Slayer's Guide Compendium - Volume I

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The

Slayer’s Guide
Compendium
Volume 1
Credits
Hobgoblins & Gnolls Editor
Matthew Sprange Christopher Allen

Troglodytes Studio Manager


Mike Major Ian Barstow

Bugbears Cover Art


Sam Witt Vincent Hie

Trolls Additional Text


Johnathan M. Richards Teresa Capsey, Mack Brewer, Garrick
Peterson, Mike Major, Ian Barstow, Ian
Orcs Sturrock
Matt Forbeck
Interior Illustrations
Doppelgangers Chris Quilliams, Anne Stokes, Nathan Webb,
Matthew McKenzie Dave Cousens, Dan Boultwood, Judy Perrin,
Phil Renne, Gillian Pearce, Rhonda Libbey,
Tritons Tomasz Morano
Adrian Bott
Proof Reading
Ron Bedison
Open Game Content & Copyright Information
The Slayer’s Guide Compendium Volume 1 is ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. The Slayer’s Guide Compendium Volume 1 is
presented under the Open Game and d20 Licences. See page 256 for the text of the Open Game License. All text paragraphs and tables contain-
ing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game
Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved.
If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20
System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System
Licence version 6.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are Registered Trade-
marks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission.

Mongoose Publishing
Mongoose Publishing, 52-54 Cricklade Rd, Swindon, SN2 8AF, United Kingdom

[email protected]
1
Slayers Guide to Hobgoblins Slayers Guide to Trolls
4 Introduction 130 Introduction
6 Hobgoblin Physiology 132 Troll Physiology
10 Habitat 136 Subspecies
12 Hobgoblin Society 140 Habitat
19 Methods of Warfare 141 Troll Society
23 Roleplaying with Hobgoblins 145 Methods of Warfare
24 Scenario Hooks and Ideas 147 Roleplaying with Trolls
25 Hobgoblins as Player Characters 148 Scenario Hooks & Ideas
26 Graven Hill Fort 150 Trolls as Characters
30 Hobgoblin Reference list 154 Azhak's Lair
157 Troll Reference List

Slayers Guide to Gnolls Slayers Guide to Orcs


34 Introduction 162 Introduction
36 Gnoll Physiology 164 Orcs Physiology
39 Habitat 167 Habitat
40 Gnoll Society 169 Orcs Society
46 Methods of Warfare 177 Methods of Warfare
50 Roleplaying with Gnolls 179 Roleplaying with Orcs
52 Scenario Hooks and Ideas 182 Scenario Hooks and Ideas
54 Gnolls as Player Characters 184 Gruk's Camp
55 Edendale 189 Orc Reference List
60 Gnoll Reference List

Slayers Guide to Troglodytes Slayers Guide to Doppelgangers


66 Introduction 193 Introduction
68 Troglodyte Physiology 195 Doppelganger Physiology
73 Habitat 200 Mutations
74 Troglodyte Society 203 Doppelganger Society
79 Methods of Warfare 206 Roleplaying with Doppelgangers
82 Roleplaying with Troglodytes 211 Scenario Hooks & Ideas
84 Scenario Hooks & Ideas 213 Home of the Order
86 Crafters 218 Doppelganger Reference List
87 The Shrine of St. Darias
93 Troglodyte Reference List

Slayers Guide to Bugbears Slayers Guide to Tritons


98 Introduction 223 Introduction
100 Bugbear Physiology 225 Triton Physiology
103 Habitat 229 Habitat
104 Bugbear Society 232 Triton Society
112 Methods of Warfare 239 Methods of Warfare
116 Roleplaying with Bugbears 245 Roleplaying with Tritons
117 Scenario Hooks and Ideas 247 Scenario Hooks and Ideas
119 Luurg's Warren 250 The Fortress of Karkuklium
124 Bugbear Reference List 253 Triton Reference List

2
HOBGOBLINS INTRODUCTION

The Slayer's Guide What are they doing when the Player Characters are
not around?

To Hobgoblins Hobgoblins –
A Worthy Foe
T
he goblinoid races of goblin, hobgoblin and Each Slayer’s Guide features one race, in this case
bugbear have been a staple fodder for Player the hobgoblins. Within these pages, you will find
Characters since the dawn of roleplaying. discussions on hobgoblin physiology, habitat and
Individually they are seen as weak and Games Masters society, giving you a fundamental understanding of
are eminently willing to use them in large numbers, how this interesting and unique race operates. Their
the better to challenge their players. So-called heroes (very efficient) battle tactics are explained, in terms of
have slaughtered millions of the wretched creatures what a party of adventurers may encounter and within
over the years on their way to tackling more deadly huge land battles that may alter the course of history
monsters, gaining the rewards that come from successive itself. Games Masters are given guidelines on how to
victories. play hobgoblins in the game and an inspirational list
of detailed scenario ideas is presented so they can be
That is about to change. Goblinoids have their own integrated into existing campaigns with minimal effort.
perspective of the world, their own society, beliefs Players are even given the chance to try their roleplaying
and desires. Their purpose is not to simply populate skills with hobgoblin characters.
the nearest ruin or cavern, awaiting the next party of
adventurers to find them. These races have their own Finally, a complete hobgoblin lair is detailed to be used
plans and motives – and woe betide any civilisation if either as an extended encounter, the basis for a complete
such ambitions are ever realised. set of scenarios or even just an illustration of what
hobgoblins are capable of, given enough time.
Towering over their smaller cousin, the goblin, and only
a little shorter in stature than the largest goblinoid of all, As a player, you will gain a new respect for an old and
the bugbear, hobgoblins are a martial race, dedicated familiar race. As a Games Master, you will know you
to warfare. Eschewing many of the traits found in the are playing hobgoblins well when experienced parties
other goblinoid species, they adopt many of the military start to retreat from cunningly prepared ambushes and
characteristics of civilised races and this alone can make lightning fast raids.
them exceptionally dangerous. Coupled with a hatred
of any race but their own and the ability to bully large
numbers of orcs and goblins into coherent fighting
forces, hobgoblins represent a threat to all intelligent
life when a tribe moves into a new region.

Far from being just another critter for adventurers to hack


apart whilst in some underground dungeon, you will
soon discover why hobgoblins truly are dangerous.

The Slayer’s Guides


This series of supplements, designed for use in all
fantasy-based d20 game systems, takes an exhaustive
look at specific monster races, detailing their beliefs,
society and methods of warfare thoroughly. Typically,
these will be the sorts of races often all but ignored by
Games Masters and players alike who view them as little
better than cannon fodder.
4 This outlook just has to be wrong. An entire race does
not just suddenly materialise in the campaign world
and there are very few who exist solely to wage war.
HOBGOBLINS INTRODUCTION

The barbed arrow whipped through the air, missing Kerron’s head by a mere inch as he jerked back
behind the rock, blood thumping through his veins in response to the threat.

‘By the gods, that was close!’

The hobgoblins’ methodical advance across the darkened cave was audible to the whole party, the
goblinoid leader all the while barking commands to his warriors as arrows continued to fly overhead.
Kerron glanced down at Krystallia the elf and her worried look confirmed his fears. They were in
serious trouble. After two and a half years adventuring with everyone in the party, he just could not
believe they were about to die at the hands of mere hobgoblins.

The wizard, Abner, lay over twenty feet away in open ground, three arrow shafts standing erect from
his chest. So far, no one had been able to give him any aid, fighting for their own lives as they were.
The ambush had been perfect and complete, with not even Krystallia realising how long the hobgoblins
had been tracking them until the first arrows flew amongst the party. Abner could be dead by now
for all Kerron knew.

Their ranger, Rolf, had disappeared for what seemed an eternity, determined to find a safer path through
the caverns. Kerron tried to glance above the rock once more to see the progress the hobgoblins
had thus made, or to catch a glimpse of the ranger, but the seemingly inexhaustible arrow stream
continued, forcing him to squat back down almost immediately. Krystallia was becoming rigid with
fear, he could see. This was no place for a successful rogue like himself to get caught.

Still no Rolf. Where was the damned ranger? Saving himself? Difficult to believe. Kerron knew
Rolf had more honour in his little finger than he himself would ever know. Dead then? Hobgoblins
would be everywhere by now. The arrow salvos above suddenly stopped, much to Kerron’s surprise
and he considered the risks of glancing over the rock again. A harsh, guttural voice rang out through
the still air. Kerron heard the heavily accented common, amazed any backward hobgoblin had
bothered to master the language.

‘Give us the elf!’

Krystallia shrieked with terror, the piercing sound soon followed by the rolling laughter of hobgoblins.
Far too many hobgoblins. Kerron winced as Krystallia’s nails dug hard into his thigh as she grabbed
at him for support. He could see she was seconds away from complete hysteria.

‘Give us the elf and you can go free!’

Kerron closed his eyes. He could hear the hobgoblins move about once more, taking new positions,
beginning to flank them. He had to assume Rolf had been found and killed. Half the party was gone
and Krystallia was heading far beyond rational thought. Reaching down to his belt pouch, Kerron
closed his fingers around a small vial he knew to contain a heady but reliable potion of gaseous
form. 5
HOBGOBLIN PHYSIOLOGY

Hobgoblin as goblins and bugbears do not seem to demonstrate


anything similar, though their own hearing is at least as
good. The benefits of hearing your unit leader’s voice

Physiology barking commands in the midst of deafening combat


are obvious.

T
he average hobgoblin warrior is a creature Size, weight and muscle power aside, the defining
sure to strike fear into the heart of any normal difference between hobgoblins and related races,
man, dwarf or elf. Standing between six and physiologically speaking, is their relative lack of stealth.
seven feet tall, hobgoblins have well developed muscles Goblins and bugbears demonstrate a consummate ability
born from a lifetime of warfare and are surprisingly to utilise any shadow or terrain feature to mask their
agile for their stature. Their flattened noses, pointed approach upon an enemy and even when fully armed
ears and almost feline faces mark them unmistakably for battle, they are able to make near soundless passage.
as one of the goblinoid races, but an observer not It is apparent that somewhere along their history,
running in fear of his life might notice some important hobgoblins lost much of this capability and though some
differences in comparison to goblins and bugbears. A few individuals are adept at stealth tactics in combat
hobgoblin’s weapons and armour would seem to be situations, as a race they are noticeably inferior when
unusually well looked after, even polished, for what is performing such careful actions. It is this one deficiency
supposed to be a primitive warrior. Far from adopting a alone that may permit many goblins to live freely and
goblinoid’s traditional stealth, hobgoblins fight in rigid not be part of an entirely enslaved race, subservient to
and disciplined formations, easily a match for any unit hobgoblins everywhere.
from one of the more civilised races.

Despite being nearer in size and mass to bugbears, Of Origins


hobgoblins are physically closer in form to the smaller Placed squarely between goblins and bugbears on a
goblins. However, they are much stronger and tougher physical basis, hobgoblins have often posed scholars
than their diminutive cousins and have a very different and other students with interesting questions and
outlook on the world. In the few
studies that have been performed on
the goblinoid races, beyond mere
adventurer boast and banter, there has
been no evidence that hobgoblins are
any more intelligent. It is their natural
aggressiveness and innate discipline
that allows them to accomplish far
more, to the extent a tribe is able to
dominate all manner of creatures,
even those physically stronger.

Their highly developed senses are a


legacy from their goblinoid origins
and are far superior to those of any
human, approaching the sensitivity of
an elf. A hobgoblin’s finely attuned
hearing seems to be able to not only
detect the faintest of noises in relative
silence but also has the ability to
pick out and filter individual sounds
from a multitude of sources, even
during pitched battle. It has been
theorised that far from being a natural
6 talent, this capability is hammered
into hobgoblins from an early age,
HOBGOBLIN PHYSIOLOGY

speculations concerning the origin of the species. It is to create a warrior race in order to overcome his rivals
often presumed that goblins and their kin have existed who commonly used unaugmented goblins to further
in the world for at least as long as dwarfs and elves. their plans. Others presume hobgoblins were indeed
There are certainly very old histories and legends telling artificially created but dismiss the use of magic, citing
of their existence and they are well situated within instead a process of selective breeding such as that used
the myths of most civilised races. Their proliferation to produce stronger and more aggressive war horses.
throughout the world attests to both their long and Yet others pronounce that the creation of an entire
tumultuous history, as well as their stubborn refusal to be race for war is an insane and time-consuming venture
wiped out by the likes of man and dwarf. Given this, it and propose that hobgoblins developed naturally from
seems a likely assumption that hobgoblins should be the goblins and further, that bugbears developed from
most successful and prolific of all their kin. Adventurers hobgoblins. This prompts speculation of a race even
and scholars alike deem the hobgoblin to be the strongest more powerful than the towering bugbears.
goblinoid race, not least because they exhibit so many
human-like characteristics. Texts have been written For their part, hobgoblins rarely, if ever, speculate
about the likelihood of hobgoblins someday creating an on their own origins and are content to leave such
entire nation of their own in the mould of the civilised thoughts in the hands of their god, The Mighty One,
races, clearly surpassing any such predictions for orcs and his adepts. The lesson is clear though. Any race
who are often, and incorrectly, viewed as a goblinoid as aggressive and capable as the hobgoblins is likely to
race. So, the question must be raised; if hobgoblins have a profound impact upon any others it meets.
are so capable, respond readily to discipline and easily
dominate other races, why are they not more common?
Indeed, why are the civilised races not constantly Diet and Related
engaged in full scale warfare against large and self-
sustaining hobgoblin empires? Matters
Goblinoids are noted for their ability to subsist for long
The pervading misconception is, of course, that being periods of time on just about any organic matter they
mere monsters, hobgoblins have neither the wit nor the scavenge and this, more than anything else, points to
will to succeed as man, dwarf and elf has. To any who a racial stubbornness to exist within habitats that any
have made the most cursory study of the hobgoblin race, civilised race would shy away from. Hobgoblins seem
this reasoning is utter folly, perhaps dangerously so. to be a little more refined in their preferred tastes and,
There are far too many recorded incidents throughout where possible, exist solely on meat and water. Horse
history of hobgoblins destroying powerful armies and flesh is a favourite and raiding parties seeking to steal all
breaking immense fortresses for them to be dismissed manner of livestock from other nearby races provide the
in this way. primary source of food for a tribe. However, where meat
is scarce, hobgoblins are perfectly capable of digesting an
Many scholars, loremasters and other deep-thinkers incredible array of material, even turning their hands to
believe instead that, given the hobgoblins’ racial farming on occasion. The only foods they seem to avoid
supremacy amongst others of their kind, their relative at all costs are carrion and, interestingly, cannibalism,
rarity demonstrates that they are in fact a newer race, the latter of which they absolutely shun though it is a
opening up the debate of how they actually came into common practice amongst other goblinoids.
being. Such men are also strong advocates for the
culling or even methodical genocide of the entire race,
living as they do in fear of eventual hobgoblin mastery
The Life Cycle of the
across the entire world. Needless to say, such raised Hobgoblin
concerns are often ridiculed. With the wilderness full The life of a hobgoblin revolves around just three things;
of orcs, dragons, legions of the dead and other foulness, eating, making war and achieving a greater standing
hobgoblins are normally regarded as but one threat within the dominance hierarchy of the tribe. Individuals
amongst many. are expected to work towards the good of the tribe and
are rewarded for successful results. Of interest is that
Discussions on the specific origins of hobgoblins are whilst young are protected and seen as embodying
varied, but they all tend to follow a common theme in the future of the tribe, the role of motherhood is not
that the race is derived from goblins directly. Some assigned any great standing. A female hobgoblin may
7
tell of an ancient sorcerer, quite mad, who attempted be respected as a warrior in her own right, but her duty
HOBGOBLIN PHYSIOLOGY

to provide the tribe with new potential warriors, whilst The combination of dark skin and red eyes seems to
expected, will never be rewarded. be exceedingly rare and, rather than being subjected
to vilification, such hobgoblins are usually accorded
Physically, female hobgoblins look very similar to their greater status within the tribal structure. Hobgoblins
male counterparts, particularly when dressed in full often portray their patron deity, referred to as The
armour, to the extent that a member of any other race Mighty One, as bearing these colours and so it is natural
may have great difficulty distinguishing sexes. They are to assume that such hobgoblins are seen as having been
certainly capable of becoming as good a warrior as any touched by the god and that he watches over their destiny.
of the males, though the female will rarely attain any These individuals often become adepts or even clerics
position of true authority within the tribe’s structure. within the tribe.
Whilst carrying young, her fighting ability, and thus her
tribal standing, all but disappear. In common with other Exceptionally large males are often seen with their pale
goblinoids, hobgoblins have no concept of long term noses developing either a blue or red shade, the colour
relationships between sexes and though an especially again dependant upon the tribe they were born into. The
weak female may be considered the property of a strong exact purpose of this colour change and the process of its
male, in general she will be fully capable of choosing development is not known, though it is certainly a natural
her own mate for breeding purposes. phenomenon rather than being artificially applied. It is
often presumed that such colourations, which become
The gestation period of a hobgoblin female is six months bolder as the male develops physically, make him
and she will typically bear two or three young, though somehow more attractive to hobgoblin females and thus
life in a hobgoblin tribe is often harsh, if not brutal, and increase his chances of mating.
it is rare for more than one of the young to mature as an
adult. Hobgoblin young develop fast and are capable
of rigorous combat at the age of six, easily able to Psychology
defeat any non-fighting member of the civilised races. A hobgoblin’s life is one of constant conflict, not just
They are considered adults within the tribe around the against every race it meets, but also within itself. On
age of eleven or twelve, when they will join the other the one hand, a hobgoblin shares many traits with the
warriors. other goblinoids. It is merciless in nature, uncaring
of other sentient beings and utterly dedicated towards
A hobgoblin may die of old age between sixty and its own personal advancement. From the earliest age,
sixty-five years, though it is exceedingly rare for any however, a hobgoblin is taught that the tribe as a whole
to reach this age. Most will die much sooner through is of all-importance and that true strength and power
battle or disease and only the adepts and clerics of a are bestowed by its underlying order. Manifesting as a
tribe have any real chance of attaining such great ages, strong adherence to discipline that sets hobgoblins apart
as they are afforded greater levels of protection by the from every other related race, hobgoblins are relatively
other tribal members. easy for their leaders to control and their belief in the
strength of their own tribe is paramount. However, a
hobgoblin is unlikely to be willing to lay down its life
Physical Variations for others, merely that any personal advancement will
Hobgoblins tend to exhibit the same types of physical take place through actions that benefit the entire tribe
variation within the species as the other goblinoid races and are thus amply rewarded.
do in terms of hair, skin and eye colour. Commonly,
skin colour is dark or red/orange, whilst the hair that An example of this can be found in the hobgoblins’
covers all parts of their body bar hands, feet and face is attitude towards their young. Though capable of
typically dark red/brown or grey. Of more note is that fighting at an early age, their young are kept far from
such colour variations tend to breed true within a tribe any potential combat unless the tribal lair itself is
so that each member is more or less identical in terms actually being overrun by enemies. This is not out of any
of colour. Exceptions can arise, however, and are often maternal or paternal feeling towards the young, merely
treated as figures of ridicule or as being Drafer, ‘not of that they represent the future of the tribe.
the tribe.’ Needless to say, the life expectancy of any who
are different is drastically reduced from the norm. All goblinoids display a hatred for any race other than
8 their own, but hobgoblins have developed an aggression
HOBGOBLIN PHYSIOLOGY

that far outweighs that of their cousins. They vigorously Where a race is not wiped out by hobgoblins, it will be
pursue war and conflict as a way of day-to-day survival, enslaved and dominated. Nowhere is this more true than
gleefully attacking other races at any opportunity. with orcs and goblins. Entire tribes may be rounded up
Differing tribes of hobgoblins will readily battle one and moved to the hobgoblin’s own lair, where they will
another and these other tribes are usually regarded as be turned into slave labour or used as cannon fodder in
being no better than members of a different race. Of future battles. Hobgoblins operate a brutal regime for
special animosity to a hobgoblin are the elves, a race any captive, viewing them no differently than beasts
that, in myth at least, dealt a murderous defeat to all of burden, though it is said that hobgoblins treat their
goblinoids. This hatred permeates the entire race and horses better than they do their slaves. Even bugbears
hobgoblins have been witnessed in battle dispensing with may be subjugated in this manner, if the hobgoblins are
their renowned discipline and actually bypassing several given the chance.
enemy units in order to strike at a sighted elf.

9
HABITAT

Habitat the surrounding area must be able to support the tribe


in terms of both food and supplies. As the largest
hobgoblin tribes can number well over three hundred

I
n common with the scourge that is the goblinoid warriors alone, with nearly twice as many young,
races, hobgoblins can be found in practically any this is no easy task to accomplish. The scouts will be
environment all over the world. However, as well as looking for numerous weakly defended farmsteads and
being a little less prolific than their goblin cousins, they villages, abundant natural resources or several smaller
are also wary of more extreme climates, being all too goblinoid tribes the hobgoblins can begin to dominate
aware of the additional and often unnecessary dangers and enslave. They will also attempt to get a sense of the
that can be posed by a harsh desert or frigid glacier. balance of power in the new region. Though hobgoblins
Whilst an adventurer may well find hobgoblin tribes in live to make war, they are by no means foolish and will
such regions, they are likely to be present only through avoid stronger tribes or civilised areas with professional
the most dire of circumstances. standing armies. The defence of the lair itself is of prime
concern so the scouts will be searching to identify areas
In general, hobgoblins prefer more temperate areas, with that could be made to be impregnable against anything
forests and low mountains being particular favourites. short of a direct, and very costly, assault by any sizeable
Open grasslands, as tribal areas, are usually shunned, army.
though they may be found in such places, travelling
from one lair to another. They are very cautious when Once a suitable site has been found, a warband, often led
determining a region for a tribal lair and by preference by the tribal chieftain himself, will be sent to take the new
will choose an area that provides a great many hiding lair and clear out any current inhabitants. More scouts
places or is extremely difficult for an enemy to reach, will be used to locate food sources and the construction
hence the number found in forests and mountains. Where of defences, ranging from simple ditches to full blown
this is not possible, hobgoblins look for defence when repairs on ruined fortress walls, will commence. This
creating a lair. Ruined forts and underground cavern is done with all speed, for it is at this time the tribe is
complexes or tunnel systems are popular choices. at its most vulnerable, with neither the new lair nor the
old fully defended. It will be the chieftain’s primary
Though not generally nomadic by nature, hobgoblin concern to bring the rest of the tribe to the new lair as
tribes have been known to move from area to area quickly as possible and so the warband will work fast,
in search of more prosperous lands. There are two taking no more than two or three days to complete the
circumstances that can cause this to happen. Firstly, preliminary defences.
a tribe’s lair may simply be located in an area that has
become too dangerous to remain in, whether through Aside from a few warriors in the original warband, every
a natural catastrophe or a determined resistance to the warrior of the tribe will be used to protect the movement
tribe’s constant raiding. A more powerful goblinoid of the tribe’s young and possessions as they make the
tribe moving into the area may also cause a move, if journey to the new lair. Generally, a tribal chieftain will
they survive the initial battles. Secondly, and more go no further than fifty or sixty miles when moving in
commonly, a hobgoblin tribe may eventually exhaust this way and so the task of relocating the entire tribe from
all readily available resources and be forced to find a the initial scouting to the abandonment of the old lair will
more bounteous area. take little more than a week. Being a critical time for
the tribe, stragglers are not tolerated and any hobgoblin
Unless disaster is imminent, a tribal chieftain will falling behind will simply be left to fend for itself.
never risk his entire tribe by simply striking out into the
unknown. Instead, small bands of scouts, numbering Once installed within the new lair, any neighbouring
no more than five or ten of the tribe’s best warriors will races will instantly notice the new arrivals’ presence.
be dispatched to locate and report on possible sites for Raiding parties are immediately mounted and begin to
a new lair. Such bands will take steps to avoid direct prey on neighbours and their resources. These raids
combat, concentrating instead on finding a new lair in are the hobgoblins’ primary means of sufficiency and
an area that can support the entire tribe. as food reserves are likely to be low after the relocation,
the hobgoblins will be vigorous in their attempts to
There are several key factors hobgoblins will consider replenish stocks, with horses and other livestock being
10 when searching for a new home. Most importantly,
HABITAT

their main targets. The defences protecting the lair will After a tribe has established itself in a new area, a
also be reworked and built upon, becoming ever more constant process of war and raiding will begin, with just
elaborate and, by goblinoid standards, sophisticated, two aims in mind – the continued existence of the tribe
with initially even the young being drafted in to assist. and the utter destruction or domination of all intelligent
Walls, watchtowers and often small engines of war will life other than hobgoblin.
be constructed to prevent any attack from forcing the
hobgoblins to move on once more.

It was with some fascination that I discovered the Plague of War tribe of hobgoblins had taken
residence within Fallyrn Forest. Long since a haven for orcs and their foul kin, I could barely wait
to see what effect the hobgoblins would have and so, at great personal risk to myself, I entered Fallyrn
with my manservant Luis to record this so far unseen process.

The Plague of War had already moved into its lair, a well known complex of caves at the heart of
Fallyrn, before we arrived and had destroyed the incumbent Red Axe orcs. This must have, incredibly,
taken mere days. From several very well hidden retreats, we were able to track much of the hobgoblins’
movements from this point forward.

The first move we were able to observe was an all out attack against the nearby Hammer Tribe orcs,
following a day’s worth of scouting by small units of just a few hobgoblin warriors. The assault was
launched at night and I missed much for the orcs began fleeing in all directions and it was paramount
for me to be able to later relate what I was learning. However, come morning, over one hundred orcs
were being led back to the Plague of War’s lair.

Two days later, the hobgoblins were on the attack once more, this time against the orcs of the Dark
Slayers. However, in this battle I saw the Hammer Tribe orcs attacking as part of the hobgoblin
force! I was astounded. How had the hobgoblins managed to subjugate these fiercely independent
orcs so quickly? Heavily outnumbered by the hobgoblins and their new allies, the orcs’ defeat was
predictable but instead of being moved to the Plague of War’s caves, a number of burly-looking
hobgoblins were left in the Dark Slayers’ simple stockade, presumably to govern the orcs in accordance
with their chieftain’s wishes.

We left a few days after as yet another attack was being launched, against the Splintered Tooth orcs.
Mixed orc and hobgoblin patrols through the forest were becoming more frequent and more thorough.
As much as I had enjoyed this study, I had to return to civilisation lest I myself be captured.

My conclusions are self-evident. In little more than a week, the Plague of War hobgoblins managed
to move into orc-held territory and began to take over one tribe after another. At this rate, the entire
Fallyrn will be under their complete domination within a month. The obvious danger here is that
instead of facing a few scattered orc attacks, the three nearby towns may have to contend with a
large, malignant and disciplined army of humanoids led by the hobgoblins, stationed just a few miles
from their boundaries.

No doubt Archduke Suunar-Laker will send his army into the Fallyrn soon. I must endeavour to
gain his permission to accompany that force, for I am anxious to see just what the hobgoblins have
achieved in this time.

Fillius Torinium, Scribe of Ages


11
HOBGOBLIN SOCIETY
number of victories in battle and so it follows that the

Hobgoblin wealthiest have the best skill in arms. However, this is


not the usual course of action as chieftains generally take
great care to keep their overlords more or less equal to

Society one another. Instead challenges, known as Surka will be


issued to determine who has the right to lead the tribe.

T Surka – The Tribal


he vast majority of hobgoblins live as
members of tribes, though independent mercenary
companies are also common. Tribes steadily
grow in prosperous times with each hobgoblin having its
Challenge
It is this system of challenges that forms one of the more
own specific tasks to fulfil, though every mature adult is remarkable aspects of hobgoblin society and something
considered first and foremost a warrior. A typical tribe that distances them yet further from their goblinoid
will average around one hundred and fifty warriors or so, cousins. Any disputes in the tribe, from the ownership
though it can grow to over twice that size in areas with of a horse to the rightful leadership of the tribe will be
many diverse resources or when two tribes fight and are resolved in one of two ways. Either the chieftain will
eventually amalgamated by the victors into one. There arbitrate important issues with no room for argument
will also be a great many non-combatants in the form of or more commonly, a challenge may be issued, if the
the injured, young and pregnant females, perhaps tripling hobgoblin in question is so permitted;
the size of the entire tribe in numbers.

Though there can be infinite variation between tribes in † No hobgoblin who is not considered a full warrior
terms of lair, equipment, specific culture and resources, may challenge one who is (indeed, a hobgoblin who
all form a dominance hierarchy led by an overall tribal cannot fight for any reason will not have many rights
chieftain who is recognised as the greatest warrior of at all within the structure of the tribe).
all and who likely attained his position through sheer
force of arms. All authority within the tribe is derived † Only an overlord may challenge the chieftain and then
directly from the chieftain and he (for there have been only as a direct result of a claim to lead the entire tribe
no recorded instances of females becoming chieftains) himself.
will maintain an iron grip on the order of the hobgoblins
beneath him. † No hobgoblin may challenge an adept.

Directly beneath the chieftain in terms of both rank and † Adepts are held to exist beyond the authority of
authority are his overlords, the most capable warriors the tribe and are thus forbidden themselves to issue
of the tribe who act as unit leaders and bodyguards. challenges.
There will generally be between four and twenty such
overlords, depending on the size of the tribe, and they There are always witnesses to a call for Surka, indeed
are noticeably better equipped than the bulk of the it is likely to draw a substantial crowd from tribal
hobgoblins they lead. The chieftain personally selects members, and any melee weapons or armour owned by
warriors himself for this duty, usually after some great the protagonists may be used. Surka always ends when
achievement in battle, though a scout consistently one combatant yields to his opponent. Thereafter, the
finding wealthy resources for the tribe to plunder may matter in dispute is considered permanently resolved.
also be granted such status. The amount of damage a hobgoblin sustains in such a
challenge is purely down to his own discretion and there
Whilst hobgoblins have only the most tenuous grasp of is no loss of face for being forced to yield to a superior
a martial honour system, they do acknowledge that the warrior. To the hobgoblin mindset, the fact that there is
laws of the tribe must come first in all things. When a always a victor and a vanquished in battle is in perfect
chieftain dies for any reason, his successor will come accordance with the natural order of their way of life.
from within the elite group of overlords who are already On a practical level, this system of challenges ensures
considered to be far superior to the average warrior of the any disputes within the tribe can be resolved quickly
tribe. Very rarely, the overlords may reach a consensus and easily and yet do so in such a way that needless
as to who the natural leader should be, especially if one and wasteful loss of life is avoided. After all, no tribe is
12 of the overlords is considerably wealthier than the others. served by having its members slaughter one another.
To a hobgoblin, excess wealth can only mean a large
HOBGOBLIN SOCIETY

The only exception to this is when an overlord makes a expense but they know all too well their position relies
direct challenge for the leadership of the tribe and this is on the continued unity of the tribe, with no room for
something no hobgoblin will consider lightly. Overlords dissension.
and adepts are the only members of the tribe permitted to
advise the chieftain and question his orders, though it is Adepts and overlords all receive shares that are more
understood that the chieftain’s final decision is just that or less even and will be between three and four times
– final. There are several circumstances, however, where greater than that of an ordinary warrior. Those who
an overlord may decide to take extreme measures against cannot fight will never receive anything of their own.
his chieftain and make an attempt for the highest position
in the tribe. He may sincerely believe a chieftain’s orders
will irreparably harm the tribe or he may have become Technology and
powerful enough to believe he can overcome his leader.
Nevertheless, this form of Surka is always fought to the Industry
death and the whole tribe is summoned to watch. This The preferred method of a tribe’s sufficiency is the raid.
is done primarily so that the chieftain, whomsoever it After all, what hobgoblin would want to toil in hard
may be after the combat, is undisputed in his claims labour when they can simply fight and take anything
to rule the tribe as the ultimate embodiment of their they need or desire? Failing likely targets for such
combined strength. piratical activities, a hobgoblin’s next choice will be to
take the role of overseer. Having subjugated another
Because of this, assassinations or any form of foul play goblinoid tribe, the hapless slaves will be forced to toil
outside of Surka (in which any number of dirty tricks in forests and roughly cultivated land to provide for a
may be employed so long as others are there to witness tribe’s sustenance, though chieftains rarely permit such
it) are exceedingly rare in hobgoblin society. Without a state of affairs to last long as their slaves are always
the outward display of martial prowess, there might easier to control in battle than when farming.
always be some element of doubt in a new chieftain’s
ability to rule the tribe correctly and in a manner that If these two methods fail to support a tribe, hobgoblins
will benefit all. As a chieftain’s own power flows from certainly have the wit and intelligence to turn their own
his position at the head of the tribe, this is the last thing hands to the more fundamental means of survival. If
he will want. the situation warrants such measures, blacksmiths,
farmers and even shepherds can arise from the ranks of
the warriors. These duties are allocated by the chieftain
Division of Wealth who will likely spend his own time searching for new
Through the processes of raiding and racial subjugation, raiding targets as few hobgoblins are likely to tolerate
it is possible for a hobgoblin tribe to amass a large this labour for long. He may well only have a matter of
amount of wealth in a relatively short period of time. weeks before he begins to face a succession of Surka
Hobgoblins, however, are very much a pragmatic race challenges from his overlords.
and material goods such as horses, weapons and armour
are afforded greater worth than such abstract concepts Very large tribes, which can number upwards of a
as currency. That said, barter and exchange of items thousand hobgoblins, can begin to suffer with so many
for coinage is possible between warriors and a great mouths to feed and there are few areas that can support
many silver and gold coins may find their way into the a tribe of this size through raiding alone. In these cases,
decorations of a warrior’s armour. tribes may be forced to turn to agriculture simply to
supply enough food. Wise chieftains always try to rotate
It is the task of the chieftain to personally divide any warriors used in this labour and the cleverer ones may
plunder taken during a raid and hand a portion to each use it as a punishment detail that will cause no argument
warrior who took part. The chieftain himself will claim or possible recrimination.
around a quarter to a half of the total haul, depending on
how successful the raid was considered to be. However, All warriors are capable of adjusting and repairing their
he is also expected to support the tribe with his own own weapons and armour, which usually come from
amassed wealth in lean times and also grant additional plunder taken in raids and they are, in fact, taught to
rewards to any warrior who performs exceptionally do so from a very early age. The maintenance of one’s
well in battle. Many chieftains may grumble at such own arms is considered an important duty within the 13
tribe and failure to do so will bring the immediate, and
HOBGOBLIN SOCIETY

usually unwelcome, attentions of the tribal chieftain. lair, hobgoblins are at their most dangerous. As well as
This is another mark that distinguishes the race from the large number of defences tribes prepare, chieftains
other goblinoids, as goblins and bugbears can be noted also use a system that humans and dwarves may define
by their shabby armour and rusting weaponry, whereas a as standing orders. Each warrior is given long term
hobgoblin’s will likely be polished and shining. Taking instructions of where to go and what to do in the event
into account their stature, units of hobgoblins have been of attack so when the alarm is sounded, the entire tribe
mistaken for human soldiers at range, a fact that talented can be mobilised and ready to fight within minutes. With
chieftains have used in the past to great effect. sentries permanently in place, often in hobgoblin-built
watchtowers, surprise is nearly impossible to achieve.
Hobgoblin tribes are also skilled in the construction
of simple but effective defences for their lairs. Any Every hobgoblin tribe has its own banner that is
hobgoblin lair, whatever its location, is likely to have a considered a prized possession of the chieftain. The
very large array of traps, ditches, grounded spikes and design is usually a stylised icon that will reflect the
even primitive engines of war such as catapults and name of the tribe and may also be found on the shields
ballistae. Given time and a ready source of materials, a of some of the warriors. The tribal banner is normally
hobgoblin tribe may even attempt large scale stonework kept safe within the chieftain’s own living space in the
though, as a rule, they much prefer to work with wood lair and only brought out in large-scale battles where
for speed and simplicity. the majority of the warriors will be fighting. It will be
carried within the chieftain’s own bodyguard unit by a
warrior the chieftain has personally selected either for
The Tribe at War special honour or great punishment, depending on how
In open battle, hobgoblins form
disciplined units led by an overlord
that can rival the capabilities of any
similar formation of humans, dwarves
or elves. Where several units are
engaged in combat simultaneously,
mature young on the verge of
adulthood will often be employed
as runners, ferrying orders to each
unit directly from the chieftain who
will be fighting with a bodyguard of
his most trusted overlords. The tribe
will rarely engage in combat without
the forward planning of the chieftain
and every warrior will be instructed
with precisely what he is expected
to accomplish. This method of
warfare, far from being rigid, makes
a hobgoblin tribe a very potent force
that is difficult to overcome unless the
enemy is able to achieve superiority
either in quality of soldier or sheer
numbers.

It is not unusual for a tribal lair itself


to come under attack, for as soon as
the hobgoblins begin to prey on other
goblinoids or civilised settlements, it
can only be a matter of time before an
army of some sort is raised to destroy
14 them. When defending their own
HOBGOBLIN SOCIETY

much the tribe actually reveres their banner. However, warriors and if any are caught, they will be subjected
it tends to be the law of most tribes that if the warrior to a protracted and painful death.
loses the banner, he is not expected to return to the
tribe alive. Mercenaries will be willing to fight for almost anyone,
with other goblinoid or orc tribes being the most
As a final note with regards to tribes and warfare, the common employers, though humans with few scruples
most common cause of Surka against a chieftain is a have seen the value of the hobgoblins’ disciplined
serious defeat in battle. This is one likely reason that approach to war. Many come to regret such a warband
chieftains plan their battles so well and in such detail in or near their settlements, however, as hobgoblins may
– another indication that the hobgoblins are, at their core, demonstrate difficulty in adjusting to more civilised
a very pragmatic race. societies for however brief a time. When hobgoblin
mercenaries are used in predominantly human armies,
their warlike nature and love of horse flesh can create an
Mercenary Warbands uncontrollable friction with other fighting units.
Outside the common tribal structure, there are a few
hobgoblins who form warrior bands of their own, Hobgoblin mercenaries themselves have no such
searching for ever larger battles and ever greater prejudices with who employs them and will literally
victories. They doubtless consider the fact they get paid fight for any who can pay. They can adapt well to life
for waging war a mere bonus. beyond the strict confines of their original tribe and
quickly come to understand the values of both gold
Hobgoblin mercenary warbands typically have between and reputation. It is relatively rare, for example, for a
twenty and one hundred skilled warriors, with no place hobgoblin mercenary warband to intentionally betray its
for young and those seriously injured. They usually current employer, if for no other reason than they realise
form either from surviving warriors who manage to their chances of successive employment would likely
escape the shattered remnants of a broken tribe or a disappear thereafter. With steady service and skilful
group of hobgoblins who have grown dissatisfied with fighting, hobgoblins amass more gold, which is in turn
their chieftain. Unable or unwilling to challenge him, spent on weapons, armour and horses, which remain
they will simply leave, striking out for the unknown but their true passions.
determined to survive by their warrior skills. To the other
members of the tribe, an action that weakens them to The structure of a warband follows similar lines to that
such a degree is an unforgivable betrayal. Systematic of a tribe, with the overall captain (who may well term
searches will be mounted to locate the absconding himself warlord after several successful engagements)

As with tribes, mercenary warbands also have a collective identity, though such terms relate to
what the warband can actually do, or what it is capable of, rather than what the hobgoblins
consider themselves to be. I have theorised, though some slower-witted scholars have in the past
disagreed, that hobgoblin mercenary captains liken this name to an advertisement, proclaiming
to prospective employers what they have achieved in past battles.

Kin-Slayers Ravagers
Gold Takers Despoilers
Quick Death Company Smashed Lances
Lords of Battle The Mighty Horde
Warriors of the Tunnels Life Stealers
Scorched Lands Pain Bringers

Fillius Torinium, Scribe of Ages


15
HOBGOBLIN SOCIETY

measure of their achievement and worth. When courting


new employers, a captain will always bring his banner
to negotiations, born by a powerful and intimidating
warrior, as proof of what his warband has accomplished
in its history.

It is an inevitable fact that any hobgoblin mercenary


warband is doomed from the moment of its initial
formation. Its members will never retire from the joy
they find on the battlefield and their hostility towards
outsiders, even other hobgoblins, means they will never
hire reinforcements. It is the fate of every mercenary
hobgoblin to one day be destroyed by his pursuit of
war.

Religion and
Spiritual Matters
Hobgoblins are not religious by any measure and though
they are nominally bound together under the goblinoid
deity known as The Mighty One, they rarely pay the
god anything more than lip service until a real disaster
strikes the tribe. Even then it may only take the form of
blaming The Mighty One for their misfortune.

Not every tribe will have adepts to service what few


spiritual needs the hobgoblins may have and those that
do rarely have more than half a dozen. Adepts tend
to function outside of the chain of authority that runs
commanding several sergeants of his own choosing, through the tribe and they are considered inviolate when
who in turn have authority over the regular warriors. it comes to Surka and punishment – even the most
Payment and plunder are also shared out in similar ways, irreverent of chieftains will be unwilling to court danger
with the captain taking up to half of each, though he is by harming a hobgoblin who is granted any amount
expected to arm and equip all his warriors regardless of supernatural power directly from The Mighty One.
of circumstances. The more adventurous captains may Instead, adepts are primarily used in two ways by the
even go to the expense of mounting their entire warband tribe. When posed with a particularly difficult problem,
on horses rather than just having them eaten, once he a chieftain may go to his adepts and consult with them
understands how much more cavalry units can get paid. for advice, though he may place no special value in what
In fact, horse-riding hobgoblins are far more common in they say and will be under no compulsion to obey their
mercenary warbands than they are within tribes. words. Secondly, all adepts are expected to use their
supernatural powers for the good of the tribe, either in
Each warband will carry a banner into battle and a battle or in the normal day-to-day life of hobgoblins by
much greater significance is placed on this than within overcoming trials and obstacles that might otherwise
tribes. To a hobgoblin mercenary, the entire pride of be laboured over.
the warband is bound into the banner and they will
fight fiercely if it is ever captured by an enemy in For their part, hobgoblin adepts make relatively poor
combat. In addition to the warband’s icon, again based worshippers of The Mighty One themselves and some
on their name, there will also be stylised depictions of may even secretly suspect the powers they wield come
their greatest victories and thus their banner is a direct from within themselves rather than being channelled
from any god. However, they are always keen to
16
HOBGOBLIN SOCIETY

capitalise on their status within the tribe as it grants The Mighty One’s most minor wish can easily lead
immediate power and will always keep them far from any to direct confrontations with the tribal chieftain. Any
physical labour. This lack of duty towards The Mighty adepts in the tribe will likely consider themselves in the
One seems to go unpunished by the god as hobgoblin service of the cleric rather than the chieftain and this can
adepts are no less skilled than their goblin counterparts. create a powerful faction that can destabilise the entire
It can only be presumed that, by their very existence, structure of a tribe. Though not regarded as being part
hobgoblins continue to further The Mighty One’s grand of the law of any tribe, a very powerful cleric may call
scheme for all goblinoids. Surka against the chieftain if he believes the leader to be
weak and, if successful, will become chieftain himself.
All adepts within a tribe are considered of equal standing, This is not a common occurrence though as many clerics
regardless of their relative skills. Power struggles believe the running of a tribe is beneath their concerns
between them are rare but can occur, especially if the and will only do so if they need to directly control every
chieftain is foolish enough to demonstrate any particular hobgoblin, or if they believe it is the demand of The
favouritism. Such struggles are usually ignored by the Mighty One that they do so.
rest of the tribe but if other hobgoblins are brought in to
aid one adept or another, the chieftain is likely to step in It is rarer still for a hobgoblin cleric to follow any other
and resolve matters with his own undisputed authority. deity than The Mighty One, though it has been known
to happen. Such clerics tend to be the most fanatical
Clerics are exceedingly rare in any hobgoblin tribe, with hobgoblins an adventurer will be unfortunate enough
perhaps one in twenty having a cleric of any real power. to meet, with their blood-crazed rages in battle a true
Along with far greater skills and powers than a mere phenomenon to witness. They are likely to have taken
adept, hobgoblin clerics are fanatical followers of The over the leadership of their tribe with a very specific
Mighty One and it is possible the one goes in hand with purpose in mind, in accordance with their god’s wishes.
the other. The cleric’s self-declared mandate to follow This can lead to tribes of hobgoblins acting in very un-
hobgoblinlike ways.

17
HOBGOBLIN SOCIETY

As impious as they are, the majority of hobgoblins will nevertheless at least acknowledge The
Mighty One as their patron deity. They consider themselves the chosen of The Mighty One, as he is
seen as both a war god and a great general, qualities with which hobgoblins can readily identify
and that they believe they fulfil far better than mere goblins. The god, who is always portrayed
by his adepts as an unusually large and muscular hobgoblin with flaming red eyes, sharp fangs
and wickedly clawed hands, is said to command huge armies of goblinoid spirits. However, the only
way a hobgoblin may join this mighty force after he dies is to be slain on the field of battle and this
is generally as far as their religion goes.

However, members of tribes commonly retell stories from the time when The Mighty One walked the
world, crushing all in his path, especially after they have fought a successful battle themselves.
It is said that during his time in the material world, The Mighty One led the greatest force of
hobgoblins ever seen, for they were always his favoured people. Many battles were fought against
the other races and, for a long time, The Mighty One remained undefeated at the head of his horde.
The complete domination of the world was his for the taking with only the elves, led by their own
forest god, standing in the way. Marching to war, The Mighty One led every hobgoblin in the world
into a massed battle to decide which was the greater race. Numberless hordes of hobgoblins poured
into the assembled ranks of elves, heedless of the casualties caused by the elven bows as the massacre
commenced, whilst The Mighty One sought out the elven god for single combat. The Mighty One
towered over the elven god and time and again, he charged his enemy who, every time, simply dodged
and twisted out of the way.

The Mighty One became enraged at his cowardly enemy, wildly swinging his huge axe at the elusive
figure. All around him, hobgoblins slaughtered every elf they could reach, but he could not land a
single blow against his own enemy. Again he charged and again the forest god dodged, but this time,
the fine sliver of the elf diety’s thin sword lunged forward under The Mighty One’s guard, striking
him cleanly through the heart and banishing him from the realms of mortals forever.

Hobgoblins recount the Fall of The Mighty One with bitterness and injured pride, for they know who
was winning the battle before their god was banished and that the elves could only win through
trickery and deceit. The rightful victory was denied to the hobgoblins who, if it were not for that,
could be masters of the entire world in current times. This denial is ingrained into every hobgoblin
and manifests itself as an utter hatred of the elven race. Many times in battle, hobgoblins have
been seen ignoring some enemy units in favour of attacking any elf present.

As to the truth behind this tale, obviously I cannot judge, but it is maybe true in form, if not in fact.
I find it hard to credit that The Mighty One ever walked this world, though I know some elves believe
their own god once did. To my mind it is far more likely that, many centuries ago, a particularly
renowned hobgoblin chieftain perhaps had the strength of will to unite several tribes, forming a
mighty army that threatened elven lands. The defeat of this army somehow left an impression on
the entire hobgoblin race through to this day. Now, my supposition may be no more correct than
that of the hobgoblins themselves, but it is, I believe, far easier to give credence to.

Fillius Torinium, Scribe of Ages

18
METHODS OF WARFARE

Methods of Cavalry
Hobgoblins have been known to use cavalry to
supplement their attacks, though this is far more
Warfare common within mercenary warbands than with tribes.
However, some tribal chieftains do see the value in such

T
units, particularly if the terrain around their lair suits
hough both hobgoblin tribes and mercenary
mounted warriors or if they have been defeated in the
warbands tend to be judged purely by the
past by a charge of cavalry. Horses are the preferred
number of warriors they contain, this is often a
mount of hobgoblins but given their dietary tastes, it
false measure as these warriors are capable of fulfilling
can be very difficult keeping such a unit active for any
a variety of roles on the battlefield. Though dedicated
great amount of time.
in the main to raids and ambushes, any large group
of hobgoblins is capable of conducting disciplined
manoeuvres on an open battlefield that make them Scouts
comparable to well-drilled human soldiers in terms of Every fighting group of hobgoblins will maintain a
effectiveness and flexibility. Ultimately, this race can select number of warriors whose battle skills are beyond
turn its hand to almost any military action with at least reproach and who specialise in stealth tactics. These
a reasonable degree of success. scouts are primarily used to locate and report back on
settlements for future raids and attacks or for tracking
Warriors ambush targets as they near the main hobgoblin force.
In battle, the scouts may join regular warrior units or
The regular hobgoblin warrior most will meet in battle
operate in small groups, infiltrating enemy positions to
will be formed up into units with other tribal members,
create disruption and havoc, chasing down fleeing units
numbering anything between twenty and one hundred
or simply harrying an enemy as they attempt to close
overall, led by an overlord. The majority will be clad
on the hobgoblins’ front line. Whilst their abilities to
in studded leather armour, bearing a large shield and a
hide and move silently may even rival those of other
longsword, with javelins being a common addition for
goblinoids, such skills are always considered secondary
many. However, it is possible to find a great deal of
to their strength in battle. Even these hobgoblins are
variation in the way hobgoblins are armed and armoured,
warriors, first and foremost. They tend to opt for lighter
even between warriors belonging to the same unit.
Longswords may be replaced by spears or battleaxes,
or the shield may be discarded altogether so a
greatsword or greataxe may be wielded. Tribes who
have been successful in many raids and particularly
wealthy mercenary warbands are likely to have large
proportions of their warriors sporting chainmail.
Breastplates and helmets are also popular choices
amongst hobgoblins.

Archers
Many tribes will have the resources to arm their
warriors with longbows but, given the hobgoblin
penchant for destroying enemies at close quarters,
they tend to be employed only in the defence of a
lair or for specific and well-defined tasks. A chieftain
may decide, for example, that an enemy needs to be
thinned out before he orders an attack or that the use
of longbows would make a superior diversionary
action possible. Whilst no hobgoblin could compete
with an elf for marksmanship, when used en masse, a
volley of arrows can prove devastating to an opposing
unit.
19
METHODS OF WARFARE

armour than the traditional warrior, the better to aid in to gather preliminary information on an enemy in less
their stealthy missions, and ranged weapons such as than an hour, though they usually spend two to three
longbows and slings are very common. days evaluating any one target, stealthily keeping their
distance whilst memorising all they can about their
unsuspecting prey. In the main, they will search for
Chieftain’s Retinue lightly defended farmsteads and villages, main caravan
The most potent unit in a hobgoblin tribe, however, will routes and other goblinoid tribes, keeping far away from
always be led by the chieftain and is comprised of his larger towns and fortresses until the tribe has drained
most favoured overlords. These hobgoblins represent the every other resource in the immediate area.
very finest warriors of the entire tribe and, concentrated
into one solid block, they are a very powerful force on Their reconnaissance complete, they journey back to
any battlefield. There will be a huge variation in their the lair, where the chieftain will decide which of the
weapons and armour but it will be of a distinctly higher targets his scouts have presented will be attacked first, as
quality than that of any other warrior and it is here any well as how many warriors will be committed. Plans of
magical weapons the tribe has in its possession will be battle will also be made, taking into account an enemy’s
found. This retinue is also likely to include a warrior defences as well as the surrounding terrain, and the
who will hold the tribal standard aloft to be used as a chieftain’s overlords will often take part in this process,
focus and rallying point for the entire fighting force and volunteering to lead raids and even making suggestions
also to mark the position of the chieftain at all times. to their leader. On rare occasions where the chieftain is
If the tribe has one or more adepts, it is also likely that less sure of what lies outside the lair, the tribe’s adepts
the banner will be magically charged with spells unique may also be consulted.
to hobgoblins and thus become a powerful weapon
of war in its own right. The chieftain and his retinue With plans set, the overlords then instruct each of
are expected to lead by example and so can always be their warriors in what they are expected to achieve in
found at the forefront of any large hobgoblin assault, the coming battle. Strict objectives will be defined
using their incredible martial skills to literally smash and adhered to. If the tribe is seeking horse flesh, for
through enemy opposition and allow the rest of their example, no hobgoblin will engage in wanton slaughter
force to sweep through broken and demoralised lines for the sheer joy of it unless he is welcoming of a
with catastrophic results. chieftain’s punishment. That said, it is just as likely
that a tribe’s objective is the slaughter of every sentient
being they can find. It could be said that orders for
Of Raids and murder and destruction on this scale could be given to
Ambushes test the warriors’ mettle or to hone their fighting skills
but, truth be told, hobgoblins often engage in such
Unless a target for a raid or ambush has a particularly
formidable defence, it will be unlikely that even the random slaughter simply because they enjoy it. They
majority of a tribe’s warriors will ever be utilised at sincerely believe no other race but theirs has the right
once. Even whilst the important business of war goes on, to exist in the world.
lairs still need to be watched and guarded, new raiding
areas have to be scouted and even stronger defences Hobgoblins, as a race, are well suited to the following
constructed. of well defined orders without variation and are more
than capable of carrying out some of the more complex
A chieftain will always judge what size of force is commands their chieftains may sometimes demand. The
required to win a battle based upon the verbal reports patience required in waiting for the right time to strike,
of his scouts, and hobgoblins tend to be uncannily the blood thirsty charge followed by the immediate
accurate when estimating their enemies. The tribe’s breaking off of combat and the accurate timing of
scouts will have scoured the terrain for miles in every diversionary attacks are all well within the grasp of the
direction, often working alone, seeking weak victims most average of hobgoblin warriors.
that can provide food and resources for the tribe.
These scouts are very capable in what they do, able With their highly developed darkvision, hobgoblins
prefer to attack at night, but they are equally suited
20
METHODS OF WARFARE

to daylight battles, just as they are no less capable of skills to stay hidden as they move into position, ready
subterranean warfare as they are on the surface of the to carry out their chieftain’s orders. The solid warrior
world. They are well aware of how many other races units appear soon after, marching in tight formation
suffer in darkness and have even been known to make and ready to support one another when battle is joined.
intelligent use of fire in such battles. Tactics such as With their weapons shining in any available light, some
blinding their opponents and destroying their night previous victims have in the past made the mistake of
vision or employing scouts to create large fires that assuming the army was their own reinforcements. Such
silhouette targets for archers have both been witnessed thoughts may be quickly forgotten, as the chieftain is
in some raids. spotted in the centre of the army, surrounded by the
largest hobgoblins of the entire tribe. Next to him is a
It is in the largest of battles, where the majority of warrior, hoisting the crude-looking tribal banner high
a tribe’s warriors are brought out to fight, that the into the air, proclaiming to all that the hobgoblins have
hobgoblins’ cunning tactics and disciplined resolution now arrived.
to orders can impress even the most seasoned of
generals. This is, thankfully for civilised peoples, a As your own infantry move forward to engage,
rare occurrence and usually only happens when a large desperate to keep the hobgoblins away from the village,
town is being attacked or when a chieftain makes the the warrior units on the flanks peel off and adopt far
decision to face an approaching enemy away from the looser formations. Unslinging their previously hidden
lair. When hobgoblins fight in such numbers, they are longbows, your infantry is now subjected to volley after
unlikely to intentionally leave any survivors, be they volley of arrow fire. The hobgoblins then charge, led
trained soldiers or non-combatants. by the chieftain’s own retinue and a loud crash echoes
across the battlefield as opposing shield lines clash
violently. The chieftain uses the weight of his charge to
smash the infantry units in front of him, creating a hole
Tribeless Hobgoblins in your battle line that the nearest units of hobgoblin
Hobgoblins without a tribe, if they do not become
warriors rush to fill. Arrow fire continues to rain down
mercenaries, will often locate a goblin or orc tribe and
on any infantry that have yet to engage the enemy and
simply usurp control. They will seek to remove and
hobgoblin scouts begin rising from their hiding places
destroy any existing tribal leader, along with his most
to attack your units in the flank and rear, or to finish
skilled warriors and set themselves up in his place.
off the injured who by now are falling to the ground
Once in this position, they rule through methods of
in huge numbers. Then, at a signal from the chieftain,
dominance and total fear, demonstrating a callous
hobgoblins mounted on horseback and armed with
disregard for the well-being of their new followers.
wickedly barbed spears rush from nearby woodland that
Any dissent is immediately and cruelly put down by the
your own huntsmen had previously claimed was clear.
sword for the hobgoblins will be eminently willing to
One by one, your units begin to turn and rout as the
leave and find another such tribe if their current home
cavalry plough into their rear, only to be hacked down
becomes too weak as a result of their merciless rule.
by blood-thirsty warriors. And the hobgoblin tribe wins
yet another battle.

Moving forwards, the hobgoblins proceed to raze the


Facing the Tribe village, slaughtering all they can find and stealing
Imagine, for a moment, that you are the commander of anything of value that can be carried back to the lair.
an ad hoc army ready to fight off a large hobgoblin attack The smoke rising high into the sky from the village is
with the few meagre resources you have managed to pull likely the last you will ever see of the settlement as you
together. An entire populated village is depending on make a very hasty retreat from the disaster.
your victory as the enemy approaches.

If you were unusually observant, the first you may see Tactical Variety
of the hobgoblins’ approach may be a few scattered The example above is neither typical nor unusual of a
scouts, though they will likely be using their superior massed hobgoblin attack, as every chieftain has his own

21
METHODS OF WARFARE

methods for defeating his enemies. Indeed, those who


pursue such tribes can sometimes identify a particular
raiding party of hobgoblins, simply by the tactics they
employ. Such battles though, are generally the largest-
scale in which hobgoblins are willing to fight. When, as
has happened several times in history, a charismatic and
powerful leader starts binding goblinoid tribes together
to form a nation-defeating force, hobgoblins may well
become a part of it and be used as shock troops, but these
are exceptional circumstances.

What has been portrayed in this chapter is a taste of the


variety of tactics that any hobgoblin may use in combat,
whether it is in razing a village or facing a party of
brave adventurers. They may not necessarily have any
‘set’ tactics, but will be able to quickly adjust to any
new situation they find themselves in and, thus, must
never be underestimated. There are fortresses now in
hobgoblin hands, for example, being used as fortified
lairs simply because the previous commander did not
believe that hobgoblins were capable of siege warfare.
Anyone who has previously fought hobgoblins will say
that the best method to approach combat with them is
to always assume that they are at least as intelligent as
a human is.

Though I have concentrated primarily on traditional tribes and mercenary warbands, hobgoblins,
like any intelligent humanoids, are not bound by any fixed set of rules. Adventurers travelling as
far and wide as I have over this world may encounter this race in the strangest of places and doing
decidedly un-hobgoblinlike things. For example, I have seen with my own eyes the Enflamed Arrows
of the far-away steppes who, like the humans of the region, adopt the life of wide-ranging nomads,
constantly herding an incredible number of horses to new areas of grazing. I have heard of, but not
seen, the Blood Drinkers of the southern seas, by all accounts a rapacious and battle hungry group
of hobgoblin pirates who have managed to amass a veritable fleet over recent years. And there are
always dark rumours of hobgoblins being valued members of many thieves and assassins guilds
throughout several cities, though this is harder to credit. It is clear, however, that hobgoblins, for all
their deficiencies when compared to us, are an extremely capable race that may forever pose a threat
to decent peoples.

22 Fillius Torinium, Scribe of Ages


ROLEPLAYING WITH HOBGOBLINS

Roleplaying If you fancy a memorable evening of gaming and wish


to challenge your players to their very limits, you could
do a lot worse than have them attempt an attack on a

with hobgoblin lair. It is here, in defence, that the hobgoblins


can demonstrate their true mettle and even relatively
high level characters may find themselves seriously

Hobgoblins challenged by ‘mere goblinoids.’

Imagine a typical lair for a moment. There are defences

I
n this chapter, we will look at how hobgoblins and traps for at least a couple of hundred yards in
can be integrated into an existing campaign and, every direction. There are watchtowers, sentries and
more importantly, how a Games Master should active patrols stretching much further away. Catapults,
endeavour to portray them when they encounter the ballistae and stations for longbow armed hobgoblins
Player Characters. Up to this point, you have learnt cover every conceivable approach. For perhaps months
about every aspect of hobgoblin life, from their the chieftain, a formidable warrior in his own right, has
disciplined martial skills to the physical traits that constantly drilled the tribe in what to do in the event of an
enhance their ability to survive in a world eager to wipe attack and this is one very important point to remember
them out. Now it is time to put all of that information – within a few short minutes of the alarm being sounded,
into practice. There is one golden rule you must never every hobgoblin in the tribe will be armed, in position
forget in your games: and ready to fight. Most Player Characters are likely
to need a small army to help them overcome such an
Hobgoblins are not stupid! obstacle and losses will be high.

The average hobgoblin is as smart as the average human On very rare occasions, the players may meet a few
and whilst they do not have the same civilised societies ‘stray’ hobgoblins and have fun defeating them in short
that spread all over the world, they more than make up order. This is fine. You can then put them up against the
for this with sheer cunning. resources of an entire tribe where they will soon develop
a very strong respect for a race that has both numbers and
Too many Games Masters in the past have treated martial prowess on its side. No longer mere monsters,
hobgoblins merely as critters for players to vanquish at hobgoblins have the potential to be the nemesis of every
the earliest opportunity. But every tribe and warband Player Character in the game.
has a history and no hobgoblin will have survived long
enough to even meet the players if they had simply flung
themselves into every available combat.
Hobgoblin Names
At their core, hobgoblins are highly disciplined and Unlikely though it may be, it is possible that Player
very efficient warriors. Even with their overlord or Characters could open a dialogue with a hobgoblin,
chieftain slain, they will instinctively know when if only they can delay its murderous tendencies long
to push an advantage in combat and when to retreat enough (keep any elves far out of sight!). More likely,
from under an onslaught. In an attack, such as a raid a Games Master will want to name the prominent
or ambush, hobgoblins are likely to have planned the hobgoblins of a tribe or warband out of a sense of
battle in advance, using secondary waves, diversionary completeness or in the event that a chieftain gains a
forces and withering bow and javelin fire as and when great deal of renown in any one area. In general, their
required. Players should find that hobgoblins have an names can seem harsh to human and elf ears, but not
uncanny knack of manoeuvring units into positions as hard or short as those of orcs. Provided here are
where they will do the most damage. If, despite this some examples of hobgoblin names.
forward planning, the players manage to start defeating
their enemy, the hobgoblins will not wait around to be Tallarak Terreck Gruushavak
slaughtered. Instead, they will retreat behind a dedicated Kilmark Mogosatik Takarna
rearguard, regroup a good distance away and then strike Chabosh Defanma Makara
back, this time having taken into account the strengths
and weaknesses of the players. 23
SCENARIO HOOKS AND IDEAS

Scenario hobgoblins are now in sole possession of the fort. The


rest of their tribe cannot be far behind and once they
arrive, the fort may prove to be all but impregnable and

Hooks and the entire region will then fall under the domination of
the hobgoblins. The players are hired to lead a small unit
of militia to take back the fort and then hold it against

Ideas the rest of the tribe when it arrives. The hobgoblins


will try a direct assault at first but if this fails, they will
begin to lay siege, trying successively more sophisticated

H
obgoblins provide the Games Master with and imaginative methods of attack. The Games Master
a wealth of opportunities to use as is welcome to relieve the players with a larger army
adversaries against the players. Characters of all after a set amount of days. Or he could just leave them
levels may be challenged by the intelligent and militarily stranded. . .
forward-thinking hobgoblins, to the extent that any party
foolish enough to dismiss them as mere goblinoids may
quickly find themselves in real trouble. Sweep and Clear
After a particularly gruesome battle, a combined force
Presented here is a short jump-off list of scenario hooks of goblinoids was finally shattered after plaguing the
and ideas that a Games Master may use to introduce region for so long. However, a mercenary warband of
hobgoblins into an existing campaign. hobgoblins became separated from the bulk of the force
during the battle and managed to escape slaughter. Now
hiding in the wilderness, they are conducting successive
Merchant Convoy raids on the surrounding area and have already claimed
A well-traversed caravan route through the wildlands many innocent lives. It is the task of the players to track
has suffered greatly in recent months, with entire trains the hobgoblin mercenaries down and destroy them.
of wagons disappearing without trace. The players They will soon find, however, that these hobgoblins are
are hired to escort the next caravan to discover what veterans of many battles and know how to survive on
is happening and, if possible, put a stop to it. The their own whilst avoiding direct combat.
Games Master can have plenty of fun with this type of
scenario, planning ambushes and using the hobgoblins’
advanced grasp of tactics to hinder the players’ attempts Scout Hunters
to remove them. The players are spending time in a village, possibly for
rest and re-supply between adventures, when an alarm is
raised – a hobgoblin has been spotted on the far outskirts
Assassins! of the settlement. It is known that there is a hobgoblin
A large force of goblins and orcs has been detected lair around sixty miles away to the west and they have
nearly sixty miles away from a civilised settlement and been an unholy terror on the farms of the area. Up to
appears to be approaching fast. Scouts and huntsmen this time, however, they have never come as far east as
have estimated that the oncoming horde will easily crush to attack this village. The presence of a lone hobgoblin
the meagre defences of the settlement and so the players could signal their intentions to start raiding further away
are drafted in to attempt a reckless plan. A small group from their lair. At all costs, the scout must be captured
of hobgoblins have been spotted leading the force and or killed before he can alert his tribe as to the position
it is supposed that their deaths will cause the orc and and defences of the village. The players must hunt and
goblin army to fall apart through infighting. The players track down this scout as the hobgoblin races back to
must stealthily enter the enemy camp and destroy the his lair, eager to tell his chieftain of the rich plunder the
hobgoblin presence without bringing huge numbers of village may yield.
other goblinoids down on their heads.

Vendetta
The Siege It is possible that, in one of the scenario ideas presented
A nearby fort has recently fallen to a surprise hobgoblin above, the players may have done a great deal of serious
attack. The defenders have all been slain and the
24 damage to a hobgoblin tribe and yet left some survivors.
HOBGOBLINS AS PLAYER CHARACTERS

Such hobgoblins, the only remains of a broken tribe, ‘regular’ adventuring sessions, with the party seeking to
may well take a keen interest in the future actions of amass fame and fortune as mercenaries, or climbing up
the players, tracking them down and then attempting to the dominance hierarchy of a tribe until they are capable
bring about their premature deaths. A strong hobgoblin of challenging the chieftain themselves.
warrior with rogue skills leading a dedicated warband
could cause even high level characters some problems. It is recommended that Player Character hobgoblins
restrict themselves to fighter, rogue and cleric classes
though, as always, a player’s creativity should never be
bound by any rulebook. If a suitable rationale is created
for an unusual hobgoblin character, the Games Master is
urged to indulge his player. As always, it is assumed that
Player Character hobgoblins are above average when
compared to other members of their race.

Hobgoblin Racial
Traits
† +2 Dexterity, +2 Constitution: Hobgoblins are
superior warriors.

† Medium: As Medium creatures, hobgoblins have no


special bonuses or penalties due to their size.

† Hobgoblin base speed is 30 feet.

Hobgoblins † Darkvision: Hobgoblins can see in the dark up to


60 feet. Darkvision is black and white only but
is otherwise like normal sight and hobgoblins can

As Player function just as well with no light at all.

† +4 racial bonus on Move Silently checks. Hobgoblins


Characters retain some of the stealth of their goblinoid
cousins.

H
obgoblins have a tremendous scope to be
used as Player Characters within the game, † Automatic Languages: Common and Goblin. Bonus
though caution is urged when introducing them Languages: Draconic, Dwarven, Infernal, Orc.
as part of a regular party line-up alongside humans, elves
(especially elves!) and the other races. The hobgoblin † Favoured Class: Fighter. A multiclass hobgoblin’s
personality is one dedicated to war and the domination fighter class does not count when determining
of every race not of their own. Though the idea of a whether he suffers an XP penalty for multiclassing.
hobgoblin gaining a conscience and working to atone To a hobgoblin, warrior skills are paramount and are
for the crimes of his race may appeal to some, it is taught from an early age.
highly unlikely. This must be left to the discretion of
the individual Games Master and his players. However, † Level Adjustment +1: Hobgoblins are slightly more
a hobgoblin-only campaign may have a great deal of powerful than the standard races.
length to it, whether the Player Characters are part
of a tribe, have left for some reason or have formed a
mercenary company. Such a campaign is likely to be
military in nature and can provide a good break from
25

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GRAVEN HILL BORDER FORT

Graven Hill not be easily hidden and, if attacked, they might all die
fighting.

Border Fort So it was with no small amount of relief that the scouts
soon reported to Mokvara that a human fort had been

T
he Graven Hill border fort is provided as an found three days’ march to the north-west and, moreover,
example of a hobgoblin lair. Whilst there is a it seemed lightly defended enough for the tribe to
great deal of variation between the specifics of conquer. Leaving the tribe to the leadership of one of
such lairs, it does give an indication as to the level of the overlords, Lokandat, the chieftain led a large force
organisation a tribe can possess, as well as the extent of warriors to gain possession of Graven Hill.
the hobgoblins may develop their defences. Enough
information has been given for Games Masters to use By the time Mokvara gained sight of Graven Hill, more
Graven Hill as an extended encounter for their players, scouts had already moved into the area and having
or even as the basis of several full-blown adventures, spent three days watching the fort, the human defenders
possibly utilising some of the ideas given in the Scenario blissfully unaware, they had discovered exactly how
Hooks And Ideas chapter. many men were inside and how relatively poor the
defences were. Mokvara studied his foe carefully,
Graven Hill is typical of the many border fortresses that keeping his army away from the fort and his plans
safeguard the lands of men from predators and invaders. began to formulate. His tribe would take longer to
Constructed nearly a century ago from locally quarried reach Graven Hill than he did and so he could perhaps
stone, it has remained a bulwark against the wild for all expect their arrival in five days time. This effectively
the human and halfling farmsteads and villages in the gave him nearly a week to breach the fort and wipe out
immediate area, with few enemies willing to launch any its defenders with the minimum of cost on the part of his
sort of attack simply because of its presence. However, warriors. With time on his side, he consulted with his
such safeguards can breed a lax attitude and the forty scouts as to which was the weakest wall of Graven Hill,
or so soldiers stationed at Graven Hill began to grow whilst he ordered his warriors to begin the construction
disinterested in their preparations of defences and sentry of two large catapults, using materials scavenged in
duties. Even the walls began to crumble with little done nearby woodland.
to halt the process by the fort’s commander. When the
Black Drake hobgoblin tribe attacked in the dead of one On the fourth night since their arrival, the hobgoblins
night, Graven Hill was overcome within an hour and no attacked, whilst most of the humans slept. They managed
human was left alive inside its stone walls. to move their catapults into position and actually start
firing at the weak east wall before any alarm was raised
The Taking of Graven inside Graven Hill. Confusion reigned inside the fort,
with archers firing blindly into the dark against an enemy
Hill all too aware of their presence. Longbow-equipped
warriors closed range with the east wall, their superior
The Black Drake tribe had been forced to relocate its
lair after the dwarves of the south finally moved against darkvision allowing them to pick off many of the archers
the hobgoblins in retaliation for months of successive on the wall whilst themselves remaining hidden by
raiding attacks on dwarven settlements. Faced with the veil of night. After little more than half an hour’s
complete eradication at the hands of the vengeful bombardment, the dilapidated east wall finally gave way
dwarves, Mokvara, the tribal chieftain of the Black to the hobgoblins assault, and the centre section half
Drakes, had little choice to evacuate the cavern complex collapsed. The catapult fire ceased and Mokvara led
the hobgoblins had occupied, or be destroyed. The the attack himself into the newly created breach. The
scouts of the tribe immediately began ranging ahead of slaughter began very quickly. Though every human in
the main body of hobgoblins, for Mokvara knew this the fort was now armed for battle, many were still unsure
was a critical period and feared that his tribe would be as to the direction of the hobgoblin attack when the east
caught and annihilated by a dwarven force at any time. wall was breached. Outnumbered by the hobgoblins,
Never before had the Black Drakes been this vulnerable. with many still terrified by the sudden night attack, they
Without a lair, nearly four hundred hobgoblins could were cut down with merciless efficiency. Not one human
26
GRAVEN HILL BORDER FORT

was spared and the hobgoblins lost only half a dozen of warriors to raiding attacks and soon the whole region
their warriors in the subsequent fighting. around Graven Hill began to feel the presence of the
fort’s new masters.

A New Home
The rest of the Black Drakes tribe arrived in the following The Black Drakes
day and Mokvara immediately set his hobgoblins to The Black Drake tribe of hobgoblins has managed to
work, eager to fortify Graven Hill and make it more strengthen the defences of Graven Hill fort to the point
suitable for the goblinoid way of life. The chieftain was where it will take a major, dedicated assault by a large
well aware how lax the humans had been in the upkeep professional army to force them out. It is possible
of their fort and he had no intention of making the same that Mokvara may become a little too reliant on the
mistakes. First, the two large catapults used to take the strength of his new lair and thus over extend his tribe
fort were disassembled and moved to the towers that when conducting raiding attacks, but he is constantly
stood either side of the breach they had made. Then drilling his warriors in the defence of the fort and, as
began a dedicated and systematic rebuilding of Graven shown below, the Black Drakes have the resources to
Hill’s defences which, in the end, made it a far stronger make a direct attack on Graven Hill a very costly process
position than it had ever been in its history. for anyone.

The breach in the east wall was repaired first, using thick
wooden ramparts and supports. Whilst obviously not
as strong as stone, the two catapults dominating a wide Tribal Structure
area in front of the wall would make any attack on the Mokvara, Tribal Chieftain
quarter difficult and Mokvara had plans to make it harder 3 Dire Wolves, Mokvara’s own ‘pets’
still. Two ballistae were hastily built to arm the western Foriar, Tribal Adept
towers, wicked wooden spikes were placed at the foot of 8 Overlords
the walls and digging began on deep ditches that would 135 Warriors, all of which can be armed with
almost completely surround Graven Hill and make it longbows
nearly impossible for an enemy to find easy progress. 11 Scouts
Three watchtowers were built away from the fort and Approx. 200 Young and other non-combatants
more digging took place beyond the ditches, creating 26 horses not kept for food and used as cavalry in
huge numbers of small potholes that would entrap any raids
approaching cavalry and slow down those on foot. Only 2 Ballistae
the main track leading from the gatehouse was left clear 2 Large Catapults
of these potholes. For its part, the gatehouse was given
a wooden portcullis, where none had been before, and
large rocks were balanced on a series of ramps, ready
to be sent crashing down on to the heads of any who Pothole defences
tried to assault the gates. Only when all this was done, The hobgoblins of Graven Hill have dug many pot-
did work begin on the housing for the tribe as a whole. holes surrounding the fort, each around a foot deep
Whilst Mokvara and the tribe’s adept, Foriar, had taken and covered with grass and twigs. As such, it takes
outhouses within Graven Hill for their quarters, the rest a wary eye to find them (Search Check, DC 20). The
of the tribe started to build wooden huts for themselves potholes themselves have been designed to slow men
in the centre of the courtyard, creating a kind of village and cavalry, and they can cause injuries such as sprains
within the walls of the fort. and broken legs. If characters are caught unawares in
an area of potholes, they must make a Reflex save, DC
Whilst this renovating of Graven Hill was taking place, 15 or take d3 damage. Running through an area filled
raids were established, but Mokvara was careful only with potholes makes the chances of hurting oneself
to take what his tribe needed to survive and no more, greater (Reflex save, DC 20). Horses and other mounts
knowing that if an enemy was provoked into attacking stepping into a pothole area will automatically suffer
whilst the hobgoblins were still working on the defences, the same type of injury and their riders may be thrown
then the chances were the whole tribe may perish. With (Riding check, DC 15, 20 if moving faster than a walk).
the defences as strong as the Black Drakes had made Once detected, potholes have no effect on those walking 27
them, Mokvara felt confident enough to re-dedicate his at their base speed through the area.

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GRAVEN HILL BORDER FORT

Mokvara, Hobgoblin Tribal Chieftain Feats: Alertness, Blind Fight, Improved Initiative,
Medium Humanoid (Goblinoid) Power Attack, Weapon Focus (longsword)
8th Level Fighter
Hit Dice: 8d10+16 (60 hp) Challenge Rating: 4
Initiative: +5 Treasure: +1 heavy steel shield
Speed: 20 ft. (base 30 ft.) Alignment: Neutral evil
AC: 18 (+1 Dex, +7 +2 chainmail), touch 11, flat-footed
17 Foriar, Hobgoblin Adept
Base Attack/Grapple: +8/+11 Medium Humanoid (Goblinoid)
Attack: Greatsword +12 melee (2d6+6/17-20) or 2nd Level Adept
composite longbow (+2 Str bonus) +9 ranged (1d8+2/ Hit Dice: 2d6+2 (9 hp)
x3) Initiative: +1
Full Attack: Greatsword +12/+7 melee (2d6+6/17-20) Speed: 30 ft.
or composite longbow (+2 Str bonus) +9/+4 ranged AC: 14 (+2 Dex, +2 leather), touch 12, flat-footed 12
(1d8+2/x3) Base Attack/Grapple: +1/+1
Space/Reach: 5 ft./5 ft. Attack: Club +1 melee (1d6), or light crossbow +3
Special Qualities: Darkvision 60 ft. ranged (1d8/19-20)
Saves: Fort +10, Ref +5, Will +4 Full Attack: Club +1 melee (1d6), or light crossbow
Abilities: Str 16, Dex 13, Con 15, Int 14, Wis 10, +3 ranged (1d8/19-20)
Cha 12 Space/Reach: 5 ft./5 ft.
Skills: Hide +4, Listen +8, Move Silently +6, Special Attacks: Spells
Spot +8 Special Qualities: Darkvision 60 ft.
Feats: Alertness, Cleave, Great Cleave, Improved Saves: Fort +1, Ref +2, Will +5
Critical (greatsword), Improved Initiative, Power Attack, Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 14,
Weapon Focus (greatsword), Weapon Specialisation Cha 11
(greatsword) Skills: Alchemy +5, Handle Animal +5, Heal +6, Hide
+2, Listen +4, Move Silently +6, Spot +4, Survival +4
Challenge Rating: 8 Feats: Alertness
Treasure: +2 chainmail, cloak of resistance +2, potion Adept Spells Per Day: 3/2.
of cure serious wounds Challenge Rating: 1
Alignment: Lawful evil Treasure: Potion of cure moderate wounds, potion of
gaseous form
Lokandat, Hobgoblin Overlord Alignment: Lawful evil
Medium Humanoid (Goblinoid)
4th Level Fighter
Hit Dice: 4d10+4 (26 hp)
The Black Drakes
Initiative: +5
Speed: 20 ft. (base 30 ft.)
Today
The Black Drakes tribe has now occupied Graven Hill for
AC: 18 (+1 Dex, +4 scalemail, +1 heavy steel shield), over nine months and has spread its area of domination to
touch 11, flat-footed 17 all the human and halfling settlements within a forty mile
Base Attack/Grapple: +4/+6 radius. Many of the closer villages and farms have been
Attack: Longsword +7 melee (1d8+2/19-20); or razed to the ground and others live under the perpetual
longbow +5 ranged (1d8/x3) fear of raiding attacks and murder. Three militia armies
Full Attack: Longsword +7 melee (1d8+2/19-20); or have been raised to destroy the hobgoblin threat, but
longbow +5 ranged (1d8/x3) all have been bloodily repulsed by the now superior
Space/Reach: 5 ft./5 ft. defences of Graven Hill. A number of larger towns lie
Special Qualities: Darkvision 60 ft. outside of the Black Drakes’ area of control and their
Saves: Fort +5, Ref +2, Will +1 peoples look on in fear of what the tribe may do next.
Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 10, Mokvara’s main problem is that, despite the virtually
Cha 10 impregnable nature of his lair, he lacks the numbers of
28 Skills: Hide -2, Listen +4, Move Silently +4,
Spot +4

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GRAVEN HILL BORDER FORT

warriors to attack such well defended settlements, but allow Mokvara to finally attempt a major assault upon
it can only be a matter of time as the tribe continues to one of the towns. If that were to happen, no human or
prosper and grow that such plans come to the chieftain’s halfling within a hundred miles of Graven Hill could
mind more frequently. consider themselves safe.

That it will be a major undertaking to reclaim Graven


Hill for human hands is without question, for the Using Graven Hill
hobgoblins guard their lair with eagle eyes and grow Though hobgoblins are individually fairly weak, Graven
stronger with each passing raid. It is likely that only a Hill has been designed from the outset to be as nigh
protracted siege, completely cutting the tribe off from impregnable as the Black Drakes are able to make it.
their food sources, will enable a force to sufficiently Whole armies could literally smash themselves against
weaken the hobgoblins to allow an assault to take place, its walls whilst leaving the tribe relatively unharmed.
for with so many mouths to feed in such a relatively A party without even a small militia to back them up
small area, the tribe is unable to keep a large amount of is going to have to be of quite high level if they are to
stores for such an eventuality. survive Graven Hill.

The townsfolk who live near this ominous threat have There is, however, one glaring weakness the Black
received word recently that the Stone Maulers tribe of Drakes have so far yet to contend with – magic. They
ogres has also moved into the area. Though their low have little in the way of magical defence beyond their
numbers has yet to make a significant impact on any thick walls and a party with access to particularly
settlements, many hope that they will soon encounter destructive spells will have a far easier time than most.
the Black Drakes and that any battle fought between
them will sufficiently weaken both tribes to the point When playing the hobgoblins of Graven Hill, Games
where they may finally be combated effectively. Others, Masters are urged to pay attention to the Roleplaying
however, secretly dread what may occur next if the With Hobgoblins chapter of this supplement. Militarily,
Stone Maulers and Black Drakes are somehow able to hobgoblins are highly advanced when compared to
co-operate and join forces, for the ogres could represent other goblinoids and you should make sure the party is
the increase in his army that would aware of this through their actions rather than your own
words. Just because the tribe is behind the walls of a
fortress, the Black Drakes will be no less active in their
tactical thinking. They will watch their enemies, weigh
odds and launch attacks only when
they believe they can win. If the
party demonstrate any significant
weaknesses within the defences
the hobgoblins have constructed
around Graven Hill, the tribe will
move fast to build new, more
effective ones.

As a final word, if your players


also own the Slayer’s Guide
to Hobgoblins, you have our
permission to be absolutely
merciless to them – your
players should know what to
expect from intelligent and
highly disciplined goblinoids
after all!

29
HOBGOBLIN REFERENCE LIST

Hobgoblin Hit Dice: 3d8+1d6+4 (24 hp)


Initiative: +1
Speed: 20 ft. (base 30 ft)

Reference AC: 15 (+1 Dex, +4 scalemail), touch 11, flat-footed


14
Base Attack/Grapple: +3/+4

List Attack: Greataxe +4 melee (1d12+1/x3) or longbow +4


ranged (1d8/x3)
Full Attack: Greataxe +4 melee (1d12+1/x3) or longbow

W
hilst it is a truism that there is no such +4 ranged (1d8/x3)
thing as an average hobgoblin, the Space/Reach: 5 ft./5 ft.
following are provided as a quick and easy Special Attacks: Sneak Attack +1d6
reference for you to use on short notice. However, Special Qualities: Darkvision 60 ft.
Games Masters are encouraged to use the following Saves: Fort +4, Ref +4, Will +1
entries as examples to build upon when creating truly Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 10,
unique adversaries for their players. Cha 10
Skills: Hide +5, Intimidate +5, Listen +4, Move Silently
Hobgoblin Tribal Chieftain +6, Ride +6, Spot +5
Medium Humanoid (Goblinoid) Feats: Alertness, Power Attack
7th Level Warrior
Hit Dice: 7d8+17 (48 hp) Challenge Rating: 3
Initiative: +1 Treasure: Standard x2
Speed: 20 ft. (base 30 ft.) Alignment: Usually lawful evil
AC: 16 (+1 Dex, +5 chainmail), touch 11, flat-footed
15 Hobgoblin Adept
Base Attack/Grapple: +7/+10 Medium Humanoid (Goblinoid)
Attack: Greatsword +10 melee (2d6+4/19-20) or 3rd Level Adept
mighty composite longbow (+2 Str bonus) +8 ranged Hit Dice: 3d6+3 (16 hp)
(1d8+2/x3) Initiative: +2
Full Attack: Greatsword +10/+5 melee (2d6+4/19-20) Speed: 30 ft.
or mighty composite longbow (+2 Str bonus) +8/+3 AC: 14 (+2 Dex, +2 leather), touch 12, flat-footed 12
ranged (1d8+2/x3) Base Attack/Grapple: +1/+1
Space/Reach: 5 ft./5 ft. Attack: Club +1 melee (1d6) or light crossbow +3
Special Qualities: Darkvision 60 ft. ranged (1d8/19-20)
Saves: Fort +7, Ref +3, Will +2 Full Attack: Club +1 melee (1d6) or light crossbow +3
Abilities: Str 16, Dex 13, Con 15, Int 12, Wis 10, ranged (1d8/19-20)
Cha 12 Space/Reach: 5 ft./5 ft.
Skills: Handle Animal +4, Hide +1, Intimidate +7, Special Attacks: Spells
Listen +3, Move Silently +3, Spot +3 Special Qualities: Darkvision 60 ft.
Feats: Alertness, Toughness, Power Attack Saves: Fort +2, Ref +3, Will +5
Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 14,
Challenge Rating: 6 Cha 11
Treasure: Standard x3 Skills: Handle Animal +5, Hide +2, Listen +4, Move
Alignment: Usually lawful evil Silently +6, Spot +4, Survival +7
Feats: Alertness, Brew Potion
Hobgoblin Overlord
Medium Humanoid (Goblinoid) Challenge Rating: 2
3rd Level Warrior/1st Level Rogue Treasure: Standard, +1d3 potions
Alignment: Usually lawful evil

30

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HOBGOBLIN REFERENCE LIST

Hobgoblin Warrior Space/Reach: 5 ft./5 ft.


Medium Humanoid (Goblinoid) Special Qualities: Darkvision 60 ft.
Hit Dice: 1d8+1 (5 hp) Saves: Fort +3, Ref +1, Will +0
Initiative: +1 (Dex) Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10,
Speed: 30 ft. Cha 10
AC: 15 (+1 Dex, +3 studded leather, +1 light wooden Skills: Hide +1, Listen +3, Move Silently +5,
shield), touch 11, flat-footed 14 Spot +3
Base Attack/Grapple: +1/+1 Feats: Alertness
Attack: Longsword +1 melee (1d8/19-20); or javelin
+2 ranged (1d6) Challenge Rating: 1/2
Full Attack: Longsword +1 melee (1d8/19-20); or Treasure: Standard
javelin +2 ranged (1d6) Alignment: Usually lawful evil

Hobgoblin Spells
Adventurers have often reported hobgoblin adepts and clerics casting spells of a divine nature that are completely
beyond the experience of other races. Such spells are few in nature but most hobgoblin spell-casters seem at least
familiar in their use. They tend to be concentrated around the use of a tribe’s or warband’s banner and enhance its
effect in battle, making it not only a rallying point for units but a potent weapon of war in its own right.

The two spells listed below may only be used by hobgoblin adepts and clerics who worship the Mighty One. Spell-
casters of other races or other faiths may not use them under any circumstances.

Fortitude Vengeance of the Mighty One


Conjuration (Healing) Enchantment (Compulsion) [Mind-affecting, Evil]
Level: Adp 2/Clr 2 Level: Adp 3/Clr 3
Components: V, S, F Components: V, S, F
Casting Time: 10 minutes Casting Time: 20 minutes
Range: Touch Range: Touch
Area: 25 ft. radius emanation from focus Area: 25 ft. radius emanation from focus
Duration: 1 hour/level Duration: 1 hour/level
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No

Cast directly onto a tribal or warband banner, this spell Cast directly onto a tribal or warband banner, this
spreads its effect to all nearby hobgoblins. The banner spell spreads its effect to all nearby hobgoblins. The
is the focus of the spell and is not consumed by the banner is the focus of the spell and is not consumed
casting. Every hobgoblin within 25 feet of the banner by the casting. Every hobgoblin within 25 feet of the
will automatically be healed one hit point in every round banner will automatically receive a +1 bonus to attack
it sustains any damage, for the duration of the spell. If a and damage rolls. This spell will have no effect on
hobgoblin sustains no damage in a round, no hit points hobgoblins from a different tribe or warband to that
will be healed, regardless of the health of the hobgoblin. of the banner’s.
This spell will have no effect on hobgoblins from a Focus: Tribal or warband banner.
different tribe or warband to that of the banner’s.
Focus: Tribal or warband banner.

31

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GNOLLS INTRODUCTION

The Slayer's and players alike who view them as little better than
cannon fodder.

Guide To Gnolls This outlook just has to be wrong. An entire race does not
just suddenly materialise in the campaign world and there
are very few who exist solely to wage war. What are they

G
nolls are a vicious race of hyena-like doing when the Player Characters are not around?
humanoids, cruel in nature and hateful of all
life but their own. They are typically used by
Games Masters against players who have progressed Gnolls – Vicious
beyond mere orcs and goblins as the ‘standard’ horde-
type creature and now seek a slightly greater challenge.
Scavengers
Each Slayer’s Guide features a single race, in this case
With their superior strength and combat abilities, the gnoll. You will find a colossal amount of information
gnolls have certainly been able to give players a good on gnoll physiology, habitat and society, giving you a
hammering in the past. With the coming of The Slayer’s fundamental level of understanding on how this race
Guide to Gnolls, this race becomes just a little more exists and interacts with the rest of the world. Players
dangerous. can learn the sort of combat tactics the gnolls are likely
to employ against them and Games Masters are presented
Gnolls have their own customs, habits and tactics that with guidelines on how to introduce this race into their
make them a potentially lethal force when used against existing campaigns. They will also benefit from material
an unprepared party of adventurers. Whilst your average showing how to actually portray gnolls to the players
barbarian may have little appreciation for the more subtle who are in turn given the chance to try gnoll characters
nuances of gnoll culture, he will certainly feel the effects for themselves. Finally, a complete lair is featured to
of it when a battleaxe gets embedded in his back after be used as either an extended encounter, the basis for
seriously under-estimating this race. Many players and, a complete set of scenarios or even just an example of
indeed, Games Masters often assume gnolls are but few, what gnolls are capable of.
scattered here and there across the campaign world to
provide fodder for adventurers. This is far from the truth After reading The Slayer’s Guide to Gnolls, you may
as you are about to discover. There are regions of the never view this monster race in quite the same way
world infested with gnolls that nothing short of a full again.
blown crusade will eradicate. More importantly, the
gnolls have a reason for being there that has the potential
to become an integral part of any campaign.

The knowledge within these pages has been collated


by the scholars, loremasters and warriors of many
worlds and represents the most detailed information
resource on this evil race. Games Masters can delight
in reintroducing an old monster in a new fashion within
their campaigns, whilst players are urged to pay particular
attention to the collected wisdom of this supplement – it
may just save their lives.

