White
HD 0 - 1d4 HP
AR 0
Atk Spear 1d6
Mor 6
Saves 7 or less
Tactics:
- Charge in blindly
- Be numerous
- Run away from anything dangerous
White Garrols are newborns, less than three months old. They are almost entirely useless in a fight, except in vast numbers or against severely weakened foes. Garrols will only send them out to fight if they are a truly large colony or if they have no one else better suited to fight.
Yellow
HD 1
AR 1
Atk (Weapon) 1d6+1
Mor 10
Saves 7 or less
Howling Rush: When charging as part of a group, Garrols can bellow as a free action. Enemies facing them must save. On a failed save, enemies will become frightened. Frightened enemies cannot approach the Garrols and take 1d6 COG damage they continue to try and fight them. If this damage reduces a creature to 0 COG, that creature must try to run away and escape. COG returns at a rate of 1 point per day.
Tactics:
- Charge enemies in groups
- Pair off to fight weak enemies
- Run away if in danger
Yellow Garrols are juveniles. They're about the size of a human male and about as strong, but they are fast and numerous to compensate for their relative weakness. Their skin starts out light yellow but gradually darkens, eventually causing blue spots to form on them. This speckled stage means they are ready to advance.
Green
HD 2
AR 1d3
Atk (Weapon) 1d8+1
Mor 14
Saves 9 or less
Howling Rush: When charging as part of a group, Garrols can bellow as a free action. Enemies facing them must save. On a failed save, enemies will become frightened. Frightened enemies cannot approach the Garrols and take 1d6 COG damage they continue to try and fight them. If this damage reduces a creature to 0 COG, that creature must try to run away and escape. COG returns at a rate of 1 point per day.
Regeneration: Green Garrols can 1/Day, regain 1 HD as an action.
Tactics:
- Let the weaker colors go first
- Charge enemies as a group
- Don't fear anything except for really dangerous foes
Green Garrols are mature for their species. They are not the strongest type, but they make up the vast majority of any fighting force. They are much larger, stronger and tougher than any man and fighting one in melee is a nightmare. They are known for both their incredible strength, as well as their ability to shrug off injuries and ignore wounds that would be fatal to weaker creatures.
When a Garrol Mob is small, all Greens will be more or less the same, but as the Mob expands, they will begin to diversify and split into units that specialize in certain kinds of combat. Some will continue to carry large weapons and charge blindly at the enemy, but others may pick up bows and crossbows to form crude ranged units, while others will seek out animals large enough for them to ride to act as impromptu calvary, or attempt to build chariots out of sticks and straw. In the absence of animals to pull these machines of war, Garrols will take their places, with some Greens acting as the horses to pull the chariots or to charge into battle, while a "lucky" Yellow or White is strapped to their back, armed with a bow or spear.
If the Mob is large enough, the Greens will begin diversifying into different types of units. These Greens make war through the use of...
1d6
1- Shock Troops. These Greens charge in and smash you with big weapons. They are fast and furious, sophisticated as a rock to the forehead.
2- Phalanx. These Greens find shields and spears and march in formation. They're not very disciplined at first, and it may look like a joke, but a Garrol shield-wall is all but unbreakable to humans.
3- Calvary. These Greens found some kind of animal to carry them into battle. They found 1d6 [1= Specially bred horses, big enough to hold them; 2= Massive, ornery boars; 3= Huge, ill-tempered aurochs; 4= Giant beetles; 5= Huge, ravenous wolves; 6= Hippos. And yes, it sounds hilarious now. You won't be laughing soon.]
4- Skirmishers. These Greens wear lighter armor and carry smaller weapons. They harass enemy forces, ranging far ahead and turning back. They also act as scouts in well-organized Mobs.
5- Archers. They use bows, crossbows and other ranged weapons to pelt the enemy from afar. When they run out of ammo, they throw spears or the heads of the slain.
