3 times their own maximum hit points. (The number of hit points they have when unhurt). * Telepathy is always their main science. * Their power score progresses according to the table below. * They gain and use the ** contact ** and ** ESP ** powers without cost. Champions evolve according to the following table: AGE HIT COMBAT MAGIC POWER XP PSIONICS (in years) DICE THAC0 MODIFIER RESIST. AC SCORE VALUE + LEVEL 500 - 699 20+10 1 +6 50% -3 14 17,000 10 700 - 999 22+13 -1 +8 55% -4 15 19,000 11 1,000 - 1,499 24+16 -3 +9 60% -5 16 21,000 12 1,500 - 1,999 26+19 -5 +10 65% -6 17 23,000 13 2,000 - 2,499 28+22 -7 +11 70% -7 18 25,000 14 2,500+ 30+25 -9 +12 75% -8 19 28,000 15 Note: Combat Modifier is the bonus gained by the alien to hit its opponent as well as the damage modifier gained by the creature. Experiance points should equal the experiance point value plus the psionics level bonus. Alien champions are believed to have lifespans in excess of 4,000 years, but they don't change after they've reached an age of 2,500. For those of you who are versed in the books of Larry Niven an analogy with his Pak Protectors springs easily to mind. If a champion should be the sole survivor of some calamity that befell the tribe (which would probably have to be a war with another tribe) it would probably go crazy. The treasure of an alien tribe depends upon the age of the tribe, and the availability of treasure in the surrounding region. The amount of treasure tends to grow larger over the years, but much depends upon the chance capture of people or places carrying or storing treasure. This must be abjudicated by the Dungeon Master, as even an ancient alien tribe will be without treasure if there are no tresures around. If the tribe is located within an area where treasure is available every one thousand years of age of the tribe increases the amount of treasure it has amassed by +20% to the roll on table C. A 1,200 years old tribe would have amassed treasures as indicated by making a roll of 1d100 + 20%. If the age of the tribe is less than 500 years a modifier of -30% must be applied. The age of the tribe is determined by consulting table A or B. Table C 1d100 ROLL TREASURE TYPE 01-30 L, R 31-50 A 51-70 A, B 71-85 A, B, Rx10 86-95 A, B, H 96-99 A, B, G, H 00+ A, B, G, H, U, Z Another valuable commodity to be found in an alien hive is the queen's royal jelly. This substance can be used as a component in most potions concerned with healing and aging. It enhances the effect of the potion to as much as three times the original. The royal jelly loses it's potency rapidly, however, and must be applied as a component within three weeks of first having been exposed to air and then vacuum packed if it is to have any effect. A potion made with royal jelly loses it's extra potency according to the table below unless used. The royal jelly coats a freshly laid egg in a thin layer sufficient to make one potion. The breeding tail of the queen contains enough jelly to make 4d4 potions, if used sparingly. Extracting the jelly is a dangerous job however, remember that the breeding tail contains a lot of nasty acid and is connected to a queen as well. The jelly oxidises quickly when exposed to air, and loses it's potency in 1d6 turns unless it is kept within an air-tight container. 1st week Healing potions have triple effect, aging potions double effect. 2nd week Healing potions have double effect, aging potions have 50% increased effect. 3rd week Healing potions have 50% increased effect. for the predator: replace shoulder cannon with a wand of magic missiles for his vision: helm of the hunter-gives low light vision and infrared(allows you to see body heat-and invisible creatures-cloak of displacement is invisible to this vision form) invisiblility: (obviously) cloak of invisibily heal themselves: lay on hands ability 1 per day for each hdof the predator to track:make them rangers thier ships:use large airships from ebberon the shield around greyhawk-greater globe of invulnrablity-enhanced as the last gift to humanity of supreme god before his death |
| exosin delmar06-15-05, 12:08 PM | hope i was some help don't forget the predator's: telescoping spear contracting net for the disk:Hunter´s Disk The Hunter’s Disc is a small bladed throwing weapon. It look’s like a Chakran, but a bit bigger. The disc is used to ranged attacks, and can hit enemies from any distance (in the wielder´s plain sight). After throwing it, this weapon goes in a very fast speed, and some times, act as a vorpal weapon. But after hiting the enemy, the disc comes back to the wielder at the same speed. If the wielder don’t think fast, the Hunter’s Disc will hit him too. It´s the kind of gambling cursed weapon. Game Rules to use the Hunter’s Disk The disc is a +3 vorpal weapon. Critical damage – 19-20/X2 - 20/vorpal attack. Usually it performs a 1d8 damage. You have to roll the dice to throw the disc. After hiting your oponent, you have to make a new dice roll. Any value, instead 20, and the disc is back to your hands. If you get a 20, it’ll cut your head off. Use it at your own risk. Good Luck (you´ll need) of course the predator can catch it as a free action |