The Slayer’s
Guides
This series of supplements, designed for use
in all fantasy-based d20 games systems, takes
an exhaustive look at specific monster races,
detailing their beliefs, society and methods
34 of warfare. Typically, these will be the
races all but ignored by Games Masters
GNOLLS INTRODUCTION

My name is Cephir Al-alladin ibn Kasham ibn Neylar and this is my story.

It was the first season of the year when Captain Kaishalla came to us with the contract. We had been engaged by
the potentate of Sashmir to investigate raids on the northern villages. The Captain was confident that we, the Band
of Iron, would have no difficulty finding and putting an end to those responsible.

After a journey of near a fortnight, we arrived at the first village. The infantry of the Band quartered the scorched
ruins while the outriders, Fayam, Moresha and my humble self ringed the town on our swift horses looking for
traces. Alas, The Divine was not kind for we found clear signs of the raiders retreating to the north. At the time,
we rejoiced.

The trail led north then east and Captain Kaishalla followed it eagerly. Those of us who were mounted ranged ahead
as scouts and we followed the trail until it dipped into a deep chasm between the hills, edged in shattered stone and
long dead acacias. Here we would have halted but the Captain drove us on, eager to have his pay and plunder.

The rift was less a valley and more nearly a cave, so close were the walls overhead, and soon it was as dark as
night. The Band of Iron moved slowly four wide, their heavy chain and great shields glinting in the deep shadows.
Moresha and Fayam were on point whilst I brought up the rear on my stallion, Scirocco.

We had been moving for some hours when one of the men cried a warning. As if the cry were a signal a great beast
- half man and half jackal - arose with the howl of a wolf and we were set upon!

From both sides of the chasm wall, from behind boulders and in the shadows of the crevasse, the creatures rushed
at us. They wore rotting armor of leather and steel and bore weapons covered in the stains of old blood. Each was
more jackal than man but went on two legs and were taller than the greatest of us, coming near to my short ribs
whilst I was mounted. A few arrows hummed through our ranks as some of the creatures fired small bows a single
time - then dropped them to charge with the others.

The men of the Band tried to form but the beasts were close and quick. Some of the men managed small squares
while others were hacked down as they tried to react - their heavy armor availing them little against the fierce blows
of the monsters.

Then I too was set upon and was forced to defend myself as two creatures attacked. I spurred Scirocco to rearing at
the nearest as I struck at the other with my scimitar, destroying much of its foul head with the blade’s razor edge. I
saw Fayam swept from his mount and sent my stallion into a leap which bowled over his assailant with a sound of
shattering bones. As I hacked left and right I called to him but could see the life go out of his eyes as he lay below,
his torn throat leaking his life’s blood.

The creatures closed in on me again and I lifted Scirocco into a capriole which dropped two and gave me the room
to break free of the press. Back down the crevasse I turned, ready to attack again. An arrow struck my thigh,
penetrating the mail there but I did not hesitate and drew my horn bow from its case at the side of my saddle.

The bulk of the creatures were now engaged and I watched as the Iron Band, outnumbered more than three to one,
began to fall under the attack. I fired arrow after arrow into the great jackal things - slaying several more before the
last infantryman fell and they turned to race up the chasm at me. With my knees I told Scirocco to flee and I fired
at them until all my shafts were spent. I rode like the wind toward the open wood beyond the chasm’s edge.

Out there, where my mount gave me the advantage and was not pinned in by walls and stone, they refused to pursue.
Cowardly creatures, but smart. Smart enough to lay an ambush perfectly for the Captain of the Band of Iron - may
The Divine welcome him into paradise. 35
GNOLL PHYSIOLOGY

Gnoll during combat. Their senses, in general, are very highly


developed and they use a combination of sight, sound
and smell to track down their prey. A gnoll’s eyesight, in

Physiology particular, is very sharp and their darkvision capabilities


easily match those of a dwarf. On the rare occasions they

W
hen confronted by a gnoll for the very first deign to post alert sentries around their lairs, it can be
time, an adventurer may experience no incredibly difficult to approach them unawares.
little trepidation. At seven-and-a-half feet
tall, the gnoll is likely to stand at least a head higher than The gnoll senses of sound and smell are similarly well
the largest of human warriors and its great strength will developed, with their nasal passages having a much
be immediately apparent from the consummate ease with sharper definition than those of the civilised races. A
which it swings its crude but heavy battleaxe. gnoll’s hearing is capable of extending much further
down the scale of sound than most other creatures can
Gnolls have heavy-set dog-like faces surrounded by a sense. There are documented cases of particularly
large mane running all the way down the back to their sensitive elves detecting a series of very low sounds from
almost constantly active tails. Thick fur, which seems groups of gnolls. Whilst this may be an irrelevant trait as
almost impervious to dust, covers the rest of their far as most adventurers are concerned, if it were possible
muscular bodies and is a usually dirty yellow in colour. to create a deep bass sound far below the range of human
Their manes have a great many dark red/grey spots, hearing, it may just cause a degree of confusion or even
which slowly fade as the gnoll matures. The oldest distress amongst an attacking group of gnolls. On the
of gnolls will either have very faint spots, or they may other hand, it may simply summon every gnoll within a
disappear altogether. This thick fur, as well as keeping a range of four or five miles, all intent on destroying the
gnoll’s skin free of dirt and infection, also provides some source of the sound. It still remains for a brave party of
small measure of protection against weaker blows but any adventurers to actually test this supposition.
gnoll engaging in serious combat will always augment
this natural defence with layers of metal and leather. A Notice to Games Masters
very small proportion of gnoll family groups feature So, if your players manage to create a deep, continual
stripes instead of spots and dark brown fur instead of bass sound, how will gnolls react? Well, we are going to
the more usual yellow. This sort of variation, rather than leave this little detail up to you. Perhaps gnolls will shy
marking such gnolls out as being different and therefore away from such an irritating source or maybe they will
subject to prejudice from others of their race, is all but arrive in droves from the surrounding areas, angered
ignored. No special attachment, for good or ill, is given and determined to silence the source. We suggest you
to such differences in hide markings. pick one reaction and then stick to it for the duration
of your campaign. If nothing else, this will keep your
Amongst the civilised races, gnolls have a reputation players guessing whilst at the same time giving them
for being very strong and for having a markedly low another possible weapon to use against any gnoll packs
intelligence. Despite a strong element of truth, gnolls are they encounter.
very instinctive creatures, able to apply their considerable
natural talents to the best effect in most situations. They It has been demonstrated that gnolls use all their senses
are also often regarded as being a cowardly race but, as when tracking and hunting prey and they seem capable
the Slayer’s Guide to Gnolls will demonstrate, this is of picking up the merest of scents upon a breeze. A far
simply not the case. Any adventurer relying on a gnoll more fascinating conjecture is that gnolls are able to
turning tail and fleeing after a display of strength is likely determine far more about creatures by their scent other
to end his career prematurely. than mere position and species. Just as canines and
many other carnivores can ‘smell’ the fear of an enemy,
Sharpened Senses it is possible that gnolls can too. There have been oft
told tales of gnolls launching an ambush, then attacking
Gnolls are primarily nocturnal creatures but whilst
they dislike any bright light and will, under normal with redoubled fury when they discover non-combatants
circumstances, seek to avoid the source, it does them no present with the warriors. Some point out, however, that
actual harm. They can certainly tolerate such interference this may just be another indication of gnoll cruelty and
36
GNOLL PHYSIOLOGY

that they are simply eager to attack intelligent beings During night hours, those searching for gnolls are far
who are unable to fight back. If this hypothesis proves more likely to locate them in their hunting areas than
correct though, gnolls may well be able to sense a in the pack lair. Any temperate or warm wilderness
whole range of emotions through smell and, further, if area that has a great proportion of feral herd animals
they can generate various scents themselves at will, this is a good place to start, as are lonely farmsteads and
could pervade their whole society. It would effectively villages. Well-travelled trade routes are popular sites
reveal a whole new facet of gnoll life that has remained of ambush for any gnoll pack, provided they are a good
unseen for centuries. It would point to gnolls using scent distance from civilisation and not heavily traversed by
as a form of communication, passing air-borne silent armed soldiers.
messages on the wind, though they would no doubt be
very basic in nature. This is likely to remain a theory, When consumed with hunger, gnolls are willing to eat
however, as other races seem unable to detect any such just about every part of their prey, to the extent they can
scents eminating from the gnolls, with adventurers often be seen gnawing on the bones of victims to obtain
merely remarking that they smell ‘very bad.’ the marrow therein. Their highly developed jaws are
incredibly strong, easily capable of breaking through
the thickest leg bones of most creatures.
‘I just hacked that gnoll’s nose off!’
From time to time, hunts will fail and provide no prey
‘How will he smell?’ for the gnolls and in these circumstances, they will eat
practically anything. A diet of roots, fruits and eggs may
‘Terrible!’ give them cause for complaint, but it will keep a gnoll
alive and in fighting strength for months. Hungry adult
Popular, if rather old, dwarven joke males will commonly consume any live young present
in the lair, if they can make their way past the females.
The gnolls’ young are always the first victims of the
Regardless, more credence is given to the idea that males’ appetites when food becomes scarce. There is
as well as a spoken tongue, gnolls have an unwritten no stigma attached to this cannibalism and gnolls regard
language that takes the form of signalling with their tails, it as an accepted practice in lean times.
ears and manes, the latter of which can be made to stand
erect from their skin. Whilst much of this is clearly an
involuntary response to whatever emotions hold them at The Gnoll’s Lifecycle
any one time, it is apparent gnolls are able to combine Female gnolls gestate for a period of four months and
such signals with sub-vocal grunts and whines to give tend to be prolific breeders. However, they generally
virtually inaudible commands to one another. This only produce one or two young in each litter, who have an
racial trait alone gives their prepared ambushes a lethal extremely high mortality rate. Ostensibly, the young will
advantage. remain with their mothers for anything up to eighteen
months before taking their place within the rest of the
pack but disease, starvation and the predations of both
Dietary Requirements invaders of the lair and adult male gnolls can drastically
Gnolls are primarily carnivores, preferring live or just cut short their average life expectancy. The thick fur
killed creatures above all else. It is a common view characteristic of adult gnolls does not fully grow on the
that gnolls have an additional preference for intelligent young until around the ages of five or six, making them
creatures if only because they scream more whilst being much more vulnerable to outside infections. Instead,
consumed. Whilst it is true that gnolls often begin eating they are covered with a soft down, though the spots of
the limbs of any prey before anything else, learned their final coat will be present even then.
scholars tend to believe instead that any preference for
intelligent races is one born of simple taste rather than an During this period, the young will never leave the safer
impractical and cruel desire to cause pain. This is often parts of the lair and often create their own smaller
likened to some wild animals that, once having tasted burrows in which to hide if harm comes their way. They
human flesh, strive to seek it out above all else. will show signs of rapidly approaching maturity at three
years of age but even taking into account their incredible
growth rate, the young will not achieve full adult size 37
GNOLL PHYSIOLOGY

until around nine years of age. At this point, they are to torment and destroy. Gnolls are more than capable
more than capable of looking after themselves. of turning upon one another if they believe they may
overcome their enemy and gain something from the
The natural lifespan of a gnoll is around thirty years, but struggle.
the brutal nature of their lives results in very few ever
achieving anything near such an age. Despite all of this, they are at least capable of forming
alliances with other races, usually humanoids such as
ogres, orcs and hobgoblins. Any agreement though,
The Gnoll Mindset tends to be short-lived as the mere presence of gnolls
Individual gnolls tend to be very instinctive creatures often guarantees conflict with others and matters only
with a great degree of low cunning, something that become worse when food becomes scarce, given the
spreads through their entire society. Whereas a human gnolls’ dietary tastes.
may pause to consider any potential problem, weighing
up the benefits and disadvantages of his choices, a gnoll
will simply act, immediately and
without thought of consequence.
In the day-to-day struggle for
survival that the majority of
gnolls must permanently
endure, it is interesting to
note that such quickly
made decisions do
tend to be the
correct ones.

By human
standards,
gnolls
a r e Gnolls
absolutely detest
any sort of manual labour
not related to hunting or battle
and have no clear concept of group
organisation in any shape or form.
This results in the common practice of
capturing slaves whenever possible. A
pack of any great size may have a fairly
large attendant slave population who will
toil and labour at any task the gnolls simply
do not wish to do for themselves. However,
given the gnoll tendency to think primarily
with their stomachs, such slaves usually have
utterly selfish, interested only in their own survival, a shorter life expectancy than gnoll young, even
above and beyond even that of the members of their own whilst other food sources remain plentiful.
family group. Again, this is indicative of their harsh
lifestyle but the majority will carry this much further,
delighting in the cruellest acts imaginable upon other
races. This is, perhaps, the result of some degree of
intelligence combined with pure animalistic tendencies.
However, it is not just other races a gnoll will be willing

38
HABITAT

Habitat weakest adult. Others may decide to simply let the gnolls
continue to exist and grow for, sooner or later, the food

A
dventurers actively seeking gnolls in the sources will be insufficient to support such burgeoning
wilderness will immediately note that, as a numbers. It is an inevitable consequence that the gnolls
race, they are far less prolific than orcs or any will begin to turn upon themselves, tearing the heart out
of the goblinoid races. Whilst physically more powerful of their packs as they prey upon one another.
and dominating, the relatively primitive society of the
gnolls has a heavy impact upon their numbers. However,
those who purposefully search for gnolls packs may Lairs
happen across them sooner or later, providing it is known Gnoll lairs are almost always burrows or tunnel
where to look. complexes created by other creatures such as ankhegs,
dire badgers or even intelligent races such as kobolds.
In general, gnolls prefer warm or temperate areas and It is only under the most extraordinary of circumstances
will readily relocate if environmental conditions change. that gnolls will voluntarily build or dig their own lairs.
Their keen senses and natural instincts often allow When a gnoll pack relocates, for whatever reason, it
them to predict any such variations as storms, floods or will search for a likely burrow or something similar and
droughts and packs may be found moving out of troubled will usually make claim to the first that presents itself,
areas before disaster strikes. They have even been known regardless of whether the original inhabitants are still in
to sense impending earthquakes of a natural origin, residence or not. Unwilling to travel further once a new
though their intuition does not stretch to magical causes. home has been found, only the stiffest resistance or an
Deserts and mountains are openly avoided, though gnolls especially powerful monster living in the burrow will
are willing to take over subterranean living spaces, so force them to reconsider.
long as they are far enough beneath the surface to isolate
the pack from any harsh conditions. Ready food sources Once installed within the new lair, the gnoll pack will set
are also a concern for gnolls but given their ability to about its normal day to day tasks of hunting, feeding and
subsist on almost any material, this tends to only be a breeding, and nothing else will be done to expand the
factor in the most sterile of locales. lair in any way until slaves begin to be captured. These
slaves, enduring miserably short lives, will usually be
forced to extend the burrow system to make way for
expanding or newly arrived family groups. They are also
often utilised in the construction of surface emplacements
around the lair’s entrances, improving the defensibility
of the gnoll pack. These constructions, however, are
rarely sophisticated by any measure and may be easily
overcome by dedicated military or magical force.

On failing to locate a suitable burrow, gnolls are willing


enough to accept other living areas, once again providing
Wild areas exist in the world that have plentiful food local sources of food are plentiful. Underground caverns
sources. In such places, many packs can gather. Though are popular secondary choices, so long as they are warm,
these packs are just as likely to fight each other as any as are substantial ruins. More primitive cultures have
other sentient being, a region filled with gnoll hunting in the past, much to their distress and consternation,
parties is a lethal place for all intelligent life. So long as found their burial mounds inhabited by gnoll invaders,
food is present and easily available to every pack, gnoll who are often keen to gnaw on the bones of the recently
numbers will grow to dangerously large proportions. deceased.
In the past, crusades have been launched against such
gatherings of packs with the determination to wipe
out all gnoll life, but these military actions are always
costly, given the basic fighting capabilities of even the

39
GNOLL SOCIETY

Gnoll This is not considered as a ‘right’ amongst gnolls, it is


simply a part of their everyday struggle for survival.
Females, for instance, breed to any male capable of

Society overwhelming them, whilst the males themselves will


regularly fight over which females they will lay claim

T
he society of gnolls is structured around two to. After a successful attack against, perhaps, a human
basic units; the family group (Teenogur, in soldier patrol, each gnoll will claim a varying amount of
gnollish) and the pack (Kuunalla). Family groups booty. However, when it is taken back to their lair, one
number anything between fifteen and thirty gnolls of gnoll may freely take any number of items from another.
varying ages, though around half will be combat-capable If the original owner wishes to retain possession of his
adults. These gnolls will all be related in some way, with prize, he must be prepared to fight for it.
the young descending from the dominant males. Packs, Such fights are rarely fatal, though there will be no
often incorrectly called tribes, are simply collections of remorse if death does occur. A gnoll that is plainly
family groups living in the same lair for more or less beaten will usually turn tail and run if he is able to,
mutual benefit. Whilst many lone family groups do exist avoiding the victor as much as possible in subsequent
in the world, the vast majority of gnolls are to be found days. Presiding over this chaotic way of life is the
within packs, which may number anything up to perhaps dominant male who will take anything from the
fifteen separate family groups. other members of the family group he desires.
Fights to defy him are uncommon, as there will
The structure of packs and, indeed, individual be a multitude of scars, gouged eyes and even
family groups, is disorganised to say corpses to constantly remind the other gnolls
the least, with only the strongest and of his sheer strength.
fittest of gnolls achieving any sort
of maturity. It has been said the
collective purpose of any gnoll
pack is simply to feed.

Teenogur
– Family
Groups Kuunalla
Within family groups, there
is a sharply defined pecking
order amongst the adults,
- Packs
The relationships of different
with one dominant male family groups within a pack
ruling over all. The gnolls is much the same as between
beneath him are all ranked individual gnolls. Each family
according to their strength and group will have a defined
skill in battle, with brawls and standing within the pack with the
full-blown fights between them dominant male of the dominant
being the most common deciding family group considered to be the
factor to establish this. A family nominal leader of all. However,
group has no sense of overall law family groups tend to be fairly
or order other than that which the independent, conducting their own
dominant male may arbitrarily hunting and foraging alone, only
decide as mood and whim takes combining their strength with other
him. Any gnoll may fight another family groups when necessary.
to resolve any dispute or gain any Thus, it is uncommon for an entire
advantage as a matter of course.
40 pack to act together unless they are
GNOLL SOCIETY

all directly threatened or the pack leader decides they practical value, almost every gnoll will own weapons,
are strong enough to attack larger targets, such as small armour and other tools but unless they have been recently
towns. taken from another race, they will always be in very
poor condition.
Family groups come and go from the pack at will as there
is certainly no oath of fealty or anything similar towards Gnolls favour heavy weapons that have the ability to
the pack leader. Groups may disperse as food becomes crush or cleave their enemies, with axes being a common
rare, particularly if they have a low standing overall as choice. Armour tends to be leather-based, usually with
it may become increasingly likely that they themselves attached metal plates of varying sizes, giving a crude
will provide the next meal for the pack. Wandering appearance of scalemail which it also tends to match
family groups may join a pack at any time and when this in effectiveness. Shields are often little more than
occurs, a great deal of fighting will commence. This is hammered pieces of metal held on to a gnoll’s arm by
not out of any ill-feeling towards the newcomers, but leather straps. Left to its own devices, a gnoll will quite
simply a mechanism to decide their standing within the happily let its armour rust and its axe blade dull until
pack as a whole. It normally takes a couple of days for a both can be replaced from the spoils of a raid against
family group to ‘settle in’ to the structure of the pack and another race. This does not diminish a pack’s combat
after this, their overall standing will be known to every capability to any great degree, as a gnoll’s natural
gnoll. Packs have also been known to amalgamate upon strength and toughness more than overcome any shortfall
crossing paths, greatly increasing their strengths but this in their equipment, to the point where a blunt axe will
will only happen where food sources can support both be wielded in a manner more consistent with a hammer.
simultaneously. It takes far longer for two packs to mesh Given the power a gnoll can put into each swing, such
together than it does for a single family group as the two a weapon will still be more than capable of battering an
pecking orders of the original packs must be resolved enemy to death.
into one, a process only completed through a great deal
of bloodshed. In rare cases, the hierarchical order may This state of affairs tends to reverse quite rapidly once
prove to be unresolvable by this simple method. When a pack starts to gain a slave population. As well as food
this occurs, packs can break down completely, with and weapons, gnolls will always seek to capture slaves
family groups dissipating from the main body either of practically any race, though humans and orcs are the
alone or in some numbers, forming several different most common, during their constant raids and attacks.
packs each going their own way. Gnolls simply detest physical labour of any sort if it
is not related to hunting or killing. When they are not
Gnolls are survivalist by nature and it is certainly possible engaged in these activities, gnolls are typically found
for weaker adults to survive and prosper, despite the exploring their surroundings, fighting mock combats
strength of others in their family group and pack. Such (where limb loss and even death is not unusual) or even
gnolls may become adept at avoiding direct confrontation just sunning themselves, a worthwhile pursuit for any
and instead gain that which they desire through theft or gnoll during daylight hours. Even dominant males and
straight-forward assassination. Such activities are not pack leaders will find they cannot force another gnoll
frowned upon within the pack and it is commonly held to sweat and toil for more than a few hours. Thus for a
that any warrior foolish enough to succumb to a stab pack to get anything done beyond simple survival, slaves
in the back was not much of a warrior to begin with. are a necessity.
At its heart, gnoll society is based around strength and
possession – any gnoll that lacks the strength to hold on The largest packs may have up to thirty or forty slaves
to his possessions will also lose his standing within the at any one time, but require constant replacement. Life
pack and his family group, if not his life. inside a gnoll lair is harsh, brutal and short. Slaves are
not considered the property of any one gnoll and may
be commanded to perform any task by any adult. More
The Slave Economy worrying for the unfortunate slaves, they are free to be
A pack has little to no sense of monetary values and eaten by any gnoll that lays a claim to them and this is
treats such things as coin and gems as mere trinkets, something that happens with alarming regularity. Few
however attractive they may be. After all, a strong gnoll slaves survive for more than a month after they have
may claim anything he desires, so what would he buy? been brought into the lair, where they will be constantly
Aside from such plundered items that have little real underfed and overworked. Some gnoll packs will expect 41
GNOLL SOCIETY

‘We were given nothing. Whatever clothes were on your back when you were captured were what you wore until
you died. . . Or until someone else did and you took theirs. Sometimes we wouldn’t eat or drink for days, maybe
longer. We only ate what we could sneak away from them when we prepared or served their meals. Some of us
were better at stealing food than others, so we would share. We tried to help each other survive. I remember thinking
the world had gone mad, that somehow everything had just gone crazy and no one had thought to stop it. After
the first few days I began to think perhaps I was the one who was insane, maybe I was asleep and this was just a
depraved nightmare. There’s an old wives’ tale that says if you think you are dreaming, you should pinch yourself
to see if you wake up. I pinched myself so hard I bled, but I never woke up. It was real. Not that sleep was ever
really a possibility whilst I was their slave. It was too dangerous to sleep.

‘If we weren’t awake before them, they would kick us across the room to rouse us. Those slaves too sick to get up
and work, and there were many, were beaten with the flat of an axe blade until they were unconscious. Over half
of those awoke to find themselves being gnawed upon or bound and being carved like a haunch of meat by one of
the other slaves. The lucky ones never woke up. Imagine wielding the knife as the main course pleads with you
for mercy. I saw more than one slave who had been ordered to ‘prepare’ the meal meet the same terrifying end
after refusing to go on or even trying to help the poor soul already on the menu. Those of us who had been there
a while just went numb from pain or hunger or the things we had seen or sickness or any number of other things.
Once you get to that point, survival is the only thing that seems important or real. At that point, the will to survive
is the only thing in the world.

‘Sometimes, you wouldn’t do anything wrong but you would find yourself being beaten or being made to stand
in the coals of the fire or beat one of the other slaves just because the Leader was bored or hungry or angry, or
anything. Fiends in the darkest hells would shudder at what we had to do to ourselves and to each other. But we
did it. I did it because I knew that if my survival was to continue, I had to. Remaining alive for one more turn of
the glass, or even a fraction of that amount of time, was worth enduring the blackest torture of mind, body or soul.
I knew that if I could just string enough moments of living together, I would see my wife again. People ask me
what happened to my legs. Usually I lie and tell them some story about a glorious battle because the truth would
be too much for civilised folk to bear. Those sharp-eared, gods-forsaken animals heard one of the other men and I
trying to organise an escape. They broke me when they decided I didn’t need legs to make armour and that I was
just food from the knees down. The other man ended up as a full meal, at least most of him. They put his head on
a spike in our tiny little chamber as a reminder. His face was the one I saw when I looked at my wife - before she
left. At least I lived to see her. . .

‘You can’t change what happened, nor can I. I watched two score men and women go down the gullets of those
beasts in just under two months. Part of those forty formed my meals too when I couldn’t steal anything else or
there was no other food to be had. Now I hoard bread under my cot, because in the shadows of my dreams those
creatures are hiding, waiting to take me back. This time, I’ll be prepared.’

their slaves to literally feed off one another. When a slave and soul-destroying but by no means sophisticated in
dies it is often a mercy, be it from a gnoll beating him to nature. Gnoll lairs will rarely have more in the way of
death, through starvation and lack of water or, worst of defences than a wooden stockade wall, with any sort of
all, becoming a gnoll’s next meal. All too often a slave’s trap or engine of war being virtually unheard of.
last moments consist of watching two gnolls fight for
the right to eat him, then being slowly consumed, feet
first, by the victor. Other Races
The society of gnolls is generally considered to be driven
The slaves of a lair will work and toil constantly for by one thing alone – food. The gnolls’ perceptions of
other races are somewhat coloured, as they are perfectly
42 the gnolls, extending the burrow complex, repairing or
willing to consider any member of any intelligent race
making armour and weapons, or constructing surface
emplacements around a lair. The labour is back-breaking as a potential meal. They are not necessarily hateful of
other races or even of each other. Gnolls merely consider
GNOLL SOCIETY

it part of their very existence to be at odds with literally It is a common misconception amongst those prepared
everything in the world. to hire such units of humanoids that one merely needs to
keep gnolls well fed to maintain order. The fault in this
That said, gnolls do sometimes form alliances, usually thinking lies in the fact that any group of gnolls, large or
with the likes of ogres and hobgoblins where they small, will never be completely satisfied with their lot,
consider the other races as being an extended part of however good the circumstances. Even when supplied
the pack. However, such alliances tend to be precarious with a constant source of food and new weaponry, there
in the extreme. Gnolls will only join with another race will always be something to tempt a gnoll warrior. It
in this way if they, naturally, have something to gain in may be a desire to own an axe belonging to another
the way of food, equipment or protection from a greater mercenary or something as base as the instinct to hunt
threat. If long term goals are planned by the gathering, and kill. Gnolls, by their very nature, are disruptive
gnolls tend to lose focus of any objectives, being more and breed friction amongst any they are forced to mix
concerned with immediate hunting and feeding. The with. Failing that, and given complete segregation,
greatest cause of any break in such alliances is one of they are likely to turn upon themselves as the instinct
food or rather, a lack of it. Once gnolls begin to get to breed becomes increasingly paramount, or as adult
hungry, they will quickly start to prey upon any supposed males decide to readjust their position within the family
ally, tearing apart the whole alliance from the inside. It group or pack.
also has to be noted here that alliances where gnolls are
in the majority simply do not work. It is inevitable that, It is easy to understand why many in the past have
sooner or later, the minority will end up in the stomachs’ attempted to bring gnolls into their fighting forces. The
of the packs. brute strength of gnolls is legendary amongst such races
as goblins and orcs, surpassed only by the likes of ogres
For similar reasons, gnolls tend to make very poor and trolls. On the face of it, they are also cheap, requiring
mercenaries, despite their incredible fighting strength. only armour, weapons and a great deal of raw meat as 43
GNOLL SOCIETY

payment. Most mercenary leaders, however, come to warned that too great a parallel can be drawn between
regret such a choice of soldier and rapidly come to think ordinary canines and gnolls, who resemble dogs and
that gnolls are just not worth the effort or trouble. related animals in appearance only.

It must be noted that gnolls never seem to ally with giants There are two main celebrations in the gnolls’ calendar,
and are openly hostile to the smaller species, actively taking place at every full and new moon. On both
seeking to drive them away from shared territory. For occasions the entire pack, bar the young, will leave the
the larger races of giants, packs will do all they can to burrows of their lair and gather together under the night
avoid any sort of contact, to the point where they will sky. It is important to note they will continue to assemble
actually evacuate lairs if any great numbers of giantkind if the moon is obscured by cloud and even when such
enter the region. overcast conditions last for days or weeks, their timing
of the phases is faultless. The worship normally takes
The reasons for this animosity, it has to be said, are not the form of feasting, hunting and fighting, all taken to
fully understood, but proponents of gnoll cowardice far greater excesses than in the gnolls’ everyday life. No
are quick to suggest that the giant races represent some one gnoll leads these celebrations or commands their
of the few intelligent beings that they are unable to start. The collective actions of all present are completely
dominate either through strength or numbers. There may, spontaneous.
however, be more practical reasons, such as the fact that
any sizeable group of giants will have a severe impact It is not uncommon for any slaves to suffer dreadfully
on food resources in any area they inhabit and thus the in either celebration, but it is during the night of the full
gnolls are forced to either leave or drive them off. There moon that the gnolls become absolutely wild, losing any
may even be some deep-rooted religious edict or long- last semblance of self-control. Starting as soon as night
borne racial memory that brings intolerance to the fore. falls, gnolls will arise from their lair and begin quickly
Whatever the specific reasoning, it is abundantly clear building themselves into an utter frenzy of wanton
that gnolls and giants simply do not mix. destruction. Fights break out between adult males with
frightening regularity as a blood-lust permeates every
member of the pack and they soon turn upon their slaves,
On Religion literally tearing them apart in an orgy of slaughter. With
Primarily, gnolls revere force, power and little else. As no other prey in easy reach, the gnolls disperse in large
such, they are not noted for being a particularly religious groups, intent on sweeping through the surrounding
race and dedicated clerics are rare in the extreme, with area in a brutal series of barbaric attacks. These reigns
adventurers being lucky (or unfortunate, depending of terror, perfectly timed with every full moon, can be
on your point of view) to find one within a hundred the bane of any life, intelligent or otherwise, in regions
packs. where packs become dominant. This can often lead to
organised militia being raised to destroy the threat the
However, virtually all gatherings of gnolls, from the pack represents, whereas simple gnoll ambushes may
largest amalgamated packs to the smallest family groups, be tolerated, looked upon as just another danger in a
demonstrate a reverence for the cycles of the moon. wilderness full of enemies.
Whilst it is fairly common knowledge that the patron
deity of all gnolls is a Demon Lord, it is less well known When pictorially represented, the Demon Lord is
that gnoll culture (such as it is) depicts the moon as this depicted as a tall, thin and very gaunt gnoll, though he
being’s prime creation, having fashioned it millennia rarely appears in any design a gnoll may have created.
ago. Such thinking may prove laughable to any from Far more common on shields and the walls of stockades
the civilised races but it must be remembered that gnolls is his symbol, a three-headed flail that the demon is said
are, essentially, pagan in their beliefs. Even with this in to carry into battle, with each head reputed to have its
mind though, the fanatical devotion all gnolls exhibit in own devastating effect upon his enemies. The first is
their moon worship is puzzling, given the general lack capable of taking the head of even an ogre off with one
of religious conviction throughout the rest of their lives. swing, whilst the second is laced with a potent poison
It has been postulated that gnolls, despite their beliefs of that can paralyse any living creature. The last is said to
the moon’s creation, are naturally drawn to the shining be magically charged and will bewilder any creature it
disc at night, much in the same way as wolves are said brushes against, leaving them almost defenceless for the
44 to howl at the moon. On the other hand, it must be Demon Lord’s next set of blows. Beyond the worship of
GNOLL SOCIETY

the cycle of the moon, gnolls do not appear to venerate


the Demon Lord at all and there have never been any Gnoll Druids
recorded instances of adepts within family groups and As uncommon as gnoll clerics are known to be, rarer
packs. still are the feared gnoll druids. Solitary by choice,
these malignant practitioners eschew contact with
any others of their kind and are said to be the most
Gnoll Clerics evil and twisted of those who follow the druidic path.
Rare as they are, gnoll clerics have been found in the Bearing no love even for their wild surroundings,
past, but it is interesting to note that they do not advocate these rapacious druids pervert and control the forces
the following of the Demon Lord at all. Instead, the of nature to their own selfish ends. They tend to be
majority are worshippers of Deities of Slaughter. The utterly despised by many other druids who often seek
presumption to be made here is that the Demon Lord them out to destroy the harmful effect they have upon
simply does not have the power to grant any supernatural the world. Even other druids of a diabolical bent treat
abilities to his followers and thus Deities of Slaughter them with extreme suspicion and distrust, all too aware
become far more suitable patrons to any gnoll with a of how capricious gnolls can be, especially if they
spiritual bent. discover any weakness within another.

A weak cleric may suffer very badly within the


hierarchical order of the pack, as they are likely to
demonstrate little interest in the traditional moon worship
and will therefore be marked as different by the other
gnolls. As intolerant as gnolls tend to be of major
differences amongst themselves, weak clerics rarely
survive long. However, a strong cleric, confident of his
powers, can easily cow other gnolls into submission,
with physical displays of his deity’s spells being enough
to dominate even the strongest of males. The cleric
will use such manifestations of supernatural energies
to compel his pack into the active worship of his Deity
of Slaughter, promising the god’s anger and divine
retribution if they do not follow his lead. In general
though, there is unlikely to be much friction between
that which the cleric believes and what the rest of
the gnolls want. After all, a typical gnoll’s lifestyle
tends to match the creed of Deities of Slaughter very
well. The cleric is even unlikely to interfere with the
regular veneration of the moon, as such events always
end in copious bloodshed, yet furthering the ends of
his god.

Once a cleric manages to attain any measure of


standing amongst other gnolls, it is almost inevitable
that, sooner or later, he will become the pack leader,
displacing all dominant males. A gnoll cleric will
be no weaker than any of his kindred and his god-
given powers can grant him an edge in combat
that few other gnolls are able to match.

45
METHODS OF WARFARE

Methods of secondary to close combat. They never deploy dedicated


units of archers to bombard an enemy with arrow fire
but instead use them as a prelude to ambush and in the

Warfare bringing down of elusive prey during a hunt. Even when


fully equipped for battle, no gnoll will be encumbered
by the addition of a shortbow and so the weapon fulfils

T
here are no well-defined troop types within a their requirements perfectly.
gnoll force and diversity is the norm. In open
warfare, many consider them to be unsophisticated Like their weapons, gnolls’ armour is usually in an
shock troops, but this belies other capabilities that can advanced state of disrepair, even if they have a great
make any number a powerful force. many slaves within their lair. Whilst this manpower
may be freely available, gnolls are rarely interested in
Gnolls from the same family group will demonstrate a quality of workmanship and slaves quickly learn any
great deal of variation in weapons, armour and preferred extra effort on their part will never be appreciated by
tactics, and an attack from a whole pack can seem their cruel masters and will not lessen their torment by
chaotic in the extreme. Adult gnolls of all sizes will be the slightest degree. Most young adult gnolls will start
seen fighting, from the largest and strongest of males out with hardened leather armour that covers little more
to barely matured females. Equipment tends to rise in than their torsos but as time goes on, they will have slaves
quality with the size of the gnoll, as the more powerful begin to attach metal plates to every available surface,
simply take whatever they desire from those who are forming a crude type of scalemail. Combined with their
weaker. Family groups and packs who have existed in a dense fur, this is usually all the protection a gnoll requires
region for a long period of time will also be significantly in combat for they have the ability to ignore a great deal
better equipped, as they will likely have a large number of non life-threatening pain. However, larger males will
of slaves imprisoned within their lair, working to fashion
weapons and armour.

Weapons and Armour


The preferred weapon of any gnoll is one that is heavy,
can be wielded in a single hand (not a problem for the
largest males) and will be capable of utilising their great
strength to best effect, crushing or cleaving any enemy.
Axes, combining all these qualities and being relatively
simple to construct are thus very common, with large
warhammers being a popular second choice. Packs
with a diminished access to metal equipment will be
perfectly happy using great spiked clubs, but gnolls seem
universally wary of wielding swords of any nature. It has
been supposed there is something within the gnoll psyche
that the intricacy of swordplay simply eludes, though it
is perhaps more likely that the satisfying swing a gnoll
gets from an axe or hammer completely overrides any
desire to learn to use more complicated weaponry.

When hunting or setting ambushes, many gnolls will


also carry a shortbow to battle and for a race that tends
to rely on brute strength and maddened rushes to win
combat, they are often quite accurate shots. Whilst a
gnoll’s size and massive strength would lead many to
believe they would be far more suited to longbows, it
must be remembered that gnolls consider archery to be
46
METHODS OF WARFARE

often take suits of chainmail, helmets and breastplates


they have won in battle and force their slaves to attempt
to fit them on to the gnolls’ out-sized frames. The result
can look faintly comical, but the added protection these
layers of metal grant a gnoll warrior is rarely found
amusing by those who have to fight them.

The last addition almost every gnoll can be seen with


in combat is an oversized shield. Some gnolls will use
the larger shields of other races, wrested from enemies
during raids and ambushes, but these rarely last long
in the harsh gnoll lifestyle. Shields of wood will not
survive more than a few days and even the finest metal
ones will quickly be bent and twisted out of shape to the
point where they become useless. It has to be kept in
mind that the majority of fights gnolls engage in will be
against other gnolls during the regular combats within
a family group or pack. There are few shields crafted
by the civilised races that will endure successive strikes
from a gnoll axe without need for constant repair.

The ideal shield, to a gnoll’s mind, is one made by


slaves out of the largest plate of thick metal that can be
lifted by one arm. Simple leather or rope straps will
be threaded through the plate, allowing use in battle.
This type of design makes gnolls look very crude and
primitive in appearance but it is also strong, durable Being primarily nocturnal creatures, the majority of gnoll
and incredibly resistant to blows from other gnolls, the attacks take place at night. Gnolls love any advantage
essential qualities this race looks for. they have over others and are well aware their innate
darkvision gives them an immense superiority over such
races as humans. However, whilst they are aware that
Ambush other races share this ability, they are unlikely to know
The most common method of attack for a gnoll will exactly which ones. This is rarely a factor though, as
always be the ambush. Despite their strength and gnolls quickly learn if the inhabitants of the region they
superior combat skills, gnolls remain an instinctive race lair in have this capability or not. If they do indeed lack
of low cunning and will always seek to turn odds in their darkvision, even a small family group on the outskirts of
favour at every opportunity. Given their size and heavy a territory can prove lethal to the unwary traveller. That
equipment, however, gnolls can find it incredibly difficult said, it must be pointed out that adventurers who also
to hide effectively. To offset such a disadvantage, have darkvision may be able to take advantage of this
gnolls have become tremendously adept at picking kind of presumption on the part of the gnolls.
ideal locations for ambushes and will actively seek to
avoid places that provide too little cover to conceal their As an ambush is launched, gnolls will seek to engage
numbers. If only a few scattered rocks and bushes are their enemies in hand-to-hand combat as quickly as
present, then gnolls will not attempt to set an ambush they can throw themselves forward. Such ambushes
unless it is absolutely necessary. Instead, they will seek are meticulously well-timed, as individual gnolls keep
darkened areas of great shadow, dense foliage and maze- in contact with one another as they lay in wait, using
like sections of underground caverns. It is a sad tale of their unspoken sign language to warn of approaching
fate that adventurers often find themselves thinking ‘this enemies and their numbers. The largest male present will
is the perfect place for an ambush,’ just as the hidden give the order to launch the attack, usually by springing
gnolls launch their attack. . . from cover, bellowing a guttural war cry. The other
gnolls will be quick to follow him, though the youngest
47
METHODS OF WARFARE

present may be commanded to instead shower targets hunting and ambushes alone can no longer support them.
with arrow fire rather than engage directly. Again, such In such an instance, a pack leader will be compelled to
a decision will be made in perfect silence by the largest look elsewhere for supplies and villages or small towns
male before the ambush is launched with a quick series are obvious targets. Gnolls engage in battle primarily
of tail and ear twitches. with horde tactics and this is where they have gained
their reputation as shock troops. There are few units of
Gnolls enjoy close combat above all else bar feeding soldiers in the world that can withstand a direct charge
but as they wait in ambush, their instincts take over and from a similar number of gnolls and even sustained
even the youngest amongst them can remain motionless bouts of missile fire do little to slow them down, much
and alert for many hours, waiting for the perfect time to less actually slay them. It is readily evident in these
strike. Such patience may seem contrary to usual gnoll attacks that gnolls are unable to maintain any great
nature but, taking an objective view, it can be seen to be amount of discipline, even when dominant males and
within perfect accord with their lifestyle. After all, gnolls pack leaders are present. They are thus unable to react
greatly detest physical labour and so will be unwilling to great changes on a battlefield with any speed, but they
to make mistakes in an ambush if it means they have to do seem able to maintain a degree of unit coherency, no
work harder for their prey. doubt due to a powerful pack mentality.

An adventurer suddenly confronted by a gnoll ambush The guiding principle over whether gnolls are willing
will have precious little time to react before he is engaged to engage in open battle is one of simple numbers.
in combat. Arrows may be streaking down amongst Constantly looking for every advantage available, gnolls
his party members, causing injury and disrupting the tend to judge their enemies purely by respective numbers.
casting of retaliatory spells, though the latter is likely Essentially, if they can see they outnumber an enemy,
to be purely unintentional. After having faced gnolls, they will attack. If not, they avoid battle, an outlook
many adventurers speak of a kind of battle rage that most that has given rise, in part, to their reputation for being
gnolls seem to be able to fade in to and out of at will. cowards. It is important to remember that, in the gnoll
A gnoll will often literally pounce on an enemy, almost mindset, factors such as archers or spellcasters are not
completely disregarding its own safety as it launches a just disregarded, they are not even given the briefest
truly savage attack. A quick-witted adventurer may be thought. Gnolls will watch on the outskirts of a village,
able to take advantage of this with a well-aimed sword weighing up the odds in terms of fighting men and
thrust, though great caution is advised. If such a blow women, but will not give the slightest consideration to
does not prove fatal to the gnoll, it will likely tear apart the two ballistae being wheeled into position to defend
its enemy within seconds. against the impending attack. As the average gnoll
is fully capable of ripping apart three or more human
As a last note, it should be mentioned that the majority of warriors in straight combat, such oversights are often
ambushes are launched to the rear of a target, that is, after the salvation of isolated settlements.
it has already passed the gnolls’ position. Races such as
orcs often make the mistake of launching their attacks This is generally as sophisticated as gnolls become in
far too soon, but gnolls tend to entrust to their ability to warfare. A pack will never lay siege to a fortress, though
lay superior ambushes and thus be able to charge straight it may ambush travellers going to and from such a place.
into the rear of an enemy. It should go without saying They will never co-ordinate attacks with any allies,
that such a tactic, when used against an unprepared party, though others may take advantage of their maddened
can prove devastating in the extreme. rush. A gnoll’s primary reason for fighting is the simple
acquisition of food and slaves. Even the capture of new
equipment and treasure are secondary concerns. Those
Open Warfare seeking to utilise gnolls in their battle plans will be
It has to be remarked that finding gnolls engaged in open constantly thwarted by a complete lack of understanding
battle is an extremely rare occurrence and any such event of the most basic of developed tactics. Whilst gnolls
is worthy of note and a good tale back at the tavern. This do indeed make superior shock troops, no one will ever
method of warfare just goes so completely against a have a great amount of control over them, on or off the
gnoll’s basic nature that most will not even consider it. battlefield. It is often a case of simply unleashing them
upon the enemy and watching them go.
48 Large scale confrontations have been known to happen
in the past, usually when a pack grows to such a size that
METHODS OF WARFARE

‘I require sustenance.’

It was the third time today the hated sword Morne had hissed its deadly mantra. If they did not find some
hapless creature for the sword to draw strength from soon, the enchanted weapon would quickly turn upon the
party, Ipslore knew. It had happened once before and only the timely and skilled use of his magic had prevented
a possessed Jerek from slaying them all. It was not as if the sword could be safely removed for neither force
nor spells could prize it from Jerek’s side. Ipslore cursed the day the halfling warrior had wrested the weapon
from the dead grip of the orc warlord.

Morne was getting worse. Hungrier. Ipslore had seen Jerek’s grimace from the corner of his eye as the halfling’s
hand flew to the hilt of his sword. It seemed he was, for now, able to resist the blade’s persistent urgings and
Morne remained sheathed. He had been forced to ride twenty paces ahead. If Jerek were to turn suddenly,
the party would at least have a little time to react.

A renting cry drew their attention to a pack of creatures cresting the top of the hill the party was skirting. As
Ipslore squinted up he spied the dog-like features of the humanoids - gnolls. Morne’s shrieking challenge
answered them as the sword was unsheathed and the foul creatures charged down the hillside. Jerek spurred
his diminutive pony and raced towards them, Morne in hand. Joshua, the guide, seemed content to leave the
creatures to the halfling – there was no way that a mere dozen gnolls could overpower Jerek whilst he wielded
Morne. But something born of weeks crossing the desolate wilderness with that malevolent sword snapped
inside Ipslore. He quickly reached inside a small pouch under his red robes, gathering together a small pinch
of his treasured fire-bat guano.

‘Only a dozen gnolls, Morne,’ he sneered. ‘Watch this.’ The wizard weaved his hands in a complicated
movement of arcane gestures, drawing the magical energy to his control, and threw his arms forward to the
distant gnolls. A seething fireball of intense, blistering heat raced for the ragged line of creatures and a gigantic
explosion ripped through the still morning air. When the roiling smoke finally cleared, only a few tattered
scraps of clothing and charred bone remained of their erstwhile attackers.

Jerek returned to the group slowly, his face set like stone. The tension in the air was palpable. Ipslore expected
some kind of remonstration but it was the sword that spoke.

‘That was a grievous error on your part, wizard. What happens next will be upon your head alone.’

Jerek resumed his place at the head of the column as they proceeded on with their long journey. Ipslore
considered twenty paces was perhaps not enough of a head start.

In Defence of the Lair are common and larger packs may even go to the extent
of adding ramparts to such structures. Gates through the
The lairs of gnolls tend to be extremely simple affairs
with their size being the chief factor governing the walls of the stockade may or may not be added at a whim
number of family groups within a pack. Unless there is and such things are not automatically built as they would
a substantial slave population present, lairs will never be by most other races. Many gnoll stockades simply
be anything more than the captured burrows or mines of have a single open entrance through their walls. Towers
other creatures. The use of slaves can add various surface are almost unheard of and defences such as ditches or
emplacements and defences, all designed to protect the traps never seem to cross the minds of gnolls, even if
entrance of the burrow. Wooden fences and stockades they have seen them used by an enemy.

49
ROLEPLAYING WITH GNOLLS

It is interesting to see that when a lair is attacked by The intention of this book is, in part, to demonstrate
a substantial force, adult gnolls seek to escape the that whilst gnolls certainly can be used in this fashion,
threat and dissipate in scattered groups throughout the a Games Master can make the very easy mistake of
surrounding area. This can seem utterly alien to civilised presenting all his monsters in an identical way – they
races for, in doing so, the gnolls demonstrate they are use the same tactics, go for the same party members,
eminently willing to leave their young behind to face with only their attacks and spells having any degree of
whatever danger may enter the lair. Whilst it is true variation. With the Slayer’s Guide to Gnolls, Games
the young create their own, much smaller, burrows in Masters now have the information they need to portray
which to hide and protect themselves, there seems to be races of monsters so they actually ‘feel’ different to the
absolutely no parental care whatsoever. Given that adult players that meet them, rather than just being another
males are often compelled to actually consume the young critter to hack apart. Any campaign will be enhanced
this should not, perhaps, be so much of a surprise. enormously if every monster race operates in its own
distinctive manner, the world automatically being given
Almost abhorring open battle, gnolls whose lairs are a far greater depth than before.
under threat will rarely even attempt a wide-scale defence
if outnumbered by their attackers. On the whole, they
far prefer to operate in dispersed groups, attacking Gnolls in Your Games
invaders as they approach by way of ambush, or by In straight combat, the two main facets of gnoll life that
seeking to enter the burrows of a lair after the enemy Games Masters must endeavour to portray are instinct
has disappeared inside. From there, the gnolls will and chaos.
utilise their knowledge of the burrow complex to launch
successive attacks until the invaders have been wiped out. For instinct, a Games Master should look first towards
Despite the unorthodox nature of such a defence, it can setting superior ambushes against the players. A gnoll’s
prove highly effective, especially against small parties of finely tuned senses should allow it to be aware of the
adventurers who are powerful enough to force the adult players long before the party recognise the evil presence
gnolls to flee in the first place. and rather than forcing a direct confrontation, the gnolls
will retreat and make ready their ambush. It is important
to remember the ambush is the gnolls’ principle method
Roleplaying for launching any attack and, despite their large size, they
are very good at it. After all, they have been practising for
all their lives. Only the most observant of party members
with Gnolls should perceive a threat before the gnolls charge.

T
hrough reading the Slayer’s Guide to Gnolls,
Instinct can also be demonstrated in a far more general
you will have learnt about every aspect of the
sense. Gnolls are adept at finding prey and will tend to
lives of this truly unique race. The past chapters
select the very best areas along, say, a trade route from
have taken a look at the primitive society of the gnolls,
which to launch their raids. Weak targets will be selected,
their religion, the factors that motivate their ambitions
heavily armed resistance avoided whenever possible.
and their tactics in battle. Now it is time to put all of
this into practice.
The chaotic nature of gnolls is best portrayed, visually
at least, in combat. An ambush will be launched with
In the past, more than one Games Master has been guilty
absolute synchronicity but after that, it is every gnoll for
of simply putting a group of gnolls in some convenient
himself. The Games Master should attempt to convey
underground chamber or room in order to give his players
a feeling of wild, heedless savagery. Let the gnolls
a tough combat before they can proceed with the rest
charge from all directions, each making a beeline for
of the adventure. And why not? Gnolls are noticeably
their chosen target, regardless of the actions of the others
tougher than orcs and goblins and so make the players
in the pack. When engaged in hand-to-hand struggles,
work harder to overcome them, an especially important
make frequent use of their innate Power Attack feat,
factor as the party begins to rise in level.
combining it with shield bashes to demonstrate their
raw ferocity. Have some gnolls begin to feed before
the combat has finished. Your players will get the idea
50 soon enough.
ROLEPLAYING WITH GNOLLS

Building Lairs As a last word, it should be noted that, for all their strength,
When creating a lair with which to populate with gnolls, cunning and instinct, gnolls do have disadvantages
think disorganisation, filth and brutality. No gnoll will stemming directly from their low intelligence and
do anything it does not want to and even bullying slaves aversion to physical labour. The example lair in this
to do the labour can seem a chore to the dominant males. book has several built-in weaknesses for players to
Thus, their lairs are dirty, smelly places, often featuring exploit and this is a characteristic a Games Master
structures and tunnels that are only half-completed. should make common to gnolls everywhere. Their lax
Their treatment of slaves and any other sentient beings attitude can very well be their downfall. Any party
they come into contact with should be accentuated to taking the time and trouble to actually study a gnoll pack
show the players just how mean, nasty and cruel gnolls before launching a raid should be well rewarded with a
are in their everyday lives. They will be more than multitude of options based around incomplete patrols,
willing to torture and maim another living creature just lazy eyes in watchtowers and every gnoll within the lair
to hear screams of pain. Woe betide any player who gets itself being completely distracted by whatever minor
captured by a pack. . . concerns fill their lives.
51
SCENARIO HOOKS AND IDEAS

Scenario of ambushes upon them, using terrain the gnolls know


well. By the way, if the players think to make a quick
killing by prospecting for gold themselves, we suggest

Hooks and you introduce them to the life of the typical prospector.
There will be lots of work and very little reward. We
would start them finding, perhaps, five gold pieces worth

Ideas a month and then let it become steadily worse until they
get bored and set off for more exciting adventures.

G
nolls are best used against parties of around
3 rd -6 th level, with the amount of combat
within a scenario being a major deciding factor. In the Defence of
They tend to be very aggressive fighters and will just Gnoll ambushes have become increasingly common
as soon attack a party member as look at him but a around a marble quarry and many workers have been
Games Master can set large numbers of gnolls against a taken, presumably to be used as slaves or for other, more
relatively low level party if the players are prepared to repugnant, reasons. The players are asked for assistance,
use their brains more than their swords. What follows for the few warriors amongst the quarry workers were
is a series of hooks and ideas for scenarios that a Games quickly killed as they tried to defend against the initial
Master can use in his gaming sessions to demonstrate the attacks. Though an entire pack is obviously making
unique characteristics of this race and thus lend his games its lair nearby, the exact location is unknown. The
far greater depth than if gnolls were simply another players must first defend the quarry workers against
monster for Player Characters to hack apart. gnoll attacks, track them back to the lair and then finally
destroy the threat once and for all.

Poor Baby
A shepherd in a far-flung and remote village approaches Starve ‘Em Out
the players as they pass through. She found a gnoll A combined army of hobgoblins, orcs and gnolls has
infant in the hills and, feeling sorry for the poor creature, been moving up a series of valleys, razing to the ground
brought it home to take care of it. However, she suspects every village they find. The next settlement the evil
the gnolls will come to claim what is theirs and begs army will reach is a major town. Whilst the militia and
the players to defend her. The players, of course, may defences of the town probably will hold out against the
either agree or simply think she is utterly mad! A more horde, losses likely to be sustained are unconscionable.
interesting variation for roleplaying groups is for the The players are asked to help. If they can cut off this
players to be the ones who locate the defenceless gnoll roving army from its sources of food, the gnolls are likely
infant, exposed to the elements and clearly fated to to turn upon their erstwhile allies, greatly reducing the
die without their intervention. Assuming they do not overall strength of the army.
simply put the creature out of its misery or they do not
try to return it to distinctly ungrateful parents, this then
raises a pertinent question. Can the gnoll be ‘civilised’ The Enemy of my
or would it just revert to its baser instincts? We would
tend to go for the latter, but it is ultimately the Games Enemy
Master’s choice. . . There are many wilderness areas where the civilised
races exist only in small scattered settlements, scratching
a living in dangerous conditions. Wild creatures and
Gold in the Hills tribes of malignant humanoids are considered daily and
Prospectors in a small wilderness settlement have been common threats. However, as such tribes are just as
disappearing with alarming regularity of late. The likely to attack one another as any settlement a kind of
players are asked to find out why. The gnoll pack in the uneasy balance can develop in the wilder regions of the
hills responsible for the disappearances simply cannot world. A large pack of powerful gnolls moving into the
believe that these humans keep coming into the hills area could destabilise everything as they begin to prey
and thus provide them with a steady supply of food upon settlements and tribes alike. The players are asked
and slaves. As the party adventures into the hills, the to destroy this pack or otherwise drive them off so as to
restore the ‘order’ of the past. They may even find allies,
52 Games Master will have the chance to spring a variety
SCENARIO HOOKS AND IDEAS

Gobain grunted. The old scholar had twice cornered him with boring anecdotes on subjects the barbarian had already
forgotten. He was spared another such onslaught by a commotion at the ballroom entrance. The main doors flew
open and a messenger stained with the dust of hard travel burst into the hall eliciting startled shrieks from women
and men alike. The page moved directly to the lord of the manor and whispered something urgently in his ear.

‘The devils! The filthy creatures! They dare interrupt my festivities!’ The fat lord’s cheeks puffed and coloured
with indignation. ‘The army is afield, this is most unacceptable. Could they not try to be a bit more civilised?’

One of the subdued revellers hesitated then asked, ‘what is it Lord Ducien?’

‘Gnolls! Rampaging through the farmsteads like barbarians. . .’ The lord sucked in his breath as he caught sight
of Gobain looming over him in armour and animal pelts. ‘No offence intended, guest. ‘Tis merely an expression.’
The high colour in the lord’s cheeks drained as he waited for Gobain’s response.

‘How many?’

‘Wha - at least thirty, perhaps more.’

Gobain may have been spoiling for a fight, but was not looking for his own slaughter. He nodded toward Ducien’s
few bodyguards still in the manor. ‘Too many for the handful of us to take.’

‘I wouldn’t say that.’ The little scholar had appeared once more at Gobain’s elbow. ‘From my knowledge of gnolls,
I would say there is a way to slow them down until the army can be recalled.’

Gobain smiled then grinned. ‘You’ve finally said something interesting, old man. Tell us more.’

however untrustworthy, amongst the other humanoids slay the pack leader, then the rest of the male gnolls will
who would be happy themselves to see the strong gnoll fight amongst themselves long enough for his Lordship’s
pack vanquished. army to assemble and make ready an effective defence.
The scholar can relate much of what is contained within
the Slayer’s Guide to Gnolls if the players do not already
Free my Son own it themselves.
An old adventure hook, but a good and compelling one
nonetheless. An NPC known to the party has lost their
son to a recent gnoll ambush. Convinced he is still alive, And we are Supposed
the NPC knows of the gnolls’ penchant for capturing
slaves and begs the players to help. This scenario is To Help?
ideal for a fairly low level party as they will not be able This is a bit of a strange one and a Games Master must
to destroy the entire pack but they may just be capable of carefully judge whether his party will be ready for this
freeing a slave or two if they plan their raid cautiously. sort of scenario. A weak gnoll family group has been
forced out of its normal pack by more powerful new
arrivals. On meeting the party they do not, as usual,
Gnoll Slayer attack the players on sight, but instead attempt to make a
During an overnight stay in a Lord’s Manor, news deal. They are prepared to leave the area, taking the other
reaches the players of a gnoll pack swiftly approaching, gnolls if the players will help them attack the original
destroying all in its path in its worship of the full moon pack and slay most of the dominant males, particularly
high overhead. Fortunately, one of the Lord’s retinue, an those of the newly arrived family group. They will be,
old scholar, had made a detailed study of gnolls during of course, very instructive in the nature of gnoll tactics,
his earlier years and remains very knowledgeable on but can they ultimately be trusted?
their race. He proposes that if the players can simply 53
GNOLLS AS PLAYER CHARACTERS

Gnolls as † Medium: As Medium creatures, gnolls have no


special bonuses or penalties due to their size.

Player † Gnoll base speed is 30 feet.

Characters
† Darkvision: Gnolls can see in the dark up to 60 feet.
Darkvision is black and white only but is otherwise

G
nolls are a very difficult race to roleplay like normal sight and gnolls can function just as well
well, as they are utterly hateful of most with no light at all.
other races and have very few redeeming
qualities. However, players may like to experiment with † Racial Hit Dice: A gnoll begins with two levels of
such characters, most likely within the context of a gnoll- humanoid, which provide 2d8 hit points, one feat,
only campaign. Such a campaign could revolve around a base attack bonus of +1, and base saving throw
an entire family group initially fleeing from disaster, or bonuses of Fort +3, Ref +0 and Will +0.
perhaps the Player Characters are separated somehow
from gnoll society and are struggling to survive in a † Racial Skills: A gnoll's humanoid levels give it skill
world that would just as soon eradicate them. Having points equal to 5 x (2 + Int modifier). Its class skills
gnolls within a standard party line up of the ‘civilised’ are Listen and Spot.
races will be problematic at best, as no gnoll is likely
to leave its vicious temperament behind in favour of † +1 natural armour bonus. Gnolls have a thick hairy
joining the society of humans, dwarves and elves. This hide that can absorb soft blows
must be left to the discretion of each individual Games
Master and his players. † Automatic Languages: Gnoll. Bonus Languages:
Common, Draconic, Elven, Goblin, Orc.
It is recommended that Player Character gnolls restrict
themselves to fighter, ranger and cleric classes though, † Favoured Class: Ranger. A multiclass gnoll’s ranger
as always, a player’s creativity should never be bound class does not count when determining whether he
by any rulebook. If a suitable rationale is created for an suffers an XP penalty for multiclassing. To a gnoll,
unusual gnoll character, the Games Master is urged to ranger skills are of primary importance and are taught
indulge his player. As always, it is assumed that player from an early age.
character gnolls are above average when compared to
other members of their race. † Level Adjustment +1: Gnolls are slightly more
powerful than the standard races.
It is possible, and more consistent with gnolls as they are
presented in core rulebook III, for a Games Master to
start characters at second level, whatever class a player
chooses. However, this can make them over-powered
when compared to other, non-gnoll, party members. This Gnoll names often tend to be difficult for humans
optional rule is best left to Games Masters who know to pronounce correctly but, ironically, elves seem to
their own campaigns far better than we do. A Games pick up the intonations naturally. Because of this,
Master could judge, for instance, that as a gnoll will the names gnolls use for themselves are sometimes
tend to create disharmony and friction wherever he goes described as sounding elven but with an added ‘hard’
and reactions against him will generally be negative, the edge. Gnolls only ever have a single name and never
character has penalties enough already and so starting at seem to title either their individual family groups or
second level may go some way to balancing this out. packs. To a gnoll, such gatherings of their people
simply ‘are.’ A sample of gnollish names is listed here
for convenience;
Gnoll Racial Traits
† +4 Strength, +2 Constitution, –2 Intelligence, –2 Eenoga Turbulata Turneeva
Charisma: Gnolls are a strong, brutish race, but lack Slagawuf Bassacop Moonakka
54 almost any form of wit or refinement. Howlarek Sindionaa Vekannar
EDENDALE

Edendale has not had to face any challenge from the other males
since the pack relocated to this lair. His mere presence

T
wo years ago, down the quiet road leading to is enough to quell nearby disputes between others, lest
the peaceful village of Edendale, the gnolls he decide he wants to join a developing fight. Eenoga’s
came. No one lives there now. They stayed only commanding presence allows him to take ownership
a few hours but when they left, the community that had of any item of worth in the lair without question and,
existed for centuries was dead. unusually for any gnoll, he freely takes females from
any of the other family groups as he desires. There is
The day the gnolls came, the people were herded together simply no other male in the pack who has the strength
into the lone village chapel. A few of the stronger men to challenge his superiority.
resolved to fight the invaders but were quickly overcome.
The women and children bore witness to the brutality Far from forcing the other family groups away from
of the gnolls as the feasting of their men took place in the pack, Eenoga’s rod of iron rule and sheer physical
front of their eyes. Within a short space of time, they too power provide the rest with a measure of protection in the
were slaughtered. Abandoning the now lifeless village wilderness. Whether it is against marauding ogre tribes
to ruin, the gnolls soon found a series of burrows just a or organised merchant soldiers, his own family group
mile away from Edendale. It is here the pack stayed and is always the first into any battle and prove their right
made their own home. Though far from civilisation, the to stay at the top of the pack through a combination of
gnolls have proved highly effective at capturing slaves victory and brutality. It can be said all the other gnolls
from the few scattered farmsteads, passing merchant are, to an extent, parasitic on Eenoga’s successes and
caravans and even parties of adventurers who have each must weigh the price of his brutal control of their
strayed far too close. family groups against the huge amount of food and slaves
he manages to bring back from every fight, even if they
The gnolls within this burrow are comprised of only will be denied the best pickings themselves.
seven family groups, making them a relatively small
pack by usual standards. There are nearly one hundred The pack as a whole, when not fighting amongst itself,
and twenty adult gnolls capable of fighting, of varying roves over the surrounding wilderness in family groups,
size and strength and around half this number again hunting the native animal life and always on the watch
of non-combatant young. A slave population of more for intelligent races travelling into the region. The gnolls
than thirty demonstrates this pack’s ability of not only have already destroyed the nearest farmsteads in their
acquiring captives on a regular basis, but also of keeping attacks over the past year, forcing them to quest further
them from escaping by virtue of being held deep within for a constant supply of slaves but two major trade routes
the bowels of the lair. This is a situation partly of the run near Edendale. Whilst caravans are these days much
slaves’ own making as over a period of a year, successive more heavily armed than in the past, due in the main to
captives have been forced to extend the lair further down the gnolls’ previous successes, they are still somewhat
into the ground, as well as construct a simple stockade vulnerable to the well-laid ambushes of the stronger
around the lair’s main entrance. The original burrow may family groups. Though several attempts have been made
have perhaps belonged to creatures such as dire badgers by adventurers in the past to locate the lair, it lies just
but the resident gnolls have forced their slaves to not just far enough from the trade routes to make this a difficult,
extend existing tunnels, but to actually add a whole new not to say hazardous, task. Once found, a standing
level beneath the first for the use of the stronger family
groups. It is here, in the pits of Edendale, that the slaves
Pack Strength
are housed when not serving their cruel masters. Any
The total fighting strength of Eenoga’s pack is
slave attempting to escape would have to literally pass
listed below, though it must be remembered that
every family group just to exit the burrow, making such
both young and slaves are a permanent presence in
a bid virtually impossible, especially considering the
the lair despite the fact that neither will take part in
strength-sapping conditions the gnolls’ victims have to
any battle.
endure.
Eenoga, Pack Leader
The present pack leader is a vicious male gnoll named
12 Dominant Males
Eenoga. Even amongst his own kind, Eenoga is large
103 Adult Gnolls
and possesses exceptional strength to the point where he
6 Dire Lions
55
EDENDALE

army will likely have little difficulty in overcoming the they are allowed to feed on left-over scraps and the
gnolls’ meagre defences, but even merchants who rely occasional careless slave which ensures the lions
on the trade routes are unwilling to go to the expense of constant presence. The dire lions rarely attack any gnoll
dispatching such a force if the whereabouts of the lair unless provoked but they are likely to pounce upon any
is unknown. unknown intruder they find within the surrounding area
of the stockade, providing Eenoga with a highly effective
guard system.
Edendale
From the outside, the lair of Eenoga’s pack is typical 2. Wooden Housing and Main Entrance
of the work of many gnolls and by day, adventurers This is another simple slave-built construct, with a ladder
may well be able to venture quite close without gaining attached to its rear facing allowing gnolls to climb up on
unwanted attention. Daytime activity of the gnolls is to the roof, thus serving as a crude watchtower or archer
infrequent to say the least, though there are usually at station. However, the gnolls will rarely keep any sort of
least a few within the stockade watching over the work permanent watch unless they are expecting trouble and
of slaves, as well as ever-prowling dire lions. At night even then they will find themselves constantly distracted,
though, the lair becomes far more active, with bands of greatly reducing the effectiveness of any possible alert.
gnolls constantly hunting throughout the immediate area
and even well-accomplished adventurers may be well The housing itself covers the entrance to the burrow
advised to stay far away during the full moon. complex, an eight foot wide hole in the ground and it
is obvious from the huge amount of tracks in the soft
The tunnels of the lair are generally between five to ground that it is well-used. More debris of the type inside
six feet high, causing most gnolls to stoop though this the stockade can be found here, pushed against the walls
causes them little trouble. The smell emanating from of the structure but the area around the burrow entrance
every part of the burrow complex is foul to the nose of is kept clear. A single door allows entry into the housing,
any civilised race, though half-orcs may feel a nostalgic which was itself constructed as a means of defending the
twinge. The two separate entrances to the outside world burrow and as a method of stopping the very occasional
provide ventilation through the passages of the first level, rain from running inside the lair. In both objectives, it
but they do little for individual chambers or the level proves more or less adequate.
below. All is dark within the lair, for the gnolls use no
artificial lighting of their own and so any brought in by
invaders will be almost immediately noticed. 3. Concealed Entrance
The construction of a concealed entrance to allow the
gnolls to enter and leave the lair unseen was something
1. The Stockade of a leap in logic for Eenoga and is highly unusual for
The slave-built wooden stockade surrounding the this race to consider such a thing. Being gnolls though,
lair is a crude construction of mismatched trunks and the entrance is concealed by nothing more than dry
hastily repaired sections. A single entrance leads into a brush arranged in a very haphazard fashion. Any ranger
courtyard of sorts, dominated by a wooden building that or druid will immediately spot this entrance by the out
covers the entrance to the burrow and the lair proper. The of place vegetation if they circle around the stockade to
ground is strewn with debris, usually broken and cracked its rear. Other characters will spot the discrepancy by
bones, as well as pieces of rusting or rotting equipment making a Survival check at DC 15.
the gnolls have no use for, relics from a year’s worth
of savagery. During the night, the stockade is usually
a hive of activity, with gnoll family groups constantly 4. Tunnel to Second Level
leaving for the hunt or coming back with the spoils of This well traversed tunnel is around eight feet in height,
a successful night. allowing the gnolls to move up and down between the
two levels of the lair without stooping. The tunnel
By day, the gnolls rarely venture to the surface, the few gently slopes down from one level to the other and has
present likely to be young adults tasked with mastery a three foot off-shoot that dead-ends halfway along its
of slaves as they are forced to work on the stockade. length. This is where the slaves who were forced to build
More common is the pride of six dire lions who have the tunnel attempted to burrow directly under sections
chosen to share a home with Eenoga’s gnolls. Whilst of the first level, hoping to bring about their collapse.
56 the gnolls do not actively care for these huge creatures, Unfortunately, Eenoga has proved unusually observant
EDENDALE

of his slaves’ activities and slaughtered them all himself burrows the gnoll young make themselves to avoid the
before they could get anywhere near achieving their predatory attentions of adult males.
goal.
Eenoga’s family makes its home in chamber 11, vastly
5-11. Family Groups larger than that of any other family group. Sensitive
Each of the main chambers of the burrow houses a adventurers may well detect a palpable aura of utter fear
complete family group, with the weakest living near the permeating this section of the burrow and it is a place
main entrance, the strongest deep underground on the few other gnolls will approach willingly. The other
second level. Each chamber is a filthy place with a stench members of Eenoga’s family group enjoy a privileged
that will make most civilised people retch violently (note position amongst the other gnolls, but themselves are
to Games Masters: you may want to force a particularly terrified by their pack leader as they all know first hand
weak wizard or loremaster to make a Fortitude Check, of his cruel fury.
but most adventurers should be made of sterner stuff!).
Carcasses and bones cover the floors of the chambers 12. Slave Chamber
from wall to wall, with individual gnolls sometimes All the slaves of the pack are kept within the same
making their own nests within the rotting flesh. Small chamber, only being released when the gnolls have work
holes of between a foot to three feet in diameter line the for them. Conditions inside the chamber are utterly
walls at floor level. These are the entrances to the tiny repugnant and far worse than any the gnolls inhabit,

2 N
4

5
3

57
7 20 feet
EDENDALE

N Up to 4
8

11
20 feet
12

with foul waste and the dead strewn across the floor,
rotting without attention. This is a breeding place for Perils of the Slave Chamber
disease and even plague, though the gnolls themselves Any character spending any amount of time in the slave
seem immune. For their part, the slaves rarely have chamber runs a very real risk of contracting a variety of
time to succumb to such dangers as they are unfortunate unpleasant diseases. For every day or part of that is spent
enough to be housed alongside Eenoga’s own chamber. in the chamber, a Fortitude Check (DC14) must be made.
Whether it is time for the full moon or not, Eenoga has Failure results in a number of infections and diseases
a tendency to sate his frequent rages with a trip to the being contracted, their combined effects incubating for
chamber, a visit that always results in outright butchery a single day and causing damage of 1d3 Strength and
of the slowest and weakest slaves. 1d3 Constitution.

The infection type of these diseases is not relevant as


Using Edendale simply being in the chamber is enough to risk contracting
This lair may be placed in any temperate or warm
58 wilderness region within your existing campaign and can
them, such is the level of filth and decay.
EDENDALE

Eenoga, Pack Leader


Medium-Size Humanoid (Gnoll)
7th Level Fighter
Hit Dice: 2d8+7d10+18 (66 hp)
Initiative: +6
Speed: 30 ft.
AC: 19 (+1 natural, +4 chain shirt, +2 heavy
steel shield, +2 Dex), touch 12, flat-footed 17
Base Attack/Grapple: +8/+12
Attack: Battleaxe +13 (1d8+6/x3) melee or
shortbow +10 ranged (1d6/x3)
Full Attack: Battleaxe +13/+8 (1d8+6/x3)
melee or shortbow +10/+5 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 19, Dex 15, Con 15, Int 12,
Wis 12, Cha 9
Skills: Listen +6, Spot +6, Intimidate +9,
Climb +4, Search +6, Survival +3
Feats: Cleave, Great Cleave, Great Fortitude,
Improved Initiative, Improved Sunder, Power
Attack, Weapon Focus (battleaxe), Weapon Specialisation (battleaxe)
Challenge Rating: 8
Alignment: Chaotic evil

be used either as a simple extended encounter or as the with a full moon fast approaching, the party would be
basis of several linked scenarios. A quick consultation of under a severe time constraint and must use their brains
the Scenario Hooks and Ideas chapter will provide many to come up with a plan that will hopefully allow both
possible adventures you can embark the players upon. In themselves and the slaves to live.
this way, a Games Master can take relatively low-level
characters and set them against gnoll ambushes and raids,
perhaps upon the nearby trade routes or farmsteads.
Gradually, as the players gain levels and power, they can
attempt an attack on the lair itself, though one hundred
and sixteen fighting gnolls is no easy proposition even
for a mid-level party. However, several ‘loop-holes’ have
been built into the gnolls’ defences, giving most parties
a more even chance, especially when you combine them
with a typical gnoll’s lax behaviour when it comes to
anything beyond fighting and eating.

The ultimate challenge of this lair would be to task a


low-level party with rescuing one or more of the slaves.
Unable to face the whole pack in straight combat and 59
GNOLL REFERENCE LIST

Gnoll Gnoll Cleric


Medium Humanoid (Gnoll)
4th Level Cleric

Reference Hit Dice: 6d8+5 (32 hp)


Initiative: +1
Speed: 30 ft.

List
The following are provided for simple ease of use. A
AC: 17 (+1 natural, +3 studded leather, +2 heavy steel
shield, +1 Dex), touch 11, flat-footed 16
Base Attack/Grapple: +4/+6
Games Master may confront his players with any of the Attack: Battleaxe +6 melee (1d8+2/x3) or shortbow
gnolls listed below at a moment’s notice but for prepared +5 ranged (1d6/x3)
scenarios, it is suggested he simply use them as a basis Full Attack: Battleaxe +6 melee (1d8+2/x3) or shortbow
for his own unique adversaries. Whilst gnolls may not +5 ranged (1d6/x3)
have a huge amount in the way of magical items, they Space/Reach: 5 ft./5 ft.
will demonstrate a great variation in their own choice of Special Attacks: Rebuke undead 3/day, spells
weapons and battle skills. Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +2, Will +6
Abilities: Str 15, Dex 13, Con 13, Int 11, Wis 14,
Gnoll Pack Leader Cha 10
Medium Humanoid (Gnoll) Skills: Concentration +3, Heal +4, Knowledge
6th Level Ranger (Religion) +4, Listen +7, Spot +7,
Hit Dice: 8d8+14 (58 hp) Feats: Brew Potion, Dodge, Power Attack
Initiative: +6
Speed: 30 ft. Challenge Rating: 5
AC: 17 (+1 natural, +4 chain shirt, +2 Dex), touch 12, Treasure: Standard
flat-footed 15
Base Attack/Grapple: +7/+10
Attack: Battleaxe +10 melee (1d8+3/x3) or shortbow
+9 ranged (1d6/x3)
Full Attack: 2 battleaxes +6/+1 melee (1d8+3/x3)
or shortbow +9/+4 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Animal companion,
combat style (two-weapon combat),
darkvision 60 ft., favoured enemy x
2 (usually humans +4 and orcs +2),
improved combat style (two-weapon
combat), wild empathy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 17, Dex 15, Con 15,
Int 12, Wis 12, Cha 11
Skills: Climb +4, Craft (weaponsmith)
+4, Heal +9, Intimidate +5, Listen
+10, Search +6, Spot +10, Survival
+10 Alignment: Usually chaotic
Feats: Cleave, Endurance, Improved evil
Initiative, Improved Two-Weapon Cleric Spells Prepared
Fighting*, Power Attack, Track, Two- (5/4+1/3+1, save DC 12 +
weapon Fighting*, spell level): 0th: Detect Magic,
Mending x 2, Resistance x 2; 1st:
Challenge Rating: 7 Magic Weapon, Bane, Cause Fear,
60 Treasure: Standard Curse Water, Summon Monster
Alignment: Usually chaotic evil I; 2nd: Desecrate, Bull’s Strength,
Darkness, Hold Person
GNOLL REFERENCE LIST

Gnoll Dominant Male Gnoll Warrior


Medium Humanoid (Gnoll) Medium Humanoid (Gnoll)
3rd Level Fighter Hit Dice: 2d8+2 (11 hp)
Hit Dice: 2d8+3d10+8 (34 hp) Initiative: +0
Initiative: +4 Speed: 20 ft. (base 30 ft.)
Speed: 20 ft. (base 30 ft.) AC: 17 (+1 natural, +4 scale mail, +2 heavy steel shield),
AC: 17 (+1 natural, +4 scale mail, +2 heavy steel shield), touch 10, flat-footed 17
touch 10, flat-footed 17 Base Attack/Grapple: +1/+3
Base Attack/Grapple: +4/+7 Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow
Attack: Battleaxe +7 melee (1d8+3/x3) or shortbow +1 ranged (1d6/x3)
+4 ranged (1d6/x3) Full Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow
Full Attack: Battleaxe +7 melee (1d8+3/x3) or shortbow +1 ranged (1d6/x3)
+4 ranged (1d6/x3) Space/Reach: 5 ft./5 ft.
Space/Reach: 5 ft./5 ft. Special Qualities: Darkvision 60 ft.
Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +0, Will +0
Saves: Fort +7, Ref +1, Will +1 Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11,
Abilities: Str 16, Dex 10, Con 13, Int 9, Wis 11, Cha 8
Cha 8 Skills: Listen +2, Spot +3
Skills: Intimidate +2, Listen +2, Spot +3 Feats: Power Attack
Feats: Cleave, Improved Initiative, Power Attack,
Toughness Challenge Rating: 1
Treasure: Standard
Challenge Rating: 4 Alignment: Usually chaotic evil
Treasure: Standard
Alignment: Usually chaotic evil

61
GNOLL REFERENCE LIST

There it was, a slight movement in the darkness of the narrow ravine. The backward twitch of the leader’s
left ear he had been waiting for. The Prey was almost at hand. An errant breeze brought the slightly metallic
scent of anticipation to his sensitive nostrils along with something else; the annoying stench of distilled
flowers. There must be a female with the Prey. Rayk fought back the urge to howl with joy for scented
women always screamed the loudest.

Soon the Prey was in sight. Five armed humans flanked a palanquin borne by four more men as the procession
wound its way through the narrow pass. Soft light within the curtained litter showed the outlines of at least
two others. Eleven Prey total, and only five of those armed. Rayk began to swish his tail slightly, signalling
his readiness. His sharp eyes caught twelve other tails lashing in the darkness. He gripped his axe and waited
for the signal to attack.

Scant heartbeats after the Prey had passed his position, a snarling howl pierced the night as the leader leapt
from the boulder he had been perched upon and landed on top of the palanquin. He watched as the litter
toppled to the ground on the broken shoulders of its bearers amidst screams of pain, shouts of surprise and the
heady fragrance of fear. He rushed from his position, voicing a series of fast whoops as he charged toward
the rearmost warrior.

Rayk grunted loudly several times and swung his battleaxe over his head in a huge circle. The human warrior
set himself for the oncoming gnoll’s charge, completely ignoring the younger gnoll approaching from behind.
A shout of surprise sounded from the human’s throat as a heavy warhammer glanced from his armour. The
human whirled to face his immediate attacker, ignoring Rayk for a vital moment as he fought for his life
against the smaller gnoll.

Rayk grinned savagely at the effectiveness of the manoeuvre and slowed his charge to approach from a more
advantageous angle, skirting round the human’s unguarded back. The younger attacker giggled maniacally
as the human landed several solid blows. Rayk trotted faster, realising that the younger male needed
assistance.

Just as Rayk arrived to join the fight the human clouted the young gnoll with his shield, knocking him
unconscious. The lieutenant saw his opportunity and attacked the human’s unprotected flank. Scales clattered
on the ground, ripped from the human’s armour by the force of the gnoll’s blow. The lieutenant raised himself
to his full height, fully three heads taller than the human, and howled with triumph.

Rayk grinned as the face of the warrior in front of him drained of colour. The human had incapacitated the
younger gnoll only two breaths before Rayk attacked and he was still off balance. The gnoll could smell
surprise and anxiety emanating from the human in waves. He snarled and raised his hackles as he swung
his battle-axe in a low, one-handed arc that caught the smaller combatant in the ribs, caving them in with the
satisfyingly wet crunch of bone and armour. With a flick of his wrist, he dislodged his axe from the corpse
of the fighter and moved to the palanquin, stepping over bodies of human and gnoll.

He ripped the thin curtain aside with one bloody hand and sneezed involuntarily as the scent of flowers
assaulted his sensitive nose. Rayk shook his head and snorted which kept him from dodging the silvered
serving tray swung at his head. A slight gonging sound rang in the confines of the palanquin. He glared at
the slim woman wielding the tray, ignoring the other occupant cowering amongst the cushions. Though she
glared back, her brave stance and perfume could not mask the terror in her eyes or the heady musk of fear
that surrounded the spirited young noblewoman. Rayk’s chuckle rumbled deep in his chest as he knocked
62 the tray from her hands and grabbed her by the waist, throwing her over his shoulder. Small fists pounded
ineffectively at his mane as he lifted her from the litter. It would be great fun to make this one scream. He
would take his time.
Edendale
N

W E

S
TROGLODYTES INTRODUCTION

The Slayer's Guide exist solely to make war. What are they doing when
the Player Characters are not around?

To Troglodytes Troglodytes – A
Seething Evil
T
roglodytes are a thoroughly foul reptilian Each Slayer’s Guide features a single race, in
race, walking upright like a man but with all this case the troglodytes. Within these pages you
the chill mercilessness and cruelty of a cold- will find a colossal amount of information on
blooded snake. Many sages consider them to be as evil troglodyte physiology, habitat and society, giving you
as the most loathsome of demons and they may not be a fundamental level of understanding on how this race
wrong in this assumption. Troglodytes are often found exists and interacts with the rest of the world. Games
in the underdeep of the world for they are creatures of Masters are given guidelines on how to introduce
the dark, but may sometimes inhabit the rocky peaks troglodytes into their existing campaigns, portraying
and passes of desolate mountains. Those few tribes them as a terrible menace of old, whilst players can
who live near the surface wage a constant war on nearby begin to comprehend this most ancient of evils. Finally,
settlements on cold, moonless nights. a complete troglodyte lair is presented to be used as
either an extended encounter, the basis for a complete
In the past, many Games Masters have simply used set of scenarios or even just as an example of what the
troglodytes as just one more form of bipedal sword troglodytes are capable of.
fodder for adventuring parties. Their skill with
javelins, foul scent glands and chameleon ambush After reading The Slayer’s Guide to Troglodytes, you
abilities combined with relatively large numbers will never view this monster race in quite the same
make them tough opponents, even when confronted way again.
by experienced groups of adventurers. Despite this,
they have rarely been treated with the depth and detail
such a race deserves and have been relegated to the
rather dull role of simple bad guys. With this book, that
changes. Troglodytes, as you will soon discover, are
not anything like humans would like them to be at all.
Indeed, to comfortably imagine them as simple man-
like fiends is to ignore not only their potential, but also
the antediluvian evil they actually represent.

This inhuman race has truly been misunderstood. By


browsing the pages of this Slayer’s Guide you will open
the door on an ancient evil that predates mankind’s
arrogant footsteps on the surface of the world.

The Slayer’s Guides


This series of supplements, designed for use in all
fantasy-based d20 games systems, takes an exhaustive
look at specific monster races, detailing their beliefs,
society and methods of warfare. Typically, these
will be the sorts of races often all but ignored by
Games Masters and players alike who pay them
little heed as countless thousands get slaughtered
during the acquisition of new levels and magic
items.
66 This outlook just has to be wrong. An entire
race does not just suddenly materialise in the
campaign world and there are very few who
TROGLODYTES INTRODUCTION

Bartolo tugged at his cuffs to straighten them before speaking. ‘Let me make sure I understand what you are saying.
You want us to go into the mountains, capture one of these lizard things-’

‘Troglodytes,’ the shaven-pated man sitting opposite Bartolo and his companions interrupted. ‘They are called
troglodytes.’

‘-right, one of these troglodytes. Alive if possible, but dead is acceptable, and bring it back to you so you can cut
it open and see what’s inside. For this, you are going to pay us one hundred gold sovereigns.’

‘It is as simple as that.’ The old sage leaned back in his chair and templed his fingers under his chin.

Bartolo nodded and accepted another glass of wine, seemingly satisfied with his understanding of the offer and its
fairness. Concerned looks and thick silence marked his companion’s continuing scepticism. After long moments
filled with only the sounds of the crackling fire, Thurisaz, the towering warrior woman standing behind Bartolo,
spoke.

‘Why did you choose us?’

The sage smiled, ‘One of the duties of the acolytes of this institution is to gather information. One such acolyte
overheard your associate describing an encounter with a bi-pedal ‘lizard man’ and reported back to me. After listening
to the account, I was sure it was a troglodyte you encountered and I asked for this meeting.’ The scholar gestured
widely, ‘Our institution is one of learning, study and knowledge, not bloody-handed adventure. We must rely on
others more. . . capable in that arena. So little is known about these elusive creatures that to find information as to
their whereabouts is a rare opportunity that must be immediately grasped.’ The old man leaned back once more in
his chair, slightly winded from the intensity of his speech.

Thurisaz’s face was inscrutable as she glared at Bartolo’s back. She snorted and grumbled under her breath. Her
quiet comment drew a short bark of laughter from a darkened corner of the room and curious looks from Bartolo
and the sage who did not understand the language of her homeland. The creak and jingle of an armoured man
moving incautiously preceded Durin’s appearance in the firelight.

‘My sword-sister thinks perhaps the trogs may not be there, that they may have ‘migrated’ since the brave Bartolo
had his run-in with them.’ The fighter winked at Thurisaz as she handed him a glass of the sage’s wine. ‘Do you
think they are still there?’

The sage looked mildly surprised, ‘Ah, yes, a very good observation, young lady, but there have been scattered
reports of ambushes on travellers in the far passes. I was going to suggest you begin your search there.’

‘Have you ever smelled a trog, scholar?’ Durin arched a brow at the sage. ‘I would imagine not, since you are only
offering one hundred gold. The price is one hundred gold for each of us, double if we bring it back alive, half of
the base wage in advance or we don’t go on your fool’s errand at all.’

Three heartbeats of silence preceded the sage’s answer. ‘Done.’

Scant moments after the sage spoke an acolyte appeared with three pouches, which he distributed to Bartolo, Durin
and Thurisaz. With an itching between her shoulder blades, the warrior woman recognised the acolyte as one of the
urchins that haunted the alleyways of the Maul. She would guard her speech more carefully in the future knowing
the darkness had such keen ears.

After they were safely out of the monastery, Thurisaz turned on Bartolo, picking the bard up by the front of his
doublet with one calloused hand, ‘One of these days, your bragging is going to get one of us killed. I will come 67
back from the deepest vats of hell and haunt you to madness if it is me.’
TROGLODYTE PHYSIOLOGY

Troglodyte the surface world is that their stench would give them
away from miles off. Like so many other old wives’
tales, it is completely wrong but perhaps adventurers

Physiology may take some comfort in it - at least until the javelins


begin to find their mark.

A
h the lowly troglodyte! The sword fodder of
the underdeep, a primitive lizardlike race Judging from their dentition and the condition of their
that seems to exist only in an adventurer’s lairs, sages assume troglodytes are carnivores as well
tales during the seduction of some barroom wench. as eaters of carrion. Their dietary habits have never
The reassuring tales men invent for that which they do been observed by surface dwellers so this speculation
not wish to truly understand. . . Standing a mere five- is all that is likely to be available should a group of
foot high on average, though some are much larger, adventurers enquire.
troglodytes are a reptilian race that walk upright. They
have a chameleonic ability to shift the colour of their
skin and foul scent glands that will nauseate most other Physiology
races. They are truly repulsive and horrid without one Slender but wiry, a troglodyte’s muscles are dense and
single redeeming feature. Is it any wonder we revile powerful for their size. A crest runs from the center
them so? of the head, starting just between the eyes, to about
halfway down their necks. The face is predominantly
But let us look deeper than these tales and actually reptilian with large round eyes and a resemblance
consider the creatures. Troglodytes, as their name to many common snakes or lizards. A troglodyte’s
implies, live an almost exclusively subterranean centre of gravity is low, with the chest being well
existence and, despite the wild tales, are only seldom muscled but slender and the arms almost skinny. This
encountered by the races of the surface world. The makes them hard to knock down and gives them an
few troglodytes that have any contact with the surface advantage in grappling which is often thought to be
world are likely found in high mountain passes and why many troglodytes go unarmed. They have a longer
deep valleys of shattered rock where there are plenty of torso than one might expect from a humanoid, which
caves in which to dwell. Certainly, these are not areas ends in a thickened abdomen containing the musk
generally considered of value to mankind unless the glands and supporting short but powerful legs. These
pass is used for trade or the valley holds the possibility terminate in very large clawed feet. A heavily muscled
of precious ore. Indeed, for both men and dwarves, it tail as long as the torso completes the creature. All
is most commonly mining activities that bring contact recorded troglodyte corpses encountered have been
with this enigmatic and, if we are to admit the real truth, male. Nothing is commonly known of the females or
virtually unknown race. young physiologically - to surface dwellers, they are a
complete mystery.