6- Berserkers. They drug themselves up so they feel even less pain and consume potions to boost their regeneration. Then, screaming like hateful ghosts, they charge into battle. They almost always die, but not before carving a bloody swath through their enemies.
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Black
HD 1d3+2
AR 3
Atk (Weapon) 1d8+2
Mor 12
Saves (7+HD) or less
Howling Rush: When charging as part of a group, Garrols can bellow as a free action. Enemies facing them must save. On a failed save, enemies will become frightened. Frightened enemies cannot approach the Garrols and take 1d6 COG damage they continue to try and fight them. If this damage reduces a creature to 0 COG, that creature must try to run away and escape. COG returns at a rate of 1 point per day.
Regeneration: Black Garrols can 1/Day, regain 2 HD as an action.
Brutal Strike: 1/Round, on a successful hit, a Black Garrol can reroll his damage and take the higher result.
Leadership Bonus: When fighting with a Black Garrol, Garrols make morale checks with advantage.
Tactics:
- Let the weaker colors take the risks
- Fight tactically, pick off the most dangerous foes
- Find weak points and exploit them mercilessly
- Retreat if in danger
Black Garrols are the hardened warriors, the elites who have ascended past Green to become commanders. They are smarter and savvier than their kin and will use tactics besides rushing onto the spears of their enemies. They are also willing to consider novel tactics such as "flanking", "defense" and "strategic retreat". Still, even if smarter, they still tend to very uneducated and are often unwilling to consider other options besides the most impressive and glorious option, even if it isn't tactically sound. War is a game to them and they're are trying to beat the high score. Still, they are intelligent enough to let their weaker kin go in to soften the beaches first, before trying it themselves.
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Blue
HD 1d4+1
AR 1d3
Atk (weapon) 1d6+2 or Spell
Mor 10
Saves (HD+7) or less
Regeneration: Blue Garrols can 1/Day, regenerate regain 1d3 HD as an action.
Spellcasting: Blue Garrols are magically gifted, able to cast spells. They have a Spellcasting modifier equal to 1/2 their HD (min +1) and MD equal to their HD. They usually have an Affinity (+1d3) for 1d4 of following: 1d6 [1= Fire; 2= Lightning; 3= Stone; 4= Metal; 5= Water; 6= Life.] They tend to favor large and flashy spells.
Tactics:
- Let the weaker colors take the risks
- Be arrogant and assured of your magical superiority
- Cast large and flashy spells
- Retreat if in danger
Blue Garrols are the mutants of their race that can do magic. Sometimes, a Yellow will develop his blue spots, but these won't mingle with his dark golden skin and become green. Instead the blue will spread all over his body until he is fully covered by the color. The younger ones are sky blue, while the older ones are darker blue, the eldest being blue-black.
They tend to become more cerebral as they get older and though venerated by their tribes, they are never fully trusted. This is good, because they are often insane and mad with power, drunk on mana. Many Blue Garrols have killed themselves in an ill-conceived magical experiment or by trying to channel too much power at once. They are still Garrols, with all the brute-force aggression and lack of impulse control that implies.
Violet
HD 3
AR 2
Atk (Weapon) 1d6+2 (Sneaky Weapon) or 1d8+1 (Loud Weapon)
Mor 14
Saves 10 or less
Regeneration: Green Garrols can 1/Day, regain 1 HD as an action.
Sneaky: Violet Garrols are sneaky, able to creep through brush and be far stealthier than their muscle-bound frames might suggest. They have advantage on any stealth check, especially if you've never heard of a Violet Garrol before.
Tactics:
- Guerilla Tactics: Night Raids, Ambushes, Surprise Attacks
- Psychological warfare, break the enemy's will
- Never fight fair or straight up
Violet Garrols are an enigma among the Garrols. They are not a separate color, but instead a variety of Greens that act in a very peculiar manner. Rather than choosing the most glorious and blunt tactics, Violet Garrols employ stealth, sabotage and other advanced maneuvers. They are the commandos and stealth-specialists of the Garrols, practicing their own peculiar brand of war with discipline, caution and professionalism.
