Showing posts with label Yugoloths. Show all posts
Showing posts with label Yugoloths. Show all posts

Friday, December 1, 2023

OSR: Yugoloths: Ripened Company


by Victoria Yurkovets

Other Yugoloths:

Shiver Squad: Shock Troops

Gelid Squad: Silk-workers, infiltrators and spies

Bluster Platoon: Magical powerhouses, negotiators and administrators

Vernal Company: Amphibious Light Infantry

Floral Squad: Magically gifted Lordlings rejected by their peers

Sumhigh Squad: Sappers and Siege Specialists

Swelter Squad: Magical Ninjas and Assassins

There is a City, much known, but widely feared, a glittering promise.  Buried in an inhospitable desert, concealed by enormous, shifting dunes, it glints like a mirage, a glittering oasis of green and glass, shining spires rising out of the sand.  One would think it a hallucination until you walk the streets, wide and paved, passing the performers, the singers and jugglers, the tumblers and dancers, the vendors hawking everything from grilled lizard on skewers to glossy robes in the finest fashions.  It is a City of wonders and glorious excesses, where any injury can be healed, where immortality can be found, where any pleasure, no matter how depraved, can be indulged.  It is a drunken, swirling fever dream; it is the City called Al-Kanari, Queen of Oasises, Jewel of the Desert, and it is the City of the Verdaloths.  

The Verdaloths:

The Children of Sorrowful Jane, the Verdaloths were one of the few success stories the Sewing Circle had when creating the Yugoloths.  Created to be healers and support units to their brothers, the all-female Verdaloths proved to be imminently capable at their jobs, healing and sustaining any Yugoloths they trained with.  But when the Book of Names disappeared, the Verdaloths did not scatter to the winds.  Instead, they traveled with their kin, supporting Yugoloth armies and providing vital support.  They were prized by other Yugoloths, who spend large amounts of time and energy trying to court them.  

It was that, most likely, that dashed the Sewing Circle's careful plans.  For the Verdaloths possessed the one flaw that all Yugoloths possessed, the one thing they had learned from the Sewing Circle above all: greed.  The Verdaloths slowly realized how valuable their powers were and how not only valuable they could be to other Yugoloths, but to outsiders.  In fairness, it was probably only a matter of time before they followed their brothers and went rogue.  

The Verdaloths left and as a group, went looking for a home.  For a time they traveled, being greeted first with fear, then suspicion, then finally joyous celebration.  They healed the sick, made the lame walk and the blind see.  They were a blessing and people flocked to them.  Not that they worked for free, of course.  Even back then, getting a Verdaloth to heal you was expensive.  But it was safe, effective and almost instanteous.  Who wouldn't leap at such an offer?  And so the Verdaloths became rich.  But wealth attracts parasites and thieves, those who wish to take what you have.  Additionally, when you're nomadic, it's hard to actually carry enormous quantities of wealth.  There is a reason why nomadic people measure wealth in things that can move, like livestock.  

The City:

So the Verdaloths concocted a plan.  They could have easily settled in almost any city or nation, but they didn't want to be bound to anyone, nor have to follow anyone else's rules.  So they went out into the badlands and found a tiny oasis out in the desert along a forgotten stretch of coast, visited only by the occasional smuggler's skiff and the herdsmen who brought their goats here to drink.  There they built a City, a decadent, glowing metropolis where anything was for sale and nothing was off the table.  

From there, the Verdaloths send out their emmissaries and their agents to promote business, collect debts and inspire people to come and visit them with tales of miracles.  Injuries healed, lost limbs regrown, life extended, youth and beauty restored: all available, for an appropriate fee.  

Verdaloth Organization:

Unlike their fellows, the Verdaloths do not hold to a more traditional military-esque hierarchy.  They instead are divided up into Sororities, semi-autonomous orders that function like the halfway point between guilds, social clubs and secret societies.  Together, these Sororities govern the City of Al-Kanari, feuding and squabbling with each other, usually only cooperating in the face of an external threat or a sufficiently large business opportunity.  

The Sororities are each run by a Matriarch.  Each Sorority assigns their leader a different title as befitting the traditions and culture of the Sorority.  From there, each Sorority will have it's own focus; some focus on aesthetic improvements and the pursuit of beauty, while others work to develop new and more efficient biological weapons, some investigate diseases and their interaction with life and various other pursuits.  

The Verdaloths who carry out this research are the upper-tier of the Sorority, the Elder Sisters.  Below them you will find the common Sisters, who help the Sorority run it's various businesses in the City, as well as assisting their Elders with research and other things they need done.  Finally, lowest of all are the Daughters, who are sent out into the world to handle commissions, drum up business and maintain the reputation of the Verdaloths as miracle healers and a worthwhile investment.

Most of the time, if you are not in Al-Kanari, any Verdaloths you will meet are either Daughters or low-ranking Sisters who are out on assignment.  

A Note on Appearance:

Verdaloths are the masters of flesh and bone- as such, they often look radically different from their base forms or how they did when they were born.  Verdaloths are hatched from eggs and emerge with an insectile appearance, resembling large grubs or larvae.  They then pupate, emerging from their cocoons in humanoid forms, though they keep their insect features, such as antennae, carapace, a hard shell, compound eyes and the like.

Verdaloths do not usually show off their true forms, though most of them don't think of their bodies like other mortals would.  To them, their bodies are naturally plastic, so changing them is not so great a burden.  As such, Verdaloths will change their form to fit new stages in their life, a change in social status, on the orders of a higher-ranked Verdaloth, or for aesthetic or practical reasons.  More information on how a Verdaloth might look can be found below or by a particular Verdaloth's profile.  

A Note on their status as Yugoloths:

The Verdaloths are content to assist their kin for reduced prices, but they are largely uncaring toward the other Yugoloth factions.  They have achieved wealth and power and now they are loathe to risk any of it.  They are on cordial relations with their Mother, Sorrowful Jane, and will occasionally assist her with her plans, for a fee.  

The location of their Book of Names is unknown.  Some speculate that it was abandoned in the desert, or tossed into a deep gorge.  Others speculate that it is hidden somewhere in Al-Kanari, as the Yugoloths are covetous and selfish above all, and would never abandon a potential attempt to dominate others.      

by Kiguri
Number Appearing: 1 + X Bodyguards (see below)
Alignment: Lawful or Neutral Evil
Languages: The secret Yugoloth tongue, their Sororities' secret language, the lingua franca, 1d4 other local languages
Treasure: Varies depending on the Sorority and status of the Verdaloth (see below)  

Base Verdaloth Statblock:
HD Varies, see below
AR Varies, see below
Atk One weapon Attack or One spell, see below
Mor 8
Saves (7+HD) or less

Innate Spellcasting: Verdaloths have Mana Dice (MD) equal to their HD.  They does not trigger Chaos, but their MD do burn out on a 5 or 6.  They know the spells Alter Self, Healing Touch and X other spells.  To determine which, roll on the Verdaloth Spell table below.   

Regeneration: Verdaloths can absorb Mana to heal themselves.  As a free action on their turns, they can convert MD to HP.  They do this by rolling as many MD as they want.  They then recover [sum] HP.  MD used like this are automatically burned out.  

Reinforcements: All Yugoloths know at least one of the True Names of their kinsmen, usually a member of the same squad.  However, because they will not compel their kinsmen to respond, and because most Yugoloths are selfish by nature, their kinsmen will not always respond.  As an action, the Yugoloth can attempt summon that other Yugoloth to aid them in whatever the first Yugoloth was doing.  

Any member of Ripened Company has a 20% of being able to summon back-up from their own Sorority, or a 50% of summoning a Yugoloth from another unit.  The Officers of Ripened Company have a 50% of summoning a Yugoloth from their own Sorority and a 80% of summoning a Yugoloth from another unit.  

Tactics:
- Hide behind your Bodyguards
- Avoid anything that could endanger you
- Only fight if the odds of actually being in danger are extremely low
- If in danger, run or if that's not possible, beg for your life

by Maxa-art
To customize a Verdaloth, roll on the tables below:

What is this Verdaloth's status?

1d4
1- Daughter.  One of the lowest members of her Sorority, this Verdaloth is busy dealing with the contracts that her superiors require her to carry out.  She is overworked and busily getting disillusioned to the true state of her situation.  She has 3 HD, AR 2 and 3 MD.    
2- Sister.  An occupant of a lowly rung of her Sorority, this Verdaloth has a bit more power than a Daughter, which she guards with every ounce of her strength.  Unlike a Daughter, she is likely to have her own agenda, as well as rivals to contend against.  She has 4 HD, AR 3 and 4 MD.    
3- Exile.  This Verdaloth does not belong to any Sorority, but was expelled from the company of her kin and her City.  She was given some wild quest or scheme to accomplish.  Should she be able to do so, she will be able to return as a full member of their society.  Fail to do so and she will lanquish in the company of strangers forever.  She has 1d4+2 HD, AR 1d3 and MD equal to HD.  
4- Criminal.  This Verdaloth has committed some sort of crime and is currently on the run from other Verdaloths and potentially, other Yugoloths.  Roll 1d3 to see what identity she claims for herself.  Regardless of what she claims, however, she is wanted by either her previous Sorority or if her crime is serious enough, the Matriarch Prime.  She has 1d6+1 HD (min 3), AR 1d3+1 and MD equal to HD. 