A Closer View
Examinations of corpses reveal the vast majority of
troglodytes are within a few inches of the five-foot
mark, with some rare specimens reaching as tall as Tracking Troglodytes
seven feet. Reports discuss them moving with a steady Characters attempting to track a troglodyte trail gain
and stealthy pace interrupted by bursts of great speed. a +2 circumstance bonus on their Tracking checks.
The tail is not used as a counterbalance as one might This bonus only applies if the trail is over soft or very
expect from an upright reptilian. Instead it drags on the soft ground.
ground behind the creature leaving a most distinctive
trail that, coupled with their oversized clawed feet, make
a troglodyte relatively easy to track on soft ground. Grappling Troglodytes
Troglodytes have no concept of hygiene of any kind Troglodytes gain a +2 competence bonus on all Grapple
and the residual effects of their musk glands, even when checks. This bonus does not apply to hatchlings or
not excreting, combine to give the creature a stench that females.
drives off most carrion eaters. There is an old adage that
68 says the reason troglodytes do not attempt ambushes in

The text on this page is designated Open Game Content


TROGLODYTE PHYSIOLOGY

Troglodyte Mating grey, brown or green with a lighter underside that


In truth, troglodytes are extremely alien creatures would likely be pale grey or white were it not always
and if the facts of their life cycle were more common so filthy.
knowledge this might be better understood. Troglodytes
exhibit some of the most extreme sexual dimorphism The ability of a troglodyte to alter its colour to match
of any sentient species. Indeed, records of adventurers its surroundings can be startling. Even while moving at
who have scoured the lairs of these creatures and yet speed their colouring can shift with incredible rapidity.
never encountered a female should raise questions. While this cannot be favourably compared with arcane
Where are the females? Where are the young? methods of concealment, it does make them extremely
difficult to spot, particularly in the darkness of their
The answer, of course, is that they were there all preferred habitat. Troglodytes will use this ability to
along. The reason for their apparent lack of presence attack from ambush and are sufficiently clever to utilise
illustrates how the troglodytes are far more alien than wind and air currents to hide their stench when so doing.
any adventurer or sage has yet dreamed. Their chameleonic ability is not limited to caverns, stone
and rock or darkness but they are far easier to spot if an
Troglodyte females are significantly smaller than the area is well lit. Such an ability makes the troglodytes
males of the species, only reaching about four and a excellent proponents of ambush.
half feet in length normally, and they walk on all fours.
Whilst they share the chameleon and musk glands of A Foul Stench
the larger males, their intellect is not shared. Generally, In addition to their chameleon-like skin, troglodytes
they and their young are often mistaken by adventurers have another weapon in their physiological arsenal. All
for a separate species of pet or guard beast. Female troglodytes have musk glands in their lower abdomens
troglodytes are only of animal intelligence and operate that secrete a foul-smelling oil which is nauseating to
exclusively on two instincts, mating and survival. They virtually every creature that is not a troglodyte. Most
are always in heat, although not always fertile, ready to sages believe this is an unconscious reaction based on
mate the instant a male reaches for them. In between the creature being either angry or afraid, though this
matings they scavenge for food in the lair, mostly the is sheer supposition. This stench is so powerful that
leavings of the males or food thrown to them by the even a single troglodyte may effect combatants up to
leaders, and care for the egg clutches in the narrow thirty feet away. Savvy adventurers may try to rig
hatching chambers. some kind of cloth over the mouth and nose and these
can sometimes help if soaked in wine or brandy. The
Matings are always initiated by the male. Eating to their downside, of course, is that airflow is reduced, thereby
fill, a rare thing for a troglodyte, triggers a completely making breathing nearly as difficult, although somewhat
instinctual mating frenzy in which the satiated male more pleasant. Because of this, and combined with
goes into passionate throes, coupling with as many other aspects of troglodyte hygiene, many adventurer
females as he can reach before the fit subsides. Some groups and mercenaries are loath to take up battle
of these females will likely be in a fertile cycle and against a tribe and will charge more than if battling
eventually crawl off to a small, secluded area of the some other enemy. There is no glory in fighting against
lair to lay their clutch of eggs. This mating frenzy on troglodytes, merely dirty, nauseating, disgusting and
the part of the male is most likely an involuntary but damned dangerous work.
natural reaction. Since the most successful males in
troglodyte society gain the greatest share of the food,
such an instinctive response on the part of a sated male Technology
helps to ensure future generations of troglodytes remain Aside from belts and straps from which to hang tools,
strong and fit. When not in a food-triggered mating weapons, provisions and trophies, the majority of
frenzy, males have no sexual drive at all and virtually troglodytes wear nothing. Some, particularly the larger
ignore the females. ones, may have some crude attempt at jewellery and
decoration but this is rare. A few have been encountered
Shadows in the Dark wearing captured armour modified to their twisted
Whilst it is well known that troglodytes can change frames. These creatures make up only a tiny proportion
of troglodytes and some surmise these are the leaders.
the coloration of their skins, in death they revert to
their natural hue. Such colours are normally mottled Other troglodytes wear no harness of any kind. These 69
TROGLODYTE PHYSIOLOGY

usually fight with their bare claws and fangs and would hatched from or those of others nearby. Females on
be all but indistinguishable from beasts if encountered hand will protect the eggs and drive the young from
alone. On occasions when this occurs, it is often only the hatching area and into the rest of the lair where the
their distinctive stench that leaves surface dwellers small reptiles will set about voraciously eating anything
certain they have been attacked by troglodytes and not they can reach. In lean times, they may even devour
by some other kind of subterranean reptilian pack. one another.

Troglodyte growth is linked directly to diet, as is the


Lifecycle case with many smaller reptiles. Well-fed creatures
The lifecycle of a troglodyte is another aspect that will grow both faster and larger than starvelings. This
makes them extremely alien creatures and has a biological fact has a resounding impact on all areas of
dramatic impact upon all aspects of their life, society troglodyte life.
and existence. Troglodytes are all nearly uniform in
potential at hatching with only the usual range of ability, As a troglodyte grows physically, they also increase in
strength and intellect one sees in more ordinary races. intelligence. While this is the norm with most races the
Despite this, we commonly see troglodytes ranging difference is, again, one of potential. A troglodyte with
from five feet to over seven feet in height with the larger unlimited food supply would reach the size of a typical
sizes becoming increasingly less common. We also troglodyte chieftain (over seven feet tall) in about five
encounter all levels of tool use, from bare hands, claws years and would be many times more intelligent than
and teeth to stone axes, through awesome javelins to an adolescent warrior. If sufficiently well fed, all
fully armoured creatures in mail. Why this great range troglodytes would reach this potential size but natural
of variation? The answer is that their potential remains competition within troglodyte society prevents this
locked within their bodies until certain conditions are from occurring. In practice, only a very few will ever
met. The key to unlocking the potential of a troglodyte, reach their full potential, the others being stunted in
allowing it to grow in both size and intellect is one of their development by constant hunger.
the basic building blocks of survival for any creature
- food. Even leaving the egg, male hatchlings are about a third
again larger than the females and the division is usually
Troglodyte eggs gestate for a period of roughly two about four males for every female. Given the size of
months and a single mating between a male and fertile the males, they manage to acquire the greater share
female will produce between five and nine eggs, each of available food and grow far more quickly than the
about the size of a human fist. When they hatch, the females, eventually reaching their adolescent warrior
young troglodytes will immediately begin scavenging size of around five feet within a year and a half. After
for food. They will devour almost anything they this, their growth and development slows dramatically.
might encounter, up to and including the egg they just Females, starting at a detriment in size and strength,
never really catch up and take almost three years to
reach maturity.

When a male reaches adolescence, its development


slows. The adolescent male is sentient, unlike his
sisters who will never quite achieve that, but still is not
terribly bright. These males have the raw intelligence
one might expect in a village idiot or a somewhat dull
goblin. They are capable of fighting only with their
natural weaponry of claws and teeth and have not

70
TROGLODYTE PHYSIOLOGY

‘Like the backside of beyond. That’s what it stank like. I was in this cave, see? Just mindin’ me own business.
Couldn’t even tell ‘e was there. Probably would’ve skinned me an’ all, if the wind hadn’t changed. Made me
eyes water, so it did. Smelt like a herd of trolls ‘ad dumped all over the floor. Then I put me hand in some gooey
muck. Dripped off me like a great lump of snot. But that wasn’t the worst of it. Then I saw the bugger. Came
out of the wall so ‘e did. Height of an elf, but with a head like a cross between a snake and a lizard. Had a tail
and clawed feet, but that wasn’t what made me run. Oh no - it was the smell of the stuff dripping down ‘is legs
that got me a’running.’

Alfric the Huntsman, to anybody prepared to listen.

yet developed far enough to understand the concept able to utilise weapons other than those nature equipped
or utility of a harness. What makes them extremely them with. Even captured equipment will be ignored,
dangerous though, is their tribal instinct. as the troglodytes simply will not understand it.

As time passes, the adolescent slowly advances to Under normal circumstances, warriors will eventually
adulthood. This normally takes several years but will reach the tool-using adult stage and most tribes stabilise
be defined by food supply. If food is plentiful, the at an even ratio of warriors and unarmed adolescents. In
troglodyte will progress faster and may reach adult such tribes there will be a leader for every ten warriors
intellect in as little as a few months – if sustenance is and adolescents. This will be an older, smarter and
less easy to come by, they may never progress beyond stronger troglodyte who has managed, by guile or
adolescence. In areas where famine is the rule, entire strength, to consume more through life and thus has
tribes might be stunted and never reach their full advanced more towards his full potential. If the tribe
development. Such troglodytes are only one small is large enough, there will be a steady progression of
step above beasts and will have no leaders, clerics or these larger troglodytes, each rank becoming bigger,
crafters, as they will not have the food supply to allow stronger, faster, with more authority and intellect than
any troglodyte to develop sufficient intellect to reach those beneath. If the tribe grows large enough, some
such lofty heights. These stunted tribes will also not be of these will be specifically ‘bred’ by the leaders to
form specialised sub-classes such as the crafters and
clerics. This breeding is conducted by simply adjusting
the diet of promising troglodytes – stalling the
development of those who may eventually
become a threat whilst boosting those who may
have useful contributions or talents. Breeding
clerics usually proves a mistake, as priests
tend to become so powerful they eventually
eclipse the chieftain and take his place. This
happens with such regularity that many well-
fed troglodyte tribes are led by the priests of
the Lizard Toad.

71
TROGLODYTE PHYSIOLOGY

Troglodyte Mindset warriors do not fight in organised formations, they


Another factor making troglodytes so very strange is always launch assaults simultaneously, retreat as one
their way of thought, which is truly incomprehensible and, in general, act like an army of berserkers steadily
to humanoids. To troglodyte leaders, the adolescents controlled by a single mind.
are not really thought of as part of the same race so
much as resources to be used and expended as needed. The reason for this is another critical facet of the
The admittedly rather stupid warriors are really only troglodyte mindset - tribal instinct. On some level, the
half a notch higher on the food chain. They are still less intelligent troglodytes are not truly individuals, as a
not viewed as members of the tribe so much as slightly human might understand it. Somehow, the leaders have
more valuable resources to be expended with a little the ability to impress their will upon the entire group
more care. in stressful situations, causing the tribe to fight and act
as one. Whilst this is not a true hivemind effect, it is
If this seems brutally heartless, then you indeed have certainly some form of gestalt subconscious.
an accurate picture of troglodyte society. Sages are
not entirely wrong when describing them as cruel and Some sages who have bothered to study the troglodyte
evil as the denizens of the infernal planes. Part of this have speculated this talent may be psionic. Others,
is likely due to their brutal and cut-throat early years. seeing the lack of such an ability in other areas, believe
Only the most vicious will be able to achieve sentience this to be unlikely. In fact, given that it primarily
in such conditions and that marks their psyches with manifests during combat and related activities, a very
an iron-reinforced mentality of ‘survival of the fittest’ few have approached the truth in surmising that it could
which for them is, quite literally, true. very well be directly linked to the troglodyte musk
glands which make superb transmitters for such basic
However, their alien mindset goes deeper than this. One gestalt commands.
thing adventurers have found with troglodytes is that
they do not rout from battle. They may choose to retreat In reality, the gestalt is indeed transmitted by scent. The
in order to cut their losses or they may stay and fight troglodyte’s cranial crest is actually a specialised organ
to the last creature but they never seem to break and devoted to scent, carrying command musks directly into
run. For the warriors and adolescents it simply is not the brain, all but overriding the conscious mind. This
within them. Connected to this is the strange and almost only seems to work with the less intelligent troglodytes.
perfect timing of troglodyte attacks. While troglodyte The smarter ones can just ignore such outside impulses
if they so choose.

72
HABITAT

Habitat Mountain

A Troglodytes
s their very name implies, troglodytes are
very much an underground race. Indeed, no Whilst troglodytes are found in the depths, very few
troglodyte settlement has ever been recorded adventurers ever journey to the underdeep and even
above ground. Some exist in the very bones of the fewer return. Though rare, troglodytes will usually be
earth whilst others lie nearer the surface, but all are encountered in the mountains and valleys at the edges of
universally subterranean. As underground creatures civilised society. Even the most advanced civilisations,
unused to temperature change, troglodytes prefer to dwarves excepted, primarily use the mountains only as
avoid extreme climates. They always seek areas with borders and sources of ore, thus allowing troglodytes
access to bounteous food supplies but are seldom seen to live relatively unmolested. Alpine villages and
anywhere other than the very fringes of the civilised distant mine heads are at constant risk from such tribes,
surface world, and almost always in rocky valleys or however, for the troglodytes are a fierce and aggressive
mountains. Wind and rain do not seem to bother them race motivated almost purely by hunger. Naturally,
but they will not tolerate extreme drought or winter tribes living in the mountains near dwarven strongholds
weather such as snow and ice. come into regular and aggressive contact with them.
Dwarves have no tolerance for troglodyte raids and
will extinguish them with extreme prejudice wherever
The Underdeeps they are encountered.
Down in the bones of the earth where drow, aboleths
and worse creatures rule, troglodytes may also be
found. Against such powerful opponents as these,
most troglodyte tribes are hopelessly outmatched.
Water & Sustenance
A source of water is required for drinking and many
Some become vassal groups paying tribute in homage troglodyte lairs are partially submerged. Troglodytes
or service but these are rare. More commonly, the are excellent swimmers, their large feet and long tail
troglodytes live on the fringes of such civilisations, allowing them to move through water with speed and
only rarely rising to prominence when blessed with an agility. Troglodytes cannot hold their breath for any
excellent food supply, allowing their numbers to grow significant length of time, so any flooded portions of the
vastly. Once this happens, these creatures sometimes lair will be used as passages only. It has been known
manage to carve out a small empire which will last as for the females to hide the hatching area in a dry cavern
long as the food supply is reasonably constant. accessible only by water, thus invaders scouring the lair
may find their efforts in vain when the tribe rises from
On occasion, a troglodyte tribe may be forced to move the ashes of its destruction again and again.
by any of a variety of factors. These may range from
exhausting the local food supply to being driven out Food is a primary concern for any troglodyte tribe.
by a more powerful race which has grown weary of Being predators and carrion eaters, there must be a
the troglodytes’ constant raids. When this occurs, constant source of meat nearby to provide sustenance.
the troglodytes are sometimes driven into seldom While some more advanced troglodyte groups raise
used tunnels and may establish themselves in a ruin giant lizards both as mounts and as food, such methods
or cave complex with links to the surface. Nearby can only properly supply a very small troglodyte tribe.
locals will soon discover their new neighbours as the In general, a tribe will need a regular source of prey.
troglodytes immediately begin foraging for food. Raids This may be animal or sentien,t though the hateful
on moonless nights become common and survivors of creatures seem to prefer civilised beings.
successful attacks are rare.

73
TROGLODYTE SOCIETY

Troglodyte they would find enough food to support such numbers


is a mystery.

Society Cavern Lairs


Troglodytes are very territorial. Depending on the

U
nderstanding troglodyte society is not a task level of advancement of a given tribe, traps and ambush
truly meant for those of us who choose to points will either be selected or constructed to defend
live on the surface. While it is possible to have their lair. One interesting trap used by advanced
passionate discourse in front of a warm fire in the safety troglodytes is a simple earth-floored section of corridor
of a great city, it is something else to actually confront - fragile flasks filled with troglodyte musk are buried
one of those. . . creatures. To do so is to encounter a beneath the earth and shatter when weight is placed
thing that no sane human will properly comprehend. upon them releasing the foul stench of troglodyte musk.
There is a feeling of ancient horror when faced by a The scent will not only weaken and nauseate attackers
troglodyte not easily put into words. Brave adventurers but will also ensure every troglodyte in the lair is alerted
and soldiers play them down as simple monsters to be to the presence of intruders and will be armed and ready
killed for fun and profit but the truth is something more in ambush positions when the adventurers finally reach
chilling. Behind those glassy inhuman eyes lies an alien the lair proper.
sentience to whom all human concerns are irrelevant.
Love, fear, hope, death – none of these things mean Troglodyte lairs are not sanitary places. The troglodytes
anything to a troglodyte. When it looks upon you it have no qualms about living in their own filth and
sees nothing of honour or courage. It sees only food. old bones, pieces of rotting flesh, treasure and other
An upstart soft skinned race whose only purpose is to trinkets are piled everywhere, mixed together as if in
form another meal. a great refuse heap. Troglodytes have little need for
possessions and, indeed, less advanced tribes will not
Karthos Mevellen - Pursuivant of Mors Derkagos even understand such things. There is no storage area
of any kind save, perhaps, a larder for live food. The
only areas that may have organisation of any kind are
the crafter’s chamber and the Temple of the Lizard
Troglodyte groups are organised into tribes with Toad. Even these areas will be filthy with carrion and
smaller groups being referred to as clutches, squads refuse shoved out of the way against the walls but the
and bands by many adventurers. Tribes without access actual usage areas for either work or worship will be
to sufficient food resources will be quite primitive surprisingly well organised and reasonably neat.
– possibly having only a single leader or two intelligent
enough to understand basic tool use. Even in larger
communities where leaders, warriors and crafters are The Hunger
present, technological sophistication is very low with Any discussion of troglodyte society cannot be
most tools and weapons being made of chipped flint, embarked upon without an examination of the main
obsidian and other such stones. Only small amounts driving force of troglodyte culture, which is inextricably
of metal will be in use, even in the most advanced of linked to their biology. Food.
tribes.
Troglodytes are always hungry. On the few occasions
Troglodyte tribes tend to be fairly uniform in size, that an individual has enough food to satisfy themselves,
depending on their level of advancement. Primitive they go into a furious, energy-burning mating frenzy.
groups may only reach a maximum size of around thirty, When they recover, the pangs of a new hunger are
including hatchlings and young. More advanced tribes already beginning to twinge. The racial reason for
may reach over a hundred members. In areas near the this is clear. As long as a troglodyte is hungry, he will
surface, larger tribes are virtually unheard of due to the continue to seek food, eat, and continue his development
vast food requirements to support such a large group toward his full potential. Only the great and rare
of carnivores, whilst in the underdeep some legends troglodyte chieftains are not completely enslaved by
speak of entire cities of troglodytes, although where this all-consuming hunger, their potential having been
74 reached and their need for food reduced.
TROGLODYTE SOCIETY

Advancement toward their potential also raises the chieftain through the divine powers at their disposal
intellect of the troglodyte and allows them to retain some and often succeed, which is why priests control many
free will in the face of the musk-borne tribal instinct. advanced troglodyte groups.
Left unchecked, all troglodytes would eventually
become chieftains but two things prevent this. First is
food supply, which would have to be tremendous for The Potential Caste
even a small group of troglodytes to reach chieftain
potential. Second is their own culture. System
In effect, the troglodytes have the ultimate caste system.
With the development of all aspects of the tribe directly Each troglodyte is limited to his place by the available
linked to food supply, how much a troglodyte tribe has food supply but, in theory at least, has unlimited
to eat is of vital importance. As troglodytes advance potential with which to rise as chieftain of the tribe.
toward their maximum potential, the leaders begin to In practice, those smarter and stronger, at any level,
lose control over the wills of the lesser members of the will be the most successful in achieving their potential.
tribe. They evolve from non-tool using adolescents, Troglodyte society is a dominance hierarchy at its most
through dim warriors to intellectually advanced crafters powerful and visible.
and priests and then on to chieftains – and with each step
they grow more difficult for the leaders to control. As Hatchlings
troglodytes advance Hatchlings are not yet sentient. They are all but ignored
and gain intellect, by troglodyte males and kept away from the hatcheries
they become more they would destroy by the females. They are constantly
ambitious. This hungry but are too small to really injure a full sized
does not begin humanoid unless he or she is restrained or otherwise
until a troglodyte helpless.
advances past the
adult warrior stage Females
for it is only after Female Troglodytes are also
this its intellect non-sentient. The male
can support leaders will occasionally
ambition, realise remember to toss them
self worth and some food so they do not
consider action starve but that is about
that may be used as much attention they
to further its own receive unless a male is
position. In short, only those more advanced than a in the throes of a mating
normal troglodyte warrior can really be said to begin frenzy.
comprehension of ‘I think, therefore I am.’
Adolescents
To maintain control over their tribal resources, chieftains Even though these have reached the end of their
carefully manage food supply. Raids are carried out to first growth spurt, adolescents are still only barely
keep the adolescents, warriors and the non-combatants sentient. They can look after themselves but are still
fed but most gathered food is either stored in larders not intelligent enough for even basic tool use. About
or goes into the gullets of the higher ranking members half of a typical troglodyte tribe will be made up of
of troglodyte society. The senior troglodytes will adolescents. They are viewed, and used as, sword
even limit the food resources of the advanced crafters fodder against attackers in the most cruel and heartless
and priests so as to keep them from reaching greater fashion. Extremely primitive troglodyte tribes may only
potential. In this way, rivalry is negated and members of have one or two members that are not at this level due
these castes are usually smart enough to realise that their to lack of food.
own survival is dependant upon following instructions
from the more powerful chieftain. Priests, however, Warriors
will sometimes make a bid to replace a non-religious These individuals are physically much the same as 75
adolescents and most adventurers will have no idea of
TROGLODYTE SOCIETY

any difference. They are, however, more intelligent. very wealthy tribes, even the warriors may be permitted
Warriors are tool users and will wear harnesses, carry to carry a captured sword or dagger. Troglodytes will
possessions and make use of more ‘sophisticated’ always make use of such wealth and weapons of steel
weaponry and tactics in combat. will never be found lying amongst the garbage of a
troglodyte lair unless there is no troglodyte present who
Crafters can comprehend their function. Other steel objects
At near average human intellect, the crafters are the such as armour and tools will usually be given to the
first of the non-expendable castes. Crafters are fed crafters, who re-fashion such equipment into the heads
just enough to raise them above warrior level due to and shafts of the troglodytes’ most famed weapon, the
their relatively high intelligence. Crafters handle all vaned javelin.
the skilled work of the tribe, whether it is the forging of
weapons, design of traps, breeding of lizards and so on.
Priests can be considered a subset of the crafter. The Crafters
The caste of the crafters is a specialised one. These
individuals will normally only be found in the most
Leaders advanced troglodyte tribes as only then can the chieftain
The larger, more powerful troglodytes are the leaders of afford both the food to spare and the risk of rivalry that
troglodyte society. As intelligent as any normal human, comes with such high caste members. Some will be
they form the ‘nobility’ of the tribe and are the most charged with the care, feeding and breeding of giant
likely to take over if their chieftain is slain. Some of lizards to enhance the tribe, not only in battle but also
these leaders will also be former crafters and priests of
some considerable power.

Chieftain
There will normally only be one chieftain in a tribe
although it is theoretically possible more could exist.
These are huge troglodytes, approaching 7 feet in
height, with the full intellect of any human. This is
a troglodyte who has reached its full potential.

Given the nature of musk glands and the way


troglodytes react to them, it must be remembered
that each and every troglodyte tribe is, literally,
an extension of the chieftain’s own personality.
Domination rules the upper castes. Lower castes
obey simply because it never occurs to them there
is any other option.

Steel
For some strange and seemingly incomprehensible
reason troglodytes value steel above all else. Even
the moronic adolescents will pick up steel objects
when given the chance, despite their complete
inability to comprehend its true purpose. Precisely
why this is, none can really say but whilst gold, brass,
silver and gems are ignorantly tossed into rubbish
heaps along with both arcana and the bones of their
former owners, steel is kept as a valued prize. Only
senior troglodytes will bear any amount of steel as
ornaments and even this use of the precious metal
76 is rare. More commonly, the chieftain, leaders,
crafters and priests will bear weapons of steel. In
TROGLODYTE SOCIETY

in a carrying and transport capacity which allows the this foul thing and surface dwelling races have many
tribe to gather food from further afield. Others will have different names for it. Worship of the Lizard Toad is
dominion over the architecture of the lair, designing conducted through the auspices of the priests, a variant
traps and ambush sites whilst others become priests or of the crafter caste. As such, religious practices are only
weaponsmiths. found in the more advanced troglodyte tribes and such
a presence commonly results in the tribe being taken
The latter will be amongst the most respected troglodytes over and controlled by the high priest of the cult. When
in the entire tribe. Alone amongst its kin, the troglodyte this occurs, the entire tribe rapidly becomes a brutal
crafter enjoys the secrets of forging weapons, tools and theocracy with but one goal; pleasing the Lizard Toad
even has a base knowledge of metallurgy. They alone in the name of its high priest. Like everything else
have the wisdom of fire, smelting, and fashioning steel, in troglodyte society, religion is only about personal
the most precious material in the world to a troglodyte. aggrandisement, an attitude the deity seems to approve
All items produced by troglodyte tribes are created by of, given the powers granted to the priests.
crafters. Crafters, of all the members of this society,
are deemed too valuable to be wasted in battle, their Troglodyte temples are not grand edifices nor well
knowledge being too precious to risk. However, when kept impressive sanctuaries. Typically for this horrible
intruders threaten the lair, the crafters may indeed be race, they are rough, filthy and they stink. The main
called upon to fight. They will do so with javelins chamber will be just large enough to hold all warriors
from the rearmost ranks of the fighting and, in addition, and adolescents and will be enlarged or moved if
are permitted to wear captured armour modified to fit necessary to accommodate a larger number. Some
their frames in order to provide protection from stray very large tribes with limited living space may have
missiles or attackers breaking through the lines. Such two or three temples each led by its own priest. This is
an incredible allocation of precious steel is evidence a particularly desirable arrangement if the chieftain is
enough of the high regard in which the crafter’s value not a cleric himself, as it is a perfect method to balance
as a tribal resource is held. the powers of priests against one another.

Regardless of whether there is one or more temples,


Troglodyte Cruelty all will have essentially the same layout. The worship
It should come as no surprise that the troglodytes’ area will consist of a simple open space arranged in
reputation as a vile, cruel and evil race is well deserved. front of the nave. This is a large alcove with walls of
Any species that considers members of its own society seven facets, each representing one of the troglodyte
to be mere expendable minions should not be expected castes. Centred in this area is a huge, crude carving
to have empathy for others. Indeed, troglodytes are of the Lizard Toad. In keeping with troglodyte tastes,
the ultimate in vicious cruelty for the sake of vicious decorations added by wealthy tribes will be of steel
cruelty. No mercy can be expected from a troglodyte which is thought to please the god. This may mean
captor – to him the captive is merely short-lived anything from a stone statue with steel eyes, teeth
entertainment soon to become another meal. One of the and tongue, all the way to a statue of solid hammered
very few activities that even the stupidest of troglodytes steel.
is known to enjoy is torment and cruelty. It is almost
as if a streak of evil has been bred into their very souls In front of the idol is a large altar, normally coated in
and now has the firmest of holds. dried blood which the troglodytes will never bother to
scour. In some cases this accretion has been reported
to be so extreme that details of the altar carvings and
The Cult of the even its shape has been obscured. On either side of
Lizard Toad this altar are pits, used for sacrifice. The angles and
shapes of the Idol of the Lizard Toad are disturbing in
One visible offshoot of this vicious demeanour is found
in the religion of the troglodytes. All troglodytes of the extreme to rational surface dwellers. Eyes will slide
sufficient intellect worship a horrid creature whose off the surface in odd ways, always winding up deep
crudely carved statues depict a cross between a reptile in the sacrificial pits or upon the blood soaked altar.
and a toad. No one knows what the troglodytes call The combined effect is to both nauseate physically as

77
TROGLODYTE SOCIETY

well as bring up deep wellsprings of hopelessness and How these ceremonies end is unknown, as in both
despair. The entire atmosphere of a troglodyte temple cases furious adventurers stormed into the temples
radiates pain, misery and a sense of the primitive that and interrupted them. In neither case was the assault
will reach into a surface dweller’s soul. Standing on successful – the information reached sages only by
such terrible ground leaves one feeling watched by word of mouth from the few survivors. It can be
something more ancient than the primal ancestors of assumed failed adventurers have either become part of
man, elf or dwarf. the next troglodyte meal or were ‘guests’ at the next
ceremony.
There do not seem to be very many regular religious
celebrations associated with the troglodytes. The only
ones positively identified are two devotional masses Relations with Other
which were interrupted by adventurers and recorded.
Races
One has been called ‘The Hatching.’ Its actual meaning As a rule, troglodytes have only the most negative
to the troglodytes is uncertain but it adequately and antagonistic associations with all other living
illustrates their approach to religion. First, the creatures. The only real exception to this are the giant
troglodytes in attendance begin hissing rhythmically lizards advanced tribes use for beasts of burden, war
in a surprisingly melodious reptilian chant. As the mounts and, occasionally, dietary supplements, bred
chanting reaches a crescendo, a sacrifice is brought and raised by crafters. These specialists, where they
forth. For this ceremony, the troglodytes used a young exist, have every bit as much success with their lizards
and helpless humanoid of pre-adolescent age. The as a human ostler might expect to have with horses.
child was stripped and bound before being handed from The creatures can be bred to the saddle or as beasts of
troglodyte to troglodyte, over their heads. Some of the burden and because they are omnivorous and of poor
more bold creatures would lick the sacrifice or even temperament, they also make reasonably good guard
daringly take tiny bites from its flesh. The sacrifice beasts. Adventurers may take advantage when they
arrived at the altar bloodied but alive. The sacrifice was are used as guards, for they are readily distracted or
then bound to the altar and the troglodyte high priest ensorcelled and will accept food even from an invader,
stood before the idol, chanting what were assumed to making them easy to drug or poison.
be devotions. Finally, the creature turned to the altar
and raised an obsidian knife for the blessing of the The only other positive relationship, if one can call it
Lizard Toad. Moving quickly, the priest made a pair such, that bears examination is where the troglodytes are
of incisions into the torso of the captive. Into each forced into a tribute relationship with a stronger power.
of these it placed a fully gestated troglodyte egg. Its How these races (usually drow or aboleths) can even
assistants then sewed up the incisions, as the rest of the begin to bargain with such creatures, much less come to
troglodytes chanted faster and faster, led by their priest. an agreement with them is often a puzzle to outsiders.
Finally, their chants were joined by the screams of the Usually it involves judicious use of threat and sorcery,
victim as the eggs hatched and the young troglodytes together with a very watchful eye as troglodytes are
began to gnaw their way to freedom. likely to strike out at their hated masters at the very first
opportunity or sign of weakness. Overall, troglodytes
The second ceremony is dubbed ‘The Feeding.’ In this are not allies one would want to look to for assistance,
ceremony, captives were ceremonially tied to posts as they will inevitably view this as the opportune time to
in the sacrifice pits. As the priest led the attending avenge their hated subservience and make their former
troglodytes in a series of ecstatic chants, small lizards masters the next gift to the Lizard Toad.
(hatchlings, unknown to those witnessing the ceremony)
were driven into the pits and began to devour the
captives. As the proceedings reached their peak of
agony and terror, other captives were brought out and
stretched across the altar. To the screams of the dying
sacrifices and the chants of the frenzied troglodytes,
these captives were quartered alive with a steel axe and
the pieces flung to the crowd by the priests.
78
METHODS OF WARFARE

Methods of Troop types are fixed along caste lines with adolescents
as shock troops, warriors acting as both support and
reserve, with leaders in command. Very occasionally,

Warfare a small group of priests using divine clerical magic


may also be present.

A
mbush is a common tactic for monstrous
creatures but let there be no doubt that, in Troglodytes are feared for their skill and accuracy with
their own environment, troglodyte ambushes the javelin and use of these long, vaned throwing spears
are unparalleled, so much so that their mode of attack makes up a significant percentage of their fighting
may be fairly described as a kind of mobile ambush. capability. They will also make full use of their natural
Troglodytes strike with a timing exceeding that of abilities including musk, the ability to see in the dark
gnolls and an ability to hide that verges on the arcane and their chameleonic hides.
due to their incredible chameleonic ability. Whilst they
do not have the militaristic unity of hobgoblins, they
seem to attain a strange instinct to seek out and exploit Arms and Equipment
weaknesses, and their ambush tactics always appear The most significant, and feared, of all troglodyte
precisely planned. weapons are their javelins. Construction varies from
tribe to tribe and with their level of advancement but
Troglodytes commonly fall into three types of troop regardless of construction, the warriors who carry
when engaging in battle. This is an average, as primitive them are deadly. Many of these weapons will have
tribes will not have all resources at their disposal. characteristic heads mounted with large wing-like vanes

79
METHODS OF WARFARE

that allow them to fly straighter and truer. Warriors not armoured or who appear to be spellcasters. Any priests
carrying javelins will be armed with a mix of captured involved in the attack will begin their participation by
equipment and weapons constructed by the crafters. countering any light spell or natural fires with their
While a few of these native-built weapons may be of own spells of darkness to preserve the troglodytes’
metal, the bulk will be of stone, with flint and obsidian advantage. Extremely advanced troglodyte groups may
being preferred for weapon construction. Near the also have a leader, priest or other high caste troglodyte
surface, javelins, axes and the like may have wooden equipped with a sling. This will be used to throw vials
hafts but in the underdeep, metal is usually used for of troglodyte musk into the enemy, further weakening
javelin shafts whilst bone is a common material for the defenders.
hafts of axes and clubs. Where materials are available,
long spears may be popular especially if warriors are When the leaders judge the time is right, the adolescents
mounted upon giant lizards. will attack. During the distraction of the javelin
barrage, they will have been working their way closer,
Aside from the crafters, troglodytes never wear armour. being certain to stay downwind of the target to avoid
Natural instinct causes them to rely on their chameleon their scent giving them away. Their ability to change
skin when dealing with enemies and any sort of armour colour is invaluable, particularly in darkness. At least
renders this useless. Also, since steel is extremely one leader will normally lead this force to ensure
valuable, it cannot usually be spared for such trivialities order and provide his own fighting power against any
as protecting a troglodyte. Chieftains or priests may enemy that might prove difficult. When the order is
wear the occasional armoured plate taken from an given, the adolescents will strike, again concentrating
enemy but these are more tokens and a show of wealth on the most dangerous targets, including spellcasters.
than an attempt at protection. Only crafters are deemed As they hit, any warriors who have run out of javelins
sufficiently important to protect with precious steel and will move up to form another wave directed by the
other troglodytes look upon them with both disdain and leader. Those with long spears will attack from behind
envy because of this practice. Shields are unheard of the adolescents where they can strike but not easily be
in any level of troglodyte society. struck in return.

Adolescents never use weapons of any sort but are quite Troglodyte attacks are strange to observe or experience.
deadly at close range with fangs and teeth. Large groups of troglodytes move with perfect precision,
as though part of the same body, but individuals fight
with berserk fury and seem to care little for their
Troglodytes on the own safety. It is an eclectic mix of order and chaos.
Troglodytes never fight in close, definable units, nor
Attack do individuals go the aid of others unless a leader calls
Troglodytes are aggressive carnivores, viewing the for help. Once combat is joined, each effectively fights
entire world as a food chain. There are those creatures alone in the resulting melee, but one can always count
they can eat and those that will eat them, their worldview on battle to begin in a fashion even the precision-minded
falling into kill or be killed. As such, troglodytes will hobgoblins may envy.
launch attacks on any nearby food sources that are
available. It matters not whether that means hunting
deer, rustling cattle or raiding the population of a tiny Spears in the Rocks
farming town. It is all the same to them. On the defence the troglodytes will pick their ground
and ready themselves for the approach of attackers. The
Troglodyte leaders are fully aware of their strengths and ground will be carefully prepared, if there is time, with
will use each and every one to full advantage. When concealed pits, buried flasks of musk, stakes driven into
fighting above ground, troglodytes will always strike on the ground to falter cavalry attacks and such like. If
black, moonless or overcast nights. Since troglodytes defending their own lair, they will have cul-de-sacs and
can see perfectly well in the dark, the attack will occur bottlenecks, deadfall traps and even sections of corridor
when it is as dark as possible. Javelins will be used that can be brought down on the heads of intruders.
from range to pick off targets either more heavily Attacking a troglodyte lair is never the stuff of legends.
It is more the stuff of nightmares.
80
METHODS OF WARFARE

Kolvarg looked at the young dwarf, the candlelight flickering in his one remaining eye. ‘Is that all you can say,
boy? Just going to kill a few troglodytes are ye? Just a walk in the mine gallery is it? Youth! What the hell would
you know of it?’

‘Come on, Kolvarg. They’re just toads. How bad can it be? You talk as though they were a real threat to the
hold.’

The old warrior grabbed Stenor’s beard and yanked him close with a brutality that left the young miner speechless.
‘Young idiot! Who taught you to fight? Who taught yer grandfather how to fight?’

‘You did, sir,’ Stenor gasped past the pain of the pull of his facial hair.

‘Damn right I did. Damn right. And as old as I am I can still take you down without needing my armour. You don’t
know troglodytes, boy. I do. You’ve never fought ‘em. I have. And let me tell you there is nothing nastier than a
toad lair! I’ve seen whole ceilings that look solid fall without warning killing a dozen stout dwarves. I’ve smelt
their foul stink and choked on it. I’ve taken four javelins from them the hard way and I tell you now – if you value
your life, don’t underestimate the troglodytes! You understand, boy?’

The young dwarf nodded as much as he could with his beard clamped in Kolvarg’s iron grip.

‘Good. So don’t get cocky and pass the word on.’ He released the younger dwarf with a shove backwards that sent
him toward the exit. Stenor made a beeline for it.

‘Stenor,’ the old dwarf roared as the miner reached the doorway.

‘Yes, Kolvarg?’

‘Kill a couple for me would you? In payment for my lost eye.’

Situation and terrain allowing, groups of warriors and their front will resist them as those in back charge in
adolescents will loop in behind the targets, cutting off to assault their rear.
any possible retreat before combat has even begun.
In addition, no delay will be necessary to allow the Crafters will only fight if the lair is at risk and even
adolescents to creep up. They will already be in then will remain to the rear unless absolutely needed.
position, as will the warriors, spellcasters and leaders. Conversely, the great leaders of the tribe will wade
The counter attack will start in darkness, with the in behind the warriors, revelling in their chance to do
priests using darkness spells and a rain of javelins will harm to an enemy. Priests will restrict themselves to
begin, concentrating on enemy spellcasters. Should offensive spellcasting as much as they can as the javelin
the targets take cover, the missile attack will continue armed warriors attempt to cast every missile available
as more troglodytes encircle them. The troglodytes before entering melee. In short, leaders will use every
will be perfectly happy to use javelins to destroy a resource as frugally as possible so as to destroy enemies
helpless opponent if it means victory without risk. If with minimal risk.
the victims launch an attack themselves, troglodytes to

81
ROLEPLAYING WITH TROGLODYTES

Roleplaying Troglodytes in Your


Games
with In combat, the main aspect of troglodyte life you should
seek to convey is their strangeness. Troglodyte actions
will always be synchronised, perfectly timed and co-

Troglodytes ordinated as if they were controlled by a single mind


which, for all intents and purposes, they are. They will
attack in unison, retreat in unison, even choose targets

T
hrough reading the Slayer’s Guide to in unison should the leader so desire. Silence spells will
Troglodytes, you will learn about every aspect have no effect upon their communication, which can
of the lives of this very alien race. In past only be disrupted by somehow dissipating the stink of
chapters, we have taken a look at the strange caste society their musk. The gestalt of their tribal instinct should be
of the troglodytes, their religion, the strange hungers and played up and players made to realise this is not simply
ambitions that motivate their activities, as well as tactics the Game Master ‘fudging’ results but the way such
in battle. Now it is time to put all of that information creatures actually behave.
into practice.
One way to demonstrate this might be if a player uses a
No matter how much your players may try to ‘humanise’ spell such as gust of wind to try to reduce the effects of
this race, thinking of them as simply primitive cave the troglodyte musk. While his or her intent may be to
creatures with foul odours and disgusting eating habits, negate the effects of the stench, it could also very well cut
the truth is far different. As an example, troglodyte a group of attackers off from their leader’s tribal instinct
adolescents will never provide a party useful information, control. This one group, as long as the spell is in effect,
even under the most heinous torment or powerful spell. will fight out of co-ordination with other members of
They simply do not know anything and are only really the tribe. Their attacks will become more bestial and
intelligent enough to gabble a few simple words in their the targeting of even the more intelligent warriors will
own strange dialect of draconic. The most they might be become less controlled. Their natural instincts are still
able to reveal would be the location of their lair but whilst very aggressive, however, so they are unlikely to break
magic may force such a disclosure, torture never will. off the fight unless clearly losing.

The only troglodytes that have anything even remotely The most common encounters adventurers are likely
sentient in their make-up will be the higher castes. to have with troglodytes are either with a raiding party
Roleplaying interaction with them could be most or while attempting to scour a troglodyte lair. In either
amusing for the Games Master and incredibly frustrating case, they will find their opponents to be implacable foes
for the players. Even if the players can make themselves without an ounce of pity or compassion. While it may be
understood, there is no motivation for the high caste possible to drive a group off or for a party to retreat after
troglodyte to speak with them. Do you speak to a cow doing enough damage that the troglodytes are unwilling
before eating it? Even the troglodytes beneath it are mere to take the risk of pursuing, there will be no question of
things to be used and cast away. A member of another flight or surrender.
race will not even be that well regarded. Fear will not
enter into matters either. While a troglodyte may be Troglodytes are completely subsurface in nature and will
motivated to save its own life for selfish reasons, this is never be found in the daylight world. The sun causes
not fear as we know it. Their motivation is completely great discomfort and removes many of their innate
alien and not something even you, as the Games Master, advantages so troglodyte raids are always performed
or I as the author of this treatise can really comprehend. during the darkest of nights, the balance of time spent
We are only human and as such, beneath the notice of below the surface. In regions where conflict may be
troglodytes except in that we may be either a threat, expected, the tribe may put out pickets and patrols at
a meal, or both. Whilst we may be able to predict night, whose goal is to spot the campfires of approaching
their actions, we will never truly be able to understand enemies. These patrols will destroy intruders if they are
them.

82
ROLEPLAYING WITH TROGLODYTES

close or weak enough, otherwise they will carry an alert back if the patrol falls under attack. Beating a few
back to the tribe. During the day, however, no troglodyte patrols is not likely to solve the troglodyte problem
will be found above ground unless in a structure which in the area, although it may result in their chieftain
has been completely sealed against the light. setting a trap for the irritating food animals attacking
his resources.
Troglodytes are not normally found in small groups, the
tribe being so central to their way of life. If a smaller
group is encountered, it will usually be a patrol for a
nearby tribe or, very rarely, the scattered remnants of
a tribe trying to escape an attack that destroyed their Troglodyte Names
community. Even lower caste troglodytes have names, which
they are usually awarded sometime during their
adolescence. Leaders, priests and other high caste
Troglodyte troglodytes may change names throughout their
lives to commemorate events important to them
Communities – usually a victory over an enemy or a particular
When creating a troglodyte community, you need to feat of either bravery or cruelty. The troglodyte
answer a number of questions before beginning. How language is an extremely corrupt dialect of draconic,
advanced a tribe is it? How large? Do they have a caste which cannot really be properly spoken by most
of crafters? Are there priests? Do the priests rule the other humanoids. The structure of a troglodyte’s
tribe? What is the tribe’s primary source of food and can mouth is so different from that of a human, elf or
it believably support the size of tribe you want? All of dwarf that there is simply no way for such races to
these are important concerns. Smaller tribes are always simulate some of the sounds that troglodytes can
less advanced. They may only have a leader heading the create. The use of a tongues spell will translate their
tribe and will have a very small proportion of warriors names as the activity they are named after. A leader
to adolescents. Very little tool use will be in evidence. might, for example, be called ‘He who skinned the
As the tribe becomes more established it will grow big food alive before eating.’
larger, provided there are sufficient sources of food.
As it grows, the proportion of warriors to adolescents
will begin to even out as one leader grows to become a
chieftain and, eventually, others will become crafters,
leaders and priests. The last sub-caste to appear will be
that of priest and by this time, the tribe will have grown
very large indeed, probably approaching the tribe’s
nominal upper limit of between one to two hundred,
including females and young.

You can balance troglodyte encounters by varying the


advancement level of the tribe. A primitive tribe without
javelins and consisting of mostly unarmed adolescents
should be something that a less experienced party can
handle. Scouring their lair would be more difficult but
still possible. As soon as more warriors, leaders and
javelins make their appearance, the danger increases and
once clerics become prominent,ting in the dark against
a highly organised and fearless foe.

As a last word, remember that if a group meets and


defeats a small patrol of fairly advanced troglodytes,
there is a tribe in the area from which the patrol
originated. Far from fleeing from such a minor setback,
future patrols will be forewarned and forearmed, and 83
may even operate in pairs or with outriders to report
SCENARIO HOOKS AND IDEAS

Scenario also missing. Tracks have been found leading up into


the rocks before they disappear.

Hooks and A troglodyte tribe has moved into the area and has
been raiding the flocks as a perfect food supply that
is unprotected and for the taking. The shepherd was

Ideas looked upon as a boon from the Lizard Toad and is to be


sacrificed in a ceremony of ‘The Hatching’ very soon. A
variant of this might be to find the youngster wandering

T
roglodytes are typically best used against alone and in agonising pain through the mountains as
parties of around 2 nd –6 th level, with the the group searches for him. He falls, incoherent, as the
number and advancement of the troglodyte tribe group finds him and screams in agony just once before
being the balancing factor. They are very aggressive dying. A small, blood-soaked lizardlike creature (a
fighters and will attack without provocation every time. hatchling troglodyte) follows the scream out into the
Larger, more advanced tribes are particularly dangerous, open air as it emerges, still eating, from his mouth.
especially if the party uses their swords instead of their
brains. What follows is a series of hooks and ideas for
scenarios that a Games Master may use in his gaming Full Potential
sessions to demonstrate the unique characteristics of When a group of adolescent troglodytes became
this race and thus lend his adventures a far greater separated from their destroyed tribe, they wandered
depth than if troglodytes were simply another monster into a verdant and uninhabited valley. Having plenty
for players to hack apart. to eat and no real competition, no dominant rose to the
top and now all six of them are of full chieftain size and
intellect. The question is, are these troglodytes, who
Clutch! grew without the brutality of the usual troglodyte tribal
Late at night, the group encounters a ‘clutch’ or patrol struggle, as evil as those in the tribes. Is their evil really
of troglodytes. As usual, the Game Master can balance inbred? Even if it is not, who really wants six seven
the troglodytes by adjusting the level of advancement foot tall carnivorous and bad smelling lizards roaming
of their tribe. They may have giant lizards and could around – and what happens if some decide they want
even be led by a cleric, which would make them very to acquire females with which to breed?
dangerous. The hook for this encounter is not the
inevitable combat itself but the reaction of those who
later hear about the party’s actions. If the locals are at all A Dangerous Thesis
knowledgeable about troglodytes, they will not simply Karthos Mevellen – Pursuivant of Mors Derkagos – is
thank the group for bringing down a marauding pest but a prominent sage. Unlike many of his colleagues, he
will instead begin panicking as though an invasion were has decided to put the effort in to actually study the
imminent! The puzzled adventurer’s may eventually troglodyte race. His study is based on what some
discover that, unlike so many other monsters, troglodyte feel are totally mad theories of an ancient Empire of
patrols are merely a symptom, not the disease. draconic speaking races. He feels the study of one
such race may give insight into the others and their
interrelationships. To get as uncontaminated a sample
Lost Shepherd, Lost as possible, he has chosen the most isolationist of the
Sheep races he has evidence of participation in this ‘Empire’ -
the troglodytes. Mevellen has already acquired a corpse
In a small highland village, sheep have been disappearing to dissect and located a tribe to study. He now wishes to
with alarming regularity. As this began to grow to near employ the adventurers to gather information for him.
epidemic proportions, the village began increasing The various questions that Karthos wants answers to
the number of shepherds to keep a better watch for in his first expedition are listed below. Once these are
whatever has been raiding their flocks. Now, not only answered he may well demand further answers to his
is a flock been found vastly reduced but a shepherd is ongoing studies.

84
SCENARIO HOOKS AND IDEAS

† Troglodyte Females and Young - Why have none taking on troglodytes in their own lair is not a task for
ever been reported? What do they look like? Can a the faint of heart (or stomach).
sample be acquired for study and dissection?

† Warrior Society - What do troglodytes do when


Onslaught
A full-blown troglodyte raid blossoms without warning
they are not killing others? What past-times and games
in the dark of the night as the party is bedding down in
do they pursue? What tales do they tell?
a quiet tavern. While innocents are slain or driven into
prepared holding areas for eating, torture and sacrifice
† Artifacts - Why are there only a very few later, the adventurers must get themselves organised
troglodytes who wear armour? Why does a society and armed whilst formulating a plan of battle. Their
with steelworking skill still make extensive use of stone goal could be anything from flight, exciting for a
tools? lower level party, to turning the tables on the attackers.
Regardless of the levels of the group, this should be a
† Religion - Do the troglodytes have more than a fully developed and supported troglodyte assault by
single deity? Are all their ceremonies blood rites? Are a highly advanced tribe. If the group decides to fight
there any peaceful troglodytes that may be approached against impossible odds and subsequently loses – well
for discourse? we always said troglodytes were nasty, didn’t we?

Scout
Similar to some of the activities
Karthos may ask of a party, this
mission is simply to scout out a
lair in preparation for an assault.
Any group could hire the party
to do this – from lowly shepherds
to rich dwarven miners but the
goal is much the same. Discover
weaknesses, disarm traps and pave
the way for the main assault. If the
party is of sufficient level, they may
well be asked to lead the assault
themselves.

Rid the World


of Lizard
Scum!
Someone feels the party is
strong enough to eliminate the
local troglodyte tribe. Again,
the employer and motivation can
be almost anything from ethical
calls of protection to a stack of
gold coins. The goal will be to
penetrate the troglodyte lair and
slay them all. The best time to
do this is likely during the day,
when following a retreat from the
lair places the troglodytes at a 85
distinctive disadvantage. Of course,
as has been mentioned before,
CRAFTERS

Crafters armour. Note that armour check penalties for armour


heavier than leather apply to the skills Balance, Climb,

A
mongst the more mysterious denizens of Escape Artist, Hide, Jump, Move Silently, Pick Pocket
troglodyte lairs are the crafters, creatures and Tumble.
who seem to violate so much of the nature of
the rest of their tribe. Demonstrating a consummate Lizard Master: The crafter is gifted with a sixth sense
ability to mine new areas, rig lethal traps, harness the that allows him to control giant lizards as if they were
power of giant lizards and forge great weapons, it is extensions of its own body. A giant lizard that has had
often the crafters who are the real strength behind any at least two months training from the crafter receives
troglodyte tribe, carefully harnessed by their chieftains. a circumstance bonus to its attack rolls equal to the
A tribe with a great many crafters will be extremely well crafter’s class level whenever both are present in the
armed and terrible to face in open battle. same combat.

Hit Die: d8. Mine Works: At 2nd level, the crafter receives a +4
competence bonus to all Profession (miner) checks, as
Requirements it begins to learn the intricacies of tunnel mining and
expanding the troglodytes’ lair.
To qualify to become a crafter, a troglodyte must fulfil
all the following criteria. The Forge: The crafter is now a rarity amongst
troglodyte kind, having discovered how to forge
Intelligence: 10 or higher metal. From 3rd level onwards, the crafter receives a
Wisdom: 12 or higher +4 competence bonus to all Craft (armoursmithing) and
(weaponsmithing) checks.
Class Skills Arcane Forging: Despite its lack of knowledge in
The crafter’s class skills (and the key ability for each
skill) are Animal Empathy (Cha), Craft (Int), Handle matters arcane, the crafter gains direct insight from
Animal (Cha), Hide (Dex), Listen (Wis), Profession the Lizard Toad at 4th level and receives the knowledge
(Wis), and Ride (Dex). See core rulebook I for skill required to forge weapons and armour of awesome
descriptions. power. From this point, the crafter may forge magic
weapons and armour with an enchantment bonus equal
Skill points at each level: 2 + Int modifier. to half its character level, rounded down. No item may
have an enchantment bonus greater than +5.
Class Features Path of the Lizard Toad: At 5th level, the crafter moves
All of the following are class features of the crafter closer to the designs of the Lizard Toad. It gains one
prestige class. divine spellcasting level as a cleric.
Weapon and Armour Proficiency: The crafter is
proficient in all simple and martial weapons, and all

The Crafter

Class Level Base Attack Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Lizard Master
2st +1 +3 +0 +3 Mine Works
3rd +2 +3 +1 +3 The Forge
4th +3 +4 +1 +4 Arcane Forging
5th +3 +4 +1 +4 Path of the Lizard Toad

86

The text on this page is designated Open Game Content


THE SHRINE OF ST. DARIAS

The Shrine of friars escaped into the countryside, running as the


troglodytes feasted.

of St. Darias The Troglodyte


The History of St. Darias
Tribe
The tribe inhabiting the Shrine of St. Darias is strong
St. Darias is named after the saint of the same name and fairly advanced despite their recent move. While
who roamed this region centuries ago, bringing the many of the tribe were lost in the conflicts of the
light of his church to the heathen. He is said to have underdeep before the migration, the tribal chieftain
been a large, jolly friar who could outdrink, outboast remained firmly in command at all times and was
and outfight most men and yet still had the gentlest and careful about marshalling its resources.
kindest of hearts.
There are a goodly number of troglodytes in the tribe
After the death and subsequent canonisation of the great with representatives of all the various castes, from new
round fellow, a small shrine was established on the site hatchlings to the chieftain itself. The prime fighting
of the tiny church he had built in the mountains. The strength of the tribe consists of over forty adolescents
beauty of the alpine meadows, combined with the slow and nearly as many warriors. There are a number of
pace of life and the generosity of the locals quickly leaders, a small group of giant lizards, a full contingent
made it a popular retreat for those clerics wishing to of crafters and a trio of priests all in the service of their
rest from their labours. Over the decades, it grew to a chieftain.
respectable abbey where the gentle fathers grew grapes
and vegetables and maintained a library for religious The bulk of the troglodytes live in the old cellars and
study. catacombs beneath the shrine. The dark, subterranean
ambience mingling with filth, garbage, the remains of
Just a few years ago, the death of the abbot filled one of former meals and the bones from the ossuary serve to
the last remaining sepulchre rooms in the stone cellars make the tribe feel at home. The giant lizards are kept
below the shrine. Shortly thereafter, work started on an in the old stables above ground and are only tended
expansion for additional tombs and a larger cool storage at night, as the cellars beneath are simply not large
area for wine and dry goods. After only a very few days enough to provide them with sufficient room. Also,
of labour, the workers broke through into a large natural the chapel to the Lizard Toad is, oddly, above ground
cavern complex. Overjoyed at the possible savings in as the chieftain believed the old temple to St. Darias
time the new abbot quickly renovated a couple of the would serve well as a shrine to the Lizard Toad. The
caverns for storage, installed a small secondary shrine only real modifications necessary were the bricking
near an underground pool in a beautiful grotto and up of windows, replacing the statue of the saint and
fitted a heavy iron gate to block off the extensive and digging sacrifice pits. During the day, the shrine is
unexplored lower caverns. The intent was to make as quiet as a tomb – the troglodytes perfectly willing
further use of those later as the abbey grew. to allow any attackers to enter the lair, to be easily
captured for sacrifice or food. At night, however, the
What the abbot could not know was that these same shrine bustles with activity from raiding parties, clutch
caverns would bring death to the Shrine of St. Darias. patrols and scouts.
Only two months later, a troglodyte tribe that had been The present tribal leader is a priest-chieftain as is
forced from its territory in the underdeep happened common with many troglodyte tribes. Its name is a
upon the new gate. Waiting for the noises of movement series of hisses and clicks that a humanoid would be
on the other side to die down into the depths of night, hard pressed to replicate but the locals call it the ‘Night
the troglodytes used their giant lizards to pull the gate Lizard King.’ In the underdeep, the Night Lizard
down and then fell upon the unsuspecting friars. In King ruled a much larger tribe and, with the move
a single hour of blood drenched fury, the starving to the shrine now completed, it wishes to expand its
troglodytes slew virtually all the inhabitants, from the domination over the region surrounding the shine. The
newest novice to the abbot himself. Only a handful Night Lizard King’s only real obstacle is its own senior 87

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the church. The gardens and vineyards are overgrown


The total fighting strength of the tribe is listed below, and there is no smoke wafting from the chimneys but
though it must be remembered the young will take no from across the valley it does not look much different.
part in any battle. The females will only fight to defend It is only when closer that one notices the unkempt
their nests, if attacked, or if an intruder is alone and condition of the once neatly trimmed stone paths, the
appears to be an easy candidate for a nice fresh meal. filth and excrement in the corners mixed with bones and
rags of cloth and the grimly bricked up windows of the
Night Lizard King nave. Then the loss of the place really hits home. Once
3 Priests (1st - 4th level clerics) within the walls, the lingering stench of troglodyte fills
4 Crafters (1st - 3rd level crafters) the courtyard, engulfing the other foetid stinks. By day
11 Leaders (2nd - 4th level fighters and warriors) there is little else to see, although those in the courtyard
44 Warriors uninvited may be investigated as a potential meal by
49 Adolescents the giant lizards living in the stables.
26 Females
Several dozen hatchlings By night, St. Darias comes alive once more. The
11 Giant lizards constant noise of movement, hissing cries and the sound
of scales upon stone fill the lonely valley. What is most
strange to civilised beings is the complete lack of light
priest who would like nothing more than to rule the
one normally associates with such movement. Raiding
tribe itself. It is only a matter of time before he makes
parties and guards are all comfortably wrapped in
an attempt to either assassinate the current chieftain or
complete darkness and any source of light in the valley
challenge him openly.
is a welcome sign. To the troglodyte tribe it announces
the arrival of additional food supplies. On dark nights,
The other high caste troglodytes are content to serve
a torch, or even candle, will be seen a long, long way off
the tribe for the time being. Since moving to this land
by the hypersensitive eyes of the troglodytes. Ambushes
of plenty, they are reasonably well fed and are even
will immediately be prepared for such intrusions.
growing, slightly, toward their potential, an extravagance
the Night Lizard King allows only as it wishes its prime
rival to have greater problems with those below than Above Ground
worry about taking control of the tribe. The shrine is built on a grassy plateau about halfway up
the sloping side of an alpine valley. Just north and east
The area around the shrine is rife with small highland of it, the swift Narra Stream runs through a deep cut
villages raising sheep and grapes. The alpine valleys at the very edge of the plateau before launching itself
provide herds of deer, mountain goats and several other once more down the mountainside to flow into the river
herbivorous prey animals, all of which combine to make running along the valley floor. A thin road winds up the
the region perfect for a tribe of carnivores. So far, the mountainside to the front gates and then narrows into a
Night Lizard King has kept its raids almost exclusively path that continues up the slope to where the friars kept
to sheep and the occasional shepherd, realising that their vegetable garden.
having those who raise the flocks nearby and not
devoured provides a longer-lasting source of food. This On the plateau is the shrine proper and a number of
can only continue for so long, however, as eventually outbuildings as well as the now unkempt grapevines
the sheep and their cousins will all have disappeared on their tall wooden trellises. Just east of the trellises
down the gullets of the troglodytes. Once this happens, is what was once a lovely flower garden, running along
villagers will quickly follow. For now, the loss of the the steep cut of the Narra. Just south of that is a small
priests of St. Darias and the increasing raids on their stone amphitheatre where the friars could give sermons
flocks terrify the locals but are not yet enough to drive or have debates when the weather was too pleasant to
them from their homes. be cooped up within the stuffy abbey residence.

Further east, and running along the amphitheatre’s rim,


Today is a seven-foot tall stone aqueduct which originates in
From a distance, the Shine of St. Darias does not a granite cistern built into the bank of the Narra and
88 appear to have changed much since the days of rule by

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runs behind the amphitheatre, across the path to the To the right lie the three-storey friar’s residence, its
vineyards and terminates against the wall of the shrine’s tall peaked roof and high windows smudged with soot.
bathhouse. Between these buildings, smaller structures occupy the
fringes of the compound. All about the square, detritus,
West of the vineyards, the valley walls rise quite steeply, bones and garbage have been tossed about, winding up
forming a long slope covered with wildflowers. To the at the foot of walls and clearly marking out the main
south of the amphitheatre, the winery and brewery sit traffic areas with a lack of rubbish.
unattended.
The residence was once a three-storey building with
Centered on the plateau, taking up much of the usable a peaked roof, occupying the south-east corner of the
level surface is the shrine itself. A simple walled complex. The first floor contains what was once a
compound of native stone, the shrine is an imposing kitchen, dining hall and debate theatre, as well as a small
structure that dominates the valley. The compound has scriptory. The second floor contained the offices of the
several structures built against and into its walls. abbot and his assistants as well as cells for the senior
friars whilst the third floor is completely filled with the
The Shrine of St. Darias small cells of the junior friars. Once, the attic was used
Entering through the imposing wooden doors of the for storage although a pair of troglodyte females now
gate, the inner square is dominated by three structures. maintain a small hatchery in a very dark corner. The
Dead centre is a tall fountain, the water still flowing rest of the building is empty during the day although
down its carved stone sides despite months of neglect. the first floor is sometimes used as a marshalling area
Along the north wall, the tall temple presents its huge at night. The main entrance to the tunnels for low caste
bronze doors, the twenty-foot high windows that once troglodytes is down the stairs in the kitchens to what
flanked them now bricked up with rubble and debris. used to be storerooms.
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A bathhouse and lavatory occupy the rest of the east courtyard and they are not friendly. Next to the stables
wall and running water is brought in via the aqueduct in the south-west corner is a seventy-foot tall bell tower.
and dumped into a limestone well. As well as providing Once used to call the friars to prayer, it now lies empty
water for the baths, it also carries away waste from the and silent during the day and is a troglodyte lookout
toilets and runs into a small trough at the feet of the toilet post after dark.
area so that users may wash the sponges provided for
clean up. A small covered walkway allows dry transit Across the road from the shrine to the south lie a pair of
from the residence to the bathhouse. structures. The first, once a storage shed, is little more
than a fire-gutted shell. The other is an abandoned guest
The temple dominates the north wall. With its once hostel intended as a residence for pilgrims to the shrine.
high windows completely bricked up, the home of It contains a pressure-sensitive secret door that leads to
St. Darias has become a grim and dark place. A great a tunnel that connects with the fountain pump room. A
statue of the Lizard Toad has now taken the place few friars managed to escape using this tunnel.
of the representation of the jolly friar and a pair of
sacrificial pits have been dug on either side of the now The Tunnels
blood-soaked altar. The high caste troglodytes use The tunnels beneath the shrine were originally built
the stairs from this area as their main entry and exit as two separate complexes, the funerary area beneath
from the tunnels below. Even during daylight, there the nave and the storage rooms beneath the residence.
will usually be a junior priest and some adolescents Over long years, expansion has caused them to grow
or warriors here as the building has been completely together. With the most recent expansion, a new natural
sealed against sunlight. cavern complex makes up a third section. Now they all
are home to the troglodyte tribe.
Also along the north wall are the temple offices, really
just an extension of the temple and, in the north-west The funerary areas include the sepulchre, the shine,
corner, the library. The library is not much used by the the ossuaries and the preparation and meditation areas.
troglodytes. It is two storeys and has high wide windows These have now become the primary residences of the
that have proved difficult to brick up. Many of these high caste troglodytes whilst the northernmost shrine
windows are on the north wall and could be a valid is home to the Night Lizard King. The sepulchres have
means of entrance. Troglodytes seldom come here and been given to the leaders, the large ossuary to the other
the books have been mouldering since the abbey fell. priests, and the crafters live and work in the corridor to
the south that connects to the storage complex.
The west wall has a long wooden structure with an
open front. Once used as a work area, blacksmith’s The storage complex is the home of the bulk of
forge, stable and storage, this large open building now the troglodyte tribe. Large numbers of warriors,
houses the tribe’s giant lizards. During the day, they adolescents and the most junior of leaders all make
will either be here resting or sunning themselves in the their foetid homes in the large finished storage areas
and dry-goods store. During the day, nearly a hundred
The filth and stench of these tunnels is horrid. Bones troglodytes can be found in these rooms. The fountain
of humans and animals are just shoved out of the way pump room is largely ignored and the troglodytes never
against the walls and there is plenty of evidence of discovered the secret passage leading out to the guest
reptilian defecation. Ventilation was never good and hostel.
over a hundred troglodytes, with scent glands running
full bore, have inhabited the tunnels for months. It is In the north-east, the new area of the tunnels is little
unlikely the smell will ever go away, short of powerful used by the troglodytes, the exception being the
magic use. females. Whilst a few females lair in the wine cellar
and the shrine, most live in the caverns beyond the
All creatures, except troglodytes, within these tunnels subterranean pool in the main chamber in caves the
must pass a Fortitude save (DC 13) or take 1d6 points friars never discovered. They are small, many little
of temporary Strength damage as they are overcome more than crawl-spaces, but are perfect for the females
with nausea. This will last for the duration of their time and their egg clutches. Many young troglodytes, having
within the tunnels. been driven from their nests, make their first meals out
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of the preserved food in the dry goods area. Food an


adult troglodyte would not touch is welcomed by a The Night Lizard King
much less picky hatchling. Finally, the new sepulchre Medium Humanoid (Reptilian)
is commonly used as a larder by the troglodytes to 7th level Cleric, 3rd Level Fighter
store live food until it is time to eat or sacrifice it. Any Hit Dice: 9d8+3d10+48 (105 hp)
prisoners will be kept here but few stay long. Initiative: +5
Speed: 20 ft. (30 ft. base)
Defences AC: 25 (+1 Dex, +6 natural armour, +8 +3 breastplate),
touch 11, flat-footed 24
During night, troglodyte attacks will be made by way
Base Attack/Grapple: +9/+13
of ambushing anyone spotted approaching. As many
Attack: Greatsword +14 melee (2d6+6/19-20), or claw
troglodytes will be away on patrols and raids, attacking
+13 melee (1d4+4), or javelin +11 ranged (1d6+4)
on a bright, moonlit night may actually be the best
Full Attack: Greatsword +14/+9 melee (2d6+6/19-20)
plan. There will be the fewest number of troglodytes
and bite +11 melee (1d4+2), or 2 claws +13 melee
on hand and no troglodyte cleric is going to be able
(1d4+4) and bite +11 melee (1d4+2), or javelin +11/+6
to extinguish the moon, whatever his powers. In this
ranged (1d6+4)
case, the troglodytes will fight with javelins and spells
Space/Reach: 5 ft. /5 ft.
above ground making use of darkness and pitch sight
Special Attacks: Rebuke undead 4/day, spells, stench
spells, as well as their chameleonic ability to set up
Special Qualities: Stench, darkvision 90 ft.
ambush after ambush in an attempt to whittle the
Saves: Fort +15, Ref +4, Will +7
invaders down or drive them off. If things start to go
Abilities: Str 18, Dex 12, Con 18, Int 11, Wis 13, Cha
badly, they will retreat back underground where their
12
darkvision grants a tremendous advantage and use their
Skills: Climb +3, Concentration +9, Heal +5, Hide +4*,
knowledge of the tunnels to attack the invaders front
Listen +5, Jump +1, Spellcraft +4
and rear simultaneously.
Feats: Cleave, Combat Casting, Improved Initiative,
Multiattack, Power Attack, Sunder, Weapon Focus
If attacked during the day, the troglodyte leaders will
(greatsword), Weapon Focus (javelin)
rely upon their fodder troops to alert them. An attack
Cleric Spells Prepared (6/5+1/3+1/2+1/1+1, save DC
on the nave will meet with the junior priests and the few
11 + spell level): 0th: 2 x detect magic, 3 x inflict minor
warriors that it has present. An attack upon the stairs
wounds, resistance; 1st: bane, cause fear, detect good,
from the residence into the dry goods section will be
doom, extinguish, protection from good; 2d: darkness,
met with a fighting retreat. Adolescents will take the
desecrate, inflict moderate wounds, pitch sight; 3rd:
brunt of the fighting as the rest of the troglodytes fall
animate dead, magic circle against good, summon
back into the central corridor and then back toward
monster III; 4th: lesser planar ally, unholy blight
the natural caverns. If pursued, troglodytes from the
Domains: Chaos (cast chaos spells at +1 caster level),
eastern storage room will attack from the rear, quickly
Evil (cast evil spells at +1 caster level).
backed up by the priests, leaders and possibly even the
Challenge Rating: 11
crafters from the funerary area. If the invaders elect
Treasure: +3 breastplate, greatsword
not to pursue, they will have to either stop at the first
Alignment: Chaotic evil
intersection (the one running to the eastern storeroom)
* In rocky or subterranean settings this bonus becomes
or turn and attack down that intersection, again exposing
+8
their rear. Either way they had best be equipped for a
two front battle in pitch darkness.
Hooks and Ideas chapter will provide many possible
adventures you can embark the players upon. In this
Using the Shrine of way, a Games Master can take relatively low-level
characters and set them against troglodyte ambushes
St. Darias and raids, perhaps upon the nearby alpine villages.
This lair is best placed in a mountain valley or pass Gradually, as the players gain levels and power, they
within your existing campaign. It can be used either as can attempt an attack on the lair itself, though over a
a simple extended encounter or as the basis of several hundred troglodytes fighting on their own turf is no
linked scenarios. A quick consultation of the Scenario 91

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THE SHRINE OF ST. DARIAS

easy proposition, even for a mid-level party. However, Scouring this lair completely would be a fierce challenge
several loop-holes have been built into the troglodytes’ even for mid-level parties if the troglodytes are played
defences, giving most parties a more even chance, properly. Working as a unified force, they will cut the
particularly if they confine their operations to the upper party off from the surface, put out the lights and then
levels. pick them off one by one.

Durin crouched behind the jagged outcropping and hunched his back to the wind. He reapplied the strongly spiced
salve to his upper lip to combat the heady miasma of musk permeating the area. It had taken over a fortnight of tracking
and scouring the rugged passes farthest from the trade road to find what he and his companions had been searching for.
Bartolo had stumbled on the entrance to the caves two days previous and only blind luck had kept the bard from setting
off the trip line cleverly hidden just outside the opening. Durin leaned forward and peered down at the path from his
perch. Unless there was another entrance, the beasts would have to exit here to forage for food. Should the foraging
band be small enough for he and his companions to take, they would shadow the creatures and slay or capture them far
enough away from the entrance that their screams would not call reinforcements.

The location of the cave was either deviously designed or horribly lucky. The general lay of the land and prevailing
winds ran north to south, parallel to the trade road. A crosscut in the steep ravines formed a diagonal that ran for roughly
half a league east to west. On the south face of this ravine was the cave entrance. The northerly winds that screamed
through the canyons and passes kept the stench of the lair downwind of the trade road. Durin had not investigated the
entrance personally, but Bartolo swore to the gods the stone was tooled smooth.

The soft call of a dove drew Durin’s attention to the jumble of rocks opposite and above his position. Thurisaz must
have seen something. Holding his sword to the side so it did not clatter against his armour, he shifted his position to
get a better look at the cave entrance.

He stared at the entrance and the surrounding area for several moments before finally catching a glimpse of movement
in the near total darkness. A thin shadow scampered amongst the other shadows on the rough pathway below him.
How Thurisaz spotted such things sometimes amazed him, though they had travelled together for years. A brief lull in
the wind let the smell of the creatures assault his senses full force. He ground his teeth against the wave of nausea that
threatened to reacquaint him with his dinner and hissed a quiet sigh of relief when his stomach settled. Quiet retching
to his left told him that Bartolo had not been so lucky. No matter. He moved to follow the troglodyte patrol with the
careful silence of a born woodsman.

* * *
Thurisaz cursed floridly in her native tongue as she parried another blow on her cloak-wrapped arm. She had not
liked the idea of trying to capture one of the troglodytes alive, but Durin and Bartolo had insisted. They would receive
payment in either event and she saw no reason to risk life and limb to take one of the foul things alive and then try to
transport it back to the monastery. If they had just followed the patrol then killed them, they would not be facing the
predicament they were in now.

Bartolo had refused to use the salve stating it made his lip sting. Had she not been busy fighting for her life, she would
have laughed. The bard’s face was a ruin of claw marks. If he was conscious, she was sure it would sting more than
the salve ever did.

She had killed three to get to Durin’s position next to the bleeding bard. She stood back to back with her sword-brother
now, fending off the remaining six beasts. The stinking things seemed to move of one mind, intent on separating she
and Durin. She felt her sword-brother stagger against her nearing the end of his strength. Something in her mind
snapped and a red haze settled over her vision.

* * *
The acolyte who answered the loud pounding at the study door fainted. To his deathbed he would swear the blood-
soaked god and goddess of battle had visited his master that cold morning and brought with them the stinking demons
92 of the deepest hells.
TROGLODYTE REFERENCE LIST

Troglodyte Troglodyte Priest


Troglodyte Clr4: CR 5; Medium humanoid (reptilian); HD
2d8+4 plus 4d8+11; hp 42; Init +0; Spd 30 ft.; AC 16, touch

Reference 10, flat-footed 16; Base Atk +4; Grp +7; Atk +5 melee (1d6+1,
light mace) or +5 melee (1d4+1, claw) or +5 ranged (1d6+1,
javelin); Full Atk +5 melee (1d6+1, light mace) and +3 melee

List
(1d4, bite) or +5 melee (1d4+1, claw) and +3 melee (1d4, bite)
or +5 ranged (1d6+1, javelin); SA rebuke undead 3/day, spells,
stench; SQ darkvision 90 ft.; AL CE; SV Fort +9, Ref +1, Will
+5; Str 12, Dex 11, Con 15, Int 11, Wis 13, Cha 11.
Troglodyte Chieftain Skills and Feats: Concentration +7, Hide +7*, Listen +4,
Troglodyte Ftr6: CR 7; Medium humanoid (reptilian); HD Spellcraft +5; Combat Casting, Multiattack, Toughness,
2d8+8 plus 6d10+27; hp 77; Init +4; Spd 30 ft.; AC 16, touch Weapon Focus (javelin).
10, flat-footed 16; Base Atk +7; Grp +12; Atk +11 melee Cleric Spells Prepared (5/4+1/2+1, save DC 11 + spell
(1d8+4/3, longspear) or +10 melee (1d4+3, claw) or +8 ranged level): 0th-detect magic, detect poison, inflict minor wounds
(1d6+3, javelin); Full Atk +11/+6 melee (1d8+4/3, longspear) (2), resistance; 1st-bane, curse water, inflict light wounds,
and +8 melee (1d4+1, bite) or +10 melee (1d4+3, 2 claws) protection from law*, random action; 2nd-darkness, pitch
and +8 melee (1d4+1, bite) or +8/+3 ranged (1d6+3, javelin); sight, shatter*.
Space/Reach 5 ft./5 ft. (10 ft. with longspear); SA stench; SQ Domains: Chaos (cast chaos spells at +1 caster level), Evil
darkvision 90 ft.; SV Fort +14, Ref +2, Will +2; Str 16, Dex (cast evil spells at +1 caster level).
11, Con 18, Int 11, Wis 10, Cha 10.
Skills and Feats: Climb +7, Hide +7*, Jump +7, Listen +6,
Spot +2; Alertness, Great Fortitude, Improved Initiative,
Troglodyte Warrior
CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init
Multiattack, Power Attack, Toughness, Weapon Focus
-1; Spd 30 ft.; AC 15, touch 9, flat-footed 15; Base Atk +1;
(javelin), Weapon Focus (longspear).
Grp +3; Atk +1 melee (1d8/x3, longspear) or +1 melee (1d4,
claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d8/
Troglodyte Leader x3, longspear) and -1 melee (1d4, bite) or +1 melee (1d4, 2
Troglodyte War4: CR 4; Medium humanoid (reptilian); claws) and -1 melee (1d4, bite) or +1 ranged (1d6, javelin);
HD 2d8+6 plus 4d8+15; hp 48; Init +0; Spd 30 ft.; AC 16, Space/Reach 5 ft./5 ft. (10 ft. with longspear); SA stench, SQ
touch 10, flat-footed 16; Base Atk +5; Grp +9; Atk +8 melee darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10,
(1d8+3/x3, longspear) or +7 melee (1d4+2, claw) or +6 ranged Dex 9, Con 14, Int 8, Wis 10, Cha 10.
(1d6+2, javelin); Full Atk +8 melee (1d8+3/x3, longspear) Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon
and +5 melee (1d4+1, bite) or +7 melee (1d4+2, 2 claws) Focus (javelin).
and +5 melee (1d4+1, bite) or +6 ranged (1d6+2, javelin);
Space/Reach 5 ft./5 ft. (10 ft. with longspear); SA stench; SQ
darkvision 90 ft.; SV Fort +10, Ref +1, Will +1; Str 14, Dex
Troglodyte Adolescent
CR 1/2; HD 1d8+1; hp 5; Init -1; Spd 30 ft.; AC 15, touch 9,
10, Con 16, Int 10, Wis 10, Cha 10.
flat-footed 15; Base Atk +0; Grp +2; Atk +0 melee (1d4, claw);
Skills and Feats: Climb +6, Hide +7*, Jump +6, Listen +4;
Full Atk +0 melee (1d4, 2 claws) and -2 melee (1d4, bite); SA
Multiattack, Toughness, Weapon Focus (javelin), Weapon
stench, SQ darkvision 90 ft.; AL CE; SV Fort +3, Ref -1, Will
Focus (longspear).
+0; Str 10, Dex 9, Con 13, Int 8, Wis 10, Cha 10.
Skills and Feats: Hide +5*, Listen +2; Multiattack.
Troglodyte Crafter
Troglodyte Crafter3: CR 4; Medium humanoid (reptilian);
HD 2d8+4 plus 3d8+6; hp 32; Spd 20 ft.; AC 21, touch 10, flat-
Troglodyte Female
CR 1/2; Medium humanoid (reptilian); HD 1d8; hp 4; Init
footed 21; Base Atk +3; Grp +6; Atk +5 melee (1d8+1/19-20,
-1; Spd 30 ft.; AC 13, touch 9, flat-footed 13; Base Atk +0;
longsword) or +4 melee (1d4+1, claw) or +4 ranged (1d6+1,
Grp +0; Atk +0 melee (1d4, claw); Full Atk +0 melee (1d4,
javelin); Full Atk +5 melee (1d8+1/19-20, longsword) and
claw) and -2 melee (1d4, bite); SA stench; SQ darkvision 90
+2 melee (1d4, bite) or +4 melee (1d4+1, 2 claws) and +2
ft.; AL CE; SV Fort +2, Ref -1, Will -2; Str 10, Dex 8, Con
melee (1d4, bite) or +4 ranged (1d6+1, javelin); SA stench;
10, Int 6, Wis 6, Cha 6.
SQ darkvision 90 ft., lizard master, mineworks, the forge;
Skills and Feats: Hide +7; Multiattack.
SV Fort +8, Ref +1, Will +4; Str 12, Dex 10, Con 15, Int 11,
Wis 13, Cha 11.
Skills and Feats: Craft (armoursmith) +8, Hide +3*, Listen Troglodyte Hatchling
+5, Profession (miner) +9; Multiattack, Weapon Focus CR 1/4; Small humanoid (reptilian); HD 1/2d8; hp 2; Init -2;
(javelin), Weapon Focus (longsword). Spd 20 ft.; AC 12, touch 10, flat-footed 12; Base Atk +0; Grp

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-6; Atk -1 melee (1d4-2, bite); Full Atk -1 melee (1d4-2, bite); choose two domains from; Chaos, Death, Destruction
SA stench; SQ darkvision 90 ft.; SV Fort +2, Ref -1, Will -2; and Evil.
Str 6, Dex 8, Con 10, Int 6, Wis 6, Cha 6.
Skills and Feats: Hide +7*; Multiattack. The two spells listed below may only be used by
troglodyte clerics who worship the Lizard Toad.
Giant Lizard Spellcasters of other races and faiths may not use them
CR 4; Large animal; HD 7d8+21; hp 52; Init +0; Spd 40 ft.; under any circumstances.
AC 14, touch 8, flat-footed 14; Base Atk +5; Grp +17; Atk
+12 melee (1d8+12, bite); Full Atk +12 melee (1d8+12, bite);
Space/Reach 10 ft./5 ft.; SA stench; SQ darkvision 90 ft.; AL
N; SV Fort +10, Ref +5, Will +3; Str 27, Dex 10, Con 17, Int Extinguish
2, Wis 13, Cha 8. Transmutation [Evil]
Skills and Feats: Hide +1, Listen +7, Spot +6; Alertness, Great Level: Clr 1
Components: V, S
Fortitude, Stealthy. Casting time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: Cone-shaped burst
Troglodyte Spells Saving Throw: None
There are many wild reports from adventurers of Spell Resistance: No
troglodyte clerics demonstrating divine powers that defy
rational explanation. Such spells are few in nature but When cast, this potent spell allows the troglodyte priest
are relatively common amongst the devoted followers to invoke the power of the Lizard Toad to bring blessed
of the Lizard Toad and greatly enhance the attacks of darkness upon a battle. Use of this spell will extinguish
every natural source of fire within its area of effect
automatically. Extinguish has no effect whatsoever
on magical sources of illumination, which must be
countered through the use of a darkness spell.

Pitch Sight
Transmutation [Evil]
Level: Clr 2
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows the troglodyte priest and its allies


to see normally through magical darkness which
would normally block even darkvision. Pitch sight
is commonly used by priests of the Lizard Toad in
conjunction with darkness spells, blinding enemies
troglodytes when employed against the hated surface-
completely whilst enchanted troglodytes are able to
dwelling races. Followers of the Lizard Toad use the
see and attack normally.
domains of Evil and Chaos, though there are known to
be other, more minor, deities that a small number of
Material Component: A small piece of phosphorescent
troglodyte tribes follow. The priests of such tribes may
lichen.

94

The text on this page is designated Open Game Content


N

The Shrine of St Darias W E

Underwater

The Hatchery
BUGBEARS INTRODUCTION

The Slayer's Guide Bugbears – Evil


Cunning
To Bugbears Every Slayer’s Guide features a single race, in this
case the bugbear. Herein you will find extensive
information on bugbear physiology, habitat, religion

P
ound for pound, muscle for muscle, bugbears and society. This encyclopaedia of bugbear lore gives
a r e s t r o n g e r, s n e a k i e r a n d f a r m o r e Games Masters plenty of hooks to hang their stories
unpredictable than their other goblinoid cousins. and scenarios upon, as well as tips on how to inject a
They are brutal guerrillas who strike fast and fade healthy dose of humanoid mayhem into their existing
away, bursting onto the scene to wreak terrible havoc campaigns. Players will learn what they can expect if
before vanishing. If they could ever unite under a they choose to tangle with these goblinoid guerrillas,
single banner, or maintain the military discipline of the and what their fate will be should defeat raise its ugly
hobgoblins, they would shake the heavens with their head.
rage. Fortunately for the rest of the world, bugbears are
as fractious as they are violent, driven by chaotic urges Last but not least, a detailed look at a bugbear warren
and consuming greed that prevent them from developing and its occupants wraps up the book. This lair can be
the social structure of more advanced races. used as a straight-ahead dungeon crawl or as a source of
ongoing trouble in a campaign, providing players with
Bugbears are cunning adversaries, creatures that rarely an enemy that just keeps coming back for more.
fight to the death, preferring to flee from a lost battle
in order to nurse their vengeance for another day.
Adventurers who believe they can simply wade into
a horde of bugbears and slay them in glorious combat
are in for a rude shock and are certain to fall prey to the
myriad traps and ambushes the bugbears use in their
own style of warfare. Even when it appears the heroes
have won the day, there is always a chance one of the
foul creatures has escaped and will lead others of
its kind to exact revenge upon the adventurers.

In this book, Games Masters will find the


information they need to portray the bugbears as
dangerous and elusive enemies. Players may learn
enough to survive a bugbear ambush or discover the
tactics they may face should they choose to assault
a dungeon held by bugbears. Most importantly,
both sides of the Games Master’s screen can enjoy
the fun of seeing an old foe in a new light.

The Slayer’s Guides


This series of supplements, designed for use in
all fantasy-based d20 games systems, takes an
exhaustive look at specific monster races, detailing
their beliefs, society and methods of warfare.
Typically, these are the races all but ignored by
Games Masters and players alike who pay little
heed as countless thousands get slaughtered during
the acquisition of new levels and magic items.
98
BUGBEARS INTRODUCTION

The twin fires crackled intimately as the group of adventurers resting around them tended their
wounds and wolfed down a cold meal. It had been one of those days. It shouldn’t have been. The
ponderous silence told much. Normally they would have been laughing and joking, teasing each
other about the little nicks they had sustained, whilst idly arguing about how to split up the treasure
they had picked up. Not today though.

Wardell could not even begin to study his magic tome, even though he knew that study was the
cornerstone of his art. He just felt too deflated. He looked across at Andria, who was binding a
rough piece of cloth about a sword cut on her forearm. Normally he’d take the opportunity to admire
her legs, but right now he wasn’t interested in that sort of thing either. Not that the pretty elf ever
took much notice of him anyway. He began to mope, annoyed that he was able to still do that with
monotonous regularity.

‘Can’t quite work out what happened,’ said Eldreg, at length. The dwarf fighter had been left standing
bemused when the bugbears had fled. Just when they were being sucked into the party’s little trap.
How had the devils known?

Andria looked up from her running repairs. ‘The pigs just fled!’ she announced, stating the
obvious.

Several of the others nodded, none in the mood to tease her. They were a large party, to be sure
– close to double figures, but there had seemingly been many more bugbears. Having fought plenty
of goblins before, it left them confused. Weren’t these just bigger versions of the same thing?

‘I tried to slow them down…’ Wardell let his words tail off. He knew they were feeble, and he was
certain that everybody blamed his poor concentration.

‘Not your fault, old boy,’ replied Tothac gently. The cleric was older than the rest, and far wiser, yet
more often than not kept his counsel private. The others assumed he was just the dark, silent type.
Lucky they didn’t know the truth, he thought.

Wardell smiled at the kindness. He noticed that the fighters had kept quiet though. Magic wasn’t
a popular pastime in this group, unfortunately, and Wardell bemoaned the absence of another mage
to share some time with. Considering the size of the group, his existence was a moderately lonely
one.

Off guard as they were, the object thrown into the camp, landing in one fire before rolling out onto the
turf, caught their attention in a flash. It would have caused a shock, even if it had not been the head
of Nelis, who was supposed to be guarding the horses and patrolling the perimeter of the makeshift
encampment.

Then a howling went up, seemingly from all around them. In a second they were on their feet,
weapons drawn. What in the names of hell could it be?
99
Then the first of the bugbears erupted out of the undergrowth into the firelight. It was not alone.
BUGBEAR PHYSIOLOGY

Bugbear do not develop the layers of fat to fuel their breeding


years until they reach maturity, making it difficult for
outsiders to tell young males from young females.

Physiology One of the most distinctive feature of the bugbears are

T
aller than all but the most extraordinary of their noses, which led to their popular name. Like a
men, bugbears cut an imposing figure in the bear’s, the nose of a bugbear is wide and somewhat
light of day. When glimpsed dashing through flexible, allowing the creature to detect a wide variety
the shadows, their bulging muscles and towering frames of scents with a great deal of accuracy. Coupled with
are enough to give any adventurer a moment’s pause. their excellent darkvision, this sense of smell allows
In the heat of battle, drenched in the blood of their bugbears to navigate their subterranean lairs and detect
foes and the foam of their own fury, the morningstar- intruders with ease. Though bugbears have claws on
wielding maniacs are intimidating indeed and might their hands and feet, these are not often used in combat
convince even the most foolhardy that today may not as this race long ago learned the advantages of metal
be a good day to die. weapons. Still, their natural weaponry is often a point
of pride for the bugbears, and it is not unusual to see
From the tips of their wedge-shaped ears down to their claws painted with bloody pigments or carved with
bear-like feet, bugbears have thick patches of wiry hair crude glyphs.
that varies in colour from dingy brown to brick red.
Under this coarse hair, bugbears have a thick hide that,
when not stained with blood or daubed with camouflage The Smell of Blood
paints, ranges in hue between light and brownish yellow. Bugbears have sensitive noses, which provide them
This thick hide provides more protection than the leather with the Alertness feat. If strong smells are introduced
armour bugbears use to augment their defences and into the bugbear’s environment, the creatures suffer a
can be used to fashion durable clothing and armour in –2 circumstance penalty to all Spot checks. Stronger
its own right. odours other races find merely unpleasant can be
nauseating to bugbears and force them, at the Games
Master’s discretion, to make a successful Fortitude save
Bugbear Hide Armour (starting at DC 15) or suffer the effects of a stinking
Any leather, hide or studded leather armour made from cloud spell. When confronted with such tactics,
the hide of a bugbear receives a +1 natural enhancement bugbears will retreat and wait for their enemies to leave
bonus. A single bugbear can be skinned to provide two the affected area – and then pounce on them later.
small suits of armour, one medium suit, or half of a large
suit. Costs for each type of armour are listed below Stinkpot
and weights are as for standard armour of each type. The stinkpot is a small clay vial broken on the floor to
unleash an unpleasant odour in a 30-foot radius from the
Leather Cost: 450 gp Hide Cost: 475 gp point of impact. This gives those with keen noses (such
Studded Leather Cost: 550 gp as bugbears and most natural animals) a -2 circumstance
penalty to all Spot checks and a Fortitude save (DC 15)
must be made or the creature will become nauseated,
as with the stinking cloud spell. The odour disperses
Male bugbears are gifted with a more defined after 1d6+1 rounds. The Craft (alchemy) skill (DC 15)
musculature than females, who tend towards obesity. can be used to craft a stinkpot for 15 gp.
Female body and facial hair is finer and less prominent
than that of the males, giving the mature female bugbear Market Price: 30gp Weight: ½ lb.
a surprisingly doughty appearance. Both sexes reach
maturity around ten years of age. Bugbear children are
rugged and begin life with the tough skin characteristic
of their parents. Within the first year or so of life, they The Hunger
sprout hair across their bodies, and by their fifth year Bugbears have frightening appetites and are almost
they are miniature replicas of adults. Young females always hungry. Meat, of any kind, is the preferred meal
100
BUGBEAR PHYSIOLOGY

of the bugbear and


the creatures can eat
two to four pounds
of it at a single
sitting. Bugbears
char their meat over
an open flame if
available but have
no problem digesting
raw meat torn from
a screaming victim
if necessity arises.
When on the move,
bugbears sometimes
take slaves with them
to avoid carrying their
own food. When the
slaves tire or slow
their pace too often,
they are skewered on
cooking spits.