Violet Garrols never appear unless a Garrol Mob has reached a certain density, when the Greens have started diversifying into different methods of war. The Violets will emerge then, painting themselves their signature colors and practicing a way of war the other Garrols do not trust. But many a clever Black or Boss has acknowledged that despite their strangeness, the Violets plug a niche that the Garrols very much need.
Common Violet Garrol Tactics:
1d8
1- Kidnap an enemy leader, kill him and mangle the body, then leave it where his men can find it.
2- Kidnap civilians or innocents and kill them, then leave their bodies behind.
3- Kidnap civilians or innocents and use them as bait for booby-traps.
4- Let yourself be seen, then disappear.
5- Keep the enemy up all night with spoiling attacks. Never let them rest.
6- Destroy resources, poison wells, burn storehouses, kill livestock.
7- Sabotage any and all equipment they might have. Kill dogs, lame horses, break wagons, puncture water barrels, etc.
8- Leave behind poisoned food or booby-trapped treasure caches.
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Garrol Bosses
HD 1d4+2
AR 1d4+1
Atk (Weapon) 1d8+3/1d8+3
Mor 15
Saves (HD+7) or less
Howling Rush: When charging as part of a group, Garrols can bellow as a free action. Enemies facing them must save. On a failed save, enemies will become frightened. Frightened enemies cannot approach the Garrols and take 1d6 COG damage they continue to try and fight them. If this damage reduces a creature to 0 COG, that creature must try to run away and escape. COG returns at a rate of 1 point per day.
Fear Aura: When Garrols around him use 'Howling Rush', enemies make their save with disadvantage. Creatures who directly fight the Boss must also save vs fear when they first fight or whenever he does a large amount of damage against them (Referee's Discretion) or he crits against them.
Regeneration: 1/Day, Garrol Bosses can regain half their HD.
Brutal Strike: 1/Round, on a successful hit, a Garrol Boss can reroll his damage and take the higher result.
Leadership Bonus: When fighting alongside their Boss, Garrols are immune to fear and cannot be frightened. They also have advantage on any check intended to persuade them to stop fighting.
Commander: As a free action on his turn, a Garrol Boss can make a CHA check. If he succeeds on a CHA check, a Garrol Boss can direct nearby Garrols to attack an enemy he specifically designates. He can also use this ability to give other orders.
Tactics:
- Lead from the front, crush the weaklings
- Guide the wretches beneath you, direct them so they fight smart
- Direct your soldiers to fight the strongest people
- Don't take any major risks, but don't look weak either
Garrol Bosses are the strongest of the tribe, having risen to the top of the heap through strength, cunning and brutality. The Garrol have many leaders in the lower ranks, but it is only through great effort and bloodshed can a Garrol rise up to the rank of Boss. This requires the acknowledgement of not only the other Garrols, but the Queen.
After winning a number of victories, a Garrol will make his way to the Nest. There he will enter the presence of the Queen and declare to her his deeds. If the Queen accepts his deeds, she will allow him to mate with her, then gift him some of her Royal Jelly. This is a magical substance that is naturally produced by a mature Garrol Queen. It is what transforms ordinary females into Jades or Queens respectively. Depending on what color he is, the Royal Jelly will change him, often quite dramatically.
As the Black Garrols most often have the most fighting experience and glorious deeds, one might expect all Garrol Bosses to be Black, but this is not actually true. When a Garrol is acknowledged as a Boss and consumes the Royal Jelly, it causes him to freeze in his advancement. He will be changed by this, but will remain at the color he currently occupies.