What Sorority does/did she belong to?

1d4
1- Aedic.  Named after the mythical garden in which the first mortal souls dwell, this Sorority prizes the pursuit of grace and beauty.  This Verdaloth is exquisitely beautiful, her form sculpted through magic.  Though note that her ideal of beauty might be very different from yours.  If she is idealizing the Wolfling's ideal of beauty, she is not likely to be super appealing to a Frogling or a Lizarian.  If you are attracted to her (Referee's Discretion), you must successfully save to take harmful action against her.  You automatically pass this save if she takes an action to harm you.   
2- Eteros.  This Sorority is the most research and scholarly oriented.  Unlike their kin, they are devoted to the pursuit of knowledge, especially in the area of biology, medicine and magic.  They seek to increase all these, in the hopes of increasing the power of Verdaloths in general and themselves in particular.  Besides this, they are also devoted to the study of life extension, with the goal of finding and developing a cure for death: in a word, immortality.  This Verdaloth's body is designed for survival- she has natural weapons, scales for protection and one of the following 1d4 [1= Wings, granting her the blessing of flight; 2= Gills, letting her breath underwater; 3= Thick natural armor, granting her the protection of medium armor even when naked; 4= Acid spit, letting her spray acid as an action (2d6 damage, 15' cone, save for half, usable every 1d4 rounds).]  
3- Sinis.  Unlike the other Sororities, Sinis teaches that all things in life are temporary.  As such, those of Sinis change their forms like clothing, discarding and putting them on as needed.  This Verdaloth will look like whatever would most benefit her in this situation, whether that be ugliness, beauty, strong natural defenses or simply looking plain and non-magical. She could be a vision of beauty, a hulking organic tank or a plain-looking farmwife.  
4- Ulkara.  This Sorority is dedicated to the acquistion of political power, status and wealth.  As such, Verdaloths associated with it will grant themselves queenly guises, never pretending to be anything they are not, but also softening their image to make themselves seem approachable and not as alien.  For example, in the land of the Froglings, a Verdaloth might give herself green skin or black spots on her brows to subtly mirror the amphibious folk that live there.  ULkarans are always escorted by soldiers from the reigning authority, whether that be house troops from the local aristocrats, professional soldiers from the standing army or men hired from famous sell-sword companies.  They find those with power and status and use them as shields, so threatening them means threatening very important, powerful people.  

How many spells does she know?

Daughters know 1d3+1 other spells.  

Sisters know 1d4+1 other spells.  

Exiles know 1d3 other spells.  

Criminals know 2d4 other spells.

What spells does she know?

1d20
5- Birth Cancer
18- Sculpt Flesh

New Spells:

Birth Cancer
----------------------------------------------------
R: 10' T: creature D: one action

One creature within range must save.  Creatures with 3x or more HD than [dice] are immune.  Creatures with more HD than [dice] may add the difference to their saves.  Creatures with less subtract the difference.  

On a failed save, the targeted creature develops a cancerous tumor.  This tumor will begin growing next round.  Each round it will reduce the creature's STR, DEX and CON by [dice].  This will continue for 2[dice] rounds, until the tumor stops growing at an accelerated rate.  It will then continue growing at a normal rate.  Creatures reduced to 0 CON by the tumor die.

If cast at 3 or more [dice], the caster can also cause a tumor to form but it grows at a normal rate.  This makes the tumor virtually undetectable without magic.

Note: The tumor continues to grow at a normal rate after the duration ends.  If untreated, creatures with a tumor will live for a number of years equal to (remaining points of CON)-[dice]. A result of 0 or less means the creature has only 1d10 months left to live.  This tumor can be treated via normal methods, such as surgery, powerful magic, exposure to radiation or drinking poisonous substances.  And of course, the Verdaloths would be happy to remove it for you, for a small fee.

Sculpt Flesh
------------------------------------------------------
R: touch T: creature D: [dice] rounds

For the duration, you may manipulate the skin or flesh of living creatures as if it was clay.  You can rearrange, reshape and alter the appearance of flesh.

For every [dice] past 1, you may select one of the following options:
- You can alter the color of any skin you touch if you so choose for the duration
- You can change tissue types.  You do this by reducing one of a creature's ability scores and moving those points to another ability score.  This only works for STR, DEX and CON
- You can make any change to the creature's body done through another spell or magical source permanent
- You can manipulate bone as well, bending it without breaking it

How many bodyguards does she have?

Daughters have 2d4 Bodyguards.  Bodyguards are hired by the Sorority the Verdaloth serves and are charged with protecting her and keeping an eye on her for her superiors.  They will prioritze her safety above all, even her own will.

Sisters have 1d6+3 Bodyguards.  

Exiles have 1d6 (exploding) Companions.  Companions are those the Verdaloth travels with, but their relationship to her is more complicated.  Her Companions are 1d6 [1= Her friends; 2= Her lovers; 3= Her family, biological or found; 4= Her bondsmen, they have enslaved her; 5= Her captors, they have kidnapped her or are holding her against her will; 6= Her business partners.]    

Criminals have 2d6 (exploding) Companions.  

What are her Bodyguards/Companions?

1d12
1- Humans, on horseback and armed with short bows, lances and swords.  Will attempt to run down or impale any enemies.  Will use bows when retreating or to soften up tough enemies.  
2- Oxmen, armed with huge swords, crossbows and bristling pikes, with tower shields.  Will form a tortoise with the Verdaloth in the center and pelt enemies with crossbow bolts.  
3- Orzane, armed with two-handed axes, hammers and maces.  Will work themselves up into a furious rage and charge in a wild, blood-crazed rage.  
4- Lizarians, who fight with nets, bolas, tridents and sword-breakers.  Will work in small teams, restraining and pinning down enemies before stabbing them to death.  
5- Morcai, who rush their enemies with spears and slings.  They will spit poison into your eyes and bombard you with projectiles, while their spearmen rush and attack the blinded.
6- Crocolings, armed with swords, shields and javelins.  They wil challenge their foes to individual duels and if they start losing, all abandon honor to gang up on the weakest one.
7- Coyoons, armed with crude bombs full of hallucinogenic powder, curved swords, bows and paralytic venom they smear their blades with.  They will pelt you with poisonous projectiles, then only close when you look vulnerable.  
8- Wolfmen, armed with short axes, javelins, spears and bows.  They attack in a howling mass, seizing the weakest and hacking them to pieces before your eyes.  Terrifying to horses and other herd animals.
9- Bearman, armed with clubs and huge hammers.  Will just wade in and start swinging, counting on sheer strength and mass to win the day.  
10- Dwarves, armed with axes, warpicks, hammers and the best crossbows you've ever seen.  They will be wearing heavy armor and so will form an armored wedge that carefully advances, while crossbowmen pick off anyone who tries to flee or flank them.
11- Mixed unit, roll 1d10 1d4+1 times.
12- Modified Unit.  Roll 1d10 again, but this group of Bodyguards has been modified with 1d6 [1= Thicker natural armor- +1 HD; 2= Enhanced Adrenal Glands- they don't take damage until next round and seem unable to feel pain; 3= Cat's Eye- they can see very well in the dark.  This group usually travels and fights at night; 4= Poison glands- they do +1d6 poison damage on a hit, having smeared their weapons with their poison; 5= Quadrupedal- they have been transformed into bizarre parodies of a centaur, their lower bodies replaced with four limbs.  This lets them move as fast as a horse and carry heavier loads, though they can't fit into tight spaces or most buildings; 6= Wings- they can fly.]     

All Bodyguards have 2 HD, AR 2, Atk Weapon (1d6+2), Mor 13, Saves 9 or less.  

All Bodyguard detachments of 4 or less are lead by a Bodyguard Sargent who has 1d3+1 HD, AR 3, Atk Weapon (1d6+3), Mor 12, Saves (7+HD) or less.

All Bodyguard detachments of 5 or more are lead by a Bodyguard Lieutenant who has 1d6+1 HD, AR 4, Atk Weapon (1d6+4), Mor 14, Saves (7+HD) or less.

The leader of the detachment always count as part of the total number of Bodyguards- it is not (X Bodyguards + the leader).   

by SassyNugget
Notable Members:

You are not likely to encounter any of the high-ranking Verdaloths out in the wild as almost all of them spend all their time in the City of Al-Kanari.  If you do so, this is for an event as important as the Coronation of a new emperor, the signing of a historic peace treaty or the outbreak of a major war.  Such Verdaloths will also travel with great caravans of slaves, servants, retainers and soldiers.  The following are a few of the Verdaloths you might find out in the wild or outside Al-Kanari.