Because of their
extreme dietary
n e e d s , bu g b e a r s
only settle in areas
with an abundance
of game animals. If
they cannot find a suitable habitat, they adopt a semi- Cradle to Grave
nomadic lifestyle, stopping in an area only so long as In preparation for pregnancy, female bugbears begin
the food lasts, then moving on. This can have disastrous gorging themselves on fresh meat with high fat content.
consequences in areas of the wild already threatened When carrying a child, a bugbear mother doubles her
with ecological imbalance, earning bugbears the hatred food intake to increase the stores of fat that are burnt
of rangers, druids and other protectors of the wild. This off while nursing a pup. Bugbears give birth to single,
enmity is mutual and bugbears will often track down live young, with the rare set of twins being born in
such opponents intentionally. times of warren prosperity. If food is scarce, females
are unable to carry their young to term and the warren
In dire straits, bugbears can indeed eat fruits or finds itself forced to relocate to a more fertile hunting
vegetables but doing so leads to digestive discomfort ground or face extinction.
and lowered energy levels. Bugbears deprived of a
steady diet of red meat for more than five days will Bugbear mothers nurse their pups for the first few weeks
become fierce and careless in their hunger. In this state, following delivery and the pup’s voracious appetite for
they will attack any living creature they come across in milk quickly reduces the fat content of its mother. By
an attempt to fill their stomachs. Until they have gorged their third month, pups have their first set of teeth and
themselves on red meat, the hungering bugbears will begin eating whatever meat they can snatch. With their
receive a +1 morale bonus to damage rolls, but suffer first year behind them, pups are active children that
a –1 morale penalty to all other checks. When this compete ferociously for food. Maturing by their tenth
hungry, even females and the young will attack, as each year, bugbears join the adults of the community when
bugbear attempts to stuff its gullet with flesh. they can begin hunting. Pups unable, for whatever
reason, to hunt by their eleventh year often become
101
BUGBEAR PHYSIOLOGY

the victims of ‘accidents’ that end with their own flesh likely to put themselves at risk to loot a pack of coins as
roasting over the cete’s fire. they are a bloody meal. Even well defended caravans
fear attack for once a bugbear catches sight of a rich
Whilst it is possible for a bugbear to survive into his target, it will not relent in its attacks until the mark
forties, their violent lifestyle and frequent clashes has fallen. Bugbears fear their own weakness above
with other races mean most males will be cut down all else, or at least, the appearance of such weakness.
before their twenty-fifth year. Females, being the more This fear can lead young bugbears to acts of reckless
sedentary and less combative of the species, often live abandon and adult bugbears to commit cruel atrocities
well into their thirties, but complications from childbirth as a way to display their own power and influence. If
and illness are a common cause of death. in the company of his tribe, a bugbear is simply too
terrified of appearing weak to do anything but put on
a brave face. Khans and priests are mostly immune to
The Mind of the this fear, as they are regarded as the strongest amongst
bugbears and have nothing more to prove.
Bugbear
The prime motivations for most bugbears are hunger These drives are what give the bugbears their chaotic
and greed. As noted above, bugbears have ravenous nature, as the creatures are constantly at the mercy of
appetites that lead them to acts of violence in the name their baser instincts. If they could suppress these traits,
of physiological need. They are also victims of an it is likely that bugbears would become a frightening
inborn greed that tempts them to attack targets merely force for evil in the world, rather than the scattered
to acquire more plunder. pockets of savage violence typical of their existence.
Shiny, valuable items are lusted after by bugbears with
the same intensity as fresh, red meat and they are as

In the time before the sun, Render and Stalker fashioned the goblins and hobgoblins and set them loose upon the
earth. The goblins were cunning and the hobgoblins were disciplined, but they were ultimately weak and, when the
sun rose, they were driven before the other races and harried from their lands.

In the hidden places below the earth, these weaklings cried to the gods who birthed them, begging for champions
to save them from their enemies. Disgusted, Render and Stalker withdrew from their disappointing creations and
set about creating beings worthy to serve them. From the goblins they took cunning and from the hobgoblins they
took strength; these were mixed together in the cauldron of Render’s blood and Stalker watched over them through
the cold of winter. And so did the bugbears come into being, stumbling from the blood of their god into the cold
light of the moon.

For ages they warred with the weaklings, hiding from the sun and striking from the dark of night, and Render and
Stalker were proud of their creations. The elves fled from Render’s children and hid themselves away in boughs
of forests; the dwarves turned their caverns into fortresses, barring their passages to keep out the horror of the
bugbear war machine. Even men, whose cities sprouted from the black earth like stony weeds, feared the creeping
doom of the bugbear war march. But the goblins and hobgoblins grew jealous of their cousins’ success and they
were spurned in the eyes of Render and Stalker. The gods of war and murder wanted nothing to do with their first
creations, and they were abandoned to their own devices.

Sadly, these pathetic creatures could not accept their fate, and on the eve of a great war, the goblins crept forth
to betray the bugbears to the elves. Even as the goblins revealed what they knew of the bugbear forces and their
hidden homes, the cursed hobgoblins were massing on the flank of the bugbear war host, waiting like vultures. In
the end, the treachery of their cousins doomed the bugbears to defeat, and they were sorely wounded by the elven
bows and hobgoblin lances.

102 Still, the bugbears survive, and they grow in the dark and secret places, stirring their hatred and husbanding their
strength, for the day of vengeance is coming . . .
HABITAT

Habitat
When lairing in the countryside near a city, bugbears
will attempt to establish secret means of entering the

B
ugbears are capable of surviving in most settlement. Short tunnels are a favourite means of
environments and are equally at home in the getting beneath the walls of a city and the enormous
wilderness or hidden within the cities of more strength of bugbears allows them to claw out such
civilised races. The important factor for bugbears is that passages with ease. Cities that do not bother with walls
they have a steady supply of food and a subterranean lair are no challenge for bugbears, who make use of their
to call their own. They have been known, on occasion, natural stealth to slip unseen amongst the residents.
to hole up in houses or other buildings but are much When a city sinks its walls deep enough to prevent
more comfortable beneath the earth. simple tunnelling, the bugbears protect their sensitive
noses and swim up the sewer outlets to gain access to
their targets. More cunning bugbears do not bother with
The Wilderness such trivialities, preferring instead to move their lair
In the wild, bugbears look for untamed environments below the city itself. This works best in cities with an
with large populations of native fauna that are not extensive, permanent sewer system, in the abandoned
protected by druids or roving rangers. Just as important sections of which bugbears are more than content to
as the availability of food is the proximity to a source lair. From these subterranean boltholes, the bugbears
of loot, as bugbears cannot rest easy unless there is venture forth to hunt and steal, creating well-fed and
the possibility of pillaging in the near future. Isolated prosperous warrens that grow dangerously large in a few
stretches of caravan trails are particular favourites and years. Fortunately for the citizens of the cities they lair
bugbears delight in finding poorly defended lengths of in, bugbears are most often unable to hide their location
road between major towns and cities. for this long and become the target for the local guard
or hired adventurers.
In the wild, bugbears move their lair as often as
necessary to stay ahead of their enemies and keep their
stomachs full. Clever tribes have a steady stream of Lairing Basics
scouts heading out to find the next suitable spot for a Bugbears will lair in any reasonably secure location,
lair and when solitary bugbears are encountered, they but prefer subterranean homes. Cavern complexes are
are most often on such a mission. When the time comes their favourite hideouts, whilst underground ruins and
to move, bugbears pack up as much of their plunder as abandoned sewers are also commonly used. A bugbear
they can carry and trudge off to the next spot chosen clan will take up residence above ground only in the
by their scouts. When on the move like this, bugbears most extreme circumstances, and will usually relocate
are exceptionally dangerous and prone to attacking as soon as possible.
anything that comes near. Goblins will sometimes
follow bugbear tribes, at a safe distance,
and settle near them in order to swoop
in and snatch up any plunder left behind
when the bugbears move on. The goblins
must move quickly, however, as bugbears
have been known to return for their
property and cart it back to the new lair.

The City
Caves near towns are a favourite location
for bugbears, as are old and unused sewer
systems common in larger cities. These
lairs provide bugbears with a steady
source of food and ample opportunities for
burglary but the danger of discovery and
subsequent extermination is much greater
than for a wilderness lair. Bugbears
choosing to lair in a city must be very 103
clever to avoid being slain in short order.
BUGBEAR SOCIETY

Bugbear the prudent traveller will not permit an injured bugbear


to gather reinforcements. This assumes, of course, that
the bugbears are spotted – all too often the cunning

Society creatures simply ambush their targets, ending the fight


as quickly as it began.

B
ugbears are most often encountered in routs,
small groups of two to four, generally up to Cetes
no good. Routs are usually roaming members Unlike the more mobile routs, a cete of bugbears settles
of a cete, looking for food, loot or both. Such groups in an area and moves only when it has exhausted the
have little interest in conversation or negotiation, local food supply or is driven away by enemy forces.
and attack if the odds are in their favour. When For this reason, cetes are almost always encountered in
outnumbered, though, routs shy away from contact, their lairs where they are at their most dangerous.
preferring instead to watch anyone in their territory
from a careful distance. The core of a cete consists of ten to twenty mature
males, all ready and able to do battle at the command
Cetes are the largest bugbear communities and are of their khan. A successful cete will have one or more
composed of anything up to twenty males, as many as mature females for every male, but it is more typical
thirty females and about as many children as the total to find cetes with only half as many females as males.
number of adults. While bugbear females and children This is due, in large part, to the fact that females have
fight if cornered, they are never in the forefront of a a much harder life than males and pregnant bugbears
combat and are often the first to make use of the escape have a high mortality rate if the warren is invaded. It
tunnels when their home is invaded. is common to find a bugbear child in the warren for
every adult male and female, and many more just after
the birthing season. There are no true family units
Routs within a cete and children have no idea who either of
The constant hunger and maddening greed experienced their parents are. After birth, children are cared for by
by bugbears from their earliest years drives them to whichever female happens to be closest to them at the
make frequent searches for fresh meat and valuable, time and are disciplined by any bugbear large enough
shiny items. Young males venture forth from their to do the job. By nature, bugbears are incapable of
homes often, patrolling the territory of their cete by forming any real bonds with other creatures, even those
night. Known as routs, these groups are always spoiling of their own race. Their loyalty is based on the need
for a fight, though it is sometimes possible to pay off for survival and the cete as a whole is the only family
bugbears at the cost of everything their victims may a bugbear will ever need.
be carrying. Adventurers are regarded as dangerous
but worthwhile targets by bugbears, who may find Khans are careful to keep an eye on the other males
themselves picking up a trail of routs waiting for their in their cete in order to protect their own position.
chance to kill powerful enemies and loot the bodies. When two dozen or so males are in one location, the
battles for dominance can tear a warren apart and a
Routs may consist of a few males and females who clever khan will use troublesome rivals as the basis
left a cete that grew too large. Known as a colonial for a colonial rout. The khan sends a small number
rout, these bugbears want nothing more than to find a of males and females out into the world under the
suitable location for their lair, settle in, and then start leadership of his rival, charging them with creating a
looking for trouble. If encountered by adventurers, cete of their own. Colonists are expected to travel far
these displaced creatures are more than happy to from the territory of their original cete and failure to
negotiate for passage, doing their best to look harmless do so leads to deadly conflict between the colonists and
and downtrodden. If a fight erupts, these family their former family.
units attempt to flee the situation and survivors will
remember their enemies for a long, long time. When
encountering a rout, adventurers are advised to deal Dark Rangers
with the creatures quickly and use every means at their A crucial element of bugbear society, the dark rangers
104 disposal to prevent any survivors from escaping. While are the only members of a cete directly concerned with
not every bugbear rout has a cete nearby, enough do that the future. While most bugbears remain near the warren
BUGBEAR SOCIETY

with their cousins, the dark rangers range far and wide, Hit Die: d8.
searching for new homes and hunting territories for their
cete. These far-ranging wanderers are chosen for their Requirements
natural stealth and receive gifts from Stalker to better To become a dark ranger, a bugbear must fulfil these
fulfil their role. conditions:

Dark rangers are charged with the dual purpose of Race: Bugbear.
finding new warrens for their cete and removing Move Silently: 6 ranks.
dangers in the cete’s territory. They are both rangers Hide: 4 ranks.
and assassins, travelling through the night in search of Special: Only those bugbears that have proven
likely lairs or ripe targets, as ready to hide as they are themselves to the other dark rangers or a priest of
to slit the throats of sleeping travellers. Stalker will be trained in the secrets of this prestige
class.
Because they spend so much time far from home, dark
rangers are quite devout, spending their lives in service Class Skills
to Stalker. This gives them the strength of will to endure Climb (Str), Craft (trapmaking) (Int), Disguise (Cha),
the hardships and isolation that is their lot in life, and Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature)
makes them fanatically loyal to their race. These skilled (Int), Listen (Wis), Move Silently (Dex), Search (Wis),
bugbears view adventurers or other armed forces as Spot (Str), Swim (Str), Use Rope (Dex), Survival
immediate threats and will do their utmost to either (Wis).
force them away from the cete’s territory or simply kill
them. Skilled in ambushes and the use of poison, dark Skill Points at Each Level: 4 + Int Modifier.
rangers are dangerous foes, even for adventurers.
Class Features
A stealthy survivalist and ruthless foe, the dark ranger Weapons and Armour Proficiency: Dark rangers
is well-trained and seasoned by years spent roaming are proficient with bows (long and short, normal and
the land alone. Members of this prestige class spend composite), dagger, javelin, morningstar, net, scimitar
their time searching for new homes for their cete and and whip. Dark rangers are proficient with light armour
slaying those careless or foolhardy enough to wander and shields; note that armour and load penalties apply
into ‘bugbear country.’ to Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble.

Krug scratched his backside, idly sniffing the results as he squatted down, watching the orcs. He didn’t worry that
they might see him. They were too busy with their loot, that and throwing the head of some poor adventurer between
them, laughing in that throaty way of theirs when any of them dropped it. He did briefly twitch though when their
leader shouted out a guttural warning, although as it transpired he seemed to merely be annoyed at the trivial game
which was playing havoc with his counting.

Time for business, thought Krug, and his eyes glittered menacingly. Then he stood up and half staggered into the
orc camp, a huge wineskin dangling carelessly over his shoulder. ‘Hail, brothers!’ he shouted cheerfully, flopping
down next to the surprised orcs who were so taken aback by this unarmed, drunken bugbear that the thought of
drawing a weapon seemed pointless.

‘What does you want?’ asked the chief, a twinge of suspicion in his voice.

‘Not a lot,’ answered Krug, remaining casual and praying to Stalker that he could pull this one off. ‘Just a warm
fire in exchange for some of this booze what I got off of a dwarf what happened to die with it.’

The orcs began to chuckle. Typical bugbear, they thought. Well, why not? It couldn’t do any harm, and from the
smell of the bugbear he had indulged heavily already.
105
Krug smiled. That would be the last trouble this bunch caused in his khan’s territory.
BUGBEAR SOCIETY

The Dark Ranger


Class Base Fort Ref Will
Level Attack Save Save Save Special
1st +1 +0 +2 +2 +1d6 sneak attack
2nd +2 +0 +3 +3 Poison expertise
3rd +3 +1 +3 +3 +2d6 sneak attack, track
4th +4 +1 +4 +4 Survival
5th +5 +1 +4 +4 +3d6 sneak attack, unfailing senses

Sneak Attack: If a dark ranger’s target is denied their Established lairs have several of these tunnels leading
Dexterity bonus to AC, the dark ranger’s attack will away from the warren, making it difficult to lay siege to
deal an additional 1d6 damage. This damage increases these creatures. The escape tunnels are supplemented
by +1d6 every other level, but is not multiplied on a with additional corridors constructed to form passages
successful critical hit. Ranged attacks can only be sneak between rooms. This gives the bugbears a great deal
attacks if the target is within 30 feet. Note that the target of mobility within their lair, and makes it confusing
must have a discernible anatomy, must be alive and must for invaders to navigate. Small tunnels, barely wide
be clearly visible to the dark ranger – any creature that enough for a bugbear to crawl through, cross over
has concealment cannot be the target of a sneak attack. and under the main passages, allowing them to circle
Any creature that is unaffected by critical hits is also around intruders.
immune to sneak attacks.
Traps make up another crucial element of bugbear
Poison Expertise: At 2nd level, the dark ranger masters defence and they make good use of the primitive
the use of poison and will never inadvertently poison technology available to them. Escape tunnels are rigged
himself when applying poison or fighting with a with deadfalls to collapse behind fleeing bugbears,
poisoned weapon. The dark ranger can be poisoned and many passages hold pits to snare the unwary. The
normally and has no special resistance to poisons. surface area surrounding a bugbear warren may also be
trapped, but these defences are found only in isolated
Track: Dark rangers gain Track as a bonus feat at 3rd areas where other humanoids are the main enemies.
level. Surface traps are never found when the bugbears are
lairing below civilised areas, where they pose a great
Survival: To keep starvation and dehydration at bay, danger of exposing the warren to hostile forces.
the dark ranger is adept at scrounging up enough food
and water (even stagnant water and grubs) to survive. Bugbears often use dire rats as pets and free-roaming
As long as the dark ranger is in natural surroundings guard animals. The rats are kept well fed and are given
(including naturally formed subterranean complexes), the run of the bugbear warrens, though the females do
he will not starve or suffer dehydration. This ability is their best to keep the creatures away from the vulnerable
gained at 4th level. infants. The dire rats are not normally trained but know
enough to not bite bugbears and to attack any invaders
Unfailing Senses: At the highest levels of their they find in the warren. In exchange for scraps from
training, dark rangers become impossible to surprise bugbear meals, the rats roam the rooms and corridors of
and have honed their senses so that they are never the lair, making a racket if they discover intruders.
caught flat-footed.

Winter
Lairs Bugbears do not hibernate, but are more sedentary
While bugbears will choose any reasonably secure during the winter months. Males spend their time
area as a basic lair, they inevitably begin modifying sleeping and avoiding the females, who spend the colder
their home as soon as they take up residence. The months suffering through their pregnancies. Hunting
first order of business is to excavate extensive escape is no less important during winter than any other time,
tunnels, a process undertaken as a matter of survival. but the more successful tribes learn to stock away salted
106
BUGBEAR SOCIETY

meat to gnaw on during the lean weeks. Immature are unlikely to be found near civilised areas as their
bugbears are as rowdy and combative as ever, but when pursuit of game animals carries them further into the
the winter winds howl they may end up in the bellies of wilderness. Druids and rangers dread this time of year,
their cete if food runs low. The quest for loot is at its and many hire adventurers to patrol the bounds of their
lowest during this time and bugbears do not venture out territory to head off bugbear predations.
above the surface except to hunt. Adventurers have the
best chance of catching the bugbears unawares during Cetes led by a priest spend the summer weeks involved
this part of the year, when the creatures seem to care less in religious consecration of food that bears a suspicious
about defending their warren or staying vigilant than resemblance to salting meat. Being wiser than most
they do about catching sleep or snaring a good meal. other bugbears, however, priests push their followers
to more extremes of food gathering, stocking enough
Religious cetes are kept active during the winter by away to see them all through the winter.
priests who insist on observing the sacred ceremonies.
When the days are short, bugbears believe Render walks
the land and the priests lead their people in ancient rites Autumn
meant to please and pacify their savage god. With the heat of summer past, bugbears continue
their hunt for food but also accelerate their quest for
plunder. With winter closing in, civilised merchants
Spring attempt to do as much over-road business as possible
Bugbear young are born in the spring, after their mothers before the snows, and bugbears delight in attacking
have suffered through difficult pregnancies during the overburdened caravans and dragging the loot back to
autumn and winter months. The mature males stir their warrens. This is the time of year that bugbears
from their winter torpor and head out with fresh vigour are most aggressive toward traders, and merchants pay
to hunt down raw meat and loot. Females, weak and well for adventurers to guide their caravans through
starving from feeding hungry children, spend their days ‘bugbear country’.
filling their bellies and keeping the males from biting
the heads off noisy infants. Travellers should avoid Bugbear females gorge themselves on fatty hunks of
known bugbear warrens during the days of spring, as meat, packing on weight to carry them through their
the bugbears are active and aggressive during this part of winter pregnancies and the early weeks of feeding
the year. With the pressing need to feed their young and their children. Males do their best to keep the females
females, roaming routs will waste no time attempting supplied with fresh meat, but with most animals
to bring down any prey –including your average party migrating during the autumn, hunting is not as rich
of well-armed and armoured treasure hunters. as attacking trade caravans, leaving many bugbears
hungry. By this time, the children born the past spring
Dark rangers are dispatched from the cete during this can walk and have learned enough to stay away from
time of year and may spend over a month searching out their hungry mothers and the cete’s hunters. Dark
a suitable back-up lair for the cete. Though bugbears rangers usually return home in early autumn, marking
generally have crude cartographic skills, dark rangers a surge in the number of religious observances by
are able to create average-quality maps and use these to bugbears. Priests begin chanting the tales of Stalker
mark possible future warrens for their leaders. in addition to the cruel parables about Render. These
stories are meant to bring luck to the dark rangers that
are still roaming, so they may bring back news of rich
Summer hunting grounds and a new lair.
Bugbear hunting reaches its peak during this season,
when the warriors do their best to bring in plenty of
fresh meat for the females to salt away for the winter. Religion
The bugbear version of courtship also takes place during Bugbear religion is an informal affair centred on the
this time, with aggressive males pursuing females. violent worship of the twin gods Render and Stalker.
Children born during the spring are now large enough Render is the more popular of the two, and altars
to attain some small independence and spend most of to this bloody god will be found in any established
their time crawling around looking for scraps of food. bugbear lair. Stalker is venerated by dark rangers, who
The shift in focus from loot to food means that bugbears call on his stealth and guile to see them through their 107
BUGBEAR SOCIETY

The old druid was bleeding from a blow to the head, and even now was held up only be the presence of the two burly
bugbears beside him. Through smoke-burned and teary eyes, he looked upon the desecration of his holy grove.
His followers must all be dead by now, he reasoned, and he himself was drained of power, unable to cope with the
appalling violence he had faced.

This was not how it was written in the Way of Peace.

He heard screaming, and realised to his horror that the beasts were unspeakably violating his women. The horror made
him howl in anguish, and the creatures laughed. Better that they had all been killed as he had at first thought.

Through burning eyes the druid could make out a bulky figure stalking towards him. He blinked hard. Once, twice,
then after two more tortuous efforts he focussed upon the bugbear priest. In his hands was a massive morning star,
from which dripped the blood of the druid’s people.

The creature smiled, hefting the weapon easily, and licked a thick strand of blood mixed with some other substance
from the head of the weapon.

The Way of Peace had turned out to be the wrong way after all.

dangerous missions in the outside world. Primitive The worship of Stalker is not a group affair and priests
shrines to Stalker are often found in the wilderness and do not proselytise. Cetes with a priest of Stalker among
may contain simple supplies for use by bugbears lucky their number will have a small shrine in an isolated
enough to discover them. portion of their warren, at which any bugbear may pray
for guidance from the Cunning God. A black cloak
Though bugbear clerics are uncommon, there are times blocks the entrance to these shrines, which contain
when one or the other of the two gods will bestow their simple wooden altars stained with charcoal. Stalker’s
gifts upon an aggressive and clever bugbear. Such symbol, a pair of white eyes on a field of black, is
priests use their new-found power to establish their painted around the altar, or constructed from chips of
place in the bugbear community, often becoming leaders quartz and coal on the altar itself.
or fearsome khans.
Stalker does not demand offerings from his followers,
but is said to bestow favour when the eyes of an enemy,
Stalker, The Cunning natural poisons and any dark or bloodstained cloth
Bugbears are stronger, but less numerous, than their are left on his altar. These items may be transformed
goblinoid cousins. Because of this, they have learnt into the powerful blood poison if the bugbear’s cete is
to be cunning about survival and Stalker is the patron headed into a time of trouble, but most often simply
of those who take these lessons to heart. Priests of disappear.
Stalker are drawn from proven survivors who have all
undergone a traumatic experience that laid low those Clerics of Stalker are granted the domains of Evil
around them. Bugbears sometimes receive the touch and Trickery. The favoured weapon of Stalker is the
of Stalker after a harrowing encounter with a druid or scimitar.
band of rangers, and Stalker likewise favours the sole
survivors of destroyed cetes. Priests of Stalker are
not leaders, but use their powers to advise their khans Render, The
and defend their warrens. These priests are often dark
rangers, ranging far and wide in search of new warrens Headsman
for their cete or rich targets to attack. Vengeful and As befits a bugbear god, Render is a violent god with a
secretive, the priests of Stalker make fierce enemies penchant for cruelty. He incites his people to commit
and long-term foes for any group of adventurers that atrocities and gives his blessing to those capable of
executing cruelty and mayhem on a grand scale. His
108 carelessly leave them alive when attempting to clean
clerics are always khans, most of whom receive his
out a bugbear warren.
BUGBEAR SOCIETY

Blood Poison
This poison appears on shrines to Stalker in vials of black clay and is the god’s gift to his faithful. Each vial contains
1d3 applications of the poison. Bugbear rogues can apply this blade venom to their weapons or traps without fear
of poisoning themselves but non-bugbears will always poison themselves if attempting it. Other bugbears have the
standard 5% chance of infecting themselves when applying this poison to their blades. This poison is never offered
for sale by bugbears and is useless to other races.

Type: Injury DC 15
Initial Damage: 1d2 Str
Secondary Damage: 1d4 Str

blessing following a notably bloody conflict. Battles from their followers. As noted above, this worship
against druids or rangers are certain to draw Render’s reaches a fever pitch during the winter months, when
attentio, and khans who lead their cetes against such services are held each day and cetes are subjected to
enemies will almost certainly become clerics – if they the rantings of their priest for hours on end. During the
are not killed first. months in which bugbears are more productive, worship
sessions occur once or twice each week and are of a
Priests of Render are not as wanton as other khans, much shorter duration. All services take place before
because they are provided with a very direct message an altar to Render and sacrifices are heaped at its base.
from their god when they are inducted into the Render has a fondness for skulls, and the heads of the
priesthood. These khans are given a goal to accomplish, cete’s enemies are stacked in a crude pyramid to form
often one that will require the entirety of their lives to his altars. These rotting masses are the centrepiece of a
fulfil. Recovery of artefacts, destruction of an opposing warren and are viciously defended against invaders.
god’s temple, the desecration of druidic groves or the
conquest of a prosperous city are some examples, but The morningstar is the Headsman’s symbol and cetes
anything that contributes to the spread of misery and often leave their weapons leaning against the altar in the
violence may become a goal. Khans who follow Render hope of receiving a divine blessing. Sacrifices are left
often seek the counsel of
the Stalker’s followers,
incorporating their
stealthy doctrine into
their own plans. In all
ways, the priests of
Stalker are subservient
to those of Render, but
the followers of the
two gods can work
well together when
needed. To minimise
any potential strife,
khans often assign
the priests of Stalker
missions that keep
them in the field, and
away from the cete as
a whole.

Render demands
regular worship from
his priests and they, in
turn, demand the same 109
BUGBEAR SOCIETY

as well, including jewellery, weaponry, body parts and to survive for long periods of time in the wilderness,
armour. When Render is pleased, temporary blessings which makes them ideal bandits. Bugbear cetes have
are bestowed on the weapons left at the altar, and some devastated trade routes running through their territory
khans have been blessed with Render’s Star for their and no merchant wants the risk and expense of dealing
continued faith and obedience. with such a problem. Because bugbears have no qualms
about stockpiling far more loot than they can hope
Clerics of Render are granted the domains of Chaos to move or use, they will not leave a rich area unless
and War. The favoured weapon of Render is the driven out.
morningstar.
When arriving in a city, bugbears will first establish
Render’s Star themselves in sewers and tunnels, before making
If an altar to Render is built in a bugbear lair, there is contact with local criminals. Cunning and arrogant,
always a chance the Headsman will take pleasure in the bugbears do not care much for what other races think or
carnage he sees and bless a morningstar consecrated feel, but they are aware of the need to cultivate possible
upon that altar. Known as Render’s Star, such weapons allies near their home when lairing beneath cities.
are prized by bugbears and powerful priests wield them For their part, criminals are often willing to provide
in defence of the lair. In the hands of a bugbear, the advice about the city in exchange for the great muscle
weapon functions as detailed below, but in the hands of provided by the bugbears. This relationship works well
a non-bugbear the weapon becomes a –3 morningstar for both sides and the bugbears will not intentionally
that emits a high-pitched keening when within 100 feet rock the boat unless they find themselves in a position
of bugbears. of obvious superiority. Wise criminal organisations sell
the bugbears out when the opportunity presents itself –
When wielded by a bugbear, Render’s Star functions as before the bugbears can make their own bid to wipe out
a +2 morningstar. In addition, bugbears within 30 feet their ‘partners.’ In most cases the uneasy truce lasts for
of this item also receive a +1morale bonus on their attack a few months at best, before one side or the other starts
and damage rolls so long as the wielder is also in combat. an all-out bid to do away with the others. Bugbears just
do not make for good business partners.
Note that this item has no effective market value as it
is of use only to bugbears who will never buy it, but In some rare cases, bugbears led by Stalker clerics
will kill to get it back. Bugbears also lack the skill to have established longstanding criminal empires within
actually create these items, which appear only as a gift cities. These criminal regimes are brutal and effective,
from their god. dealing with threats in a straightforward and vicious
manner. In the end, though, they always disintegrate
as a combination of greed and impatience leads the
The Criminal Element bugbears to commit more and more daring crimes.
Bugbears are not renowned burglars or confidence Eventually, city guards and adventurers are called in
tricksters, but they have a definite place in the and the bugbears must fight for their lives.
underground hierarchy of cities they may lair beneath.
Their stealth and hardy constitution also allow them
Other Races
Bugbears have little patience when dealing with
outsiders. They feel only contempt for races weaker
than themselves and a resentful fear for those that are
stronger. The former are potential prey or tools for the
bugbears to exploit and they rarely bother to hide their
feelings on this matter. Though bugbears are capable of

110
BUGBEAR SOCIETY

being stealthy enough to mount an ambush,


they are blunt and straightforward in their
dealings with strangers. Those able to
present a show of force to bugbears may
convince them to form a temporary alliance,
but it will never last. Bugbear mercenaries
are best when used for extremely short
assignments of a very violent nature, after
which they should be paid and left to their
own devices. Attempting to harness the
violent might of bugbears never ends well,
and the wise will remember this.

When presented with a foe that is obviously


capable of crushing an entire group of
bugbears, the humanoids do not waste
time getting out of sight. They may plan
an ambush for later, but bugbears will not
stand their ground in a confrontation they
are clearly not going to win. Temporarily
fleeing from real danger is not considered
cowardice among bugbears, but a strategic
means of insuring their survival. Only fools
throw themselves into a battle that cannot
be won. As always, adventurers should be
cautious about letting bugbears retreat.

Ylend rode at a slow pace through the forest, aware that, with dusk falling, she could have been in a better place.
It was still many leagues though before she would arrive at the monastery, and it was important that Master Ymir’s
despatches were delivered with the utmost urgency. She twitched involuntarily, feeling his reed discipline cane on
her back. She understood the need for it, but that didn’t mean she had to like it.

It was not that she was inexperienced, but rather the uncomfortably long hours in the saddle which allowed Ylend to
become dangerously distracted. In fact, her horse saw the group of bugbears before she did. Suddenly, they were
just there, snarling menacingly.

Becoming more alert, Ylend studied the situation as she had been trained to do. Certainly she could dismount and
with luck could best what appeared to be a group of four of the ugly brutes. All males, she noticed, grateful that she
wasn’t a female bugbear. This would likely be one of the ‘routs’ that Master Ymir had spoken of.

She knew at once what to do. Reaching behind her horse for the saddle bags, she said in the Common tongue, ‘Go
on, take it. I have nothing else.’

‘You’ve got a horse, girlie,’ snarled the largest of the four, his Common a disgrace to the word ‘language’.

She sighed. ‘Would you leave me to walk?’

‘Lucky we leaves you at all,’ said the bugbear who, despite appearances, wasn’t as stupid as he looked. Better to
get the goodies without a scrap. These monks all knew how to handle themselves, girlie or not.
111
As she began the long walk to the monastery, Ylend considered the wisdom of her master, although the letters did
chafe against her skin.
METHODS OF WARFARE

Methods of the rear of bugbear forces, throwing weapons over the


heads of charging warriors to soften up the enemy
before engagement. Bugbears will use shields when

Warfare they are available, adorning them with war trophies


such as severed hands and teeth strung on copper wire.

B
ugbears are thrilled at the prospect of a Bugbears view these grisly mementoes of past battles
good fight and do not shy away from battle. as badges of honour and display them proudly to cow
Physically powerful and smart enough to foes and impress allies. Following a great conflict,
formulate tactics, the bugbear is a dangerous foe on any bugbears can be found prowling through the carnage
battlefield. In skirmishes, where individual strength is to collect prizes.
a deciding factor, bugbears have a distinct advantage
over the members of most other races. In large battles, Because bugbears do not have the patience to learn
however, the lack of real organisation or a strong grasp crafting skills, they acquire their weapons and armour
of military strategy puts the bugbears at a distinct through trade or thievery. This gives their gear a
disadvantage to the more disciplined races and the more patchwork appearance, with each bugbear equipped
organised humanoids, such as hogoblins. with whatever gear they have managed to pry from the
cold, dead fingers of their enemies. More organised
Tools of War cetes will conceal these differences with liberal
applications from a coal pot to blacken their equipment
The combination of bone-crunching power and flesh- into a semblance of uniformity. Leather armour is used
tearing spikes make the morningstar the favourite most often, as it can be adjusted to fit the bugbear’s
weapon of bugbears everywhere – it is also Render’s large frame without much effort.
holy symbol. Javelins are also popular and bugbears
will often hurl them at their foes during an ambush. Dark rangers and priests often arm themselves with
Young bugbears begin their training with javelins from smaller arms and more accurate missile weapons.
Those who follow
Stalker make
extensive use of
scimitars and short
bows, slathering
both blades and
arrows with poison
whenever possible.
Because Stalker
rewards the faithful
with vials of potent
venom, encounters
with these bugbears
can come as a
nasty surprise to
adventurers.

Nets often find their


way into bugbear
ambushes due to
their ease of use
and ability to slow
down opponents
that might otherwise
escape slaughter.
Because nets also
112
METHODS OF WARFARE

The elf, Herlyn, looked up from the corpse of the dark ranger. He had felt no guilt after finally cutting the creature’s
evil throat. After what its like had done to his people, only revenge and victory mattered now. He wiped the blood
from his dagger on the oily clothing of its victim.

‘He did not tell us much more than we already knew,’ stated Lathandrel, the commander of the infantry.

‘True, although at least we know that they will fight today,’ replied Herlyn.

‘That in itself is not like the bugbears,’ opined Jirdan, the high priest.

Herlyn nodded. ‘And what do your ministrations tell you, Wise One?’ he asked reverently, but with the tone of an
old friend.

‘The gods say that you have planned well, and that through your actions this day our people will be saved.’

Herlyn nodded once more, satisfied with the divination. It was just as well. This campaign against the bugbears had
been the worst his people had known in living memory. For one thing it never happened. Not as a rule, anyway. It
had been common knowledge that the creatures could not organise properly, although he admitted that in hindsight,
greater credence should have been given to the stories of a great warlord who had forced the cetes to his will by
force of arms and strength of will. Gods willing, this mistake would never be allowed to happen again.

All at once the air filled with the sound of thundering horns and booming drums. The heartbeat of the savage, Herlyn
thought to himself. It was terrifying, and he must be strong for his people.

‘To your places, friends,’ he said, smiling a smile that failed to reach his eyes, mercifully shaded by his helmet.

‘Let them come,’ added Lathandrel, his warrior blood alight.

‘I see we have little choice,’ replied Jirdan, motioning towards the skyline.

ignore the protection offered by heavier armour, bugbear goes wasted. Bugbears go in fast and furious,
bugbears always bring them when hunting powerful focusing their damage-dealing capacity to eliminate
prey. Nets are only used as the bugbears close foes before they can react.
for combat, as the time it would take to refold the
cumbersome weapons is put to better use by swinging a After the initial rush, bugbears will press their attack
morning star. Well supplied bugbear cetes may display if they are winning. If there is any doubt about the
enchanted weapons or metal armour, but these will be direction the battle is taking, the leader will call a retreat
used by leaders who will have equipment appropriate and the bugbears will disengage and head back to a
to their character class. pre-arranged meeting point. Their path of withdrawal
is often studded with traps prepared ahead of time and
they will turn on any pursuers that fall victim to their
The Bugbear Rush snares and pits. If they are not pursued, the bugbears
Though chaotic by nature, bugbears are capable of will regroup and set out after their foes again, hoping
focusing their fighting ability when directed by a to catch them unawares with another rush. The cycle is
leader. When a bugbear group initiates a combat, the repeated until the bugbears are reduced to one quarter
leader will charge towards the target he deems to be the of their original number or their enemies are dead.
strongest. The rest of his rout will follow his lead and Defeated bugbears will go for help, if it is available,
each of them will concentrate their attacks on this target. leading a larger war party back to take revenge on the
Large routs will often have two or three leaders, each bold adventurers.
with a small group of bugbears assigned to them so no 113
METHODS OF WARFARE

This tactic is the cornerstone of bugbear combat, and is bugbear ambush site are littered with crude but effective
maddening to face when properly executed. To defend traps prepared ahead of time. Bugbears mark these traps
themselves, the bugbears’ targets must use some method with urine sprays to avoid stumbling into the devices
to either slow or stop the rapid retreat of the bugbears. themselves.
Spells such as animate rope, black tentacles, control
plants, entangle, grease, hold person, order’s wrath, Precision Ambush (Bugbear only Feat)
plant growth, slow, soften earth and stone, spike growth, Skilled dark rangers can ambush targets that would
spike stones and web all work well to slow down the otherwise be protected by concealment.
movement of opponents. Due to the way that bugbears
scatter themselves through the ranks of their enemies Prerequisite: Dark Ranger.
and then hare off in different directions during their Benefit: Bugbears with this feat can sneak attack
retreat, it is difficult to bring spells of mass destruction targets that have concealment.
into play. A fireball is a superb spell to use when your
foes are distinct from your allies, but when both are
standing side by side, it is not so useful. Like the standard bugbear rush, a bugbear ambush
is designed to deal crippling damage in the opening
Wise characters will also use the same tricks the seconds of combat. The ambush gives them the
bugbears employ - throwing nets over charging opportunity to tilt the odds further in their favour
bugbears can disrupt their attack and prevent them from through surprise and the use of traps. After the first
retreating. Whips and tanglefoot bags can also be used few rounds of the ambush, the bugbears will revert to
to deprive bugbears of their mobility and tripping foes the bugbear rush, using alternating waves of attack and
works well to slow them down. Ranged weapons are a retreat to wear down their foes. The best defence against
must, allowing defenders to fire on the bugbears as they a bugbear ambush is vigilance. Travellers using trained
charge forward and retreat. Strategically tossed flasks scouts to watch for surprise attacks give themselves at
of burning oil can also create flaming blockades that least a fighting chance against the bugbears, while those
reduce the area the bugbears have to manoeuvre, forcing who skimp on such protection will often find themselves
them into positions chosen by their opponents. cut down before they have a chance to react.

All of these defensive options assume, of course, the


bugbears do not succeed in their initial goal – striking
so fast and hard that their targets are completely unable Camouflage Paint
to fight back. Bugbear dark rangers have created sticky pigments used
to camouflage their armour and bodies, providing them
with a +2 circumstance bonus to any Hide checks they
The Ambush make whilst wearing the paint. One pot of the paint can be
Where the bugbear rush is a common tactic used in used to coat one medium, two small, or half a large user.
many situations, ambushes are carefully co-ordinated
and rely on preparation and planning as much as a
powerful initial attack. Ambushes are often used along Cost: 60 gp (not normally sold) Weight: ½ lb.
well-travelled overland trade routes, and in defence of
their lairs. No cete worth its salt will neglect such plans
for its own lair, and most invent a scheme to pin down
and ambush invaders.
The battlefield
When launching an attack against travellers, bugbears Bugbears shy away from open warfare because they
will build crude pit traps to trip horses and large net generally lack the numbers and organisational skills
traps to entangle those on foot. Once a trap has been to hold together a large army. Only clerics of Render
triggered, the bugbears follow up with a hail of javelins have the strength of will to bring together a true bugbear
and the standard bugbear rush. Those that are not slain army. The priest leads his cete to the lairs of his bugbear
in the initial charge will be harried toward additional neighbours to convince these cetes to join with his own.
traps set up by the bugbears, with pit and crushing Such endeavours are always goal-oriented, and the
114 traps being particular favourites. The woods around a priest will stress how important his quest is to Render.
METHODS OF WARFARE

Bugbears may not be the most reverent creatures, but † Disrupting the forces of other evil gods. Render
they are superstitious and unwilling to offend their gods likes to keep his hands in the affairs of more powerful
if it can be avoided. Should a cete refuse to join with gods and he uses his followers to strike against the
the priest and his growing army, skirmishes may erupt, servants of other dark gods. An army of bugbears
but it is rare for a cete to be wiped out by a gathering marching through the corridors of the underdeep is
of their cousins. enough to send many creatures fleeing.

This manner of putting together an army can be


conspicuous, which is another reason bugbears do not
† Bloodlust. There are times when a charismatic
and insane bugbear priest will raise up an army of his
enjoy going to war. As they travel about gathering
kindred for no other purpose than to sate his own thirst
numbers and momentum, they must also be careful not
for violence. These armies do not last long, however, as
to engage their enemies too early. Dark rangers will
they are unable to maintain their focus without a clear
often travel ahead and around the army as it snakes
goal in mind.
its way through the countryside, acting as a crude
early warning system. If an organised force assaults
In general, bugbear armies will form slowly, strike
a growing bugbear army before they are confident of
once at full power and then fade away. Conquest is not
their numbers, the humanoids almost always scatter,
something most bugbears are able to manage, and no
preferring to return to their homes rather than face a
bugbear would have the patience to rule over a large area
losing battle. On the other hand, once a few hundred
even if they could take control of it. Bugbear hordes
bugbears have been gathered, all hell will break loose.
are raiders, not an occupying force bent on building
Whatever the goal of the army is, the priest sets about
an empire.
accomplishing it with a vengeance. Villages burn in
their wake and entire woodlands are put to the
torch. Rivers are poisoned with whatever filth
the bugbears can put their hands on and fields
are razed to the bare earth. Where the bugbears
go, fear follows in their footsteps. Terrorism
is a favourite activity of warring bugbears and
they will often perform atrocities just to terrify
their foes.

The typical goals of a bugbear army may be;

† Defilement of a temple of a ‘good’ aligned


god. Because bugbears do not have a clear
concept of what exactly a good god is, they are
likely to launch indiscriminate attacks against any
non-bugbear temples.

† Recovery of an artefact Render covets.


Unable to create true artifacts of their own, clerics
of Render may instead point their followers to the
location of potent magical items.

† Annihilation of enemy cities on ‘bugbear


land.’ Territorial wars are uncommon, but
horrifying when they occur. Bugbears have
been known to salt the earth, set fire to forests
and otherwise despoil land their enemies occupy,
having no qualms about wiping out anything
necessary to drive others away. 115
ROLEPLAYING WITH BUGBEARS

Roleplaying bugbears’ obvious superiority may be allowed to flee,


but death is often the only outcome in these situations.
Bugbears value their privacy and since they cannot

with imagine keeping a bargain with outsiders themselves,


they have little reason to believe anyone else will either.
City bugbears are more amenable to contact with other

Bugbears races, as they often need information or supplies they


cannot easily find for themselves. These bugbears will
seek out unscrupulous characters with offers of gold in

B
ugbears are great for Games Masters who exchange for fresh meat or information about the latest
enjoy throwing nasty, evil villains at their guard patrols. Money up front should always be the
adventurers. Cunning, ruthless and utterly rule for dealing with bugbears, as they have no qualms
without virtue, bugbears just cannot get any more evil. about cheating their partners.
But they are more than mere cannon fodder destined to
die by the score. Bugbears can also make excellent non- Clerics of Stalker will contact other races if they have
combat encounters, providing unscrupulous characters no choice, but avoid them whenever possible. The
with powerful but dangerous allies. It is the intention doctrines of Stalker make it clear that bugbears survive
of this chapter to shed some light on new ways to by staying away from their enemies, striking only
roleplay this race. when at a distinct advantage. A powerful priest might
attack a weaker group by himself, but only if they are
Lone bugbears are cautious, but curious, about travellers a very tempting target. Wounded or sick parties are at
they encounter. A bugbear dark ranger will make an the most risk from such attacks, as are those returning
attempt at neutral contact with any adventurers he from adventure loaded down with treasure and weary
stumbles across, if only to gather information about from their efforts.
them and spread a little misinformation of his own. If
attacked, a lone bugbear will flee without hesitation, Render’s clerics are difficult to deal with and any
attempting to hide or go for help, depending on the group of bugbears led by a priest will share his god’s
circumstance. views. Render calls for the blood of other races and
does not believe in turning the other cheek or giving
Routs of bugbears will attack groups that appear weaker quarter. Because of this attitude, priests of this god are
than themselves. It is a natural part of bugbear life to practically obligated to engage in wanton violence when
prey on the weak and with their constant hunger and running into members of another race.
greed, no rout is going to pass up a target that can fill
their packs or their bellies. When encountering a strong Overall, it is important to remember that bugbears are
group, though, the rout will attempt to either trail them victims of insatiable hunger and maddening greed.
at a safe distance (using their Move Silently and Hide Appealing to either of these instinctual drives can help
skills to stay out of sight) or approach them openly with in surviving a bugbear encounter, as the humanoids are
an offer of truce. Though bugbears are habitual liars, often willing to forego an immediate feast or ransacking
they may provide useful information to the characters if they have a reasonable chance of getting a better meal
during a peaceful meeting. Bugbears are more than or more loot by letting their victims live. Characters
willing to point adventurers toward their own enemies, that can lead bugbears to more tempting targets can
and a wise group of travellers may even cultivate convince the monsters to follow them, but they will
bugbear contacts within the underdeep to keep them need to be quick about it or the bugbears will get bored
appraised of the locations and activities of forces below and hungry, effectively ending the truce.
the surface of the world. Of course, turning your back
on a rout is almost always an invitation for a morningstar
against your skull, so caution is always advised.

Stumbling blind into a bugbear lair may prove lethal.


Those who immediately attempt to mollify the creatures
with offers of treasure and servile praise for the
116
SCENARIO HOOKS AND IDEAS

Scenario down candy thieves, the shop owner has contacted the
characters as a last resort. He offers 20 gold pieces
reward to the characters if they can capture or kill the

Hooks and thieves, a lot of money to him.

Bugbear children are the culprits and they sneak up

Ideas through the sewer grates every few nights to steal more
candy for their stash. Their enormous bugbear appetites
keep them coming back for more, and characters will

B
ugbears can make effective opposition for only have to wait a night or two before the youngsters
parties of 2nd to 5th level and the addition of a make their move. Whatever the characters are
bugbear cleric can make such an encounter expecting, they most likely will not be prepared for a
challenging for even higher level characters. The pack of mangy young humanoids looking to score a
following are some story seeds that can be used to quick belly-full of treats.
display the unique strengths and characteristics of
bugbears, adding spice to what might otherwise be just Regardless of how harmless the bugbears may appear,
another mundane combat with goblinoids. though, their presence hints at even more bugbears
below the city – many of which want blood and gold
Creeping Death rather than a few handfuls of candy. Characters who
avoid detection and follow the young bugbears back to
Local religious figures are vanishing during the nights of their lair find a large cete of the creatures gearing up
the new moon, never to be seen again. A young acolyte for raids to the surface. Those who attack the young
claims to have seen a mysterious mist near the door to humanoids and let any escape become the targets of a
the priest’s cottage on the night of his disappearance. bugbear vendetta that will not stop until either they, or
Rumours abound of a vampire in the vicinity, but there the bugbears, are dead.
have been no bodies found, much less any drained of
blood.
Dark Trade
In truth, a bugbear cleric of Stalker has moved into the A new trade route is experiencing bandit problems
area just outside of town and set himself up in a small and heroes are needed to clear the raiders away from
cave hidden in the nearby forest. The priest sneaks into the road. Upon arrival, the characters find a cete of
town under the cover of darkness and uses the obscuring bugbears harassing those travelling the trade road. The
mist spell to cloak his attacks and retreats. He is holding bugbears are thorough in their raiding, however, and
the clergy in his cave for a grand sacrifice to Stalker, have gone to the unusual lengths of burning the carts
which will occur in three months and after three more and wagons of merchants they encounter.
attacks. Adventurers can be brought in on the case by
the local church (if there are clerics or paladins in the If the characters attack the bugbears, they are going to
group) or may respond to the reward of 500 gold pieces be in for a protracted guerrilla battle. The bugbears
being offered for either the return of the priests or the know the area well, are ready to lead pursuers through
death of their kidnapper. traps and treacherous terrain and relish the chance to test
their mettle against something other than hired guards.
If confronted by strong opposition, the bugbear will During the fighting the characters will discover these
waste no time unleashing any spells at his disposal and bugbears are very well armed and many wear suits of
then do his best to escape. chainmail tailored to their bulky, oversized bodies.

Aren’t They Cute? Cornered bugbears will offer up information about


where their gear comes from – a merchant house with
Small items have begun to go missing from a renowned a vested interest in closing this trade route to their
candy shop in the city. While the monetary loss is competitors. What the characters decide to do at that
slight (most thefts have involved nothing more than point is an adventure for another day. . .
sweets), the shop’s owner is incensed over the matter.
Because the city guard has better things to do than track 117
SCENARIO HOOKS AND IDEAS

Tides of War down the few bugbear scholars in the world and find
A powerful leader has risen among the ranks of the out what they know before the dark rangers find them,
bugbears, a cleric of the dark god Render. Under his interrogate them, and then kill them.
guidance, an army of bugbears is forming in the dark
recesses of the underdeep. Characters may catch wind This can lead to an extended series of adventures during
of this from other subterranean creatures that have which the adventurers must compete with a horde of
been displaced to the surface by the growing numbers cunning, evil monsters that will do anything to beat
of bugbears, they may stumble across evidence during them to the punch. Only quick wits and strong sword
their own travels beneath the earth, or may even receive arms will see the heroes through, and even then they’ll
a vision from one of their patron gods alerting them to need a healthy dose of luck to turn back the chaotic
the danger below their feet. might of a bugbear khan and his minions.

What the characters do about the problem can be the Fist of Blood
seed for an adventure series, or even the focus for Major Artefact
a whole campaign. It can take a long time for the This artefact comes from the first days of the bugbear
bugbears to get themselves to full force, and the actions race and is actually a body part of their most famed
of a few brave men and women may turn the tide of the khan. An elven mage shattered the item into six pieces,
war before it even starts. Heroes may undertake a war of a core and five fingers, that were scattered by fleeing
shadows with the bugbears, striking at their leadership cetes of bugbears. If the pieces can ever be gathered
and attempting to reduce their numbers through strategic together, the bugbears will have a potent item to rally
attacks at weak points. More mercenary characters may around.
actually decide to work for the bugbears in an attempt to
keep their location and activities secret from the surface The fist of blood is a +5 unholy chaotic morningstar
world. Which ever side the characters take, dealing that provides a +3 morale bonus to all bugbears fighting
with the treacherous bugbears for an extended period under its owner’s leadership. In addition, the fist of
of time will be a nerve-wracking prospect. blood is able to cast the following spells three times a
day: animate dead, augury and chaos hammer. Once
per day, the fist of blood can also cast the following:
The Black Fingers circle of death, earthquake and finger of death. All
A bugbear khan named Graal has learned from his spells are cast at the 15th level of ability.
priests of an ancient bugbear artefact known as the fist
of blood. In the prehistory of the world, bugbears were
led to dominance over large swathes of land by a great
leader whose name is lost to history. What is known
about this leader is that his fist was passed down as
a totem from khan to khan, insuring their continued
victory in battle and prosperity in raiding. But a sneak
attack by loathsome elves ended with the fist of blood
being destroyed and its fingers scattered across the earth
by fleeing cetes of bugbears. From that day forward, the
bugbears have lived in relative isolation, eking out their
survival among the realms of more numerous races.

During a raid on a svirfneblin colony, Graal discovered


a locked chest containing many magic items – one of
which was the core of the fist of blood. Inspired by
this find, Graal has dispatched dark rangers to find
information about the black fingers that must be found
to restore the bugbears to their former glory. When the
adventurers get wind of this, it becomes a race to track
118
LUURG'S WARREN

Luurg’s creatures know enough to only attack outsiders and are


allowed to wander freely throughout the lair. Games
Masters should spring these creatures on adventurers

Warren at any inconvenient time. For their abilities and


characteristics, refer to Core Rulebook III.

L
ong ago, a group of formians established a Unless otherwise noted, all bugbear warriors are
small outpost based around a natural cave equipped with morningstars, light wooden shields and
complex and extended the area with tunnels of leather armour. Female bugbears carry cleavers, but
their own, creating a maze of twisting passages and will fight only if forced.
irregular rooms from which they launched scouting
missions into the surrounding countryside. When one
of their tunnels breached the course of a subterranean Encounter Levels
river and sent water rushing into their home, the The encounter levels noted for each area are accurate
formians abandoned the outpost and returned to their only if the creatures and tactics listed are used. Games
home plane. Masters will need to adjust these levels if there are
deviations from the lair as designed. Note that the
Over the years, the water level dropped and the flooded treasure for this lair was based on the encounter level
tunnels ran dry. A large cete of bugbears discovered of the final battle with Luurg, as seen in area 6. Games
the cave and its attached tunnels and took it as their Masters should feel free to adjust this as they see fit.
home The bugbears have been in this home for two
years and will not move unless forced to due to their
contacts in the area. Traps
There are four types of trap in this lair, described
Their khan, Luurg, has worked out a deal with a local below;
guild of thieves based in a city a few leagues distant.
The thieves provide Luurg with news about trade Pit Trap (10 ft. deep): CR ½; 1d6 damage; Reflex
caravans in exchange for occasional bugbear muscle, save (DC 20) avoids; Search DC 15; Disable Device
thus benefiting both groups. Luurg relies on the thieves DC 20.
and it is a relationship that may last some time as the
bugbears benefit on both ends of the deal. The caravan Spinning Star Trap: When tripped, five morningstars
information lets them pick and choose their targets for spin down on the end of a twisted cord, creating a
maximum gain without ‘hunting out’ the region, while flailing circle in the area noted on the map. CR 2; Atk
loaning their more inexperienced members to the local +10 melee (2d6); Search DC 20; Disable Device DC 20.
thieves gives the younger bugbears a chance to practice This trap must be manually reset, requiring 10 rounds
their skills for the benefit of the cete. and three bugbears to do so.

Deadfall Trap: When triggered, the ceiling gives way,


Warren Notes releasing large stones and other debris on intruders.
This warren is portrayed during the summer months, This effectively blocks passage through the trap’s area
when bugbear activity is at a normal pace and dark of effect. The trap must be manually reset, taking 1d4
rangers are in the field. If used during the winter, add hours and three bugbears. CR 5; Atk +10 melee (5d6);
five dark rangers to the number of bugbears present Search DC 20; Disable Device DC 25.
and reduce the chance of a guard being at his post (in
areas 2 and 3) to 10%, day or night. The spring brings Weighted Net Trap: CR 1; Atk +10 melee (special);
heightened activity to the lair and the chance of a guard Search DC 20; Disable Device DC 25. Characters
being on duty rises to 75%, day or night. within a 10 ft. square area are grappled by the net (Str
20) if they fail a Reflex save (DC 15).

Dire Rats and


Tunnels and
Equipment 119
The bugbears keep dire rats as semi-domesticated pets Wanderers
and a dozen of the creatures have taken up residence The entrances to the lair’s tunnels are concealed with
here, scavenging from the bugbears’ refuse. These thin, dirty boards (for lower tunnels, Spot DC 15) or
LUURG'S WARREN

ratty blankets and cobwebs (for the upper tunnels, Creatures: Three bugbear females from area 5 and
Spot DC 20). The tunnels themselves have seven-foot one warrior (see reference list for stats) from area 6.
ceilings, were carved by formians and later expanded
by the bugbears. 2. Guard Post (EL 2)
The bugbears post a guard here every day, but it is rare
The following table can be used to handle wandering for the guard to stay here for a full shift. During the
monsters for those Games Masters who desire to use day, there is a 25% chance of a guard from area 6 being
them. at his post here; at night, the chance rises to 60%. If
tensions are high (such as following a raid against the
D20 Wandering Monster lair or an expected assault by their enemies) a guard is
1-5 1d2 dire rats (note that there are 12 rats total here at all hours, alert and ready for any trouble.
in this lair, deduct those killed from this
number) Tactics: If a guard spies intruders making their way
6-7 1 bugbear warrior (from area 9) into the lair, he immediately runs to alert the bugbears
8-12 1d3 bugbear females (from area 5) in areas 4, 5, 6, 9, 10, and 12. If there is a battle in
13-15 1d6 bugbear children (from area 7) area 1, the bugbear rushes to his comrades’ defense,
16-17 1d4 bugbear warriors (from area 6) hoping to turn the invaders back. Otherwise, the
18 Gulgu bugbear takes note of any enemies in the cavern and
19 Murgul then rendezvous with the other bugbears in area 6.
20 Luurg
Creatures: Bugbear warrior (see reference list for stats).
Area Descriptions 3. The Larder (EL 1)
1. Entryway and Cooking Pit (EL 2) The bugbears use this area to store their food.
The bugbears use this low-ceilinged room for their Mounds of salt litter the floor along with crude
cooking, as the natural ventilation carries the smoke racks for holding raw and salted meat. If an alarm
and other fumes up through the cavern’s chimneys, has not been sounded, there is a 50% chance of
dissipating them through the porous limestone. finding four bugbear females here salting meat.
Cooking is done during the early evening, and three Tactics: When the alarm for invaders is sounded,
females from area 5 tend the fire and turn a spit of the females flee this area by clambering up into the
meat over the flames. There is a 50% chance that a tunnel and running to the warriors’ room. From
warrior from area 6 is here to oversee the operation. there, they make their way through area 13 and
Children are never allowed in this area, for fear they on to area 5 where they warn the other females
will wander off and get lost or reveal the cete’s presence. and head down to retrieve the children in area 7.
Tactics: The females flee from intruders if at all Creatures: Four bugbear females (see reference list
possible, heading into the lair whilst shouting at the for stats).
top of their lungs. Females continue their headlong
flight deeper into the cavern to warn the rest of the
females in area 5 and gather the children at area
7. The parade of females and young then hurry to 4. The Dining Hall (EL 7)
the treasure room (area 11) to wait out the invasion. The bugbears take their meals in this room, ripping
hunks of meat off whatever creature has been
If a warrior is present, he pushes the females back into most recently cooked by the females. There are
the lair and attacks invaders only if he has no choice. By no furnishings here and the only decorations are
preference, he runs back into the lair and hides by the pull bloody pictograms on the walls. Uneaten scraps are
rope for the trap in area 4 (A on the map) in the hopes of heaped along the walls and dragged down to area
catching the intruders unawares. If forced into combat, 13 to be dumped in the river once they start to stink.
he does his best to delay the intruders and make enough
noise to warn the lair at the same time. Guards in area The only meal that is ‘served’ to the bugbears occurs
120 2 have no trouble hearing a battle in this area, and react two hours after dusk, when the females drag in the
according to the tactics section of those areas, below. carcasses cooked that evening. During this meal,
all bugbears gather here to squabble over the more
LUURG'S WARREN

10

12
11
9
8
6 5
7
3 2 a
1

tender portions with warriors getting first choice, the 5. Living Area, Females (EL 3)
females and children waiting their turn. Meal times are This room is littered with thick wool blankets that
raucous affairs and the bugbears will be subject to an the females use for bedding. Unlike the males, the
automatic surprise if they are attacked during this time. females cluster together in the center of the room,
creating a communal nest. If the alarm has not been
At other times of the day, there is a 25% chance of sounded, the females are resting or nibbling on scraps
1d4 bugbear warriors from area 6 being present, they managed to wrest from the males and talking
nibbling on the scraps left over from the last meal. quietly. If the cete is in a state of alarm, the females
There is a 50% chance of 1d3 females from area 5 are not here but instead follow the tactics listed below.
and 1d6 children from area 7 being present at any
time as they struggle to filch food to survive. Two Tactics: When an alarm is heard, the females leave
dire rats are always found here, gnawing on bones. this area and head for the nursery at area 9. Once
there, they round up the children and and make their
Tactics: If this room is breached during mealtime, the way to area 11 where they await word from Luurg and
bugbears suffer one round of surprise as their attention is the warriors. If surprised in this room, they attempt
focused on eating. Bugbear women and children attempt to get to their children in area 9 to get to area 13 and
to flee from intruders if they have not been warned and flee the cete’s lair altogether. They will return in 4d4
are caught in this room. Warriors retreat, but one remains hours to see if there is anything left of their home.
behind to trigger the trap by pulling the cord at A. Either
a warrior or a female, depending on who is present, Creatures: 20 female bugbears, or 17 during
rushes to area 5, then sounds the alarm. The remaining the two hours after dusk when the females are
warriors rendezvous with their comrades at area 6. preparing food (see reference list for stats).

If a warning has been sounded, a single 6. Living Area, Warriors (EL 7)


bugbear from area 6 will be hiding near A to Twenty warriors call this cavern home. They sleep on
trip the Spinning Star trap on the invaders. ragged piles of cloth that have been accumulated through

Creatures: Four bugbears warriors, three female


raids on merchant caravans and outlying villages. The 121
walls of this area are covered with the same bloody
bugbears and six young bugbears (see reference list for pictograms as can be found in area 4, with depictions
stats); two dire rats (hp 7 and 5). of monstrous bugbears and their fallen victims.
LUURG'S WARREN

The warriors can be found here at most times of the 9. Shrine of Render (EL 15)
day or night, unless they are taking part in a raid. If This room is dominated by a massive pile of skulls
an alarm has not been sounded, the bugbears will that serves as the altar to Render; a morningstar
be here throwing knucklebones for scraps of meat. surmounts the shrine, its surface clotted with bits of
flesh and smears of blood. Bugbears are not much
Tactics: When an alarm has been sounded, the on worship, however, and their services occur only
bugbear warriors, sergeants and Khan Luurg gather following a successful raid when they add their trophies
here to prepare their defenses. It takes three rounds to the stack and bellow their praises to Render. Luurg
for all of these to gather here. On the rounds following is here each midnight, praying over the altar and
the arrival of the final stragglers, Luurg dispatches consecrating it to Render with gifts of bone and blood.
one half of the warriors, under the leadership of
Gulgu through one tunnel to swing round behind the The altar itself is a focus for the bugbear community,
invaders. The other half, led by Luurg himself, will and any bugbear doing battle with invaders in this
face the enemy and slowly draw them back into area 9 area benefits from a +1 morale bonus to all actions
where they will seek to make a stand. See the Tactics and damage rolls. The morningstar atop the altar is a
section of area 9 for more information on their plans. Render’s Star when used to defend against intruders
in this area. If the morning star is ever removed
Creatures: 20 bugbear warriors (see reference list from this area by a non-bugbear, it transforms
for stats). immediately into a –3 cursed morningstar that is
recognizable to any bugbear who sees it as a stolen relic.
Treasure: Luurg does not allow the rank and file
warriors to keep any treasure in their living area, as all Tactics: The altar gives the bugbears strength and
of this is transported to area 11 following a raid. courage, making it a logical place to make a stand
against intruders. As noted above, once Luurg’s cete is
7. Nursery aware of the intruders in their midst, half the warriors use
Over forty bugbear young make their home here amidst the tunnels to circle around behind the trespassers and
the clutter of tattered rags and cast-off clothing they use as trail them to this area, where the other half are waiting.
beds. The young stay here, out of the way of the warriors
and females, except for meal times when they scramble Luurg and his warriors stand in a loose circle around the
for food in area 4 along with the rest of the bugbears. room, blocking access to areas 8, 10, 11 and 12. Luurg
will be positioned near the control for the Weighted Net
Tactics: The bugbear children have no tactics to trap here (found at the base of the Shrine) and drops
speak of. If surprised by invaders, they will do their the net on any invaders that pass through the trap’s area
best to flee, heading toward area 5 and the protection of effect. The noise of the trap triggering alerts the
of their mothers. If that is not possible, they will bugbears led by Gulgu to launch their rear attack. With
do their best to scatter through whatever exits are the trap sprung and the rear-guard attacking, the invaders
available to them. Bugbear young will not attack find themselves assaulted on two fronts. Those in the
invaders unless directed to do so by their parents. net are spared from the initial attack, but are questioned
at the close of combat if the bugbears are victorious.
Creatures: 43 bugbear young (see reference list for
stats). The bugbears use the tactics noted in the Methods
of Warfare chapter, with groups of four engaging a
8. Shrine of Stalker single target and unleashing their full fury. Luurg
This small altar is dedicated to Stalker and is tended uses blindness to incapacitate apparent spell casters
by Murgul under the watchful eye of Luurg. The (primarily unarmoured foes) followed by doom to
walls, floor and ceiling of this room are blackened with weaken the nearest front-line fighter. The khan then
charcoal, and bits of quartz are ground into the walls to casts silence on enemy spell casters and bull’s strength
form glittering white eyes all around. The altar itself is on himself. Bane and bestow curse are used to further
a simple boulder with a depression in the top to receive weaken opponents and cause fear is used to chase
offerings. Murgul’s faith has been rewarded and if he powerful melee fighters from the battle. Gulgu’s
warriors are trained to spot spell casters and pounce on
122 comes here during an invasion he finds a vial of bugbear
any in the rear ranks of the invaders if they see spells
blood poison (see pg.109) to use against the intruders.
being prepared. Both Luurg and Gulgu have mastered
the Power Attack feat, and use it to good effect here.
LUURG'S WARREN

Clerics are the bugbears’ prime targets in the initial rush they hide their chests in a shallow depression and
and any invader with a visible holy symbol takes the move to area 6 to follow the tactics outlined there.
brunt of the first attacks. Wizards and sorcerers are the
next targets, followed by bards with melee fighters left Tactics: Gulgu is a powerful warrior, who he
for last. Murgul circles the battle with an eye toward won’t hesitate to fight if cornered in his room.
engaging any rogues that manage to tumble through Murgul attempts to flee if an attack occurs, doing
the encircling action, taking any available sneak attack his best to warn others. He heads first to area 6
opportunity. If more than three bugbears fall in the to warn the warriors, and then tries to reach area
defense of the lair, Murgul retreats to the Shrine of Stalker 2 and sound the alarm. Murgul then stalks the
(area 8) and poison his weapons with the vial of bugbear intruders using stealth to ambush them when possible.
blood poison found there. He then returns to the fray in Creatures: Gulgu (use the bugbear leader warrior variant)
an attempt to poison as many of the enemy as possible. and Murgul (use the bugbear leader rogue variant).

If the invaders attempt to withdraw from this area Treasure:


before engaging Luurg and his warriors, Gulgu
will engage immediately and begin shouting for Gulgu’s: Flawed emerald (12 gp), crown of silver
reinforcements. Fighting the adventurers in another (50 gp), black amber (20 gp), ruby (700 gp).
are a of the lair does not afford the bugbears the
same advantages as battling near their shrine, but Murgul’s: Pink opal (850 gp), 60 pp.
they will enjoy numerical superiority in most cases.
11. Treasure Room
Should the invaders defeat six or more of the bugbears This is where the bugbears store their loot, which
while suffering losses below half of their own strength, Luurg counts at least once every other day to insure
Luurg calls a retreat. Bugbears rush away to launch the no one is pilfering from the cete’s stash. The room is
rafts found in area 13 and take to the subterranean river. unadorned stone, with the treasure stacked in a pile in
The females bundle up as much treasure as they can the southeast corner to conceal the lower escape tunnel.
carry and join the warriors in their flight. The bugbears
plan to meet again at a lair chosen a few months ago, In the event of an invasion, the females gather the
and begin building up their power base once more. young here and begin loading the cete’s treasure into
burlap sacks for easy transport. When the retreat is
Treasure: There is no treasure here other than called the females take the children down the lower
the morning star on the tunnel and head south into the underdeep in an
shrine which becomes cursed attempt to get to the back-up lair chosen by Luurg a
if removed from this area. few months ago. If the invaders have breached this

Creatures: Luurg; Murgul;


Gulgu; 20 bugbear warriors.
Note that any bugbears previously
killed by invaders should be
removed from this final encounter.

10. Sergeants’ Chamber


(EL 6)
Gulgu and Murgul, Luurg’s
sergeants, occupy this room as
their reward for faithful service
and each received a pile of furs
and a small chest to store their
personal treasures. Both sergeants
are here if it isn’t mealtime or a
warning has not been sounded.
If the cete is aware of invaders,
123
LUURG'S WARREN

tunnel, the females load the young onto the crude rafts Creature: Luurg (use the Bugbear Khan in the
at area 13 and will try to float away down the river to reference list).
their new home. If cornered, the women fight with
their crude meat cleavers and try to break through Treasure: 572 gp, white opal (1300 gp), flawless
the invaders to get their young to safety. In this case, jasper (50 gp).
they drop the treasure they are carrying to make better
time and keep from being encumbered in combat. 13. Refuse Dump
The bugbears dump their refuse into the subterranean
The females take the gems and items when they evacuate river that flows through this area and let the rushing
and leave the coins behind for intruders to pick over. waters carry it away. This area also serves as an
emergency evacuation point for the bugbears and
Creatures: 43 bugbear young and 20 bugbear females there are a dozen crude rafts on the bank near the
(see reference list for stats). river. Each raft can hold up to five adult bugbears (two
children count as one adult for purposes of determining
Treasure: Silver ankle chain (700 gp), golden crown how many fit on a raft), and an additional one or two
with ruby (2200 gp), golden music box (2050 gp), could cling to the side of a raft, allowing them all
ivory scroll tube (90 gp), mithril brooch (1000 gp), to escape via this route. There is nothing of value
ornate silver arrowhead (70 gp), mithril pirate’s here and the bugbears keep the area clean enough to
hook (900 gp), 300 platinum coins, 2 emeralds (400 avoid attracting scavengers such as carrion crawlers.
and 550 gp), quartz ring (30 gp), blue topaz (550
gp), small diamond (100 gp), obsidian (10 gp), Tactics: If encountered here, the bugbears are on their
opal (40 gp), mottled jasper (60 gp), aquamarine way out of the lair and have no intention of making a
(100 gp), ruby (75 gp), star rose quartz (25 gp). desperate last stand. The females and young board the
rafts, which the warriors then shove into the river, letting
12. Luurg’s Chamber (EL 7) the water carry them away to safety.
The leader of this cete, Luurg is an accomplished khan
and priest of Render (see reference list, below). The walls
of his chamber are etched with images of morningstars,
leaving no surface spared. Unlike the other bugbears,
who have pelts or blankets to sleep on, Luurg has a large
bed complete with sheets (albeit stained) and pillows.
He also has a small writing desk that he uses to write
to the rogues allied with his cete, and a chest of his
personal treasure. Luurg has kept most of the cete’s best
loot for himself, and has a substantial hoard of his own.

Tactics: Luurg spends most of his time here, either


alone in private devotion to Render or enjoying the
company of a female companion. During the daily
meal, he joins the others in the dining area and can
be found in area 4. If an alarm has been sounded,
Luurg makes his way to area 6 to await the arrival of
his warriors and sergeants. If his troops do not arrive
within five rounds of the alarm being sounded, Luurg
knows something is wrong and sends the women and
children away, then searches for the other bugbears
himself. He makes heavy use of the various tunnels
worming their way through the lair, and uses his abilities
to gain surprise on the intruders whenever possible. If
the invaders are a serious threat, Luurg retreats with his
women and children to their back-up lair deeper below
124 the earth and starts life in this new location. He never
forgets, however, and the invaders will see him again.
BUGBEAR REREFENCE LIST

Bugbear +5 ranged (1d6+1/x3)


Full Attack: Scimitar +5 melee (1d6+2/18-20) or +1 short
bow +5 ranged (1d6+1/x3)

Reference Space/Reach: 5 ft./ 5 ft.


Special Attacks: Rebuke undead 3/day, spells
Special Qualities: Darkvision 60 ft., scent

List
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 15, Cha 10

T
Skills: Climb +2, Concentration +2, Hide +3, Knowledge
his chapter provides Games Masters with a (Religion) +2, Listen +5, Move Silently +6, Spot +5
ready-to-use list of typical bugbears. These Feats: Alertness, Point Blank Shot
creatures can be dropped directly into a game Challenge Rating: 4
as wandering monsters or may form the basis of Treasure: +1 short bow
unique adversaries within the Games Master’s own Alignment: Usually chaotic evil
scenarios. Cleric Spells Prepared (5/3+1, save DC 12 + spell level):
0th Level: Detect magic, detect poison, guidance, purify food
Bugbear Khan and drink; 1st Level: Cause fear, magic weapon, obscuring
Medium Humanoid (Goblinoid) mist, protection from good.
5th Level Cleric of Render Domains: Evil (cast evil spells at +1 caster level), Trickery
Hit Dice: 8d8 + 8 (44 hp) (Bluff, Disguise and Hide become class skills).
Initiative: +1 (Dex)
Speed: 20 ft. (base 30 ft.) Bugbear Leader
AC: 22 (+1 Dex, +3 natural, +1 light wooden shield, +7 +2 Medium Humanoid (Goblinoid)
chainmail), touch 11, flat-footed 21 2nd Level Rogue
Base Attack/Grapple: +5/+7 Hit Dice: 3d8 + 2d6 + 5 (25 hp)
Attack: Morningstar +8 melee (1d8+2) or javelin +6 ranged Initiative: +2 (Dex)
(1d6+2) Speed: 30 ft.
Full Attack: Morningstar +8 melee (1d8+2) or javelin +6 AC: 18 (+2 Dex, +3 natural, +3 leather armour +1), touch
ranged (1d6+2) 12, flat-footed 16
Space/Reach: 5 ft./ 5 ft. Base Attack/Grapple: +3/+5
Special Attacks: Rebuke undead 3/day, spells Attack: Morningstar +5 melee (1d8+2) or short bow +5
Special Qualities: Darkvision 60 ft., scent ranged (1d6/x3)
Saves: Fort +6, Ref +5, Will +10 Full Attack: Morningstar +5 melee (1d8+2) or short bow
Abilities: Str 14, Dex 13, Con 13, Int 11, Wis 16, Cha 10 +5 ranged (1d6/x3)
Skills: Climb -2, Concentration +10, Hide -1, Knowledge Space/Reach: 5 ft./ 5 ft.
(religion) +2, Listen +8, Move Silently +2, Spot +8 Special Attacks: Sneak attack +1d6
Feats: Alertness, Combat Casting, Iron Will Special Qualities: Darkvision 60 ft., evasion
Challenge Rating: 7 Saves: Fort +2, Ref +8, Will +1
Treasure: +2 chainmail Abilities: Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 9
Alignment: Usually chaotic evil Skills: Climb +4, Hide +9, Listen +6, Move Silently +12,
Cleric Spells Prepared (5/4+1/3+1/2+1, save DC 13 + spell Spot +6
level): 0th Level: detect magic, guidance, light, resistance Feats: Alertness, Combat Reflexes
x2; 1st level: bane, cause fear, divine favor, magic weapon, Challenge Rating: 4
Render’s wrath; 2nd level: bull’s strength, shatter, silence, Treasure: Leather armour +1, potion of spider climb, potion
spiritual weapon; 3rd level: bestow curse, blindness, magic of cure light wounds, potion of blur
vestment. Alignment: Usually chaotic evil
Domains: Chaos (cast chaos spells at +1 caster level), War
(Martial Weapon Proficiency (morningstar) and Weapon
Focus (morningstar)). Bugbear Leader
Medium Humanoid (Goblinoid)
Khan’s Advisor 2nd Level Warrior
Medium Humanoid (Goblinoid) Hit Dice: 3d8 + 2d10 + 5 (27 hp)
2nd Level Cleric of Stalker Initiative: +1 (Dex)
Hit Dice: 5d8 + 5 (27 hp) Speed: 30 ft.
Initiative: +1 (Dex) AC: 17 (+1 Dex, +3 natural, +1 light wooden shield, +2
Speed: 30 ft. leather), touch 11, flat-footed 16
AC: 17 (+1 Dex, +3 natural, +1 light wooden shield, +2 Base Attack/Grapple: +4/+7 125
leather), touch 11, flat-footed 16 Attack: +1 morningstar +7 melee (1d8+3) or javelin +5
Base Attack/Grapple: +3/+5 ranged (1d6+3)
Attack: Scimitar +5 melee (1d6+2/18-20) or +1 short bow Full Attack: +1 morningstar +7 melee (1d8+3) or javelin
BUGBEAR REREFENCE LIST

+5 ranged (1d6+3) Initiative: +3 (Dex)


Space/Reach: 5 ft./ 5 ft. Speed: 30 ft.
Special Qualities: Darkvision 60 ft., scent AC: 19 (+3 Dex, +3 natural, +3 +1 shadow leather), touch
Saves: Fort +6, Ref +4, Will +1 13, flat-footed 16
Abilities: Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Base Attack/Grapple: +6/+8
Skills: Climb +3, Hide +4, Listen +3, Move Silently +6, Attack: Scimitar +8 melee (1d6+2/18-20) or short bow +9
Spot +3 ranged (1d6/x3)
Feats: Alertness, Power Attack Full Attack: Scimitar +8/+3 melee (1d6+2/18-20) or short
Challenge Rating: 3 bow +9/+4 ranged (1d6/x3)
Treasure: +1 morningstar Space/Reach: 5 ft./ 5 ft.
Alignment: Usually chaotic evil Special Attacks: +3d6 sneak attack
Special Qualities: Darkvision 60 ft., evasion, poison
Dark Ranger expertise, scent
Medium Humanoid (Goblinoid) Saves: Fort +7, Ref +12, Will +4
2nd Level Rogue / 3rd Level Dark Ranger Abilities: Str 14, Dex 16, Con 16, Int 10, Wis 10, Cha 9
Hit Dice: 6d8 + 2d6 + 24 (57 hp) Skills: Climb +8, Hide +23, Listen +9, Move Silently +17,
Spot +9
Bugbear Spells Feats: Alertness, Great Fortitude, Point Blank Shot, Track
Challenge Rating: 7
There are many reports from adventurers telling of bugbear
clerics wielding divine powers previously unknown in their Treasure: Shadow leather armor +1, potion of cure light
experience. Even the clerics of other gods are often at a loss to wounds, potion of blur, potion of cure moderate wounds x2,
explain the remarkable powers of their bugbear counterparts. potion of ghoul touch, potion of invisibility, potion of water
Such spells are few in nature but are relatively common breathing
amongst the devoted followers of Render and Stalker. The two Alignment: Usually chaotic evil
spells listed below may only be used by bugbear clerics who
worship Stalker or Render respectively. Spellcasters of other Bugbear Warrior
races or faiths may not use them under any circumstances. Medium Humanoid (Goblinoid)
Hit Dice: 3d8 + 3 (16 hp)
Initiative: +1 (Dex)
Stalker’s Ambush Speed: 30 ft.
Conjuration AC: 17 (+1 Dex, +3 natural, +2 leather, +1 small shield),
Level: Clr 3 touch 11, flat-footed 16
Components: V, S Base Attack/Grapple: +2/+4
Casting Time: 1 action Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged
Range: 100 ft. (1d6+2)
Effect: All bugbears within 100 ft. burst centered on caster Full Attack: Morningstar +5 melee (1d8+2) or javelin +3
Duration: 1 round/level ranged (1d6+2)
Saving Throw: None Space/Reach: 5 ft./ 5 ft.
Spell Resistance: No Special Qualities: Darkvision 60 ft., scent
Saves: Fort + 2, Ref +4, Will +1
When cast, Stalker’s ambush wraps all bugbears within Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
100 feet of the caster in shadows, providing them with Skills: Climb +3, Hide +4, Listen +4, Move Silently +6,
concealment (20% miss chance) and a +1 profane bonus to Spot +4
the first attack they make. Feats: Alertness, Weapon Focus (morningstar)
Challenge Rating: 2
Render’s Wrath Treasure: Standard
Evocation [Sonic] Alignment: Usually chaotic evil
Level: Clr 2
Components: V,S Bugbear Female
Casting Time: 1 action Medium Humanoid (Goblinoid)
Range: 30 ft. Hit Dice: 2d8+6 (15 hp)
Effect: 30 ft. burst centered on caster Initiative: +0
Duration: Instantaneous Speed: 30 ft.
Saving Throw: Will negates AC: 13 (+3 natural), touch 10, flat-footed 13
Spell Resistance: Yes Base Attack/Grapple: +1/+1
Attack: Cleaver +1 melee (1d4)
With a mighty roar, the cleric of Render unleashes the wrath Full Attack: Cleaver +1 melee (1d4)
Space/Reach: 5 ft./ 5 ft.
126 of his god on his enemies. All non-bugbears within the area
of effect will suffer 1d4 points of sonic damage and have a Special Qualities: Darkvision 60 ft., scent
75% chance of dropping any held item as the blast of Render’s Saves: Fort + 3, Ref +3, Will +1
rage strikes them. Abilities: Str 10, Dex 10, Con 16, Int 10, Wis 12, Cha 6
BUGBEAR REREFENCE LIST

Skills: Climb +1, Hide +3, Listen +5, Move Silently +4, AC: 12 (+1 natural, +1 size), touch 11, flat-footed 11
Spot +3 Base Attack: +0/-5
Feats: Alertness Attack: Bite +0 melee (1d2-1)
Challenge Rating: 1 Full Attack: Bite +0 melee (1d2-1)
Treasure: None Face/Reach: 5 ft. by 5ft./ 5ft.
Alignment: Usually chaotic evil Special Qualities: Darkvision 60 ft., scent
Saves: Fort + 0, Ref +2, Will -1
Bugbear Infant Abilities: Str 8, Dex 10, Con 10, Int 8, Wis 8, Cha 4
Skills: Listen +1, Move Silently +4, Spot +1
Small Humanoid (Goblinoid)
Feats: Alertness
Hit Dice: 1d8 (4 hp) Challenge Rating: 1/2
Initiative: +0
Treasure: None
Speed: 20 ft.
Alignment: Usually chaotic evil.

‘When they come, it will be fast and furious. They’ll be in bunches of half a dozen or so, led by a bigger one. He’s
the one to watch. You get the big one, the rest will bolt.’

‘But they are all big!’ complained one of the pupils.

‘Nonsense. Size is relative. Are they as big as an ogre? A troll? A kraken? Of course not.’

‘They look big to me,’ the pupil continued.

The teacher smiled. ‘Nevertheless, they bleed, and bleeding is what counts. Now, where were we? Oh, yes…their
attack. Well, let’s assume you’ve seen them off, for if you don’t what comes next is an irrelevance. Don’t be fooled
by their flight. More often than not it is well prepared. Nothing a bugbear likes more than to separate a fellow from
his comrades and lead him to his death.’

He waited, expecting another interruption, but none came. The class was riveted now, keen to learn about one of
their future enemies.

‘Bugbears like traps,’ he continued at length, letting the pause tighten his subject’s focus. ‘Especially the sort that
speaks of the wild hunter. Stake pits, snares, rope traps, that sort of thing. Well disguised too. Don’t mistake the
bugbear for a fool, just because he looks like one.’ That raised a gentle, if slightly nervous, laugh.

He waited now.

‘Erm…so, how do we actually beat bugbears then, sir?’

The old man smiled approvingly. It was the right question. ‘Quite easy actually, if you stay calm and remember
your business. We play them at their own game. Lay out some traps of our own. Have our mages standing by with
spells to slow them down. Do you see? You have to think like your enemy to beat him. It’s not an original concept
by any means.’

He waited for the knowing chuckles to pipe down. At least they were understanding previous lessons. It was a good
sign.

‘He likes ambushes, does Friend Bugbear,’ the old man continued. ‘Both attack and defence. If you are in his country,
always have a good scout out ahead, and make sure you keep him in sight. No point walking round a bend in the track
and wondering where the devil he’s got to. Chances are he’s already dead and you are short one scout.’

‘But how would they know?’ protested a youngster.

The teacher sighed, shaking his head gently. ‘Have you not been listening boy? I think a visit to the master-at-arms 127
might focus your concentration suitably,’ and he made a quick, written note. One young man would be missing his
dinner that evening. ‘Treat the bugbear with respect. If you don’t, it’ll be you who pays!’
TROLLS INTRODUCTION

The Slayer's Guide have encountered trolls and lived to tell the tale. Games
Masters will learn many behind-the-scenes details
about troll culture enabling them to make memorable

To Trolls encounters with this race for their players, while the
players themselves may learn a fact or two that could
possibly save the lives of their characters.

T
rolls are a staple of fantasy adventure, often
used when the Player Characters have
advanced to the point where goblins, orcs and The Slayer’s Guides
even bugbears pose little threat to the party. Trolls are This series of supplements, designed for use in all
poised right at the boundary between goblinoids and fantasy-based d20 games, takes an exhaustive look
giants. While technically classified as giants, they at specific monster races, thoroughly detailing their
are unquestionably the smallest of such creatures yet, beliefs, society and method of warfare. Typically,
standing some nine feet tall, they easily tower over these will be races all but ignored by Games Masters
even the greatest of bugbears. Furthermore, the troll’s and players alike who view them as little better than
distinctive regenerative abilities make them memorable cannon fodder.
foes and a much greater challenge than a mere nine-
foot goblin. Trolls – Ravenous
Trolls are often first encountered singly, as powerful, Predators
brutish strong-arms for a group of the lesser goblinoids. Each Slayer’s Guide features a single race, in this
Games Masters often throw a troll into the mix to case the troll. You will find detailed information on
toughen up an encounter with a band of orcs or trollish physiology, habitat and society, giving you
hobgoblins, with little thought as to the reasons for a fundamental level of understanding on how this
such a relationship between the species. However, as race exists and interacts with the rest of the world.
will become evident as we explore troll culture, such Players can learn the types of combat tactics trolls are
mixed-race encounters are not only plausible but even likely to employ against their characters and Games
quite commonplace. Masters are given guidelines on how to introduce trolls
into their existing campaigns, and will also benefit
The knowledge that follows has been compiled over the from material demonstrating how to portray these
ages by those adventurers and scholars lucky enough to creatures to the players. A few troll subspecies can
change the expectations
of any encounter, as do
the new trollish feats
that alter the standard
troll into something even
more horrific. Finally,
a complete troll lair
is featured to be used
as either an extended
encounter, the basis for a
complete set of scenarios
or even just as an example
of how such troll lairs are
generally laid out.

There are more to trolls


than first meets the eye.
After reading the Slayer’s
Guide to Trolls, you may
130 never view these monsters
in quite the same way
again.
TROLLS INTRODUCTION

Naturally, Bjorgus was the first to see it. He was, after all, well ahead of the rest of us, in the
musty darkness of the dungeon, out of the range of our sputtering torches. It was of some
comfort to us, here in the middle of our first underground excursion, that such a sturdy and
battle-hardened dwarf veteran led us in this foray. Thomas and I had thought it great fun to leave
our village for a life of high adventure, but here, in the dark, we felt small and exposed. The
others didn’t look much more confident either. We were lucky to have the dwarf, I reckoned.
In his many years of adventuring Bjorgus had seen it all, or so it seemed, and had lived to tell
of it. He had a collection of scars that was the envy of us younger folk, and a story to go with
each one. Sometimes I thought he did go on a bit, particularly with a yard of ale inside him,
but that was to be expected. I’d never even been in a tavern until I met him. There was not a
man among us that did not look up to old Bjorgus, despite the fact that we stood a good head
taller than him. He was almost our surrogate father.

Our first indication that something was wrong was when we heard a dwarven curse from beyond
the gloom of the corridor ahead. None of us spoke Bjorgus’ language, but a man knows the
sound of a curse when he hears it no matter what tongue it is spoken in. This was followed by
the sound of booted feet running quickly in our direction.

We tightened our grip on our weapons and raised our shields to the ready position. I felt my
knees trembling like leaves in the wind. If whatever lay ahead had old Bjorgus backing up for
a tactical retreat… Well then, we were going to be ready for it and show the old dwarven fighter
that we were not afraid, that our months of training would be put to good use.

‘Out of my way, ye ninnies!’ shouted Bjorgus as he sped into the circle of torchlight. ‘It’s a
troll! Run! Run ye weasels! If he catches us we’re all doomed!’ And he sped past, ploughing
through us like a scythe through wheat. Tomas and I exchanged looks, and neither of us could
believe that our hero’s nerve had left him like that. Bjorgus, who we had seen cut his way
through half-a-dozen goblins before we could even draw our swords. Bjorgus, who once killed
two kobolds by smashing their ugly heads together. Whatever it was that had spooked him so
badly, it had to be pretty nasty. I know Thomas and I were both thinking of turning tail and
following Bjorgus in a hasty retreat, but neither of us wanted to be the first one to do so, and I
am willing to bet the three guys behind us were feeling the same way too, because we did not
hear them running either.

The firm grip I held on my sword seemed to loosen of its own volition as the troll entered our
little circle of torchlight, hooting and gibbering. I looked in horror at it. Thick, rubbery lips
curled back from its mouth to expose a wicked set of pointed teeth, its long arms waving back
and forth as it loped in our direction. I can clearly remember noticing there was drool running
from its mouth. I do not remember dropping my weapon, or my shield, but I did.

