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August 16, 2007, 2:46 pm

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Waste Knight

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"I have to give the creature credit. After it stood its ground for a bit, it charged me. Sure I outweighed it by nearly 100 stones, but that would not deter it. I almost didn’t have the heart to kill it." Exerpt: A Prospector’s Tale, VOL XXIV Blue Guild Press

Imagine a cross between an raccoon and an armadillo. Add a small horn between its eyes. That is the Waste Knight.

Yes, they really do look like little knights in segmented plate armor when they stand on their hind legs. They sometimes hold twigs in their hands, adding a sword like look to their image.

These creatures are 25-30 lbs (12-15 kgs) and 35 inches (1 M) in length. These creatures are stronger than they look and faster too. Their tough shell segments allow them to defend themselves from all manner of Waste Creatures. People should never under estimate their claws, as they are hard and razor sharp. Knight scatt is quite valuable, as various toxins are passed through and concentrated in the scatt.

These creatures do seem to like Prospectors and their packs. They are a major bother as they are curious creatures, always getting into things.

Despite the common myth, these creatures only run. They do not curl up into balls and roll.

Note: The flexiblty and strength of a Crawlers of the Wastes allows them to get between the armored segments and rip with suction cup or beak.

They are a creature of The Wastes.



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Comments ( 2 )
Commenters gain extra XP from Author votes.

young0ne2
January 14, 2014, 13:01
0xp
i like this idea. Simple little critter with potential.
Murometz
January 14, 2014, 20:06
0xp
Out of all the things one expects to see when clicking on "Waste Knight", a raccoon-armadillo cross just ain't one of them :)

Now you're making me want to write a "Waste Knight" sub. A Toxic Avenger(tm) for the fantasy set.


Random Idea Seed View All Idea Seeds

       By: Grendel

The Door

A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.

When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,

Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir

Encounter  ( Cave/ Underground ) | August 20, 2004 | View | UpVote 2xp


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