Bugbear Village of Fangmaw Den Bugbear VillageThrush the Fierce, a towering and battle-hardened Bugbear warrior, harbors an intense hatred for all beings not of Bugbear descent, particularly Elves and Humans. His towering figure and formidable strength make him a fearsome presence among his kin, often adorned with trophies taken from his fallen enemies.
Despite his outward display of diplomatic overtures, feigning interest in peaceful relations with the Vale's inhabitants, Thrush secretly plots their downfall. His cunning mind concocts a meticulous plan to assault Newhaven, the most prominent settlement in the Vale. He sees Newhaven's strategic and economic importance as reasons to strike first, aiming to assert Bugbear dominance over the region.
Unbeknownst to many, Thrush is overseeing the construction of elaborate tunnels leading directly beneath Newhaven. These tunnels serve a dual purpose: facilitating surprise attacks and providing access to the extensive underground complex inhabited by the Xvarts, whom Thrush views as ideal candidates for enslavement. The Xvarts' subterranean expertise and labor potential are crucial to his plans for expanding Bugbear influence and fortifying his hold over the Vale.
Thrush's machinations are shrouded in secrecy, hidden behind a facade of diplomatic engagement with Newhaven's leadership. His strategic mind meticulously calculates every move, leveraging his warriors' loyalty and the resources at his disposal to ensure the success of his conquest.
The Bugbears under Thrush's command view him with a mix of admiration, fear, and loyalty. Many Bugbears admire Thrush for his strength, cunning, and leadership skills. He has proven himself in battle countless times, earning respect and admiration from his warriors. His ability to command respect among Bugbear society comes not only from his physical prowess but also from his strategic mind and ability to unite the tribe under his banner. Thrush's ruthlessness and single-minded determination to destroy non-Bugbear races instill fear among his followers. They know that crossing him or failing in their duties could lead to severe consequences. His reputation for swift and brutal punishment for disobedience or incompetence ensures a level of obedience and loyalty driven more by fear than genuine affection. Despite the fear, many Bugbears are fiercely loyal to Thrush. They see him as a champion of their race, someone who will lead them to greatness and dominance over their enemies. His vision of expanding Bugbear territory and enslaving other races aligns with their own desires for power and dominance in the region. While some Bugbears may question the wisdom or morality of Thrush's plans, they rarely voice their doubts openly. Thrush's authority is rarely challenged, and dissent is swiftly dealt with. Those who might harbor reservations about his extreme methods or long-term goals often keep their thoughts to themselves, fearing retribution or exile from the tribe.
Bugbear Village Layout
- A: Chief's Hut
- B: Arena
- I: Arena Champion's Hut
- J: Chiefs Private Stand
- K: Shaman's Private Stand
- L: Weapon's Storage Room
- C: Shaman's Hut
- D: Warrior's Hut
- E: Warrior's Hut
- F: Warrior's Hut
- G: Warrior's Hut
- H: Common Hut
- M: Common Hut
- N: Common Hut
- O: Common Hut
- P: Common Hut
- Q: Common Hut
- R: Common Hut
- S: Warrior Hut
- T1: Common Cave Openings
- T2: Common Cave Openings
- T3: Common Cave Openings
GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following is part of the adventure for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!
(A) Chief's Hut
The Chief's Hut is the largest and most elaborately decorated structure in the village. Made of sturdy wooden beams and covered with animal hides and furs, the hut stands as a symbol of the Chief's power and authority. The entrance is flanked by totems carved from ancient trees, depicting the spirits of past chiefs and the mighty creatures that roam the land.
Inside, the hut is divided into several sections. The central area is a large meeting room where the Chief holds council with his advisors and warriors. A fire pit in the center provides warmth and light, and the walls are adorned with trophies from past battles and hunts. To the right of the entrance is the Chief's private quarters, a space furnished with a large bed made of furs and a chest containing his personal belongings and treasures. To the left is a storage area for weapons and supplies, ensuring the Chief is always prepared for any situation.
The atmosphere inside the hut is one of respect and reverence. Only the most trusted members of the tribe are allowed to enter without permission, and any visitor must present themselves humbly before the Chief. The hut serves not only as the Chief's residence but also as the heart of the village, where important decisions are made and traditions are upheld.
