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Giarrok
the Fire-Tongue
By
Steven E. Schend
Here
is a new NPC foe for your Forgotten Realms campaign, updated
for the new edition of the D&D Game. Giarrok is a ruthless
gnoll sorcerer from Amn who has seized control of his former tribe
and now preys upon innocent travelers.
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Male gnoll, 6th-level sorcerer
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Strength
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14 (+2)
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Dexterity
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10 (+0)
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Constitution
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13 (+1)
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Intelligence
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10 (+0)
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Wisdom
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10 (+0)
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Charisma
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14 (+2)
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Fortitude Save
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+6
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Reflex Save
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+4
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Will Save
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+5
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Alignment
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Chaotic evil
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Speed
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30 ft.
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Size
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M
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Initiative
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+0
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Armor Class
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14 (+1 natural,
+3 bracers)
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Hit Points
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35
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Attack Bonus
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+4
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Skills
and Feats: Concentration +4, Intimidate +3, Listen +4, Speak
Language (Common), Spellcraft +3, Spot +3; Alertness (when within
arms reach of Korrok), Martial Weapon Proficiency: Battle
Axe, Power Attack, Spell Focus (Evocation), Toughness.
Special
Abilities: As a sorcerer, Giarrok has a number of special abilities,
described here.
Spell
Use: Obviously out of the norm for the gnolls of his original
tribe, Giarrok has formed his own Fire Claw tribe that respects
(and fears) his magic. He also has mated with three females of his
tribe in hopes of passing on his magical bloodline.
Weapon/Armor
Proficiency: Giarrok can use all simple weapons. From his early
training in his original tribe, he is proficient in the use of a
battle axe.
Familiar:
Giarrok, like any sorcerer, has the ability to call a familiar to
him. His familiar is a weasel, which he simply calls Korrok (the
Gnoll term for "weasel"). As if to clearly establish this
creature as Giarroks minion, the weasel shares the same bold
black coloration along the left half of its head, shoulders, and
torso, while the rest of her coat remains a light grey.
While
this creature is no more powerful than the standard familiar, she
is more capable and powerful than the usual weasel. Also, her ability
to communicate with Giarrok and his ability to send spells through
her makes the other gnolls of the Fire Claw tribe fear her almost
as much as they fear their chieftain. See her abilities and statistics
below.
Special
Qualities: Darkvision 60 ft.
Possessions:
Like the rest of his tribe, Giarrok carries only what he has scavenged
off his victims. While his tribe generally wears pieces of scale
armor or better, he wears only a pair of bracers, aware that they
improve his defenses (bracers of armor +3). He also carries
a keen battle axe +1, which he claimed off a warrior slain
more than a year ago.
Arcane
Spells (7/4/2/1 known; casts 6/7*/6*/3 per day): 0 -- dancing
lights, daze, detect magic, flare, ghost sound, mage hand, ray of
frost; 1st -- burning hands, mage armor, ray of enfeeblement,
shocking grasp; 2ndsummon swarm, whispering wind; 3rdlightning
bolt.
*
Giarrok gains additional spells of 1st and 2nd levels due to his
high Charisma score.
Languages:
Common, Gnoll
Appearance:
Giarrok appears different from other gnolls immediately upon
viewing him. Towering at nearly eight feet in height with the usual
hyenalike head and hairy body, he has dark brown fur, almost mahogany
in hue, and his mane is only mildly paler than that. He also sports
a distinguishing feature shared only with his familiar and two of
his five cubs: a jet-black stripe on one side of his muzzle, around
the upper left side of his face and eye, through his mane and coat,
encompassing his left arm and shoulder but stopping at the end of
his rib cage -- as if the gods had slashed him to mark his special
abilities.
He
wears a simple loincloth of ragged fabric, a bandolier with a gnoll
skull attached and acting as his left shoulder guard, and the ornate
bronze bracers he took from the Stonetooth chieftain, which he wears
as his mark of leadership. He prefers to go bare-chested to show
off his scars and his black markings, believing himself to be favored
by the god Yeenoghu and also because he believes he more easily
strikes fear into both his tribe and his enemies.