As Garrols always respect higher colors, this means that while many Bosses are Black, plenty are also Green because there are simply so many Greens. There are also occasionally Bosses of other colors, but they tend to be extremely rare. There have been Blue Bosses and Yellow Bosses, for example. Additionally, some colors never seem to produce Bosses, such as Whites or Violets.
Garrol Bosses are brave and frightening, often leading from the front. This is an effective tactic, as a giant Garrol smashing apart a line of spearmen is always a terrifying sight to see. But the Bosses are not entirely dedicated to the mad pursuit of glory, their valor is largely self-serving. Bosses know that if they are not sufficiently brave, or at least appear brave, some lesser Garrol might decide to rise up and try to overthrow them.
To customize a Garrol Boss, roll on the tables below:
What color is he?
1d8
1-2: Yellow. The Boss has skin of brilliant gold, possibly with a few spots of blue. He is taller than a normal Yellow, but not as tall as a Green or Black. The Royal Jelly encrusted him with glittering skin, making him shine in the sun and giving him immunity to non-magical sharp damage. Regular blades cannot pierce his hide.
3-4: Green. The Boss is a hulking brute, huge and muscle-bound. He is absolutely terrifying to see, towering over all of his fellows. The Royal Jelly made him enormously strong, giving him the ability to pick up anything lighter than a horse and throw it as a projectile. He can also use a two-handed weapon in one hand, with ease.
5: Blue. The Boss has some further mutation, like horns, a third eye, tentacle hair or a goat leg. The Royal Jelly enhanced his magical abilities even further, making him a walking nimbus of magical powers. He also causes minor magical effects wherever he goes, such as leaving burning footprints in the ground, triggering massive amounts of static electricity, freezing standing water in the heart of summer, etc.
6-8: Black. The Boss is starved and skeletal-looking, made of wire and sharpened bone. Anyone looking at him must immediately save vs fear, unless they have seen him before.
How does he primarily fight?
1d4
1- From the front. He charges in and crushes his foes with strength and power.
2- With a ranged weapon. The Boss is an excellent shot, using a massive bow, throwing spears or hurling large stones like major league fastballs, obliterating anything he hits.
3- From horseback. The Boss rides a specially trained and bred horse, or he is mounted on some other type of beast. He is a big believer in calvary and wants to get more of his men to accept this style of warfare.
4- From chariot-back. The Boss has a custom Chariot which he loves to plow into crowds of enemies. He is obsessed with speed and going as fast as possible.
Is there anything special about him?
1d8
1- He is much smarter than most, able to speak the lingua franca. He will also attempt negotiation if he feels his enemies are willing to give up without fighting.
2- He craves challenge and will challenge enemies to duels if the thinks they are strong.
3- He is cruel and vicious and regularly carries out atrocities on non-Garrols.
4- He respects other races and is willing to let them join his Mob, albeit as second-class citizens, if they prove strong. He has raiders of another race serving him.
5- Instead of a Blue Garrol, he has a Wizard of another race acting as his advisor.
6- He is willing to turn mercenary in exchange for valuable loot. He is not trust-worthy, but can be bought off, at least temporarily.
7- He is a zealot, regularly making sacrifices to the Dark Gods of his race, usually in the form of humans captured in raids.
8- He is a consummate gentleman, well-dressed and mannered. He speaks multiple languages and can adequately discuss literature, wine and art.
What is the purpose of the Mob he is currently leading?
1d6
1- Conquest. The Garrols want your land, so they are going to take it. You have no say in the matter.
2- Plunder. The Garrols are here for loot, so they are going to steal everything they think is valuable.
3- Slaves. The Garrols are here to take those of the lesser races in chains back to their lands for some likely terrible purpose.
4- Vengeance. The Garrols were defeated last time they attacked a particular enemy. This fills them with shame and rage. They are here to wipe out the former and expend the latter.
5- Search and Destroy. The Garrols hate or fear something in particular in this area. This could be a person, a tribe, an artifact or something else. They seek to find it and destroy it.
