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Starshade
Learned Scribe

Norway
279 Posts

Posted - 07 Feb 2015 :  14:29:59  Show Profile Send Starshade a Private Message  Reply with Quote  Delete Topic
I think i need one or two intelligent, alien ish race for a crashed spelljammer. Only issue i have, is I'd need it to be for a low Level party, 3.5, set in icewind dale. The problem is most I can think off, like doppelgangers or Illithids would tear lvl 1 -2's to shreds. Any really weak "aliens" in 3.5 D&D?

Delwa
Master of Realmslore

USA
1272 Posts

Posted - 07 Feb 2015 :  14:51:22  Show Profile  Visit Delwa's Homepage Send Delwa a Private Message  Reply with Quote
Not off the top of my head. Perhaps some of the other Scribes will know of one. If all else fails, just reskin a goblin or some other low CR creature.

- Delwa Aunglor
I am off to slay yon refrigerator and spoil it's horde. Go for the cheese, Boo!

"The Realms change; seldom at the speed desired of those who strive, but far too quickly for those who resist." - The Simbul, taken from the Forgotten Realms Campaign Conspectus
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Wooly Rupert
Master of Mischief
Moderator

USA
36860 Posts

Posted - 07 Feb 2015 :  14:53:54  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
A lot of the "Races of" books had playable races that are not native to the Realms. Taking one of those, and perhaps tweaking their appearance a bit, would be the easiest way to get aliens at the desired CR.

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SaMoCon
Senior Scribe

USA
403 Posts

Posted - 07 Feb 2015 :  20:08:41  Show Profile Send SaMoCon a Private Message  Reply with Quote
quote:
Originally posted by Starshade

I think i need one or two intelligent, alien ish race for a crashed spelljammer. Only issue i have, is I'd need it to be for a low Level party, 3.5, set in icewind dale. The problem is most I can think off, like doppelgangers or Illithids would tear lvl 1 -2's to shreds. Any really weak "aliens" in 3.5 D&D?

Not a single one comes to mind but I still have an idea if you're against the wall for game time - change the appearance of an appropriate CR humanoid. Ever since I read about a GM who ran a game of a world succumbing to a demon invasion with 1st level PCs fighting demons (that they didn't know were just orc stats in demonic descriptions) I realized that how things appear matter more to gameplay enjoyment than strict adherence to source material. You already know the abilities of kobolds, goblins, orcs, hobgoblins, and ogres; however, you must consider the "alien-ish" races to not be so "stab 'em in the face" focused. Move a temporal ability bonus to a mental bonus, change a power attack feat to precise shot if they have ranged weaponry, and drop the racial skills for something more appropriate to the Spelljammer setting. For example, use the stats for Ghostwise Halflings as a base for short, gray-skinned, and black-eyed aliens that have no mouths and are eerily quiet. A handful of these guys working for a shark-toothed, red skinned humanoid that blasts gas out of vents in his back to fly (a modified avarial or winged elf) should be an interesting and bizarre encounter for your players even though it is just a few halflings and an elf to you.

Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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Wooly Rupert
Master of Mischief
Moderator

USA
36860 Posts

Posted - 08 Feb 2015 :  06:11:04  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
There are official game stats for Greys -- they are in the D20 Modern Dark*Matter stuff, as the fraal.

I am pretty sure that the reskinning technique mentioned by others was even discussed in early spelljamming material.

My suggestion of using something from a "Races of" book is based on the simple fact that as playable races, it'd be easy to scale them up as needed.

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George Krashos
Master of Realmslore

Australia
6678 Posts

Posted - 08 Feb 2015 :  06:32:37  Show Profile Send George Krashos a Private Message  Reply with Quote
Scro? An injured illithid/neogi/beholder?

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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AuldDragon
Senior Scribe

USA
577 Posts

Posted - 08 Feb 2015 :  07:04:33  Show Profile  Visit AuldDragon's Homepage Send AuldDragon a Private Message  Reply with Quote
If you don't mind doing some converting (or looking for existing conversions), there are some good creatures in the Spelljammer products. You could have some of the lowest ranks of Clockwork Horrors. You've also got Aartuk, which are aggressive mobile plant-creatures, and the Syllix (originally from Star Frontiers), which are humanoid worm-like invertebrates. Then there are the Insectare, an insect race that resembles green-skinned elves. In small numbers, any of those should be a worthy challenge for a low level group.

Jeff

My 2nd Edition blog: http://blog.aulddragon.com/
My streamed AD&D Spelljamer sessions: https://www.youtube.com/user/aulddragon/playlists?flow=grid&shelf_id=18&view=50
"That sums it up in a nutshell, AuldDragon. You make a more convincing argument. But he's right and you're not."
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Wooly Rupert
Master of Mischief
Moderator

USA
36860 Posts

Posted - 08 Feb 2015 :  14:54:48  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Scro? An injured illithid/neogi/beholder?