Background:
At birth, he seemed no different than any other gnoll cub, though
his singular (instead of the usual multiple) whelping drew unwanted
attention to himself and his mother. The shaman (adept) of the Stonetooth
tribe cast out the female and her cub, claiming that she proved
unworthy of bearing cubs for the tribe and her cub would be equally
useless. Thus, the cub and his mother survived on bitterness and
loneliness for their next few years. As a result, instead of earning
a name in his first hunt like other gnolls, the cub grew with the
name Giarrok, or "revenge" in Gnoll, as was his mothers
wish within the Wealdath (Forest of Tethir).
After
his first year, Giarroks coat darkened noticeably and his
unique markings grew prominent. After he reached his full growth
at two years, Giarrok and his mother attempted to return to the
Stonetooth tribal lands in the Umar Hills south of the Small Teeth
in Amn, but the tribes hunters slew her before they even approached
the tribal den. Enraged, Giarrok unleashed his first spells, slaying
his mothers killers almost before he knew it. Giarrok spent
two years terrorizing the Stonetooth tribe and killing its cubs,
hunters, and females one by one. Soon, the Stonetooth gnolls even
howled in fear of Giarroks weasel familiar, whom he gained
over the first year of learning his skills.
Giarrok
at last entered the tribes den and killed the chieftain without
warning or mercy. Showing the gnolls his magic powers and proclaiming
himself chieftain, Giarrok took over what remained of the tribe.
Renaming them the Fire Claws after his most common spell (burning
hands), Giarrok moved the tribe away from the territories that
made them vulnerable to his own attacks.
They
moved to a new den in the remnants of an old human castle, formerly
a logging camp in the northern Wealdath that had fallen to elven
arrows long ago. The keep lies equidistant between the villages
of Trademeet and Brost. Giarrok plans to capture and enslave a number
of humans or others who can repair or build onto the fort and teach
his tribe how to better defend it. Until then, they make due with
the partially fallen battlements and sundered portcullis at its
gate.
Giarrok
and his hunters, over the past months, have learned from some of
their prey. Originally wandering and attacking any prey they scented
near and around their keep, they fell upon a band of thieves who
fled east. Pursuing them, they watched over a fortnight and learned
of the thieves tricks of waylaying travelers along The Tethir
Road and not only killing prey but gaining treasures they carried
with them. After some debate, Giarrok and his hunters surprised
the band of thieves after they had recently killed a wayside owner
and his family. They then set themselves up to ambush more travelers.
This wayside lies south of the Tethir Road 35 miles west of Brost
and sits about a quarter mile off the main trade road within a small
copse of trees.
The
Fire Claw Tribe
Giarrok
has drawn together a small band of gnolls around himself, and they
all acknowledge him as their leader. He consequently has renamed
the rather smallish "tribe" of 36, which includes 17 gnoll
warriors (seven of whom are females), and six gnoll females who
raise and protect the dozen cubs of various ages.
Korrok
(Weasel Familiar): Tiny animal, HD 6 (as casters level);
hp 16; Init +2 (Dex); Spd 20 ft, climb 20 ft.; AC 17 (+2 size, +2
Dex, +3 familiar bonus); Atks +4 melee (1d3-4; bite); Face/Reach
2 ft. by 2 ft./0 ft.; AL N; SV Fort +2, Ref +4, Will +1; Str 3,
Dex 15, Con 10, Int 8, Wis 12, Cha 5.
Skills
and Feats: Climb +10, Hide +14, Move Silently +14, Spot +5;
Weapon Finesse (bite).
Special
Attacks: Attach (Ex): If a weasel hits with a bite attack, it
uses its powerful jaws to latch onto the opponents body and
automatically deals bite damage each round it remains attached.
An attached weasel has an AC of 12.
Special
Abilities: Alertness, empathic link, improved evasion, scent,
share spells.
Gnoll
warriors (9 at Wayside, 6 at Keep): Medium humanoid; HD 2d8+2;
hp 11; Init +0; Spd 20 ft. (scale mail), base 30 ft; AC 17 (+1 natural,
+4 scale, +2 large shield); Atks. +3 melee (1d8+2, battleaxe), +1
ranged (1d6 shortbow); Face/Reach 5 ft. by 5 ft./5 ft.; AL CE; SV
Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11,
Cha 8.
Skills
and Feats: Listen +3, Spot +3; Power Attack.
Fire
Claw Keep
Giarrok
and his mother, after their exile from the Stonetooth tribe, found
shelter in the partial ruins of this old keep along the borderlands
of the Forest of Tethir, which had long been abandoned since its
destruction before the founding of Brost. The sorcerers arrogance
demands the keep be named after himself as well as the tribe that
lives therein. It is little more than a 15-foot-high curtain wall
with a second story plank landing inside for defenders to look out
over the battlements and fire down on any standing below the walls.