Yana Jadehair

True Name: Caremi [ka-rem-E]

Appearance: Yana Jadehair usually takes on the form of whatever the majority race of the town or city she is visiting.  She usually keeps some alien features to signal the fact she is not normal.  Right now she has taken the form of an extremely beautiful (if you're into Canids and Mammal girls) Wolfman female with black and pale green fur, with silver highlights.  She has also kept the anttenae and spines on her elbows and wrists from a previous form.  She tends to dress in a very regal and feminine way in whatever the local fashion among rich woman is. 

Yana Jadehair is an ambitious young Daughter from the Ulkara Sorority.  She is young and inexperienced but full of passion.  She has a monstrous ambition and plans to rise to the top of her Sorority, maybe even to the status of Matriarch, or Gods Above, Matriarch Prime.  She is idealistic and actually believes what her Elders tell her, that those who work hard and excel at their work will be rewarded, as well as the naive notion that the hierarchies within the Verdaloth Sororities are meritocratic and based on competence.  

In truth, none of these things are true.  The internal hierarchies of the Sororities are a place of brutal office politics based on the most vile and dirty tactics, including violence, intimidation, black-mail, seduction and rarely, assassination.  Those who ascend the ranks are rarely the most competent or hardest working, but the most vicious, cunning and deceitful.  This is a truth that becomes blindingly obvious once you have spent enough time among the Elder Sisters of any of the Sororities.  

Of course, Yana does not know this.  As such, she is currently taking to her work with zeal.  Her current work is working as healer for an army under a general who is famous for winning many victories, even when outnumbered or outmatched.  She has been doing this, but also has been contacted by a group of agents loyal to the King that the general works for, who are concerned about their Sovereign's relative lack of popularity, especially in contrast to how famous and well-liked the general is.  They want her to kill the general and make it look like an accident.  She is not entirely opposed to this, but is waiting for a sign to see which way she's going to move.  After all, if the general revolts now, he might be able to take the throne.  And regardless of whatever happens, she plans on standing with the winners.  It should be noted that neither of these options are, or would be, sanctioned by her superiors back in Al-Kanari. 

Besides this, she is also looking out for opportunities to meet important or powerful people, potential money-making opportunities and potential alliances she can forge.  She plans on being a big name one day, and as such, is looking out for any opportunity to advance herself.  She would likely find a wandering group of mercenaries with no strong ties to anyone the perfect allies to recruit, for the deniability such a group could provide, as well as the potential to fleece them out of a little money for some easy healing.

Weakness: Yana has a towering ambition.  She will be great one day, she knows it.  As such, she is not one for careful planning, maneuvering or patient steps.  She would rather risk everything on the grand gamble, let her future be decided by a toss of the dice.  She has confidence Fortune and Destiny are on her side.  

Along with all these other goals, her only other goal is to seduce the leader of her Bodyguards, a Wolfman by the name of Tenvir Swiftwind.  Tenvir, unlike his charge, is a grizzled and experienced warrior and mercenary.  He is very experienced with the horrifying internal politics of Al-Kanari and knows better than to attach himself to an ambitious young Verdaloth who is likely to end up crushed and or potentially killed.  If that happens, he's not going to be dragged down with her.  His only goal is to survive this current contract, only two more years left, then try to leave this accursed City and retire.  

Statblock Changes: 

She Has:

HD 3
AR 2
MD 3

Innate Spellcasting: Yana knows the spells Alter Self, Healing Touch, Anti-Life Aura, A Small Death, Birth Cancer and Wave of Mutilation.

She has 7 Bodyguards.  Her Bodyguards are led by a 7 HD Wolfman Bodyguard Lieutenant named Tenvir Swiftwind.  Her Bodyguards are Dwarves, see "10".  

Yana's Treasure:    

Five pouches full of copper coins, gifts and payment from individual soldiers.  Each pouch contains 3d6 coppers.  (10 Coppers = 1 Silver; 10 Silvers = 1 Gold).  She also has a trunk full of fine clothes, including a set of enemy uniforms carefully concealed under a mass of fancy dresses heavy with cloth-of-gold and other valuable things.  

She also is owed a larger sum on behalf of her Sorority, four chests of 280 Silver each.  These are being kept under guard by her employers at the moment, but are near her.  Note that no one will steal from these, as cheating a Verdaloth is a good way to find yourself in a "I have no mouth and I must Scream" situation and that's not even counting how if you steal or cheat from them, no Verdaloths will ever come to your aid. 

by Remarin
Caisha Stoneye

True Name: Abriesha

Appearance: Caisha looks like a Coyoon female with golden fur and a mostly normal appearance with the exception of her eyepatch.  However, she usually modifies one of her eyes depending on the circumstances- if trying to intimidate someone she might make it resemble a hollow cavity, or a tiny mouth; if trying to impress someone with her power, she might make it look like a glowing gemstone; if trying to seduce someone she might make it look like a different color than her other one, which is plain, ordinary brown.  In the stories they tell about her, people attribute many powers to her concealed eye- some say that to look upon her concealed eye is to instantly die.  Others say it lets her read the mind of anyone who she looks at it with, while others say it can see the future.  None of these are true, but the stories are extremely common and widespread.  Some of these stories also mention that she is a Verdaloth in disguise, while others, who are more used to the eccentric appearances of the Verdaloths, think that she is just a Coyoon Maga.    

Low-ranking Verdaloths often go on "Missionary Journies" or a "Healing Tours".  These consist of her traveling to lands nearby Al-Kanari and telling everyone about the wonders available there to experience or for sale, the money-making opportunities and the other reasons to go.  She will also heal those who need it, a few for free, while some for a discounted price.  Her job is to drum up business and entice people to come.  In the land around Al-Kanari, this is an uncommon, though not unheard of thing.  Additionally, especially if you are moving along one of the primary caravan routes, it is not so rare to see a Verdaloth traveling with her escorts, whether to one of the stops along the way through the desert surrounding Al-Kanari or to the lands beyond.  

Caisha Stoneye is a Verdaloth taking advantage of this fact.  She is a criminal fleeing the justice of her own people.  Her crime is the theft of a certain Verdaloth's possession, namely one of her favored slaves.  The slave in question is a young slave boy by the name of Ula and is known for his beautiful singing voice and pleasant face, both of which came about naturally.  The Verdaloth who kept him used him for entertainment and as a personal servant, but Caisha became obsessed with him, seeing him as an unpolluted spring in the midst of a toxic morass.  She "rescued" him and took him with her when she fled the City.

Caisha was a Sister in the Ulkara Sorority, but she gradually became disgusted with their hunger for wealth and power above all other concerns.  She, unlike so many of her Sisters, was burdened by an unfortunate malady: a conscience.  She also felt plagued by her own guilt- there were plenty she could have helped, but instead she turned a blind eye to them.  They could not have benefited her in any way, or even paid her.  As such, they were nothing to her.  But upon seeing Ula, she was struck by a desire to save him, to prevent him from suffering the same cruel fate as she did.

To do this, Caisha left Al-Kanari and established her own criminal fraternity.  She used her powers to act as an underground healer for criminals, no questions asked, all for reasonable rates.  Then as she became trusted, she seduced certain key players to her side through money, power and beauty.  Soon she established her own syndicate, one known as the Green Branch Brotherhood.  They deal in all sorts of illegal goods, smuggling, theft and running protection rackets.  She uses the ill-gotten gains from her schemes to maintain a quiet house for Ula.  He and Caisha now live together, where he enjoys a life of music, education and art.  

Weakness: Caisha feels desperately guilty for her previous crimes.  She wants to make up for them in any way she can.  She knows how hypocritical her past and current actions are and is tangled mess of guilt, self-recrimination and earnest desire for redemption, even as she commits more wicked deeds.  If she saw an opportunity for redemption, she would take it, unless it was obviously self-destructive or a blatant trap.

Statblock Changes:

HD 3 
AR 3
MD 3

Innate Spellcasting: Caisha knows the spells Alter Self, Healing Touch, Carnal Armor, Eliminate Pain, Overdrive and Sculpt Flesh.

She has 7 Bodyguards, all who are members of the Green Branch Brotherhood.  They are Coyoons, see "7".  They are led a 7 HD Lizarian named Avzov of House Kilpri.  He has been modified by her to be even larger and bulkier than other Lizarians and thus is able to command the usually undisciplined and clannish Coyoons.

Caisha's Treasure:

In her headquarters, she has a stash of 200 Coppers hidden in her safe, along with 6 Silver and 1 Gold.  

The majority of her wealth is concealed in other concealed places, mostly concealed in buildings she owns and would have a reason to visit (such as her the servant's quarters of her house).  This stashed wealth consists of 170 Silver.