Rounding several corners without really noticing where I was going, I found out that I did one
thing eminently better than old Bjorgus. Actually, two things. I turned out to be pretty good
at overtaking as well. 131
TROLL PHYSIOLOGY

Troll Trolls speak the common language of the giants. Both


sexes speak in rough, deep, grating voices; the females’
voices are if anything even deeper than those of the

Physiology males. Trolls speak in short, clipped (almost barking)


sentences, as if they are physically ripping the words
out of their throats. Despite sharing the same language,

T
he first time an adventuring party comes up many of the more civilised giant races have a hard time
against a troll they are liable to be taken understanding troll speech.
aback by the creature’s ferocious demeanour
and bestial appearance. Unlike the more ‘civilised’
goblinoids, the troll is unlikely to be wearing any Heightened Senses
armour or clothing, and more often than not will be The troll’s most distinctive facial feature is its lengthy,
weaponless as well. Of course, this is not necessarily a drooping nose. Trolls have as much muscular control
good thing, for the troll has natural weapons in the form over their noses as some dogs have over their ears: For
of wicked claws and a set of vicious, razor-sharp teeth, instance, a troll can pull its nose upright when actively
all of which are put to good use on the battlefield. sniffing, for instance, a common practice during
combat that prevents it from getting in the way of bite
Although weighing in at an average of 500 pounds, attacks. As might be expected in a creature with such
trolls are often lanky to the point of seeming frail, a well-endowed proboscis, a troll’s sense of smell is
but they possess a surprising amount of strength exceptional. It can detect intruders within 30 feet by
despite the thinness of their limbs. A troll’s arms are sense of smell alone, and often uses its olfactory abilities
disproportionately long for its body, and the fact that to track down prey by their scent-spoors. Furthermore,
the creature’s posture is stooped, with its knuckles trolls can detect the subtle pheromones others of their
often dragging on the ground when it runs, contributes race exude through their pores, and interpret the slight
to giving it a somewhat simian appearance. Its skin nuances in odour caused by differing emotional states.
coloration belies any resemblance to the simian races, So important is the creature’s sense of smell that the
as troll flesh runs the gamut from a moss green to a size of one’s nose is not only a status symbol, but also
sickly grey, often with a mottling effect combining both a measure of attractiveness and a major influence in
colours. The skin is often lumpy and warty, and from a attracting potential mates.
distance may resemble scales. Thick, hairlike tangles
sprout from the top of a troll’s head, writhing of their Their other senses are slightly less impressive except
own accord depending upon its mood. While these for eyesight, which allows them to see perfectly well
movements may seem erratic to an outside observer, in the dark to a range of 90 feet, significantly further
trolls are remarkably perceptive to the moods of others than most other races gifted with this ability. A troll’s
of their race just by observing the motion of their hair- eyes are dull and black, sunken into its face behind
locks. These growths are present only on the top of the furrowed brows. Trolls dislike bright lights, but suffer
head; trolls are otherwise hairless. no combat penalties even in direct sunlight. Trolls
have small, lobeless ears that are pressed tightly to the
While female trolls are larger and stronger than the sides of their heads. While their hearing is nothing
males, it is difficult to differentiate between the sexes at spectacular – almost on par with that of a human – trolls
a distance since females do not sport breasts any more are constantly alert to their surroundings and often pick
so than gorillas or chimpanzees, and facial features and up on small sounds that a human might disregard. Thus,
hair-locks bear very little sexual dimorphism. Trolls while a troll’s hearing covers a slightly smaller audible
have no taboo against nudity and usually stride around range than a human’s, trolls usually pay more attention
unclad, viewing clothing and armour as something to to what they do hear.
be worn only when it suits an obvious purpose.

Trolls have four digits on each wide hand, with three Regeneration
strong fingers and a powerful thumb each ending in The troll is perhaps best known for its extraordinary
blackened claws. Their massive feet bear only three ability to heal its wounds almost instantly. Regeneration
similarly clawed toes, leaving unmistakeable tracks not only allows the troll to shrug off most damage, but
132 that rangers quickly learn to recognise in troll-infested also to reattach severed limbs or regrow lost ones; any
areas. appendage can grow back in under 20 minutes, even
TROLL PHYSIOLOGY

the head. If the troll’s body regrows a missing part, the welts on the troll’s skin, which itself becomes flaky and
original, severed part usually withers and rots away, peels off in areas. While the disease is not contagious,
despite countless rumours and numerous wives’ tales no troll in its right mind is ready to take the chance that
of severed troll hands continuing to scratch at their it could be, and diseased trolls are immediately cast out
enemies or decapitated troll heads snapping their teeth of their clans until such time as they can prove that their
at their intended victims. ability to regenerate works once more. In a way, such
trolls are lucky, for the superstitions against touching a
In game terms, all damage from most normal attacks gunge-infected individual are probably the only thing
is considered nonlethal damage, and the trolls’ preventing them from being slain by others in their
regenerative powers automatically restores five points group in an attempt to climb up the clan hierarchy. The
of nonlethal damage each round. gunge usually runs its course in a few weeks.

Because of this extraordinary ability, there is little that The troll lifespan is about 80 years, and elderly trolls
can permanently harm trolls, except fire and acid. Any around that age find their regenerative powers failing,
wounds caused by either of these deal normal damage taking progressively longer to heal damage until they
that the troll cannot regenerate, only heal naturally over are finally unable to do so. A troll that reaches this
time. However, since trolls regenerate all other forms condition usually leaves the clan on its own accord,
of damage, burn marks from acid or fire are the only before the other trolls find out. The chaotic evil trolls
types of scars a troll will ever carry. Also, once burned, would otherwise have a great time at the elder’s expense,
a troll’s flesh ‘remembers’ such scars, so that if a troll’s ripping it to shreds and marvelling at its inability to
hand is burned and scarred and then later severed, the spontaneously heal the damage. Trolls greatly enjoy
hand that grows back will bear identical burn marks to attacking others of their kind when they are at such a
the ‘original’ hand. distinct disadvantage. A troll unable to regenerate is
weak therefore of little use to a troll clan. Nearly all
Trolls can eventually be knocked unconscious by the trolls would consider such an individual to be a burden
same kinds of attacks that would kill other creatures. on the clan’s resources.
Once a troll is unconscious, it is possible to perform a
coup de grace to finish the troll off, but it must be an
attack form that the troll cannot regenerate, meaning fire The Gunge
or acid. Because of this, most trolls are unable to slay This is a rare disease that only affects troll species. It
others of their kind despite the ferocity of their attacks. attacks their regenerative abilities and this is greatly feared
This causes some stability within troll clans in a way, for it makes trolls extremely vulnerable.
for they can fight amongst themselves with abandon,
revelling in the bloodshed they cause without doing any Infection DC: Injury 5
permanent harm to the clan’s overall strength. Incubation: 2d6 days
Damage: Loss of regeneration
As for troll’s blood, it is highly notable both in that it
is green and figures prominently in recipes for many Although the gunge can be passed on through injuries,
antidotes and non-magical healing potions. The it is far more likely to develop spontaneously in unlucky
collected blood from a single troll is enough for three trolls, seemingly at random. Gunge infections usually run
such potions and can be sold to an alchemist for about their course after 7+2d4 days if the troll has not already
400 gp. Unfortunately, the tricky bit is harvesting fought off the disease.
the blood from the ferocious troll in the first place.
Some alchemists rely upon captive trolls, kept docile
thanks to a charm monster spell and locked in cages.
Such practices provide them with a steady supply Dietary
of troll blood, but it is inherently dangerous and not
recommended. Considerations
Trolls are carnivores by choice, preferring the taste
There is a much-dreaded troll disease, the gunge, which of raw meat above all else but, at a pinch, can survive
temporarily shuts down a troll’s regenerative abilities. on raw vegetable matter as well. They have ravenous
The gunge is characterised by an outbreak of reddish appetites and eat the flesh of anything they can kill. 133
TROLL PHYSIOLOGY

While they do not particularly enjoy the taste of carrion, clan. They are still expected to join in hunts for prey,
a sufficiently hungry troll has been known to devour scavenge for food, and battle clan enemies. The signs
it with as much relish as it does anything else in life. of pregnancy are noticeable only in an overall growth in
Perhaps because of their healthy respect for fire and the the size of the female’s abdomen and a general increase
permanent damage it can cause, trolls refuse to cook in her hunger, crankiness, and vindictiveness. Pregnant
any of their food. trolls are the most vicious monsters an adventurer will
ever want to meet, and males of all ages make it a point
Another interesting thing to note about the trollish diet not to cross their path, because they have no qualms
is their lack of squeamishness regarding cannibalism. about taking a bite out of the next troll that happens by
Trolls prefer carrion to the taste of their own flesh but, if there is not enough food available.
lacking any other prospects, will gladly devour their
own kind. The interesting thing about troll cannibalism Young trolls grow rapidly, reaching their full adult size
is that the victims are not killed. A hungry clan can rip when they are around ten years old. The first decade
and devour the limbs off its weaker members (usually is a difficult time for the growing whelps, for troll
the males and children), but they heal shortly, none the parenting skills appear barbaric when viewed through
worse for wear. Cannibalism is a powerful incentive the lens of human civilisation. Rather than protect
for the males to put some effort when they hunt for the their children from harm, adults go out of their way to
rest of their clan. Being hacked and chewed may not expose them to all manners of hardship and pain, the
kill the unlucky hunters, but it certainly hurts. better to toughen them up and make them strong. After
all, a troll’s remarkable regenerative ability is of less
As an absolutely last resort, these creatures can subsist use if it is afraid of the pain involved in limb-rending
on their own flesh if the need arises. There is no and subsequent regrowth. Trolls must learn to ignore
known upper limit to this ability, and there have been all physical pain if they are to attain their full strength.
documented cases of trolls surviving for several years To this end, troll children often suffer the periodic
in this manner. claws and bites of their elders to inure them to such
pain. Furthermore, if a clan must resort to cannibalism
Trolls have hearty constitutions and are capable it is usually the young that first give up their limbs to
of ingesting substances others would find deadly the community’s dinner table. This is done not only to
poisonous. Such fare includes varieties of mushroom help the young get used to the agonising pain of having
and toadstool, as well as venomous creatures like its limbs rent apart, but also because their flesh is less
scorpions and rattlesnakes. It should be noted that trolls gamy and stringy.
cannot regenerate damage from poisons, so a poison
deadly enough to overcome the troll’s ‘iron stomach’ When a young troll finally attains full adult size, it
slays it as easily as it would any other humanoid species. demonstrates its usefulness to the tribe by chewing off
Trolls take note of any poisonous substance that kills each of its own limbs in turn. This rite of passage proves
one of their kind and take steps to avoid ingesting such the troll has mastered the concept that ‘all pain is merely
substances themselves in the future. transient’, and is also a literal self-sacrifice to the clan.
The clan leader is the first to partake of the young’s
offering followed by the rest of the adults. This is the
The Troll’s Lifecycle only time that trolls eat the flesh of one of their own
Despite having a warty skin that is often confused willingly. When the troll’s limbs regenerate and can
with scales, trolls are mammals. The females give once again stand before its clanmates, it is welcomed
birth approximately every five years after a six-month into adult society and treated accordingly.
gestation period, usually to a single child, although
twins and triplets are not unknown. They nurse their
young only until their teeth start coming out at about
two weeks later, when the whelp is ready for a diet of
solid flesh.

It should be noted that pregnant females are in no


way hampered by their condition, nor are they offered
134 any preferential treatment by the other trolls in the
TROLL PHYSIOLOGY

Jezelyn followed the old man into the clearing. ‘It was right here, I found it,’ he said, the words choking in his
throat. Jezelyn saw the tears forming in the corners of his eyes, and watched him struggle to keep them back,
but said nothing.

The old man sighed, and blinked back the wetness in his eyes. ‘Do you have the item?’ Jezelyn asked quietly,
once he had composed himself.

‘Here,’ the man replied, pulling a silver brooch from his pocket and passing it to the wise-woman. Jezelyn
handled it carefully, noting the clasp was still attached to a piece of torn cloth, and that a tiny drop of dried
blood stained the brooch’s front. ‘I just want to know,’ he said, looking Jezelyn helplessly in the eye, silent
pain etched across his wrinkled face.

Jezelyn held the brooch in her hands and quieted her mind. When she felt sufficiently composed, she cast her
spell and watched as past events unfolded inside her closed eyelids.

A young woman struggled fruitlessly in the grip of a huge, hulking brute that gripped her under one arm like a
toy. Others of its kind sprang up, wicked grins spread across their primitive features. Jezelyn’s heart skipped
a beat as she recognised the feral faces of trolls, her most hated enemies. Jezelyn counted five of the brutes
drawing close.

The trolls formed a rough circle. The largest one threw the woman roughly into the centre, and she fell to her
side. She scrambled quickly to her feet, eyes darting in all directions, desperately looking for a way out. There
did not seem to be one.

A troll stepped up and pushed her from behind, sending her reeling into the waiting claws of another. This one
grabbed her roughly by the arm and sent her flying off in another direction. A good chunk of her sleeve, and
a piece of the flesh of her arm, remained behind in the troll’s bloody claws. The trolls continued their game,
each one ripping another gash into the panicked young woman’s body. Blood streamed from a dozen wounds
as she staggered weakly from troll to troll, unable to fend off their relentless attacks. She held her arms up
above her face, shielding her eyes and trying to block out the pain being cruelly inflicted by her tormentors.
Jezelyn grimaced as she made out the words of a desperate prayer on the young woman’s lips. Mercifully, the
wise-woman’s mystical visions did not include sound.

One troll, apparently tired of digging furrows into their collective victim’s flesh, took a good-sized bite from her
right shoulder when she was pushed its way. She screamed and fell to the ground where she lay. Immediately,
the trolls were on her, ripping off limbs and carrying them away into the darkness to devour. A silver brooch
lay overlooked on the ground, the clasp to the young woman’s cloak.

Jezelyn opened her eyes and ended the spell. ‘I’m sorry,’ she said quietly to the old man. His wizened face
turned to her, barren of all hope. ‘It was...’ began the wise-woman, her throat suddenly dry. She swallowed, and
started again. ‘I’m sorry, Ebert. It was wolves. A small pack, half-starved from the looks of it. They chased
her, she fell and hit her head on a rock. I think... I think death was instantaneous.’ She looked at the old man.
Tears now flowed freely down both cheeks, and he made no effort to hide them. Jezelyn placed a hand on his
shoulder, trying to provide comfort through human touch where no comfort was possible. ‘She... at least your
granddaughter did not suffer.’ The words were hollow in her own ears, but Ebert nodded quietly and placed his
gnarled hand upon her own. Jezelyn returned the silver brooch, and he slipped it back into his pocket.

‘Thank you, wise-woman,’ he said in a cracking voice. ‘At least now I know.’ Jezelyn just nodded silently,
then watched the old man stumble off down the forest path back to the village. Only when he was out of sight
and well out of earshot did she break down and cry.
135
SUBSPECIES

Subspecies experimentation. Such monsters are said to reach a


height of 20 feet or more. Fortunately, these rumours

T
here are almost as many subspecies of troll as are as yet unfounded.
there are types of terrain. Trolls can be found
living in the harshest deserts, in the steamiest The following troll subspecies are offered for use in the
jungles, in the icy wastes of the tundra and on barren Games Master’s campaign.
mountaintops; there are even a few species that
live underwater. Each has adapted to its particular
ecosystem: sea scrags and their freshwater cousins can Sand Troll
breathe underwater through gills in their necks, sand Large Giant
trolls are resistant to the desert’s extreme temperatures Hit Dice: 7d8+42 (73 hp)
and have developed a skin tone that allows them to Initiative: +2
blend in with their environment, while polar trolls have Speed: 30 ft.
adapted so well to their frigid climate that they no longer AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-
feel the cold that dominates their world. footed 14
Base Attack/Grapple: +5/+14
In addition, trolls have been known to breed with Attack: Claws +9 melee (1d6+5)
various other humanoid species, producing even greater Full Attack: 2 claws +9 melee (1d6+5) and bite +4
numbers of variant troll strains. Giant trolls have been melee (1d6+3)
born to troll and hill giant parents, while breeding with Space/Reach: 10 ft./10 ft.
ettins produces ferocious, two-headed trolls. Often, Special Attacks: Rend 2d6+7
these half-breeds join up with a troll clan, so it is not Special Qualities: Darkvision 90 ft., regeneration 5,
uncommon to see a number of different troll subspecies resistance to cold and fire 5, scent
living and working together. Saves: Fort +11, Ref +4, Will +3
Abilities: Str 21, Dex 14, Con 23, Int 9, Wis 9,
There are rumours of even larger trolls hidden among Cha 6
the barren mountain peaks or far beneath the ocean’s Skills: Hide +5*, Listen +5, Spot +5
depths, either the result of unions between trolls Feats: Alertness, Iron Will, Track
and even larger giants or the products of magical
Climate/Terrain: Any desert
Organisation: Solitary or gang (2–4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Sand trolls have tan skin often mottled


with various shades of brown, which
makes excellent camouflage in the desert
environment, giving them a +8 racial
bonus to Hide checks when surrounded
by sand. They have further adapted to
their surroundings by requiring very little
water intake and developing a resistance to
temperature extremes, both the parching
heat of the desert sun and the freezing
nights. Because of the scarcity of food
to be found in the desert environment,
sand trolls are found in fewer numbers.
Perhaps not coincidentally, sand trolls are
also more intelligent than most other troll
136 subspecies; eking a successful living in
the harsh desert environment takes more
skill than does living in a forest or jungle
with plentiful game.
SUBSPECIES

Polar Troll yellowish-white hair grows from their lower arms


Large Giant (Cold) and legs. They are smaller than most trolls, generally
Hit Dice: 4d8+24 (42 hp) standing no taller than 8 feet. Like the sand trolls,
Initiative: +1 polar trolls have a keener intellect than the standard
Speed: 30 ft., swim 30 ft. troll, sharpened by the necessity of survival in the harsh
AC: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat- environments they call home.
footed 14
Base Attack/Grapple: +3/+12 Polar trolls usually lair in ice caves near the coastline,
Attack: Claw +7 melee (1d8+5) or in hand-carved caves dug into the sides of ice floes.
Full Attack: 2 claws +7 melee (1d8+5) and bite +2 Some live in caves along the coasts of subarctic rivers
melee (1d4+2) and lakes. They are strong swimmers but cannot breathe
Space/Reach: 10 ft./10 ft. underwater like scrags can. Polar trolls seldom stray
Special Attacks: Rend 2d8+7 too far from water, for their regenerative powers, which
Special Qualities: Cold immunity, darkvision 90 ft., are somewhat weaker than that of standard trolls, only
fire vulnerability, regeneration 3, scent take effect when they are in contact with it.
Saves: Fort +10, Ref +2, Will +2
Abilities: Str 20, Dex 13, Con 23, Int 8, Wis 9, Cha Giant Troll
6 Large Giant
Skills: Listen +5, Spot +5 Hit Dice: 8d8+48 (84 hp)
Feats: Alertness, Iron Will Initiative: +1
Speed: 30 ft.
Climate/Terrain: Arctic AC: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-
Organisation: Solitary or gang (2–4) footed 14
Challenge Rating: 3 Base Attack/Grapple: +6/+17
Treasure: Standard Attack: Claw +12 melee (1d6+7) or greatclub +13
Alignment: Always chaotic evil melee (2d8+10)
Advancement: By character class Full Attack: 2 claws +12 melee (1d6+7) or greatclub
+13/+8 melee (2d8+10)
Polar trolls have a mottled skin coloration ranging Space/Reach: 10 ft./10 ft. 137
from white to light grey to a slightly bluish tinge. Special Attacks: Rend 2d6+10
Their hairlike masses are a uniform white, and dirty Special Qualities: Darkvision 90 ft., regeneration 5,
scent
SUBSPECIES

Giant trolls are often found wielding huge


greatclubs instead of relying upon claws in battle,
but a giant troll without a weapon has no trouble
reverting to its instincts.

Bicephalous (Two-Headed) Troll


Large Giant
Hit Dice: 9d8+54 (94 hp)
Initiative: +6
Speed: 30 ft.
AC: 16 (–1 size, +2 Dex, +5 natural), touch 11,
flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Claw +11 (1d4+6) or greatclub +11melee
(1d10+6)
Attack: 2 claws +11 melee (1d4+6) and 2 bites
+6 melee (1d8+3), or 2 greatclubs +11/+6 melee
(1d10+6) and 2 bites +6 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Superior two-weapon fighting,
rend 2d4+9
Special Qualities: Darkvision 90 ft., fast healing
3, scent
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 23, Dex 14, Con 22, Int 6, Wis 9,
Cha 8

Saves: Fort +12, Ref +3, Will +3


Abilities: Str 24, Dex 12, Con 22, Int 6, Wis 9,
Cha 10
Skills: Climb +10, Listen +5, Spot +5
Feats: Alertness, Iron Will, Weapon Focus (Huge
greatclub)

Climate/Terrain: Any hills, mountains, or


underground
Organisation: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Giant trolls are the result of a union between a


standard troll and a hill giant. They retain the
trollish physiology in most respects, but giant
trolls have blunt teeth like their hill giant parents
and thus do not bite in combat. Their lumpy skin
is a mottled reddish brown. Giant trolls stand
over 10 feet tall, and are occasionally found
ruling a clan of normal trolls. This is one of the
few times that a male might be found in the role
138 of clan chieftain.
SUBSPECIES

Skills: Listen +5, Search +2, Spot +5 Climate/Terrain: High mountains or oceans (separate
Feats: Alertness, Improved Initiative, Iron Will, species in each terrain)
Track Organisation: Solitary or gang (2–4)
Climate/Terrain: Cold and temperate hills, mountains, Challenge Rating: 16
and underground Treasure: Standard
Organisation: Solitary or gang (2–4) Alignment: Always chaotic evil
Challenge Rating: 7 Advancement: By character class
Treasure: Standard
Alignment: Always chaotic evil The existence of megalotrolls is mere rumour, with
Advancement: By character class tales accounting of a physiology identical to that of
a normal troll except for sheer size. Its attacks and
That a bicephalous troll’s parentage includes an ettin is tactics would be the same, although even more deadly
made obvious by the creature’s two functional heads. coming from such a huge monster. Sailor’s tales speak
These two-headed trolls often have brownish tones of aquatic versions looking like enormous marine
to their skin mottling, but otherwise conform to the scrags. They stand at least 20 feet tall and are attributed
standard troll physiology. They can be found living with even more powerful regenerative abilities than
with normal trolls, ettins or on their own. normal trolls.

A bicephalous troll attacks with either two claws and


two bites, or with two greatclubs. When biting, each
head attacks the same victim, but a two-headed troll
can attack two different foes with its arms without
an off-hand penalty, as each arm can be ‘controlled’
by a different head. These crossbreeds have a much
weaker form of regeneration (fast healing) that heals
damage but cannot rejoin severed limbs.

Megalotroll
Huge Giant
Hit Dice: 18d8+126 (207 hp)
Initiative: +5
Speed: 40 ft. (plus swim 40 ft., aquatic strains
only)
AC: 17 (–2 size, +1 Dex, +8 natural), touch 9, flat-
footed 16
Base Attack/Grapple: +13/+29
Attack: Claw +19 melee (2d4+8/19–20)
Full Attack: 2 claws +19 melee (2d4+8/19–20) and
bite +14 melee (1d10+4)
Space/Reach: 10 ft./15 ft.
Special Attacks: Rend 4d4+12
Special Qualities: Darkvision 120 ft., regeneration
10, scent
Saves: Fort +18, Ref +9, Will +7
Abilities: Str 27, Dex 12, Con 24, Int 10, Wis 9,
Cha 10
Skills: Climb +14, Jump +13, Listen +7, Spot +7
Feats: Alertness, Improved Critical (claws),
Improved Initiative, Iron Will, Lightning Reflexes,
Power Attack, Track
139
HABITAT

Habitat Armour is less likely to be used, and coins and gems


are almost certainly tucked away in some corner as
inconsequential, or at best shiny objects for the young

T
rolls prowl around just about every corner of to play with on occasion. Most trolls place no value on
the world in some form or another, adapting money. After all, it is not as if they are going to spend
to their particular environment. In more it anywhere, and even those trolls who recognise the
hostile climates, the adaptations might have altered importance other races place on gold and gemstones,
the troll physiology somewhat, but they are still easily are not likely to use their valuables to purchase goods
recognised as trolls. when they can just take what they need by force.

The ‘standard’ or ‘common’ troll prefers temperate Because of their inherently lazy natures, trolls tend not
or warm climates, and can also be frequently found to move on to new territories once establishing a home
living an entirely subterranean existence. Surface unless forced to. While other races are more nomadic
trolls lair in caves or in crumbling ruins, depending of and willing to pack up and move to greener pastures
which is available and more comfortable. Otherwise, when food sources become scarce, most troll clans will
they usually dig underground lairs commonly referred resort to self-cannibalisation before finally admitting to
to as ‘trollholes’. In forested areas, trollholes are themselves the necessity to move on.
often dug at the base of a large tree and frequently
have several entrances, each camouflaged with a large When seeking out a new home, the primary consideration
woven mat of twigs and leaves. These mats disguise is, of course, food. This takes precedence over factors
the dwelling’s entrances to avoid unwelcome visitors, like defensibility and distance to potential enemies or
and they occasionally provide a free meal when an allies. Trolls like having access to easy meals, whether
unsuspecting victim steps on it and crashes into the those be bountiful forests filled with abundant wildlife,
trollhole. Entryways are vertical shafts some five or six pasture land teeming with succulent sheep or cattle, or
feet in diameter and ten feet deep. This makes it difficult even small humanoid settlements. Trolls have been
for victims falling into the trollhole to escape, while the known to pick off the inhabitants of a small village
nine-foot trolls simply place their hands on the surface one by one during a series of nightly raids until nobody
of the ground and effortlessly hoist themselves up. remains alive, everyone having either been driven
off in fear or become a day’s supper. Of the various
Beyond the entrance, there are usually several tunnels humanoid races, humans and elves have the dubious
slanted downward in various directions, leading to the honour of being favourite prey, but trolls will eat just
larger individual areas of the troll families. Inside its about anything that moves.
own dwelling, each troll builds a nest out of whatever
materials are available – straw, twigs, leaves, grass, One habitat the main troll species tends to avoid is deep
and the like – with remains of recent meals likely to be water. Most trolls are not good swimmers, and they
scattered about and incorporated into the nest as well. are well aware that despite their regenerative abilities
Troll habitats are filthy, often crawling with insects they are just as susceptible to drowning as any other
such as fleas, ticks and lice. Larger animals like rats non-aquatic race. Probably the best way to avoid a
and mice are scarce as they are large enough to warrant predatory troll is to swim away to deep water. Despite
the trolls’ attention as a food source. Moulds and fungi their constantly ravenous hunger, most trolls will not
growths are common and even encouraged in troll pursue their prey into a body of water that rises above
lairs, for those that are not edible can be put to use as their own heads.
primitive bedding.
‘Found a troll’s arm once. Put the thing in my back-pack,
Most of the treasure found in a troll cave or trollhole and by the time I got back to the camp, it had grown back
is all that is left from previous victims. Weapons into a full-sized troll. True as I’m standing here.’
might occasionally be put to use by various clan
members, with any magical object incorporating fire Harlan the Ranger, sitting at the bar of the Strutting
or acid effects going directly into the chieftain’s hands. Wench tavern

140
TROLL SOCIETY

Troll clan has the option of turning down such fights, with
the understanding that he places himself at the bottom
of the ladder.

Society Unlike most humanoid and goblinoid races, trolls very


rarely name their clans. This is partly due to their

M
ost trolls live in a clan-based society. inherent arrogance and superiority complex: as long as
Clans are rather small affairs, generally they know who they mean by ‘the clan’, what do they
numbering no more than a dozen individuals. care whether or not other races know who is meant?
This is primarily due to the trolls’ ravenous appetites, The closest a clan comes to having a distinct name is
as larger gatherings of trolls would rapidly deplete the when the clan is referenced by the name of the chieftain.
surrounding land of potential food sources. When a Thus, while there will not be a ‘Bloody Claw Clan’ or
clan’s numbers increase too much, they usually split off a ‘Clan of the Severed Hand’, there might well be an
into two smaller groups, with the younger trolls moving ‘Oograk Clan’ or a ‘Clan of Vraask’.
off to form a new clan elsewhere.
Clan Structure
On the other hand, most troll clans are willing to let Within the clan there exists a definite hierarchy, and
other trolls join them, as long as their ranks are not every troll knows where he or she stands in the chain
already too full, because new blood keeps the clan at any given moment. Given the chaotic nature of
healthy. Naturally, once a troll enters a new clan the trolls, however, this hierarchy is constantly shifting and
‘pecking order fights’ begin almost immediately, as the changing as individual trolls fight among themselves,
clan members try to determine where the ‘new guy’ jockeying for position in the clan. Females, being larger
falls in their hierarchy. A troll supplicant to a new than males as a rule, are usually found holding the

The troll had just about run the party ragged. Nothing they could do seemed to damage the repulsive creature. It
was a female, apparently, considered Klort, standing at the back and hoping that the troll would get bored and leave
before it got to him. No doubt the others would blame him for not having enough spells ready to deal with the thing.
Well, it was easy for them. They hardly had to do any thinking at all, and that ox Tharg was the dimmest of the lot.
In fact, he was so dim that he’d wandered off just when they needed him most. Stupid barbarian ignoramus!

Lost in his thoughts, Klort noticed a shadow cover him. He looked across jerkily, prepared for the worst, but it
was the familiar shape of the barbarian, standing with his arms folded. No weapon even drawn. What a buffoon,
thought Klort contemptuously.

Norbert, the woodland druid, was thrown out of the melee as they stood there, landing in a heap nearby. Tharg
looked down easily. ‘Go look after him, Klort. I’d better sort out this business.’

‘Well you’d better get your axe out,’ advised the mage as the huge barbarian strode off almost nonchalantly towards
to troll.

For reply Tharg just laughed over his shoulder, intent now on the troll. ‘Oi, girlie! Come over here and take on
someone your own size!’

The troll shrieked angrily, confused by the new arrival. Still, the man was small compared to her, and she lumbered
towards him.

‘I didn’t know you could punch like that,’ said Norbert in admiration, looking down at the flattened troll, her droopy
nose even flatter than before.

Tharg smiled, looking around for a rag. Troll snot made one hell of a mess. 141
TROLL SOCIETY

dominant positions in the clan, but large males capable This has the added benefit of teaching the whelps to
of fighting their way up the ladder can also attain power, fear their clan chieftain, even as they learn to master
prestige and influence. Nonetheless, the vast majority their fear of pain. Chieftains see being feared by the
of troll clans are led by the dominant female. members of their clan as an obvious boon, helping them
to cement power at the top of the clan.

On The Leadership Of Along with greater chances of assuming clan leadership,


adult females have positions of power over the lowly
Females males. Trolls seldom mate for life, and this is at the
preference of the females, not the males. Female
The largest and strongest female in a troll clan is almost trolls choose their mates or, more frequently, choose
always the largest, strongest troll in the clan. She acts two suitors and let them fight it out to see who wins
as the chieftain and quite frequently also as the head the right to breed. This ritual has several benefits,
shaman, casting divine spells for the betterment of the for the bloodthirsty males it is a chance to fight and
clan or, more commonly, simply to cement her position demonstrate their combat prowess to the other females
as clan leader. Leadership of a troll clan is held only in the clan, because even the loser stands to impress
through combat, and any time another troll thinks that other females if he makes a good showing. The female
she (or, less commonly, he) can wrest power from the gets the thrill of having two males fight over her, and
current incumbent, a battle for power ensues. There is the ensuing offspring is sure to enjoy a strong set of
no proper etiquette to these challenges, no ritual and no genes. Once impregnated, the female maintains the
oratory as to why it is being made; an attack can come male as her mate until she delivers her child. During this
at any time, without warning. It is for this reason that time, the male is seen as the ‘property’ of his mate and
most troll chieftains also wield divine magic: it gives is ineligible for breeding selection by another female.
them an edge in what would otherwise be a simple This keeps the gene pool healthy by preventing the
physical combat of claws and teeth. These battles are single strongest male in the clan from siring children
seldom fought to the death, thanks once again to the with all of the females.
troll’s remarkable regenerative abilities, but the victor
traditionally decapitates the loser and displays the head Some select few females within a clan may have a level
on a stick after proudly parading it around in front of the or two as an adept, and the chieftain keeps a constant
other clan members. Meanwhile, the defeated troll has watch over them, as they are usually her greatest
to lie there and wait for her head to grow back. Often, potential rivals for power. Males rarely become adepts
once the loser’s head has regrown it is forced to wear its or wielders of magic in any of its forms and, when they
‘previous’ head on a rope or chain around the neck for a do, it is usually when sorcerer abilities manifest of their
week or so as a constant reminder of its previous defeat own accord. However, troll sorcerers of either gender
and a public warning against further dissidence. are extremely rare.
Fortunately, such challenges for leadership are rare, as Another female duty is the keeping of the oral history
a troll only attains the level of chieftain by proving to of the clan. Since trolls do not bother with a written
all other clan members that it can easily defeat them. language, the only means they have of recording the
Furthermore, most males realise they will never be clan’s past accomplishments are the stories they pass
strong enough to wrest power from one of the mighty down from generation to generation. Usually, only
females, let alone the strongest of them all, and most female trolls take on the duties of storyteller, as the
females are patient enough to wait for a moment of males are generally seen as too lazy and undependable.
weakness on the part of their leader before striking. Nearly all females will know some of their clan’s
stories, but there is usually one chief storyteller per clan.
The chieftain’s duties primarily consist of leading She is liable to know the complete history of the clan
the clan on their nightly forages for food. She might going back many decades or even centuries, and may
approve of sending off a small group of trolls to hunt in even have attained a level or two as a bard, although this
other areas or she may insist that the clan stays together. is certainly not true of all chief storytellers. Troll bards
She is also in charge of overseeing the proper raising of are a rarity, but those that do exist rely upon spoken
the troll children in the clan. This usually means that oratory rather than music, as trolls are universally tone
142 she is the main dealer of ‘necessary pain’ to the young. deaf and dislike most music in any case.
TROLL SOCIETY

Males are typically the drudge-workers of the troll clan, The lowest troll outcasts are those that failed to master
and a different pecking order exists among them so that, their indifference to pain. Adults that still fear pain
when females start giving orders, they can delegate despite their regenerative powers are seen as cowards
‘down the chain’ to those weaker than themselves. Of and failures in the eyes of other trolls, and no clan will
course, all troll males dislike having to take orders from harbour such a drain on their resources. These outcasts
females, let alone other males, so most male-to-male find refuge among goblinoids, at least until their new
orders devolve into a quick battle to see whether there tribe discovers that the ‘added muscle’ they have been
ought to be a change in the male hierarchy. Once a supporting is afraid of battle, at which point the outcast
victor has been established, the loser is forced into doing troll finds itself running for dear life. Goblinoids like
the work unless a female gets tired of the bickering and nothing better than to attack and destroy a troll that fears
steps in, at which point both males are likely to end up pain, as they do not often get the opportunity to bring
with the chore. down such powerful prey.

The Outcast Troll Spirituality


Some trolls, especially males in low standing, dislike Troll spirituality is relatively easy to categorise:
the thought of spending their lives under the dominance non-existent. Trolls are too instinctually savage
of the females and may decide to do something about and generally do not possess the necessary level of
it. They leave the clan and strike out on their own. intelligence to worry about something as metaphysical
These self-exiled outcasts often hook up with groups as the divine. There is no pantheon of gods, or even
of other humanoids like kobolds, goblins, hobgoblins, a single troll deity looking out for the welfare of its
orcs, gnolls, bugbears or even ogres, ettins or hill giants. mortal children. The trolls do not see this as a lacking,
A troll living among much weaker creatures upgrades since trolls do not even believe in the existence of gods
his social standing significantly, often going from being of other races, despite the evidence of divine magic.
lowest male in the clan to most powerful creature in Arcane magic does not require gods to make it work,
the new tribe. Life is good for a troll among kobolds and from a troll’s point of view divine magic is merely
or goblins: it is valued for its strength, can demand the same thing under a different name.
the lion’s share of all food, strike fear into the hearts
of everyone around, and does not have to put up with However, as with nearly all generalities, there are
constant demands from pushy female trolls. exceptions. Some trolls have the necessary faith to
manifest divine magic, they just do not receive their
Female trolls are well aware of this male tendency and spells from troll deities, as there are none. Troll clerics
keep a sharp eye to prevent them from deserting in such are referred to as ‘shamans’ by other trolls, and they
a fashion. A successful troll outcast usually attains his worship chaos and evil nature as divine forces, while
status by sneaking off during a raid when the females others are ‘adopted’ by gods of other races. The latter
are too engrossed in the heat of battle to notice, or by is especially true among troll outcasts living with
slipping away during the day when most trolls are in members of another race: a troll shaman living among
blissful slumber. orcs will probably worship an orcish god, and the same
holds true for troll adepts.
Of course, some trolls become outcasts by being exiled
by the chieftain. This is seldom done as a punishment Unlike many other divine spellcasters, troll shamans
for wrongdoing, as chieftains would much rather subdue do not try to convert others to their beliefs; quite the
such transgressors, render them helpless in the lair, and opposite, in fact. Being selfish to the core, no troll
torture them until the lesson finally sinks in. The most shaman will try to give away his or her own tactical
common reason for casting out a clan member is if he advantage by introducing others to the benefits of divine
or she succumbs to the dreaded gunge disease, although spellcasting. In fact, most troll shaman/chieftains use
troll sorcerers who start manifesting fire-based abilities their divine-derived powers to defend any potential
are cast out immediately before they can upset the threats to their leadership. Fire spells like produce
chieftain’s power base. Fortunately for the chieftain, flame and burning hands remind other clan members
troll sorcerers are few and far between. of the price of challenging a chieftain’s authority, and
no shaman in her right mind is ever going to cast imbue
143
TROLL SOCIETY

with spell ability and give one of her strengths away to The closest most trolls come to spirituality, however,
another, no matter how tactically sound it may be. is a deep-rooted superstition. A hunting group that
managed to slay a purple worm on a rainy day might
For similar reasons, many troll adepts try to keep their consider all rainy days to be inherently lucky. If a troll
powers hidden from the chieftain, or any others who slits open a vein on her arm to smear herself with her
might feel they could profit from announcing such a own blood before entering battle, and subsequently
discovery. The first time a troll adept demonstrates slays more than her share of foes, she may believe the
her powers to others is often when she attacks the blood-anointing ritual is what brought her such success.
chieftain in a bid for leadership, hoping to strike with an Troll superstitions work on a personal level, with each
advantage, using powers none knew she possessed. member of a clan having its own rituals and beliefs.

Gronkorzonk waddled clumsily down the game trail, his trusty greatclub balanced on a meaty shoulder and gripped in a hand
the size of a baked ham. The ogre whistled cheerily, if somewhat out of tune, for he was in a good mood today. After all,
today was Tribute Day, when the goblins in their ramshackle little wooden fort paid him for another week of ‘safekeeping’.
He wondered idly what his payment would be this time. Gold coins, silver bars, polished gemstones? Or, if they did not
have a sufficient tribute, perhaps just a goblin or two for his stew pot? Gronkorzonk was an easygoing ogre; it mattered
little to him.

He came to a stop a few scant paces from the barred door of the goblin fortress. Surprisingly, the two goblins on guard duty
up in the ramparts had their crossbows aimed in his direction. Surely they did not mean to take him on again? Had they not
learned their lesson the hard way the last time?

‘I’m here for my tribute,’ thundered Gronkorzonk. ‘Open your gates and present your payment for my week of
protection.’

‘We don’t need you any longer!’ Called down one of the guards. ‘We protect ourselves from now on. Go away, and leave
us alone!’

Gronkorzonk snorted his disbelief. ‘Protect yourselves? And just how are you going to do that? You scrawny little goblins
need a leader like me to keep your miserable hides safe! There are dangerous beasts out here, including me! Enough of
this, open the gates and give me my tribute!’

‘He wants in!’ One of the goblin sentries cackled suspiciously. ‘Better open up and let him have it!’

‘I’m glad to see you smarted up,’ remarked Gronkorzonk, watching as the shoddily reinforced door to the goblin fortress
was slowly pushed open. Lucky for you, I’m in a good mood, so I will only double the usual...’ The words caught in the
ogre’s throat, for the gate swung fully open and there stood a hideous troll, arms folded and face split in a crooked-toothed
grin. Standing behind him were a dozen goblins, all armed with swords. The goblin chieftain poked his head warily from
behind the troll’s massive bulk.

‘We don’t need your protection no longer,’ he repeated. ‘Voragg here will be doing all our protection now.’

Gronkorzonk gulped, the blood draining from his face as he gazed at the troll. The troll just stood there grinning at him,
squeezing his biceps over and over with his own claws. Blood dripped down the troll’s arm and pooled at his feet; he did
not even seem to notice ‘I... I get it,’ Gronkorzonk finally replied. ‘Fine, if you’re safe… that’s all I was worried about.’
He spun on his heel and started waddling away.

‘Oh, Gronky, something else.’ The goblin chieftain said gleefully. The ogre bridled at the nickname but said nothing. ‘About
that money we ‘loaned’ to you? We want it all back, now that Voragg is here to keep it safe for us. And I’m sure Voragg
would be happy to help you bring it back here, if you don’t think you can handle it alone.’

Gronkorzonk hung his head. ‘I can do it,’ he grumbled.

144 ‘See you soon, then, Gronky!’ replied the goblin chieftain with a hearty wave. Gronkorzonk plodded back to his cave in
silence, dragging his greatclub behind him. Somehow, he did not feel like whistling.
METHODS OF WARFARE

Methods Of Fortunately for some potential meals, trolls caught


up in the wilding become so savage that they often
attack one another, especially if there are not enough

Warfare victims to go around. Tales have been told of a lone


woodsman escaping with his life after an initial troll
attack was blocked by another troll intent upon making

T
rolls are not overly complicated in their the woodsman its victim. While the two trolls tore each
attack strategies, preferring to charge straight other apart, the woodsman had the presence of mind to
at the nearest enemy hooting and hollering escape as fast as he could.
with unrestrained joy, and let the victim have it with
everything the troll has. Clans seldom co-ordinate ‘Don’t be put off by the look of them. They might seem
their attacks; regardless of the number of trolls on the like some sort of circus act, what with their arms dangling
battlefield, it is usually every troll for itself, as befitting down and their gangly bodies. Those devils are killers,
their chaotic bent and selfish tendencies. Scholars and and no mistake.’
civilised commanders refer to such erratic attacks as
‘the wilding’. Trolls go on the wilding when hunting Harlan the Ranger
too, rushing madly at any potential prey as soon as it
is spotted, every creature trying to be the first to rip it
to shreds. A favoured troll tactic is to rend a victim’s
flesh once it connects with both sets of claws. Trolls
Weapons And Armour
Most trolls eschew both armour and weapons, preferring
usually concentrate on a single opponent and slay him
the visceral appeal of ripping into opponents with
before moving on to the next rather than splitting their
bare hands and sharp teeth and relying upon their own
attacks among several foes, even if it means allowing
considerably thick skins to protect them. Armed and
one attacker to remain unscathed while slaying the
armoured trolls are not unknown, as some pick up the
other. The troll’s own wounds will heal fast enough,
concept from the foes they slay. Outcasts living among
after all.
other races that employ weapons and armour might
demand the best of both that their adopted tribe has
Trolls caught up in the wilding attack in reckless
to offer, if only because they can. Trolls are familiar
abandon and are heedless of their own safety. There
enough with all simple weapons to wield them without
have been occasions of trolls flinging themselves over
penalty. One fact bears stressing: trolls seldom, if
the edges of cliffs in an attempt to grab winged prey
ever, craft their own weapons or armour. Rather, trolls
fleeing to the safety of the skies. A troll spotting prey at
that wield weapons use those taken from their allies
the bottom of a mountainside might leap down a nearly
or previously slain foes, and those that wear armour
vertical slope, confident in its ability to regenerate any
generally wear piecemeal sections taken from several
damage incurred by the rough tumble en route to its
different sources. Because of the troll’s large yet lanky
victim.
build and long arms, most armour made for other races
will not fit a troll properly.
Trolls do not usually have the patience or the good
sense to employ stealth before an attack. During their
The sole exception to the trolls’ inability to make their
nocturnal food raids, trolls stroll carelessly and take
own weapons is in the use of bone. Some males have
what they want. It does not matter if it is an attack
nurtured a belief in the luck inherent in using a weapon
upon livestock in a barn or the denizens of a small
crafted from their own bones when battling creatures
human village. Trolls do not seem at all concerned
much larger than themselves. Traditionally, a male
that, if they sneak quietly into a dwelling and make off
chews off his own leg above the knee and crafts a
with the inhabitants therein, they might escape without
weapon from his shin bone, usually by just sharpening
alerting the neighbours to their presence. Instead,
one end of it into a point for stabbing. Since trolls do not
they seem to relish the panicked screams of their prey
possess a written language the bones are usually etched
and are arrogant enough to regard alerting others as
with a made-up symbol that the male has decided is his
insignificant. After all, are they not trolls? Can they
personal mark. Such males traditionally begin a combat
not handle anything thrown at them?
by first stabbing their bone weapon into their victims,
145
METHODS OF WARFARE

then abandoning it and reverting to attacks with teeth such lesser beings alive. For the same reason, troll
and claws. The males believe that the bone weapon sorcerers and rangers are never found with familiars
helps guide their subsequent attacks, and it furthermore or animal companions for very long.
marks the victim as theirs. Male trolls have nurtured
this superstitious belief so much that they will actively One very rare exception to this rule is when a
hunt dangerous creatures most trolls avoid, such as sufficiently powerful troll shaman casts animate dead
purple worms or dragons, armed only with their lucky on a troll skeleton. Other trolls will not bother an
bone shafts. The bone weapons do piercing damage as animated skeleton, as it cannot be eaten. Very powerful
a halfspear, although they are never thrown. animated troll skeletons can be made when the cleric
uses a complete set of her own bones, each ripped from
Upon occasion, even trolls relying upon teeth and claws her body and allowed to regrow. Such monstrosities
hurl rocks at their enemies as they close to melee range. have maximum hit points, the same Strength score as
Because of their exceptional strength, troll-hurled rocks the caster, and are turned as if they were two Hit Dice
can do devastating damage to those they hit. Rock higher than normal. They can be mentally commanded
throwing is more of an opportunistic attack, occurring by their creators without uttering a sound, so great is
only when there happens to be handy ammunition lying the link between the spellcaster and her own old set of
around, as trolls seldom carry rocks with them for use bones. Fortunately, these forms of undead are extremely
as missiles. rare, for few chieftains have the luxury of cutting off
their own heads to provide the skull for their unliving
guardians without having their status as chieftain being
Defending The Lair challenged while they are in such a helpless state.
With their arrogant attitudes regarding their own
superiority, trolls usually give only cursory thoughts If a troll on guard duty sees an intruder, he will either
to defending their lairs. Obviously, they want to be retreat into the lair and wake up the rest of the clan
protected from dragons, wyverns and similar-sized if it is a worthy foe he is unable to beat by himself
predators; but trolls only guarantee their safety against (for example, a dragon) or yell out a warning and
such beasts by ensuring that the entrances are too small immediately engage the threat himself if it is a foe he
to allow them entry. Trollhole entrance shafts are is reasonably sure he can beat on his own. The troll
thus rarely wider than six feet, and if a troll clan takes may simply disregard the rest of the sleeping clan and
residence in a cave with an overly large opening, they engaging the enemy single-handedly if he is completely
will partially block the entrance with large boulders. sure he can defeat it or if he is hungry and does not
want to share the kill with anyone else. This latter
As far as sentries go, trolls are similarly unconcerned case is yet another example of a troll ‘thinking with
by attacks from creatures small enough to enter their its stomach’.
dwellings, so a single guard is more a token show of
force than anything else. Guard duty, being tedious, dull
and potentially dangerous, is usually passed off to one
of the hapless males in the clan, although not without
stern warnings as to what should happen if the male tries
to sneak off and become outcast. The chieftain usually
has a pretty good idea about the trustworthiness of the ‘Take my advice. If you get invited to a troll’s coming-
males in her clan, and ensures that only those with little of-age party, then don’t go. You wouldn’t like the
likelihood of abandoning the others are given the task. buffet.’
Troll young are also frequently put on guard duty, as it
gives them something to occupy their time and they are More sage advice from Harlan the Ranger
less likely to wander off than are the older males.

Trolls almost never raise watch beasts to guard their


lairs, for the same reason they seldom keep slaves:
their short-term hunger almost always outweighs their
long-term thoughts about the advantages of keeping
146
ROLEPLAYING WITH TROLLS

Roleplaying
to prevent getting covered in the flammable substance.
Trolls will probably smell any adventurers in hiding
hoping to ambush them unaware, especially if the trolls

With Trolls
have been tracking them by scent for a while. They
might even smell the fear an adventuring party usually
feels while battling trolls. Such a heady aroma acts

S
o far, the Slayer’s Guide to Trolls has as a powerful stimulant for the bloodthirsty monsters,
examined the primitive and bestial nature of encouraging them on to further bloodshed. If the trolls
the trollish race, their unusual regenerative were not under the effects of the wilding before the
capabilities, the factors that motivate them, and their blood of first victim is shed, the rich, coppery scent
tactics in battle or lack thereof. Now it is time to put all of warm blood being spilled is sure to drive them into
of that knowledge together to make an encounter with a frenzy as soon as they smell it. Many witnesses of
trolls a different roleplaying experience than one with trollish violence have compared creatures caught up in
any other formidable humanoid race. The main thing the wilding to sharks in the midst of a feeding frenzy,
to remember about running a troll encounter is that they and with good reason.
are single-minded, arrogant and fearless. In addition,
keep the troll’s exceptional senses in mind.

The single-mindedness actually makes your work as a Troll Names


Games Master a little easier, for you will not have to Troll names are usually short and guttural with hard
come up with elaborate strategies for troll characters consonants. In the event you need to name one of the
unless you are planning on using an exceptional troll trolls in your campaign, any of the following can be
that deviates from the racial norm. Trolls are not known used as troll names:
for their elaborate combat strategies, and once one
troll spots the adventuring party, it is going to make Borakk Brakk Brog Bokrag Darpok
a beeline toward them with nothing but quick and Frak Glung Gorrug Grok Gund
bloody evisceration on its mind. A troll is not going Jukk Korak Muk Nogur Plokk
to be concerned about cover, and it will not care about Traag Ulek Varg Vrukkus Vrogar
suffering attacks of opportunity as it unerringly heads
towards the nearest potential victim.

The troll’s fearlessness and arrogance come


into play when the adventurers start fighting
back. Despite the fact that the dwarven
fighter just pulled out a flaming waraxe or that
the party’s cleric is preparing to hurl a vial of
acid, the troll will not let anything like that
keep it at bay. Trolls literally have no fear
of death, and are certain of victory whenever
they enter combat. They will still attack the
dwarf with the flaming waraxe, trusting in
their combat prowess to slay the dwarf before
he can get any good hits in with his magic
weapon. The troll is probably thinking about
the advantages such a weapon would give it
over the other trolls in his clan...

Finally, remember that trolls have an


astonishing sense of smell. They will know
by smell when a party member opens a flask
of oil, and deduce from experience that the
character is planning to douse the troll and set 147
it aflame, so it will target that character first
SCENARIO HOOKS AND IDEAS

Scenario insists on landing the killing blow himself; he just


wants the party to find him a troll and ‘soften it up
a bit’ for him.
Hooks And Running Amok!
Ideas A retired adventurer (perhaps an old associate of
the Player Characters) built himself a fine manor
house, behind which he has established a menagerie

T
rolls are best used against experienced parties, of dangerous monsters. Unfortunately, although
as combat against even a single troll is not he had the iron bars of the troll cage made thick
recommended for adventurers of less than enough to prevent the creature from bending them,
5th level. And if the troll has anything to say about he failed to take its animal cunning into account
it, be certain that any encounter involving one will and was dismayed to learn the troll had bitten off its
result in combat. Still, it is easy to add a troll outcast own limbs and squeezed through the bars. Once its
to a band of orcs, for example, especially if the limbs grew back it escaped the menagerie, leaving
adventuring party is of mixed levels, the troll will its cast-off limbs behind. There is now a hungry troll
keep the higher-level characters busy while the less lurking in the midst of a city, and it is up to the Player
experienced members tackle the orcs. Encountering Characters to find it before it kills anyone.
an entire clan of trolls is best reserved for high-level
adventurers, especially if the trolls have levels in
character classes themselves. Friend Or Foe?
A single male troll approaches the party in broad
The Games Master can use the following scenario daylight, but rather than attacking them he begins
hooks and ideas to bring trolls into his games. Note gnawing off his own arms as a sign of goodwill.
that not all of these ideas are suitable for low-level He is a troll outcast, and has decided to ally himself
parties. with the adventurers! Should the party accept
him into their ranks, they will have to bridge the
communication gap (unless one of them speaks the
Bring One In Alive language of giants), ‘train’ him to the adventuring
A wizard or alchemist hires the party to subdue and lifestyle and decide whether or not he can be trusted
capture a living troll, so he can use its blood as an not to turn on them when his hunger outweighs all
exotic ingredient in a magic item. The trick is to find a other considerations. This could be a good way to
troll alone, subdue it into unconsciousness, somehow give a low-level party a ‘boost’ in strength that may
bind it securely so it cannot escape, and transport it or may not be permanent, and opens the way for all
back to their employer, all without being discovered sorts of roleplaying opportunities. What happens the
by any of the troll’s clan-mates. A possible follow-up first time they enter a town with their ‘henchtroll’ in
scenario might involve a party of the captured troll’s tow? How do they convince the paladin they meet
clan-mates tracking it down, and the heroes having to on the road not to kill their new-found companion?
fight off the enraged trolls intent upon freeing it. What happens when a female from the troll’s clan
comes searching for their errant member?
I Want A Trophy!
The party members are hired as guides for a wealthy Pit Fighters
noble who wants to impress his peers by going ‘into The party members run afoul of the local Thieves
the field’ and slaying a fearsome troll. Naturally, Guild and wake up in a combat arena hidden deep in
the noble has much more in the way of riches than the bowels of the city’s underground levels. There,
fighting prowess, and is liable to be more of a the Guildmaster runs illegal gladiatorial fights and
hindrance to the party than an aid. Furthermore, he makes a small fortune on the betting generated by
148
SCENARIO HOOKS AND IDEAS

the bouts. Stripped of their magic items and armed polymorphed into a troll by a wizard, who asks him
with but a single weapon apiece, the adventurers to infiltrate a troll lair and retrieve a magic item
are pitted against a captured troll, the Guildmaster’s that belonged to the wizard’s retainer, recently slain
house favourite. Somehow, they must not only defeat and devoured by the trolls. Despite wearing the
the troll but escape the arena and bring the Thieves shape of a troll, the character does not have a troll’s
Guild’s illegal operation down. regenerative abilities, and interacting with the troll
clan, the polymorphed character will not dare get
into a fight with those he meets in the lair. The fact
Infiltration that the wizard will only return the character to his
This scenario can be fun when only a single normal form upon retrieval of the item is liable to be
player shows up for the session. The character is a powerful incentive to do as asked.

Tharg sat looking at the troll, fascinated as its new arm grew out of the stump hacked away by Portia. The rest of
the party could hardly bear to watch, but to the barbarian, it was just another facet of nature. Odd that the druid
didn’t think so, he considered idly.

As if called by thought, Norbert sidled up to the fire, gesturing across at the troll. ‘What’s she doing?’ he asked,
rather simply.

‘Regenerating,’ advised the barbarian knowingly, pleased to be the one with the most information for a change. ‘It’s
name is something like Grizzle-bottom, but I don’t quite understand. Oh, and she’s a he.’

‘Really?’ said Norbert, without conviction or interest. The troll looked up from re-growing, and appeared to smile,
which confused the druid.

‘Have a word,’ encouraged Tharg.

So, bizarrely, druid and troll sat across a fire, one with a bandaged head, the other regenerating an arm, and had a
conversation. After a few minutes the druid turned around, shaking his head in wonder.

‘Well?’ enquired Tharg, who had lost the track of the conversation shortly after hello.

‘He’s impressed. Very impressed. With you,’ said Norbert, not noticing that he was unconsciously talking at the
same speed as their guest. ‘ In fact, he’s so impressed he wants to stay. He’s never been beaten in a fight by anything
other than another troll, and then only female ones.’

‘He got duffed over by bints?’ asked Tharg, incredulously.

Norbert shook his head. ‘Not quite the same in their society, old chap. The ladies rule the roost, you know.’

Tharg belched out an expletive, drawing a grunt of amusement from their guest. ‘What’s he going to do now
then?’

‘Rather surprisingly, he’d like to come along with us. He seems to think you’ll be good company. Can’t imagine
why.’

The barbarian paused for some seconds before replying, and when he did so, it was with a hushed voice. ‘Don’t
know if I fancy hanging about with a bloke who gets beaten up by girls,’ he said at length, scratching his chin
thoughtfully.

149
TROLLS AS CHARACTERS

Trolls as level minus one. This means that a 4th level troll
barbarian has a Challenge Rating of 9 (the base troll
CR of 5 plus 4 class levels), while a 4th level troll
Characters adept has a rating of 8 instead (the base troll CR of
5, plus 4 class levels minus 1 for being a Non-Player

A
Character class).
s if trolls were not dangerous enough as
they are, some of them have the patience
Troll characters have different ability scores than
or the single-minded stubbornness to acquire
a normal troll, especially spellcasters who need
class levels. These exemplary creatures soon rise to
Wisdom or Charisma scores above 10 to be able to
be clan leaders or, in the case of outcasts, highly paid
cast even the weakest of spells. In addition, these
mercenaries. Even more rare are adventurer trolls
are the trolls’ racial traits to be used when creating a
who venture out of their known life to expand their
troll character from scratch.
horizons; these are the truly dangerous ones, worthy
of becoming a party’s nightmare and even a recurring
villain. It is recommended that trolls be limited to Troll Racial Traits
the following classes: adept, barbarian, bard, cleric † +12 Strength, +4 Dexterity, +12 Constitution,
(referred to as a ‘shaman’), fighter, ranger, sorcerer –4 Intelligence (minimum 3), –2 Wisdom, –4
and warrior. Charisma.

Troll adepts are almost always female, and might hide † Large size: As Large-sized creatures, trolls
their abilities from the rest of the clan. The troll’s suffer a –1 penalty to their Armour Class and attack
favoured class is barbarian, as their lifestyle makes rolls.
this class a logical choice. Troll bards are very rare,
and almost always female. They share the standard † Space/Reach: 10 feet/10 feet.
trollish dislike for music, deriving their bardic powers
through storytelling. Troll bards rarely gain more † A troll's base land speed is 30 feet.
than a level or two of this class. Clerics choose
two of the following domains: Chaos, Evil, Fire or † Darkvision out to 60 feet and low-light
Strength. A troll’s worship of fire comes from the vision.
fact that it is one of the few things that can actually
cause it permanent harm, and why clerics frequently † Trolls start with six levels of giant, which
steer toward the fire domain to enjoy an advantage provide 6d8 Hit Dice, a base attack bonus of +4, and
over the other trolls in their clan. Many male trolls base saving throw bonuses of Fort +5, Ref +2 and
take levels in either fighter or ranger, especially those Will +2.
intrigued with the concept of using weapons. As has
been mentioned before, troll sorcerers are almost † Racial Skills: A troll's giant levels give it skill
unheard of, but there seems to be no predilection points equal to 9 x (2 + Int modifier, minimum 1).
toward either gender as to which trolls have an innate Its class skills are Listen and Spot.
ability to intuitively wield arcane magic. Warrior is a
common class for trolls to take, and most clans will † Racial Feats: A troll's giant levels give it three
have several warriors in their midst. feats.

Challenge Ratings are calculated by adding the class


levels to the creature’s base CR in case of a Player ‘You know that trolls are thick, don’t you?’
Character Class (barbarian, bard, cleric, fighter,
ranger and sorcerer), but in case of a Non-Player Harlan the Ranger
Character class (adept and warrior) add the class
150
TROLLS AS CHARACTERS

† +5 natural armour bonus. Prerequisites: Regeneration, Body Link, Body


Shaping, being reduced to half total hit points by
† Natural Weapons: Claw (1d6) and bite (1d6) self-inflicted damage.
Benefit: Identical to Body Shaping, but the troll can
† Special Attacks: Rend, damage 2d6 + 1-1/2 reattach severed body parts just about anywhere on
times Str modifier. its body.

† Special Qualities: Regeneration 5, scent. Body Link (Troll)


The troll can retain control over its severed body
parts.
† Automatic Languages: Giant. Bonus
Languages: Common, Orc. Furthermore, a troll
Prerequisites: Regeneration, being reduced to half
outcast can choose the racial language of the race it
total hit points by self-inflicted damage.
has adopted as a bonus language.
Benefit: A troll with this feat could cut off its left
hand, fling it at an enemy, and attack that enemy
† Illiteracy. Trolls do not know how to read or
with its severed hand, or a decapitated troll could
write any of their spoken languages, although they
continue attacking with its body as long as the head
can learn such skills at a later date, provided someone
could see the battle area. While exerting control
is willing to teach them, and they even care to learn
over its severed members, the troll also suppresses
(most trolls cannot be bothered).
the regrowth of the missing limb, so that it can
be reattached at a later time. As long as the troll
† Favoured Class: Barbarian. A multiclass troll’s concentrates on controlling its separated body parts,
barbarian class does not count when determining they count as being ‘alive’, thus not decaying.
whether he suffers an XP penalty for multiclassing. Special: If the troll has Blind-Fight, it can still fight
Troll ‘monster levels’ do not count either, since even if it cannot see what its body is doing.
they are considered to be a racial trait, not an actual
character class. Barbarian skills are of primary
Body Shaping (Troll)
importance to trolls and are drilled into them at an
The troll can reattach severed limbs to its body and
early age. Furthermore, a troll’s susceptibility to the
still regrow new ones.
wilding shows a racial sensibility to the barbarian’s
rage.
Prerequisites: Regeneration, Body Link.
Benefit: By both regrowing severed body parts and
Common Troll Skills reattaching the old ones, a troll can add additional
Troll characters have more skills thanks to the points limbs and enhance its combat abilities. A troll with
they get with each class level. The following make this feat could add extra arms to its body and later
good choices for trolls: Climb, Craft (weaving), learn the multiattack feat, or even add a second head.
Intimidate, Jump, Search, Speak Language and Whole arms could be grown next to each other at the
Survival. shoulder, or a pair of forearms could extend from
one elbow, depending on how the original limb was
Troll Feats severed. A second head is always placed right next
In addition to the collection of feats troll characters to the other one, facing the same direction.
can acquire depending on their chosen character
class, there are a few feats that are only available to Graft Bone (Troll)
members of the trollish races, as they tie in with their The troll can graft severed pieces of its own bones
regenerative abilities. back into its skeleton.

Body Incorporation (Troll) Prerequisites: Regeneration, being reduced to half


The troll can attach severed body parts to other areas total hit points by self-inflicted damage.
of its body. Benefit: The troll can take severed bones from its 151
own body, sharpen the ends, and fuse them back into
its body by plunging the bone shards into its flesh
TROLLS AS CHARACTERS

‘No, I ain’t drunk, nosirree; well, mebbe I am now, but Hell, can ye blame me? But lemme tellya, I was as
sober as ever when I saw the... when I saw the thing.’

‘It were full midnight, it were, but what with the full moon an’ all I could see plenty fine. I was takin’ the path
through the forest – yeah, I heard the stories ‘bout them bein’ haunted an’ all, but so what? – I figger I can
take care of meself, right? An’ this here axe’s fer more’n jest cuttin’ trees. An’ besides, jest about every forest
I ever seen’s got tales ‘bout it bein’ haunted, so whassa dif’rence? So anyway…’

‘I’m jest crestin’ the big hill down by Cooter’s Creek, ye know the one I’m talkin’ ‘bout? So whatta I see but this
big shadow down there by the bridge, risin’ up like it’s been waitin’ fer me. I’m thinkin’, cripes, it’s a werewolf
– was a full moon out, ‘member? – an’ I grip my axe an’ get ready to fight the thing off if’n I gotta.’

‘Well, it were not no werewolf, it were too big fer that, it were as big an’ ugly as a troll. Now, I ain’t heard of
no trolls around here, but I heard folks tell of what trolls look like, folks what have seen ‘em, like, and lemme
tellya, that were no regular troll. It rose up to its full height, mebbe half again as tall as I am, an’ it spread its
arms out wide, like it was gonna crush me inna bear hug or sumpin’. And I gotta tell ya, that sucker had four
arms! No joke, an’ no lyin’, four arms, each one longer’n I am tall! An that ain’t even the worst thing. It
looked over at me, its eyes all a-glintin’ in the moonlight, an’ it grinned at me with this evil set of teeth, and
they was all pearly white and a-gleamin’ in the moonlight. And then – and then, another set of eyes opens
up, square in the middle of that thing’s chest, an’ another set of teeth opens up in the middle of that thing’s
stomach, and it started cacklin’ out loud and lemmetellya, that was it, I was outta there. The thing chased me
from here to Hell’n back, I swear it, gibberin’ like a madman, but I finally lost it somewheres back there in
the forest, and it’s a good thing I’m a woodsman, an’ know m’way around back there, or I would not be alive
now to tell the tale.’

‘So yeah, I heard lotsa tales ‘bout haunted forests, prolly more’n ye ever will, but lemme tellya—this one’s
haunted fer sure. Haunted by what, I dunno, but it’s haunted all right. I seen it fer myself, an’ I do not ever
wanna see it again.’

until they hit bone. Trolls can, in this fashion, craft Troll Spells
sharp bone spikes on their bodies that can be used Despite their rather limited intelligence, some troll
as natural weaponry. Typically, a troll with this feat spellcasters have actually created new spells. These
adorns the outer edges of its arms, elbows, knees spells are seldom seen being cast by members outside
and possibly even its skull with these shards. Bone the trollish races.
spikes allow trolls to deal 1d6 points of base piercing
damage (plus by the troll’s Strength modifier) with Gunge Blight
each successful grapple attack. Trolls with makeshift Necromancy
bone ‘horns’ can gore their victims for a like amount Level: Adp 3, Clr 3, Sor/Wiz 4
of damage. Components: V, S
Casting Time: 1 action
Total Pain Insensitivity (Troll) Range: Touch
The troll can totally ignore pain. Target: Living troll touched
Duration: Instantaneous
Prerequisites: Regeneration, suffering damage at Saving Throw: Fortitude negates
least twice a week during a period of ten years. Spell Resistance: Yes
Benefit: The troll can ignore pain effects from such
spells as symbol of pain and the sicken version of This spell is greatly feared among trolls, making it
152 eyebite. It gains immunity to pain-based magic from popular among shamans and chieftains for keeping
items like pipes of pain and robes of vermin. The their underlings in line. Casting this spell causes
troll is immune to death by massive damage. the spellcaster’s hand to glow and pulsate with a
TROLLS AS CHARACTERS

sickly red light. A successful touch attack transmits Duration: 24 hours (see text)
the dreaded gunge disease into the victim, who is Saving Throw: None
allowed a Fortitude save to negate the effects. If the Spell Resistance: No
save is failed, the victim immediately shows signs
of the gunge: reddish welts appear on its body, its The casting of this spell causes all bones within range
skin becomes flaky and starts to peel. Trolls who fall to regrow the flesh that once adorned them. Trolls
victim to this disease lose their regenerative abilities use this spell to get a ‘second helping’ of flesh from
until the disease runs its course in 7+2d4 days. the bones of their previous victims. The material
Despite the fact that trolls enjoy healthy constitutions components for this spell are the bones to be affected,
and most can successfully save against this spell, which are not consumed in the casting. Any bone can
many are unwilling to take the chance. In fact, in only be affected by a second helping spell once.
more than one troll clan where this spell has been
used, the lead storyteller (with bard levels) has taken The flesh that regrows as a result of this spell is fresh,
to casting a silent image on her hand duplicating the as if the victim was just recently slain. The flesh rots
appearance of the reddish glow of a latent gunge to putrescence after 24 hours if not eaten, which is
blight spell to bluff her clan-mates into thinking she generally not a problem with most trolls. However,
has the power to inflict the disease upon them. if second helping is cast upon a complete skeleton
followed by an animate dead spell, the resulting
Gunge blight has no effect on non-trolls, as the gunge undead will be a zombie rather than a skeleton, and
is a troll-specific disease. the zombie’s dead flesh does not putrefy 24 hours
after the casting of the second helping spell, as
Second Helping would normally be the case. Trolls use this spell
Necromancy exclusively for food, not to create zombies, although
Level: Adp 3 the possibility certainly exists. Spellcasters theorise
Components: V, S, M that a dead body treated in this manner is once again
Casting Time: 2 minutes susceptible to resuscitation magic, treating the body
Range: Close (25 ft. + 5 ft./2 levels) as if it was recently slain. No wizard or cleric has
Effect: Dead flesh regenerates on the bones within coaxed the knowledge of this spell from a troll
range shaman.

153
AZHAK'S LAIR

Azkhak’s 2. Pit
A pit that is ten feet in depth opens directly below
the entry shaft, also with a six-foot diameter opening.

Lair The pit’s floor is ten feet wide and the walls are canted
inwards to prevent prey from climbing out. Anyone
crashing through the trollhole entrance actually falls

A
small troll clan led by a powerful chieftain/ for 30 feet, taking the appropriate falling damage. The
shaman named Azkhak has recently made a pit also functions as the clan’s garbage disposal area
lair in the heart of the Greenglade Forest. The and latrine, making for poor sanitary conditions. The
lair is a simple trollhole, dug in the junction between two trolls like to throw opponents into the pit in dominance
large oak trees, and is typical of such dwellings. The challenges.
Games Master may use this chapter as the location for
an encounter with a troll clan or simply as a springboard
to design trollholes for his own campaign.
3. Common Area
This is the central living area of Azkhak’s clan, where
they eat their grisly meals, fight their endless hierarchy
battles, tell their clan’s stories, and otherwise spend
Clan Strength ‘quality time’ when not on the prowl in the forest above
Azkhak’s clan consists of ten trolls, currently ranked or sleeping in their chambers. When the trolls go off
in the following hierarchy of strength: on one of their nightly hunting excursions, they usually
keep one troll behind on guard duty, defending their
Azkhak, female shaman/chieftain. lair. This is usually Bokk, the youngest and weakest
Gloora, female adept (who openly uses her adept of the males, or Pooma, one of the two troll children
spells). in the clan.
Togla, female adept (who has so far kept her adept
abilities hidden from the clan). Bokk spends much of his time while playing with the
Zogg, male barbarian hunt leader. numerous coins scattered over the floor of the common
Nokklar, female warrior. area, treasure from previous victims that the other trolls
Glunk, male warrior. deem worthless. Bokk has recently hit upon a rather
Pok-Tor, male warrior. different idea: he is inserting coins into open wounds on
Bokk, male warrior. his chest and torso, slipping them under the skin before
Pooma, young female. it heals. This improvised subdermal armour grants him
Broglo, young male. a +2 armour bonus to his AC. Bokk plans to attack
Pok-Tor when the moment is right, sure that he has the
advantage he needs to overwhelm the stronger male and
1. Entry Shaft supplant him in his place in the clan hierarchy. If slain,
From the outside, there is little indication that Azkhak’s Bokk’s body gives up 67 gp, 12 sp, and 32 cp.
trollhole exists. The tunnel entrance is covered with a
woven mat interspersed with oak leaves and grass, and The rest of the common area contains a total of 23 gp,
looks perfectly natural at first glance (Spot check at DC 52 sp, 29 cp, and three small rubies valued at 50 gp each,
15 to notice the mat). Anyone over 20 lb. that steps on all scattered among scraps of torn clothing and the bones
the mat falls through to the entry shaft below. The entry of recent victims. A pair of daggers, a short sword, a
shaft is six feet wide and ten feet deep, spilling out into scimitar and a hunting knife are embedded point first
the common area below. in the walls; the trolls occasionally grab them when in
the midst of a hierarchy battle.
There is a strong rope made of braided troll-hair
anchored to the side of the shaft by an exposed root 4. Azkhak’s Den
from one of the great oaks above. The rope is tied to This is the shaman/chieftain’s sleeping area, the largest
the side of the shaft when not in use, its length kept of such additions in the lair as befits her status. Azkhak
coiled around two bones pounded deep into the ceiling has taken for her own nest the finest animal skins her
of the common area. When fully extended, the rope is clan has acquired. Pine needles, oak leaves and clumps
20 feet long, and strong enough to bear the weight of
154 an adult troll.
of moss complete the building materials.
AZHAK'S LAIR

155
AZHAK'S LAIR

5. Azkhak’s Hidden Vault As males, these three are relegated to the lower levels,
A small depression behind a large rock hides Azkhak’s away from the action, and where they must pass by the
personal treasures: the skull of a mouse, two potions chieftain’s den to leave the trollhole. Azkhak suspects
of wisdom, a potion of darkvision, and a wand of flame Glunk and Pok-Tor will attempt to become outcast if
arrow with 11 charges remaining. Azkhak has seen left to their own devices.
the wand put to use firsthand but is unable to decipher
the command word etched on its side, and thus unable 11. Children’s chamber
to use it. Nonetheless, she does not want others in The two troll young, Pooma and Broglo, shared this
her clan to get their hands on such a powerful item. sleeping area until recently. Pooma gained exclusive
The three potion vials are made of glass, sealed with use of it, if only temporarily, until Broglo gets out from
corks and sealing wax, and labelled in the common the ritual pit.
script. Azkhak believes them all to be potions of water
breathing, because that was the effect of a fourth potion 12. Pit
found along the others. This ten foot cube has a narrow (four feet diameter)
vertical shaft as its sole access. Broglo, the youngest
6–9. The Dens of Gloora, Togla, Zogg, and of the troll children, was thrown down here two days
Nokklar ago by Azkhak herself, as a traditional troll learning
Each of these small dens is the private sleeping chamber experience. Broglo has not been fed since being
of the other four dominant adults. Rather than simply banished here, nor will he be fed for the next month
dig their own den into the side of the common area as or so; he is expected to survive by devouring his own
these four have done, the other trolls secretly plot the regenerating flesh. This is a lesson all troll children
overthrow of one of these four to gain their coveted must learn. Pooma herself went through this ritual
sleeping areas. last year, but still enjoys taunting Broglo from the top
of the pit.
10. Males’ Chamber
Glunk, Pok-Tor, and Bokk, the three lowest males in
the clan’s current hierarchy, share this filthy chamber.

156
TROLL REFERENCE LIST

Troll Speed: 30 ft.


AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-
footed 14

Reference Base Attack/Grapple: +5/+16


Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +6

List melee (1d6+3)


Space/Reach: 10 ft./10 ft.

T
he following are provided as a quick and easy Special Attacks: Rebuke undead 1/day, rend 2d6+10
reference for Games Masters to use on short Special Qualities: Darkvision 90 ft., regeneration 5,
notice. However, it is suggested that Games scent
Masters use these examples as mere starting points Saves: Fort +12, Ref +5, Will +7
to build unique trollish adversaries for their Player Abilities: Str 24, Dex 14, Con 23, Int 7, Wis 11, Cha
Characters to confront. 7
Skills: Climb +8, Listen +5, Spot +5, Survival +3
Troll Shaman/Chieftain Feats: Alertness, Iron Will, Power Attack, Track
Large Giant Challenge Rating: 7
7th Level Cleric Treasure: Standard
Hit Dice: 13d8+78 (136 hp) Alignment: Always chaotic evil
Initiative: +6 Adept Spells Prepared (3/2): 0 th- create water,
Speed: 30 ft. guidance, purify food and drink; 1st- burning hands,
AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat- endure elements (fire).
footed 14
Base Attack/Grapple: +9/+20 Male Troll Hunt Leader
Attack: Claw +15 melee (1d6+7) Large Giant
Full Attack: 2 claws +15 melee (1d6+7) and bite +10 2nd Level Barbarian
melee (1d6+3) Hit Dice: 6d8+2d12+48 (88 hp)
Space/Reach: 10 ft./10 ft. Initiative: +2
Special Attacks: Rebuke undead 2/day, rend 2d6+10 Speed: 40 ft.
Special Qualities: Darkvision 90 ft., low-light vision, AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-
regeneration 5, scent footed 14
Saves: Fort +16, Ref +6, Will +10 Base Attack/Grapple: +6/+16
Abilities: Str 24, Dex 15, Con 23, Int 7, Wis 13, Cha Attack: Claw +11 melee (1d6+6) or bone axe +11
8 melee (1d8+6/x3)
Skills: Climb +9, Listen +5, Spot +5, Survival +3 Full Attack: 2 claws +11 melee (1d6+6) and bite +6
Feats: Alertness, Cleave, Improved Initiative, Iron melee (1d6+3), or bone axe +11/+6 melee (1d8+6/x3)
Will, Power Attack Space/Reach: 10 ft./10 ft.
Challenge Rating: 12 Special Attacks: Rend 2d6+9
Treasure: Standard Special Qualities: Darkvision 90 ft., fast movement,
Alignment: Usually chaotic evil rage 1/day, regeneration 5, scent, uncanny dodge
Cleric Spells Prepared (6/5+1/3+1/2+1): 0th- create Saves: Fort +14, Ref +6, Will +3
water, detect magic (x2), detect poison (x2), resistance; Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
1st- burning hands, command (x2), divine favour, endure Skills: Climb +7, Jump +7, Listen +5, Spot +6,
elements (fire) (x2); 2nd- bull’s strength, cure moderate Survival +1
wounds, hold person, produce flame; 3rd- bestow curse, Feats: Alertness, Iron Will, Lightning Reflexes
blindness/deafness, resist energy (x2). Challenge Rating: 7
Domains: Evil (cast evil spells at +1 caster level), Fire Treasure: Standard
(turn water creatures, rebuke fire creatures, 2/day). Alignment: Usual chaotic evil

Female Troll Adept Troll Hunter


Large Giant
3rd Level Adept
Large Giant 157
1st Level Warrior
Hit Dice: 6d8+3d6+54 (91 hp) Hit Dice: 7d8+42 (73 hp)
Initiative: +2 Initiative: +2
TROLL REFERENCE LIST

Speed: 30 ft. Special Qualities: Darkvision 90 ft., regeneration 5,


AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat- scent
footed 14 Saves: Fort +11, Ref +4, Will +3
Base Attack/Grapple: +5/+15 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9,
Attack: Claw +10 melee (1d6+6) Cha 6
Full Attack: 2 claws +10 melee (1d6+6) and bite +5 Skills: Listen +5, Spot +6
melee (1d6+3) Feats: Alertness, Iron Will, Track
Space/Reach: 10 ft./10 ft. Challenge Rating: 5
Special Attacks: Rend 2d6+9 Treasure: Standard
Special Qualities: Darkvision 90 ft., regeneration 5, Alignment: Usually chaotic evil
scent
Saves: Fort +13, Ref +4, Will +4 Troll Infant
Abilities: Str 22, Dex 14, Con 23, Int 7, Wis 10, Cha Medium Giant
6 Hit Dice: 3d8+15 (28 hp)
Skills: Listen +5, Spot +5, Survival +1 Initiative: +2
Feats: Alertness, Iron Will, Track Speed: 30 ft.
Challenge Rating: 5 AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Treasure: Standard Base Attack/Grapple: +2/+7
Alignment: Always chaotic evil Attack: Claw +7 melee (1d4+5)
Full Attack: 2 claws +7 melee (1d4+5) and bite +2
Typical Troll Clan Member melee (1d4+2)
Large Giant Space/Reach: 5 ft./5 ft.
Hit Dice: 6d8+36 (63 hp) Special Attacks: Rend 2d4+7
Initiative: +2 Special Qualities: Darkvision 90 ft., regeneration 5,
Speed: 30 ft. scent
AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat- Saves: Fort +8, Ref +3, Will +2
footed 14 Abilities: Str 20, Dex 14, Con 20, Int 5, Wis 8, Cha 6
Base Attack/Grapple: +4/+14 Skills: Listen +4, Spot +4
Attack: Claw +9 melee (1d6+6) Feats: Alertness, Iron Will
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 Challenge Rating: 3
melee (1d6+3) Treasure: Standard
Space/Reach: 10 ft./10 ft. Alignment: Always chaotic evil
Special Attacks: Rend 2d6+9

158
TROLL REFERENCE LIST

Borrag and Skrung loped down the forest path, wielding their bone weapon shafts in their hands. Above them the
moon gleamed through the canopy of trees, throwing arced highlights across their unpleasant features. Borrag,
who had been busy picking at a boil under his armpit suddenly tensed, nose erect, and tentatively sniffed at the
night air. ‘Elves,’ he announced.

Skrung, the younger of the two, stopped short and, copying the actions of his companion, took a few cautious sniffs
of the air as well, lifting his nose high to take in every waft of scent on the breeze. He grunted his agreement,
then scowled.

‘Wanted bigger game,’ he said at length, fingering the bone shaft in his hand. Carved on the side of the weapon
was his personal sigil, two straight claw marks bisected by a third at an angle.

‘Yuss,’ admitted Borrag. ‘Do not want elves here, though. Trespassing. Eat our food. Look.’ He pointed at a rune
carved into a tree trunk. It was his own personal sigil, three parallel grooves centred in a rough circle, underneath
which he had carved a number of straight lines of varying lengths. He was considered something of an artist in
the tribe.

Skrung peered at the carving, clearly impressed. ‘What it say?’ he asked of his elder clan-brother.

‘Says: “Borrag the Mighty claims this forest for the clan. All others go away.” That’s me,’ he announced, rather
obviously, although Skrung was grateful for the confirmation. Borrag the Mighty was quite a common name,
after all.

‘Elves not listen,’ concluded the younger troll, gesturing down the track.

‘Elves pay for it then,’ stated Borrag, his ugly features taking on a scowl which did nothing to alleviate the impression.
He gestured again to the random scratches he had carved into the trunk of the tree. ‘Also says, “Trespassers get
eaten,”’ he decided, on the spot.

‘Eat elves…’ mused Skrung, his face breaking into what passed for a grin in Trollish circles. ‘Skrung likes.’

‘Borrag likes too,’ replied the elder troll, chuckling in anticipation. ‘Come.’

‘Hang on,’ admonished Skrung. Holding his bone weapon in his left hand, he scratched his own sigil in the tree
trunk underneath Borrag’s. He added a few random scratches below it, looked at it, and added a few more for
good measure. ‘There,’ he said. ‘Says: ‘Skrung kills all trespassers. And eats them. And drinks the marrow from
their bones.” What you think?’

‘Not bad,’ said Borrag, his head tilted as he appreciated the new artwork. He made a mental note to alter his own
sigil to keep ahead of the game. Skrung obviously bore watching. ‘Come. Find elves,’ said Borrag, scampering
off, tired now of the writing game, and having already forgotten his mental note.

Skrung waited a second or two, taking one last glance at his new, improved rune. Then he hefted his weapon and
followed, nose twitching as he followed the elven scent-trail into the forest gloom, tummy rumbling in anticipation
of what was to come.

159
ORCS INTRODUCTION

The Slayer's Guide tend to overlook as creatures best suited for little more
than sticking on the end of a sword en route to gathering
any treasure the creatures might happen to be guarding.

To Orcs Orcs — Hordes of Evil

O
rcs are the foot soldiers of evil, the creatures Each Slayer’s Guide features a single race: in this case,
that make up the hordes of darkness that the orc. Peruse these pages and, within, you shall find
threaten to overwhelm the good peoples and turn a treasure trove of information about orc physiology,
the entire land into a region of little else than slaughter and habitat, society and habits of battle. This should give
depravity. Most Games Masters use them as the guardians you a thorough grounding on what role orcs have in the
of low-level dungeons, just a slight step above kobolds as world.
a threat. Often they are simply portrayed as evil humans
and are given little more thought than that. This book also gives details on how the Games Master
can best use orcs in a fantasy roleplaying game. It could
Shallow as they are individually, ruts on most roads have be that the heroes have already killed innumerable orcs,
more depth and complexity; orcs as a people are a bit but now they may discover that these beasts were simply a
more unusual than that. They have a society all of their prelude to the real orc threat. The book concludes with a
own, one that is often misunderstood or entirely ignored clenched fist full of orc scenario ideas, a complete orc war
by the people who war against them. After all, when most camp and a number of sample orc statistics for immediate
heroes are fighting for their lives, they usually do not stop use in your game.
to have a conversation with their attackers, and orcs are
not great conversationalists by any account.

Most of the hard information people have gathered


about orcs has come under difficult circumstances,
generally from those who somehow survived slavery
under the orcs long enough to escape. Some other
salient details have come from those heroes who
have managed to actually capture a live orc, a fairly
unusual circumstance. Orcs make dangerous
prisoners, constantly scheming for freedom. Most
people prefer to kill them rather than keep such
an untrustworthy viper close at hand.

The details found in The Slayer’s Guide to Orcs


were collated from the hard-won knowledge of
the loremasters and warriors from dozens of
realms. This represents the best and most current
intelligence concerning this fascinating subject.
Using it, Games Masters can transform the lowly
orcs into a powerful, villainous force that can easily
become a key element in any campaign. Players, on
the other hand, should find enough in here to properly
prepare themselves to face these creatures on the field
of battle, for it is in war that the orcs are truly at their
most fearsome.

The Slayer’s Guides


This series of supplements, designed for use in all
fantasy-based d20 System games, exhaustively
162 examines specific monster races, detailing their
beliefs, society and methods of warfare. Typically,
these are the races that Games Masters and players
ORCS INTRODUCTION
Captain Emathilon backhanded the orc captive with his spiked gauntlet, sending orc spittle and greyish flesh splattering across the polished surface
of the nearby table. ‘Talk, you tusk-faced beast!’ he demanded.

The orc only looked up at the elf lord and sniggered, as if enjoying some private, repulsive joke by the torchlight in the darkened tent. Emathilon
smashed his fist into the orc’s grey-skinned face, flattening his already flattish nose and busting off the end of one of the vile creature’s tusks.
The orc did not seem all that perturbed by this chain of events. He grunted with pain and fell silent for a moment. Then the sniggering resumed,
muffled only slightly by the ruin of his black-lipped mouth.

Emathilon drew back his clenched fist to slam home another blow but Lieutenant Crestantir reached out and stayed his hand. ‘Captain,’ the younger
elf said evenly, ‘you are wasting your time. You cannot pry secrets from this creature’s lips by violent means.’

Captain Emathilon snatched his hand back from his subordinate. ‘Violence is the only language such monsters understand,’ he spat. ‘And if you
ever lay your hands on me again, my friend, I can promise you a fate so terrible you would wish to take this creature’s place.’

Crestantir bowed his head to acknowledge Emathilon’s authority. ‘Of course, my captain. I merely wished to point out that there are other, perhaps
more effective, means of procuring the information we so badly need.’

Emathilon fell silent for a moment, bowing his head. When he looked up, his eyes were almost steaming and the elven lieutenant involuntarily
took a step back. ‘If you think you know better, lieutenant,’ the captain hissed, ‘than please proceed.’

Crestantir snapped off a quick bow to his superior officer and then turned to the orc chained to the chair. ‘What is your name?’ he asked firmly.

The orc growled something at the elf. Crestantir tried to repeat it. ‘So that’s your name?’ he asked.

‘No,’ the orc chortled low and mean, ‘I just want you to say those words.’

Crestantir looked quizzically at the orc.

‘They mean: ‘My manhood is very small!” The orc nearly choked on his laughter. He stopped short as Emathilon stepped up to strike the creature
again but Crestantir stayed the elder elf’s hand.

‘Forget your name,’ Crestantir said. ‘What are you doing here?’

‘Being beaten by a pair of pansies,’ the orc replied flatly.

‘Before that. What were you doing here? You are a long way from any orc camp.’

The orc laughed. ‘So you think, pointy ears. So you think.’

‘What do you mean by that?’ Suddenly Crestantir felt his heart in his throat.

‘We are orcs! We are never far away. We will always be here. Someday, we will kill you all, you and all your worthless kin.’

It was Crestantir’s turn to laugh. He chuckled softly. ‘I have been through several wars with your people,’ he said. ‘You never get very far.’

‘This time is different,’ the orc grunted, baring his tusks with a sloppy, battered smile. ‘This time we did not start with your front. We started on
your back.’

‘What do you mean by that?’ Crestantir repeated, his blood chilling in his heart.

‘While you elf-men are all on patrol, we went to your homes. We raped your wives. We slaughtered your children.’ The orc’s face leapt with
delight when he saw the horror painted on Crestantir’s face. ‘This time, we decided we would have our fun first. There is time to kill you later.’

As the orc guffawed at his revelations, Crestantir drew his dagger and slit the creature’s throat with a single, clean movement. Blackish blood
poured from the wound and the beast’s laughter quickly turned to a harsh, gurgling sound. Within moments, the orc slumped against his chains,
silenced forever.

‘We need to verify this right away,’ Crestantir said. ‘I will send runners.’

Emathilon shook his head, his face gone ghostly pale. ‘The accursed beast was telling the truth, I am sure.’

‘Then we should go to their aid!’

Emathilon shook his head again. ‘If the beast was truthful, then it is already too late. We cannot return home now and leave a gaping hole in the
nation’s defences. That is just what they want.’
163
‘What are we to do?’

The elven captain’s face turned even grimmer. ‘We hunt them down and kill them. We kill them all. Let the gods sort them out.’
ORC PHYSIOLOGY

Orc Orc males have hair over almost their whole bodies. This
is thick, coarse and almost always brown or black. Many
older orcs sport beards as well, but these usually do not

Physiology come in as full as that of a dwarf or gnome. Their younger


brethren will usually chop or shave them off rather than
have to keep them groomed. Otherwise, the beards are

T
all, wide and made of muscles, orcs seem as if usually crusted with food, drink and mrog (a favourite orc
they were built for war. According to some drink described below).
legends, they actually were. Bred from corrupted
elves by some dark god that required a race of pure evil Orc ears are pointed and their noses are usually flat and
to worship him, they were supposedly crafted to be the upturned, exposing their nostrils, which flare widely when
bane of the good races everywhere. Whether or not this the orc is angry. They also have sharp, pointed teeth set in
tale is true – the orcs have their own, different creation a horrible under bite. Their lower jaw is thrust out harshly,
myth – the outcome is the same. Orcs have spread across exposing the long tusks that jut out past their lower lip,
the planet and can be found in just about every realm in often far enough to nearly touch the orc’s nose. This all
substantial numbers. makes the orcs look as if their ancestors were humans
crossed with wild boars.
Orcs stand from five to seven feet tall, although they often
seem much shorter as they have a tendency to slouch or
hunch over, especially when charging into battle. They Born for Darkness
like to say this is so the smaller races cannot get away from Orcs live freely either above or below the ground. They
them. Most scholars believe the orc skeleton simply has are most active during the night, preferring to sleep during
a hard time handling the many layers of muscles atop it. the day, normally in places hidden away from the prying
eyes of the civilised peoples. They certainly can move
Orcs that make it to old age invariably have back problems about freely during the day, despite what some legends
and often wear studded leather trusses to give themselves might say. However, they prefer not too, as the harsh light
some relief. Some orcs see this as a sign of weakness but of the sun in a cloudless sky hurts their eyes.
those elders who have made it that far are often cunning
enough to cut off any troublemakers at the knees—often Orcs can see well in the dark, as finely as any dwarf.
literally—before any real trouble starts. Their night vision depicts images in shades of red and
black, which they can discern between as if they were
As with humans, any given orc can look a great deal black and white. This leads many people to think of orcs
different from another. The disparate orc cultures vary as colour-blind, a misconception that is often exploited
in skin, hair and eye colouring, as well as clothing and by orc tribes.
hairstyles. Each orc tribe speaks its own distinct dialect
of Orc, most of which differ so greatly even orcs from Because of this, orcs often wear garish colours that most
neighbouring tribes have difficulty understanding each other races would think clash horribly. Orcs like to have
other. For this reason, most orcs speak the common any attention they can get. From their point of view, there
tongue of the land, but they do so poorly. An orc would is no reason to wear clothing if it does not draw notice
rather speak with his axe than his mouth. to the wearer.