Trush the Fierce
| IQ |
12 |
| ME |
14 |
| MA |
16 |
| PS |
24 |
| PP |
18 |
| PE |
22 |
| PB |
10 |
| Spd |
22 |
Hit Points: 55 SDC: 100
Skills: Leadership (70%), Tactics (65%)
Combat: Attacks per Melee Round: 4, Damage: 4D6+8 (club), Bonuses: +5 to strike, +6 to parry, +4 to dodge
(B) Arena
The arena is a rugged and dusty clearing surrounded by wooden barriers and crude seating made from felled logs. Bugbears gather here for combat training and entertainment, roaring with excitement as they watch bouts between warriors. The ground is compacted earth, scuffed and scarred from countless battles, with patches of grass struggling to grow amidst the wear and tear. The air is thick with the scent of sweat and anticipation, punctuated by occasional cheers and growls from the spectators.
- (I) Arena Champion's Hut
Throg the Mighty's hut stands apart from the others, near the entrance to the arena. It is larger and more robustly built than the surrounding huts, adorned with trophies of past victories. The entrance is framed by two large tusks, a symbol of Throg's strength and leadership among the Bugbears. Inside, the hut is dimly lit by torchlight, with furs and weapons scattered around, showcasing Throg's prowess and status as the reigning champion. The air carries a faint scent of herbs and potions, used by Throg to heal after intense battles. Throg is Chief Trush's son
Throg the Mighty
| IQ |
10 |
| ME |
12 |
| MA |
10 |
| PS |
20 |
| PP |
14 |
| PE |
18 |
| PB |
5 |
| Spd |
20 |
Hit Points: 40 SDC: 70
Skills: Climbing (60%), Hunting (65%)
Combat: Attacks per Melee Round: 3, Damage: 3D6+6 (sword), Bonuses: +3 to strike, +4 to parry, +2 to dodge
- (J) Chiefs Private Stand
The Chief's Private Stand is a sturdy hut, Set atop the arena. It stands, surrounded by totems adorned with bones and feathers, marking it as the heart of Bugbear authority and tradition. The entrance is flanked by torches that burn day and night, casting flickering shadows on the crude carvings of ancient battles that decorate the walls.
Inside, the hut is sparsely furnished, with a large fur-covered throne at its center. Animal hides and trophies from hunts line the walls, along with ceremonial weapons passed down through generations.
- (K) Shaman's Private Stand
The Shaman's Private Viewing Stand is perched high above the arena, offering a commanding view of the Bugbear village and surrounding wilderness. Accessed by a narrow, winding staircase carved into the rock, this secluded platform serves as a place of spiritual importance and divination for the tribe's shaman.
At the top, the stand is enclosed by a low stone wall adorned with mystical symbols and bones, designed to ward off malevolent spirits. A weathered wooden chair sits at the edge, overlooking the arena below, where the shaman conducts rituals and observes the tribe's gatherings, seeking signs and omens in the movements of the stars and the patterns of smoke rising from sacred fires.
- (L) Weapon's Storage Room
The Arena Weapons Storage Room is a stout stone building situated on the wall of the Bugbear Arena, designed to house an impressive array of weapons and equipment used for combat training and ceremonial battles. The exterior is unadorned, built from large, rough-hewn stones quarried from the nearby mountainside, ensuring durability against both the elements and potential intruders.
A heavy, iron-bound door secured with a thick wooden beam serves as the entrance, guarding the valuable arsenal within. Outside the door, faint scuff marks and scratches suggest frequent use, testament to the bustling activity surrounding the arena.
Inside, the storage room is surprisingly organized, considering its rugged exterior. Rows of weapon racks line the walls, each meticulously arranged to accommodate various types of weaponry: from massive battleaxes and longswords to wickedly barbed spears and stout shields adorned with tribal insignia.
A faint scent of oiled leather and polished metal permeates the air, mingling with the faint tang of woodsmoke from the nearby training grounds. Large crates and barrels near the back of the room contain spare weapon parts, repair tools, and bundles of tightly wound training dummies.