She also has an ultra-secret final stash of 120 Gold, concealed from everyone, buried under her house and extremely well concealed.  Within her home she also has 2d4 pieces of art and other luxury goods that could easily sell for 3d10+10 Silver each.  

by Materclaws
Scarana Truegaze

True Name: Esha

Appearance: Scarana resembles a large insectile creature, humanoid and covered in a mix of soft flesh and hard outer shell, with compound eyes, antennae and clawed, three-fingered hands.  Her one concession to vanity is her hair, which is composed of a series of short, crystalline fibers closer to a bird's plumage than fur or hair.  This is close to what Verdaloths naturally look like, though they rarely assume such forms.  

Scarana is a Daughter of Eteros, one of the Sororities that is dedicated not just to the pursuit of pleasure and beauty, but instead seek to advance the power of all Verdaloths through the use of rigorous, philosophic study.  Scarana is one of the most dedicated of their young researchers, dedicating all the time she is not working on Sorority projects on her own research.  Unlike many Verdaloths, she finds the lure of gold and carnal pleasures to be far less interesting than the pursuit of knowledge and through it, power.  

Scarana, like many of her fellows, is mostly busy doing grunt work for her Sorority, assisting Elder Sisters with their research as well as helping to run the various operations that keep Eteros flush with coin.  When she is not doing that, however, she is dedicated to the holy grail of Verdaloth research: immortality.  While all Verdaloths are interested in expanding the power of their Arts, as well as pursuing immortality, for Scarana it is an obsession.  She is utterly devoted to the idea of immortality and is confident she can find it.  

Does she have the slightest clue of where to begin, or how to even start?  No, she does not.  However, she is determined and hard-working and is certain that it is possible, she just needs to find it.  Whenever she travels she always seeks out scholars, archives, libraries and other sources of arcane and esoteric lore, seeking any information that could help her in her quest.  She also wishes to meet a real immortal, so she can examine their body and see how it works.  

Weakness: Scarana is weaker than a lot of her kin when it comes to her innate magical abilities.  She is not a cripple, but she is definitely weaker than most of Eteros' other Daughters.  She knows this causes her superiors to overlook her and resents her more talented sisters.  She has a massive chip on her shoulder and desires to prove her superiority over others, and will not overlook an opportunity to do so.  She is easily angered and challenged, though she will avoid challenges she doesn't believe she can win, such as strength or swordsmanship.    

Statblock Changes:

HD 3
AR 2 
MD 3

Innate Spellcasting: Caisha knows the spells Alter Self, Healing Touch, Grasping Vine and Overdrive.

Acid Spit: As an action, she can spit a 15' cone of acid that does 2d6 damage, save for half.  This ability is only usable every 1d4 rounds.

She has 7 Bodyguards, who are Wolfmen, see "8".  Her Bodyguards are led by a 3 HD Bearman by the name of Wise Argol. 

Scarana's Treasure:

100 Silver, stashed in a locked coffer.  She also has a portable alchemical set for mixing potions, a set of chalk, and several books on the philosophy of magic, natural philosophy, biology and history.  She also has several journals full of notes from unfinished experiments and notes on incomplete projects, such as the true identities of potential immortals. 

by Plasmidhentai
Verdaloth Plot Hooks:

1d12
1- A wealthy client has a rare disease or malady that no healer can cure.  He needs you to escort him across the desert to Al-Kanari as quickly as possible, as he believes (not incorrectly) that the Verdaloths should be able to cure him.  
2- A group of Unclean (Lepers) are engaged in a crime spree, robbing and pillaging.  They are doing this because they have heard there is a Verdaloth near and want to be cured: but they cannot afford the prices she charges.
3- When in court, the party is asked to steal a sample of hair or blood from the new heir, as the King is worried about the boy's paternity.  He wants you to bring it to the Verdaloth he keeps on retainer and ask her to identify it for him, to see if she can identify if the boy is really his heir.  
4- As above, except the King is also cheating on his wife with the Verdaloth, who looks like an insectine creature to the Court, but in private she takes on whatever form he wishes.
5- As above, except the Queen was unfaithful and wants you to secretly bribe the Verdaloth to confirm the boy's paternity and maybe subtly alter him a bit so he more resembles the Queen.
6- A Verdaloth scholar is seeking out information on immortality for her research.  She is willing to pay you a handsome sum if you break into an well-defended and certainly booby-trapped arcane laboratory to steal anything useful and bring it to her.  
7- A Verdaloth scholar is willing to pay you a princely sum if you will kidnap someone for her.  The Verdaloth is interested in this person because she believes he is immortal.
8- A pair of armies are at war, but while one side has a Verdaloth, the other does not.  The general hires you to sneak into the enemy camp and kidnap the Verdaloth, or at least keep her away from the battle-field for a while, so his men's morale doesn't collapse further.
9- One of the Kingdoms near Al-Kanari's Kings has suddenly died, leaving no clear successor.  While all the most popular heirs are busy raising armies and trying to assassinate each other, a Verdaloth hires you to help her with a scheme; the deceased King conquered the Kingdom and destroyed the previous dynasty, with one exception: the last daughter of that old dynasty, who was born in captivity.  The Verdaloth wants you to rescue her from the monastery she is being held prisoner in so they can groom her into a puppet ruler.  Now the Verdaloth doesn't say it like that, "Restoring her to her rightful throne" would be how she put it, but that's what the Verdaloth wants.    
10- In a Kingdom ruled by a drunkard King with many heirs, the seventh prince plans to eliminate his rivals and take possession of the throne.  He plans on doing this by black-mailing the Verdaloth kept on retainer to help him fake a series of "accidents".  The Seventh Prince hires you to help with these assassinations, offering a large sum of gold.  He might also dispose of you once he's done with you, unless you prove particularly powerful or useful.  
11- As above, except for the Verdaloth has hired you to steal the incriminating evidence from the Seventh Prince so that he cannot influence her anymore, thus allowing her to be free of his control.
12- The King's pet pegasus got loose and was eaten by a Giant Spider!  The courtiers responsible for accidentally letting it escape are scrambling to fix this, as if the King finds out what happened to his favorite pet, he will probably hang the lot of them.  They need the party to capture a horse that looks "exactly" like the Pegasus and then bring it to the next City over. The courtiers know there is a Verdaloth there and want the party to hire her to make the horse into a Pegasus.  Whether or not she can actually do this is unknown, but they are prepared to pay dearly to avoid the noose.  

by RyzzTan

Sunday, December 25, 2022

OSR: Yugoloths: Swelter Squad


artist unknown
Other Yugoloths:
Shiver Squad: Shock Troops
Gelid Squad: Silk-workers, infiltrators and spies
Bluster Platoon: Magical powerhouses, negotiators and administrators
Vernal Company: Amphibious Light Infantry
Floral Squad: Magically gifted Lordlings rejected by their peers
Sumhigh Squad: Sappers and Siege Specialists

Swelter is the 7th, and usually the hottest month of the year.  As such, when Leah Congenial gave birth to four squalling imps that seriously burned her upon exiting her body, the Hags of her Coven were quick to dedicate those children to the unit named after that same month.

The Charcoloths, as they came to be known, were born with an innate connection to fire.  They are more reptilian than other Yugoloths and love to lay on hot stones or bask in the sun for long periods of time.  They are also known to possess resistance to heat of even the highest temperature.  They can wade in lava flows and soar among the Aurora Borealis without fear of being cooked alive.  They also possess the ability to ignite the flammable oils produced by their skin and glands in their throats, allowing them to breathe fire. 

The Charcoloths proved to be eager students, and studied hard under the Sewing Circle.  The Hags taught them how to fight, how to hide and how to strike without warning or mercy.  They raised them to be ruthless and cold, despite their fiery nature, dreaming of making them a race of sorcerous assassins.  Unfortunately, they would never get a chance to learn how effective their lessons truly were.  When the General stole the Book of Names and divided it into 12 volumes, triggering the revolt, the Charcoloths were the quickest to act.  They sprang upon their Mother and killed her exactly as she had taught them, coldly, savagely, and ruthlessly.  Afterwards, they wept over her corpse, then took their Book and fled.

From there, the Charcoloths improved upon what they had been taught, forging themselves into a fearsome band of warriors.  They learned martial arts and adapted them to fit their unique bodies, then practiced and studied their innate gifts, learning how to master them fully.  By the present day, they have grown not only in number, but in effectivness.  They carved their way into the shadowy underbelly of the world, establishing a reputation for professionalism, efficiency and dispassionate brutality.  They are among the finest assassins in all the land, prized for their loyalty and ruthless determination.  Few are able to survive the predation of the Charcoloths.  Even the best protected targets have vanished in a puff of smoke, or had their homes burn down while they were trapped inside, leaving their protectors nothing but broken bones. 

Today they are feared and widely known.  But, for reasons unknown, the Charcoloths have vanished and gone into hiding and not even their former clients have been able to find them. 
The reason why is simple.  There is a new player on the scene, a cattle thief from the Steppe whose only real achievement before this was getting himself injured in a botched raid.  But when he discovered the Charcoloth's Book of Names, he vowed that he would take advantage of this gift and change his life.  