Orc skin colour ranges from green to grey. Their hair


is normally dark and coarse and can be anything from A Taste for Blood
a dark blond to jet-black. Some orcs wear their hair Orcs are technically omnivorous but they prefer to eat
cropped close but it is more common to see their tresses meat above all else. When not at war, orc males spend
worn long and sometimes braided. Some tribes even most of their time hunting for fresh meat, as they rarely
favour dreadlocks, frequently reeking of the blood used have the patience to tend cattle instead. Most times, the
to dye them. rare herd overseen by an orc is quickly decimated by raids
– even by the herders themselves, who find it hard to resist
The eyes of an orc can be any colour, from a pale blue to a quick snack with such easy prey nearby.
a pitch-black. They sometimes come in crimson, which
most orcs take to be the sign of great strength. Many orc Many orcs do not bother to cook their kills until the meat is
164 leaders have been blessed with such eyes. at least a couple of days old. They prefer the taste of fresh
blood, the warmer the better. Female orcs, who are rarely
ORC PHYSIOLOGY

if ever allowed along on a hunt, almost never get to enjoy after only six months in the womb and they reach sexual
this treat. It is up to them to cook the leftover food later. maturity by the age of eight.
Orc males consider such activities to be beneath them.
The sexual promiscuity that runs through orc culture leads
Orcs are not addicted to blood in the fashion of a vampire, to the birth of many children. Female orcs are usually
but they do relish the flavour. They claim prey that has considered to be little more than cooks and mothers. It
been frightened right before it was killed tastes the best, is not uncommon for an orc female to give birth to 30
due to the fear flowing through its veins. Creatures children before hitting menopause somewhere around the
actually frightened to death are the rarest and most prized age of 40, assuming she lives that long.
kills. This is one reason orcs like to cultivate the most
frightening appearances they can. Once born, an orc child is the property of its mother.
Fathers have little or no say – or even concern – about
Most orcs prefer to slake their thirst with the blood of a their children. Orcs do not marry, forming and breaking
sentient creature if possible. These people, they say, feel relationships with each other as suits them. Male orcs
the fear more poignantly, making their blood much more often return to the same female again and again, but they
exquisite. In the heat of battle, it is normally impossible may find they are sharing her with several others in the
for an orc to stop to sample a victim’s blood but it does tribe. Jealousy among orcs is common, despite the open
happen from time to time, especially if there is a cessation nature of the relationships, and this is the cause of most
in the fighting. fights that happen within a tribe.

Apparently, the blood of those who fight against the Orc mothers raise their children cruelly, often seeing
orcs does not taste nearly so wonderful. The flavour of them as little burdens the gods have placed upon them
courage runs foul to an orc’s palate. Orcs prefer to catch for being unfortunate enough to be born female. They
their prey on the run. do love them in their own way, but all orc mothers know
baby orcs eventually grow up and have little use for their
Mrog mothers.
The favourite drink of orcs is mrog, a dark mead made
from fermented honey and blood. This has a sweet, Orcs have no incest taboos, so it is not unusual for
coppery tang to it that many orcs compare favourably to orcs of the same family to breed with each other. This
the taste of fear in the lifeblood of their prey. Most orc is particularly true in smaller tribes, especially those
armies carry several barrels of mrog with them, often decimated by war.
making more along the way. The recipe is as simple as it
is brutal, and fresh mrog can be ready to drink in as little Once an orc reaches the age of eight or so, he is considered
as three days, although it is considered better if it is able to be an adult. An orc does not reach full maturity until
to sit in its casks for at least a week. about age 12 or so, but at eight the orc is old enough to
hunt, fight, breed or start raising children.
Mrog is often called by the kind of blood used to brew it.
Elf-mrog or dwarf-mrog is normally considered to be the Female orcs each usually have a hut or tents they assemble
best that is commonly available, although dragon-mrog is themselves, sometimes with the help of male orcs who
reputedly the best. Of course, such a drink is rare enough wish to bed them. The males tend to lay down wherever
that only a few orcs have ever tasted it, so the others must they like when they wish to sleep. They carry what few
take the word of such fortunate souls. belongings they have with them and share the bed of
any female who will have them. When alone, they often
In the larger orc cities, some taverns actually blend various simply sleep on the open ground.
types of mrog together to produce unusual flavours. Still,
most orcs prefer their mrog straight up. The most famous Of course, in the larger orc settlements or cities, the
brands have loyal followings. These include Dead Dwarf, most powerful males have their own places too. The
Skullcracker, and Old Elfguts. chieftain of a tribe often establishes his own home and
beckons females into it, but this is a rare honour reserved
for him.
An Orc’s Life
Orcs rarely reach old age. Usually, those that manage it
The lives of most orcs are brutal and short. Orcs breed
have a natural tendency toward treachery that has allowed
165
like mad to make up for this, as many young orcs never
make it through their childhood. Orc babies are born them to outlast all those who might have wished to take
ORC PHYSIOLOGY

from them what is theirs, including their own lives. Others As a group, orcs are even less likely to recognise the
die either in war or at the hands of their own kind in one superior strength of a foe. They tend to goad each other
sort of squabble or another. into untenable situations by means of war cries and their
garish war banners. Orcs are willing to follow a strong
leader just about anywhere, as long as they believe they
The Orc Mind can get what is coming to them in the end. Sadly, by the
The orc mind is the unfettered id. They are the moral time they figure out what is coming to them is death, it is
equivalent of two-year-old humans, caring little for almost always too late to do anything about it.
anything but their own immediate needs. Those few who
rise above this mindset inevitably ascend to positions
of great power within their tribe – or meet an untimely
death.

Orcs are not terribly smart. Nor do they place much value
on brains unless they are cracking them out of a foe’s
skull. Raw, brute strength is what is most important to
them. A kind of animal cunning can help too, but most
orcs do not have the patience to bother with anything so
complex as a scheme.

Orcs are interested only in the three Fs: food, fighting


and fornicating. They are first and foremost physical
creatures, living eternally in the moment and doing
what little they can to stave off their impending doom.
This makes them extremely malleable by wiser folk. It
explains how many an evil overlord has used his might
to whip an army of orcs into shape to crush those who
might dare to stand against him.

Orcs are uniformly bullies, which means in their hearts


they are cowards. They are full of savage bluster until
someone stronger stands up to them. Sadly, most orcs are
too stupid to realise when they are outclassed and must
be taught such lessons by force rather than threat.

‘Ol’ fart Zag don’t d’serve dat fine ’ut an’ fine slave girl. Time ta sort ’im out.’

Gakk pushed the hide door-covering aside and stomped into Zag’s hut. Zag scuttled up from his rough bench, his back
so bent he was barely any taller upright than seated.

‘Gakk, ya fine youn’ fella, good ta see ya – want meat?’ Zag proffered the human thigh joint from the table, ‘Cooked
but still good.’

Gakk was surprised – he’d come here to kill the aged orc, but here he was being unusually friendly. Maybe he could be
cowed into submission instead. That would be better still. He snatched the meat and took a great bite from it, roaring,
‘Right ya ol’ cripple, ya gimme ya food, ya hut, ya slaves, and ya do wot I say fro’ now on or ya get a piece o’ this!’
Gakk waved his massive axe over his head for emphasis as Zag cowered beneath him in the dirt.

After another few seconds, Zag suddenly rolled aside, displaying a surprising agility to avoid the younger orc’s body
falling forward. Gakk’s tongue, swollen and blackened, lolled lifelessly from his mouth and his eyes bulged hugely.
166 Zag grinned, revealing several missing fangs.

‘Get out here, slave – I want this new meat jointed and gutted right away. Save the guts, liver and lights as a gift for
Gakk’s brother.’
ORC HABITAT

Orc Habitat thing that keeps such places standing is the fact that the
dwarves did such a fantastic job of building them in the
first place.

O
rcs can be found just about anywhere, in any
climate. Various tribes prefer to live in certain There are some dwarves in hotly-contested regions who
parts of the world but they can generally adapt lament this state of affairs, suggesting that their people not
quickly to just about any environment. Still, most put so much effort into building places that might someday
orc tribes can be found in one of two places: either be used against them. Even so, the dwarven sense of pride
underground or on their way to war. There are some is far too strong for these disheartened voices to ever find
exceptions to this but they are notable mostly because of much of an audience.
their relative rarity.
However, some of the more entrenched dwarven clans
Underground have taken great pains to place traps about their homes
to protect against invaders. This extends all the way to
Because of the pain that direct sunlight causes their eyes, their leaders being able to literally bring down the roof
many orcs prefer to live underground. This also makes with the pull of a single ‘doomsday’ lever. This has done
it easier for them to protect themselves from those who little to deter the orcs, though, since they are happy to live
might wish to do them harm. Orc war camps are notorious in the other parts of the stronghold and simply laugh at
for attracting too much attention from those people to the fact that they forced the dwarves to destroy what they
whom they wander a bit too close. had worked so hard to build.
Orcs are not great at working stone, however. Most The trouble with the orc habit of taking over the homes of
orc-built tunnels are in constant danger of collapse. For other people is that the survivors (if any) or their relatives
this reason, orcs prefer to occupy settlements that have often wish to reclaim their home. Since the orcs are not
already been built.

This has resulted in dozens of wars between orcs and


dwarves, which has caused an enmity between the two
races that never seems to lose its fervour. Orcs are also
happy to encroach on the homes of gnomes but they
often find gnome homes unacceptably cramped.
A few orc tribes have fought long and hard
against the subterranean dark elves too, but
it is more common for the savvy dark elves
to strike deals with the orcs to work together
against the dwarves and elves they both hate
so dearly.

The occasional dark dwarf clan strikes an


alliance with orcs from time to time too, but
this is rare. Even evil dwarves do not trust
orcs. The enmity between the two races
runs deep.

Given a choice, orcs invade a dwarven


stronghold and kill everyone in it. They then
repair the defences as best they can and take
up residence there themselves. The trouble
is that most orcs have absolutely no skill at
anything other than swinging an axe. Such
occupied dwarven redoubts quickly fall into
disrepair, their original glory soon swallowed
in a wave of orc filth and neglect. The only 167
ORC HABITAT

very adept at defence, prefering to be on the warpath reason, orc leaders sometimes force their fellows on long
than studying engineering, they regularly get rooted out marches from their tribal lands to fresher territories ripe
of their acquired homes. Of course, the first chance they for the conquering.
have, they will usually mount a counteroffensive of their
own. Dozens, even hundreds, of huge tents mark an orc war
camp. During the day, the orcs tend to shelter under these
In this way, certain underground lairs have traded large canopies. Only those on scouting or guard duty are
ownership dozens of times over the centuries. Entire regularly forced to brave the sun’s burning eye.
chambers of these places have been decorated with the
bones of the fallen – either to honour the dead or to spit At night, though, an orc war camp is abuzz with activity.
on them. Orcs normally travel at night, although they can force
themselves to march along in the day if they must. At
such times, they rely on their sorcerers to cover the sky
In the Dark Forest in an iron-grey veil, relieving the orcs of the discomfort
Some orcs prefer to live in the heart of the darkest forests they would find under direct sunlight.
instead, under the thick canopy of an evil wood, the
ground of which never sees the light of day. Orcs that Any large group of orcs, which are not ensconced in a
live here often abandon their traditionally nocturnal ways, forest or underground, are considered to be in a war camp.
as they are able to function just as well during the day This is often a nomadic existence in which the orcs stay in
as at night. Of course, the elves normally see the forests one place until they have totally befouled it and eradicated
as their homes and this puts them in direct conflict with its resources. They then move on to greener pastures.
the orcs.
Such orcs are always on the warpath, whether they have
The two races treat their homes very differently. Elves a generally agreed-upon target or not. They may simply
see themselves as the caretakers of nature in its most wander about until they find someone to fight against,
unspoiled forms. They go to great lengths to integrate or they may be a bit more directed in their movements,
their way of life with that of the flora and fauna around hunting for hapless foes to destroy. The difference is
them. They live in harmony with their environment. usually in the heart of their current leader. For this reason,
an orc tribe that was wandering aimlessly for months can
Orcs, on the other hand, see Mother Nature as just another suddenly become rapaciously aggressive, simply by the
useless female to be raped. They ravage her at every ascension of a new leader.
opportunity, laying waste to one region and then moving
on to the next. Orcs have destroyed entire forests in this Orc war camps are mobile towns, complete with females
way and only the largest woods have a chance of regrowth and children. Since the orcs do not really know where
before the orcs find their way back to it again. they might end up next, they are loathe to leave the non-
combatants behind. When the orcs do actually find a target
The elves are at a distinct disadvantage here, as they to besiege or destroy, they usually leave the females and
wish to save their homes. The orcs could not care less. children at least a full day’s march behind the front line of
If they are pressed into a corner, they are only too happy the battle. They do not, however, leave any able-bodied
to set the forest ablaze and escape under the cover of the male behind to defend the camp. No such orc would be
blackish smoke while the elves struggle to contain the willing to waste his time guarding the camp when he could
damage, often in vain. be in the middle of a battle instead.

Canny foes have used this fact to destroy orc encampments


In the War Camp before but they overestimated the effect it would have on
While orcs are often found in the dark places of the planet, the orcs. Instead of causing them despair, such actions
there is one notable exception: the war camp. When only enrage the orcs, spurring them on to even more
orcs go to war, they realise the juiciest targets are often horrible deeds. Orcs do not mourn their dead. As the old
those that bask in the undiluted rays of the sun. For this orc saying goes, ‘the dead are not worthy of life’.

168
ORC SOCIETY

Orc Society Roughly translated, a favourite orc war chant is: ‘Rape,
loot, pillage and burn – we’re gonna rape, loot, pillage
and burn – eat babies!’ This fairly well summarizes the

W
hile it is hard to call anything about the orcs outlook of the common orc. They do what they want to
organised, there are certainly ways in which whomever they want. They take what they feel like. They
they interact that are roughly predictable. This destroy everything else simply because, if they cannot
is what passes for a society among the orcs and, while it have it or carry it away with them, they do not feel as if
is not the kind of strictly hierarchical structures seen in anyone else should either.
many races, understanding it is vital to comprehending
any group of orcs. Orcs breed like mad. If possible, the males rape those who
resist. They do not particularly care about the race of those
The Evil that Orcs Do they defile, although the more exotic the conquest the
more bragging rights are allotted the beast who commits
Orcs are full of both chaos and evil and their society the crime. This is why there are so many half-orcs in
– such as it is – reflects this. There is no honour among the world. Most of these are born to the survivors of orc
them. Might makes right and, when that does not work, raids on their homes.
there is always treachery instead.
There is nothing calculating about orcs. They live in the
moment and rarely think of consequences. This makes
them particularly good footsoldiers in armies of evil. A
strong figure can mould them into a savage fighting force.
Such leaders usually hail from outside their race but a
truly exceptional orc sometimes rises to the challenge.
Additionally, as long as their bosses feed the orcs’ baser
natures on a regular basis, the orcs are usually happy
enough to go along with whatever they are told to do.

‘Self-recrimination’, ‘empathy’, ‘compassion’ and ‘angst’


are words that do not exist in the orc tongue. Orcs have
a dozen different words for gutting a foe, however,
most of which depend on both the weapon used and the
movement of the gutter’s arms. Another dozen or so
words are dedicated to various forms of treachery and
betrayal. Many of these are based upon the names of
the greatest perpetrators of these heinous deeds.

Orcs can be cowed and controlled by forceful figures


but the attention paid to them must be consistent for
this to work. Left to their own devices, orcs inevitably
turn upon each other or let their minds wander to
fulfilling their own evil needs. Their attention spans are
pathetically short and the best way to keep them focused
on the task at hand seems to be either excruciating pain
or the nearly constant threat of its application.

Orcs care only for themselves and their own comfort.


They would kill their children to save their own skins,
and without a moment’s remorse. They breed like
rabbits, so there are always more offspring to come.

Orcs are also bloodthirsty. An orc’s favourite sound is


the noise a skull makes when crushed with a solid blow.
Many of their musical instruments are based on this
169
ORC SOCIETY

principal, including a variety of what they call ‘crack- The Critical Mass
drums’, which are fashioned from skulls stripped clean
of their flesh. The fresher the crack-drum the better, as Theory
older ones tend to fracture from the vicious poundings Sometimes orcs can live in relative peace in their homes
they regularly receive. for years. While there is certainly some internal strife
going on in any orc settlement on a nearly constant basis,
There is nothing redeeming about orcs. They are vile in most of the time this violence does not spill over into the
every way. This is why civilised people feel justified in surrounding areas. Inevitably, though, the orcs somehow
killing them all whenever the opportunity presents itself. turn their attention to the outside world. Soon after, the
They know to a certainty that the orcs would murder them thunderous rumblings of war break into a raging storm.
in a heartbeat if given the chance.
There are lots of different reasons for this. They normally
Orcs are xenophobic too. Given the choice between killing include a leader springing up among the orcs and goading
an orc or a member of some other race, they invariably them into war, or an evil sorceress grinding the orcs under
team up with the other orc to kill the intruder. After that her heel and sending them off to do her dirty work. But
bit of work is done, the orcs usually turn on each other there is a theory about an underlying reason for each of
as well. A smart orc might let a temporary ally exhaust these incidents that tends to explain them all.
himself in a battle so that the wise one could later kill
the other. Most orcs are not so cunning. Those that are, Orcs breed like magically-accelerated rabbits. As such,
generally rise quickly through the horde’s hierarchy. their population regularly explodes. The only breaks in
this are during times of war. During such dark days, the
males are not available for breeding and a number of them
are inevitably lost in the constant battles.

In fact, there have been times in the past during which


an entire tribe of orcs has nearly been wiped out.
Unless they are entirely destroyed, though, they
always seem to find a way to come back. The
surviving orcs go into hiding and start breeding
again. Within the space of a few generations
of orcs – which are only 10 years each – their
numbers have grown exponentially and they are
once again a major threat to the civilised people
of the region.

The theory is that there is a certain tipping point


at which the population of an orc tribe reaches
critical mass. Once it does, the internal bickering
among the tribe threatens to rip it apart. If they
do not somehow figure out a means to focus their
naturally aggressive tendencies outward, they are
doomed to destroy themselves.

Some orc tribes do just that, and their more


peaceful neighbours simply thank their gods when
they learn of it. An orc versus orc conflict usually
trims the size of the population down to the point
at which there is no longer any point in fighting.
This sometimes results in a single, clear winner
emerging from the ruckus. When this happens,
those civilised neighbours had better start praying
even harder, for there is little more dangerous than
170 an orc tribe with a strong leader.
ORC SOCIETY

If that leader can manage to hold on


to power long enough for the orc tribe
to replenish its numbers—something
which rarely takes more than a single
generation—he is sure to lead his
people into war. The savviest leaders
sometimes find other powerful forces
with which they can ally their people:
warlords, wizards, even other armies,
whether orc or not. Either way, the orcs
are coming.

The Warband
Most people are never so unfortunate as
to meet an orc army or stumble across
an orc settlement or encampment. That
does not mean they are sure to be free
of any encounters with this evil race.
Any region that is not entirely civilised
– and even some that are – often finds
itself plagued by individual groups of
orcs known as warbands.

An orc warband is a nomadic group of


troublemakers who feed themselves
and their families by raiding other
settlements and taking what they need.
They can number up to 250 orcs strong,
of which only about 40% are orc males. The
rest are females (20%) and children (40%).

Most orc warbands are composed of people who were


the orcs spend too long in one place that the locals start
kicked out of the larger orc communities or are the
to get up in arms about it – often literally. Warbands run
remnants of such a group that was nearly destroyed in
by smart leaders always hit a target and then move on.
battle. They are floundering about, looking for a place
While they may face the occasional vengeful relative of
in the world. There are few locales that are both willing
their victims, most people are simply relieved enough
to accept a new warband of orcs and still have excellent
about the orcs moving on that they do not pursue the
targets for raiding nearby. Those that exist usually already
matter. When the orcs stick around, though, the locals
have a large population of orcs in them and the local orcs
are compelled to take action simply to survive. Many orc
are not usually happy about assimilating a large group of
warbands have been eradicated after being too foolish to
outsiders – unless they are preparing for war, in which
leave in a timely manner.
case all orcs are welcome.

Life in a warband is simple. The males forage for food The Horde
and other necessities, either by hunting or raiding. The Large orc communities are known as hordes. These can
females bear and care for the children. They also cook number in the thousands – even tens of thousands – but the
food and brew mrog, as well as handle the defence of the ratio of males, females and children remains roughly the
camp should any attackers arrive. The children brutalise same. Most times, hordes have a stable base of operations.
each other horribly, preparing themselves for their adult This could be a commandeered dwarven stronghold,
lives. a pillaged elven city or simply a massive encampment

The warband survives by raiding, but not too much.


which its neighbours are terrified of provoking.
171
Many civilised peoples who live in frontier areas accept With few exceptions, the males of a horde eventually go
the occasional orc raid as a fact of their lives. It is when on the warpath. There are only a small number of stable
ORC SOCIETY

orc cities in recorded history and the word ‘stable’ is used another orc, though, and an orc with a taste of such power
loosely in each of these cases. Most times, the battle- is bound to be hungry for more.
worthy males of the horde eventually come pouring out of
the settlement en route to inflicting some serious misery Many rulers of hordes hunt for worthy foes for their
on some other people in some other place. people simply to keep their underlings from constantly
plotting against them. While being at war does not keep
As with warbands, hordes are led by a single, incredibly a treacherous orc from scheming, it at least keeps him
mighty ruler. Orcs are notoriously horrible at sharing too busy to think on it much and often keeps him too
power. They are only ever ruled by a lone dictator, usually far from the ruler to implement those plans the plotter
a fascist who abuses his control horribly. might have.

Of course, the orcs who rise to such position are truly In one sense, a horde is little more than a large group of
exceptional creatures. It is impossible to rule over every warbands brought together under a single banner, often
single orc in a horde by brute force, so many of these for a single reason. Life in a horde, however, is a bit more
duties are delegated. This means delegating power to specialised. Each warband that is part of the horde is
usually assigned a particular task, whether that is scouting,
hunting, guarding, forging (or stealing) weapons and
armour, or whatever else. Those warbands that perform
well are lauded for their successes. Those that fail are
assigned ever worse tasks, often with a new leader to
replace the one who is executed on the spot.

Mothers and Children


If male orcs consider the females
and their spawn so worthless and
troublesome, why do the males bother
with them at all? Such creatures are not
capable of thinking abstractly about the
continuation of the species, and appealing
to their better nature is pointless, since they
do not have one. So what is it that keeps those
males bringing back their kills to the camp to
share with those left behind?

The answer is simple: sex.

Male orcs live for sex and, while they are not
above raping females to satisfy their sadistic
natures, they often find the female orc does not
submit as easily as a male would like. Many
a male orc has been killed in his sleep by a
female he raped. Others have been murdered
while in the actual act.

While female orcs may not be the killing


machines their male counterparts are, they
are perfectly capable of slitting a throat or
breaking a nose when an aggressive male’s
guard is down. Even orcs cannot be ready
for a fight at all times. Eventually they
have to sleep.
172
So the males bring back their kills and
other trophies to offer up to potential
ORC SOCIETY

mates as enticements. Since there are usually twice as although not all orcs are as selective in their choice of
many male orcs as there are females, the competition for victims.
the attentions of lady orcs is often intense.
Slaves are common sources of half-orcs, although many
This is another reason why female orcs eschew long-term women pregnant with such offspring do their best to kill
relationships. They find the moment they settle down with either themselves or the child at the earliest opportunity.
a single male, he invariably slacks off in providing for her Much of the time, their orc masters are only too happy to
and her children. To maintain the lifestyle to which she take care of this detail for them.
is (or would like to become) accustomed, the female orc
needs to keep up the competition between her suitors. Most slaves are dead within a year if not sooner. Orcs
Otherwise, she is sure to be forgotten. treat their slaves poorly, often forgetting to provide them
with food and water. A dead slave is simply one less thing
While male orcs may not care for their children much, to worry about from most orcs’ perspectives. Of course,
female orcs are ready to fight to protect their spawn with this relief only lasts until the orc misses the services the
their last breath. The maternal instinct among orcs is as slave once provided, which often precipitates a search
strong as any found in the animal kingdom. The mother- for another slave.
child relationship is the only stable one in the lives of
most orcs. If an orc learns his father has been killed, In the orc social hierarchy, slaves are on the bottom-most
this is normally barely enough to cause the orc to raise rung, below children, females and even half-orcs. In most
a mug of mrog in his father’s honour. If someone even cases, their only hope is for a quick death. Those that are
speaks poorly of his mother, though, this is an insult of rescued from such a horrible fate are generally grateful
the gravest sort and the situation usually ends up with beyond words.
someone’s mother losing a child.

Slaves
There are some jobs in a horde or even a warband that
orcs just are not willing to do. If it is something even
an orc finds distasteful,be assured that it is vile indeed.
If an orc can find someone else to perform
such tasks, be assured that he will. That
is where slaves come in.

In the course of their raids, orcs


sometimes come upon people who
foolishly surrender to them or are
simply unable to prevent themselves
from being captured or kidnapped.
Those that suffer this fate are in for
far worse than a simple death at the
end of a battleaxe. They are bound
for a short, miserable life of servitude
in their captor’s home.

Orcs love to have slaves but they normally


never take more with them than they can
manage. If they happen to capture an
entire village, the orcs normally enslave
the most able-bodied among the captives
and then kill the rest. Given a choice, a
male orc usually chooses a female slave over
a male. To the mind of an orc, a female slave
is weaker and thus less likely to fight back, 173
ORC SOCIETY

particularly care about the fate of anyone who is


not a direct, full-orc relative either.

Sometimes, an adult half-orc goes out of his


way to find his father. Of those that do, most
are hoping to avenge the crime committed
against their mothers. These situations
always end up in someone’s death.

There are the rare half-orcs who actually


seek out an orc warband or horde
to which they can become a part.
Disgusted by the treatment they have
received at the hands of those who share
their human heritage, they hope to find acceptance among
orcs instead. A large proportion of these half-orcs are
sorely disappointed, as orcs are generally far crueler than
any humans. Still, there are the rare exceptions, mostly
powerful warriors who are able to cow their orc brethren
on their own terms and quickly catapult themselves into
positions of leadership.

Sorcery
While most orcs prefer to rely on the strength of arms,
they have a healthy respect for the sorcerers in their midst.
Orcs understand power of any kind and, while a magic
spell may not be as direct as a blade shoved through a
heart, it can be a great deal more spectacular.

Those orcs who do have some talent at sorcery often use


it to supplement their skills as a warrior. They often find
themselves either quickly ascended to a position of power
or made the pawn of some other orc already in such a post.
Half-Orcs Those that ally with the wrong person quickly discover
they have two options: find another patron or die along
All the rapes orcs commit leads to a number of half-orcs
being scattered in their wake. This can cause a great with their current one.
deal of heartache in such communities. The spawn of
these horrific couplings find it difficult to be accepted in Most orc leaders consider sorcerers important enough
their mother’s hometown, where they serve as a constant that they do not kill such rivals straight off. For this
reminder of the crimes done to both the woman in same reason, though, these orcs keep a close eye on their
particular and the community at large. While the children sorcerer allies or underlings. If they feel they are about to
themselves are hardly at fault, their very features betray be betrayed by a sorcerer, most orcs try to kill the traitor
their bastard heritage and, even if they leave their homes rather than let someone else have him.
– they are still forever and clearly marked as who they
are. A rare few female orcs are sorcerers. This is one of
the only ways a female orc can have any power in orc
Half-orc children are unwelcome in any orc community. society. Even the most powerful female sorcerers must
Orc fathers care even less for them than they do for any constantly struggle against the patriarchal nature of orc
fully orc children they might have, and the maternal society though. It is rare for respect to be given to such
instinct of a female orc does not extend to those not of people ungrudgingly.

174 pure orc blood. In fact, most females have their hands
It is even rarer for an orc to be a wizard though. Orcs
full enough with their own children that they do not
do not place much value upon good study habits or
ORC SOCIETY

memorisation skills, things which being a wizard Unable to take over the world by force, the Great Warrior
demands. Even if an orc had the temperament to become a came up with a cunning plan. He stormed through the
wizard, it is nearly impossible for such a creature to find a world, spilling his seed into any womb he could find. The
willing mentor to which he can apprentice himself. There creatures formed by these unholy unions were the first
are vanishingly few orc wizards around and wizards of orcs. In effect all orcs, even those of the purest blood,
other races are not often prepared to teach their secrets have only half of the greatness of the Orc God in them.
to someone who could, and probably would, betray them Half-orcs are cursed to only have a quarter of that. All
at a moment’s notice. others are not even so poorly blessed.

Orc clerics, who are almost exclusively male, hold a


Religion prominent position in their society. Unlike the priests
The kind of magic most orcs really understand is that of other religions or races, these creatures often find
powered by the gods: clerical spells. The gods are a very themselves in the thick of battle instead of tending the
real influence in the lives of most orcs, although most of wounded in tents far behind the front lines. Such powerful
them only pay tribute to the Orc God himself. The Great warriors often leapfrog over more battle-scarred veterans
Warrior, as he is also known, is the only one to whom the to prominent positions. The most notable among these
orcs can turn in times of trouble. They know that most of become battle shamans. See ‘Roleplaying with Orcs’ for
the other gods, even those who approve of their evil ways, full details on this new prestige class.
do not wish to have anything to do with them.
Orc clerics can choose two of the following domains:
In the orc mythos, the Great Warrior arose from the dark Chaos, Evil, Strength and War. These domains play to
beneath the mountains to take his rightful place as the the central pillars of the orcs’ strength as a race.
ruler of the world. The other gods, cowards that they are,
banded together to defeat him through base treachery, a
lesson the Great Warrior learned well.

Churt raised his greatsword once more, cutting a particularly ugly orc in half with a single powerful swing of the massive
blade so the creature’s legs fell one way and torso the other. He looked about hastily, but that seemed to be the last of
Garr’s warband – or at least, the last who was willing to face Churt in open combat.

Only Garr himself remained. The savage orc war-leader advanced cautiously, leading with his shield, wary of the mighty
half-orc who had so devastated his most trusted followers. ‘I have gold,’ Garr said, ‘Females too – join me, and I will
give you four patrols of your own, make you a captain of the warband.’ Garr raised his flail a little behind his back,
ready to sweep it up and over his head in hopes of taking the interloper by surprise.

Churt seemed to be considering the offer, but took a half-step back as Garr’s flail smashed down, evading the spiked
metal balls by inches. The huge greatsword swung once more, slicing deep into Garr’s shield and the arm beneath.
The orc leader gave a scream of pain as Churt deftly reversed the blade’s motion, cutting off both his legs just below
the knee.

Already bleeding to death, his flail bouncing uselessly on the ground, Garr roared, ‘Why? What are you doing this
for?’

Churt raised the greatsword one final time, ‘For my mother. For what you did to her. For the life you cursed me with,
for your vile blood that flows through my veins.’ He cut through Garr’s head cleanly, slicing off the top of the skull just
above the eyes, spattering blood, brain and shards of bone all over the cavern walls.

After a moment, he became aware he was being watched. Turning swiftly, the great blade ready to strike again if need
be, he saw a dozen or more orcs entering through various side tunnels, bowing their heads to him. No warriors these,
but the first females of the warband he had seen so far.

‘Hail Churt, son of Garr! All hail, war-leader Churt!’ 175


from The Wars and Conquests of Horde-Master Churt, called The Great, by Royal Sage Glawker
ORC SOCIETY

Celebrations thing that keeps the players focused are the large bets
Orcs like to take any excuse they can find to have a party. that most of them place on the game. This makes scoring
While they have regular celebrations at the traditional points actually worthwhile to most orcs.
times of year, such as the solstices and the equinoxes, they
are often happy to break open a cask of mrog for anything Every now and then someone gets caught shaving points
from a battle victory to the birth of a child. or betting against his own team. When this happens, the
guilty orc is executed at the start of the next match and his
Orc celebrations are often brutal affairs. Some parties head earns the honour of serving as that game’s skull.
last for several days and, by the end of the affair, it is not
uncommon for several of the celebrants to be dead. Their Orcs sometimes engage in other forms of competition—
demises just as often come from overindulgence in mrog most of which are just as bloody but less destructive to
or foolish attempts at stunts designed to prove their power each other. However, bootskull is far and away the most
as they do from the hands of their fellows. popular. Some warbands manage to get together regularly
for matches. While there is no true league, as such, fans
Drinking contests at orc parties are legendary. It is not of the teams do keep a strict count of victories and losses.
uncommon for the winners of such events to suddenly Amazingly, some rival warbands have been able to settle
become prestigious members of their community. In any their differences with a game of bootskull rather than a
case, both the winners and losers have to deal with mrog full-out battle. On the other hand, more than a few battles
hangovers, which the orcs often boast are bad enough that have broken out during a bootskull match that swelled to
they would be the death of any non-orc who happened to include everyone in the stands and beyond.
somehow consume that much mrog.

The only real difficulty with orc celebrations, from an


orc leader’s point of view, is that the orcs sometimes
start celebrating a little too early. Many orc warbands
break out the mrog right at the end of a battle.
If there is still a war going on, though,
this can damage the orc warlord’s
strategic plans, as he can count on
that group of orcs being unavailable
for battle for at least the next day
or two.

Sports
When not engaged in hunting or
war, male orcs need something to
keep them busy so they do not end up
focusing their natural aggressiveness
on each other. In the distant past, an
orc chieftain concocted an orc sport
known as bootskull, so named for the
fact that it involves using your boot to
kick a freshly-harvested skull through
the other team’s goal.

The only problem with bootskull is there are


few rules against fouls. While players are
not allowed to be armed or armoured, there is
nothing that prevents them from beating each
other senseless at any opportunity. The only
176
METHODS OF WARFARE

Methods of The trouble is that they are not particularly good at it.
Invariably, the intended victims somehow spot one of the
attackers early, or one of the orcs lying in wait gets a bit

Warfare anxious about the attack and jumps before the moment
is right.

T
here are few things for which orcs are The warband is much better at the hit-and-run raid. First
renowned, but fighting is one of them. They are the orcs send out scouts to find a likely target. Then the
as willing to attack a foe as look at him. While orcs approach the target overland, avoiding any roads so
they may not be the best blade-wielders in the land, they as not to alert their intended victims. They wait until the
are known for the kind of arrogance that can only be felt middle of the night, preferably with cloud cover over the
by those supported by the massive numbers of troops the moon, and then charge out of the darkness to slaughter
orcs are able to field. their victims while they sleep.

Weapons and Armour Orcs may use torches to set a foe’s home alight and
drive any occupants out into the waiting orc’s axes but,
When it comes to weapons and armour, as with most of in general, the orcs decline to use light sources of any
their belongings, orcs usually have whatever they have kind. This is particularly true when they are attacking
been able to take from their victims. An orc fighting humans or members of other races that cannot see in the
force is rarely entirely outfitted with the same kind of dark themselves.
equipment. This makes for a motley fighting crew but
these variances can allow an orc warband a great deal of Once the battle is over, the orcs kill any male survivors
versatility too. and rape any female survivors. Young are sometimes
simply abandoned to die, although they are slaughtered
Given a choice, orcs seem to prefer armour that does not just as often. As for goods, they take whatever they want
restrict them too much while still providing adequate and can carry and destroy the rest if they have the time
protection. Most orcs enjoy wearing a breastplate for and energy to do so.
these reasons. They often paint them with garish colours
and obscene symbols to help terrify their foes. Their work done, the orcs leave immediately. They know
their tactics all too often attract attention and they do not
Orcs that want some heavier protection usually fashion want to be around when someone comes to investigate.
their own splint mail out of whatever kinds of armour
they can strip off their victims. Since orcs rarely forge
their own mail, this is normally ill fitting and noisy, but The Horde
the orcs like it that way. They believe the clanking makes The aims of an orc horde are similar to that of a warband.
them even more frightening in combat. However, their tactics are vastly different. An army the
size of an orc horde cannot move around as quickly or as
The melee weapon of choice for an orc is the axe. Smaller nimbly as a relatively tiny warband.
or younger orcs content themselves with the battleaxe,
while most of the adult males take up the greataxe as soon When working with a horde, an orc general must first
as they are able to swing it. rally as many warbands together as he can find. To do
this, he needs to have both a means and a cause. For a
Many orcs use javelins in battle because of their usefulness means, most orc generals are some of the nastiest and
in both melee and ranged combat. Also, this is one of most influential orcs around. If they have managed to
the few weapons that most orc warbands can fashion reach a point in their lives at which other orcs willingly
for themselves should the need arise. Given a choice, call them generals, then they probably already have the
however, an orc usually takes a mighty composite means to gather a horde.
longbow instead.
Still, orcs do not band together under a single banner for
The Warband no reason at all. The general needs to give the orcs a solid
cause for gearing up for war. This is fairly easy, since
The tactics of an orc warband are different from those most orcs are just itching for a reason to fight. An attack
of an orc horde. When working with smaller numbers against an orc village would do, although the simple fact 177
of troops, the orc leaders like to try to set up ambushes. that there are elves living nearby, just waiting for a proper
METHODS OF WARFARE

horde to overrun them would be even better. A rousing When orcs find themselves defending their homes, the
speech can help but it is not sufficient on its own. To males often flee if they are too pressed, leaving the females
really get themselves whipped up into a frenzy, the orcs and children behind if they must. The females are far
need a point to rally around. more reluctant to leave a place, having been the ones
who actually forged a home out of it. To an orc male,
Once the horde is ready, the general sends out scouting the place where he sleeps is just that. To a female, it is
parties to find the clearest way to their chosen target, far more sacred. The children stick with their mothers,
whatever it may be. An encounter with just such a party no matter what.
may be the first clue the locals have that the orcs are on
their way. Female orcs sometimes spend time preparing simple
traps around their homes. These usually involve things
The general also dispatches warbands to hunt up food for such as pits, rockfalls, or falling nets. These are as useful
the horde. A horde of orcs can eat more than a squad of against the unwanted attentions of overly-aggressive
dragons and, if each warband in the horde was to hunt male orcs as they are against invaders, so they tend to
for its own food, the army would never manage to get get a lot of use.
anywhere. These hunting warbands can provide heroes
with an even harder challenge than the scouting parties. No matter their gender or age, cornered orcs fight with
the ferocity of wild animals. They know the best they
If possible, an orc general likes to just run the horde can expect from most civilised foes is death, and they are
straight at a target by the fastest route possible. He follows not willing to go down without a fight. They struggle on
the input given to him by his guides and forces the horde to the bitter end, only stopping when their breath leaves
ahead. The horde proper ideally moves only under the their bodies for the last time.
cover of darkness, either at night or underground. This can
help shield their movements from spies but it is still hard
to conceal the presence of such a large fighting force.

Because a horde is so large and relatively slow, most


of its targets have at least a bit of an advance
warning before the horde shows up on their
doorsteps. The orcs realise this and often
carry easily-reassembled siege weapons
with them.

Orcs have been known to lay siege


to a well-defended city for months,
although this is rare. More often, they
hurl themselves against the walls of the
city throughout every night they can, until
the city falls. They have little patience for
starving their foes out.

Defence
Sometime orcs are called upon to defend
their homes, when a group of heroes
attacks, hoping to liberate the region
from the orcs’ reign of terror. Orcs
are ill suited to defence. They would
much rather be on the offensive than the
defensive, so much so that they have been
known to abandon their homes – whether
they were the orcs’ to begin with or not
178 – regroup later, and then counterattack from
the outside.
ROLEPLAYING WITH ORCS

Roleplaying Teach your heroes that orcs are dangerous because of


their numbers. If the heroes destroy an orc warband, they
can be sure that another such warband is not far behind.

with Orcs Eventually, the heroes should get to the point that every
time they see an orc they should suspect that there is likely
to be an orc army nearby. The sight of even a single, 1st

N
ow that you know all about orcs, it is time to level orc warrior can be enough to terrify even the most
put that knowledge to use in your games. jaded hero when he considers what that one warrior’s
Traditionally, many Games Masters have simply presence could very well mean.
stuck orcs into any ten-by-ten-foot room, apparently
figuring that the local necromancer must have hired them
cheaply from the nearest Thugs’ Guild. These creatures Portraying an Orc
are little more than a notch on a hero’s blade as he marches While the standard orc is a warrior, an orc’s favoured class
from one end of an adventure to another. is that of the barbarian. Orcs are nothing if not barbaric.
They have no use for the rules of civilised society or
While it is possible to treat orcs like this in your game, it is anything else that stands in the way of them taking
a bit of a shame not to be a bit more imaginative. With the whatever it is they want whenever it is they want it.
information you have received from this book already, you
should know that orcs are far more than cannon fodder. Orcs are not all that smart, and they know it. They distrust
Here are some details to help you breathe life into them words as a means of trickery, placing their faith in the
as a race, to aid working them into your game. power of their arms instead. The most articulate thing
most heroes ever hear from an orc’s mouth is the war cry
it lets loose just before it charges into battle.
Orcs in Your Game
It is certainly acceptable for low-level heroes to run into An orc’s decision process breaks down into just three
small groups of orcs as they wander around their first questions.
couple of dungeons. However, orcs do not tend to work
in such small numbers. As the heroes become more
powerful and more able to handle such challenges, start † Is it dangerous? If so, kill it – or avoid it if it is
making the orcs tougher and tougher. too tough.
The easiest way to do this is to simply add more orcs
to the encounters. This soon becomes a problem of its
own, though, as large battles can quickly bog down the † Can I eat it? If so, kill it and then eat it.
game and cause it to feel dull. Literally cutting a swathe
through an orc horde may sound wonderfully epic but, in
practice, it can be monotonous. † Can I have sex with it? If so, proceed to try.

Orcs advance by means of classes, just as characters do.


If you want a harder challenge for your heroes, all you Beyond that, most orcs do not bother to give over a whole
need to do is make each orc more experienced. While a lot of time to other concerns. The only other question that
handful of 1st level orc warriors may cause a mid-level comes up fairly often in their lives arises when someone
party to yawn, the same cannot be said of a vicious strike gives them an order or makes them an offer. Then they
team of high-level orc assassins. simply ask: What is in it for me?

On the other hand, one of the reasons orcs are so feared Orc leaders differ a bit from the ravenous herd. They
is that there are so many of them. Whenever the heroes usually bear a sort of animal cunning that has already
face a force of hundreds or even thousands of orcs, their permitted them to advance as far as they have. Mostly
first instinct should be to run. No matter how powerful this means that they are better than most orcs at figuring
they may be against a small group of foes, that many out exactly what could be in any given situation for them.
orcs should be enough to eventually overpower just about This means they are more willing to talk than other orcs.
anyone. However, they are just as ready to turn to their battleaxes
to end a conversation with a large exclamation mark. 179
ROLEPLAYING WITH ORCS

While orcs are more than happy to oblige anyone looking to transform themselves into some of the most lethal
for a fight, they are bullies at heart. They usually do their warriors ever seen. Many of them become high-ranking
best to intimidate or run someone off before they actually officers in orc armies, if they manage to survive that
start swinging, especially when up against superior long. They prefer to lead from the front, where the battle
numbers. If they succeed, that means they can focus more is thickest, trusting in their might of arms and magic to
of their attention on those who managed to stay behind. win the day.

Most battle shamans start out as either clerics or sorcerers.


Half-Orcs There have been some wizards and druids that have
Half-orcs are available as one of the standard Player become battle shamans but these are rare. Some rangers
Character races for one particular reason: there are lots become battle shamans as well but they tend to be far less
of them around. The orc tendency to raid and rape has effective than those hailing from other classes.
left thousands of single mothers scattered throughout the
lands, trying to raise children they did not want in a world Battle shamans are rarely, if ever, found without a warband
that does not care for them either. or, better yet, an army surrounding them. While they are
happiest in the thick of battle, they did not get where they
Just about every half-orc has a troubled childhood. Even if are by being suicidal. They are cunning warriors, always
a half-orc’s mother truly loved him and raised him the best angling for every edge they can find to earn victory for
she could, she still has to face the world as a victim of rape. their side. While rare even among such a fecund race,
Also, most communities are not all that understanding their presence is often enough to inspire or outright force
about half-orcs. Even the most accepting communities a victory in many engagements.
still have to deal with the fact that the character’s orc
heritage means he is likely to be a bit more aggressive, Hit Die: d8.
perhaps even crueller, than other children his age.
Requirements
Because of their heritage, half-orcs often believe they To become a battle shaman, a character must meet the
are always being watched. They feel as if the world is following requirements.
just waiting for them to make a mistake so they can be Base Attack Bonus: +4.
persecuted, or even executed, for being too much like Feats: Combat Casting.
an orc. Race: Orc.
Concentration: 9 ranks.
A lot of half-orcs crack under the pressure and become just Spellcraft: 9 ranks.
as evil as everyone expects them to be. When the heroes Spellcasting: Able to cast 3rd level spells.
meet a half-orc, they must struggle to decide whether or Special: The battle shaman must have been blessed in
not they can, or even should try, to trust such a character. some way by an orcish deity so as to be able to take on
If they get into a situation in which such trust is essential, the powers of a battle shaman.
they may find themselves willing to take extreme measures
to resolve the situation as quickly as possible.
Class Skills
Physically, half-orcs are similar to the full-blooded The battle shaman’s class skills (and their key abilities)
variety. From a human point of view, they look an awful are Climb (Str), Concentration (Con), Craft (Dex), Handle
lot like orcs. The reverse can be said from an orc point of Animal (Cha), Intimidate (Cha), Jump (Str), Profession
view though. Half-orcs tend to be just a little bit weaker (Wis), Ride (Dex), Spellcraft (Int) and Swim (Str).
than full-blooded orcs. On the other hand, while they
enjoy the powers of darkvision, they are unaffected by Skill Points at Each Level: 2 + Int modifier.
the sensitivity to light that plagues regular orcs. They
do not wince from the light of the sun. This, if nothing Class Features
else, should indicate that there is some hope for them The following are class features of the battle shaman
after all. prestige class.

Weapon and Armour Proficiency: Battle shamans are


The Battle Shaman proficient with all simple and martial weapons, with all
180 The battle shaman is an orc spellcaster who glories in types of armour and with shields.
the dangers of battle. They use their magical powers
ROLEPLAYING WITH ORCS

The Battle Shaman


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per day
1st +0 +2 +0 +0 Battle power (1st level) +1 level of existing class
2nd +1 +3 +0 +0 Bane +1 level of existing class
3rd +2 +3 +1 +1 Battle power (2nd level) +1 level of existing class
4th +3 +4 +1 +1 Protection from arrows +1 level of existing class
5th +3 +4 +1 +1 Battle power (3rd level) +1 level of existing class
6th +4 +5 +2 +2 Haste +1 level of existing class
7th +5 +5 +2 +2 Battle power (4th level) +1 level of existing class
8th +6 +6 +2 +2 Rage +1 level of existing class
9th +6 +6 +3 +3 Battle power (5th level) +1 level of existing class
10th +7 +7 +3 +3 Spell resistance +1 level of existing class

Spellcasting: A battle shaman maintains his training in For each level the character has as a battle shaman, he can
magic. Whenever he gains a new battle shaman level, gain up to one such additional spell per day
the character also gains new spells known and spells
per day as if he had also gained a level in a spellcasting For example, if a 4th level battle shaman kills a 5th level
class he already had before he became a battle shaman. foe in combat, the battle shaman can instantly add a spell
However, he does not acquire any other benefit he would of up to 2nd level. He can use this power up to four times
have gained for advancing a level in that spellcasting per day.
class. This essentially means that he adds his levels as a
battle shaman to the levels he has in another spellcasting Bane (Sp): The battle shaman can use the bane spell
class to figure his spells per day, spells known as a spell-like ability three times per day.
and caster level. If the caster had more than Use his total levels to determine the spell’s
one spellcasting class before he became a effectiveness.
battle shaman, he must decide which class
he adds each level of battle shaman to, Protection from Arrows (Sp): The battle
for the purposes of determining spells shaman can use the protection from
per day. arrows spell as a spell-like ability three
times per day. Use his total levels to
Battle Power (Su): Starting at determine the spell’s effectiveness.
1st level, when a battle shaman
kills a foe, of equal Haste (Sp): The battle shaman can
or higher CR to his use the haste spell as a spell-like
level, in single combat, ability three times per day. Use
he immediately gains his total levels to determine the
the ability to cast an spell’s effectiveness.
additional spell at a
maximum level equal Rage (Sp): The battle shaman
to half the victim’s can use the rage spell as a spell-
level or the character’s like ability three times per day.
level as a battle shaman – Use his total levels to determine
whichever is less – rounded the spell’s effectiveness.
up. This extra spell slot must
be filled immediately from the Spell Resistance (Sp): The
list of spells that the character battle shaman can use the spell
has already prepared for that day. resistance spell as a spell-like
The ability to cast this spell lasts ability three times per day. Use
until one hour after the end of the his total levels to determine
current battle, or for one the spell’s effectiveness.
day, whichever is less. 181
SCENARIO HOOKS AND IDEAS

Scenario to their own defence. Most likely, the heroes can rout
their attackers pretty quickly. However, this encounter
serves to keep them on their toes, even when they should

Hooks and be sleeping.

This encounter can also lead to many of the other

Ideas encounters. Once the orcs are defeated or run off, the
heroes can follow their trail back to their main settlement
or fighting force. Of course, at that point the heroes are

S
tandard orcs are best used against a party of 1st to sure to be vastly outnumbered. What they do from there
4 th level or so. They can also be a threat to is up to them.
higher-level heroes when they appear in great
enough numbers to be able to simply overwhelm a hero’s
defences. Still, the best orc threat for a powerful hero is a The Race
powerful orc. An elite shock team of orc troops can stand The heroes have learned of a great orc fighting force on its
up to a party of heroes of a roughly equivalent level. In way to assault a nearby city. Unfortunately, the orcs have
such a situation, these veteran orcs can certainly give as discovered the heroes as well. The orc army has sent out
good as they get. its fastest runners or riders to hunt the heroes down. The
heroes cannot make a direct stand against such a superior
This section lists a number of different adventure hooks force. Their only hope is to run as fast as they can to the
a Games Master can use to creatively add orcs into a city the orcs have targeted and raise the alarm.
campaign. Feel free to pick and choose from them as you
like, combining or altering them as you will. While a strict race can get boring, it can be spiced up with
a few lightning attacks by orc scouts that may already be
ahead of the heroes. The orcs coming up behind have
Raid! signalled their brothers by either magical or mundane
Orc warbands are constantly on the hunt for new means, possibly even using something as primitive as
communities to terrorise. They like to storm into a place smoke signals.
in the early evening, take what they like and burn the rest
to the ground. The next morning, they move on to the If the heroes succeed, the city should be prepared for the
next place. This cycle has been going on for generations. inevitable attack. They might even be able to raise an
It is up to the heroes to break it. army to meet the orcs on the field of battle. Otherwise,
it could be that the city has time to stock supplies for an
The elders of a town have word that the orcs are on their extended siege.
way again. They remember their last visit from years
ago and this time they wish to be prepared. They hire the
heroes to help them build up their defences and to help Siege!
protect the town when the orcs finally arrive. The heroes are trapped in a city when the orcs lay siege
to it. Unable to get past the orc horde on their own, the
If the heroes manage to repulse the orcs’ attack, the heroes must offer their services to help break the siege.
encounter is not over though. Unless the orcs were With the proper planning, they might even be able to make
thoroughly routed, they are sure to be back, and this time a few surgical strikes against the orc leadership. Enough
they should have plans of their own for dealing with the successes along these lines can eventually soften the orcs
town’s reinforced defences. up enough for the people of the city to be able to take the
battle to them and drive them from the field.

An Accidental Meeting
Orc hunting parties range far and wide looking for fresh Revenge of the
food. When they stumble upon a group of travellers, they
see it as an opportunity to land a gourmet meal. Dwarves
A band of homeless dwarves approaches the heroes and
Late one night, the orcs steal up on the heroes’ camp asks for their help to reclaim their ancestral home from
182 and attack. The heroes must rouse themselves and leap the orcs that stole it so long ago. This is a dungeon crawl
SCENARIO HOOKS AND IDEAS

with a purpose. While the dwarven halls may be filled Vandals!


with traps, the dwarves should be able to point most of It seems a number of orc warbands are setting fires in a
them out to the heroes so they can be avoided. However, forest at random. While the local elves put out the fire,
the orcs are sure to have set up some crude pitfalls of the heroes are sent out to figure out what is going on and
their own. attempt to stop the fires at the source. As the heroes spar
with the orcs, they realise that the placement of the fires
The dwarves should be outnumbered but undaunted. is not quite as random as it might seem. In fact, the orcs
With the heroes help and their knowledge of a set of are herding the elves into a valley in the forest, a place
secret tunnels running throughout the complex, they perfectly situated for a lightning ambush from a full orc
hope to be able to chip away at the orcs’ defences until horde. Once the heroes figure this out, they must warn
the vile creatures either voluntarily leave their home or the elves before it is too late.
are destroyed.

Lambs to the
Orc Bait
Orcs know that the civilised people hate them, and they Slaughter
are all too happy to take advantage of it. Many human This adventure hook works best in conjunction with one
settlements are a bit more forgiving of those of other races, or more of the others. Use it once the heroes have already
and sometimes orcs can actually move freely within the had a number of encounters with orc warriors and are
walls of such places. In such a case, an orc strolling past good and angry with them.
a paladin could nearly spark off a riot.
While out hunting for an orc warband or horde, the heroes
If the party has such do-gooders within its ranks, an orc stumble upon the orcs’ camp. The males are all out on the
seemingly wanders in front of them, sees them and then warpath but the females and young are still at home. The
takes off at a dead sprint. If the heroes pursue, the orc heroes are presented with a dilemma. Do they attack and
leads them on a merry chase throughout the worst parts kill the ‘defenceless civilians’, or do they try to come up
of the city. Eventually, he dashes into a blind alley, another means of dealing with this problem? Or, do they
seemingly trapped. If the heroes follow, a band of the simply walk away and leave these ‘innocents’ alone?
orc’s fellows steps in behind them, sealing them in the
alley instead. If the heroes do attack, they should find the female and
child orcs do not just roll over and die. They fight with
This is a common mugging tactic used in many large the desperation of creatures who know there are no other
cities. It may only work against a novice group of heroes options than death. While they are not as skilled in battle
once, but it is a good lesson for them to learn: when you as the males, they fight just as ferociously to defend their
are chasing someone, take care of where you are being homes. Low-level parties should be hard-pressed to take
led. out an orc camp on their own.

This Means War!


A local orc horde is on the warpath. An army from a
nearby city is marching out to meet them before the
evil beasts can cause any more harm. The heroes have
joined the army of good, either voluntarily or through
conscription.

This is a chance for the heroes to earn glory for themselves


– and to get a taste of the horrors of war. If you have
access to mass-combat rules, you can actually play out
the war in full. Otherwise, the heroes should be given, or
find, a few key missions they can attempt to pull off that
can affect the course of the entire war.

183
GRUK'S KAMP

Gruk’s Kamp cutthroats, hundreds of which could actually be capable


of commanding a warband of their own.

G
eneral Gruk has long since established himself Besides the 2,485 members of Gruk’s army, there are
as one of the most dangerous orcs in the world. 2,515 others. Of these, roughly 150 are slaves that the
At the ripe, old age of 42, he has gathered around highest-ranking members of the army and the community’s
himself a community of roughly 5,000 orcs, of which tiny aristocracy keep. Gruk also has a handful of slaves
nearly half are warriors in his army. The simple utterance – including a few truly unfortunate women – for his own
of Gruk’s name has been known to cause apprentice personal use. The rest are mostly females, youths and
guardsmen to soil their armour. the few, lucky orcs who have managed to live to a ripe,
old age.
Gruk has personally led armies that have destroyed
several towns and even a couple of larger cities. There This last group forms the support structure for Gruk’s
is a huge price on the general’s skull but to get to Gruk, army. Their presence helps to make Gruk’s Kamp a truly
an assassin would have to first work his way around just self-sufficient community. These are not orcs who leave
about everyone else in the general’s camp, a relatively their homes to go to war. Instead, they bring everything
mobile community that follows the general and his army they own along with them.
around almost everywhere they go. Gruk’s Kamp, as it
is known far and wide, is filled with literally thousands of The orcs living under Gruk have no home base, other than
the camp, to which they can hope to return. In Gruk’s
experience, this has been a wonderful motivating factor
for his soldiers since they know they cannot go home if
the battle goes against them. If they fail, their entire town
would likely be wiped from the face of the planet.

Many of the orcs who live in


Gruk’s Kamp were born there,
although for the older members
of the Kamp this was during the
reign of Gruk’s predecessor,
Gratt. Gruk slew Gratt in
single combat nearly 13 years
ago. The fight was rigged
against the elder orc and
everyone knew it, Gruk
having been taken aside by
Thantarr the battle shaman
before it began. Still, Gruk
had assembled himself
enough of a power base
within Gratt’s army that no
one questioned his authority
when he took over.

The majority of the orcs in the


camp came from outside of it
however. Some found their way
there from other, less powerful
hordes or warbands. Others were
part of such organisations that
Gruk’s Kamp assimilated, either
peaceably or, far more likely, by
184 brute force.
GRUK'S KAMP

A small number of half-orcs, approximately 50, have (C) the private armoury tent, (D) the treasure tent and (E)
found their way into the camp too. These are the ones that the private chambers tent.
were tough enough to prove themselves to the orcs in the
camp. Those that failed over the years were immediately The entire complex of tents is surrounded by heavily-
classified as far too tainted with the blood of those armed guards 24 hours a day. Gruk does not trust anyone,
worthless humans and then tossed into chains. so the guards patrol in groups of four or more. Gruk is
sure that at least one member of each group is either
loyal enough or cowardly enough to turn his fellows in
The Kamp should they decide to steal from their general. In this
The following locations are keyed to the map of Gruk’s way, he maintains discipline through a network of fear
Kamp. Since the camp is mobile, the juxtaposition of and distrust.
these various elements can change from place to place,
depending on the local geography and any threats both A. The Foyer Tent: Most visitors never get past this tent,
real and perceived. In other words, feel free to rearrange where Gruk normally comes to greet those who wish to
where things are if it makes more sense that way. speak with him. The room is almost entirely bare, except
for the six high-level orc warriors who stand watch here
The camp is composed almost entirely of tents. These constantly and serve as Gruk’s bodyguards. Gruk does not
are large affairs made of canvas and ropes strung over like to sit much, and he prefers to make his guests stand as
frameworks of stout, wooden poles. They are oiled to well. He does not have patience for long conversations,
make them waterproof. The interiors of the tents are lit so this arrangement helps to keep meetings short.
by lanterns when necessary, although orcs do not normally
need them. Similarly the only fires in the camp are usually B. The War Room Tent: This is where Gruk meets with
for cooking or warmth. When the horde is trying to sneak his captains to discuss his strategy – such as it is – for
up on a target, however, they do not use any fires at all. any upcoming conflict. The room features a large table
surrounded by wooden chairs. Sometimes there is a map
1. Gruk’s Tent pinned down in the middle of the table, on which the orcs
This is where the leader of the camp lives. This is by far diagram their proposed attacks.
the largest tent in the entire camp. It actually consists of
several tents stitched together to almost form a house. C. The Private Armoury Tent: Gruk keeps his armour and
These include (A) the foyer tent, (B) the war room tent, weapons in here. This is where he comes to be dressed

Gruk’s Kamp (Large Town): Conventional; AL CE; 3,000 gp limit; Assets 750,000 gp; Population 5,000; Isolated
(96% orc, 1% half-orc, 3% human (slaves)).

Authority Figures: General Gruk (CE male orc Bbn17).

Important Characters: Thantarr (CE male orc Clr6/BaS10).

Army: Bbn14 (1), Bbn12 (1), Bbn11 (1), Bbn10 (1), Bbn9 (1), Bbn8 (4), Bbn7 (4), Bbn6 (7), Bbn5 (6), Bbn4 (13),
Bbn3 (13), Bbn2 (25), Bbn1 (26), Brd10 (1), Brd9 (1), Brd6 (1), Brd5 (1), Brd4 (2), Brd3 (2), Brd2 (5), Brd1 (5),
Clr13 (1), Clr12 (1), Clr11 (1), Clr10 (1), Clr9 (1), Clr8 (1), Clr7 (1), Clr6 (4), Clr5 (3), Clr4 (8), Clr3 (8), Clr2 (15),
Clr1 (15), Drd6 (1), Drd5 (1), Drd4 (2), Drd3 (2), Drd2 (5), Drd1 (5), Ftr10 (1), Ftr9 (1), Ftr8 (3), Ftr7 (3), Ftr6 (5),
Ftr5 (5), Ftr4 (10), Ftr3 (10), Ftr2 (20), Ftr1 (20), Rgr8 (1), Rgr6 (1), Rgr5 (2), Rgr4 (2), Rgr3 (2), Rgr2 (4), Rgr1 (4),
Rog10 (1), Rog9 (1), Rog8 (2), Rog7 (2), Rog6 (3), Rog5 (3), Rog4 (6), Rog3 (6), Rog2 (13), Rog1 (13), Sor15 (1),
Sor12 (1), Sor11 (1), Sor10 (1), Sor9 (1), Sor8 (1), Sor7 (2), Sor6 (3), Sor5 (4), Sor4 (7), Sor3 (7), Sor2 (12), Sor1
(13), Wiz19 (1), Wiz2 (1), Wiz1 (1), War15 (1), War13 (1), War12 (1), War11 (1), War10 (4), War9 (4), War8 (13),
War7 (13), War6 (50), War5 (50), War4 (196), War3 (196), War2 (777), War1 (778)

Others: Ari8 (1), Ari7 (1), Ari6 (5), Ari5 (5), Ari4 (21), Ari3 (21), Ari2 (86), Ari1 (86), Com10 (2), Com9 (2), Com8
(12), Com7 (12), Com6 (48), Com5 (48), Com4 (193), Com3 (193), Com2 (776), Com1 (777), Exp8 (1), Exp7 (1),
185
Exp6 (5), Exp5 (5), Exp4 (21), Exp3 (21), Exp2 (86), Exp1 (86).
GRUK'S KAMP

for war. He has several female orcs who help him with region at all times. Gruk wants to make sure that no one
this task. sneaks up on him.

D. The Treasure Tent: The accumulated wealth of Gruk 5. Barracks Tent


and the rest of the tribe is kept here. The amount of These tents are scattered throughout the camp. They each
treasure can vary greatly depending on the success of hold a full squad of orcs, plus perhaps a few higher-level
any recent operations, as well as how long it has been officers. Each soldier keeps his arms and armour next to
since the army conquered a town. At minimum, there his bed when he is not wearing them. There is no central
are 10,000 gp worth of precious goods here but that can armoury.
range as high as 100,000 gp.
6. Home Tent
E. The Private Chambers Tent: This is where Gruk sleeps. These tents tend to be found toward the centre of the camp.
The place is surrounded by guards at all times. Gruk is This allows the residents of the barracks tents to protect
only here about half the time though. The other nights, the home tents if the camp is attacked. These home tents
he is off to the tent of some lucky orc female who has are filled with female and young orcs. There is usually a
pleased him instead. male orc or two hanging around each of these places as
well, hoping to make a good impression upon the females
2. Slave Pen who live there.
This pen houses the camp’s 150 or so slaves when they
are not on their duties. This usually means that they are 7. Main Square
here only at night, but even then the place is normally This open area in the centre of the camp is a place for all
only about two-thirds full. the orcs to gather. They come here at least a few times a
week, usually for Thantarr’s religious services, or for one
The slaves are treated poorly and their pen usually smells of Gruk’s infrequent rallies. Gruk’s tent (#1) overlooks
from their waste and the rotten food the orcs throw them the main square, usually from the north.
to live upon. For this reason, the pen is always located
downwind from Gruk’s tent. The centre of the square has space for a large bonfire.
After victory in a great battle, the orcs light this fire and
Guards always surround the place, although there are celebrate throughout the night.
twice as many here at night as there are during the day.
Escape attempts are punished by an immediate beheading.
Eventually most slaves decide this is preferable to 8. Thantarr’s Tent
enduring another day of torture at the hands of the orcs. The most powerful battle shaman in the camp lives here.
His tent is only a single room but it is second only to
Gruk’s in its size and splendour. Thantarr is not here
3. Mess Tent often, preferring to be out checking up on the troops at
The orcs eat their three daily meals here. The place is open nearly all times. He is Gruk’s right hand in the camp, the
around the clock to feed the guards who work through one who keeps close tabs on the orcs who live here while
the night, as well as anyone else who wanders through. Gruk concentrates on the larger picture.
Everyone eats here, as opposed to in their tents, even Gruk.
The only exceptions are when Gruk is in the middle of
an intense planning meeting in his war room tent (#1B). 9. Horse Pen
At such times, the leaders eat in that tent. The relatively small number of horses (about 200) the orcs
own are kept here. Gruk is one of the few orcs to actually
have his own horse to ride. Most orcs fear the beasts will
4. Guard Post throw them at the first opportunity. Still, the orcs need
These small tents dot the perimeter of the camp and something to haul their wagons whenever they move their
beyond. They are staffed by at least ten orcs at a time. camp. The horses are kept here until such a time.
Each post also has a horn in it so the guards stationed
there can sound the alarm.
10. Storage Tents
This is but one of the camp’s lines of defence. There are The outside of the main square (#7) is lined with storage
also squads of orcs on patrol throughout the surrounding tents. These are basically small warehouses in which
186 the orcs keep the goods they need to wage their near-
constant war.
GRUK'SGRUKS
KAMPCAMP

4
9
3

6
10

2
1

7
5

4
8

187
GRUK'S KAMP

Gruk bonus) +12/+7/+2 ranged (1d8+4/x3)


Medium Humanoid (Orc) Space/Reach: 5 ft./5 ft.
17th Level Barbarian Special Attacks: Rebuke undead 4/day, spells
Hit Dice: 17d12+68 (178 hp) Special Qualities: Battle power, damage reduction
Initiative: +4 5/magic, darkvision 60 ft., light sensitivity, spell-like
Speed: 30 ft. (base 40 ft.) abilties
AC: 22 (+3 Dex, +7 breastplate of command, +2 ring of Saves: Fort +16, Ref +6, Will +12
protection +2), touch 15, flat-footed 19 Abilities: Str 21, Dex 12, Con 18, Int 10, Wis 18, Cha
Base Attack/Grapple: +17/+24 12
Attack: +3 orc double axe of flaming burst +27 melee Skills: Concentration +15, Heal +8, Intimidate +4,
(1d8+10 plus 1d6 fire/x3) or +2 composite longbow (+4 Profession +7, Spellcraft +15
Str bonus) +23 ranged (1d8+6/x3) Feats: Combat Casting, Empower Spell, Enlarge Spell,
Full Attack: +3 orc double axe of flaming burst Leadership, Maximise Spell, Power Attack
+27/+22/+17/+12 (1d8+10 plus 1d6 fire/x3) or Challenge Rating: 16
+25/+25/+20/+15/+10 (1d8+10 plus 1d6 fire/x3), or Alignment: Chaotic evil
+2 composite longbow (+4 Str bonus) +23/+18/+13/+8 Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/3
ranged (1d8+6/x3) +1/2+1), Save DC 14 + spell level
Space/Reach: 5 ft./5 ft. Domains: Evil (cast evil spells at +1 caster level), War
Special Qualities: Damage reduction 4/—, darkvision 60 (Weapon Focus (greataxe)).
ft., greater tireless rage 5/day, improved uncanny dodge, Possessions: +3 spellstoring greataxe, +2 breastplate of
indomitable will, light sensitivity, trap sense +5 invulnerability, carpet of flying, masterwork composite
Saves: Fort +14, Ref +9, Will +6 longbow (+4 Str bonus), and 80 gp.
Abilities: Str 25, Dex 18, Con 18, Int 13, Wis 13, Cha
10
Skills: Climb +20, Intimidate +20, Jump +20, Listen +15,
Spot +17, Swim +16, Survival +20
Feats: Cleave, Exotic Weapon Proficiency (orc double
axe), Great Cleave, Leadership, Power Attack, Two-
Weapon Fighting
Challenge Rating: 17
Alignment: Chaotic evil
Possessions: +3 orc double axe of flaming burst,
breastplate of command, horn of blasting, ring of
protection +2, +2 composite longbow (+4 Str bonus),
20 arrows, heavy warhorse with scale mail barding,
potion of invisibility and 39 gp.

Thantarr
Medium Humanoid (Orc)
6th Level Cleric/10th Level Battle Shaman
Hit Dice: 16d8+64 (136 hp)
Initiative: +1
Speed: 20 ft. (base 30 ft.)
AC: 18 (+1 Dex, +7 +2 breastplate of
invulnerability), touch 11, flat-footed 17
Base Attack/Grapple: +11/+16
Attack: +3 spellstoring greataxe +20 melee
(1d12+10/x3), or masterwork composite
longbow (+4 Str bonus) +12 ranged
(1d8+4/x3)
Full Attack: +3 spellstoring
188 greataxe +20/+15/+10 melee
(1d12+10/x3), or masterwork
composite longbow (+4 Str
ORC REFERENCE LIST

Orc AC: AC 20 (+3 Dex, +7 +2 breastplate), touch 13, flat-


footed 17
Base Attack/Grapple: +7/+13

Reference Attack: +1 greataxe +14 melee (1d12+10/x3) or


composite longbow (+4 Str) +10 ranged (1d8+4/x3)
Full Attack: +1 greataxe +14/+9 melee (1d12+10/x3) or

List composite longbow (+4 Str) +10/+5 ranged (1d8+4/x3)


Space/Reach: 5 ft./5 ft.

T
he following orc statistics are listed here to give Special Qualities: Darkvision 60 ft., light sensitivity
the Games Master an instant reference for the Saves: Fort +9, Ref +5, Will +3
various commonly found types of orcs. You can Abilities: Str 23, Dex 16, Con 18, Int 11, Wis 12,
plug these into a scenario at a moment’s notice by simply Cha 12
giving the creature a name. Possessions listed are only Skills: Climb +6, Handle Animal +6, Hide +1, Intimidate
suggestions but their effects have been factored into the +6, Listen +3, Move Silently +1, Ride +6, Spot +3
rest of the statistics. If you like, though, you should feel Feats: Alertness, Cleave, Power Attack
free to substitute other magic items or pieces of equipment Challenge Rating: 6
that you believe would be more appropriate to your Alignment: Usually chaotic evil
particular situation. Possessions: +2 breastplate, composite longbow (+4 Str
bonus), +1 greataxe, 20 arrows and 29 gp.
Orc General
Medium Humanoid (Orc) Orc Lieutenant
10th Level Warrior Medium Humanoid (Orc)
Hit Dice: 10d8+40 (85 hp) 5th Level Warrior
Initiative: +4 Hit Dice: 5d8+10 (32 hp)
Speed: 20 ft. (base 30 ft.) Initiative: +1
AC: 20 (+3 Dex, +7 +2 breastplate), touch 13, flat-footed Speed: 20 ft. (base 30 ft.)
17 AC: AC 17 (+1 Dex, +6 +1 breastplate), touch 11, flat-
Base Attack/Grapple: +10/+17 footed 16
Attack: +2 greataxe +20 melee (1d12+12/x3) or Base Attack/Grapple: +5/+9
composite longbow (+4 Str) +14 ranged (1d8+4/x3) Attack: +1 greataxe +11 melee (1d12+7/x3) or composite
Full Attack: +2 greataxe +20/+15 melee (1d12+12/x3) or longbow (+4 Str) +6 ranged (1d8+4/x3)
composite longbow (+4 Str) +14/+9 ranged (1d8+4/x3) Full Attack: +1 greataxe +11 melee (1d12+7/x3) or
Space/Reach: 5 ft./5 ft. composite longbow (+4 Str) +6 ranged (1d8+4/x3)
Special Qualities: Darkvision 60 ft., light sensitivity Space/Reach: 5 ft./5 ft.
Saves: Fort +11, Ref +7, Will +3 Special Qualities: Darkvision 60 ft., light sensitivity
Abilities: Str 24, Dex 18, Con 18, Int 13, Wis 10, Saves: Fort +6, Ref +2, Will +0
Cha 10 Abilities: Str 19, Dex 12, Con 14, Int 6, Wis 8, Cha 8
Skills: Climb +6, Handle Animal +4, Intimidate +10, Skills: Climb +5, Intimidate +3, Listen +1, Spot +1
Jump +6, Listen +2, Ride +10, Spot +4, Swim +4, Tumble Feats: Alertness, Weapon Focus (greataxe)
+2. Challenge Rating: 4
Feats: Alertness, Blind-Fight, Power Attack, Weapon Alignment: Usually chaotic evil
Focus (greataxe) Possessions: +1 breastplate, composite longbow (+4 Str
Challenge Rating: 9 bonus), +1 greataxe, 20 arrows, two potions of cure light
Alignment: Usually chaotic evil wounds and 29 gp.
Possessions: +2 greataxe, composite longbow (+4
Str bonus), +2 breastplate, horn of fog, potion of cure
moderate wounds, potion of invisibility, 20 arrows, one Orc Sergeant
sleep arrow and 97 gp. Medium-Size Humanoid (Orc)
3rd Level Warrior
Hit Dice: 3d8+3 (23 hp)
Orc Captain Initiative: +0
Medium Humanoid (Orc) Speed: 20 ft. (base 30 ft.)
7th Level Warrior AC: 16 (+6 +1 breastplate), touch 10, flat-footed 16 189
Hit Dice: 7d8+28 (59 hp) Base Attack/Grapple: +3/+6
Initiative: +3 Attack: Masterwork greataxe +8 melee (1d12+4/x3) or
Speed: 20 ft. (base 30 ft.) composite longbow (+3 Str) +3 ranged (1d8+3/x3)
ORC REFERENCE LIST

Full Attack: Masterwork greataxe +8 melee (1d12+4/x3) Special Attacks: Spells


or composite longbow (+3 Str) +3 ranged (1d8+3/x3) Special Qualities: Darkvision 60 ft., light sensitivity
Space/Reach: 5 ft./5 ft. Saves: Fort +2, Ref +2, Will +3
Special Qualities: Darkvision 60 ft., light sensitivity Abilities: Str 14, Dex 12, Con 13, Int 11, Wis 8,
Saves: Fort +4, Ref +1, Will –1 Cha 15
Abilities: Str 17, Dex 10, Con 13, Int 10, Wis 7, Skills: Concentration +7, Knowledge (arcana) +3, Listen
Cha 10 +1, Spellcraft +7, Spot +1
Skills: Climb +6, Intimidate +6, Listen +0, Spot +0 Feats: Alertness, Combat Casting
Feats: Alertness, Weapon Focus (greataxe) Challenge Rating: 5
Challenge Rating: 2 Treasure: Standard
Alignment: Usually chaotic evil Alignment: Usually chaotic evil
Possessions: +1 breastplate, masterwork greataxe, Sorcerer Spells Known (6/7/5), save DC 12 + spell level:
composite longbow (+3 Str bonus), 20 arrows, two sleep 0—daze, flare, light, read magic, ray of frost, resistance;
arrows and 14 gp. 1st—mage armour, magic missile, sleep, true strike;
2nd—scare, summon monster II.
Orc Warrior Possessions: +1 bracers of armour, wand of magic missile
Medium Humanoid (Orc) (3rd level caster), +1 cloak of resistance, morningstar,
1st Level Warrior three javelins and 39 gp.
Hit Dice: 1d8 (4 hp)
Initiative: +0 Orc Battle Shaman
Speed: 20 ft. (base 30 ft.) Medium-Size Humanoid (Orc)
AC: 14 (+4 scale mail), touch 10, flat-footed 14 6th Level Cleric/4th Level Battle Shaman
Base Attack/Grapple: +1/+3 Hit Dice: 10d8+20 (65 hp)
Attack: Greataxe +3 melee (1d12+3/x3) or javelin +1 Initiative: +1
ranged (1d6+2) Speed: 20 ft. (base 30 ft.)
Full Attack: Greataxe +3 melee (1d12+3/x3) or javelin AC: 19 (+1 Dex, +7 +2 breastplate, +1 ring of protection
+1 ranged (1d6+2) +1), touch 12, flat-footed 18
Space/Reach: 5 ft./5 ft. Base Attack/Grapple: +7/+13
Special Qualities: Darkvision 60 ft., light sensitivity Attack: +2 greataxe +16 melee (1d12+11/x3) or
Saves: Fort +2, Ref +0, Will –1 composite longbow (+4 Str) +8 ranged (1d8+4/x3)
Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 Full Attack: +2 greataxe +15/+10 melee (1d12+11/x3) or
Skills: Listen +2, Spot +2 composite longbow (+4 Str) +8/+3 ranged (1d8+4/x3)
Feats: Alertness Space/Reach: 5 ft./5 ft.
Challenge Rating: 1/2 Special Abilities: Rebuke undead 5/day, spells
Treasure: Standard Special Qualities: Battle power, darkvision 60 ft., light
Alignment: Usually chaotic evil sensitivity, spell-like abilties
Possessions: Scale mail, greataxe, three javelins, 7 gp. Saves: Fort +11, Ref +4, Will +9
Abilities: Str 23, Dex 12, Con 15, Int 12, Wis 17,
Cha 15
Orc Sorcerer Skills: Climb +6, Concentration +11, Intimidate +5, Jump
Medium Humanoid (Orc) +5, Listen +5, Profession +10, Spellcraft +10, Spot +5
5th Level Sorcerer Feats: Alertness, Combat Casting, Extra Turning, Power
Hit Dice: 5d4+5 (17 hp) Attack, Weapon Focus (greataxe)
Initiative: +1 Challenge Rating: 10
Speed: 30 ft. Alignment: Usually chaotic evil
AC: 12 (+1 Dex, +1 bracers of armour), touch 11, flat- Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1), save
footed 11 DC 13 + spell level
Base Attack/Grapple: +2/+4 Domains: Evil (cast evil spells at +1 caster level), War
Attack: Morningstar +4 melee (1d8+2) or javelin +3 (Weapon Focus (greataxe)).
ranged (1d6+2) Possessions: +2 greataxe, +2 breastplate, composite
Full Attack: Morningstar +4 melee (1d8+2) or javelin longbow (+4 Str bonus), javelin of lightning, 20 arrows
+3 ranged (1d6+2)
190 Space/Reach: 5 ft./5 ft.
and 79 gp.
ORC REFERENCE LIST
‘General! The elves! They are coming! They are coming! They will destroy us all!’

Gruk glared down at the pitiful creatures grovelling before him. They were bleeding, out of breath and frightened half to death. He
snarled at them and felt their fear refocus from the elves they had left far behind to the more immediate threat to their worthless lives:
him.

‘What happened?’ he growled.

‘We are doomed!’ squealed the scout who had been talking before. The shaken wretch had not been able to keep his mouth shut since
he had entered Gruk’s tent.

The general stepped forward, his double axe in his hands. With a swift, almost careless move, he used one end of the axe to lop off
the head of the hapless scout. As the freed skull spun through the air, Gruk swung the axe’s other head around and cleaved cleanly
through the surprised expression still stretching across the dead orc’s face.

The other members of the squad were showered with brains and blood. They started to protest before a second growl from Gruk’s
yellow-tusked mouth struck them all silent.

‘Do not make me repeat myself,’ the orc general grunted.

The surviving scouts glanced at each other desperately. Finally, one of them rose to his feet and spoke. ‘The elves – they are on their
way here,’ he choked out.

‘How far away are they?’ Gruk asked, his eyes piercing through the brave scout like javelins.

The scout gulped, then spoke: ‘A day. Two at most.’ He then involuntarily closed his eyes and waited for the deadly blow. Gruk’s
reputation for slaughtering messengers bringing bad news was legendary throughout the camp.

Instead, Gruk started to cackle with glee. He reached out and slapped the scout on the back and the creature’s knees almost buckled.
‘Good,’ Gruk snorted. ‘Very good.’

The scout was so confused that he actually spoke to his general without being asked a direct question. ‘You are not angry?’

Normally such a transgression would have caused Gruk to do worse to the scout than he had already done to his former fellow, the one
whose corpse was still cooling at their feet. But today the general seemed to be in a rare mood: a good one.

Gruk laughed. ‘This is my plan. The elves are like a crab. When the crab is in its shell, its shell is too tough. It makes it hard to kill.
Better to find other prey.’

‘Crabs?’ the scout asked, still amazed that he was not dead.

‘You know,’ Gruk snarled happily, ‘crabs! Those little things on the shore with the pincers and shells: crabs!’

The scout realised that he simply needed to agree, whether he understood or not, so he nodded as sagely as he could manage.

Gruk sized the scout up with his eyes for a tense moment, then seemed satisfied and continued on. ‘Crabs, these elves in their homes,
they are hard to kill. But,’ a toothy smile crossed Gruk’s tusked face, ‘you get them out of their homes and it changes. The fires we
set got them to notice us. They want to come out and beat us down. They would have been safer in their homes. There, we might
not be able to crack their shells.’

Gruk chortled to the guards looking on before he continued. They knew well enough to laugh along, although they were not any better
able to understand their leader than the confused scout could.

‘They fell for my trick,’ Gruk said, smiling even more broadly. ‘Now they will fall to our axes.’ He turned to one of the guards and
said with relish, ‘Call out the signal. Tonight, we advance!’

The guard nodded and dashed off to comply with the order. Gruk clapped the scout on the back. As he did, one of the scout’s teeth
popped out of his mouth and landed on the general’s boot.
191
Moments later, Gruk picked up the scout’s severed head and tossed it to another one of his guards. ‘This one did good,’ he said. ‘Give
him the place of honour. Stick his head on my personal banner pole.’ The general let loose with a wicked belly laugh. ‘It is a scout’s
dream. From there he can see the whole battle!’
DOPPELGANGERS INTRODUCTION

The Slayer's Guide This is simply not true. Doppelgangers possess a


complexity in their thoughts and plans that astounds even
the most learned scholar. Their hopes and ambitions

To Doppelgangers show an amount of depth that rivals even the most


ambitious wizard. They have a higher purpose than simply
impersonating royalty and pitied will be those who stand

D
oppelgangers are self-serving shapechangers, in the way of their goals.
interested in nothing more than deceiving others
and posing as important figures in civilised society. No longer reduced to the status of a simple mystery to be
They exist simply to kill people and take over their life solved and killed, doppelgangers possess an intellect and a
for no reason other than because they can. At least, that’s cunning that will pose a challenge to the most hardened of
how it might seem to many players. Doppelgangers are veteran adventurers. They can prove to be very deadly to
generally used by Games Masters to add a bit of mystery any meddling adventurers who interfere with their plans….
and surprise to a city or an adventure, but the individual as you will soon see.
doppelganger itself is often looked upon as a malicious
figure bent on nothing more than world domination starting
with posing as a king or other ruler. The Slayer’s Guides
This series of supplements, designed for use in all fantasy-
based d20 game systems, takes an exhaustive look at
specific monster races, thoroughly detailing
their beiefs, society, and methods of warfare.
Typically, these will be races all but ignored
by Games Masters and players alike who
view them as little more than speed bumps
on their path to fame and power.

Doppelgangers
– Dangerous
Deception
Each Slayer’s Guide features a single race, in
this case the doppelganger. Within, you will
find extensive information on doppelganger
physiology, philosophy, and society, giving
you a deeper understanding of how this race
interacts with and influences the surrounding
world. This handy reference will give Games
Masters plenty of plot hooks and believable
reasons for doppelgangers to do the things
they do as well as a veritable treasure trove
of information concerning the nature of
doppelgangers and their way of life. Players
will find valuable information concerning the
deceptive tendencies of doppelgangers that
may well save their lives.

Finally, an advanced doppelganger


community is presented in full detail. This
lair can be inserted seamlessly into any
setting and can be used as a high-level
adventure or as a springboard for an entire 193
campaign.
DOPPELGANGERS INTRODUCTION

The elf stood at the entrance to the city and inhaled deeply. His eyes showed nothing, but the wrinkle of disgust reflected
thoughts unspoken: the city stank. He hesitated, seeming to debate turning around and leaving, then decided against it,
moving into the city.

Visions assailed unblinking eyes that took everything in without passion, memorizing small details for later. A woman who
dropped her fresh laundry at his feet began to gather her sheets back into the basket. The elf did not move to go around, nor
did he stoop to help. He watched her work, staring with those depthless blue eyes. Unnerved, the washer woman picked up
her laundry and hurried off.

The merchant district was thronged with people, both those buying and those selling. One merchant thrust a cut of beef
towards the elf, claiming it to be the finest cut available in three duchies. The flies landing on the meat were reflected in
the eyes of the elf, who stared at the hawker as he pushed his wares. Swallowing, the vender withdrew the meat, turning to
another potential customer.

The elf continued on, making mental notes. All in all, he found this settlement disgusting. His delicate sense of smell picked
up the strong scents of animal dung, rotting food, overly perfumed women and, underlying that, human sweat. It was vile,
and he pondered why there had been no warning to expect this.

Clearing the market district, soft boots carried the elf onward towards the merchant district. More prosperous than the market
crowd, the streets were cobbled instead of just dirt paths, with large standing braziers to light the streets. Such was the role
of the affluent within this community that they could command such finery. The elf smiled as he took this in.

Sitting down on a bench to watch the building that bore the symbol of a sailboat with a coin emblazoned on the sail, the elf
watched people pass. The city guard patrols passed the bench three times, all different, all within three minutes of each other.
It was regular enough that any action taken would have to be taken within those periods.

The door to the merchant building opened, and the elf stood up. The target was there all right, and the elf began walking,
glancing back to watch the mark. Locking the office, he looked both ways down the street, then made his way into an alley
to the left of the building. The elf doubled back to follow him. After a circuitous route, which both puzzled and amused the
elf, the target arrived at a house and knocked on the door. From his vantage, the elf could see that a rather buxom woman
with red hair, a thick waist, and sheer clothing opened the door. The door closed, and the elf took up position out of sight.

To keep himself busy, he practiced changing into the woman’s form, mimicking the sheer clothes as well. An older couple
passing by happened to glance in the alley while the new form was displayed, and the gasp of the female was audible, while
the old man continued to look, craning his neck to do so. The woman smiled and waved with the new form, which seemed
awkward and clumsy compared to that of the elf. The old man blushed and smiled back before being dragged off by his
wife.

Looking around, the doppelganger reverted to the elf form again, and watched the house anew. When the target left, it watched
him leave, and then shifted again, adopting his form. Human forms were so clumsy, so awkward. Still, the assignment was
given, and despite the preference for the lithe grace of the elf, the doppelganger would see the job done.

Standing in front of the house, a quick rap on the door brought the lady of the home to the door again.

‘Marek,’ she smiled, somewhat nervously. ‘My husband will be home soon. Why did you come back?’

He smiled back at her, a leering grin that was taken from the old man that passed by. ‘I need to show you something.’

She frowned, looking both up and down the streets. ‘Will it take long,’ she asked, backing away as she opened the door for
him.

Marek shook his head and stepped inside, hearing the door close behind him. Already shifting form, Marek turned back to the
woman reading thoughts that she couldn’t hide from him. He could sense the terror as his face started running and reshaping
194 into her own, but before she could scream, a strong hand, her hand, clamped over her mouth, the other on her throat.

‘This won’t take long at all,’ her voice responded.


DOPPELGANGER PHYSIOLOGY

Doppelganger Anatomy
While they may appear very different on the outside, the

Physiology
anatomy of the doppelganger is not unlike that of most
other humanoids. A heart, lungs and other soft organs
all reside within the chest cavity, protected by the sturdy

I
n its natural form a doppelganger is slender and ribcage and the tough outer flesh. The major internal
gangly and may not seem very intimidating. difference between a doppelganger and most other
Unfortunately for the average adventurer, their lack of humanoids is the lack of a digestive tract. Doppelgangers
obvious body mass can be dangerously deceptive. Speak possess no stomach or intestines, as they do not require
with an educated sage or historian who has studied these food in the standard sense. The doppelganger’s skin
strange creatures and you will discover that there is much acts as a filter through which nutrients and moisture are
power contained in that emaciated form. Their mastery absorbed and waste is released. Such waste collects on
of trickery and deception insures that such creatures are the surface of the skin –much like human sweat – which
not to be taken lightly when threatened. accounts for the oily texture of the skin.

Appearing gaunt and frail, doppelgangers look more A doppelganger’s body is tough and hard, despite its ‘skin
like humanoid cadavers than the hardy and strong race and bones’ appearance. It is capable of taking a large
they are. Their slim limbs and milky, bulging eyes give amount of punishment and is capable of dishing out quite
them a strange and unsettling look, while the pale gray- a bit of damage as well. A doppelganger’s slam attacks
white color of their oily hairless skin serves to further do normal damage instead of nonlethal. A doppelganger
their cadaverous appearance. This changes, however, is perfectly capable of emulating equipment, armor and
when the doppelganger wills it so. The figure mistaken weapons while shapechanging, though most of it will
for a weakling only a moment ago can reveal itself to be useless for anything but appearance. The armor a
be a towering warrior, ready for battle or an ancient and doppelganger wears may look just like real armor, but it
powerful wizard, ready to destroy his opponents at a is only part of the doppelganger, after all.
moment’s notice with powerful eldritch energies.

Such is the true power of the doppelganger, the


ultimate shapechanger. While capable of reducing
an opponent to pulp with its fists, the doppelganger
prefers to subtly infiltrate some aspect of the daily
life of its opponents and work from the inside as a
trusted friend, servant or loved one. With their ability
to shapechange and their uncanny knack for detecting
the thoughts of others, the disguise is almost perfect
in every way.