6- Objective. The Garrols are looking for something specific in this region. They will seek until they can find it. Anyone who gets in their way will be destroyed or driven off.
How good of a leader is he?
1d4
1- Excellent. His Mob is well organized, well-led and well-fed. His Garrols would sacrifice themselves to save him in a heartbeat.
2- Good. His Mob is decently well run, with scouting and tactics, but it is nothing exceptional by human standards. His Garrols are loyal and would defend him, though they wouldn't throw away their lives if they thought he was doomed.
3- Adequate. His Mob is a mob in truth, with only a semblance of organization. They are undisciplined and unorganized. His Garrols like him well enough, but they wouldn't die for him.
4- Poor. His Mob is barely coherent and only vaguely acts as a unit. The Boss is too busy with his own projects to care, so his Under-Bosses and their subordinates constantly squabble over who is in charge and what they should do. If the Boss was threatened, only the few die-hard loyalists in the Mob would rush to his aid. The rest would only help if they thought it would benefit them.
Does he have any magic items?
1d6
1-4: No.
5-6: Yes. He has...
1d6
1- The Ring of Rage. 3/Day, the wearer of the ring can fly into a murderous rage. During this time, they take half damage from all non-magical weapons but cannot distinguish friend from foe. They will continue raging until they run out of enemies or after 1 minute (10 rounds).
2- Perfect Mirror. A shield of (all-but) unbreakable glass, silvered on one side to create a flawless mirror. 3/Day, when successfully damaged by an enemy, the bearer of the shield can reflect back an equal amount of damage at the creature that damaged him.
3- Eye of Ashor. An amulet of black jet, gold and human bone, it features a stylized eye. If the wearer sacrifices an intelligent living creature of at least 1 HD or less to the Amulet at least once per week, the amulet grants them the ability to use magic as a Level 1 Wizard.
4- The Book of Prowess. While worn on the body, this book grants the bearer to instantly memorize up to 6 Martial Maneuvers or Secret Techniques and use them as an action on their turn. If the bearer ever loses the Book or does not have it on his person, he forgets everything encoded in the Book.
5- The Scabbard of Eyes. An empty scabbard made of fine leather, covered in engravings of eyes. While worn, the scabbard grants the wearer 360 degree vision around himself.
6- Sadistic Star. A morning star, covered in bristling spines. When struck by this mace, 3/Day, the user may inflict horrific pain on the creature struck. That creature must save or have disadvantage on any Attack rolls or any roll requiring concentration, such as spellcasting. The creature also must save or be frightened of the user.
Guardians of the Nest:
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Jade
HD 4
AR 3
Atk (Weapon) 1d8+2
Mor 15
Saves 11 or less
Regeneration: 2/Day, as an action, Jade Garrols can regain 1 HD.
Brutal Strike: 2/Day, on a successful hit, Jade Garrols can reroll their damage and take the higher result.
Climber: Jade Garrols are excellent climbers, able to scale almost any surface, provided it isn't super slick or too hard for their claws to pierce. They have advantage on all climbing checks and if their claws can penetrate the surface, can automatically succeed.
Color-Changing Skin: Jade Garrols can make their skin change color, allowing them to blend in with the environment. They have advantage on stealth checks if they choose to do so.
Hostile Patterns: As a free action or as a reaction to being attacked, Jade Garrols can cause strange patterns to rapidly flicker across their skin. This pattern causes a negative effect (see below).
Tactics:
- Seek the high ground, Ambush from stealth
- Fight on behalf of the Queen
- Sacrifice yourself for the Nest
Female Garrols are born much the same as the males, as pale, squirming Whites that hatch from eggs. But as they grow, they quickly differentiate themselves. Once they turn Yellow, they are taken back to the Nest, where they participate in a series of ritual combats and other horrible trials. Most of them do not survive, but the ones that do quickly grow and advance to Green. Unlike with the males, female Garrols undergo a radical metamorphosis when changing to Green, thanks to their own biology and small doses of the Royal Jelly. They spin cocoons for themselves and rest inside. Finally, they emerge changed as new Jades.