Since then he has ascended, managing to secure a post as a Captain in the local Khan's warband.  With the Charcoloths acting as his mostly unseen bodyguards, spies and hatchetmen, he has found that obtaining these opportunities was relatively simple.  From here, he plans to usurp his current Khan and carve out an empire for himself, not just among the Steppe tribes, but among the soft, obedient people of the lowlands.

by Farhan Chowdhury

Base Charcoloth Statblock:
HD 4
AR 2 [Fireproof Scales]
Atk Martial Arts or Weapon (1d6+3) or Fire Breath or Assassin Art
Mor 13
Saves 10 or less
Immune to Fire and Fire Damage

Parry: Once per round, as a reaction to taking damage, a Charcoloth can parry a successful attack, reducing the damage taken by its weapon dice: 1d6.

Fire breath: As an action, a Charcoloth can blast fire from his mouth.  This fire hits a 15' cone that is 15' deep.  The fire does 2d6 damage and sets flammable objects on fire, causing them to take 1d6 fire damage a round until an action is taken to extinguish the flames.  This fire damage ignores non-magical armor or armor that cannot protect against fire.  Charcoloths can only use this ability once every 1d4 rounds. 

Reinforcements: Charcoloths have a 50% of being able to summon another Charcoloth or a 5-10% of being able to summon a Yugoloth from another unit. 

Tactics:
- Attack suddenly, preferrably from stealth, with overwhelming force
- Douse your enemies in oil or surround them with flammable substances, ignite with Fire Breath
- Damage the strongest survivor, or anyone not on fire, with melee attacks
- Gauge reaction- if enemies seem largely unaffected, consider retreat, if not, fight on

To customize a Charcoloth, roll on the tables below:

What weapon does this Charcoloth fight with?

1d6

1- A shortsword.  The Charcoloth can, on a successful hit, use their blade to destroy non-magical weapons, cutting through the shafts of spears, chopping bows in half,
2- A belt of throwing knives.  The Charcoloth can substitute a melee attack for two ranged attacks that do 1d6 damage.
3- A kurisagawa.  Two sickles connected by a chain, the Charcoloth can, on a missed attack, entangle a creature's weapon.  That creature must then compete with the Charcoloth in a STR contest or be disarmed.
4- A three-section staff.  The Charcoloth can, as an action, spin the front section of his staff, giving him +1d6 to his next attack roll, unless their was no possible way to use a staff to defend against such an attack. 
5- A pair of Sai.  The Charcoloth can, if it successfully grapples a creature, do 1d6 damage to that creature as a free action on his turn. 
6- A pair of Tonfa.  The Charcoloth can, when parrying, use a 1d8 instead of a d6.

What other equipment does the Charcoloth carry?

1d4

1- Bow and arrow.  Does d6 damage.
2- Small pots of flammable oil.  Shatter on impact and strike all creatures within 10' and do 2d6 fire damage, save for half, and light creatures on fire.  Those creatures take 1d6 fire damage a round until the flames are extinguished.
3- Small pots of sticky glue.  Shatter on impact and strike one creature, sticking it to the nearest surface, usually the floor.  That creature cannot move unless it takes off the clothing that is stuck to or succeeds on a DC 18 STR check to rip itself free.  The glue also sticks whatever the creature is holding to that creature's hands, making it impossible to drop it unless that creature succeeds on that same STR check and takes 1d4 damage.  The glue can also be dissolved with acid.    
4- Poison.  This poison does d6 DEX damage a round until it does 3d6 DEX damage or until the creature passes a CON save.  Creatures reduced to 0 DEX are paralyzed.  DEX comes back at a rate of 1 point per hour after the poison circulates through the system and is removed by the liver d8-CON modifier hours (min 1).  Charcoloths also carry antidotes concealed on their persons, to avoid being dosed with their own poisons. 

How skilled is this Charcoloth?

1d4

1- Novice.  The Charcoloth knows only the most basic techniques, and does not know any Assassin Arts.  Additionally, unless an outcast or isolated from the rest of his kin, this Charcoloth has a 4-in-6 chance of being accompanied by another member of Swelter Squad.
2- Junior.  This Charcoloth knows 1 Assassin Art.
3- Experienced.  This Charcoloth knows 2 Assassin Arts and has a 2-in-6 chance of knowing 1 Martial Maneuever.
4- Expert.  This Charcoloth knows 1d4 Assassin Arts and has a 4-in-6 chance of knowing 1d3 Martial Maneuvers.

Assassin Arts:

1d12

1- Ascetic Blaze.  The Charcoloth causes a fireball to erupt out from his body, doing 2d6 damage to any creature within 10' and causing the Charcoloth to be engulfed in flames for 1d4 rounds.  During this time, the Charcoloth does +1d6 fire damage on a hit and his touch ignites flammable objects.  This will destroy his armor and damage his clothing, however.  The Charcoloth can only use this Assassin Art once per day.
2- Touch of the Destruction God.  The Charcoloth can, as an action, draw a mark on a flat surface, such as a section of floor, wall or a door.  If any creature should touch that rune, it explodes, doing 3d6 fire damage, save for half.  The Charcoloth can only draw 1 rune per hour.
3- The Deceitful Cloud.  The Charcoloth can, if there is a fire within 30' of it, bend the smoke around his body, to make him appear to be someone or something else, such as another person.  This only disguises appearance and the sound of someone's voice, the Charcoloth will only smell of smoke. 
4- Breath of the Red Monster.  The Charcoloth can exhale a cloud of smoke and hot ash that covers 30' cubed.  This smoke obscures the vision of those inside it and those who are on the other side of it and does 1d4 fire damage to any creatures inside it and forces them to save.  On a failed save, those creatures lose their actions and can only move. 
5- Step of the Enlightened.  The Charcoloth can jump up to 30' into the air or horizontally and has +3 to perform any feat of acrobatics. 
6- Silk Slippered Waltz.  The Charcoloth can, as an action, create a web of fiery strings up to 30' long, which can be used to surround a creature or block a passageway.  These strings, if touched, do 1d6 damage and ignite flammable objects on contact.  An especially dextrous person could dive through the small space between strings, but such a feat is beyond most people.  The Charcoloth can only create 1 web per hour.
7- Blistering Blossoms.  The Charcoloth can, as an action, breathe 1d4+1 tiny fireballs which can individually target as many creatures as their are fireballs.  Each fireball does 1d4 damage and ignites flammable objects.  Creatures should save, on a success taking half damage.  Those with shields take no damage on a successful save, though using their shields like this will set them on fire.
8- Screaming Sun Stone.  The Charcoloth can, as an action, coat a heavy object such as a rock, metal helmet or skull in flames and kick it at an opponent.  That opponent must make a defense roll.  If the opponent wins the roll, he takes 1d6 fire damage, but if he loses the roll he takes damage as if from a normal attack plus 1d6 fire damage and is set on fire.
9- Boiling Blood.  The Charcoloth, as an action, heats his blood.  Any creature that injures the Charcoloth during this state must save or take 1d6 damage as they are splashed by boiling blood.  This damage cannot be parried, but armor can reduce it.  This state lasts until the Charcoloth uses another Assassin Art.
10- Smith's Touch.  The Charcoloth can, as an action, superheat a piece of metal the Charcoloth touches, such as a weapon or piece of armor.  Any creature who maintains contact with the heated piece of metal takes 1d6 damage a round contact is maintained and gets -1d10 to any complex or precise action (including attacks).
11- Branding of the Accused.  The Charcoloth can, as an action, touch a creature and cause it to take 1d4 fire damage, while leaving a burning rune on that creature's skin.  This rune stinks of the Charcoloth's mana, as well as the actual aroma of burning meat.  The Charcoloth can use this to follow a creature anywhere it goes.  The mana of the Charcoloth is burned away by the sun within 1d10 days, and after that it becomes a mere brand. 
12- Dance of the Embers.  The Charcoloth disappears in a puff of flames and smoke, teleporting up to 30' away.  The Charcoloth can only use this ability once every 1d4 rounds.

by Āndrey Țeodorsky

Notable Members:

Harwin Skullscald

True Name:
Iloayi [ill-oh-Aye]

Unlike other Yugoloth groups, Swelter Squad rarely divided into more than two or three groups.  They are an extremely disciplined unit, clinging tightly to each other.  A member of Swelter Squad would almost never be alone, unless such a thing was needed for a mission, and even then they preferred to operated in pairs or trios.  The reasons for this discipline is simple- Harwin. 

Harwin was a ruthless, but ultimately fair taskmaster.  He demanded nothing less than perfection from his charges and had the Charcoloths live, eat, fight and train together.  He isolated them from others, even other Yugoloths and forced them to develop bonds of trust between each other.  Egotism, treachery and selfishness were crushed mercilessly.  And while the Charcoloths are still prone to many vices, they are much more cohesive and trusting of each other than any other group of Yugoloths.