Origins
There are many theories concerning the origin of the
doppelganger race. Campfire stories often speak of
some unknown deity who created them as a means to
infiltrate the followers of his rival gods. Other stories
speak of an insane court wizard who created the first
doppelganger to assassinate his king so that he could
claim the throne. Still other tales place doppelgangers
as ancient slaves of the Illithid race who fought free
and have been hiding ever since. The most popular
theory among learned scholars is that doppelgangers
originated on another plane of existence and that
somehow they made their way to the prime material
plane. Despite the many stories and rumours, not 195
even the doppelgangers know where or when their
race originated from.
DOPPELGANGER PHYSIOLOGY

doppelganger with its odd ability to completely forego


The brain of the doppelganger is an interesting organ, the need for sleep.
capable of reading minds from a very young age. As a
result, it makes an unusually good alchemic reagent and
spell component. As a side note, it also makes a great While Changed
soup base. While shapechanging, a doppelganger’s limbs can be
subtracted or added, height can be changed, weight can
Gheck the goblin scholar, from the library of scholarly actually be altered and the overall form can be shifted to
lore, volume MXVII look dramatically different. There are many things that
a shapechanged doppelganger can do that it normally
could not. While shapechanged, a doppelganger is
Perhaps the most interesting anatomical feature of a perfectly capable of eating, assuming that the race it is
doppelganger is its brain. The face, and subsequently imitating possesses a stomach and digestive tract. If the
the sensory organs that go with it, sits very low on the doppelganger changes to a form that possesses gills, it
doppelganger’s head. This allows room within the may breathe under water. If the shapechanged form has
skull for a larger brain. The brain of a doppelganger wings, the doppelganger may use them to fly.
is sized and shaped the same as a human brain except
for a bulbous area at the very bottom of the organ. There are many things that a doppelganger is incapable
Scholars believe that this sector is what controls the of doing, despite being shapechanged, however. A
doppelganger’s strange ability to detect the surface doppelganger cannot utilise the special attacks of a form
thoughts of other beings. Another theory is that this part it has adopted unless it already possessed those special
of the brain is really a separate organ that may provide a

Form Freeze
This disease is the bane of all doppelgangers. It is not extremely infectious, but when it is contracted, it causes the
doppelganger to lose all shapechanging abilities. After the disease incubates, the doppelganger will revert back to its
natural form and will be unable to shapechange again until its body repels the disease.

Infection: Airborne (contact)


DC: 10
Incubation: 1d3 days
Damage: Loss of shapechanging abilities

In most cases, form freeze only lasts a few days (1d4+1 days), though even that short a time can prove detrimental to
a doppelganger that is posing as someone else.

Social Bane
This is a particularly nasty sickness of the mind that is feared by every doppelganger. It is an extremely rare affliction,
though it is highly contagious. The disease incubates quickly in the doppelganger’s brain, eventually causing normal
brain activity to go a bit haywire. During the duration, the doppelganger becomes unable to suppress its detect thoughts
ability. Furthermore, when the doppelganger detects the thoughts of someone, it immediately assumes the form of that
person as its brain sends conflicting signals to its body. It may reassume the form it held before, but if the doppelganger
is in view of anyone, the damage may have already been done.

Infection: Airborne (contact)


DC: 20
Incubation: 1d4 hours
Damage: Abnormal shapechanging and brain functions, 1d3 Wisdom damage

Social Bane lasts 1d6+1 days. During the infection, the doppelganger’s thoughts are being constantly rerouted and
changed. This has caused more than one doppelganger to go completely insane. Naturally, a doppelganger with this
196 disease is scorned and avoided by other doppelgangers.
DOPPELGANGER PHYSIOLOGY

attacks. It does not possess the defenses of the new form, During the course of its life, usually around its hundredth
meaning that scales and tough skin are just for show. In year, a doppelganger will seek to mate. Though they
addition, a doppelganger’s ability scores do not change may mate many times during their lives, there seems
due to shapechanging, no matter what form it takes. to be a certain period in which they do it, lasting about
fifty years or so. Whether children are successfully born
or not, a doppelganger cannot (or will not) attempt to
Health reproduce again during its lifetime after its mating years
While the physical makeup of a doppelganger differs are over. Their strange process of reproduction causes a
a bit from that of other humanoids, many of the same large number of doppelganger infants to be stillborn or
vulnerabilities still exist. Doppelgangers are just as to miscarry early during the pregnancy. This is perhaps
susceptible to poison as any other being. The only real nature’s way of assuring that the doppelganger population
difference is that due to the fact that a doppelganger has no remains small and cannot overrun other civilised races.
stomach or digestive tract, ingested poisons might seem a
bit useless. Anyone who has researched doppelgangers Doppelgangers are asexual and cannot produce children
will know that this is not quite the case. Because a among their own race. When a doppelganger chooses
doppelganger takes in nutrients
and moisture through its skin, it is
actually easier for someone to use an
ingested poison on a doppelganger,
only needing to splash a bit of it on
its skin. Treat ingested poisons as
if they were contact poisons where
doppelgangers are concerned. Such
poisons retain their normal save DC
and act normally in all respects save
the application.

Likewise, doppelgangers are not


immune to disease. Doppelgangers
are as likely to get sick as any other
humanoid except that they are able
to brush off any diseases that effect
or germinate within a humanoid
stomach or digestive tract. Nature
seems to have made up for this by
creating diseases that only effect
doppelgangers.

Life Cycle and


Breeding
Doppelgangers generally live for
350-400 years, though no non-
doppelgangers viewing their natural
form would notice any outward sign
of advanced age. Their extended
age has allowed more than one
doppelganger to pose as an entire
lineage of rulers in the societies of
shorter-lived humanoids.

197
DOPPELGANGER PHYSIOLOGY

to have a child, it must assume


the form of a female humanoid
and find a likely male. After the
union, assuming the pregnancy is
successful, the doppelganger cannot
change back to its natural form
and must carry the child to term,
during which, the doppelganger
generally stays close to the father
for protection. All details of the
pregnancy such as length and other
considerations are the same as the
race the doppelganger has assumed
and/or the race of the father.

O c c a s i o n a l l y, t h e r a c e t h e
doppelganger is emulating and
the race of the father will not
be the same (such as a “human”
doppelganger and a dwarven
father). The pregnancy will take
place in this situation only if it is
possible between the two races
in the first place. Doppelganger
children born in this way run a
higher risk of mutations (discussed
later).

A doppelganger child is born


appearing as a normal child of the
same race as the father, though it
may seem to mature faster than
normal and usually will not possess
the racial abilities of the father (such
as the halfling’s advanced hearing).
A doppelganger child will generally
reach maturity after only 10 years;
at which point its shapechanging
and thought detecting abilities
begin to take effect, usually reflexively at first. At this instruction very quickly. After the parent is convinced
point, if the parent doppelganger has not already done so, that it is able to function on its own, it will usually leave
it will take the child and leave the area and possibly the the child to its fate. Occasionally, the parent and child
family it has been a part of for years to protect the child. will journey together, but either one of them is likely to
Many doppelganger children have been mistaken for all leave the company of the other as soon as it finds a person
manner of things they unknowingly shapechanged into or place that amuses them.
and were injured or killed as a result.

Doppelgangers do not usually possess any real Psychology


attachment to their children aside from seeing them The life of a doppelganger is a life of constant change.
as the continuation of their race. After the child’s From the time it begins maturity to the time of its death,
shapechanging abilities become apparent, the parent a doppelganger possesses the power to change its shape
doppelganger will begin instructing the child in the to match its surroundings. This seems like it would
198 ways of their race. The child generally picks up such lead to a life of decadence and ease, but the fact is that
DOPPELGANGER PHYSIOLOGY

doppelgangers who spend their time among other races Doppelgangers invest a great deal of time and thought
lead a very difficult and dangerous life. The constant into their plans. They will often study their targets for
need for secrecy and disguise eventually forces all but the a great deal of time before making their move, learning
most socially established doppelgangers to relocate and the subject’s quirks, mannerisms and language. A
begin their deception anew, lest they be discovered. doppelganger’s plans may take months or even years to
come to fruition and such plans usually do not benefit
Most doppelgangers are not evil or malicious creatures those who have been duped by the doppelganger in the
with an intent to control the lives of other races, though least.
most scholars believe they tend to have a rather skewed
perception of other races in general. Doppelgangers Doppelgangers are generally solitary creatures. They
simply see infiltration and subterfuge as part of their constantly work to better their own situation, without
lives. The people they deceive are simply tools to be used taking much time to consider the needs or desires of
and discarded as needed. Doppelgangers seek to enjoy others. Their own self-interests generally override any
a life of wealth and ease, even if this life is a dangerous desire for social interaction with other members of its
one. It comes as easily to them as does shapechanging. race. As a result of their solitary nature, doppelgangers
If achieving that life of ease requires the infiltration and have never developed a language specific to their race,
deception of other races, so much the better for this is preferring to use their detect thoughts ability as a basic
where the doppelganger truly excels. form of mental communication with each other.

‘How much farther is it?’ Tarak was anxious to be done with this adventure and back into the arms of the
busty tavern wench he had met the previous night.

‘Not much farther now. It was on the other side of that room just ahead.’ Valmere motioned with the torch
in his hand as he spoke.

‘Good, I’ll be glad to be out of this hole. Why did you say we had to come here again? Haven’t all the
evil priests been gone for years?’ Religion was almost a foreign concept to Tarak. He occasionally offered
a small prayer to the gods, but it was more out of superstition than a real belief. In any case, he definitely
didn’t have the kind of faith that Valmere had.

The duo stepped into the room, small and shadowy in the flickering light of Valmere’s torch, with sand
covering the floor and charcoal drawings smearing the walls. At least, Tarak hoped it was charcoal. On the
far side of the room was the wicked thing that had dragged them here. Standing among a pile of broken
bones and unidentifiable refuse was an altar charred black with fire and the blood of countless innocents.
‘Well, this shouldn’t take long.’ Tarak unslung his hammer from its place on his back and started across the
room towards the mess, not noticing that Valmere hung back. Suddenly, the sand beneath his feet gave way,
sucking Tarak in up to his waist. His hammer already beneath the sand, Tarak found he had nothing to use
as leverage, no handhold to grab and pull himself out. ‘What’s this? Valmere, help me! I’m sinking!’

Valmere stepped forward a single step, but it was no longer Valmere. In his place stood a gaunt, pale creature
humanoid in appearance, but obviously not the human cleric that should have been in its place. It held its
torch forward a bit as if to survey the scene. ‘Join your friend at the bottom,’ it said with a troubling lack of
emotion in its voice… Valmere’s voice! ‘You won’t be troubling me anymore.’ As it turned to walk away,
it dropped the torch onto the floor near the sinking warrior. It sputtered for just a moment and finally sank
below the sand, leaving only the darkness to carry Tarak’s muffled screams as the sand spilled into his mouth
and over his head.
199
MUTATIONS

Mutations with another 10% added to the chances of both


miscarriage and mutation if the race of the father

T
did not match the form of the doppelganger parent.
he reproductive cycle of the doppelganger is
A Games Master wishing to include the birth of
an imperfect process at best. A lot of room
a doppelganger in his game or simply wishing to
for error exists, which usually proves fatal
add something extra to an existing doppelganger
to the child. Once in a great while, the ravages
should simply roll 1d10 and apply the result of
of nature and the incompatibility of the parents
the mutation chart to the doppelganger. An entire
take their toll without killing the child. Instead
mentality or philosophy can be built around a
of perishing, the child is born mutated, a hideous
single mutation. Loose clothing could be the
mockery of the perfection it could have been, as far
trademark of a doppelganger with extra limbs while
as the parent doppelganger is concerned. Usually,
a kleptomaniac doppelganger could view the entire
the mutation is physical, and therefore apparent at
world and everything in it as its for the taking.
birth. Occasionally, the mutation is not apparent and
won’t manifest until much later in life. Regardless
of the mutation, when it becomes apparent that the
child is not normal, the doppelganger parent will D10 Mutation
usually abandon it, leaving it in the hands of the 1: Conjoined Twins
father. Mutants are almost never accepted into the 2: Extra Limb
rare doppelganger society, which usually leaves the
3: Missing Limb
child at the not-so-tender mercy of superstitious
4: Random Racial Ability
people when its shapechanging abilities manifest
themselves. Only if the mutation proves beneficial 5: Innate Magic or Psionics
somehow will the doppelganger be accepted by 6: Single Form
others of its kind. 7: Albino
8: Random Racial Drawback
9: Mental Illness
Treat the mutated child as though it were 10: Roll Twice
already dead. It would be better if it
were.

Teaching of the Order of Rulers Conjoined Twins


Rarely, twins are born to a doppelganger. An even
more rare occurrence is when the two fetuses do
not separate correctly in the womb, which leads to
Using Mutations conjoined twins. At the Games Master’s option,
Mutations can be an interesting and fun way to conjoined twins can be two doppelgangers joined
add a bit of mystery to the already mysterious together somehow or an amalgamation of two
doppelganger. Even the player who memorizes bodies with a single brain. If the latter is the
every minute statistical detail about the creatures case, the Games Master is free to rule that the
he may face will come up surprised and challenged doppelganger has a split consciousness, resulting
with this new twist on an already intricate in a permanent schism effect.
creature.
Regardless of the type of conjoinment, the twins
Under normal circumstances, there is roughly a will be able to shapechange normally into a single
30% chance of a miscarriage or some other fatal humanoid of large size due to the increased amount
occurrence during a doppelganger pregnancy. The of flesh they carry between them, however the twins
200 chance of a mutation instead of infant death is 10%, will not be able to assume the form of a humanoid
of smaller than medium size.
MUTATIONS

doppelganger’s locomotion
becomes restricted.

In either case, an extra or


missing limb cannot be
removed or replaced, even
due to shapechanging,
despite the doppelganger’s
natural ability to add and
subtract limbs. An extra
limb may be camouflaged
as a tail, hidden under or
within loose clothing or
otherwise concealed, but it
may never be removed due
to shapechanging.

Random
Racial
Bonus
Sometimes, the traits of
the father show up in the
newborn doppelganger child.
If this mutation is rolled, the
Games Master chooses one
racial bonus of the father (+2
to constitution from a gnome
father, for instance) and
applies it to the doppelganger
Extra/Missing Limb child. Alternatively, a racial
Occasionally, something goes physically wrong ability may be selected (such as a halfling’s +2
with the development of the child due to the to listen checks) and may be applied instead of a
incompatibility of the parents. Sometimes extra racial bonus. Racial bonuses already possessed
limbs are produced. Sometimes limbs are stunted by the doppelganger stack, but racial abilities the
before they can grow. In the case of an extra limb, doppelganger already possesses (such as an elf’s
the Games Master decides whether an extra arm or immunity to sleep effects) do not stack.
leg is the case and exactly where on the body the
extra limb sprouts.
Innate Magic or
With an extra arm, the doppelganger may eventually Psionics
learn to use the multidexterity and multiweapon Rarely, sorcery or psionics are part of the father
fighting feats. If an extra leg is the case, the or run in his family. Around the same time as the
doppelganger gets a +4 stability bonus against trip doppelganger’s shapechanging abilities begin to
attacks. In the case of missing limbs, a stunted manifest, its latent magical or psionic abilities
arm reduces the doppelganger’s natural attacks to a emerge as well. This often has the undesirable
single slam attack. In the case of a missing leg, the effect of drawing even more unwanted attention to
201
MUTATIONS

the child. Treat the doppelganger as a 1st level psion Random Racial
or sorcerer, choosing spells or psionic abilities as
normal. If sorcery or psionics are not part of the Drawback
Games Master’s world, he may ignore this mutation Every race has a weakness and the racial weaknesses
and roll on the chart again. of the father occasionally manifest in a doppelganger
child. If this mutation is rolled, the Games Master
chooses one racial drawback of the father (-2 to
Single Form intelligence from a half-orc father, for instance) and
There have been times when a doppelganger child is applies it to the doppelganger child. Alternatively, a
born that simply cannot shapechange into anything racial hindrance (such as a drow’s light sensitivity)
except his natural form and the humanoid form it may be chosen and applied instead of a racial
inhabited before maturity. This often has the effect drawback. Racial penalties already possessed by
of drawing a bit less attention to the child when its the doppelganger stack, but racial hindrances the
shapechanging abilities manifest, but such a child doppelganger already possesses do not stack.
will be crippled as a doppelganger.

If this mutation is rolled, the doppelganger is Mental Illness


limited to its natural form and the form it grew A doppelganger is as susceptible to mental illness
to maturity with. It may still shapechange as per as any other race. Some of the most feared tyrants
normal; it simply cannot choose a form other than in this history of civilization have in reality been
the two to which it is limited. mentally disturbed doppelgangers. If this mutation
is rolled, the Games Master chooses a mental
illness and applies it to the personality of the
Albino doppelganger. Obviously, the mental illness will
The lack of deep color in a doppelganger’s skin probably not be apparent at the time of birth, but
occasionally causes a mutation in the womb. If some illnesses may become apparent sooner than
this mutation is rolled, the doppelganger infant is others. Examples of possible illnesses include
born as normal but will be an albino, possessing derangement, kleptomania, pyromania, obsessive-
no skin pigmentation and appearing stark white. compulsive disorder, etc.
Such a child may burn easily while under direct
sunlight and inherits a sensitivity to light (-1 to all
attacks and saving throws while in bright light) Roll Twice
that carries over into its shapechanged forms. The Roll two times on the mutation table and apply both
doppelganger’s natural form is normal in every way effects. Count this option only once and reroll if it
except the skin is very white. The doppelganger comes up a second time.
will also appear albino in any form it takes, though
this may be covered or concealed with the use of
hooded cloaks, gloves, masks or make-up.

202
DOPPELGANGER SOCIETY

Doppelganger will usually be little more than a group of individuals


taking refuge in the same place. Occasionally, however,
a single charismatic doppelganger or perhaps a group of

Society doppelgangers will step up to fill the role of leader and


will unify the individuals into a cohesive community,
capable of working together for the betterment of each

D
oppelgangers generally do not have a tight- other. This concept is generally very foreign to most
knit social structure, as they are often hiding doppelgangers, which does much to explain why such
or mingling with other races. Usually, a single groups are rare and do not usually last very long at all.
individual will be present, having shapechanged itself to
avoid detection from potentially deadly threats. Small Exceptions do exist, however. Occasionally, a small
groups or pairs are not too rare and are in fact a common gang of doppelgangers will find a mutual interest and
occurrence among traveling doppelgangers, most often will work together to achieve it. Very rarely, an entire
a doppelganger parent
with its offspring in tow.
A small group of three
or four doppelgangers
may travel together for
protection or camouflage
while on a long journey.
These small groups often
perform well together
as their ability to detect
each other’s thoughts
often keeps them out of
otherwise unavoidable
trouble. The important
thing to remember, though,
is that in most cases, a
doppelganger is mainly
interested in looking
out for itself above all
others. If this can best be
accomplished by traveling
with others, so be it. Most
doppelgangers would
much prefer to rely only
on themselves, however.

Very rarely, a larger group


of doppelgangers will find
refuge together and start
a small community. This
is an uncommon event
and usually does not last
more than a few months,
as such a community
will eventually draw the
unwanted attention of
other races. There is no
real hierarchy in these
communities to speak of
since the community itself 203
DOPPELGANGER SOCIETY

city of doppelgangers will exist, hiding their true nature to keep the community secret and improve the quality
from the surrounding civilizations. Such cities almost of doppelganger life in the area.
always rely on their thought detecting ability to keep
their ruse a secret, which works for a while but usually The Order of Rulers is comprised of four groups:
fails eventually. Other times, doppelgangers will form a the council, the protectors, the operatives and the
community that relies not only on their thought detecting community.
abilities, but also on their nature for deception and
subterfuge. Such communities will plant informants The Council: The council is made up of five
and moles in neighboring communities, seeking to doppelganger spellcasters, usually adepts. The council
discredit or remove those who might discover them for chooses a new member of the council when an old
what they really are. member dies. Usually, the council has a few prospects
chosen ahead of time from the ranks of operatives who
show intelligence and some ability with spellcasting
The Order of Rulers or scrying. The council is responsible for all the
The largest and most structured doppelganger society is major decision-making that concerns the community
the Order of Rulers. Some centuries ago, a large amount as a whole. Operatives are chosen and assigned by
of doppelgangers were taking shelter in a network of the council. Generally, the council does not leave the
caverns from an army of humans that was marching safety of the network of caverns that house the Order
through a nearby pass. Forced to exist together in the of Rulers.
cold, wet caverns while an army camped through the
winter above them, the doppelgangers had to establish The Protectors: Despite the unfailing success of
many methods of everyday life, lest they be discovered. the operatives in making the community virtually
A temporary council of the five most intelligent undetectable, the community remains on constant alert
doppelgangers was established to work towards keeping against any discovery. The protectors serve a dual
the caverns safe and undetected. function of guarding the community and training the
operatives. The protectors are mostly ex-operatives
Towards the end of the winter, a lone human scout was who performed well in completing their jobs and were
captured after he ventured into the caverns. Extensive asked by the council to stay rather than being reassigned,
questioning and probing of the scout revealed that two though most protectors use far more lethal means than
nations were at war and more soldiers would come those of the operatives to defeat their opponents or
through the area when the snows finally thawed. This targets.
presented a problem for the community and the council
deliberated for a long time, finally coming to a decision. The Operatives: The bread and butter of the community,
A pair of doppelgangers would have to sneak past the the operatives are the doppelgangers who are sent on
army, each heading to the warring nations. They would assignments by the council. They are highly trained
be charged with the task of removing and replacing by the protectors and perform their jobs unfailingly,
the commanders of these armies and preventing them whether it is assassination or infiltration. Generally, the
from coming close enough to discover the community operatives perform an assignment with an emotionless
of doppelgangers sheltering in the mountains. Within but fanatical determination. They pride themselves
a few weeks, the snow was thawing, but the human with the knowledge that no operative has ever allowed
army turned back and left the area. The plan had been itself to be captured when discovered, preferring instead
a success! to take its own life rather than betray the secret of the
community.
The success of this operation gave the doppelganger
council much to consider. Weeks of debate ensued The Community: The community is made up of the
concerning the pros and cons of having doppelganger doppelgangers that keep daily life going within the
operatives in ranking positions all over the area. The order. The community handles the basic tasks that
council finally decided that life for the community could the community needs, such as gathering supplies and
be made much better if doppelgangers were to infiltrate making needed items. Occasionally, members of the
the governments of local nations, states and large cities. community are trained by the protectors to act as guards
From their new positions, they could use their influence and area scouts for the order.
204
DOPPELGANGER SOCIETY

While the Order of Rulers is the largest doppelganger The Order of Rulers is an exception to many rules
community, it does not recruit. The council wisely decided concerning normal doppelganger life. They would be a
centuries ago that in order to remain undiscovered, the serious threat to almost every other civilised race if they
community must remain small. Only its members giving ever allowed their ranks to grow. Fortunately, that does
birth to doppelganger children swell its ranks. No one, not seem like it will ever be an issue. Members of the
not even other doppelgangers, can expect to join the order are uncharacteristically social-minded. They have
ranks of the Order of Rulers. Throughout history, there been taught from birth that the community is always a
have been very few who have learned enough about the higher priority than the individual. Every member of
order to petition for membership and the order has killed the community is fanatically loyal to the order and is
all who have dared to try. prepared to die to see that it remains intact.

‘Ye don’t wanna go up there, lad. People’s been known to up and disappear in that passage. Best just to take Gharik’s pass and be
done with it.’ The old dwarf spat at his feet and made a sign to ward off evil.

‘What do you mean, old one,’ asked Branaghan. ‘It’s the quickest route to Free Haven from here. Gharik’s pass is thirty miles from
here. Why would I go that far out of my way?’

‘Ye do as ye like, lad… but ye won’t catch me goin’ up there. Folks ‘round here say it’s haunted up there.’ The dwarf finished
counting the money that had been given to him before handing the sword over to the big human. ‘An don’t be thinkin’ that this here
sword’ll be protectin’ ya, neither.’

The human warrior leaned forward, obviously interested and wanting to hear more. ‘Why? What’s up there?’

‘Nothin’ I care to discuss.’ The dwarf turned away, intending to end the conversation, but paused when he heard the familiar sound
of gold coins dropping onto a wooden table. Sighing, he turned and began to scoop up the coins. ‘Whadaya wanna know, lad?’

‘Tell me everything, old one. What’s up there?’ Branaghan found a stool and settled down, prepared for a long story.

‘If’n yer gonna go up there anyways, I s’pose ye’d best be warned. That pass… there’s somethin’ bout it makes people go all crazy.
I’s only up there once, but that was enough, lad. I used to have me an assistant fir me shop here. Name was Brak. We was havin’
a bad season and we decided to save us some time getting’ to Free Haven fir the yearly fair, so’s we took us a short cut through that
pass. We wasn’t in the pass fir two miles when Brak stops his horse to go answer nature. He comes runnin’ back few minutes later
all preachin’ somethin’ ‘bout people in a cave.’ The dwarf paused for a moment, obviously struggling with the memory.

Branaghan leaned forward. ‘Go on, old one.’

‘I could see he was serious, so I told him to go see if they was interested in buyin’ some of our stuff. Brak, he takes his horse and
heads off by his self to go talk with these people o’his. He comes back just as calm as ye please sayin’ they didn’t want nothin’.
Next thing I know, ol Brak wallups me upside the head. I woke up on m’horse later that night. Brak’s horse was tied to a tree next
to mine. Brak wasn’t ‘round, so I looked through his stuff to see if I could find me a clue as to where he’d gone off to.’ The dwarf
paused again. He looked almost at the point of crying.

‘What did you find,’ asked Branaghan, his interest peaked.

The dwarf sobbed and composed himself before softly continuing. ‘Brak’s clothes and his spectacles was wrapped up on a bundle
on his saddle. His… his hand was still in his pocket.’ The old dwarf paused a moment before looking the human right in the eyes.
‘I’d say the message was clear. In seventy years, I ain’t never gone back.’ The dwarf turned and walked to the back of the shop,
leaving the human alone to hear his soft sobbing.

Branaghan gathered his gear and left, turning the sign to read ‘closed’ as he exited. As he stood outside the little shop, he stopped
a small boy, pressing a silver coin into the child’s hand. ‘What’s the quickest way to Gharik’s pass, boy?’

205
ROLEPLAYING WITH DOPPELGANGERS

Roleplaying doppelganger with half a mind will die needlessly


attempting to get it. If a plan does not work out, it will
move on to a different area and try again. When faced
with with a group of armed and ready veteran adventurers
bent on catching or killing it, a doppelganger will flee
the area rather than face capture or death.
Doppelgangers
Religion and
U
p to now, the Slayer’s Guide to Doppelgangers
has dealt with the physical, mental and
psychological aspects of the doppelganger, as
Spirituality
As a general rule, doppelgangers are not overly religious
well as a bit concerning the rare doppelganger societies. as a race. No one seems to know exactly how old the
Now that you know all of this information, it is a good doppelganger race is or when they originated, not even
time to mention a few things that may help you make the doppelgangers themselves. This, coupled with the
doppelgangers an unforgettable and indispensable part lack of a concrete history on the subject, has served
of your game. to prevent a unified doppelganger religion from ever
becoming a reality.
The life of an adventurer is not an easy one. Sleeping
on the snowy ground, constantly traveling from place to This is not to say, however, that doppelgangers cannot
place and constant fear of a bloody death do not match be pious. No one distinct doppelganger god has ever
most doppelganger’s idea of a good life. Occasionally, stepped forward to make himself known, but that has
however, a doppelganger may be found traveling with a never stopped doppelgangers from becoming clerics
party of unsuspecting adventurers. More than one group capable of wielding powerful divine magic. Many
of travelers has been startled to discover a monster in doppelgangers are converted into the worship of gods,
their midst. Usually, a doppelganger will only travel generally gravitating towards gods of trickery and
with an adventuring group as a means to protect itself deceit. Others study philosophy and spirituality in an
until it reaches its destination. Occasionally, a group attempt to learn how to dip into the divine pool and
may discover a doppelganger among them as it tries channel the magic they find there without the need for
to trick the party into a trap. Every so often, however, an interventionist god. Though not restricted from any
a doppelganger will create or (more often) slip into an specific domain, doppelganger clerics generally include
adventuring party because it helps it accomplish a more the trickery domain as part of their clerical training.
long-term goal.
Other doppelgangers study spirituality in an attempt to
Almost every plan a doppelganger will ever make hinges perfect themselves both mentally and physically. Many
on achieving the kind of easy life it dreams of. Even the take this study a step farther and join monasteries, hoping
most complex plans show a single-minded determination to learn from the wisdom of masters. Doppelgangers
to ultimately result with the doppelganger in a position of make excellent monks. Their long life spans allow them
power or wealth, thus granting it the lifestyle it desires. to study for far longer than a lot of other races while
The most common way a doppelganger will follow their physical malleability gives them an advantage in
through with a plan is to simply assassinate a person combat against unsuspecting opponents. Occasionally,
who holds a high or prestigious position and replace that a doppelganger will focus its training on incorporating
person using its shapechanging ability, thus placing itself its thought detecting abilities into its monk studies. This
into that position and granting it a good, if dangerous path of training eventually leads doppelganger monks
lifestyle. Sometimes a doppelganger decides to forgo to become almost invincible opponents.
the deceptive route and finds itself a home in a secluded
area where it can live in relative peace, far from prying Usually, a doppelganger intent on joining a monastery
eyes. Such creatures are generally antisocial and will use will hide its true nature in the beginning, but it will
deadly force to protect their home from any threat. eventually reveal itself once it realises that most
monasteries will accept almost anyone that is willing
Whatever route a doppelganger takes to achieve the to learn. Many doppelganger mutants that survive
lifestyle it wants, remember always that almost no
206
ROLEPLAYING WITH DOPPELGANGERS

childhood take this path in life, searching for some Benefit: The doppelganger has become so familiar
meaning to their existence. with its favored form that it is able to shapechange into
that form as a free action instead of the normal standard
action. The doppelganger may also shapechange into its
Doppelganger Feats natural form from its favored form as a free action.
In addition to the feats a doppelganger may acquire as
part of a character class, there are a few feats that are Favored Form (Doppelganger)
available only to doppelgangers, since they complement The doppelganger is getting better at its deception.
their shapechanging and thought detecting abilities.
These feats may only be taken by doppelgangers. Prerequisites: The ability to shapechange

Accelerated Change (Doppelganger) Benefit: Choose one creature race the doppelganger
The doppelganger is able to shapechange quicker. can change into. The doppelganger has become so
intimately familiar with that form that it gains a +2 to
Prerequisites: The ability to shapechange, Favored its Disguise and Bluff checks while in
Form that form.
Special: This feat may be selected
multiple times. Each time this feat is
selected, it applies to a new creature
race.

Harden Hands (Doppelganger)


The doppelganger can harden its fists
to deal more damage.

Prerequisites: The ability to


shapechange

Benefit: The doppelganger may harden


its fists to increase the damage die by
1 (d6 to d8). Harden Hands requires a
standard action, but remains in effect
indefinitely. The doppelganger may not
perform “normal” tasks with its hands
while they are hardened.
Special: The doppelganger may use
Harden Hands to shape its fists to deal
piercing damage in lieu of bludgeoning
damage

Improved Intuition
(Doppelganger)
The doppelganger is more likely to
dodge blows.

Prerequisites: The ability to


shapechange, Monk level 1+

Benefit: The doppelganger monk has


honed its thought detecting abilities to
improve its chances in combat. If the
207
ROLEPLAYING WITH DOPPELGANGERS

doppelganger can detect the thoughts of its opponent, it interests of the council are assured. For this purpose, the
adds +1 to its armor class against that opponent. This order trains a highly specialised group of doppelgangers
ability only works if the doppelganger monk can add its known as the infiltrators.
wisdom bonus to its armor class.
Sworn to uphold the will of the council, infiltrators are
Non-Humanoid Shape (Doppelganger) the perfect agents to use when it is better to leave a target
The doppelganger may shapechange into a non- alive instead of killing them. Trained in the arts of stealth
humanoid form. and subterfuge, they are trained to sneak in, subdue
the target if necessary, perform its job and sneak back
Prerequisites: The ability to shapechange out. Infiltrators have no qualms about killing to uphold
the wishes of the council, but they focus on non-lethal
Benefit: The doppelganger may assume the form of forms of combat. They generally work alone, though
a non-humanoid object. The object must be small or a small team may be sent in to deal with a particularly
medium-sized. The doppelganger must still breathe, complicated or delicate situation. Preferring stealth
which imposes a –4 penalty to its disguise check if the and surprise above all else, they generally attempt to
assumed form is that of a non-breathing nature such subdue an opponent with a single unforeseen attack,
as a tree. removing them and their interference in a single quick
Special: A doppelganger with the Conjoined Twins and silent blow so that their main mission objective may
mutation can assume the form of a medium or large- be carried out.
sized object, but not a small-sized object.
Hit Die: d6

Nonlethal Strike (Doppelganger) Requirements


The doppelganger is able to deal nonlethal damage with To become an infiltrator, a doppelganger must fulfill all
its fists at no penalty. of the following conditions:
Benefit: Through long experience and training, the Race: Doppelganger
doppelganger has learned the best places to strike Move Silently: 8 Ranks
to neutralise an opponent without killing him. The Hide: 8 Ranks
doppelganger is able to decide between normal or Feats: Nonlethal Strike or Weapon Focus (any weapon
nonlethal damage with its slam attacks at no penalty. that deals nonlethal damage)
Special: Must possess the ability to sneak attack. Only
The Infiltrator doppelgangers that are members of the Order of Rulers
will be trained as infiltrators.
While the Order of Rulers trains many operatives in the
arts of the assassin, it recognizes that killing is not always
the best course of action. More often than not, a person Class Skills
may be kidnapped or simply subdued for a short time Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
until an operative of the order is able to insure that the Decipher Script (Int, exclusive skill), Diplomacy (Cha),

The Infiltrator
Class Base Fort Ref Will
Level Attack Save Save Save Special
1 +0 +0 +2 +0 Knock Out
2 +1 +0 +3 +0 +1d6 Sneak Attack
3 +2 +1 +3 +1 Silver Tongue
4 +3 +1 +4 +1 +2d6 Sneak Attack
5 +3 +1 +4 +1 Camouflage

208
ROLEPLAYING WITH DOPPELGANGERS

Disable Device (Int), Disguise (Cha), Escape Artist Infiltrators are proficient with the dagger, sap, sling, dart,
(Dex), Forgery (Int), Gather Information (Cha), Hide shuriken and net. Infiltrators are not proficient with
(Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), armour and shields.
Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Pick Pocket (Dex), Read Lips (Int, exclusive skill), Knock Out: Infiltrators are masters of catching a target
Search (Int), Sense Motive (Wis), Spot (Wis), Swim off guard and using non-lethal force to subdue them. If
(Str), Tumble (Dex), Use Magic Device (Cha, exclusive the infiltrator studies its opponent for 3 rounds and then
skill) and Use Rope (Dex) makes a successful sneak attack with a melee weapon
that deals nonlethal damage (or its slam attacks, if it
Skill Points at Each Level: 4 + Int Modifier possesses the Nonlethal Strike feat), the sneak attack
has the effect of immediately rendering the victim
Class Features unconscious. Upon being damaged, the victim may
Weapon and Armour Proficiency: An infiltrator’s make a Fortitude saving throw (DC 10 + damage dealt)
weapon training focuses mainly on non-lethal weapons. to remain conscious. While studying the victim, the
infiltrator can undertake other actions so
long as his attention stays focused on the
target and the target does not detect the
infiltrator or does not perceive it as an
enemy.

Sneak Attack: Infiltrators are trained to


watch for the vital and unprotected areas
of their targets. The infiltrator deals extra
damage when it catches a foe off his guard.
This ability works exactly like the rogue
class’s special ability. Extra sneak attack
damage granted from the infiltrator class
stacks with that granted by other classes.

Silver Tongue: Over time, an infiltrator’s


social skills improve to the point where
talking its way out of a dangerous or
delicate situation becomes second nature.
The infiltrator gains a +2 bonus to its
Bluff and Diplomacy checks while
shapechanged.

Camouflage: At fifth level, the infiltrator’s


shapechanging skills are so fine-tuned that
it is able to blend in flawlessly with its
surroundings. The infiltrator gains the
Non-Humanoid Form feat for free.

Doppelgangers
in the Party
Doppelgangers can be truly dangerous
creatures if the machinations of their plans
are ever interrupted. Most doppelgangers
strive for a utopian lifestyle of decadence
and ease and their plans almost always
209
ROLEPLAYING WITH DOPPELGANGERS

even killed by a doppelganger. In


an effort to join the party or to lure
the remaining members into a trap,
it will often take the form of the
unfortunate adventurer and seek
out the rest of the group. Should
this occur, a Games Master may
allow the player whose character
was replaced to play the part of
the doppelganger for a while. This
usually involves taking the player
aside to determine his character’s
fate, then offering him the choice of
being the doppelganger or not. This
is often times a fun surprise for the
entire group when one player turns
out to be the enemy.

Occasionally, the Games Master


may want to have a bit of fun with
his players and will introduce a
doppelganger into the party in
the beginning. Usually, this is
accomplished by speaking with
one of the players privately and
allowing that player to secretly
play a doppelganger. This can be a
truly fun and memorable experience
for the Games Master and the
players alike, but there are a few
questions that the player should
take into account when creating the
character.

 What is the doppelganger’s


motivation for adventuring? Is it
seeking money and power to use
as a springboard for a better life?
Is it under orders from the Order
of Rulers or other doppelganger
reflect this. With their natural abilities at their disposal, society?
most doppelgangers take the easy, but dangerous route
of infiltrating a society and attempting to blend in as if it  Is the doppelganger a mutation? If so, how does
belonged. Rarely, however, a doppelganger will decide it view other doppelgangers in general? On that same
that the risk of adventuring for a few years is better than note, how does the doppelganger view other races?
that of being discovered and executed as a spy, and may
very well pay for its own private home and fund its easy The Games Master should carefully consider the impact
legitimate lifestyle for decades to come. of allowing a doppelganger player in his game. The
natural abilities and bonuses of such a creature may
Sometimes, when a character is unlucky or foolish enough prove to overshadow the other players and cause tension
to be separated from the group, he may be subdued or within the group.
210
SCENARIO HOOKS AND IDEAS

Scenario Assassins
The party has become the victim of many assassination

Hooks &
attempts. The assassins are always clever enough to get
away and it seems that the same assassin never strikes
twice. The attempts have not been overly dangerous

Ideas
to the party, but it seems that each time an assassin
strikes, a different member of the party is specifically
targeted. In reality, there is only one assassin and it’s a

A
smart doppelganger is not going to face off doppelganger. It was hired by one of the party’s many
against a party of experienced adventurers enemies and has been feeling the party out, looking
unless combat is the absolute last resort. for potential weaknesses before it decides to make its
Doppelgangers prefer deceiving their targeted opponents, final strike.
drawing them into potentially deadly situations where
they will be easy to finish off quickly and quietly. It
is a foolish doppelganger indeed that does not keep a
Bring Them Back to
contingency plan for escape handy. Despite this, it’s
often easy for a Games Master to include a doppelganger
Me
This scenario may present an interesting moral dilemma
as a villain, perhaps keeping it around as a reoccurring
to some party members.
thorn in the sides of the party.
A merchant begs the party to find and return his
The following scenarios can be used by the Games Master
kidnapped wife and young son, promising them any
to create interesting encounters with doppelgangers in
amount of money and items from his shop for their
his games. Some of these ideas are suitable for low-level
safe return. He tells the party that everything was fine
parties, though some may not be. The Games Master is
one day, but they were suddenly gone with no warning
of course free to alter these ideas as he sees fit.
the next. That was two weeks ago and no ransom note
has been sent to him. The only clue the merchant has
Dangerous is that someone in town saw his son heading south
in the company of a strange man. If the party tracks
Investigation the merchant’s family down, they find more than they
This scenario can be presented to the entire party or to bargained for, as it becomes more and more apparent
a single party member who is a member of, or wishes that they were not kidnapped, but left of their own free
to join the thieves’ guild. will. As is turns out, the merchant’s wife and son are
doppelgangers and the child has finally reached maturity.
The party is approached by a member of the thieves’ The parent doppelganger is taking the child away to
guild and asked to investigate their leader, who has been protect it from being injured or killed by superstitious
acting very strangely recently. The guild cannot openly villagers.
investigate him, since that may start a power struggle
within the ranks, so they need to hire investigators
from outside the guild. They believe their leader is
The Enemy Within
under some sort of compulsion spell, but the truth is While traveling, the heroes encounter a barbarian war
far more surprising. The leader of the thieves’ guild party. They claim to be hunting an evil spirit in the
has been assassinated and replaced by a doppelganger. forest that has been responsible for the deaths of many
The trouble is that as soon as their investigation begins, members of their party over the past few days. The
the doppelganger assassin becomes quite aware of the barbarian leader would greatly appreciate any help the
party and will stop at nothing to eliminate the problem heroes can give to them and promises them a reward for
they present to it. their assistance. Unbeknownst to both the heroes and

211
SCENARIO HOOKS AND IDEAS

to bring them to justice. The only


link among the victims is that they
were all beautiful human females.
Of course, the responsible party is
a mutated doppelganger, deranged
from birth. It desires to be the most
beautiful person in the world and it
chooses forms (and victims) based
on this deranged idea.

You’re Under
Arrest!
This scenario can be used after the
heroes have made a few enemies
who want them out of the way,
but don’t have the resources to
kill them. Someone who wants
the party (or perhaps just one of
them) out of the way for a while
has hired a doppelganger to get the
job done. The doppelganger has
taken the form of one of the heroes
and has rampaged through town,
killing and destroying randomly.
Of course, the local militia comes
to arrest the hero for the crimes
they believe he committed. If
the heroes fight back, they are
branded as criminals, but if they
do nothing, one of their number
will be arrested and executed as
a murderer.

Brains!
A local spellcaster is trying to
develop a spell that negates his
need for sleep. After numerous
the barbarians, the evil spirit is really a doppelganger
failures, he has happened by an ancient tome that details
that makes its home in the woods. Two days ago, it
the anatomy of the doppelganger. He has come to the
killed and replaced one of the barbarians and has been
conclusion that the brain of a doppelganger could be of
amusing itself by watching the party fall victim to the
great use to him in his research. The spellcaster hires
many traps it has set throughout the forest.
the party find a doppelganger and slay it, being careful
not to damage the brain in any way. He wants the head
Only Skin Deep returned to him intact and still as fresh as possible. His
divinations have revealed that a doppelganger currently
A rash of rather brutal murders has gripped the inhabitants
resides in a nearby city, but he has been unable to
of a small city with terror. The captain of the guards
determine whom the doppelganger is imitating.
herself was found beaten to an unrecognizable pulp. The
heroes are asked to help find whoever is responsible and
212
HOME OF THE ORDER

Home of the Doppelgangers also have little need for spoken


communication. This aids them in that sounding
the emergency alarm is done with the aid of their

Order detect thoughts ability, which makes no noise. If a


doppelganger escapes combat by retreating into the
cavern depths, assume that it has sounded a general

T
he Order of Rulers established itself in a cavern alarm.
system eight hundred years ago. Located near
a mountain pass, the order has access to nations Because of the doppelganger’s desire for cushy life,
on both sides of the mountains and uses the road to most of the cavern chambers will be richly furnished and
their advantage. Keeping the location of their home decorated. While some trappings and decorations have
a secret for many hundreds of years has developed a been mentioned in the description, the Games Master is
kind of rigid discipline in the order, which has served free to add anything he feels will enhance the portrayal
to increase the already fanatical view the doppelgangers of the life of the doppelgangers.
have concerning the rightness of their actions.

The order has had operatives in place in many areas for Traps
centuries, which practically guarantees their secrecy The traps used in these caverns are very rudimentary due
and has the added benefit of making the acquisition of to the traditionalist values that the council holds. Aside
materials and goods quite easy. Every two months, a from a few necessary alterations, the caverns have not
small caravan of doppelganger operatives brings needed been significantly altered since they were discovered
goods and tools home to the community from wherever centuries ago. The three traps located in the caverns of
they are stationed at the time. The two closest nations the Order of Rulers are listed below:
are both so infested with doppelgangers that they are
practically under the complete control of the Order of Deadfall Trap: When triggered, a group of large
Rulers. rocks tumble down from a break in the stone column,
showering intruders with sharp stones and rock dust,
Operatives are assigned to nearby positions to make potentially burying any in the trap’s area of effect.
sure that no one journeys through the mountain pass by This effectively blocks passage though the traps area of
spreading rumors, advising other routes or simply killing effect, which is a secondary design of the trap. It takes
those persistent enough to ignore the warnings, thus two or more people 2d10+2 minutes to dig through
keeping unwanted travelers at a minimum. Generally, this rubble enough that a medium-sized creature could
the order leaves most of the few travelers who do pass squeeze through. This trap may not be reset. CR 5;
through alone, concerning themselves only with those +10 melee (5d6/x2 critical); Search (DC 25); Disable
who threaten or compromise their home. Device (DC 25).

Mold Killer Trap: A single clay pot contains a noxious


Notes poison, which the doppelgangers use to kill brown mold.
Doppelgangers function perfectly well with no light at Anyone foolish enough to ingest any of the substance
all. As a result, the entire cavern is dark with no light must immediately make fortitude save (DC 14) or take
source of any kind. Unless otherwise noted, the ceiling 1d6 points of Con damage. One minute later, another
of the cavern is about ten feet above the floor. save is required to avoid 2d6 secondary Con damage. CR
½; no attack roll necessary (ingested), 1d6 Con damage
With their shapechanging abilities, it may seem like it initial, 2d6 Con damage secondary; Search (DC 15);
would be difficult for doppelgangers to determine who Disable Device (N/A)
is and who is not a fellow doppelganger. This is not
so much an issue as one might think, considering the Mold Trap: Brown mold covers the ceiling, wall and
doppelganger’s ability to detect the thoughts of others floor of the room, minus a pool of water in the center
and of each other. The Games Master may assume that of the floor. When an opponent enters or is pushed into
doppelgangers will always be recognized and never the room, a doppelganger throws a flask of alchemist’s
mistaken for non-doppelgangers in this place, no matter fire, thus doubling the size of the mold and activating the
what form they currently inhabit.
213
HOME OF THE ORDER

trap. A switch outside the room causes a large steel plate 2. Main Cavern (EL variable)
door to slam downwards from the ceiling, blocking off This area is used as a sort of gathering place for the
the doorway. The door may be lifted with a successful doppelgangers during their day-to-day lives. The ceiling
strength check (DC 25). rises some thirty feet above the floor, which slopes
downward almost imperceptibly toward area 6. There
Any living thing within the room takes 3d6 points of are several small formations on the floor and ceiling
cold nonlethal damage each round. When the size of and a large ledge standing ten feet tall along the eastern
the mold increases, another 3d6 points of cold nonlethal wall, on top of which lies an obvious tunnel exit. A large
damage are applied. Any living thing standing in the switch is secured to the wall near the entrance to area
pool takes real damage instead of nonlethal. CR 2; no 6. This switch activates a steel door, which is usually
attack roll necessary, 3d6 cold nonlethal damage; Search left open (see mold trap for more information). The
(N/A); Disable Device (N/A) switch may be disabled (DC 20), though the protectors
immediately attack anyone who gets close enough to
examine it.
Area Descriptions
1. Entrance and Guard Post (EL 8) The cavern is very well decorated, with tapestries
The entrance to this cavern appears to be a roughly hanging from the wall and ornate rugs covering the floor.
horizontal fissure, about 5ft tall by 10ft wide, though If an alarm has not been sounded, 1d4+1 non-combatant
the entrance has several large stones in front of it, doppelgangers (use the community member stats, see
making it difficult to see, even when one is close (Spot reference list) will be present in this area as well as three
DC 25). The floor slopes sharply downward and levels protectors, all inhabiting the form of a stalagmite.
out just before area 2. Two doppelganger guards (see
reference list for stats) are posted outside at all times. Tactics: If the guard from area 1 arrives here, all but two
A third guard is stationed in the large alcove just inside of the non-combat doppelgangers make their way to area
the cavern entrance. The guards keep a strict pattern 3 to hide. Two doppelgangers run to sound the alarm,
during their shifts, which change out every twelve one heading to area 8 and the other heading to areas
hours. In addition to the doppelganger guards, there is 4, 5, and 7. The lone protector guarding the northern
always a protector (see reference list for stats) present entrance assumes a humanoid form, hoping to trap any
in the alcove as well. The protector spends its shift in intruders between itself and the protector from area
the form of a stalagmite. 1. The two protectors in the southern part of the room
remain in stalagmite form, hoping to catch intruders by
Tactics: One guard assumes the form of an orc while the surprise and bull rush them into area 6 (see area 6 for
other takes the form of a dwarf. If any non-doppelganger more information on their tactics).
approaches or wanders too close to the cavern entrance,
one guard alerts the third guard by tossing a painted Four rounds after the alarm is sounded, the three
stone down the sloping cavern entrance. The two guards protectors from area 4 appear on the ledge to pepper the
outside take up arms against each other, appearing to intruders with arrows. One round after that, the three
fight, while the guard inside quietly moves to area 2 operatives from area 7 appear from the south entrance.
to raise a general alarm and finally moving to guard They will attempt to distract the intruders while the
area 3. The guards will use their mock combat to draw occupants of area 5 head towards area 8.
their opponents closer, where they can take up flanking
positions and quickly defeat any intruders. Creatures: 1d4+1 community doppelgangers and three
protectors.
Unless directly ordered to do otherwise by a council
member, the protector will remain in the same form Treasure: The tapestries and rugs that decorate this
and position, even during a fight at the cavern entrance. room are ancient and could be worth up to 1000gp to
Should intruders make it inside, it will wait until they the right collector.
head for area 2 and it will shapechange into a humanoid
form and quietly follow them, attempting to flank them 3: Storage (EL 6)
at the entrance to area 2. Area 3 is used as a storage area for the basic necessities
of doppelganger life. It is also a small workshop, used
Creatures: Three doppelganger soldiers and a
214 protector.
by the community doppelgangers to craft everyday items
HOME OF THE ORDER

215
HOME OF THE ORDER

such as baskets, leather straps, etc. If an alarm has not Treasure: Six masterwork short bows, ten quivers of
been sounded, there are four community doppelgangers masterwork arrows and three masterwork short swords
in this room, crafting minor everyday items. During occupy a weapon rack. The clothing in the hutch
an invasion, this is the area used by the community is practically worthless, but the hutch itself and the
doppelgangers as a shelter and hiding place. When the matching chairs could fetch a nice price. The rugs and
alarm is sounded, all community doppelgangers attempt artwork on the walls would be worth up to 2000gp to
to make their way here. an interested buyer.

Tactics: The guard from area 1 will try to make its Creatures: Three protectors.
way here to protect the community. It attacks any
non-doppelganger that enters the room and will fight 5: Guards’ Chambers (EL 17 or 0)
to the death, even if offered a chance to surrender. The The doppelganger guards spend their off time here,
community doppelgangers will aid the soldier in its fight, though what little space isn’t taken up by weapon racks
but will surrender if the soldier and more than half of is usually devoted to combat and stealth training space.
their number are slain. This chamber doubles as a sort of training area where
guards and operatives are instructed by protectors.
Treasure: The doppelgangers bring the raw materials Training goes on in shifts, which match the shifts of
needed to create basic items here. Multitudes of baskets, the guards. The council often has one of its members
pots, jars, leather straps and the like can be found in here here as well; on the lookout for any doppelgangers that
in addition to the raw materials needed to create them. show magical promise enough to be trained in the ways
One of the many clay pots is marked with a picture of a of the council.
plant leaf on it. This pot contains the poison used to keep
the brown mold in area 6 from expanding into inhabited Tactics: If the intruders manage to reach this area
area. See mold killer trap for more information. without an alarm being sounded, there’s a 50% chance of
a lecture or demonstration going on, giving the intruders
Creatures: Four community doppelgangers. a surprise round. Otherwise, the doppelgangers are
combat training and will easily notice a party of non-
Note: The base EL of this area is 6. Add ½ to the EL doppelganger intruders. If no alarm has been sounded,
of this area for each of the community doppelgangers a protector and a guard will escort the council member
present. Do not include the guard. to area 4 while the rest of the room’s occupants grab up
weapons from the many racks and defend their home.
4: Protector Chambers (EL 13 or 0) They fight to the death, seeing intruders make it this far
This area is used as the chambers of the protectors. into their home as an insult to their abilities. If pursued,
Weapon racks hold bows and swords and a large hutch the council member will fight back as best as it can, but
holds clothing of almost every type. Fine rugs almost if cornered, it will turn it’s ceremonial dagger on itself
completely cover the floor and various paintings hang before it will surrender.
from the walls. Sturdy and ornate wooden chairs sit
in the center of the room. At any given time, three If the alarm has been sounded, the entire group protects
protectors are spending their off time in this area. the council member and escorts it to area 8. Once there,
they will stand as guards for the council. If the intruders
Tactics: If the doppelgangers are encountered here, directly attack the group along the way, the protectors
they will take up arms and defend their home. If they will rush the council member to area 8 while the guards
cannot flank the intruders, they attempt to force them stay behind to keep the intruders from following.
from the room, hoping to push them back enough to bull
rush them off the ledge in area 2. If an alarm has been Treasure: 1d12 greatswords, short swords, composite
sounded, the protectors grab bows from the weapon rack shortbows, composite longbows and short spears, 2d6+2
and rush to the ledge in area 2. They attempt to keep the daggers and 3d6 quivers of arrows.
intruders in the center of the room, specifically targeting
any who head towards another area. If the fight goes Creatures: 3 operatives (see reference list for stats), 2
badly from the doppelgangers in area 2, they attempt to protectors, three guards and one council member.
force the intruders back into area 1.
216
HOME OF THE ORDER

6: Hydroponics (EL 12) They will use deadly force, if necessary, but prefer to
This area is a large alcove, barely separated from area 2. subdue their opponents so the council may question
Water from a nearby mountain spring drips very slowly them. Either way, they attempt to surround the intruders
from the ceiling into a pool in the center of the room. and keep them in the center of the room so they cannot
The ceiling, walls and floor are covered with brown escape.
mold, which the doppelgangers allow to remain because
it keeps beneficial nutrients in the air. Treasure: The furniture and rug in this area could be
worth a lot of money to a collector. The chests mainly
The two protectors from area 2 that remained in contain clothing and perhaps a small nonlethal weapon.
stalagmite form have been trained to use this area as an The clothing is of very fine quality and each chest
ambush, should their cavern home be invaded. As soon produces a set worth 50gp.
as an invader moves close to the entrance of area 6, both
protectors shapechange into humanoid form and attack. Creatures: Three operatives.
One protector attempts to bull rush the invader into the
moldy room while the other throws a flask of alchemist’s 8: The Council Room (EL variable)
fire into the room, thus doubling the size of the mold The deepest area of the cavern is used as the council
instantly (see mold trap for more information). On the chambers. It is here that problems concerning the
following round, one of the protectors throws the switch community are considered, major decisions are made
near the entrance, causing the steel door to slam shut and operatives are given their assignments. A large
and trap the invaders inside. The two protectors take up formation stands near the entrance of the room and
flanking positions around the entrance to area 6, hoping formality dictates that non-council members enter the
to easily dispatch any invaders that escape the mold. chamber from the west side of the formation and exit
around the east side. A large, stage-like desk sits between
Creatures: Brown mold the formation and the south wall. The desk supports five
throne-sized chairs arranged in a semicircle facing the
7: Operatives’ Chamber (EL 12 or 0) formation. Operatives being assigned, doppelgangers
When not out on assignments, the operatives generally seeking operative status or outsiders being questioned
share this area as their personal chamber. The before death are all considered here by the council.
community has done a good job decorating this area to
give the operatives a welcome feeling when they return In the case of an emergency or an invasion that has
from a long assignment. Cushy velvet-covered chairs proved stronger than the protectors can handle, all
and large, beautifully carved chests sit along the walls doppelgangers are to make their way to this area, which
of the chamber while a single gigantic woven rug covers is to be sealed off afterwards. Two guards are posted in
the larger part of the floor. Richly decorated tapestries this chamber at all times with orders to seal the entrance
depicting doppelgangers in positions of power hang from should invaders make their way here. A crack in the
the high ceiling. At any given time, three operatives are formation near the entrance has been rigged as a trap.
relaxing in this room while waiting for reassignment. When a sturdy rope (marked A on the map) is pulled,
the crack will widen and cause the formation to come
Tactics: If caught unawares, the operatives suffer a tumbling down, sealing off the entrance to the cavern
surprise round as their attention is focused on relaxation. (see deadfall trap for more information).
After the surprise round, the operatives will attempt to
subdue the intruders with their fists. If the operatives are Tactics: The council members developed an escape
obviously outnumbered or outmatched by the intruders, plan centuries ago, but have never had to put it to use.
they will use deadly force, hardening their hands or using After the trap is sprung, the council advisor Angiwar
whatever weapon they can find. They will attempt to rushes to area 9 to retrieve a wand of teleportation. Each
make it to the chamber’s entrance to sound the alarm round, two doppelgangers are teleported to a maintained
and cut off the escape of the intruders. cavern some leagues away, beginning with the council
members. Before teleporting out, Angiwar uses a scroll
Once the alarm is sounded, the operatives from this area to cast explosive runes on the door to area 9, trusting that
make their way to area 2 to help defeat any intruders. it will keep intruders out of the laboratory and another

217
DOPPELGANGER REFERENCE LIST

scroll to cast screen on the three heavy chests secured


to the council desk, knowing they are far too heavy to Doppelganger
teleport. The council will send a pair of operatives back
to the cavern 1d4 days later.
Reference
Treasure: The council desk is much too large and
heavy to move by ordinary means. The real treasure is
hidden inside the desk. The entirety of the community’s
List
currency is kept in three heavy chests, secured to the
The following doppelganger statistics are provided to
underside of the desk (Search DC 20). The treasure
give the Games Master a reference for various types
consists of 400 platinum coins, 1200 gold coins, a
of doppelgangers found in a social setting. It is highly
ruby amulet (700 gp), 6 emeralds (300 gp), a silver
recommended that Games Masters use these examples as
broach (100 gp), a large diamond (500 gp) and a mithril
a foundation stone for building doppelgangers and their
ceremonial dagger (500 gp). There is also a 20% chance
societies within his game.
that the doppelgangers were in such a hurry to leave that
they left the community record book on the desk. This
book details the locations of operatives, the positions
they hold and how long they have been there. It also Doppelganger Council Leader
contains a detailed record of all the treasure in the three Medium-Size Humanoid (Shapechanger)
chests (though it doesn’t mention the location of the 12th Level Adept
chests), listing the values of the non-currency items. Hit Dice: 4d8+12d6+32 (92 hp)
Initiative: +0
Creatures: Two guards, two council members, Angiwar Speed: 30 ft.
and Saamar. AC: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +9/+12
9: The Council Laboratory (EL 4 or 0) Attack: Slam +12 melee (1d6+3)
Once used as a storage space, the doppelgangers Full Attack: Slam +12/+7 melee (1d6+3)
converted this area into a workable laboratory for the Space/Reach: 5 ft./ 5 ft.
study and creation of magical items. A sturdy wooden Special Attacks: Detect thoughts
door (Hardness 5; 20 hp; break DC 25) blocks passage Special Qualities: Alter self, immune to sleep and
into this chamber. Eloquently carved letters spell out charm effects
“Knock First” in common just above the internal lock Saves: Fort +9, Ref +8, Will +17
(Open Lock DC 25). If the invaders didn’t stop Angiwar Abilities: Str 16, Dex 11, Con 14, Int 14, Wis 21, Cha
beforehand, an explosive runes spell guards the door and 14
the key is locked inside the laboratory. Skills: Bluff +13, Craft (alchemy) +17, Disguise +13,
Handle animal +15, Hide +0, Innuendo +7, Knowledge
Inside the chamber lies a complex, but well-ordered (arcana) +8, Knowledge (nature) +16, Listen +14, Move
workshop. Shelves filled with books, bottles and other silently +4, Sense motive +10, Spot +11
interesting items cover the walls and a large central Feats: Alertness, Combat casting, Craft wondrous item,
worktable stands in the center of the room. Items of Great Fortitude, Leadership, Harden Hands
every description can be found within this room, from Challenge Rating: 14
papers written by sages to a small system of bottles and Treasure: ornate dagger, platinum amulet (divine
glass tubes designed to make acid or alchemist’s fire. focus)
Alignment: Usually Neutral
Treasure: The Games Master is free to include whatever Adept Spells Per Day: 3/5/4/3/1
magical items he wishes in this room. A large part of this
room is dedicated to making potions, poisons, acid and
alchemist’s fire, so it is recommended that these items be
a large part of whatever treasure is available here.
Council Advisor
Medium-Size Humanoid (Shapechanger)
6th Level Adept / 2nd Level Sorcerer
218 Hit Dice: 4d8+6d6+2d4 (44 hp)
DOPPELGANGER REFERENCE LIST

Initiative: +8 Feats: Dodge, Alertness, Improved initiative, Scribe


Speed: 30 ft. scroll
AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Challenge Rating: 9
Base Attack/Grapple: +7/+8 Treasure: ornate dagger, platinum amulet (divine
Attack: Slam +8 melee (1d6+1) focus)
Full Attack: Slam +8/+3 melee (1d6+1) Alignment: Usually Neutral
Space/Reach: 5 ft./ 5 ft. Adept Spells Per Day: 3/4/3
Special Attacks: Detect thoughts
Special Qualities: Alter self, immune to sleep and
charm effects
Saves: Fort +3, Ref +10, Will +14
Abilities: Str 12, Dex 19, Con 10, Int 14, Wis 14, Cha Doppelganger Protector
14 Medium-Size Humanoid (Shapechanger)
Skills: Bluff +13, Craft (alchemy) +7, Craft (any) 5th Level Rogue/ 1 st Level Fighter / 2 nd Level
+7, Diplomacy +6, Disguise +15, Heal +5, Hide +4, Assassin
Knowledge (arcana) +7, Listen +11, Move silently +4, Hit Dice: 4d8+7d6+1d10+12 (59 hp)
Open lock +6, Perform +3, Scry +11, Sense motive +6, Initiative: +3
Spellcraft +8, Spot +8, Survival +3 Speed: 30 ft.
Feats: Dodge, Alertness, Heighten spell, Improved AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
initiative, Spell penetration Base Attack/Grapple: +9/+10
Challenge Rating: 10 Attack: Slam +10 melee (1d6+1) or shortbow +12
Treasure: ornate dagger, platinum amulet (divine ranged (1d6/x3)
focus) Full Attack: Slam +10/+5 melee (1d6+1) or shortbow
Alignment: Usually Neutral +12/+7 ranged (1d6/x3)
Adept Spells Per Day: 3/3/2 Space/Reach: 5 ft./ 5 ft.
Sorcerer Spells Known (6/5): 0th -- Dancing Lights, Special Attacks: Death attack, detect thoughts, poison
Detect Magic, Light, Mage Hand, Read Magic. 1st -- use, sneak attack +4d6, spells
Identify, Magic Missile. Special Qualities: Alter self, evasion, immune to sleep
and charm effects, improved uncanny dodge, trapfinding,
trap sense +1, +1 save bonus vs poison
Saves: Fort +5, Ref +14, Will +7
Abilities: Str 13, Dex 16, Con 12, Int 13, Wis 14, Cha
Council Member 13
Medium-Size Humanoid (Shapechanger) Skills: Disable Device +4, Disguise +10, Hide +9, Move
7th Level Adept silently +10, Open Lock +4, Sense Motive +6, Speak
Hit Dice: 4d8+7d6 (41 hp) Language +2, Spot +5, Tumble +3, Survival +2
Initiative: +5 Feats: Dodge, Alertness, Favored Form (stalagmite),
Speed: 30 ft. Non-Humanoid Shape, Harden Hands
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Challenge Rating: 11
Base Attack/Grapple: +6/+7 Treasure: None
Attack: Slam +7 melee (d6+1) Alignment: Usually Neutral
FullAttack: Slam +7/+2 melee (d6+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Detect thoughts
Special Qualities: Alter Self, evasion, immune to sleep
and charm effects Doppelganger Operative
Saves: Fort +3, Ref +6, Will +11 Medium-Size Humanoid (Shapechanger)
Abilities: Str 12, Dex 11, Con 10, Int 14, Wis 14, Cha 5th Level Rogue/ 2nd Level Infiltrator
14 Hit Dice: 4d8+7d6+11 (53 hp)
Skills: Bluff +13, Climb +3, Concentration +7, Craft Initiative: +3
(Any) +13, Disguise +15, Handle animal +11, Hide +1, Speed: 30 ft.
Intimidate +4, Listen +12, Move silently +1, Scry +9, AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Sense motive +7, Spellcraft +8, Spot +9 Base Attack/Grapple: +8/+9 219
DOPPELGANGER REFERENCE LIST

Attack: Sap +10 melee (1d6+1) or slam +9 melee Special Qualities: Alter self, immune to sleep and
(1d6+1) charm effects
Full Attack: Sap +10/+5 melee (1d6+1) or slam +9/+4 Saves: Fort +7, Ref +4, Will +6
melee (1d6+1) Abilities: Str 15, Dex 9, Con 16, Int 18, Wis 13, Cha
Space/Reach: 5 ft./ 5 ft. 12
Special Attacks: Detect thoughts, knock out, sneak Skills: Bluff +12, Disguise +12, Handle Animal +9,
attack +4d6 Hide -1, Knowledge (local) +6, Knowledge (nature) +4,
Special Qualities: Alter self, evasion, immune to sleep Listen +10, Move Silently -1, Open Lock +1, Perform +4,
and charm effects, trapfinding, trap sense +1, uncanny Sense Motive +5, Speak Language +2, Spot +7, Swim
dodge +8, Survival +3
Saves: Fort +3, Ref +14, Will +7 Feats: Dodge, Alertness, Improved Initiative, Weapon
Abilities: Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha Focus (short sword), Weapon Focus (greatsword)
13 Challenge Rating: 6
Skills: Bluff +19, Disguise +10, Forgery +4, Hide +11, Treasure: +1 greatsword, +1 shortsword, mighty
Move silently +11, Open Lock +6, Search +4, Tumble composite longbow +1, invisibility potion, silver
+6 whistle
Feats: Dodge, Alertness, Weapon Focus (sap), Nonlethal Alignment: Usually Neutral
Strike
Challenge Rating: 10
Treasure: None
Alignment: Usually Neutral
Community Doppelganger
Medium-Size Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Doppelganger Guard Speed: 30 ft.
Medium-Size Humanoid (Shapechanger) AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
3rd Level Fighter Base Attack/Grapple: +4/+5
Hit Dice: 4d8+3d10+21 (55 hp) Attack: Slam +4 melee (1d6+1)
Initiative: +3 Full Attack: Slam +4 melee (1d6+1)
Speed: 30 ft. Space/Reach: 5 ft./ 5 ft.
AC: 13 (-1 Dex, +4 natural), touch 9, flat-footed 12 Special Attacks: Detect thoughts
Base Attack/Grapple: +7/+9 Special Qualities: Alter self, detect thoughts, immune
Attack: +1 greatsword +11 melee (2d6+4/19-20) or to sleep and charm effects
+1 short sword +11 melee (1d6+3/19-20) or mighty Saves: Fort +2, Ref +5 Will +6
composite longbow +1 +6 ranged (1d8+1/x3) Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha
Full Attack: +1 greatsword +11/+6 melee (2d6+4/19- 13
20) or +1 short sword +11/+6 melee (1d6+3/19-20) or Skills: Bluff +12, Disguise +12, Listen +11, Sense
mighty composite longbow +1 +6/+1 ranged (1d8+2/ Motive +6, Spot +8
x3) Feats: Dodge, Alertness
Space/Reach: 5 ft./ 5 ft. Challenge Rating: 3
Special Attacks: Detect thoughts Treasure: None
Alignment: Usually Neutral

220
DOPPELGANGER REFERENCE LIST

The voice of the crier sounded loudly and echoed among the high ceiling of the throne room. ‘Sir Alabard tu
Willar, commander of the Knights of the Charge and general of the Eighth Legion!’

The tall man made his way down the long aisle in the audience hall, his travel-stained cloak trailing behind him.
He was obviously tired from a long, hard ride, but his step never slowed or wavered. He bowed quickly and
stiffly before the throne, not the bow of a noble or courtier, but the bow of a warrior. ‘My liege, I bring you
news from the line. Our forces have routed the Uhrkan army and forced them to retreat back to their accursed
home. All we need do now is advance our troops and we could easily crush them and take their capital.”

The king leaned forward, his crown slightly tilting. He appeared upset, even annoyed, though his voice remained
calm. ‘Were you not ordered to hold your position in the Plains of Daligoth? Who ordered an advance?’

Sir Alabard looked perplexed. ‘My liege, the enemy was just over the hills. Their numbers were few. It was
the perfect time to strike! They barely put up a fight before running away like whipped dogs.’

The king shot up from his throne, anger twisting his face. ‘I asked you a question!’ He paused a moment before
sitting down. ‘Who ordered an advance,’ he asked again, his voice returning to the quiet calm once more.

Sir Alabard appeared for a moment as though he might burn a hole through his king with his eyes. He took
a deep breath, an old soldier’s habit when trying to remain calm. ‘I ordered the advance, your Highness. I
received no word from you for some days and assumed that any runner you may have sent had been captured or
worse. The troops were ready and the advance was flawless. I did what I thought was right, you Highness.’

The king appeared to consider Sir Alabard’s words for a moment. After what seemed like an eternity of quiet,
he finally spoke. ‘Guards, seize Sir Alabard. Remove his standard and his weapon and place him under guard
in the east wing.’

Sir Alabard finally lost all hint of his composure. ‘What?! Your Highness, I don’t understand! I come to you
victorious. We have defeated our enemy. What crime have I committed?’ His rage gone, he simply looked
bewildered. Even the guards looked confused as they stepped up to take him into custody.

‘You have disobeyed a direct order, Sir Alabard. If I had wanted you to advance, I would have given that order.
You are guilty of treason.’ He looked Sir Alabard up and down for a moment. ‘Take him away!’

Halfway down the aisle, Sir Alabard paused. Without turning, he asked, ‘What happened to you, my liege?
What happened to the man you used to be?’ He resumed walking and did not look back.

***

Later, in his private chambers, the king threw the heavy bolt to lock the door. With a contented sigh, his body
began to thin and shrink a bit. The skin took on a gray color and all hair disappeared. Finally, the robes of
office fell from the shoulders of the thing that was the king only seconds before.

‘Oh, how I hate wearing that body,’ thought Caagah as it removed the crown from its head. Still, it had its
perks. That arrogant general had finally made a mistake. He would pay dearly for it, as well. He would
be sent to Uhrka, where the other doppelganger, Zograh, had rule. Oh, how the two of them loved playing
games with the humans.
221
TRITONS INTRODUCTION

The Slayer's
Guide To Tritons
T
he races dwelling on dry land have known of them
for centuries. Many a bathouse mosaic depicts them,
intertwined and beautiful in their weightless blue-green
world. Their image has been wrought in silver filigree and
embossed upon bronze shields. Marble statues of them take pride
of place in manor house gardens; frozen in mid-leap they stand
above sculpted waves, with fountains spouting from their lips.
Sea-empires have taken them to be their standard. They adorn
tankards, tin trays, inn signs and sailors' tattoos. Rare indeed is
the port in whose dockside taverns no triton can be found.

Yet for all this surface patronage, they remain elusive. The
people of the upper world are well versed in the myths of the
tritons, for there is a great deal of myth to go around. Very few
facts are known, which seems to be the way the tritons want it.
Notwithstanding this desire for privacy, it is time the surface
dwellers found out the salient facts about tritons, their ways,
their culture and most importantly their purpose here. So, in
this volume we will be parting their veil of myth and taking a
look at the truth behind the fables. Tritons: Sentinels of
Why should the Games Master trouble himself with tritons, other the Deep
than as a plot device or a passing curiosity of the sea? Despite Each Slayer’s Guide focuses on a single race, in this case the
their good alignment, at first glance one would think them to triton. Even the best travelled of seafaring players will only be
be simply too alien, too secretive, to be worth the players’ time. familiar with the common triton as detailed in Core Rulebook
Evil players might conceivably choose to risk their lives raiding a III. It is generally known that tritons are of good alignment,
triton palace for treasures, which are certainly there in plenitude, for which most players are grateful, but few know the extent to
though there are many easier (and dryer) victims to assault. which this benevolence may be extended. The tritons are not
merely kindly creatures under their haughty exterior; they are
As with so many things of the ocean, the truth is quite different dedicated guardians who stand between the upper world and the
to what first meets the eye. The tritons are key players in the vile beings of the lower depths. For this alone, they are worth
politics of the sea, forming one of the only forces strong enough consideration.
and determined enough to oppose the sahuagin. Those few
surface dwellers that succeed in befriending the tritons will gain In this book we will not only examine the well-hidden life, social
perhaps the greatest ally imaginable in all the seas. structure, customs and beliefs of the ordinary tritons but also
take a look at the specialist members of their society, including
Tritons have a fierce pride and noble heritage which stretches the mysterious subspecies known as the seawarden. A lengthy
back over many generations, all the way back to their origins section on triton warfare prepares the players for what they might
in stranger seas than those of this plane. Most startling of all, encounter if they venture too close without invitation. This
their purpose in being here at all is one for which the surface section also deals with the sea-beasts and elementals serving
world is eternally indebted to them. Were it not for the tritons, alongside the tritons as mounts and allies. Scenario suggestions
there would be no line of defence against one specific brood of are provided so that Games Masters can easily integrate the
dreadful entity which, though dormant now in the ocean’s deepest tritons and their settlements into an ongoing campaign. Finally,
crevasses, will some day awaken and arise. extensive details are given for the triton homestead of Karkulium,
one of the oldest and most redoubtable of the tritons’ strongholds,
a haven for those who are welcomed within and a lethal
The Slayer’s Guides challenge for any who would attempt to assault it.
This series of supplements, designed for use in all fantasy-
based d20 games systems, takes an exhaustive look at specific This information is intended to assist the Games Master in
monster races, detailing their beliefs, society and methods of portraying tritons as a complex and interesting race whose
warfare. Typically, these will be the races all but ignored by inclusion will add new dimensions of adventure and challenge 223
Games Masters and players alike who view them as little better to any campaign. Whether the players set out to win the tritons’
than cannon fodder. trust or to pit themselves against them, they are in for a lot of
surprises.
TRITONS INTRODUCTION

I have looked down the groove of a loaded crossbow more times than I can count. I have been stared at by empty
eye-sockets while their owner tried to quarter me with a rusty greatsword. I have come damn close to being eaten
alive by a vegetable. All of those moments came back to me just then and compared to what I was facing they
seemed like pleasant summer afternoons.

The tritons had been polite, even when they were binding me with lengths of smelly green weed and I was swearing
at them with the few phrases of Aquan I knew. Their clammy hands on my skin made me shudder. I had never
been this close to something so alien, not even among the undead.

Now I was in front of the head honcho on his great coral throne. I tried to look righteously indignant but after
several chilly hours in the water I was not a very impressive sight, with plankton in my hair and the gods knew
what wriggling in my underclothes. In my head I was praying that the potion of water breathing I’d purchased
from Noxid’s House of Dweomers would last the distance.

‘Little man, do you know the penalty for stealing from us?’

‘I didn’t steal from you,’ I pointed out. Technically, it was true. (Okay, it was only true because they had caught
me breaking in and never gave me half a chance to actually steal anything, but you have to try your luck.)

One blue eyebrow was raised; blue-black lips curled in a sneer. ‘Do not pollute our home with your lies. You are
not the first to seek out our riches. We are weary, so terribly weary of your sort. Oh, do not tremble so! It is beneath
our dignity to slaughter the likes of you. Instead, we shall place you under the care of the best teacher we know.
Perhaps you will go back to your world a reformed man. Brethren, give him over to the mercy of the sea.’

They closed upon me. I gulped. It was now or never.

‘Set me adrift if you like, I understand, got to keep up the old customs, world would be a better place if more people
respected tradition, bit old fashioned that way myself, you wouldn’t think it to look at me I know, but you see the
thing is if you do bung me on a raft and leave me to the mercy of the etcetera I won’t be able to tell you any of the
interesting things I know about Gugloth-Kra of the Long Throat. You know, horrid old thing, mostly bones and
teeth, lives deep, deep down in the bottom of the sea…’

Instant pandemonium. It was as if I had let off a box of fireworks in a dryad grove. There were babbling voices
everywhere. My friend on the coral throne was up and into the water, his expression half shock and half fury.

‘… as some friends of mine found out when they ran into him a couple of months ago. Barely got away with their
lives, they did. Good job they told me exactly where to find him, just so I could be certain to avoid the place in
future. Very precise directions they left me. Very precise.’

There was a great stillness in that palace under the sea. After a long pause, the ruler motioned his people to settle
down and gave me the oh-so-familiar curt nod that means ‘okay, then, you smug little scab, we’re going to play
it your way.’

I allowed myself a tiny smile of victory. ‘Perhaps you could ask that pretty lady to untie me, your royal wetness?
Then perhaps we can come to some mutually beneficial arrangement.’

224
TRITON PHYSIOLOGY

Triton The tritons’ bifurcated lower bodies, organized as they


are into two powerful finned legs rather than a single
fishy tail, make them agile underwater and capable of

Physiology sitting astride a mount. No other marine species than


the tritons appears to have thought to ride upon another
creature. Practicality is probably the primary motive,

T
here are many strange and wonderful creatures as tritons are slow swimmers when compared to their
living in the seas. Even humanoids sharing fellow sentient sea-dwellers, lacking the powerful tails
characteristics of fish and man are not uncommon; of the merfolk or the webbed digits of the sahuagin.
several species do so. Even against such a diverse Without a reliable method of getting away quickly,
background, the tritons stand out as unearthly, for this they would not last long. The most popular mount is the
is what they are. They are not creatures of the terrestrial porpoise, which is dependable, friendly and swift.
sea but visitors from the Elemental Plane of Water.
Tritons swim by kicking their legs rapidly like newts,
This unearthliness is shown forth in their colouration, keeping their arms close to their sides to cut down on
which only finds its likeness in the mundane seas upon water resistance. This makes them easy to identify
exotic tropical fish. Unlike the merfolk, who can easily be when seen far off, since a member of the merfolk family
mistaken for humans should one chance to see only their or an ordinary fish the size of a triton will undulate its
upper bodies, the tritons have shimmering silvery skin. whole body, using its tail for propulsion, whereas the
In the young this gleams brightly, shining underwater sahuagin use their webbed hands and feet to ‘crawl’
like the surface of an air bubble. In older specimens it rapidly through the water.
becomes dull and more like pewter. Beneath the waist,
the body is covered with fine sequin-like scales. These The tritons’ legs are next to useless for walking on land.
are most commonly blue-silver, with the blue quotient The flipper-like appendages they have instead of feet
deepening towards the base of the leg. are jointed to move back and forth like little fishtails.
Having no flat soles on which to stand, they can only
The hair of a triton is commonly a rich cobalt blue, with flop, crawl and slither. Their movement on land thus
shades of turquoise sometimes appearing. The colour drops to five feet per round. Tritons who have an urgent
is most vivid underwater. When exposed to the air for need to visit dry land will almost always call upon the
any length of time, triton hair becomes dull and settles assistance of water elementals; see Chapter 4, Triton
into a matted jelly-like tangle. Their eyes are bright Society.
blue throughout, both the cornea and the ‘white’, with
wide, dark pupils. The eyes of extremely aged tritons The triton reproductive cycle is piscine. Female tritons
become pearly, though this does not appear to interfere lay globular jelly-covered eggs in clutches of one to
with their vision. Their blood seems black but is in fact three and the males fertilise them with milt. They hatch
deep indigo, like writing ink, as is readily apparent if it in six months. Hatchlings grow to maturity in seven to
is shed in any quantity of water. This quality makes the eight years; a nine-year-old triton resembles a young
inside of their mouths, their lips and their tongues appear man of sixteen in his human parts. The reason for this
blue-black; the internal tissues of their bodies appear the relatively swift development is unknown but is believed
same, should they be wounded badly. to be an evolutionary response to the many dangers of
the tritons’ environment.
Tritons do not have gills. They breathe water through
their mouths and noses, exactly as humans breathe Some eggs do not develop into common tritons but into
air. Despite their aquatic nature, breathing air is not a a rare mutant subspecies called seawardens. These are
problem for them. They find it unpleasant but preferable only distinguishable from ordinary tritons by the flecks
to outright suffocation. Tritons can survive out of a of gold in their eyes. The dwellers on the surface (who
marine environment for limited periods, so long as assume all tritons are alike) have completely failed to
they are regularly doused with water. Drying out is notice this subspecies. Full details of seawardens are
potentially fatal. A triton that has not had water upon given in Chapter 4, Triton Society.
75% of his body in a given hour must make a Fortitude
save (DC 15) or suffer 1 point of Constitution damage. Tritons’ fertility is dependent upon the size and stability
He need not be immersed completely. A bucketful of the community. Where a group of tritons has been 225
applied by an understanding friend or water elemental settled and stable for some years without loss of
is enough to do the job. population, the females will not lay eggs. Where the
TRITON PHYSIOLOGY

The tale of the triton exodus is one of great bravery and


sacrifice. Deep in the distant past, corruption began
to fester in certain dark and deep caverns upon the
aquatic plane. Curious malformed creatures grew there
with evil in their souls, resembling skeletal hybrids of
anglerfish and human and possessing innate magical
powers to dominate and destroy. Their bodies were
immensely strong, capable of withstanding many tons
of water pressure even in their earliest stages of life.
Whether some demonic force seeded them there or
whether they emerged spontaneously from the rot and
filth is unknown. The common opinion amongst those
who know credits their origin to a lich mage, in life a
lord of the sea, who wished to breed an army in a place
where it would not be detected.

At first embryonic and weak, the Devouring Ones fed


population has shrunk significantly because of war or
ravenously upon the hapless sea-creatures who came
disease, or females outnumber males by two to one or
too close to their lair. Later, when they were larger
more, the females will begin to lay eggs again.
and stronger, they found other sources of food. When
discovered, they were found to have been devouring one
Their staple diet consists of fish, which are speared
another and growing stronger from their cannibalism. By
or shot wherever the hunters can find them. This is
this point, they were a serious threat to the equilibrium
supplemented by shellfish (mostly oysters, crab and
of the aquatic plane.
lobster) and strips of edible kelp, gathered into satchels
of woven wrack and brought home to the settlement.
Such a demonic presence could not, and would not, be
Though they are surrounded by sources of food on all
tolerated by those denizens of the plane who tended
sides, Tritons never take any more than they need, nor do
towards good alignment. These banded together as
they store up reserves against times of want. They are
best they could and took up arms against the growing
gravely offended should any surface dweller squander
horrors. Their heroism met with indifference from their
the resources of the sea in their presence.
neighbours. Many of the plane’s inhabitants were too
old, too stupid, too playful or simply too neutral to care
Never leave a meal half eaten,
and would not be persuaded to take action.
Never leave a task half done,
Never leave a foe half beaten,
In dim archive chambers on the Elemental Plane of
Never leave a war half won.
Water, tablets of translucent coral engraved with Aquan
runes record the war against the Devouring Ones.
From Sayings of the Triton People by Zemuel
Overhead, enormous frescoes show scenes of desperate
Falkenstein
battle. Races now extinct are shown, pitting their
numbers against titanic gnarled figures who smash and
Origins of the Triton devour them like so many minnows. The destruction
of one giant forms the centrepiece, an occasion of
Race triumph; leading the charge which fells him are the
To understand the tritons properly, one must appreciate triton warriors, mounted upon glimmering beasts like
one aspect of their lives above all others. Unlike other finned horses. The valour of the tritons in that hour is
humanoids of the sea, such as the merfolk, the locathahs their lasting pride and the shame of the other races that
or even the loathsome sahuagin, they do not belong stood by and did nothing.
here. Tritons are Outsiders, strangers to the Prime
Material Plane who were compelled to come here many The Devouring Ones were defeated at great cost.
thousands of years ago for reasons upon which many Thousands of Aquan lives had been obliterated. Worse
have speculated and few have ever come to learn. Their still, even in the hour of triumph a band of triton scouts
226 true home, for which they yearn and which they will discovered a set of interplanar gateways, still standing
never forget, is the Elemental Plane of Water. open. Some of the lesser Devouring Ones, the spawn not
yet grown to full strength, had escaped. Hasty research
TRITON PHYSIOLOGY

them like refined spirits who


have voluntarily descended into
a realm of base matter.

This pride flows strongly through


the veins of the younger tritons,
keen to prove themselves in
battle. It radiates from those
ancient pale-eyed veterans who
were there when the Devouring
Ones were driven from the Aquan
plane and who are still living
now. With this pride comes a
sense of duty, redeeming it from
becoming arrogance. Since
they are more highly born than
their fellow creatures (they say
amongst themselves) they have
an obligation to protect them,
even if they seem ignorant and
undeserving.
revealed they had fled to other oceans upon the Prime
Material Plane, there to hide themselves in the deepest
This dogged pride is what drives the tritons on even
places they could find. Once there, they had only to
against overpowering odds. Any triton that admits defeat
feed, grow and wait, with all the patience of evil. In
too easily has desecrated the legacy brought from the
time, they would be strong enough to make the journey
home plane by his forefathers. They may retreat from a
to the surface world, where new feasts of flesh would
battle waged in the open sea, seeing no dishonour in wise
await them.
tactics, but once they are fighting on their own ground
to defend home or family or any other thing under
With great sadness, the Merefather of the tritons turned
their sworn protection, they absolutely will not give in.
to his people. Their duty, he said, was clear. Any who
In particular, the site of any of the sentinel fortresses
wished to remain on the Aquan plane might do so, with
constructed to watch for a particular Devouring One
no loss of honour; any who wished to finish the war
will be defended with the utmost savagery. More than
which had cost the lives of so many of their sisters and
just triton lives depend on those fortresses.
brothers might follow him to the alien world beyond the
gate, there to stand guard against the second rising of
Their pride can also be an active hindrance for them. It
the Devouring Ones.
does not come naturally to a triton to ask for help from
anyone but another triton. Tritons are supposed to set
In this way the triton race first came to dwell in the seas
an example to the lesser races, not to go crying to them
we know.
when difficulties arise. Their stubbornness is such that
if a triton is faced with a task he cannot accomplish
The Triton Spirit without asking the help of a surface dweller, he is likely
to attempt it anyway and perish gloriously rather than
Although they are reverential and deferential towards
the host oceans in which they now live, nothing else demean himself. It is possible, though difficult, to
on the Prime Material Plane is likely to receive similar explain to a triton that there is no loss of face involved
treatment from the tritons. They retain a fierce pride in enlisting aid. Those who attempt this had better have
and with it a well nigh unbreakable warrior spirit. This great reserves of patience.
derives from their status as Outsiders. They know
themselves to be creatures not simply of the water but of Tritons have a well-known appreciation for beauty. They
the planar essence of water. They are not mere dwellers feel themselves privileged to be living in a realm so full
of exquisite life. A triton can sit for hours examining
in the sea like the sahuagin, nor crude water elementals
with only the most vague smattering of independent the mathematical convolutions of a nautilus shell or 227
thought. They are pure, intelligent and articulate Aquan the sheen of a fragment of coral. They are especially
beings, standing in relation to the murky seas around fascinated by the ‘sea change’ which is worked upon
TRITON PHYSIOLOGY

surface objects fallen into the deep. The skeleton of planks turn soft, mossy and green; the rusting away of
a sailor will be left undisturbed so that interesting an anchor in clouds of red oxide is a thing to wonder at.
encrustations can grow upon his bones; the hulk of a The tritons tend to think that the things of the surface are
wrecked ship will be goggled at for weeks as the hard aesthetically improved by the sea’s alchemy.

Galt watched the porthole warily as if he expected it to burst inwards and flood the submersible the moment he took his
eyes off it. I could hardly blame him; it was making an ominous ticking noise. The barbarian, usually so active, was
sitting very still.

Craggit, to my annoyance, was not. He had left his seat again and was fuming up and down on his little legs. ‘Damn
you, Jackary, I cannot believe you’re entrusting our lives to something built by Nobdire Tinkerbink!’ he hissed. ‘I told
you often enough, you do not purchase an experimental contraption from a gnome who spends half his workshop time
making artificial limbs and the other half creating a market for them! What was wrong with that Apparatus of Kwalish
we saw at Caspar’s, eh? That was class!’

‘Well, thanks to a certain dwarf fracturing the jewel he was meant to be extracting, we were short by about sixty
thousand,’ said Cara acidly from her co-pilot’s seat to my left. I gave the half-elf a warning look and she softened her
tone. ‘Besides, it works by magic. We’d never have gotten Galt into it. You know he is about wizard’s things. This is
mechanical. No devilry involved.’

Out of pure malice, I shifted us up a gear and the submersible lurched forwards, pitching Craggit right on to his fat griping
arse as I had hoped. There was still not much to be seen outside but swirling sediment, foggy green water and the occasional
rock. Pondering this, I remembered what Tinkerbink had told me about undersea visibility. At my order, Cara doused
the interior lights and I brightened the exteriors. I heard gasps behind me. A gloved hand gripped my shoulder.

Suddenly we had shifted into a place of rippling shadows and cathedral light. The ocean floor loomed before and beneath
us like the surface of some half-formed planet, the world into which everything else fell and was forgotten. It was utterly
silent. A cloud of brilliant slivers darted across the path of our lights and shot away as one.

‘Fish!’ said Galt delightedly, pressing his nose against the glass.

‘Okay, everyone,’ I said, ‘keep your eyes peeled. Shout if you see anything that reminds you of a habitation - doors,
windows, anything. We know these critters are down here somewhere.’ I brought the submersible down until we were
nearly scraping sand. Everyone clambered into the tiny cockpit, silhouetted against the window as the huge shapes of
the ocean bed slowly emerged and crawled by.

Cara craned forward. ‘Does that bulge look artificial to you?’ There were mutters and musings and we agreed that it
was probably just an odd-shaped rock. After a couple of uneventful minutes, Craggit eagerly pointed out something
domelike which on closer examination turned out to be a sunken coracle, though Galt would not be persuaded that it
was not the skull of a sea-monster. Damn it, the tritons and their wealth had to be down here. I knew they were here,
somewhere. Laughing at us.

As we rounded a vast outcrop of coral I took a second glance at it, saw oddly regular depressions in the surface and
clapped my hands together. Clever, I thought, very clever. Burrow in the coral beds where nobody will see you and
cover the openings with weeds.

‘I think this is it, folks,’ I grinned. ‘I’ve got the old Jackary tingle in my palms again. Just look at that. Take a close
look. It’s easy to miss.’