Jade Garrols are bright green, but they never darken in hue. They also do not resemble their male counterparts much, being much taller and leaner, with partially segmented bodies like that of an insect, with huge claws on their hands and spines protruding from their bodies. Jades remain in the Nest from that point onward, their only goal to protect the Queen and keep her safe. They are utterly loyal to her and will kill anyone who they think is a threat to her, even other Garrols. Bosses who offend the Queen have to be cautious, lest the Jades tear him limb from limb.
Hostile Patterns of the Jades:
1d4
1- Nausea. When you see it, save or lose a turn as you puke your guts out.
2- Disturbing images. Save vs fear when you see their skin flicker with images of atrocities.
3- Entrancing colors. Save or be stunned as you are hypnotized by the shifting colors and shapes.
4- Seizures. When you see the Jade's skin flashing like that, save or have a seizure. While having a seizure, you cannot move or act on your turn. Your seizure lasts for 1d4 rounds. If you successfully save against this, you are forever immune and cannot have a seizure from this ability.
Queen
HD X AR Y Atk Z
Mor 10+HD Saves (7+HD) or less
Regeneration: 1/Day, as an action, a Garrol Queen can regain half her HD.
Brutal Strike: 1/Round, a Garrol Queen can reroll her damage and take the better result.
Leadership Bonus: While fighting around her, all Garrols are immune to fear and charm effects. They also make all morale checks at advantage.
Commander: As a free action on her turn, a Garrol Queen can make a CHA check. If she succeeds on a CHA check, a Garrol Queen can direct nearby Garrols to attack an enemy she specifically designates. She can also use this ability to give other orders.
Birthing Sac: 1/Day, a Garrol Queen can, as an action on her turn, give birth to 2*X White Garrols, where X is her HD.
Tactics:
- Depends on the abilities of the Garrol Queen (see below)
When a Garrol Nest grows too large or they wish to expand, a Jade and a select number of males will leave to found a new Nest. When they arrive at the select location, a select male will mate with the Jade. The Jade will then transform into a Queen. She will grow in size and mass and will never stop, provided she receives a steady supply of food. She will then begin to lay enormous quantities of eggs. These eggs will be taken care of by the Jades, until they hatch into Whites. From there, the Whites begin their training under the Blacks and Greens, until they are either deemed ready or advance to Yellow.
A Garrol Queen will continue producing thousands of eggs for many, many years allowing the population of a Nest to massively and rapidly expand. This is why governments who have lands infested with Garrols will pay for Garrol heads, but especially for the heads of Jades. Each Jade is a potential Queen which is a potential army appearing out of nowhere. Queens will earn you any more, especially if they are large and still fecund.
The problem the Garrol Queen faces is as she nears the end of her life, she will become less fertile and produce fewer eggs. At first, this will barely be noticeable, but eventually it will be obvious to even the lowest White. At this point, there are two potential outcomes. The better outcome is that the Queen could acknowledge her age and select a Jade to take her place. The Jade, after a quick dose of Royal Jelly, will then mate and begin growing into a Queen. The two Queens can co-exist for some time, depending on how long the first Queen has to live, but if the first Queen does not expire quickly it will usually come to blows as the younger Queen forcibly retires the other, having her killed or expelled from the Nest.
If the Queen is not so wise or generous to her children, she will cling to power, even as she fades. And if she does not simply die naturally, an unlikely outcome, the Jades will rise up and slaughter the Queen. This can be a surgical strike or a disorganized melee as loyalists and advocates for change rip each other apart in the Nest, but as long as the Queen dies, the outcome is the same.