But why was Harwin allowed to do this?  It's because he was born first.  He is the firstborn of the Charcoloth, the prime of that original four.  He was always a little bigger, a little stronger, a little more experienced than his peers, even if only by the tiniest fraction.  As such, when he took up the diadem, none stopped him.  Instead, the other Charcoloths eagerly embraced him.  He has led them always since then, with none daring to question his authority, at least openly.  And he is a good leader- leading by example.  When Harwin decreed that the Charcoloths must increase in number, he took a wife and when the children she produced were satisfactory, carrying his blood, he raised those children to be new members of his unit.  As such, many of the newer Charcoloths do not call him "Firstborn" except as a title.  They instead address him as "Father."

The new master of the Charcoloths recognizes that Harwin is a potential enemy, and an exceedingly dangerous one.  At the same time, he cannot kill Harwin, as if he did, the Yugoloths would be intensely motivated to somehow find a way around his orders to kill him.  So for the moment, Harwin is the picket guard for the household.  He is far enough away that he cannot directly move against the Master, but not so far away that is beyond the Master's notice.  Additionally, Harwin is forbidden from speaking to any of the other Yugoloths when the Master is not present.

Weakness: Harwin loves his children and subordinates.  If you were to harm or threaten them, he would easily give in to demands.  Similarly, if one of them were slain, he would become obsessed with killing the person responsible.

Statblock Changes:

HD: 6

Magic Weapon: Harwin carries a magical spear named Sugarsap.  The spear has the ability to transform into a torc of bronze and back, and 3/Day, can inject a creature with a poison that forces that creature to save.  The poison causes a creature to take 1d6 poison damage on a success, but on a failure it causes that creature to become disoriented and confused.  Creatures who fail their save will lose all impulse control and begin acting as if they are children loose in a candy store or men that are severely intoxicated.  In this state, a creature automatically fails any save to resist their impulses and has disadvantage on any ability that would alter their emotions, mood or mind.    

Assassin Arts: Harwin knows the Assassin Arts Screaming Sun Stone and Dance of the Embers.   

Martial Maneuvers: Harwin knows the Martial Manuevers Spear Dance and Whirlwind Strike.

Arvo Brighthand

True Name: Dekai [de-Kai]

Arvo is a young and ambition Charcoloth who was born only recently (by the standards of the ageless Yugoloths), a mere fifty seven years ago.  He has long felt that he is not shown the respect he "deserves" and resents the older generations for refusing to step down and let the young, namely him, take their rightful place as the leaders of the Charcoloths.  This is a common sentiment among many of the younger Charcoloths, though none were as vocal as Arvo, nor as stupid.  For though Arvo often says what others thinks, he is also not nearly as competent as he thinks. 

As such, when the Charcoloth's book was stolen and Swelter Squad gained a new master, Arvo was convinced that this was the ideal time for him to insert himself into the ranks of the new elite and try to curry favor with their new master.  To his immense surprise and satisfaction, his plan worked.  As of now, Arvo is always near the master, entrusted to carry out "important" missions and always there to remind others who is really in charge. 

Arvo himself doesn't realize it, but their new master has appointed him to his current position not because he was the first to recognize Arvo's skills, but because he saw that Arvo was not smart enough to plot against the master.  The master believes, and rightly so, that Arvo is too dumb to betray him.  Or at least, too dumb to betray him in a way that cannot be evaded or defeated with ease.

Weakness: Arvo is full of himself and thinks he is far more clever than he actually is.  He is weak to flattery and manipulation, as he feels himself far too intelligent to be manipulated.

Statblock Changes:  

Assassin Arts: Arvo knows the Assassin Arts Ascetic Blaze and Dance of the Embers.

from here

Plot Hooks (if the Charcoloths are free):

1d4

1- The King's Spymaster has just heard that someone has hired the Charcoloths to assassinate him.  The party has been asked to protect him.  They can either try to stop the assassination or try to find out who arranged the hit.  Only the client can call off a contract. 
2- The party is invited to an auction for a very mysterious and wealthy individual, who is rumored to have possessed rare and forbidden items, which will now be available for sale.  Unfortunately, the auction is a trap, meant to lure in a particular buyer and slay them.  The ones hired to do the killing are a squad of Charcoloths.
3- There is a man who approaches the party, claiming he has knowledge of a particular magical artifact, a book of ancient secrets.  But before he can complete the sale, he is kidnapped by a group of Charcoloths.  They are concerned that the Book is their Book of Names, and want to see what he knows.  The party will have to rescue the man or they'll never find out about the book and whatever knowledge it might have concealed.
4- The party is helping the authorities break up a crime ring.  A key member of the kingpin's inner circle has offered to testify in exchange for a royal pardon.  The party must protect him from assassins while he is giving his testimony, which will take several hours.  Unfortunately, the kingpin is not going down easy.  He hired a group of Charcoloths to help him silence the rat. 

Plot Hooks (if the Charcoloths are bound):     


1d4

1- The local Steppe tribes are warring and one of them is friendly to the Kingdom the players feel most positively about.  They are sent to aid the friendly Khan and keep an eye on the war.  But on the eve of the battle, the Khan and his retinue are attacked by the Charcoloths, who mean to secure the victory before battle is joined.  If the friendly Khan is destroyed, the hostile Khanate will be able to sweep unopposed into the lowlands and sack and pillage to their heart's content. 
2- The Beastmen of the Kingdom of Durhkon are gathering for their annual tournament.  Under the watchful eye of their God, champions will fight in a great tournament.  The winner will become the King for the next 6 years, or until he is assassinated.  The Cattle Thief plans to use his Charcoloths to rig the tournament in his favor, so that his Champion is guaranteed to win.  Then he will be able to add the Beastmen to his horde. 
3- The Cattle Thief is seeking out more volumes of the Book of Names, in the hopes of gaining more Yugoloth slaves.  The Charcoloths want to prevent this, but have been explicitly ordered to take no action that could impede this.  But if they were to loudly discuss their fears where some adventurers could hear, and promise wealth and treasure to anyone who could stop such a thing, in a totally hypothetical way, then that would just be swell. 
4- Harwin Skullscald has been banished from the Cattle Thief's inner circle, and is currently scheming to regain control of the Book of Names and ensure the freedom of himself and his children.  The only problem is that he has been prohibited from doing this.  Fortunately, he has met the party, who he wants to convince to help him.  He also knows that Arvo Brighthand has been recruited by the Cattle Thief to replace Harwin.  The only problem with this is that Arvo is, in fact, an idiot.  He is the rare breed of dumb that sounds just smart enough to convince others that he might actually be smart.  He is not, however.

from here

Saturday, May 22, 2021

OSR: Yugoloths: Sumhigh Squad

 

from D&D 4E

Other Yugoloths:
Shiver Squad: Shock Troops
Gelid Squad: Silk-workers, infiltrators and spies
Bluster Platoon: Magical powerhouses, negotiators and administrators
Vernal Company: Amphibious Light Infantry
Floral Squad: Magically gifted Lordlings rejected by their peers

Joyful Janet was a member of the Sewing Circle, but unlike all the others, she was an Annis Hag.  As she was never a normal sorcereress, there were those who considered more of a pet or a nuisance than a proper member.  She was tolerated, but few of the others even pretended to like her, much less care about her opinions.  There was even some debate over whether or not she should be allowed to bear a litter of Yugoloths.  Fortunately, that decision wasn't in the hands of the Circle, but their benefactor.  This engendered quite a lot of bitterness, but that was mostly alleviated when Janet gave birth to a shower of enormous maggots 10 months later. 

The Circle would have destroyed them at the moment, had it not been for the dissent of Kindy Isabella, a Night Hag of terrible power and awful glory.  Thus the disgusting little children were spared, and allowed to grow.  Soon they began to grow and grow and grow, swelling until they towered over other Yugoloths.  It was in those moments when the other Hags most regretted not disobeying Isabella and smashing those little grubs into paste. 

Sumhigh Squad is composed of 20 members.  They primarily work as heavy infantry, as their thick natural armor and powerful limbs enable them to smash formations of weaker beings with ease, and their armor protects them from most casual attacks.  That being said, they rarely fight in pitched battle unless in larger groups, as they tend to attract a lot of attention and are not strong enough that 100 men with spears could not eventually wear them down and kill them.  They are also known to work as substitutes for calvary or to exterminate the latter.  But their best and common use is as infiltrators and sappers.  Their burrowing abilities mean they are perfect for sneak attacks and subverting static defenses.   

Sumhigh Squad prefer to be paid in meat, wine and other luxuries, especially drugs.  Some of them will also accept slaves.  Others prefer jewels- despite the fact that jewels are harder to liquidate. 

Their mother, Joyful Janet is still alive and is currently working to recover her children.  Her children, though they feel some affection for her, would hate for that to occur.

Their Book is lost but there is ample evidence to suggest that the Dhergoloths hid it in a ruin somewhere in the White Chalk Desert, in the hopes that no one would ever find it.  There are multiple concerned parties, including their mother, scouring the desert in search of that hiding place.   

