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Old 01-27-2019, 07:12 AM   #38
Icelander
 
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Join Date: Mar 2006
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Default Re: Antarctic Space Nazis Across the Multiverse

Quote:
Originally Posted by Starship777 View Post
Yeah, the more I think about it the more I agree RPM is the way to go. It is just too crazy otherwise. Although now I am looking through D&D monsters contemplating all the ways I would torture Nazis with them.
Note that although all sorts of supernatural critters have been encountered, the Antarctic Space Nazis have not found any D&D worlds. There are no philosophical concepts of Good, Evil, Lawful or Chaotic with measurable effects and while there are various otherworldly beings who are worshiped as deities and grant power to their worshipers, there is no reason to believe that any of these actually had any role in creating worlds or even specific peoples.

Despite the discovery of a World Tree, magic and Things of unutterable power, the matter of religious faith is every bit as much up to individual belief as in our world, not measurable evidence.

Instead of D&D monsters, think Lovecraftian ones. Well, in the worst cases. Also, think fey and all sorts of faerie creatures, as well as a range of biologically impossible alien creatures who are able to survive only because of occult energies. Of course, even on strange worlds, most of the alien fauna are more or less biological and bound by natural laws, which has enabled the Antarctic Space Nazis to deal with some very hostile environments (with resources they needed for some reason) by drenching them in stockpiled chemical weapons* before sending stormtroopers in to kill anything that didn't need to breathe.

*There was plenty of spare chlorine, sarin and tabun in WWIII Germany that the senior leadership of the SS could scrounge up in 1944.

Quote:
Originally Posted by Starship777 View Post
  • A skittish invisible Rust Monster. This is not a combat encounter but not immediately obvious why their gear is degrading so fast.
  • A Zelekhut. It is a type of Inevitable which are extra-planar constructs. Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment.
  • All kinds of swarms especially Hellwasps that can crawl inside dead bodies and animate them.
  • A pack of Bulette. Literally land sharks.
  • A Frost Worm. Bursts out of the ice and swallows someone whole before retreating back under the ice.
  • A Will-O-the-Wisp. Leads men to their deaths.
  • A group of Dopplegangers. Replacing officers with duplicates.
  • A Mimic. When an ordinary trapped treasure chest isn't enough.
  • A cluster of Phase Spiders. Won't stay in reality long enough to get shot.
  • A Bodak. Sure they might destroy it but do they know that victims killed by its death gaze rise as a new Bodak 24 hours later?
  • A swarm of Spectres. Victims slain by a Spectre create a new Spectre in 1d4 turns.
  • An Invisible Stalker.
  • An Aboleth mage. Slimy fish/amphibian things that can turn people into slaves.
  • The Tarrasque. Basically Godzilla.
  • A Mind Flayer riding a Beholder. Projects of cone of anti-magic, disintegration beams, mind blasts, and mental domination.
  • A Dracolich that is also a high level Evil Cleric. Have fun fighting an actual army of undead.
I should probably note that an actual army of undead might not be as unfamiliar to the Kadavergerhorsamer stormtroopers of SS-Sturmkommando Totenkopf as you might think. When they deploy chemical weapons, they don't really need protective gear.*

That being said, the existence of horrible monsters is an excellent reason why exploration of new worlds need to be done by zeppelin, not walking Jäger. Yes, there are flying monsters, but those are much rarer than the alternative, and, in any case, while walking, all kinds of flying, burrowing and ground-based monsters can attack you, while if flying, only flying monsters are a threat.

As for monsters who might follow them home, infiltrate their leadership, etc., that's one advantage of their allegiance. The Antarctic Space Nazis more or less had to accept their allegiance, for the simple reason that the part of the World Tree they can access is under the control of the Things with whom they allied. Traveling there without the permission of these things would be extremely hazardous and, as a result, the scouts that travel to other worlds for the Antarctic Space Nazis usually have a 'safe' way home.

By the same token, dopplegangers and mimics would probably not be able to fool the Things, even if they could deceive mundane senses, and, in any event, the senior leadership have some way of communing with the unearthly intelligences in question, that could not be mimicked by monsters merely because they could assume their intelligence.

What this actually means, of course, is that certain threats are less threatening to the Antarctic Space Nazis only because they've already been thoroughly compromised. For all that their leaders believe themselves to be pursuing their own goals, from the perspective of the Things they serve, they exist merely to provide them with ever more energy and ever more sacrifices.

*But they wear gas masks nonetheless, because it's Kool. Also because the more ordinary settlers of the Nazi Last Redoubt would prefer not to be reminded of what their shock troopers actually are and what that says about their allies.
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