‘I don’t think there are any tritons in that rock, boss,’ whispered Cara.

‘And why in hell not?’


228
‘Because, to be totally frank, I think they’re more likely to be living just across from it in that bloody great castle.’
HABITAT

Habitat The tritons are able to survive in the deeper levels of the
ocean for limited amounts of time but will never make
permanent settlements there. Their most usual motive

T
ritons are stoic, adaptable creatures. They do not for heading into the lower depths is to find out whether
expect the world around them to be shaped ac- a given Devouring One has shown any signs of stirring.
cording to their likes and dislikes. Like all races, For safety, they dive down in patrols of six to eleven,
they have favourite surroundings but will choose their swimming as far down as they can. Even the most robust
homes according to expedience and tactical necessity triton cannot penetrate deeper than two thousand feet
rather than a wish for comfort. as the water pressure would begin to crush them. The
Devouring Ones sleep far beneath the diving range of
A triton’s idea of the ideal place to live is a coastal shelf any triton. Only extraordinarily tough or colossal sized
in an equatorial region. They prefer the waters around creatures, like the kraken or the leviathan, can survive
their homes to be clear, warm and not too deep. Coral the pressure at such depths. (See Seas of Blood for rules
reefs are especially prized, both for their beauty and for governing depth of dive.) Fortunately for the tritons, it
their use as a ready repository of building materials. A is not necessary to dive that far to conduct reconnais-
triton seawarden (see Chapter 4, Triton Society) has sance. The first sign that a Devouring One is stirring is
the innate ability to mould large quantities of coral into an unmistakable stench rising through the waters and it
forms both strong and intricate. It is essential for the is this that the triton patrols seek to detect.
settlement to be close to places where porpoises and
similar sea creatures are known to roam. Tritons do not usually travel outside their territory and
rarely come within half a mile of dry land. They will
The largest and most heavily fortified settlements of come up to the surface if nobody is watching, to scan
tritons are found on the brink of steep chasms into the horizon for signs of hostile activity or simply to ap-
whose depths the Devouring Ones vanished centuries preciate the beauty of the moon and stars.
ago. These were the first settlements to be founded.
Since then the tritons have expanded across the oceans
and smaller, less military colonies now exist in all but Triton Structures
the iciest of waters. Tritons prefer to stay within five Whatever the size of a given community, it will always
miles of the coast, as further distances mean deeper and be based around one central structure or cavern complex,
colder water. Since the sahuagin share this preference, referred to as the ‘homestead’. The area surrounding
conflict is inevitable. the homestead is considered to be the community’s ‘ter-
ritory’. When a homestead is based more than twenty
Of the two races, the tritons are more able to tolerate miles from the coast, the territory’s limit is twenty miles
cold water. This has given them a strategic advantage across, for an offshore homestead it is five miles across
over their sahuagin rivals. In regions where sahuagin and and for a homestead based at the bottom of an inland
triton are both found, the former will inevitably entrench lake it is one mile across.
in the shallower and warmer parts of the sea while the
latter will fortify themselves in waters which are colder Tritons do not believe in multiple dwellings; one home-
or deeper or both. The mounted tritons are thus able to stead serves all. When a new community is founded, all
stage hard and fast strikes and retreat to shelters in chill members work tirelessly day and night until the home-
waters where sahuagin pursuit would be uncomfortable, stead is complete. If the community is based upon or
though not impossible. near a coral reef or is out in the open seabed the structure
will usually be a freestanding edifice resembling a small
A triton can live as happily in fresh water as in salt and castle keep. A seawarden is a great help at the found-
triton castles are occasionally glimpsed at the bottom of ing stage, as he can use his Mould Coral ability to raise
deep lakes. Such settlements tend to be free from the the main walls, smooth off the floor and shape simple
intermittent warfare of the sea and because of this are defences. For this reason, groups of tritons setting off
used as places of refuge, healing or contemplation. It to form a new community will always be accompanied
is only the tritons’ wish to avoid surface dwellers that by a seawarden who will return to his own community
keeps more inland waters from becoming populated. once the homestead is built. The tritons try to leave as
Lakes frequently mean settlers and settlers mean fish- much of the surrounding seabed undisturbed as possible,
ing nets. which results in the castle standing out incongruously 229
against its background. Such a fortress makes up in
robustness for what it loses in secrecy.
HABITAT

If their caverns are striking to view, the interiors of their


castles are awe-inspiring. A visitor from the surface
would at first be confronted by greenish-black murk;
there is very little light, since the tritons possess darkvi-
sion and no not need it. Once a light source is brought
to bear, the colours of the coral walls glow from all
sides. Stained-glass windows prove to be thin panes
of polished shell. Spires of twisted and translucent
rock hang like chandeliers from the ceiling. Globes of
bubble-filled blue crystal on silvery chains swim lazily
around their moorings. Spiral staircases twine upwards
into the dim foggy galleries above. The central hall of
a triton castle will always contain several richly deco-
rated statues commemorating the homestead’s original
founders, worth thousands of gold pieces intact and
substantially less if broken down for scrap.

Castle-based communities whose numbers increase


beyond the capacity of their homestead, a common
occurrence, will simply build more wings and levels
on to the structure until there is room for everyone
once again. This practice results in an encrusted, fai-
rytale look to their castle homes, with turrets growing
from turrets and multiple towers rising up out of sight.
Cavern-based communities are more likely to hive off,
sending a select group of families out to found a new
settlement of their own. Caverns are much more limit-
ing than castles as the tritons are not willing to tunnel
into the rock and make more space. They are expert
at carving, as the walls of their homes testify, but they
do not much care for mining.
If the tritons are occupying a set of sea-caves, their
first priority is to build a pair of hidden watch-posts
and some strong front gates so that the complex can Tritons as
be sealed against intruders. The whole frontal area is
then covered with seaweed and detritus. This kind of Neighbours
homestead is easy to miss if you are not looking for it. In the selection of a new home or the expansion of an
A successful Spot check (DC 20) is required to notice existing one, the interests of surface dwellers are not
the main entrance. given a second thought. Tritons’ avoidance of contact
with surface people wherever possible does not mean
Although the first stages of a triton community base of- they are willing to move aside quietly should there be
ten look quite crude, this semblance does not last. When a conflict of interest. If a triton seawarden decides to
tritons are not actively waging war nor hunting for food raise an observation tower from the sea bed, with the
they have many hours of free time on their hands. They result that your ship’s hull is holed below the waterline
occupy themselves by making their homes as beautiful in a collision with an undersea tower top which was not
as they can. Within so short a time as a month, a lumpy there yesterday, there is not much point in protesting
shelter thrown together from rock and loose coral can be that your rapidly sinking ship has been following this
transformed into a stylised ocean citadel. Unremarkable shipping route for the last ten years. As far as the triton
cave walls become sweeping works of art in stone, like is concerned, it is your fault and he is likely to ask you
the vaulted ribcages of leviathans. Triton art is a curious to go away before you cause any more damage.
mix of the abstract and the figurative, with mathematical
230 patterns forming many decorative borders (spirals are fa- The marine world is a different matter. Tritons live in
voured) and central panels in classic melodramatic style close harmony with the sea creatures around them. They
depicting legendary tritons engaged in heroic deeds. have a particular affinity with porpoises, who were their
HABITAT

first true friends upon this plane and who comforted ship, by contrast, is a threat, because there can never be
them with clowning tricks when they felt longings for more than a few whales in a territory and to slaughter
the home they left behind. The sight of a single triton even one counts as ‘significant harm’. A group of pirates
mounted on the back of a porpoise is a breathtaking one; intent on plundering Triton treasure, a kraken or a hostile
to see fifty of them so mounted, powering through the sea giant would all constitute definite threats.
water in a cavalry charge, is terrifying.
In a different class from the invaders who threaten the
Any threat to the territory’s natural balance is interpreted tritons are the intruders who irritate them. Persistent
as a threat to the tritons themselves. As far as they are and inconsiderate fishing in their area is guaranteed to
concerned, they are not the owners but the stewards of annoy them. Their standard response is to take hold
their territory. For a presence to be considered a threat, of the nets or lines and use them to drag the offending
it must be an intelligent force (or the instrument of one) boat back to shore. Sometimes they will emphasise
and intend significant harm to the creatures in the region. the point by rocking the boat roughly back and forth,
A blue whale, moving through the area in search of food, which usually scares the life out of the fishermen. If
is not a threat. A shark acting under its own initiative is this does not suffice, they may sever the nets completely
not a threat either and is considered a blameless part of and leave them neatly folded on the shore where they
nature, though it will be driven off should it come too will be discovered at first light. The final measure is
close to any members of the community’s stable. (A to have a band of triton warriors mounted on porpoises
shark under the control of sahuagin counts as the instru- surface around the vessel and escort it back to the shore.
ment of an intelligent force and therefore is a threat.) If even this measure meets with resistance, the tritons
Even a fishing vessel is not considered a threat, so long will smash holes in the vessel’s underside to sink it and
as it does not take too many of the region’s resources, assist its crew to swim to safety.
because it does not pose significant harm. A whaling

Stables
Any community of tritons will automatically have an ongoing relationship of mutual trust with a nearby school of
sea creatures, referred to as that community’s ‘stable’. The members of the stable will willingly serve as mounts,
scouts and sources of information. In return, the tritons will immediately come to their assistance if danger threatens.
Without their help, the tritons would find it far harder to survive.

The stable is not housed within the homestead. Its members are allowed to roam free or, in the case of lair-dwell-
ing creatures like sea cats, to make lairs of their own nearby. Mounts are not assigned to individual triton citizens,
though sometimes a mount and its rider will spontaneously ‘bond’ and the mount will no longer allow any other
Triton to ride.

Tritons with the vocation of Light Cavalry or Heavy Cavalry (see chapter 4, Triton Society) will always have bonded
mounts, which need not be members of the stable. For example, a triton of the Heavy Cavalry will ride a sea cats even
if his community’s stable is entirely composed of sea turtles. Should a bonded mount die from natural or unnatural
causes, its rider will be wracked with grief and suffer a –2 penalty to all skill and ability checks for 1d4 weeks. No
new mount may be sought until the grieving period has ended.

A community will always give names to the members of its stable, often using a bombastic composite style combin-
ing two ideas; typical names are thus Surfspear, Coralback, Deathgripper, Swiftglider, Mereblade and Arrowfin.

The stable is only ever made up of one type of creature. The Games Master may choose as appropriate for the region
or determine this randomly by rolling D100. (Owing to ancient enmities, sharks are never used as mounts nor may
they ever form a triton stable.)

1-65% 2-20 porpoises (see Core Rulebook III)


66-80% 2-4 sea turtles (see Chapter 9, Triton Reference Sheet)
80-90% 2-12 giant crabs (see Chapter 9, Triton Reference Sheet)
90%-95% 5-12 sea cats (see Core Rulebook III)
231
96-100% 6-11 orca whales (see Core Rulebook III)
TRITON SOCIETY

Triton The Role of Water Elementals

Society
The tritons’ innate ability to use summon nature’s ally
IV once per day (see Core Rulebook III) gives them
ready access to the help of small water elementals.

T
These are seen as loyal friends and kinsmen, not as
ritons are not lawful creatures in that they do not
servants. Though they are summoned creatures and
hold to an abstract code of laws. Their conduct is
their presence on the Prime Material Plane is transient,
regulated by their extraordinarily strong idea of
while they are there they are allies of the tritons in
their own identity and manifest destiny upon the Prime
every respect. They will fight for them and alongside
Material Plane. Their loyalty to one another, their pride,
them, massing together to slam into opponents in battle
their reverence for the world around them and their
or to slow invading ships. (See Chapter 5 for the ways
determination to protect it are the cornerstones of their
in which elemental and triton combatants complement
society. Beyond these absolutes, their lives are organised
each other.) The other occasion on which they will
by custom born of many long hard years of subsistence-
always be summoned en masse is the building of a
level survival interspersed by frequent battle.
new homestead, when their strength and mobility are
especially useful.
Social Structure
The bulk of the triton population, though diligent in their homesteads, all tritons are required to fight. There
carrying out their duty to the community, do not have is no such thing as a non-combatant citizen.
any distinctive social function. Referred to as ‘citizens’,
their role consists of elementary social maintenance as Tritons fresh from the egg are called ‘hatchlings’
detailed below. A typical triton citizen will resemble until they are one year old. From that point until they
in all respects the example triton in Core Rulebook III. reach adulthood at the age of nine they are called
Citizens are, by default, combatants. In accordance with ‘broodlings’.
the tritons’ habit of wariness and readiness to defend
Perhaps surprisingly for a race so concerned with history,
the tritons do not trouble themselves keeping track of
parentage. (Given the males’ habit of fertilising the eggs
collectively, it would be next to impossible to achieve
this.) They have a strongly communal society in which
the duties of childrearing are shared out equally among
all members. Their identity as occupants of a given
homestead is much more important to them than their
genetic heritage. They see their continued guardianship
of their homes as an ongoing military victory, a holding
of the line against evil.

The concept of the homestead is a curious amalgam of


ancestral home, sacred ground, military regiment and
close family. When making a formal introduction, a
triton will always give the name of his homestead; ‘I
am Alocanth of Sisqualon and I extend the hand of
greeting to you.’

Specialists
If a community is to survive, it cannot remain
homogenous. It must eventually produce members
whose talents are focused on one aspect of life.
232 Accordingly, some tritons’ age, field experience or
capacity for swift learning distinguishes them from the
general populace and they take on a specialised role in
the community, referred to as a vocation. This is not the
TRITON SOCIETY

same thing as a character class,


as ordinary tritons very rarely
take character classes. The
vocations are Scout, Cavalry,
Heavy Cavalry, Mounted
Archer, Peacebringer and
Weaponwright.

In game terms, a triton with


a vocation is one who has
progressed in hit dice and
gained additional skills, feats
and other modifications to the
basic template. See Chapter
9, Triton Reference Sheet, for
examples. The vocations given
are typical, representing the
recognised social roles taken on the enemy. When conducting reconnaissance they will
by tritons through the centuries. The Games Master is leave their mounts behind so as to travel more stealthily,
of course free to modify skills and feats as appropriate sacrificing speed for better concealment. Some scouts
when creating individual triton characters. of great experience are competent in setting underwater
traps. Given enough time, a group of such scouts
Triton specialists are less common than ordinary can prepare a very unpleasant surprise for a group of
citizens. See the sidebar for a breakdown of triton invaders.
population by vocation.

Light Cavalry
Scout Invariably mounted on porpoises, the triton light cavalry
Scouts pride themselves on their speed, evasiveness and patrol the perimeter of the homestead’s territory, making
ability to observe without being observed. Their usual sure all is well within their demesne. Guests of the
mission at times of peace is deep foraging. Tritons prefer tritons who are subject to their hospitality or people
to take as little as possible from the regions surrounding under their special protection are escorted wherever they
them, so rather than risk exhausting local kelp beds or wish to go by a division of light cavalry.
oyster populations they will simply look further out.
Scouts will also be sent out if there is any exploration to Light cavalry are also employed in those scouting
be done, such as the searching out of territory suitable expeditions in which enemy attack is a definite danger,
for a new settlement. Their other function is to take such as the investigation of an unannounced appearance
messages between the various homesteads, a particularly of surface dwellers or a sally into caverns where a
important role when several communities need to band Devouring One might be lurking. On the rare occasions
together against a common threat. when a large sea-beast must be hunted for food or driven
off the territory, the light cavalry will take care of it.
In times of war, scouts serve both as lookouts from the
homestead and as spies sent to gather information on In warfare against the sahuagin or other human-sized
foes, the light cavalry are often the first to be sent in and
move to flank the enemy, cutting off retreat. Their speed
and manoeuvrability makes them ideal skirmishers.
Tritons with Character Classes
Only those tritons that have the most dealings with the
surface world are likely to take on a character class.
These are not numerous, so tritons with character
Heavy Cavalry
These are the elite among Triton warriors, rarely younger
classes are exceptionally rare. A triton’s favoured than a hundred years old. Mounted upon one of the most
class is ranger; those that are not rangers tend to be savage beasts of the ocean, the formidable sea cat, they 233
fighters. They avoid spellcasting classes as these are do not often venture beyond the territory of the largest
the province of seawardens. and oldest of the triton homesteads. Their charge is the
TRITON SOCIETY

single most devastating attack available to the triton race. Their role in triton society is as mediators, calming
Should a Devouring One ever rise, the heavy cavalry and untangling any disputes between the members.
represent the best chance of putting an end to them. They will also intervene, putting in a word for peace, if
In peacetime, they are responsible for maintaining the relations with the surface world are becoming tense.
homestead’s internal defences and form the final living
barrier against invasion. The Merefather of Throia is Peacebringers do not leave the homestead in times of
guarded at all times by a company of heavy cavalry. battle. The wounded are brought to them to be tended.
If a wounded triton (or indeed any other creature) is in
Their role as guards of the grandest homesteads means pain and is unlikely to live, the peacebringers will live up
they rarely see combat in any other circumstances than to their name by administering a swift, merciful death.
full-on warfare, since nothing weaker than an invading
army, wandering kraken or Devouring One is likely to
try its might against such fortifications. At such times, Weaponwright
they are either assigned to guard crucial tactical positions It is not an easy matter to secure a supply of tridents
or, depending on territory, kept hidden in preparation and heavy crossbows when one’s people live under the
for a mass charge. sea. As with so much else in the tritons’ lives, they must
make do with whatever materials come to hand. It is the
task of the weaponwrights to create sturdy, reliable arms
Mounted Archer from the remains of sea creatures’ bodies, the detritus
All Tritons are proficient with the heavy crossbow and of the sea bed, scavenged remnants of ships and their
use it as a hunting weapon. The mounted archer has fittings and whatever other waterproof materials can be
trained himself to aim and fire accurately from the located. Every homestead has an armoury and it is the
back of a bucking sea creature. Unlike the cavalry, the prime duty of the weaponwrights to ensure it is kept
mounted archers may use any mount. They are most stocked with reliable, well-balanced weapons.
commonly found accompanying the light cavalry on
their circuits of the homestead’s territory. Since they Despite the considerable skill of the weaponwrights,
are missile weapon specialists and missiles are more when it comes to keeping the populace armed and
efficient when used above the water’s surface, they are ready even the resourceful tritons cannot easily get
also charged with the duty of patrolling the sea’s surface by on local materials alone. Heavy crossbows can be
directly above the community. Many an ill-intentioned cobbled together from sculpted ribs, weed and urchin
ship has had its crew picked off one by one by mounted spines but bone is simply not a strong enough material
archers, who would keep vanishing back under the waves for a trident. It is therefore necessary, if disagreeable, to
before there was a chance to return fire and coming back conduct a certain amount of trade. As the weaponwrights
up in new positions with their crossbows reloaded. are the specialists who will be using the materials, trade
arrangements are left to them.
Since their patrol duties bring them into contact with
passing ships and coastal people more often than most, Most of the tritons’ trade is with the locathahs, who can
they are given the additional duty of liaison with the be relied upon to collect such useful staples as obsidian
surface dwellers. Many players’ first encounter with a slivers, giant oyster shells and blowfish spines in their
triton may well be with a mounted archer. travels. Metal is most commonly garnered from the
aquatic elves, who themselves acquire it from surface
dwellers. The weaponwrights are especially desirous
Peacebringer of bronze and brass, as they do not rust (unlike iron,
Some tritons turn their talents towards meditation and which is completely useless underwater). Most prized
a search for harmony in preference to combat. This is of all are lengths of ironwood. Once these have been
as much a part of the overall triton strategy of defence carefully weighted with bronze fittings to prevent them
and survival as any more martial vocation. If all are to from floating to the surface, they make the best of all
survive, troubled waters must sometimes be calmed. tridents. Magical weapons are usually welcome, being
waterproof, though the tritons are too set in their ways
Peacebringers concern themselves with healing, study to bother with anything not resembling a trident, heavy
and the acquisition of wisdom. They will also specialise crossbow or bolt.
234 in a school of decorative art; sculpture in stone is the
most popular choice, though many peacebringers turn Metal intended for use in weapon making has to be
their hand to making jewellery or carving in driftwood. fashioned into points and blades before delivery or the
TRITON SOCIETY

tritons will be unable to use it. They have no equivalent Triton Seawarden
of the forge or the blacksmith, since it is impossible to Medium-size Outsider (Native, Water)
work non-precious metals underwater. The only way to Hit Dice: 6d8+6 (33 hp)
do this would be to set up shop in an air bubble of some Initiative: +0
kind and then produce intense heat, such as by magic. Speed: 5 ft., Swim 40 ft.
AC: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+7
Seawardens Attack: Trident +7 melee (1d8+1) or heavy crossbow
The most rare of all specialists, these mutant tritons +6 ranged (1d10/19-20)
are said to have brought the concentrated magic of the Full Attack: Trident +7/+2 melee (1d8+1) or heavy
Elemental Plane of Water with them in their blood. crossbow +6 ranged (1d10/19-20)
Their societal concerns are twofold: construction and Space/Reach: 5 ft./5 ft.
defence of homesteads and gathering lore relating to the Special Attacks: Mould coral, spell-like abilities
Devouring Ones. A seawarden will always be present Special Qualities: Darkvision 90ft.
when a new homestead is first constructed. Collectively, Saves: Fort +6, Ref +5, Will +9
they maintain archives in which the known Devouring Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 15, Cha
Ones and their locations are recorded. Information 12
gathered by scouting patrols is passed back to them. It Skills: Craft (stonemasonry) +5, Hide +6, Intimidate
is their responsibility to ensure the tritons are ready to +9, Knowledge (arcana) +6, Knowledge (architecture
meet their ancient foes when the hour of their awakening and engineering) +6, Knowledge (nature) +5, Listen
comes. +9, Perform +5, Ride +6, Spot +8
Feats: Iron Will, Mounted Combat, Ride-By
Attack
Climate/Terrain: Any aquatic
Organisation: Solitary or council (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class

Seawardens hatch from only one in a thousand


triton eggs. Natural prodigies, they are reserved
and calm even in their days of youth; the stillness
of the deep ocean is reflected in their gold-
flecked eyes. They are the born counsellors of
the tritons. They do not consider themselves
leaders, leaving that role to the elders of the
various communities. They are content to watch,
wait and give advice when called upon. Though
they have excellent singing voices and often
chant in unison, weaving harmonies together,
seawardens rarely speak. When they do so, it
is in pleasant mellifluous tones unless they are
angry or defiant, when their cold, precise words
convey a sense of shuddering dread far worse
than any noisy bluster could achieve.

A seawarden’s favoured character class is


wizard. They generally restrict their studies to
the creation of magical items in preference to
battle magic. Those who do not become wizards
become clerics, administering the blessings of 235
the Great Mother.
TRITON SOCIETY

Mould coral (sp): A seawarden may use the following as


Triton Carvings
the spell cast by an 8th-level sorcerer but may not employ
In their thousands of years upon this plane, the tritons
or affect any other type of stone than coral: at will - meld
have seen many things long since forgotten by other
into stone, soften earth and stone, spike stones and stone
beings. A few fortunate scholars of the upper world will
shape; 1/day - wall of stone.
sometimes be permitted to enter a triton homestead and
spend a few hours examining the walls. By recourse
Spell-like abilities: 1/day - summon nature’s ally IV.
to the tritons’ designs, wizards have filled in the
Caster level 7th. Tritons often choose water elementals
gaps in incomplete accounts of artefacts, adventurers
as their companions.
have discovered the final resting places of legendary
heroes lost at sea and monarchs have replenished their
Inside the Homestead kingdoms by discovering the location of treasure fleets
sunk in storms long ago. There is no better place to seek
The primary role of the male citizens in a homestead
is to build and to hunt; the primary role of the female knowledge of history in the undersea world than upon a
citizens is to carve the walls and to tend the young. If triton’s wall. Since each settlement’s history is unique,
the conch is blown for battle, both the sexes will take it is really just a matter of making sure one has the right
arms and go into the fray with equal status, taking orders wall and (of course) permission to study it.
from the elders. A small delegation of males and females
will remain behind to guard any younglings, hatchlings Every community will also have a single sacred conch,
and eggs. kept in the central chamber of the homestead.

Female tritons’ meticulous wall carving is a central part The elders of the community are its leaders, irrespective
of triton culture. Like mediaeval ladies working on a of gender. The tritons set great store by the past. The
tapestry, they chart the history of their own settlement, more battles an elder remembers, the more scars he
its members and their achievements, not omitting the has to show, the more honour he has incurred. Each
members’ ancestors and their achievements, all the way community recognises its nine oldest members as its
back to the days of the tritons’ first coming. Battles Council of Elders. Any important decisions, including
great and small are shown, the dead are commemorated those related to the ongoing wars with the sahuagin, are
and the migration of the tritons across the world can referred to them.
be charted. Any triton homestead gradually becomes
an archive. Instead of a written history, they have a Any triton community fortunate enough to contain
stone-carved one. one or more seawardens will treat them with the same
honour shown to elders. The seawardens do not have an
No triton of fighting age ever leaves his homestead executive role in the Council but their advice is always
unarmed. In addition to the trident and crossbow, a sought, owing to their great wisdom and knowledge of
conch shell is always carried. This is both a religious arcane matters. The role of a community’s seawarden
symbol representing the Merefather and the universal is as a tutor to the young, a mediator between the tritons
signalling device among tritons. Blown in one way, it and other races and a magically empowered defender
sounds the alarm; blown in another, it signals all clear. of the homestead.

Population of Triton Settlements by Vocation

Settlement size* Scout Light Heavy Mounted Peace- Weapon- Sea-


cavalry cavalry archer bringer wright warden
Tiny (15-20) 1d6 1d2 - 1d2 - - -
Small (21-50) 2d6 2d6 - 1d6 1 1 -
Medium (51-90) 4d6 3d6 1d6 2d6 1d2 1d3 1
Large (91-150) 6d6 4d6 3d6 3d6 1d4 1d4 1d3
236 Huge (151-300) 8d6 7d6 6d6 4d6 1d6 2d4 1d6
* This figure refers to the number of citizens in the settlement and does not include any specialists.
TRITON SOCIETY

Religious Beliefs government of the Merefather. Throia overlooks an


Tritons honour three divine figures, two of them godlike, abyss called Barathrum in whose lightless bowels three
one incarnate. These are the Great Mother, the foster- of the most hideous Devouring Ones are said to sleep.
mother and the Merefather.

The Great Mother is a spiritualised idea of water itself Tritons’ Attitude to


rather than any actual body of water. She is manifested
by the sea but is no less manifest in a single raindrop. She
Other Creatures
Even after so many generations away from their original
is the source of all life, both in the sense of reproduction home, the tritons are keenly aware of their status as
and in that of nutrition. She is simultaneously close guests on this plane. That, at least, is how they see
to her tritons and a world away, for she is an aspect of themselves. Another race might not care overmuch,
the Elemental Plane of Water, the home they have left choosing instead to live as comfortably as they could,
behind. She is also identified with the night sky; the stars living freely off the world around them and its resources
are said to be the gleams of immense fish swimming or even plundering the Prime Material without a second
slowly in her depths. Tritons believe the whole world thought because, after all, it’s not home. The tritons are
occupies a bubble floating in space, which to them is not simply incapable of thinking like this.
a vacuum but a primordial body of water.
They do not truly belong here and they know it. It is
When she is represented in triton art, she is shown as because of this that they are so very reluctant to upset
a blue-black female triton coiling her body around a the world around them or to interfere with it. Enough
sphere, representative of the world-bubble. Small, potential damage has already been done by the escape
unadorned circular items are used as her sacred objects, of the Devouring Ones. If they build fortresses, it is not
most commonly rings or bangles. done to make their mark permanently upon this world,
but in order to assist them in their task of protecting the
Much less abstract than the Great Mother is the foster- surface world from the oceanic depths. They eschew
mother who is simply the earthly sea wherein the Tritons agriculture, refusing to cultivate even so much as a bed
live. Although she is not the original source of the of kelp, since they feel this would be too much of an
tritons’ line, she is loved and revered for the shelter and imposition. Instead, they take what they need to survive
sustenance she brings. She is not depicted pictorially, where and when they can find it. Whenever possible,
because she never needs to be. She is all around at all use is made of all parts of a hunted creature. The tritons
times. When she needs to be referred to in visual art, a abhor waste.
simple symbol of a disk crossed by wavy lines is used.
As detailed above, the earthly oceans are to them a
Inasmuch as the sea itself is one instance of ‘water’, the foster-mother. They are grateful for Her providence
Great Mother and the foster-mother are really two parts and in return they try to live in such a way as to cause
of the same idea. One is spiritual, the other material. The Her as little damage as possible. In this sense, they
tritons honour them by deeds rather than by rites. Their are ecologists and protectors of the environment. This
gratitude to the foster-mother is expressed in the care does not stem from idealism or altruism but from a
they take to defend her. They do pray to the two mother simple recognition that they must not damage what is
deities and sincerely believe their prayers are heard. not theirs.
The Merefather is the spiritual and temporal lord of all The tritons’ agenda has broadened somewhat since they
the Tritons. Should it ever be necessary to command first came to the Prime Material Plane. They realised
all of them as one, his would be the voice to which very swiftly how many other evils there were already
they would listen. He is seen as partly divine, a quality resident in their new home. They were here for a
which he takes on when he becomes the consort of the purpose, they reasoned, not just to stand guard against
foster-mother. This ceremonial marriage is carried out the rising of the Devouring Ones but also to take the
when a new Merefather replaces the former one, which initiative against evil, whatever form it took. In this way
has only happened five times in all the years since the they became dedicated foes of the sahuagin.
tritons left their world.

The current Merefather is Alacrantus. He resides in


Before the coming of the tritons, so legend has it, the 237
sahuagin held dominion over the majority of settled
the stronghold of Throia, the first castle-city ever to coastal waters. The tritons’ first priority in the new world
be founded by the Tritons and the traditional seat of was to build and fortify shelters for their communities.
TRITON SOCIETY

in a foreign land; single-minded, purposeful and polite


but unwilling to waste time on anything or anyone which
does not help the cause.

If a triton does make up his mind that you are neither


his enemy nor a waste of his time, he will be loyal to
the end. A friendship made with a triton is a friendship
for life.

The relationships individual characters may develop


with tritons are of course largely dependent upon their
own choices and the degree of respect they show. In
general, druids, rangers, paladins and fighters are the
character classes with whom tritons prefer to deal, if they
must deal with surface dwellers. Sea druids (see Seas
of Blood) are the most welcome of all, for they share
the tritons’ regard for the sea as a sacred thing. Rogues
are viewed with instant suspicion. Triton palaces are
often decorated with precious ornaments and many a
rogue has mistakenly believed a pearl or two would not
be missed.

Of the undersea races, the locathahs and the merfolk


enjoy the best relations with the tritons. The nomadic
locathahs are made welcome in triton territory whenever
their voyaging brings them there and often have goods
to trade. Ancient treaties ensure that the tritons will feed
and shelter the locathahs as their own, so long as the
locathahs do no damage to the tritons’ people or property.
They had just come from a war and expected another at The locathahs do not seek out trouble with the sahuagin
any moment. It came as a surprise to the complacent if they can avoid it but should a sahuagin attack take
sahuagin to find these militant, graceful aliens in their place while the locathahs are guests of the tritons, both
midst. Their surprise turned to anger when they found races will fight side by side against the aggressor.
the tritons would not yield to intimidation or to the
savagery of sahuagin claws. On the contrary, this fresh Merfolk are tolerated but are seen as far too frivolous.
opposition seemed to rally them. Retribution for the The tritons are not a sombre people by any means but
sahuagin attacks was swift and merciless. It was not they do have a serious purpose and are not inclined to
long before triton and sahuagin were locked in protracted waste time in the company of a people whose favourite
and bloody war. pastimes are basking and singing.
Many of the surface races believe the tritons to be Despised even more than the sahuagin, though
standoffish and reserved. This is not entirely a deserved encountered far less frequently, are the kuo-toas. An
reputation. The tritons come across as such for two older race, diabolical where the sahuagin are brutal,
reasons. Firstly, as long-lived Outsiders they do not they know a great deal of the lore of the Devouring
easily relate to the mortal folk of earth, though they find Ones. Some of the elder tritons even believe the kuo-
elves less incomprehensible than the rest of the surface toas to be tiny versions of the Devouring Ones, serving
races. (They do not like dwarves at all and dwarves do them as minions and working towards the day when
not like them. This may be because the tritons are beings they shall rise from the deep. Today, the kuo-toas are
of the water, which is not at all welcome in a dwarven more commonly found in caverns far beneath the earth
mine.) Secondly, they are loath to involve themselves than in their original sea habitat. The tritons believe
in matters that do not bear directly upon their own the kuo-toas are compelled to remain there out of fear
238 business. They rather resemble knights on a holy quest of triton wrath.
METHODS OF WARFARE

Methods of Combat in Three Dimensions


Inexperienced players attempting to engage in combat

Warfare under the water will instinctively fight as if they were on


a more viscous version of dry land and try to keep their
feet on the floor. The tritons have long since learned

T
ritons fight only when there is no alternative. to exploit the vertical dimension in melee, swimming
Unless they are facing an intruder on their upwards to assume a dominant position and launching
territory or making a tactical strike in the course their attacks from above. In practice, assume that any
of an ongoing war, they will opt to evade an opponent triton encountering the players under the water will seek
rather than close for combat. The ocean floor offers to occupy a vantage point at least ten feet higher than
plenty of long weeds and curious rock formations among theirs. This gives the triton a +1 bonus in melee for
which a triton may hide. They will not enter combat occupying the higher ground.
recklessly or against the odds; they will only engage
superior numbers if their backs are to the wall. Precision,
their tridents in preparation for a charge attack. Any
economy and intelligent use of the environment
mounted archers present will move to the flanks. Thus
characterise the tritons’ approach to combat.
braced, they will glare at their oncoming opponents,
making it perfectly clear that they will be charged down
Their Achilles’ heel as a species is their inability to
and impaled should they be foolish enough to continue
heal damage during or immediately after a fight. Some
their advance. The tritons remain perfectly still and
rare homesteads have resident seawardens who have
confident throughout. This is no bluff; an enemy who
clerical ability but even these will rarely stir beyond
does not think twice and retreat will be subject to a
their chambers. The tritons thus have no way to restore
charge attack and bombarded with crossbow bolts. The
hit points lost in the field. Their only option when badly
tritons in this situation have the advantage of speed, as
hurt is to escape and recover over time. For this reason,
a porpoise-mounted triton can easily cover eighty feet
when on the offensive they will always opt to strike fast
in a single move.
and get away immediately upon their mounts instead of
remaining in the area to inflict further damage.

Tritons hate to lose even a single comrade in battle.


Special Triton
Even if it means losing ground, any severely wounded Manoeuvres
triton will be helped home by a kinsman on a shared Even ordinary tritons are extremely dangerous when
mount, travelling as fast as possible. Once the casualty encountered in numbers, which is always the way it will
has been left in the hands of the peacebringers, other be if they see you before you see them. When fighting
tritons from the homestead will ride out to take his away from their own territory, they prefer harassment
place. The only time when tritons will fight to the death tactics to open engagement. If faced by opponents who
as a group is when they are defending the homestead. are keeping close together, the tritons will attempt to
At all other times they will withdraw if the battle goes remain hidden, seeking out good cover and attacking
against them. at range with their crossbows before swimming away
to find a new crevice in which to hide. Spread-out
Individual tritons sometimes choose to lay down their opponents will be ambushed and attacked by pairs of
lives for others, such as by allowing a powerful enemy tritons, who will close on the enemy from opposing sides
to catch their scent and then leading them away from in order to confuse them and gain the +2 attack bonus
the settlement. for a flank attack.

Tritons mounted on porpoises can be devastating against


Intimidation targets that are restricted to the surface, such as sailors
If tritons become aware of a hostile force that appears to on board a ship. Their practised manoeuvre against such
be weaker than them and is as yet unaware of them, their targets is known as the ‘skyburst’, possibly because it
first tactic will be an attempt to scare off the aggressors involves breaking the surface, the ‘sky’ of the triton’s
with sheer presence. If the encounter takes place realm. A triton executing a skyburst attack begins from
underwater and the other force has not yet closed the a point beneath the sea. His porpoise mount then makes 239
distance, the tritons will arrange themselves into a battle the first half of a double move, heading for the surface
line and come into the enemy’s view while levelling and bringing the triton’s body above the water at the
METHODS OF WARFARE

When fighting beneath the surface, tritons using


their heavy crossbows will usually circle a single
large opponent, such as a shark under the control
of sahuagin. This tactic cuts off escape and ensures
the majority of attacks will come from the flanks or
the rear. They will also circle any creature or group
of creatures they wish to keep in one place.

Triton light cavalry, who have the Ride-By Attack


feat (see Core Rulebook I, p. 84) often use a
manoeuvre called the ‘naiad’s comb’ when there
is space to do so. (The Games Master should
remember that in the three-dimensional realm of
undersea combat, there is often space above and
below a swimming target!) When an enemy comes
within 80 ft. they charge, attack (receiving the
standard +2 bonus on the attack roll and –2 penalty
to AC for doing so) and then move another 80 ft,
which almost always brings them out of range of
the enemy’s melee weapons. They will then spend
the next round moving into position for another
charge. See Core Rulebook I, p. 124 for details
on charge attacks.

Note that this Ride-By Attack does not provoke


an attack of opportunity from the target. It will,
however, provoke attacks of opportunity from
nearby enemies should the triton’s charge move
them out of the enemy’s threatened area. For this
reason the naiad’s comb manoeuvre is not often
used against enemies who are standing in close

end of the move. The triton’s heavy crossbow attack New Skill:
is then resolved (at the usual –4 penalty for attacking
with a ranged weapon during a mount’s double move) Craft (Underwater Trap Making)
following which the mount uses the second half of its The skills of the surface dwelling trap maker are mostly
double move to retreat back under the sea. A triton useless when employed underwater. Poison washes
using the skyburst attack can begin and end his action at away, explosives become waterlogged, rope decays
least 30 ft. beneath the sea, which makes him extremely and intricate metal mechanisms become clogged and
difficult to hit. About the only way to attack a triton rusty. Only the crudest of standard traps, using the bare
performing this manoeuvre is to ready a missile attack minimum of moving parts, are likely to function in such
against him, loosing the missile when he breaks the an environment. A –8 circumstance penalty is applied to
surface. Even then, the player has to be sure he is facing any use of the Craft (trap making) skill when attempting
in the right direction! to create a trap which will function underwater.

Mounted archers excel at the skyburst manoeuvre. The underwater trap maker may draw on a wholly
Their Mounted Archery feat (see Core Rulebook I, p. different class of expertise. He knows which sea-
83) enables them to attack with a penalty of only –2 creatures yield glutinous water-resistant poisons, which
instead of –4. For greater efficiency, patrols of mounted materials weigh how much underwater, which bones
archers will surround large floating targets, circle them to save from a shark’s skeleton to make a mantrap and
which strains of seaweed will make the most elastic
240 and execute skyburst attacks on alternate rounds, using
twine when cut and woven.
the round spent underwater to reload.
METHODS OF WARFARE

formation. When confronting small numbers of widely Rulebook I, p. 139) against the enemy. At the conclusion
spaced opponents, two tritons will team up and attack of their attack, the light cavalry should be at least 60 ft.
the same target in parallel, one on each side. behind the enemy, many of which should now be tripped
and therefore prone. The heavy cavalry then charge
Heavy cavalry do not often use the naiad’s comb, as into the enemy ranks, taking full advantage of the –4
their sea cat mounts are not swift enough to carry them penalty to AC suffered by a prone opponent. On the
out of sahuagin swimming range. Instead, their usual next round, the heavy cavalry and their sea cat mounts
method of attack is to open with a charge. Any attacks execute full attacks as above while the light cavalry
successfully striking their targets will deal double wheel their mounts about and attack the enemy ranks
damage, owing to the heavy cavalry’s Spirited Charge from behind.
feat. On the next round, the heavy cavalry will remain
in place and strike with their tridents while urging their Fighting on dry land is anathema to a triton; he is literally
ferocious mounts to tear into the enemy with claws and out of his element. If forced to do so, his usual recourse
teeth. (In game terms, since the sea cats are not taking a is to use his summon nature’s ally IV spell-like ability
move action on the second round they are able to make to summon a small water elemental (assuming that
a full attack, both claws and a bite. Remember that if there is a source of water nearby). He will then use the
both claws hit, the sea cat does rend damage.) elemental as an impromptu mount, treading the water of
the elemental’s body with his fishtail legs as if he were
Light and heavy cavalry working together will employ swimming on a small wave. As the elemental is much
the ‘jaws of leviathan’, which can only be executed more mobile on dry land than the triton, this gives him
if both forces act on the same initiative slot. In this a better chance of surviving the combat or escaping
ostentatious manoeuvre, the light cavalry move first, back into the water.
attempting to execute Overrun attacks (see Core

Using Ranged Weapons Against Submerged Targets


Projectiles are slowed down by water, reducing the amount of damage they deal on impact. Ranged weapons
marked as piercing deal half damage at depths of 20-50 ft., quarter damage at depths of 51-80 ft. and cannot damage
an opponent at all at greater depths. Other ranged weapons deal half damage at depths between 3 ft. and 5 ft.,
one-quarter damage at depths between 6 ft. and 8 ft. and are useless beyond that range. This rule applies only to
small projectiles. Weapons as large as the shipboard ballista and sea catapult (see Seas of Blood) may triple these
ranges.

As well as the problem of the water’s viscosity, there is also the issue of visibility. The deeper a target dives, the
more difficult it is to see it clearly. Accordingly, submerged targets are granted a concealment rating. (See Core
Rulebook I, p. 133.) A target at a greater depth than 50 ft. is considered to have total concealment. For concealment
purposes, creatures of size Huge or larger count as 10 ft. closer to the surface than they are, whereas creatures
whose colouration closely matches that of the water around it (which may vary from sea to sea) count as 10 ft.
deeper than they are.

Clear water is most usually found in tropical climates, lakes and artificial water-holding structures such as ornamental
pools. Calm, open sea assumes no scum, weed, sea foam or other material is floating on the surface. Murky water
is usually so because clouds of sediment or mud have been stirred up. Large quantities of blood will also make
water murky. Rough water can be anything from a strong wind to a storm, so long as the sea’s surface is ruffled.
If it is raining, the water counts as rough.

Water type 10 ft. 20 ft. 30 ft. 40 ft.


Clear water No concealment One-quarter One-half Three-quarters
Calm, open sea One-quarter One-half Three-quarters Nine-tenths
Murky or rough water Nine-tenths Total Total Total 241
METHODS OF WARFARE

Capture of Enemies
The tritons will fight without mercy against
Devouring Ones, sahuagin and any other enemy
native to the sea. They have no compunctions
about killing such beings. Surface dwellers,
however, are not usually killed outright and will
be subdued and captured when possible.

Unwilling to serve sentence upon creatures who


are not of their realm, the tritons prefer to leave
their fate in the hands of the foster-mother, the
sea herself. Captive surface dwellers will first be
stripped of all their possessions (these will in all
probability be traded to the locathas) then set adrift
ten miles from the nearest shore. If the captives
came in a boat, this will have the oars and mast
removed before they are returned to it. Otherwise,
the tritons will use a crude raft built for the purpose.
Once the captives have been abandoned to the
mercy of the sea, the tritons forget all about them
and will ignore them altogether should they see
them in difficulty or crying for help. As far as the
tritons are concerned, these people are already
dead.

Nacreous Armour
One of the most striking examples of the tritons’
resourceful adaptation to their new home is their
invention of nacreous armour. Having found their
own natural armour of scales and tough hide to
be of limited use in deflecting the claws, teeth and
weapons of the sahuagin and their shark allies, they the necessary skill in carving to make use of it even if
realised some augmentation was necessary. The most they did.
expert carvers among the female tritons eventually
perfected the art of paring away at the shells of giant Armour made from nacre (mother-of-pearl) is visually
oysters until polished plates of material were left. These splendid, gleaming with silvery and opalescent colours.
were then jointed together to make armour. It proved to More importantly, it is extremely strong, rustproof and
be spectacularly effective. The art of making it remains less dense than metal, therefore lighter underwater,
one of the tritons’ secrets. No other undersea race has which makes it the armour of choice for undersea
yet discovered it, nor would they be likely to possess combat. Its primary disadvantage is its scarcity. Giant

Armour Cost Armour Max. Dex Armour Check Arcane Spell Speed Speed Weight*
Bonus Bonus Penalty Failure 30 ft.* 20 ft.*
Nacreous 2,500 gp +4 +3 -4 25% 30 ft. 20 ft. 20 lb.
scale mail
Nacreous 4,000 gp +5 +3 -4 25% 30 ft. 20 ft. 15 lb.
breastplate
* This is the effective speed penalty and weight of the armour when worn underwater. If worn on land, nacreous
242 armour is treated as an ordinary breastplate or set of scale mail for encumbrance purposes. Tritons in nacreous
armour are not slowed down at all and retain their 40 ft. Swim speed.
METHODS OF WARFARE

oysters are few in number. It is also difficult to repair will attempt to use their enemies’ aggression against
large pieces; once nacre is chipped or cracked, not much them, using blood in the water and easy-seeming
can be done to restore it. targets as bait to lure them into ambushes. Ingenuity
and strong, co-ordinated mutual defence are the tritons’
Nacreous armour is made in two styles, the scale mail best weapons.
tunic and the much less frequently seen breastplate.
Nacreous scale mail is made from multiple lozenges When the tritons lose, it is most often because the
of nacre attached to a backing of woven weed. The sahuagin have simply overrun them in hordes, sacrificing
breastplate is made from two large pieces, painstakingly vast numbers of their own people to breach the tritons’
carved into shape and jointed at the shoulders and defences. The sahuagin have also learned to employ
waist. Both the scale mail and the breastplate cover their shark allies to great effect, sending them to attack
the torso region and upper arms only. Tritons never the tritons’ stables (forcing a terrible choice upon the
wear armour on their legs, as it irritates their delicate tritons; to defend home or animal friend?) and using
fins and interferes with their free movement. Some them as stealth troops, since they cannot easily be
extremely rare examples are trimmed with silver at the identified as sahuagin pets until it is too late.
edges for added protection against cracking. All sets
of nacreous armour are prized heirlooms. Tritons will Wars between sahuagin and tritons are hazardous to any
never sell it to an outsider. They will only ever part with shipping passing overhead, especially those seeking to
it by bestowing it as a gift and then only upon a proven fish or trawl, as the battle-frenzied sahuagin are liable to
friend of good alignment who has shown outstanding fall upon any easy target in the vicinity, while the tritons
honour and bravery. will go out of their way to keep strangers out of contested
territory. This they do in order to cut down on the risk
So far, the tritons have only fashioned this armour to of collateral damage, to keep nets, anchor chains and
fit themselves, not their mounts. Although it might such obstacles out of the way of their battle plan and to
seem an obvious move to a human fighter, the thought prevent the sahuagin receiving aid from unscrupulous
of cladding a porpoise friend with ‘nacreous barding’ surface dwellers. (While it does not often happen, there
would horrify a triton. are pirates and traders who are so vile as to sell slaves
and arms to the sahuagin.) Ships entering contested
areas also run the risk of having their hulls rammed by
The Sahuagin Wars sharks, whales, porpoises, water elementals and any
In the frequent conflicts between large numbers of other creatures fighting for either side who mistake the
tritons and sahuagin, the former are motivated by ethical ship for an enemy.
principle (the destruction of evil) and a desire to live
in safety, whereas the latter are concerned with the
Horns of the Tritons
expansion of their tribes and the plundering of all other
The oldest homesteads will have a Horn of the Tritons
races. Tritons fight because they have to; sahuagin fight
(see Core Rulebook II, p. 219) as their central sacred
because they love to.
conch. One of the elders or a spellcasting seawarden
will be given responsibility for its use. The tritons do
Neither race is willing to travel far beyond its own
not baulk at using it; if there is even a minor threat in
borders to inflict damage on the other. They are both
the vicinity they will draw upon its summoning and
too practical for that. War under the sea is a close-
panic-inducing powers to defend the homestead. (Sharks
range business, breaking out when one race discovers
summoned by a Horn of the Tritons will ignore telepathic
the other on its doorstep. This happens most often in
messages from sahuagin.) In times of peace, the Horn of
those warm equatorial waters beloved of tritons and
the Tritons will be used to calm stormy seas if friendly
sahuagin alike.
or neutral ships are in danger.
As the sahuagin are the natural aggressors and have the
The tritons alone know the secrets needed to manufacture
weight of numbers on their side, triton tactics in times
one of these wondrous items. Accordingly, Horns of the
of protracted war are heavily defensive. They opt to
Tritons are rarely found, as they must be made either by
fortify and entrap their homesteads, knowing that the
a non-triton spellcaster working with triton assistance
bloodlust of the sahuagin will fire them to make the
or by a spellcasting Seawarden considerably advanced
first attacks. Not until the initial waves of sahuagin
in levels.
243
have spent themselves against the tritons’ defences will
the tritons mount a counterattack of their own. Tritons
METHODS OF WARFARE

‘Ideal place for a spot of lunch,’ observed Bryth, unpacking our stolen cheeses in the shade of a crumbling wall.

I had to agree. We were off the road, close to the beach and well shaded from the summer sun by the remains of the old fort,
or castle, or whatever it was. I pulled my boots off and set them by Mirande and Corm’s discarded gear. The halfling and
her beefy friend had already run down the sandy slope and were now knee-deep in the surf, looking studiously out across the
sea. Mirande drew her arm back and a small flat stone went skip, skip, skip across the water’s surface, finishing its journey
with a plop.

Bryth waved away my offer of warm ale with the wine bottle he had in his hand. He was wearing a familiar expression;
almond eyes narrowed, brow furrowed, looking as if he was gazing into the far distance although he was not. Elves get that
déjà vu thing a lot, living as long as they do. More often than not, they have been there before, they just can’t remember
exactly when. I watched him fishing around inside his mind for whatever was eluding him. I knew better than to distract
him at such times.

‘Of course,’ he breathed and patted a toad-like lump of masonry as if he were thanking it. ‘I did know the place. It’s the
Rillingaunt Fastness, or used to be. I think I prefer it like this.’ He looked around at the overgrown, toppled slabs, the roughness
where a smooth surface had smashed and the stubby remains of columns with grass poking through. Down on the beach, Corm
flung a stone across the little waves. It sailed far and landed with a single heavy splosh. Mirande shook her head.

I was suddenly uneasy, as if I were sitting on a burial ground. ‘I remember hearing about Rillingaunt the sea-butcher. Bit
before my time, though. Didn’t he fall foul of a merman in the end?’

‘Not a merman,’ said Bryth with patronizing patience, ‘a triton. The night after a storm, one of Rillingaunt’s scythe-ships
was weighing anchor. When it came up, there was a wounded creature tangled in it, barely alive. Rillingaunt had it bound
and brought in to him. To his surprise, it could speak his language. Spoke it better than Rillingaunt, truth be told. It didn’t
beg nor plead, it just asked to be set free.

‘Well, you know what the butcher was like. He thought he’d found a new world to conquer. He had the triton tortured and
asked him all sorts of imbecile questions; how did he come to be on Rillingaunt’s property, where was the triton village, how
rich was it, how many of the triton’s kin were there, could triton women breed with a human male and so on. The triton never
once cried out, even when they brought the irons out. They say the only thing he said at all was ‘Water, water,’ but even that
wasn’t like a plea – more like a promise.’

I was dimly aware of Mirande telling Corm to find a flatter stone and try again.

‘Naturally, the triton died,’ said Bryth. ‘Rillingaunt had his body tossed back into the sea as a warning to any others who might
be down there. Well, that night the storm blew up with a vengeance. Rain came hammering down hard enough to crack the
windows. Rillingaunt was a little perturbed and had all the doors locked and barred. It didn’t help. The fires wouldn’t burn,
the torches flickered and died and soon the whole ground floor was swimming in half a foot of water. It got so damp, the only
light to be had came from the lightning and such closed lanterns as could be found. The water deepened. When they started
finding drowned bodies floating past the furniture, the place went into a panic.’

Shouts of joy came from the beach. Corm had finally found a flat, greenish stone and managed to make it skip across the waves
before plopping in. Mirande slapped his back. The two of them turned and began to make their way up to the ruins.

Bryth went on. ‘Rillingaunt barricaded himself in his master bedroom but he must have known there was no safety there,
because the kitchen staff had seen water pouring through a keyhole when the flooding hadn’t even reached that height yet. It
was as if the water was alive. Fluid creatures were moving through the castle, washing people away with them. He knew the
end had come when his bedroom doors burst open and the water rushed in to smother him. The last thing he saw was those
who commanded the water, standing at the foot of the bed, with tridents raised and burning eyes.’

I looked out across the peaceful sea and shuddered to think of what had once come out of it. Then something occurred to me.
‘Hang on. If everyone in the castle died, how does anyone know what happened here?’

Corm and Mirande had just reached the top of the rise when there was a clunk and a yelp. Something had been thrown and
244 bounced off Corm’s helmet. He looked around for it, stooped and picked up the flat, greenish stone he had just thrown into
the sea. It had been thrown back.
ROLEPLAYING WITH TRITONS

Roleplaying Triton Names


These often have a classical Greek sound to them and

with Tritons include liquid sounding syllables, like ‘th’, ‘qu’, ‘sh’
and ‘gl’. Male names usually end in ‘us’, ‘ax’, ‘an’ or
‘th’. Female names always end in a vowel, usually ‘a’,

F
or a group of players who wish to explore the ‘e’ or ‘ae’.
dangerous and rewarding world beneath the sea,
the tritons are the best allies imaginable. They Male: Calamus, Aglaresh, Korithrax, Melemeth,
are dedicated good-aligned defenders whose mighty Quallian, Paglius.
homesteads are ideal places to recuperate, trade or Female: Timorai, Shamishae, Callia, Mielle, Glarithe,
research marine history. Unfortunately, they are not Tetraquia.
inclined to welcome visitors with open arms. They have
seen far too much treachery in their time.
violent to tolerate, the tritons will give them that chance.
Unless the Games Master wishes to take a shortcut and For most players, the best way to win the tritons round
start a campaign with the players and the local triton is to shed blood with them in battle against a common
community in friendly contact, the first challenge is foe. The second best way is to impress them with a deed
always going to be the closing of the divide between of generosity or sacrifice that helps another creature but
players and tritons. (This assumes, of course, that the brings no personal gain to the giver. Those who know a
players do not think of tritons as mere monsters to bash. thing or two about the tritons’ origins and self-appointed
Those who do will find plenty in this book to keep purpose will be able to win great favour by proving
them occupied.) The best way to do this is to find out themselves opposed to the Devouring Ones, all the more
what each side has that the other wants. For all of their so if they can give news of any of them.
separatism and pride, the tritons do have many needs.
They require raw materials to make their weapons and Once trust has been established on both sides, the players
armour, information to aid them in their lifelong wars can enter the co-operation stage. The tritons will help
against the sahuagin and the abyssal ones and (though the players by protecting them while they are within their
they will never admit it) allies to assist them in battle. territory and showing them to any interesting features of
The players’ needs are going to depend on the campaign the region such as shipwrecks or ancient ruins. Players
but are certain to include the support of strong allies, in search of a good hard fight will be given key roles
reliable information and a base of operations, especially in battle plans drawn up against the sahuagin or the
if the players are in an otherwise hostile region. Abyssal Ones. Relationships with individual tritons

This introduction stage offers many opportunities for


involved roleplaying, as diplomacy, persuasion and tact
are far more important than combat. Much of the fun The Lore of Tritons’ Hair
for players and Games Master alike will be found in the According to folklore, strands of hair from the head
contrast between the graceful, unearthly tritons with of a triton woven into a bracelet and worn around the
their noble heritage and the typical group of players, wrist or neck make a potent charm against drowning.
which usually includes at least one or two rowdy types. There is, in fact, some truth in this but as with so many
Tritons are easily offended and resent intrusion into their legends it is not quite as simple as it seems. The power
realm, so there is plenty for the players to do wrong, from of the charm derives from the tritons’ living link with
failing to finish a meal to asking too many questions. the Elemental Plane of Water; should the triton die, the
Most players will probably think they are making a charm will become useless. The triton must also give
worse impression than they are, simply because the the hair willingly. Only one such charm may be made
tritons are always so haughty-seeming around strangers. from any one triton’s hair at any time.
In truth, you have not failed with them until they throw
you out. The effect of the charm is to give the bearer a +1
Competence bonus to any Constitution check to avoid
The key is for the players to persist until they have a drowning (see Core Rulebook II, p. 85). This bonus
chance to prove themselves, by deeds rather than words. applies only when the bearer is drowning in water. 245
Unless the players prove to be just too obnoxious or
ROLEPLAYING WITH TRITONS

have the chance to deepen, possibly turning into close less daunting, as an unfamiliar triton homestead will
friendship with time. Players who have a ship will be always welcome those who can prove themselves to be
able to call on the tritons for assistance should they be the friends of tritons in another part of the world. Players
attacked or becalmed; tritons have even been known to who are on good terms with the tritons and willing to
haul a friendly ship away from rocks during a tempest. aid them can count on their support in any part of the
In the long term, travel to far-away places will be a little world where they live.

Once again, father, I offer you my thanks from the world of the living. Were it not for the posthumous respect still
accorded to you by these extraordinary beings I would never have learned of the existence of the Laoconic Vault, let
alone been given the chance to enter it as I am to be allowed to do tomorrow (under close supervision, no surprise
there). I am used to sleeping underwater by now but I doubt I shall sleep tonight. I shall, instead, keep my mind
occupied with this diary. Plenty of potions and wax tablets left; the Gods know I shall need them tomorrow! Five
hundred years’ worth of records at the very least!

My hosts are relentlessly courteous, if not exactly friendly. They do not seem accustomed to dealing with surface
dwellers at all, though one can tell they are doing their best. At luncheon today they were kind enough to provide
me with an extremely tarnished knife and fork, along with the torn-off frontal section of a large lobster, quite raw of
course. I didn’t know how to tell them about our penchant for cooked food without seeming ungrateful. Talk about
stiff formality. It made those visits to Aunt Grisham’s house seem like a bar room ruckus by comparison.

I should perhaps expect this but I am very saddened by the way their little ones dart away from me like minnows
whenever I pass by. Maybe they will grow used to me in time.

Cannot wait to enter Vault. If the theory – your theory, let me not forget – is correct, the carvings in the chamber
will document every significant event in the area for at least the last five centuries. Now, I cannot believe for one
moment that the screaming plunge of a mortally wounded celestial would go unnoticed, can you? Yes, I know, it
is becoming an obsession with me. I have gone over and over the accounts of that fall so many times now. I can
almost see Luxibel’s face as he struck the water, wracked with holy torment, exactly as he appears in Jendale Reem’s
unforgettable painting.

You know how much I loved that painting, father. All of this really begins with that trip to the Temple at Paveley.
Ever since the first day I saw it, I knew I had to find out how the story ends. That was why I asked so many questions.
Did it really happen? Did the angel die? What happened to the sword?

Ahem. As I later discovered, once I was old enough to understand such things, the fall of Luxibel was the last the
surface world ever saw of the sword Sallowvein, still burning with black bane-fire as it vanished beneath the waves,
embedded to the hilt in the breast of a dying archon. Maybe the Laoconic Vault will shed some light on what happened
to Luxibel’s remains and the sword that fell with him. I believe they will. They must. Oh, how I wish you were still
alive to share the moment with me.

Damn. I think that was the sound of a blown conch. Does this mean we are being attacked? Sounds like it – alarums
and excursions in the passageways. There it goes again. I had better -

Wax tablet diary of Tambine Falkenstein (fragmentary) dating from the reign of Lucius III, found washed up among
assorted beach detritus and now in the private collection of His Holiness Recnartus VII, Primarch of Cisternum.

246
SCENARIO HOOKS AND IDEAS

Scenario The coastal town of Cal Ambri is an ideal place to relax


between adventures, so long as one has money to spend

Hooks and and a stout constitution. Recently, however, it has


not been so convivial. Fishermen are complaining of
severed nets, merchants are discovering wet trails and

Ideas fishy smells befouling their ships and there have been
sightings of strange fish-men in the harbour. Someone
is going to have to talk to them and find out what is

I
t is easy to work tritons into an ongoing campaign afoot.
or base a scenario entirely around them. Depending
on where the players are based, the tritons can Cautious investigation will reveal a very upset
represent anything from the first tentative presence of community of tritons. Their sacred conch has gone
benign civilization in a hostile sea to an established missing and the only sign left by the thief was a tangle
empire. Triton-centred adventures work best for groups of red and unmistakably human hair, caught on a coral
of players of levels 4-9, though players of even higher lintel. All triton conches are sacred but this one was
level could well find their mettle tested when standing especially treasured; it was a Horn of the Tritons. The
with the tritons against a risen Devouring One and its players will not be told this at first! The tritons would
spawn. very much appreciate the conch’s safe return, promising
a considerable bounty of sea-treasures in exchange;
The Messenger pearls, scavenged gold and triton jewellery made from
coral and silver being the most part of this.
This scenario plunges the players straight into the tritons’
world. Washed up on the shore (or floating on the waves)
and discovered by the players in his last moments of life,
a dying triton scout begs them to take a vital message.
It comes from his homestead of Axilium and must be
delivered to the homestead of Rethemai. The message
is simply this: ‘Axilium is falling to the sea devils. If
she falls, the surface dwellers will be next.’ Promising
them a rich reward for their assistance and giving over
his own pearl and silver torc as proof of the tritons’
wealth, he dies.

The players must find out where Rethemai is, take the
message there with all speed and persuade the tritons
of Rethemai of the danger. As these have just had to
repel an invasion by human pirates who pretended
to be peaceful scholars, they are even less trusting of
surface dwellers than usual! Meanwhile, the sahuagin
army is besieging Axilium, a small homestead close by
the island of Luden, until now a peaceful place. Only
Axilium stands between the bloodthirsty sahuagin and
the villagers of Luden. Whether reinforcements will
come from Rethemai in time to fortify Axilium and save
the island is up to the players…

The Devil and the


Deep Blue Sea
In this scenario, the tritons appear as figures of mystery,
uneasy patrons and eventual allies.
247
SCENARIO HOOKS AND IDEAS

Players who investigate the dockside community claims) traced his noble line back to a sea king called
in search of red-headed thieves will (after as many Harkland who held dominion in the area a thousand
entertaining diversions as the Games Master decides years ago. According to legend, Harkland was buried in
to introduce) be able to track the conch down to one a rich tomb filled with all the wealth of his glorious rule.
Broad Bobby Cauldheart, up and coming buccaneer, It has never been looted, as it sank beneath the waves
whose ship is docked in the bay. He is aware of the along with the rest of his city in a mighty cataclysm.
conch’s powers to calm stormy seas, making it a major Vandomaris wants the tomb found so he can claim
prize for a seaman. When Cauldheart gets wind of a what he believes to be his legacy. He is willing to pay
party of adventurers on his trail, he will attempt to slip handsomely for this.
away in the night. The closing scenes of the adventure
involve the players and tritons working together to Research on Harkland reveals him to have been an
board Cauldheart’s ship in the middle of the open sea. authentic historical figure. Unusually for a surface
Games Masters who want to give their players a little dweller, he enjoyed the respect of the community of
extra challenge might like to have Cauldheart bring the tritons in his domain because of his bravery in battle and
conch to a community of sahuagin with whom he has defence of the weak. As might be expected, the tritons of
been trying to curry favour. They would be extremely the time recorded the legends of Harkland on the walls
glad to get their claws on such a prize. of their homestead. They and their descendants (for the
community is still there) have kept the location of the
sunken city a secret for a thousand years.
Dances with Tritons
This adventure works well for a group of players who The players must somehow persuade the tritons to allow
prefer intensive roleplaying to combat, though it does them access to the carvings. If the tritons learn of their
offer an opportunity for quite a spectacular rumble destination they will follow them and (if necessary)
towards the end. Whether by shipwreck, misguided attempt to prevent them from entering the sea king’s
teleportation, treachery or some other ill fortune, the tomb. Their concern is well founded, for they know
players are stranded on an island somewhere warm something the players do not; a Devouring One caused
and tropical. Only some ancient ruins reveal that this the earthquake that sank Harkland’s city as it stirred in its
place was ever settled by intelligent life. They must sleep. Ignorant surface dwellers poking around among
busy themselves with the tasks of survival, constructing sunken ruins might stir up more than they can handle.
shelter, hunting for food and dealing with any strange
beasts that the Games Master decides are living there.
‘… and pearls the size
As time passes, the players become aware they are
not alone. There is a small, recently founded triton of a man’s head!’
settlement just off the coast, clearly visible beneath the This one is for unscrupulous players only. In between
water to any who swim out far enough. The players have singing bawdy shanties, an old thief in a dockside tavern
the chance to interact with the tritons, who are strangers tells anyone that cares to listen the tale of his numerous
to the area themselves in their own way. Weapons thefts from the ‘stuck-up’ tritons he claims are living ten
might be traded, stories told and help given, such as the miles out to sea. Nobody pays him very much attention,
players’ magical healing of a hurt triton, or rescue of as he never produces any evidence to back up his stories.
a drowning player by the tritons. If relations become One blustery night when the tavern is mostly empty and
sufficiently friendly, the tritons may be able to help the he is more sober than usual, he brings in a neck ornament
players escape the island (on porpoises, perhaps) and of silver and aquamarine and tries to make the barman
return to their own lands. However, players and tritons accept it against the price of a bottle of rum, which of
alike will first have to face the threat posed by the horde course the barman does not do, believing it to be a fake.
of sahuagin heading their way and intent on settling the Players who have some skill in Appraise will be able to
island’s coast themselves. tell it is genuine and extremely valuable.

Noticing their interest, he will tell his tale once again.


The Sea-King’s Tomb He was too greedy and was caught stealing from the
Lord Vandomaris, an eccentric and wealthy landowner, tritons, who abandoned him to the mercy of the sea as
248 has become obsessed with genealogy and has (so he is their wont. To his delight he was rescued by a passing
SCENARIO HOOKS AND IDEAS

ship a mere twelve hours later, which almost (but not


quite) made a religious man of him. He offers to make As I was a-rowing my catch back to shore
a ‘fifty-fifty’ deal with the players. He will tell them (Sing rain, wind a n d t h u n d e r, O )
where the Tritons’ homestead is and the best ways of I spied me a silver g i r l r i d i n g b e f o re
getting in and in return they will split any treasure down
(And dive ye back d o w n u n d e r, O ! )
the middle. Naturally, he will need them to put up some
cash upfront as a token of goodwill.

The thief’s information is correct as far as it goes; the Her hair flew as free as the foam on the tide
homestead is where he says it is. Unfortunately for the ( S i n g r a i n , w i n d a n d t h u n d e r, O )
players, the defences have been updated since the thief’s On dolly-fin’s back this fine lady did ride
last visit and there are quite a few more traps in place. ( A n d d i v e y e b a c k d o w n u n d e r, O ! )
By the next day’s dawn, careless players may well find
themselves stripped of their possessions and floating on
a raft in the open sea. Her skin it did shimmer like silvery dew
( S i n g r a i n , w i n d a n d t h u n d e r, O )
Malachor Rising What lay ‘neath her waist, boys, no man ever knew
This scenario should be used once the players are already ( A n d d i v e y e b a c k d o w n u n d e r, O ! )
on civil terms with the local tritons.

At an unremarkable and prosperous seaport town, ships She gave me a smile and unto me did say
coming in to harbour report an amazing phenomenon; ( S i n g r a i n , w i n d a n d t h u n d e r, O )
several leagues out to sea, a patch of ocean half a mile ‘I’ll beat your boat back to the harbour this day,’
across has turned black! Mariners are now avoiding the
( A n d d i v e y e b a c k d o w n u n d e r, O ! )
region, saying there is a nasty, haunted feeling to it.
Rumours circulate that several ships have gone missing
altogether. Maritime trade is disrupted and a worried
town council asks the players to do what they can to ‘And if you should do so, what would you from me?’
investigate the matter. ( S i n g r a i n , w i n d a n d t h u n d e r, O )
‘Your catch, sir, my own people’s supper shall be.’
Investigation reveals the black patch has been caused ( A n d d i v e y e b a c k d o w n u n d e r, O ! )
by great clouds of sediment rising from somewhere far
beneath. There are strange pale sea-creatures floating
in it, quite dead and unlike anything seen on the surface. ‘But what will you give me, fair maid, if you lose?’
Evidently, the tritons must be consulted.
( S i n g r a i n , w i n d a n d t h u n d e r, O )
As the players may have guessed, the news is as bad
‘From all of my pearls, sir, you freely may choose.’
as it could be. One of the Devouring Ones, Malachor ( A n d d i v e y e b a c k d o w n u n d e r, O ! )
the Double-Faced, is awakening much sooner than
predicted. The tritons of the nearby settlement are far
from being ready to confront him. Reinforcements have Extract from ‘The Fisherman’s Lament’ as
been sent for but will not arrive for two days; meanwhile, sung by Rick Hardup, self-proclaimed Bard in
Malachor is on his way upwards with a host of his spawn. Residence at the Lord of Laughter, Crescent
The players and the tritons must work together to prepare City
their defences. They are all that stands in the way of the
Devouring One as he gropes his way out of the depths
and towards the surface world.
determine, it could also be adapted for a lower level
This scenario is suitable for players of 9th-10th level party; simply have Malachor a prematurely hatched
who feel like a real challenge. As the statistics for Devouring One, undersized and lacking in demonic
the Devouring Ones are left to the Games Master to powers but still a grave threat. 249
THE FORTRESS OF KARKULIUM

The Fortress The Strategic Value


of Karkulium
of Karkulium Situated on a coral reef that juts like a spur into the sea
between two shores, Karkulium began its existence

S
seventy-five years ago as an insignificant outpost
ometimes the features of the landscape attract
settlement and rapidly became a vital strategic location
tritons and surface dwellers alike. One such
in the war against the sahuagin. The channel in which
feature is the point at which one land is separated
it stands is the main sea-bridge between the sahuagin
from another by nothing more than a narrow stretch of
lands of the west and the triton territories in the east, as
sea. Surface dwellers build many ports in such areas, as
well as being a heavily frequented shipping route for
the opposite country can be reached in less than a day’s
the surface dwellers. Like a keep on a narrow mountain
sailing time. Tritons, for their part, find marine channels
pass, Karkulium prevents the sahuagin from forcing
to be ideal defensive locations. As an added attraction,
their way through.
the surface dweller traffic often deposits metals and other
useful resources upon the seabed.
The surface-dwelling civilizations on either side of the
channel know of the triton castle and keep well away
Karkulium can be sited in any tropical or temperate
from it, steering their ships around it rather than over
location where a narrow stretch of water connects two
it. As far as they are concerned, the tritons are keeping
oceans. If a campaign does not have such a feature, it
the region safe from the sea devils and long may they
could also be sited at the mouth of a very large river,
continue to do so. Older sailors mutter that the sea devils
especially one that flowed into an inland sea or broad
would not have shown such an interest in the channel if
lake.

250
THE FORTRESS OF KARKULIUM

it weren’t for the tritons occupying it in the first place first leader of the Tritons; another is of Harrowthrax,
but few listen to them. the founder of Karkulium; the last is of Kaia, a wily-
looking triton scout who prepared most of the traps in
Karkulium is an ideal place for players to meet tritons and around Karkulium and tragically lost her life when
for the first time. It is right in the midst of surface a comrade sprang one of them by accident while she
civilization, giving the players an easy return to their was working on it.
own familiar world. Its triton inhabitants are slightly
more used to surface dwellers than most, so there will The council chamber is hemispherical, lit by dim shafts
not be so much of a gulf of understanding between them of light from a grating in the roof. Its only features are
and the players as usual. the pedestal where the sacred conch stands when not in
use and a large circular plinth marked with a map of the
channel and its environs. This map is used to keep track
Within the Fortress of the position of enemy forces and plan expeditions.
The chief elder of Karkulium and bearer of the sacred
conch is Celebrith, a scarred and seasoned veteran who Beyond the council chamber is the hall of echoes, a
understands the ways of surface dwellers better than winding spiral that ascends into the castle’s turrets and
most of his kind. Nauthilaa, an aged yet sprightly female down beyond the labyrinth into deep rock. This is the
seawarden, is in charge of maintaining the defences. She main repository for the castle’s historical carvings. The
is far older than she looks and still has a clear memory of private dwellings of the castle’s occupants are at the
coming to the Prime material Plane as a youngling. bottom of the hall of echoes, arranged into clusters of
caves and sub-caves like bubbles blown in the coral. The
Using their expertise with coral moulding, Nauthilaa deepest and best protected of these are the egg caverns,
and her fellow seawardens have created a number of where new tritons wait to be born.
bizarre-looking defences. The first of these is the set of
concentric ripple-like waves that surrounds Karkulium, At the top of the spiral are found the meditation chambers
through which domed bunkers with arrow slits rise at (where Nauthilaa and the homestead’s peacemakers are
intervals. During an attack, these trenches are occupied usually found), the upper defensive turrets, the workshop
by crossbow-wielding tritons. They use the bunkers as a and the armoury. The workshop is filled at all times
place to retreat for medical aid or more ammunition. with an assortment of sculpture materials, many of them
valuable. Gems and stones to a total value of 1,250 gold
The second layer of defence is the honeycomb of tunnels pieces could be ransacked from here, though it would
leading into the fortress itself. The patrols of scouts take at least half an hour to collect them all.
and light cavalry use this egress to enter and leave.
The tunnels are only five feet across, with no room
for an invading army to enter more than two abreast. Population of
Anyone not intimately familiar with the labyrinth would
quickly become lost and fall foul of the traps that riddle Karkulium
it. Nauthilaa has also coated many of the surfaces of In addition to Celebrith and Nauthilaa the homestead
dead-end tunnels with spike stones. houses a total of 250 citizens, 8 elders, 30 scouts, 25
light cavalry, 20 heavy cavalry, 20 mounted archers,
The castle has a larger set of gates above the labyrinth 4 peacebringers, 6 weaponwrights and 3 seawardens.
level, used whenever large creatures need to be brought Karkulium’s stable is a school of porpoises whose
in or out. These gates are made from solid nacre-inlaid number ranges between sixty and eighty. Celebrith’s
coral a foot thick, covered with the tritons’ swirling own mount is a hoary sea cat called Spinecracker, who
artistic forms. For the gates to be opened, a complicated still has the broken point of a sahuagin trident embedded
mechanism must first be primed from the inside by in his flank.
turning a series of great wheels in the council chamber.
If the wheels are moved wrongly, the mechanism locks Celebrith, Elder Triton, Conchbearer of
and must be reset by someone who knows the correct Karkulium
procedure. Only Celebrith, Nauthilaa and the Council Medium-size Outsider (Native, Water)
of Elders know how to work the gate system. 3rd Level Ranger
Hit Dice: 9d8+3d10+24 (85 hp) 251
Beyond the main gates lies the grand hall, where three Initiative: +7
statues stand. One is of Merefather Alacrastus, the Speed: 5 ft., swim 40 ft.
TRITON REFERENCE LIST

AC: 24 (+3 Dex, +6 natural, +5 nacreous breastplate), Abilities: Str 22, Dex 16, Con 14, Int 13, Wis 13, Cha
touch 13, flat-footed 21 14
Base Attack/Grapple: +12/+18 Skills: Animal Empathy +8, Craft (jewellery) +7,
Attack: Trident of Warning +20 melee (1d8+8) or heavy Diplomacy +8, Hide +6, Intimidate +8, Knowledge (area
crossbow +15 ranged (1d10/19-20) history) +7, Listen +8, Profession (governor) +7, Ride
Full Attack: Trident of Warning +20/+15/+10 melee +9, Spot +11, Survival +7
(1d8+8) or heavy crossbow +15 ranged (1d10/19-20) Feats: Cleave, Endurance, Great Fortitude, Iron Will,
Space/Reach: 5 ft. /5 ft. Mounted Combat, Power Attack, Track
Special Attacks: Spell-like abilities Challenge Rating: 11
Special Qualities: Combat style (archery), darkvision Treasure: Horn of the Tritons, Potion of Cure Serious
90ft., favoured enemy (sahuagin) +2, wild empathy Wounds, Trident of Warning
Saves: Fort +13, Ref +12, Will +10 Alignment: Neutral good

The Conch Nauthilaa


This is the story of the conch, the clarion shell, the
Medium-size Outsider (Native, Water)
symbol of the Merefather.
12th Level Wizard
Hit Dice: 6d8+12d4+18 (56 hp)
When first our people tasted the queer cold tides of
Initiative: +0
these new seas, we were few in number and weak in
Speed: 5 ft., swim 40 ft.
blood. Many had offered up their lives, many more
AC: 18 (+6 natural, +2 Ring of Protection), touch 12,
were grievously wounded. Even the little pebbles in
flat-footed 18
our wake were stained blue with death. Before us lay
Base Attack/Grapple: +12/+13
only sand and rock. In this wilderness, we knew not
Attack: Trident +13 melee (1d8+1) or heavy crossbow
what was good to eat or what would sting and bite and
+6 ranged (1d10/19-20)
make an end of us.
Full Attack: Trident +13/+8/+3 melee (1d8+1) or heavy
crossbow +6 ranged (1d10/19-20)
Merefather Astyorax called the remaining elders
Space/Reach: 5 ft./5 ft.
together and bade them take each a band and swim
Special Attacks: Mould coral, spell-like abilities
forth in search of food, so that the hungry might eat.
Special Qualities: Darkvision 90ft.
Melenaur his cavalryman answered him and said; shall
Saves: Fort +10, Ref +9, Will +17
we leave our people unprotected? For while we go to
Abilities: Str 12, Dex 10, Con 12, Int 17, Wis 15, Cha
find wherewith to eat, our young may themselves be
12
eaten and we shall return to find only sorrow and empty
Skills: Concentration +16, Craft (alchemy) +14,
waters. For who is yet strong to defend them? Ye, even
Craft (stonemasonry) +10, Hide +10, Intimidate +10,
ye, cannot do this alone. If they cry, we shall not hear
Knowledge (arcana) +10, Knowledge (architecture
them, for wide, yea, wide is the sea.
& engineering) +9, Listen +11, Perform (sing, chant,
epic, harmonise, poetry, conch) +7, Ride +9, Scry +9,
Then was the hand of Merefather Astyorax guided for the
Spellcraft +12, Spot +11
first time by the grace of the foster-mother and he took
Feats: Brew Potion, Combat Casting, Craft Wondrous
from the sea floor a certain shell, twisted like a gnarled
Item, Eschew Materials, Iron Will, Mounted Archery,
horn. He spoke again unto his captains, saying; by the
Mounted Combat, Ride-By Attack, Scribe Scroll, Spell
cry of this shell I shall summon ye, should there be need.
Penetration
He set the shell to his lips, and lo, a sound like unto the
Challenge Rating: 18
bellow of a sea-dragon to her mate, resounding over all
Treasure: Ring of Sustenance, Ring of Protection +2,
the dunes for many leagues afar and booming down all
Wand of Hold Person (23 charges)
the deeps. In this we were glad.
Alignment: Neutral good
From that day forth did the Merefather take the conch
Spells: 0th level: Detect Magic, Flare, Mending x2; 1st
to be his sovereign symbol in our new home, the sign of
level: Mage Armour x2, Alarm x2, Sleep; 2nd level: See
his marriage to our foster-mother, the good sea of the
Invisibility, Blur x2, Mirror Image; 3rd level: Magic
new world. So it has been; so shall it be ever.
Circle against Evil, Haste x2; 4th level: Minor Globe of
252 Invulnerability, Otiluke’s Resilient Sphere, Wall of Ice;
From Legends of the Triton People by Zemuel
5th level: Hold Monster, Mind Fog; 6th level: Repulsion,
Falkenstein
Mass Suggestion
TRITON REFERENCE LIST

Triton Triton Light Cavalry


Medium-size Outsider (Native, Water)
Hit Dice: 5d8+5 (27 hp)

Reference Initiative: +0
Speed: 5 ft., Swim 40 ft.
AC: 20 (+4 nacreous scale mail, +6 natural), touch 10,

List flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Trident +8 melee (1d8+3) or heavy crossbow

T
he first part of the following section consists of +5 ranged (1d10/19-20)
examples of the various different triton specialists Full Attack: Trident +8 melee (1d8+3) or
as well as the oldest and the youngest members heavy crossbow +5 ranged (1d10/19-20)
of a typical Triton community. The statistics given here Space/Reach: 5 ft./ 5 ft.
represent the specialist at a beginning or intermediate Special Attacks: Spell-like abilities
level of experience. Games Masters may adjust these Special Qualities: Darkvision 90ft.
templates at will to produce veteran specialists or Saves: Fort +5, Ref +4, Will +5
customised individuals, using the standard rules for Abilities: Str 16, Dex 10, Con 12, Int 13, Wis 13, Cha
monster advancement given in Core Rulebook III. (Base 11
statistics for the triton seawarden are given in Chapter Skills: Craft (carving) +7, Hide +3, Intimidate +4, Listen
4, Triton Society.) The second part of the section details +9, Ride +8, Spot +9
two additional sea creatures sometimes used as mounts Feats: Mounted Combat, Ride-By Attack
by the tritons, namely the giant crab and the sea turtle.
Challenge Rating: 4
When encountered outside the homestead, triton light Treasure: Standard
cavalry are always mounted upon porpoises and heavy Alignment: Always neutral good
cavalry upon sea cats. See Core Rulebook III, pages 200
and 160 respectively.
Triton Heavy Cavalry
Medium-size Outsider (Native, Water)
Triton Scout Hit Dice: 8d8+8 (44 hp)
Medium-size Outsider (Native, Water) Initiative: +1
Hit Dice: 4d8+4 (22 hp) Speed: 5 ft., swim 40 ft.
Initiative: +2 AC: 22 (+1 Dex, +5 nacreous breastplate, +6 natural),
Speed: 5 ft., swim 50 ft. touch 11, flat-footed 21
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple: +8/+12
Base Attack/Grapple: +4/+5 Attack: Trident +12 melee (1d8+4) or heavy crossbow
Attack: Trident +5 melee (1d8+1) or heavy crossbow +9 ranged (1d10/19-20)
+6 ranged (1d10/19-20) Full Attack: Trident +12/+7 melee (1d8+4) or
Full Attack: Trident +5 melee (1d8+1) or heavy crossbow +9 ranged (1d10/19-20)
heavy crossbow +6 ranged (1d10/19-20) Space/Reach: 5 ft./ 5 ft.
Space/Reach: 5 ft./ 5 ft. Special Attacks: Spell-like abilities
Special Attacks: Spell-like abilities Special Qualities: Darkvision 90ft.
Special Qualities: Darkvision 90ft. Saves: Fort +7, Ref +7, Will +7
Saves: Fort +5, Ref +6, Will +5 Abilities: Str 18, Dex 13, Con 12, Int 13, Wis 13, Cha
Abilities: Str 12, Dex 14, Con 12, Int 13, Wis 13, Cha 11
11 Skills: Craft (barricade building) +7, Hide +4, Intimidate
Skills: Craft (underwater trapmaking) +8, Hide +9, +5, Knowledge (marine history) +6, Listen +9, Ride +12,
Listen +10, Ride +6, Spot +10, Tumble +4 Sense Motive +6, Spot +9
Feats: Mounted Combat, Alertness Feats: Mounted Combat, Ride-By Attack, Spirited
Charge
Challenge Rating: 4
Treasure: Standard 253
Alignment: Always neutral good
TRITON REFERENCE LIST

Challenge Rating: 5 Challenge Rating: 5


Treasure: Standard Treasure: Standard
Alignment: Always neutral good Alignment: Always neutral good

Triton Mounted Archer Triton Weaponwright


Medium-size Outsider (Native, Water) Medium-size Outsider (Native, Water)
Hit Dice: 5d8+5 (28 hp) Hit Dice: 7d8+7 (39 hp)
Initiative: +2 Initiative: +0
Speed: 5 ft., swim 40 ft. Speed: 5 ft., swim 40 ft.
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 AC: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+6 Base Attack/Grapple: +7/+8
Attack: Trident +6 melee (1d8+1) or heavy crossbow Attack: Trident +7 melee (1d8+1) or heavy crossbow
+7 ranged (1d10/19-20) +7 ranged (1d10/19-20)
Full Attack: Trident +6 melee (1d8+1) or Full Attack: Trident +7/+2 melee (1d8+1)
heavy crossbow +7 ranged (1d10/19-20) or heavy crossbow +7 ranged (1d10/19-20)
Space/Reach: 5 ft./ 5 ft. Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spell-like abilities Special Attacks: Spell-like abilities
Special Qualities: Darkvision 90ft. Special Qualities: Darkvision 90ft.
Saves: Fort +5, Ref +6, Will +5 Saves: Fort +6, Ref +5, Will +8
Abilities: Str 12, Dex 14, Con 12, Int 13, Wis 13, Cha Abilities: Str 12, Dex 10, Con 12, Int 15, Wis 16, Cha
11 12
Skills: Craft (fletching) +8, Hide +10, Intimidate +3, Skills: Appraise +7, Craft (weaponsmith) +15, Craft
Listen +9, Ride +10, Spot +9 (armourer) +10, Hide +8, Listen +13, Ride +8, Sense
Feats: Mounted Combat, Mounted Archery Motive +8, Spot +13
Feats: Alertness, Mounted Combat, Skill Focus (craft
Challenge Rating: 5 (weaponsmith))
Treasure: Standard
Alignment: Always neutral good Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral good
Triton Peacebringer
Medium-size Outsider (Native, Water)
Hit Dice: 7d8+7 (39 hp) Triton Elder
Initiative: +0 Medium-size Outsider (Native, Water)
Speed: 5 ft., swim 40 ft. Hit Dice: 9d8+18 (59 hp)
AC: 16 (+6 natural), touch 10, flat-footed 16 Initiative: +3
Base Attack/Damage: +7/+8 Speed: 5 ft., swim 40 ft.
Attack: Trident +8 melee (1d8+1) or heavy crossbow AC: 24 (+3 Dex, +6 natural, +5 nacreous breastplate),
+7 ranged (1d10/19-20) touch 13, flat-footed 21
Full Attack: Trident +8/+3 melee (1d8+1) Base Attack/Grapple: +9/+15
or heavy crossbow +7 ranged (1d10/19-20) Attack: Trident +15 melee (1d8+6) or heavy crossbow
Space/Reach: 5 ft./ 5 ft. +11 ranged (1d10/19-20)
Special Attacks: Spell-like abilities Full Attack: Trident +15/+10 melee (1d8+6) or
Special Qualities: Darkvision 90ft. h e av y c r o s s b ow + 1 1 r a n g e d ( 1 d 1 0 / 1 9 - 2 0 )
Saves: Fort +6, Ref +5, Will +8 Space/Reach: 5 ft./ 5 ft.
Abilities: Str 12, Dex 10, Con 12, Int 15, Wis 16, Cha Special Attacks: Spell-like abilities
12 Special Qualities: Darkvision 90ft.
Skills: Craft (fine art) +10, Diplomacy +8, Heal +11, Saves: Fort +8, Ref +9, Will +7
Hide +8, Listen +13, Ride +8, Sense Motive +8, Spot Abilities: Str 22, Dex 16, Con 14, Int 13, Wis 13, Cha
254 +13 14
Feats: Alertness, Mounted Combat, Skill Focus (heal)
TRITON REFERENCE LIST

Skills: Craft (jewellery) +7, Diplomacy +8, Hide +6, Skills: Hide +3, Spot +6
Intimidate +8, Knowledge (area history) +7, Listen +8, Feats: Endurance, Great Fortitude
Profession (governor) +7, Ride +9, Spot +8 Climate/Terrain: Any aquatic
Feats: Cleave, Mounted Combat, Power Attack, Ride- Organisation: Solitary or school (2-5)
By Attack Challenge Rating: 3
Treasure: None
Challenge Rating: 8 Alignment: Always neutral
Treasure: Standard Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Alignment: Always neutral good
Fishermen dread these monstrous crustaceans, as their
claws can easily smash the underside of a small boat to
Triton Youngling splinters or scissor an arm or leg clean off. Fortunately,
Small Outsider (Native, Water) they are passive unless provoked to fight.
Hit Dice: 1d8+1 (5 hp)
Initiative: +0 Improved Grab (Ex): To use this ability, the giant crab
Speed: 5 ft., swim 30 ft. must hit an opponent of Medium-size or smaller with its
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15 claw attack. If it gets a hold, it squeezes.
Base Attack/Grapple: +1/-4
Attack: Fist +1 melee (1d2-1) Squeeze (Ex): A giant crab that gets a hold on a
Full Attack: Fist +1 melee (1d2-1) Medium-size or smaller opponent automatically deals
Space/Reach: 5 ft./ 5 ft. 1d6+4 points of claw damage each round the hold is
Special Attacks: Spell-like abilities maintained.
Special Qualities: Darkvision 90ft.
Saves: Fort +3, Ref +2, Will +2 Speed: *A giant crab may move sideways at a base
Abilities: Str 9, Dex 10, Con 12, Int 10, Wis 10, Cha speed of 50 ft.
10
Skills: Hide +3, Listen+3, Spot +2
Sea Turtle
Challenge Rating: 1/2 Medium-size Animal (Aquatic)
Treasure: Standard Hit Dice: 3d8+6 (20 hp)
Alignment: Always neutral good Initiative: +0
Speed: 5 ft., swim 60 ft.
Spell-like abilities (Sp): All Tritons may use summon AC: 15 (+5 natural), touch 10, flat-footed 15
nature’s ally IV once per day at 7th caster level, often Base Attack/Grapple: +2/+3
choosing water elementals as their companions. Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./ 5 ft.
Crab, Giant Saves: Fort +8, Ref +1, Will +2
Large Animal (Aquatic) Abilities: Str 12, Dex 10, Con 16, Int 2, Wis 12, Cha
Hit Dice: 4d8+8 (26 hp) 6
Initiative: +1 Skills: Hide +3, Listen +3, Spot +4
Speed: 30 ft.* Feats: Endurance, Great Fortitude
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat- Climate/Terrain: Warm aquatic
footed 16 Organisation: Solitary or pair
Base Attack/Grapple: +3/11 Challenge Rating: 1
Attack: Claw +7 melee (1d6+4) Treasure: None
Full Attack: 2 claws +7 melee (1d6+4) Alignment: Always neutral
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Improved Grab, Squeeze Sea turtles are very long-lived. Many triton homesteads
Saves: Fort +8, Ref +2, Will +1 have kept the same animals in their stables for more
than seventy years.
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 10, Cha
2
255
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