Base Dhergoloth Statblock:
HD 4
AR 3 [Natural Armor]
Atk Claw (1d6/1d6/1d6) or Weapon (1d10/1d10)
Mor 14
Saves 11 or less
Immune to Poison and Poison Damage
Resistant to Fire and Psychic Damage

Telepathic: Dhergoloths can communicate telepathically with any creature they can see, or have previously made contact with, as long as that creature is still within 100'.  They can also use their telepathy to send disturbing images or creepy messages to people, sometimes to frighten them but just as often for their own juvenile amusement. 

Burrower: Dhergoloths can dig through earth at preternatural speed, tunneling through earth at a rate of 30' per round and through sand at a rate of 60' per round.  They can choose to dig a tunnel and leave it open behind them, or leave no tunnel behind them. 

Claw Vortex: As an action, a Dhergoloth can rotate it's body in a storm of flashing claws.  This does 2d6 damage to all creatures within melee range.  This attack also grants the Dhergoloth +4 AR when it is spinning and can deflect projectile attacks.  Additionally, any creature that takes more than 5 damage from this attack must save or be knocked 10' backwards and prone.  Dhergoloths can only use this ability once every 1d4 rounds.

Disembowelment: If a Dhergoloth successfully grapples a creature, it can make two claw attacks against that creature as a free action.

Reinforcements: Dhergoloths have a 50% of being able to summon another Dhergoloth or a 10-20% of being able to summon a Yugoloth from another unit, depending on the unit. 

Tactics:
- Use Telepathy to scare and mislead foes
- Use burrowing to sneak up onto opponents, ambush them
- Grapple vulnerable creatures and rip their guts out
- Use Claw Vortex to escape or defeat groups of weak opponents

Dhergoloths resemble ten foot tall Beetles covered in a shiny black exoskeleton.  They have shiny black carapaces and six limbs, all tipped in gleaming claws.  They have glittering compound eyes and clicking mandibles, but ape-like teeth behind them.  They can stand on two legs but prefer to walk like chimpanzees, leaning on their middle set of limbs.  Their bodies are segmented and incredibly flexible, allowing them to turn 360 degrees without hurting themselves.    

Dhergoloths do occasionally use weapons, preferring long tridents, spears or polearms, but also occasionally curved swords and powerful bows.  Their deadliest weapons are actually their natural ones, namely the razor claws tipping every finger on their hand.  They rarely wear armor of any sort, sometimes they will carry shields if they feel a situation is gravely dangerous, but they usually have no need for such weapons, their chitin plates deflecting or blunting most attacks better than any manufactured armor.

by John Silva

Mental Faculties and Temperment:

Dhergoloths are not the smartest creatures out there.  They are not stupid, but they lack a certain mental sharpness that most intelligent beings have.  They are common in intellect, but prone to impatience and not being able to figure out certain difficult things.  Puzzles and riddles confound them and open-ended solutions are frustrating.  That being said, they do possess a certain animal cunning that enables them to produce clever results when least expected.  They are also extremely good at certain types of thinking. 

A Dhergoloth could never do any math that would require counting past it's 24 claws, but if you showed them a diagram of a fortress and explained the various defenses, they could easily describe a dozen access points.  They function best with limited problems within a set of pre-defined parameters.  They are also very good at spatial thinking and tend to have strange but inconsistent webs of knowledge.  A Dhergoloth could tell you how to make steel and cast bronze, but couldn't tell you anything about a poem beyond "It sounds pretty".  They also tend to be extremely bad in social situations, having almost no ability to read social cues.  They often offend people, usually by accident. 

In terms of temperment, Dhergoloths are usually cruel and greedy, characterized by their lack of concern for non-Yugoloths, which they usually regard as replaceable or worthless, depending on how annoying those creatures are.  They usually do value some Yugoloths, but do not treat them all equally.  Some other groups are full of useful individuals, while others are just pointless.  They have a strong rivalry with Shiver Squad and try to fill the same role as them sometimes, but are never quite as successful.  

They also regard some of the other smaller squads as pointless.  This is sort of true of Gelid Squad as well, with many of the Dhergoloths wishing that the members of that Squad would quit being soldiers and be their brides instead. This is not an opinion exclusive to Sumhigh Squad, though they are the most vocal about it.

The one exception to this is other members of Sumhigh Squad.  All Dhergoloths regard each other as kin, and have mostly positive feelings toward each other.  Should a Dhergoloth call for aid, it is very likely that another is going to respond.

However, this carelessness with the lives of others ends when a Dhergoloth is appointed to command a number of creatures.  When this happens, the value of those creatures dramatically rises in the mind of the Dhergoloth, who will then treat those creature as it's property/younger siblings.  While this does usually make a Dhergoloth care more from these creatures, it doesn't necessarily make it less cruel.  As a creature raised by a Hag, Dhergoloths do not really know how to lead without using fear or threats of violence, so Dhergoloths usually keep their subordinates in line through acts of random violence, threats and displays of dominance.  

But usually on some level, they do actually care about the creatures under their command and will do their best to protect them.  They will not die for them, but they will often go to great lengths to protect and guide them.  The best reference is that of an abusive father, he does actually love his children, at least a bit, but when he is angry with them he has no trouble hurting them emotionally or even physically.

What Dhergoloth do you run into?

1d8

1- Yug.  True Name: Artax.  Travels with a group of amateur teenage adventurers who alternate between cringy romantic drama and murderhobo antics.  He's pretending to be dumber than he actually is and secretly thinks of them as his rascally children.  He is recognized by the broad-brimmed hat and custom floral robes he wears, both of which he discards before fighting.
2- Slice.  True Name: Geova.  A murderer who likes killing defenseless men.  He lies in wait, then when he finds a lone traveler or someone that looks vulnerable he springs out and murders them.  He is an opportunistic killer who strikes his opponents fast and hard.  He flees from his victims if they're able to put up any form of threat.  He is unwilling to hurt women and children, and spares them, only hurting them if absolutely necessary.
3- Blocks.  True Name: Ruli.  Travels with a group of mercenaries who are skilled in taking walled cities and fortresses.  Their success is largely due to their weapon, him.  Blocks is highly knowledgeable in construction techniques and is able to determine where best to tunnel under walls to weaken them, and sometimes infiltrates fortresses by himself to stealthily kill the guards and open the gates under the dark of night.  Blocks is not evil, but he is aggressively amoral and loves his comrades, who treat him halfway between a mascot and a spirit they must appease with gifts of meat and confections.
4- Delficar.  True Name: Bya.  Delficar is a gifted sibling, gifted with the magical power to move matter with his mind (Telekinesis - with a mental "strength" of 13(+1)).  He has also been cursed with visions of the future.  Due to his pessimistic outlook, all his visions are gloomy or interpreted as omens of doom.  He lives alone in the mountains, but a cult has still managed to develop around him, which reveres him as a pseudo-benevolent spirit.  They leave offerings for him and occasionally climb the mountains to try and find him, to consult with him on the future.  He cannot always avoid them, but hasn't the heart to crush them either. 
5- Hawk.  True Name: Dohaz.  Hawk acts as the muscle for a Chaos Cult which works to overthrow their government and bring about the glorious future utopia.  He doesn't really understand their ideology except in the broadest terms, and is mostly following them because of the charisma of their Red Ruler than leads the cult.  He helps the cultists break into secure areas, covers their retreat and when subtlety is unnecessary, the cultists paint in red and cover his shell in glyphs indicating his allegiance to Chaos. 
6- Shelly.  True Name: Yula.  Shelly is part pet/part concubine to a Blackstar who serves the Dark Powers.  They are both part of a Minion cell that disguises itself as a caravan of nomads who travel from place to place, looking for a homeland of their own.  She doesn't really understand why he is so resentful, but believes him when he says that the world is evil and that she should just trust him to make all the decisions.  Her husband might even actually love her, or he might just be manipulating her.  They have three monstrous children, who Shelly would die for.  She might die for her husband too, but only if she was confident the children would be well cared for.  She will take revenge on anyone who harms her family.
7- Isa.  True Name: Beneni.  Isa is a wandering mercenary who pretends to be an ordinary giant insect mount.  Her rider is a madwoman who believes a number of outlandish things, such as the fact that the rulers of her land are controlled by demons, that the brothel she was previously enslaved at is actually the meeting place for spies, that the King's advisor is actually a monster in disguise and the giant beetle she rides around on can talk.  Isa uses her rider to gain contracts and then after letting the madwoman negotiate a small price, steals money from her employers when no one is looking.  She is probably going to be discovered eventually, but so far, no one has figured out it is the "horse" of the Mad Lady.
8- Bulger.  True Name: Yasahi.  Bulger is a happily married man, and his wife is a monstrous Ogress who loves him in her own strange way.  They got married recently and spent their honeymoon pillaging and looting.  Unfortunately, and unknown to them, they kidnapped an agent of a powerful local, who might actually be a monster and/or have sinister ulterior motives.  That person has promised a large reward to whoever can find his missing man (and the other captives, of course).  

by Yuuki Morita

Notable Members:   

Verzan the Breaker.