As soon as the Queen dies, her pheromones suppressing the reproductive system of every Jade will suddenly stop working. At that point, the Jades will go to war within the Nest to see which of them is to be the new Queen. If the Nest is lucky, this matter will be quickly resolved as one Jade proves herself superior and after dominating the others, will quickly mate and become the new Queen, restoring harmony to the Nest. If the Nest is unlucky, the Jades will destroy each other in an orgy of violence and leave a colossal mess behind. For this reason, a common method of reducing Garrol numbers is to assassinate the Queen, as if you are lucky, the Garrols will cripple their own Nest for you.
How old is she?
1d4
1- Young, she recently advanced from Jade. The Queen has 1d6+2 HD and AR 2. She makes two attacks that do 1d8+4 damage. She is about the size of a pair of oxen, stitched together. She has no additional powers.
2- Prime, she has been Queen for several years, but less than a decade. The Queen has 1d8+2 HD and AR 4. She makes two attacks that do 1d10+3 damage. She is about the size of a cottage. She has 1 additional power.
3- Mature, she has been Queen for more years than her children can remember. The Queen has 1d10+2 HD and AR 5. She makes two attacks that do 1d12+2 damage. She is about the size of a large house. She has 1d3+1 additional powers.
4- Aging, she is getting old and is not producing as many eggs as she has. This makes her and her children nervous. The Queen has 1d6+3 HD and AR 3. She makes three attacks that do 1d8+3 damage. She is about the size of a carriage and a cart horse put together. She has 2 additional powers.
How active is she in the internal politics of the Nest?
1d4
1- Not at all. The Queen has no idea what is going on outside the Nest or among her children, nor does she particularly care. As long as she can entertain her particular interest (see below), she doesn't care.
2- Barely. The Queen makes a token effort to manage her children, but she mostly finds them boring and annoying. She neglects them as much as possible.
3- Very. The Queen is very interested in the activities of her children, especially of her Jades and Bosses. They heed her and feed her information, giving her a very good view of the overall tactical situation. She considers herself the supreme leader of the Nest and her children. Whether or not this is a good thing depends entirely on how good of a leader she is.
4- Puppeteer. The Queen has the entire Nest dancing in the palm of her hand. Every major decision has her blessing and every change her seal of approval. She is a Queen not only in name, but also in rank.
How good of a leader is she?
1d4
1- Poor. She has little idea of how to lead or what good tactical or military decisions would be, but insists on being involved anyway, often to the detriment of the Nest.
2- Adequate. She is a decent leader, but no true strategist. She does know the basics of strategy and tactics and directs her children away from truly stupid decisions.
3- Good. She is a wise leader, capable of orchestrating grand strategy and selecting good leaders. All of her Bosses are adequate and her Jades are perfectly loyal, mostly out of fear of what will happen if she is displeased.
4- Excellent. She is a genius by the standards of Garrols and intelligent even by the standards of humans. Enemy commanders will be gob-smacked as the Garrols utilize insightful tactics, fight in disciplined ranks and threaten them as they never did before.
How is her current interest?
1d10
1- Alcohol. She is a massive alcoholic and sends her children out to procure her large amounts of booze. If more intelligent, she will demand they capture slaves and brewmasters to make alcohol for her. Thanks to this, there is plenty of valuable alcohol in the cave to steal and/or loot.
2- Fine foods. She has developed a taste for fine foods. She sends her children out to capture cooks and gather rare ingredients to feed her increasingly discerning palate. The Nest is full of cooks, who can be hired/rescued, or rare food items that can be sold or eaten.
3- Music. She loves music and has her children kidnap bards and musicians to perform for her. She also wants them to find a craftsman to craft her an instrument she can play with her huge hands. The bards here would gladly pay you if you rescue them, plus they could spread your legend far and wide. They could also provide other services, if they like you, such as getting you an invitation to the exclusive masquerade ball, or rumors about what's going on in the cities.
