As a follow-up to the last post, this one provides another interlude that provides suggestions for using troglodytes in a
Skull & Bones campaign.
-Nate
Interlude 37: The
Troglodytes
The Skull &
Bones rulebook presents a
creature that, at first glance, seemed unusual for a book about
fantastic/historical pirate adventures--the troglodyte. A
second look reveals that this creature has lots of potential,
however, to create mischief in the manner of the sprites and faeries
that are common in folklore. With that in mind, this interlude
presents some suggestions for using them in a Skull & Bones
campaign.
Using the Troglodytes in a Campaign
These pesky
creatures could become involved in a campaign in a variety of ways,
including some of the following options.
As mentioned
in a previous interlude, the troglodytes are obsessed with
technology; as such, they might steal key components from such
important devices as a printing press, the machinery for processing
rum, or the like.
An
opportunistic individual could charm
the troglodytes into attacking outlying settlements.
Should the PC's acquire a particularly valuable haul of booty, a
band of troglodytes might take an unwholesome interest in this mass
of shiny objects.
An enemy of the Maroons who live in the highlands of Jamaica could
use the troglodytes to make life difficult for them.
Should the PC's camp out at night, or otherwise put themselves in a
vulnerable position, a band of troglodytes might come looking for
booty. Indeed, they could abscond with favorite items such as
pistols or other devices.
More Challenging
Foes
Detailed here are stat blocks for more dangerous troglodytes, ones
that have learned to work together and to use their inherent
abilities in combat to their own advantage, and have learned the
benefits of using ranged weapons. During the first salvo they gauge
the defenses of their foes, after which they begin to use the Aid
Another action, enhanced by the Guidance feat.
Troglodyte Hero
Warrior 1/Fighter 2; CR 3; Size small;
HD 1d8+2d10+3; hp 22; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+1 size,
+3 Dex, +3 natural); Atk +3 (2 claws, 1d3) or -2 (bite, 1d3), or +6
(small javelin, 1d4); AL NE; SV: Fort +6, Ref +3, Will +1; Str 10,
Dex 16, Con 12, Int 11, Wis 13, Cha 10.
Background: NA.
Skills: Hide +12, Jump +4, Move
Silently +7, Tumble +12.
Feats: Guidance, Point Blank Shot,
Toughness.
Fortunes: NA.
Equipment: Quiver of seven javelins.
The heroes among the troglodytes are ones who have begun to learn how
to use ranged weapons and swarm tactics to overwhelm foes.
Troglodyte Champion
Warrior 1/Fighter 4; CR 5; Size small;
HD 1d8+4d10+5; hp 35; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+1 size,
+3 Dex, +3 natural); Atk +5 (2 claws, 1d3) or +0 (bite, 1d3), or +8
(small javelin, 1d4); AL NE; SV: Fort +7, Ref +4, Will +2; Str 10,
Dex 17, Con 12, Int 11, Wis 13, Cha 10.
Background: NA.
Skills: Hide +12, Jump +4, Move
Silently +9, Tumble +12.
Feats: Ambush, Guidance, Point Blank
Shot, Rapid Shot, Toughness.
Fortunes: NA.
Equipment: Quiver of seven javelins.
These troglodytes are even more proven in battle, and stand on the
cusp of establishing themselves in their pack's hierarchy. As such,
they are prone to attempting daring (some would say foolhardy) acts
in order to demonstrates their courage and prowess.
Troglodyte Sub-Chief
Warrior 1/Fighter 6; CR 7; Size small;
HD 1d8+6d10+7; hp 48; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+1 size,
+3 Dex, +3 natural); Atk +7 (2 claws, 1d3) or +2 (bite, 1d3), or +11
(small javelin, 1d4+2); AL NE; SV: Fort +8, Ref +5, Will +3; Str 10,
Dex 17, Con 12, Int 11, Wis 13, Cha 10.
Background: NA.
Skills: Hide +14, Jump +4, Move
Silently +10, Tumble +12.
Feats: Ambush, Guidance, Point Blank
Shot, Rapid Shot, Toughness, Weapon Focus (javelin), Weapon
Specialization (javelin).
Fortunes: NA.
Equipment: Quiver of seven javelins.
Only the chief stands higher in the hierarchy of the pack than these
warriors. They are grizzled veterans, and are often sent to lead
raiding parties when the chief is not able or willing to do so.
Troglodyte Chief
Warrior 1/Fighter 8; CR 9; Size small;
HD 1d8+8d10+9; hp 61; Init +4 (+4 Dex); Spd 30 ft.; AC 18 (+1 size,
+4 Dex, +3 natural); Atk +7 (2 claws, 1d3) or +2 (bite, 1d3), or +11
(small javelin, 1d4+2); AL NE; SV: Fort +8, Ref +5, Will +3; Str 10,
Dex 18, Con 12, Int 11, Wis 13, Cha 10.
Background: NA.
Skills: Hide +19, Jump +4, Move
Silently +15, Tumble +13.
Feats: Ambush, Far Shot, Guidance,
Point Blank Shot, Rapid Shot, Stealthy, Toughness, Weapon Focus
(javelin), Weapon Specialization (javelin).
Fortunes: NA.
Equipment: Quiver of seven javelins.
Having made numerous raids into human territory, the chief is a
grizzled and experienced veteran who commands the respect and
obedience of other troglodytes in the pack.
The Lair
Somewhere in the hills of the Blue Mountains in Jamaica there is a
series of caves in shich the troglodytes make their home. This
location is the culmination of their ingenuity and efforts, where
they have gathered their treasures and built their defenses.
1. Entrance
A narrow tunnel provides access to the lair. It is concealed amidst a
tumble of boulders and the like, requiring a DC 20 Search or Spot
check to locate. The tunnel is protected by a falling block trap that
the troglodytes have
crafted from scavenged materials; it affects the squares marked with
an X on the map.
Falling
Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two
adjacent specified squares); Search DC 20; Disable Device DC 25.
2. Main
Chamber
This wide open space is where the troglodytes keep their accumulates
treasures. As such, if the PC's have run afoul of them, this is where
they could find any pilfered items. It also tends to be occupied by
numerous members of the pack, who are busy playing with the items in
question.
3. Midden Pit
This is where the troglodytes dispose of their garbage and waste. As
such, it makes for a nasty hole full of refuse and other effluvium.
There is always the chance, of course, that the troglodytes might
discard an item here which they do not recognize as being valuable.
4. Females' Quarters
This room is filled with crude beds consisting of straw, furs,
scavenged cloth and the like. In addition to being the place where
the females sleep, it is also where they keep eggs that have not yet
hatched.
5. Chief's Quarters
The most powerful member of the tribe sleeps here, along with a
select number of mates and certain favored warriors.
6. Males' Quarters
The males of the tribe sleep here, and keep the treasures they've won
in battle amidst their hodgepodge of bedding.