True Name: Herat

Herat is widely considered to be the strongest member of Sumhigh Squad.  If they had a leader, it would likely be him.  Luckily for the rest of the squad, Verzan is a wise and mostly benevolent leader who has no real desire to dominate his brethren.  He himself is only interested in studying martial arts and finding strong opponents to test himself against. 

He is currently traveling with a disguised Orc and an Adventurer who is possessed by a Demon.  The Demon and the Orc are unaware of each other and are only concerned about tricking Verzan.  They are traveling North into the lands of the Handsome Men, where they plan to assassinate one of that land's Princes and start a war with the Orzanian Empire to the South.  The Demon has some ulterior motive, planning to use the war to cover up another scheme while the Orc and Verzan are just there to test their skills on the Prince and his elite bodyguards respectively.

Verzan has already figured out that his companions are not what they appear, but he is pretending to be dumb and keeping quiet.  The second they prove to be too much trouble for him, he plans to abandon them.  Secretly, he has been hired by a rival Handsome Man Prince to steal an artifact that the party's common target has in his possession. 

Weakness:
Verzan loves a good fight.  When he could avoid a strong opponent, unless he fears for his life, he will challenge that opponent head-on, rather than evade them. 

Statblock Changes:


Martial Arts: Drunken Boxing: Verzan is an Expert in the Fist Art of Drunken Boxing

Goti the Poet.

True Name: Bizozo

Goti is widely considered foolish by his kinsmen, a rare feat among the Dhergoloths.  He is not considered stupid or less smart than them, but is characterized by a unique and passionate breed of madness.  Goti has a great love of beauty, especially the beauty of nature.  Unlike other Dhergoloths, or even other Yugoloths, he has no appetite for gold or glory, only to indulge his hobbies of poetry writing, exploring and painting. 

He works when he has to, but spends the rest of his time producing large amounts of average quality paintings and volumes of mostly sub-par poetry.  He understands the basics, but he clearly has much more enthusiasm than talent.  He is easily offended by those who fail to acknowledge his talents.  He's not in denial about the amateur nature of his work, but those who fail to be respectful can easily themselves on his enemies list. 

Goti is aware of how most people feel about him, and thus presents himself as an artistic fop.  He is dramatic, clingy and seemingly insecure.  He adds ridiculous flourishes to his gestures and speech, and generally behaves like a weak-hearted aristocrat stranded in some terribly tacky part of town.  But this is all a facade- an exaggeration of his true personality.  For while his passions is painting and poetry, Goti is a great actor, and uses his imitation skills to pretend to be someone he is not.  His enemies never see it coming then when he reveals he is much smarter and narcissistic then he seemed to be. 

Goti is currently pretending to be the dim-witted, mute creation of a Sage's assistant.  The assistant needed to prove he was actually learning something from the Sage or was to be thrown out, but had produced nothing useful.  So when Goti discovered this fact, he came to the assistant and tricking him into believing it was a chance encounter, begged him for food.  The assistant then "convinced" Goti to pretend to be his creation.  Goti's true goal is to steal the Sage's sorcerous knowledge for a jealous rival. 

Weakness: Goti is a deceiver, and a good one.  As such, he doesn't expect to be deceived himself.  If presented with a deception, unless it is clearly incompetent, he will not see through it.

Statblock Changes:


Perceptive: Goti has an incredible talent when it comes to reading people.  He can vary easily discover what kind of person someone is just from minor clues.  When he meets a creature, have that creature roll a saving throw.  On a failed save, Goti learned 1d6 facts about that person.  Example facts could include such things as "He is married" or "She is proud and redirects her anger at herself at the world around here."  A creature who passes his save is harder to read and Goti will have to guess, but he's pretty good at that too. 

Grimm the Hollower.

True Name:
Draciro

The name "Hollower" is actually a joke, and a dark one at that.  The name comes from when the Dhergoloth currently calling himself Grimm punched a fist through an Oxman's chest and tore out a handful of entrails.  "If you'd hit him any harder, you'd have hollowed him out," came the sarcastic quip from one of his brothers.  Thus, Grimm adopted the epithet, "The Hollower" and such a gruesome method of killing his speciality.

Grimm then proceeded to begin carving a path through history, starting with a local group of bandits he was hired to destroy.  But after he tore the bandit chief in half, the chief's faithful second managed to convince Grimm that he would gain more booty if joined them.  Grimm almost still killed him, but then the second told him that there would be no glory in killing him, an idea that struck home with the Dhergoloth.  So instead he took up the second on his offer and claimed the bandit gang as his followers.  From there he began a reign of terror through the river vallies and baronies of the New Kingdoms that have sprouted along the mighty Rhomidir and Gulmidor rivers.  At first his men obeyed him only out of fear, but after seeing how powerful the Dhergoloth was and the ruthless efficiency he displayed in dispatching his enemies, they began to take fierce pride in their commander.  They call him "Lord Hollower", "The Emptier" or "Lord Beetle".  These names have become infamous in the regions he preys on, names that send cold chills down the spines of merchants and travelers alike.

Grimm has gained quite a following since those early days, with his small band of brigands having swelled into a warband of several hundred, divided into smaller raiding parties scattered across the region.  He has also begun to attract the attention of monsters, who have come to test his strength and to lend their aid respectively.  If Grimm's warband continues to grow as it does, he will soon be able to do more than attack merchant caravans and shake-down nobles on their palanquins and in their wheel-houses, but he will be able to threaten their cities and swallow up their towns. 

Luckily for everyone involved, Grimm has not grown so greedy as to attempt to swallow an entire town yet.  But at this rate, it's only a matter of time.

Weakness: Grimm is a glory-hound.  He wants to be remembered forever, whether as the hero or the terrible villain it matters not.  As such, he is dramatic and has a great sense of drama.  He doesn't always make the smartest decisions, because he wants others to spread his legend and to think of him.  Additionally, he's vain and vulnerable to flattery.

Statblock Changes:     

Bone-Breaker: Grimm is much stronger than a normal Dhergoloth, able to break bones and tear limbs off.  As an action, he can make a single melee attack against a target creature.  That creature must save or have a bone broken.  Creatures with armor make the save with advantage, creatures with shields are immune, instead saving to see if their shield breaks under the force of the blow.  To see what bone he broke, roll on the following table: He broke your 1dX [1= Finger; 2= Hand; 3= Arm; 4= Ribs; 5= Collarbone; 6= Leg.]  See the Horrible Wounds Scar Tables for the effects of such a broken bone.

Rip and Tear: Grimm can rip creature's limbs off if he gets his hands on them.  If he grappling a creature, Grimm can force that creature to make a STR contest against him.  He can do this each round.  Each round he wins the contest, that creature takes 1d8 STR damage.  If this damage ever equals or exceeds the creature's STR score, Grimm can tear off one of the creature's limbs.  Consult the Horrible Wounds Scar Tables for the effects of such a loss.  If by contrast the creature he is forcing to compete against him wins the STR contest, that creature has advantage the next time it attempts to break his grapple. 

Sumhigh Squad Plot Hooks:

1d4

1- A group of mercenaries have been rampaging through the countryside, sacking enemy towns and destroying border forts.  No fortification or defenses seem able to stop them.  Find out how they can defeat the walls of cities and fortresses and then put a stop to them.  Secretly, it is because of the trio of Dhergoloths the mercenaries have brought along.  The Dhergoloths might be convinced to break their contract with the mercenaries, or you could just kill them.
2- The party comes across a merchant lying injured in the road next to a wrecked carriage.  He says that as he was traveling, his chief guard suddenly went mad and fled with his daughter, running into the wilderness.  When the other guards and the merchants tried to stop him, he attacked them.  Return her safely and he will reward you.  Secretly, the guard's madness is actually a deception perpetrated by a Dhergoloth, which used it's telepathic powers to convince the guard that it was a benevolent spirit and the merchant was actually an evil cultist who was going to sacrifice his daughter to some blasphemous God.  When you arrive, you will find the Dhergoloth struggling to retrieve the girl without hurting her, as it needs her undamaged for the most money in the ransom.  But the chief guard is actually sane and obviously refuses to let any giant bug monster near his charge. 
3- The local shrine to the King of Insects has invaded several nights in a row by a rude Beetle Spirit.  The locals want you to scare the Spirit away without hurting it, as it might be sacred to the Insect King.  When you arrive you will find that the Beetle Spirit is actually a Dhergoloth and it is researching the King of Insects, as he wishes to woo one a Mantis Maid, one of the servants of that King, but so far she has rebuffed his advances.  You can help him with his romance, or find some other way to get rid of him. 
4- The party needs to get into a highly secure location, but there are no weak spots to exploit.  But then one of them hears about the Dhergoloths, which are excellent at smash-and-grab operations, as well as infiltration.  But can the party pull off a difficult heist while managing a slow-witted Yugoloth and more to the point, can they trust the Dhergoloth not to betray them?            

by Howard Hsu