-- George Krashos



Great suggestion! I so love the scro, myself... They could be particularly fun, because the PCs would likely just think they're regular orcs... And then the scro use superior tactics and insult the PCs in elven, and everything is nicely turned on its ear.

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Starshade
Learned Scribe

Norway
279 Posts

Posted - 08 Feb 2015 :  20:35:31  Show Profile Send Starshade a Private Message  Reply with Quote
Some great suggestions :)
I *think*, after I've read about spelljammer a bit on a website with some texts about 3.5 conversions, (spelljammer.org), what fits best is an injured Illithid caged in a ship taken over by Clockwork horrors. Only part important is to not let the PC's get too much valuables out of crap metal (also; do I want them able to take the wreck?...). My plan was anyway to try se if they like space fantasy. A crashed ship would allow me to introduce clockwork horrors to the setting naturally (some escapes the destruction, probably crawling downward into the Underdark), let the PCs know flying ships exist, etc. :)
One thing: what needs weakening on a Illithid to make it fit a lvl 1-2 party? I'm honestly not very experienced in the D&D mechanics.

Edited by - Starshade on 08 Feb 2015 20:38:24
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Kentinal
Great Reader

4692 Posts

Posted - 08 Feb 2015 :  20:52:34  Show Profile Send Kentinal a Private Message  Reply with Quote
Well they do start out as tadpoles, so it might be likely that they do progress from CR 0 and upward as they age. Other then that, more research is required into the aging of the creatures.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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SaMoCon
Senior Scribe

USA
403 Posts

Posted - 09 Feb 2015 :  09:25:52  Show Profile Send SaMoCon a Private Message  Reply with Quote
quote:
Originally posted by Starshade

Some great suggestions :)
I *think*, after I've read about spelljammer a bit on a website with some texts about 3.5 conversions, (spelljammer.org), what fits best is an injured Illithid caged in a ship taken over by Clockwork horrors... One thing: what needs weakening on a Illithid to make it fit a lvl 1-2 party? I'm honestly not very experienced in the D&D mechanics.

Going with your setup of a crashed ship I would severely injure the mind flayer with ability damage to all mental stats (-10 Int, -6 Wis, -6 Cha) to eliminate all extra supernatural and spell-like powers it has except for a single use of Mind Blast and the use of Telepathy that is weak and fragmented. The mind flayer is not dumber just impaired by a concussion and cranial swelling. I would apply the condition disabled to represent the disorientation and inability to think linearly in real time resulting from the traumatic injury and manner in which it was received. Note: I would apply the effects of the condition but not make it conditional to the creature's hit points which I would place between 15-25. If you would like other ideas you can see this page and surf through the list of other conditions for ideas that could help or hinder.

I wouldn't worry about the craft too much since the players are unable to haul a construct so massive. Break the spelljammer helmet and the craft won't be able to fly. Then something else could take an interest and make off with the ship. The original owners or the Illithid hive mind will have sent something to retrieve the vessel. A large enough giant or dragon will haul the thing somewhere safe for it to investigate and subsequently abandon. There are plenty of hand-wavium organizations to make the ship disappear for good, ill, or otherwise. Even if you let the players keep the vessel it is just as likely to be made of bone or common wood as it is to be of an exotic material or valuable metal.

Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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Ayrik
Great Reader

Canada
7989 Posts

Posted - 10 Feb 2015 :  07:19:52  Show Profile Send Ayrik a Private Message  Reply with Quote
I would use any of the standard Spelljammer races. Which basically also includes spacefaring members of all the common races found in Realmspace, Krynnspace, and Greyspace.

A scro could be mistaken for a common orc. An elf from Oerth or Krynn could be mistaken for an elf common to the Realms. A gith pirate might be mistaken for a githyanki. Unless the PC group is composed of members of these races or is otherwise knowledgeable enough about them to identify their exotic natures.

Illithids and neogi or beholders might be a rough encounter indeed. Unless many were killed or wounded in the crash. And they might be carrying a cargo hold full of slaves (of nearly any conceivable mix of races) who could help tip the balance against their oppressors.

Thri-kreen or gun-toting giffs would be memorable encounters, and not too overpowering. (Especially if the giffs only have enough powder for a few shots before they charge into melee combat.)

It seems likely the crashed vessel is stranded because it is damaged, because the helm is damaged, or because no surviving crew members can command enough magic to pilot the helm.

[/Ayrik]
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