The keeps walls encompass a space of 40 feet square, and the
wall facing a slight path into the forest contains a gate, its portcullis
dropped into place but sundered and two of its five bars bent inward
from some long-ago attack. Giarrok usually leaves one to three gnolls
behind in the keep to guard this entrance and the tribe within.
Beneath
the scaffolding and connected to the walls opposite the gate (but
not visible from the same) are log-built buildings of 15 feet square
at the corners. Both have doorways facing each other onto the main
courtyard, though one has suffered some fire damage and only has
half its roof. This former barracks holds the gnolls treasure
and weapons cache, buried in a pit beneath some loose planks and
straw strewn across the floor beneath the roof. The gnolls tend
to either face any invaders outside the keep or, if inside, they
allow invaders into this room, then leap in through the gaps in
the roof upon any thieves of their treasure.
Treasures
claimed and stored here over the past few months include: 500 pp,
1,200 gp, and a dozen large emeralds (worth 250 gp each). Additional
weapons stored with the treasures include nine daggers, four clubs,
and two battle axes with slightly pitted blades.
The
cubs and females (who are noncombatants unless trapped and forced
to defend the cubs) occupy the former stables of the keep, as this
is the area with the most roof cover and generally is the warmest
part of the keep, against the corner of the southeastern wall.
The
Wayside
Giarrok
and no less than nine gnolls have taken position in a wayside along
the Tethir Road a days travel to the east of their keep and
35 miles west of Brost, set off from the trade road about a quarter
mile within a small copse of trees. The gnolls slew the previous
tenants -- four thieves who had slain the innkeeper, his wife and
daughter, and two guards -- and they lie in wait within the partially
destroyed inn and stables. From the front, no damage can be discerned
in the inn and stables, though entering the inn easily reveals the
large scorched hole in the back wall of the taproom -- the remnants
of Giarroks surprise attack by lightning bolt on the
waysides defenders.
The
front door opens directly onto the bar about 20 feet along in the
eastern face of the building, where the trail ends. A smaller path
arcs around to the 10 by 20 foot stables adjacent to the right side
of the building. The taproom is 30 feet square, and the kitchen
behind the bar is 30 feet deep but only 15 feet wide. There is about
4 feet of clearance on the other side of the kitchen wall behind
the bar, making the entire inn 50 feet long and 30 feet wide.
Leading
to the second story is a small set of spiral stairs rising from
the far end of the bar up to a hallway. Immediately at the top is
a door leading to the innkeepers family lodgings of three
bedrooms and one sitting room, taking up about half of the top floor.
The other half is reached at the end of the short hallway, which
opens into a common room with a dozen beds in it. Half the beds
are in disarray from the thieves and gnolls looting.
Storing
the thieves treasures and their own in a small chest behind
the bar, the gnolls keep the following treasures on site: 140 pp,
473 gp, 639 sp; six gems (four amethysts of 100 gp each, and two
peridots of 50 gp each), and a small silver hand harp with inlaid
gems (900 gp worth). Also scattered around the chest behind the
bar are six common daggers pulled from the thieves but cast aside
by the gnolls.
They
also have claimed these items from the thieves, and each is used
by one gnoll warrior (replace the standard battle axe with said
weapons): a masterwork battle axe, a heavy flail, a mighty composite
short bow, and a morningstar of thundering +2 (the gnoll
wielder does not know of its magic and has a 50% chance of dropping
the weapon in panic if its power is invoked by a critical hit).
About
the Author
Born in
Wisconsin in 1967, Steven Schend fell into the world of fantasy
quite quickly, growing up on L. Frank Baum's Oz books and Edgar
Rice Burroughs' Tarzan and Barsoom novels. From 1990 to 2000, Steven
was with TSR/Wizards of the Coast. He began his career as an editor
and worked on a multitude of projects including the D&D
Cyclopedia. By 1994 he had found his home as a designer in the
Forgotten Realms, and he's enjoyed swapping tall tales with
Elminster and company ever since. He also has worked in other realms,
such as the science fiction worlds of the Alternity game
system and the wild game world of Marvel Comics. Steven has written
more than 50 game products and magazine articles, as well as two
published short stories, though he now makes vague attempts at some
novels, playwriting, and screenplays as well.
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