| Liwmial06-15-05, 12:27 PM | LOL, nevermind this post, the guy above me found some way better stuff while I was writing. |
| Ichor Spellka06-15-05, 12:33 PM | Well, if you want something quick and easy, the kythons from the book of vile darkness are really very, very close to the Aliens, and the Astral Stalkers from MM3 are really close to the predators flavour-wise, with decent mechanics. They just lack the tech. |
| Sinaz06-15-05, 12:49 PM | WARNING WARNING WARNING! A friend of mine pulled tried to pull this off in a different campaign setting and failed so miserably. There's a serious problem with trying to play an "alien" (as in the movies) encounter in a roleplaying game... It will immediately lack suspense because all your players have seen the movies. The first thing they are going to do is the first thing that any self-preserving intellegent person would do and get the **** outta dodge! This is why the Alien movies work, because the characters are trapped in the ship/colony med lab/penal colony. But because you are giving your characters free roam, it's going to get old fast, as no matter how you try and mask the nature and abilities of the Aliens and Predators, your players are going to be smart enough to figure it out and do things like pre-emptively firball any nest of eggs they encounter, keep constant spells of acid immunity and reveal in operation, etc etc. Don't get me wrong, maybe your players will like fighting the predator and aliens with fantasy characters, but don't get disappointed when there is no wonder or amazement, or your players figure every plot twist out before you can explain it. It's the nature of trying to adapt a familiar storyline to your campaign. good luck. |
| MasterRookie06-15-05, 03:42 PM | I'm sorry, but if this city is so advanced that they can make a force-field without magic (so, more advanced than us even), then there's no way your characters won't notice it. Simply moving around the city would involve technology (think cars, motorbikes, warp pads, elevators, conveyer belts, whatever), and everyone would have mobile 'phones or PCs or perhaps even implants (so they appear to be talking to themselves)... They'd notice. Perhaps if it's not actually that far in the Greyhawk story (100-500 years), but they use Arcane Magic (which might still work) in place of science, then you can fool them successfully. As for the rest, I've never seen any of the Aliens or Predator movies, so I can't really help. Who says its a magic free sheild. All it has to be is an advanced version of Anti life shell. I say if its futuristic make it a tailored future. think of it evolutionarily. Magic occupys the technological nitch so technology will not evolve far past the wind mill. Magic however can advance beyond imagination. All things that seem like technology are really magic (quite the opposite of the real world). The streets could be lined with what seem to be ever burning torches but the light would be brighter and instead of held in lamp posts floating over the streets. Surveylance systems can be made from an advanced version of the scrying spell. The scrying discs are keyed into places not people. Simpy by talking you can switch from one disk to the next on the same mirror and angle them to get different views just like a security camera. Everyone would have their own levitation device. I think this might be clue to some people that this is the future since there's such common magic items. Potentially you could make the city cripplingly poor. That way no one can afford much magic technology. The city guard would probably have powerful weapons to fight off the occasional riot. Some Ideas: Tasha's hideos laughter gass grenades Color spray weapons Rods of stun Wands of Taz If you want your PC's to think they're in the ancient world then simply make several Minor artifacts redily available. They'll assume that the existance of such artifacts proves that they are in a time before the technology was lost. In reality these exist because of discovery of how to make them but they wont find out for a couple days. |
| triss_erventine06-16-05, 12:43 PM | All of your advice has been very helpful and I just wanted to say thanks if there is anything else anyone wants to add please feel free thanks again for everything! Triss Erventine |
| urial angel of death06-16-05, 04:00 PM | I made several species of aliens or as some call them xenomorphs here http://boards1.wizards.com/showthread.php?t=382851 |