4- Poetry. She has found a new love for poetry and demands books of poetry and poets to recite them to her. She makes them pretend to be in love with her and torments them when she is unsatisfied with their performances. The poets have little money, but many are friends with the powerful, who would reward you for returning their pet patronees.
5- Beautiful creatures. She hoards beautiful things, from fine horses to beautiful people to rare magical beasts. She treats them like dolls, pampering them but refusing to allow them freedom. Anyone who harms her "dolls" will suffer terribly. Some of these people are nobility, and you could easily earn a ransom or a reward by rescuing them.
6- Theatre. She had them kidnap an acting troupe and build a stage where she could watch them put on plays for her. When she saw all the plays, she demanded playwrights to make new stories for her to watch. The theatre troupe have no money, but they would be willing to let you travel with them for free and can write a few plays about you and your deeds.
7- Art. She has developed a collection of fine art. She also wants her children to kidnap artists, so she can commission new works more suitable to her. Maybe some art that shows her kind winning for once? Many of the pieces here are very valuable and there may even be a couple that have magical effects.
8- Literature. She is very interested in story-telling and has developed a collection of books. She had them kidnap scholars to read to her and teach her Jades to read. She has also decided to write her own story, a parade of insane nonsense and senseless cruelty and will force anyone she has captive to listen to it read aloud. She also needs new scribes, as these current ones cannot write fast enough. There are more than a few valuable tomes here and more than a few of the scribes have taken copious notes on the internal structure of the Nest. Such information would be invaluable to destroying it.
9- Philosophy. The Queen does not understand philosophy, but she finds debate fascinating. She has her children kidnap scholars and force them to debate ideas of interest to her. Those who please her or win the debate as allowed to participate in more debates, while the losers are tortured to death. The scholars themselves are largely the patronees of the powerful, tutors of their children or they work for prestigious institutions. A rescue would earn many favors, and likely a financial reward, for such individuals who do so.
10- Religion. The Queen zealously worships the Gods of her race. She believes she receives visions from them and is working on carrying out the 'Will of the Gods'. She may be completely crazy, but that would be the better outcome, as the Gods of the Garrol are wickedness incarnate. Anything they wish for her to do cannot be good. The Nest is full of altars, slaves and magical items created by consecrating them to the hideous Gods of the Garrol race. Such items are likely to be horribly cursed however, even if they could be quite powerful.
How does she fight?
1d3
1- She detaches her birthing sac and charges in like a bloodlust fueled locomotive. She'll rip you apart with her bare hands.
2- She has a massive weapon. She wields 1d4 [1= A stalagmite torn from a cave like a club; 2= A fallen tree sharpened into a giant stake like a spear; 3= A human greatsword like a dagger; 4= A proper weapon stolen from the Giants.]
3- She sticks to ranged combat, throwing boulders at any enemies unwise enough to approach her.
Does she have any additional powers?
1d8
1- She has magical talent, able to cast spells like a Blue.
2- She has incredible senses, making it almost impossible to sneak up on her.
3- Her pheromones are so powerful that even non-Garrols are affected by them. When you get close to the Queen, you must save. On a failed save, you take 1d6 COG damage per round. If this reduces your COG to 0 you become Charmed to the Garrol Queen.
4- She has a Fear Aura as per a Garrol Boss.
5- When using her 'Commander' ability, she automatically succeeds, as her children cannot disobey her.
6- She can produce a younger clone of herself. This clone has 1/2 her HD, obeys her without question and does not have the ability 'Birthing Sac'. She can only produce a younger clone 1/Month.
7- Her regeneration is so powerful that she regains 1 HD per round unless at full HP.
8- 1/Day, she can produce a layer of thick armor over her body. This armor has 2 HD and functions as an independent health pool. Any damage done to it does not carry over to the Queen. When the armor is reduced to 0 HP, it breaks off and falls away.
Fantastic insights on creative character design. Just like crafting memorable orcs, the best CV writers in Australia help shape standout personal stories that leave a lasting impression.
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