Each time mankind ventures into a new realm of exploration, he returns with tales of incredible creatures. Be it from the new continent, the tops of the mountains, or the depths of the seas. It is the acme of foolishness to assume that space would be empty of lifeforms. The forms that these new biologies took simply defied conventional physics or chemistry
Methinks we have hugely mistaken this matter of Life and Death. Methinks that what they call my shadow here on earth is my true substance. Methinks that in looking at things spiritual, we are too much like oysters observing the sun through the water, and thinking that thick water the thinnest of air. Me thinks my body is but the lees of my better being. In fact take my body who will, take it I say, it is not me.”
The Tulu are an evil and devious race, demonstrating the canny wickedness of Faustian devils and the perverse pleasures of hentai tentacle pornography.
The Qualm is a giant mass of tentacles and leaves with hundreds of mouth-like pods lined with teeth. It is about 1/8 of the size of Earth's moon, and it travels through space looking for nutrient rich planets that it can suck dry.
AHHHH!!! It's the Moon Hunter!!! Run Away!!!
"Sivver is the common name given to crystalline parasites, which interact with the nervous systems of carbon based Chordate life forms."
Definition of the word Sivver provided by the Galactic Scouting Guild's Almanac
“The Sivvers are an alien weapon that turns people into murderous glass sweating zombies.”
Uwell Ofmobile, retired Galactic Scout
Silent and invisible, the only herald of the arrival of Kayrun the Disintegrator is the screams of his victims.
With one of the most bizarre anatomies recorded the keerg are strange indeed. And that’s not mentioning the thirteen tentacles.
Of all the threats space travelers may face, few are as difficult to predict as Gamma Goblins.
The Stargate universe has revealed to humanity many of its secrets, and left more open. One of the most persistent mysteries stay the Furlings.
God of Strength in the Night, Hiding your Numbers, and The Silent Kill.
Captain, I see two dozen general displacement ships just coming into sensor range outside the system. There is no warp signature sir.
How Odd. Helmsman lay in an intercept course and let us investigate.
"Some creatures are simply hard to talk with. Take the Krys for example…"
Originating in sector B12, they spread the gift of life to future generations.
Egads! Don’t you humans understand how freaking repulsive you look? I’m getting sick to my stomachs right now… urp…
Nempori Diplomat Ocan
Gene-engineered for deep-space, the Salvorathan resemble nothing quite so much as the legendary ‘dwarf’.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).