The Guards of the Duskfort
Some leaned on the Seven or the Little Gods for hope. The brothers never needed a deity for believing. A brother to the right or left was all they believed in. One that had their back, and they had all thirteen grown up guarding each other. It was that they believed in, and since joining the Guard, the chain of command.
Guards
Wall Guards
Battlements and balconies. Armed with crossbows and know how to use them. Get in close, and they pull an axe (which they are less skilled with)
Kin: Goblin
Hall Guards
Corridors and halls. Carries 1one-handed axes, small round shields (known as 'Coppa-chops, due to their copper overlay that breaks and falls off on the first cut), Javelins
Kin: Orc
Toll Guards
Main gates and bridges
Kin: Troll or Ogre
Large of size, standing in pairs. They wear plate armor and two-handed bardiches with a 4 meters range and able to sweep at two targets in one swing.
Senior Red Captain of the Guard
(DB) MonsterKin: Hobgoblin
Proffession: Red Shaman
Faced solo more often than not, strolling the corridors or hiding in ambush behind an unguarded gate.
(DB) Ferocity 1 (default)
HP 22 (default), 18 (small), 26 (large)
AC 4 Mastercrafted Plate Armor
Movement 8
Evade 12
Attacks D6
1
Rattrick: Shouts a single impossible word and casts a spell: SHRINKING to Small, losing 4 max HP and 4 AC. Its armor clatters to the floor and it escapes through a hidden door in an alcove or floor tile that closes firmly shut (Durability 20).
The hidden tunnel is 1m wide.
The Captain returns 2 rounds later via halls and corridors, leading a group of D4 fort guards (and is still small), pursuing PCs.
On subsequent Rattricks the Captain SHRINKS to Tiny (-4 max HP, boon on Evade), or grows back to normal size (stealing 2 WP). The Captain does not leave the combat a third time.
2
Horror of the Hedgehog: Leaps backwards the length of its Movement and fires off its hidden hand crossbows with 2D4 piercing damage to up to 4 enemies in front (range 16m), ignoring armor.
3
Tail of the Tiger: Makes a sweeping attack with a huge bardiche, hitting anyone in a cone 8m in front for 2D4 cutting damage.
Targets Evade with a bane.
4
Snapping Snake: Attacks a single foe in the face with the spear tip of the Bardiche, ignoring armor. The victim staggers backwards 2m and takes 4D4 piercing damage.
On any equal number on the dice, the victim is also blinded for a round.
Targets Evade with a bane.
5
Gorilla Growth: Drains 2WP from a foe within 6m and retreats up to its max Movement away from them, chanting impossibilities and casting a spell: GROWS to Large size: It gains a Str +D4 extra bonus die, +4 max HP, but Evades with a bane (for as long as it is Large).
On subsequent Gorilla Growths, the Captain targets another NPC with the spell, or Ohrangutang Roars instead: calling D4 reinforcements of the fort guard, arriving on the next round, with lowest initiative.
6
Trick of the Monkey: Hits the two nearest foes using the Bardiche blunt end for D4 each of bludgeoning damage, ignoring armor. Can be parried.
At the same instant, the Captain mutters a strange word under their breath, casting a spell: one of the victims (regardless of Evade or Parry successes unless they rolled dragon) SHRINKS (large to normal, normal to Small, small to Tiny) for three rounds: loses 2 WP, 2 max HP and any Strength bonus die for the duration of the effect.
During the rest of the combat, the Captains Movement is 16. In addition, for each subsequent Trick of the Monkey, the Captain gains +1 Ferocity.
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