Throughout the day, the storage room echoes with the sounds of Bugbear weaponmasters and apprentices bustling about, maintaining, inspecting, and occasionally testing the readiness of the tribe's formidable armory.
(C)Shaman's Hut
The Shaman's Hut is a domed structure nestled amidst the dense thicket of the Bugbear village. Constructed from gnarled timber and thick hides, it blends seamlessly with the rugged terrain of the mountainous region. Outside, a pungent aroma of herbs and burning incense wafts from a small, smoldering fire pit, perpetually tended by acolytes.
The entrance is flanked by totem poles adorned with feathers, bones, and painted symbols representing the tribe's spiritual beliefs. Inside, the hut is dimly lit by the soft glow of hanging lanterns crafted from hollowed-out gourds filled with luminescent fungi.
The interior is divided into two sections: a ceremonial space and a living area. The ceremonial space features a raised dais adorned with animal skulls and intricate tapestries depicting mythological scenes of heroic deeds and spiritual journeys. On a weathered wooden altar, offerings of dried herbs, crystals, and animal pelts are arranged reverently.
The living area is sparsely furnished with a low, rough-hewn table surrounded by cushions made from stitched-together furs. Shelves carved directly into the walls house an array of clay jars containing herbal remedies, potion ingredients, and scrolls inscribed with ancient runes.
The atmosphere inside the Shaman's Hut is heavy with mystical energies, amplified by the shaman's ongoing rituals and consultations with ancestral spirits. Soft chanting and the occasional rhythmic drumbeat resonate through the hut, carrying the tribe's hopes and fears into the unseen realms beyond. Both of the Tribe's Shaman are wives of Chief Thrush
Grumlok the Wise, Chief Thrush's 1st wife
| IQ |
14 |
| ME |
18 |
| MA |
12 |
| PS |
18 |
| PP |
15 |
| PE |
20 |
| PB |
8 |
| Spd |
18 |
Hit Points: 45 SDC: 62>
Skills: Healing (75%), Lore (Magic) (70%)
Combat: Attacks per Melee Round: 2, Damage: 3D6 (staff), Bonuses: +2 to strike, +3 to parry, +2 to dodge
Special Abilities: Spellcasting (Level 5)
Vrogar the Unyielding, 2nd Wife of Thrush and Shaman of the tribe
| IQ |
143 |
| ME |
10 |
| MA |
10 |
| PS |
23 |
| PP |
15 |
| PE |
14 |
| PB |
9 |
| Spd |
15 |
Hit Points: 64 SDC: 60
Skills: Healing (75%), Lore (Magic) (70%)
Combat: Attacks per Melee Round: 2, Damage: 3D6 (staff), Bonuses: +2 to strike, +3 to parry, +2 to dodge
Special Abilities: Spellcasting (Level 6)
(D)Warrior's Hut
The Warrior's Hut is a stout wooden structure, reinforced with thick logs and draped with cured hides of various creatures. It stands proudly among the other dwellings of the Bugbear village, a testament to the strength and resilience of its occupants. Inside, the hut is divided into two sections: a communal area where Bugbear warrior and his family gather to share meals, discuss tactics, and prepare for battle, and a smaller, private chamber where the hut's inhabitant, Maul the Mangler, rests and keeps personal belongings.
Maul the Mangler
| IQ |
10 |
| ME |
12 |
| MA |
10 |
| PS |
20 |
| PP |
14 |
| PE |
18 |
| PB |
9 |
| Spd |
20 |
Hit Points: 40
Skills: Climbing (60%), Hunting (65%)
Combat: Attacks per Melee Round: 3, Damage: 3D6+6 (sword), Bonuses: +3 to strike, +4 to parry, +2 to dodge
(E) Warrior's Hut
This Warrior's Hut belonging to Klag Warg Killer is a rugged structure made from thick logs and scavenged metal plates. It stands prominently in the Bugbear village, adorned with crude trophies and markings of past battles. Inside, the hut is divided into a communal area where warrior and his family gather to feast and strategize, and a more private chamber where he rests and keeps his personal belongings.
Klag Warg Killer
| Attribute |
Value |
| IQ |
10 |
| ME |
12 |
| MA |
10 |
| PS |
20 |
| PP |
14 |
| PE |
18 |
| PB |
9 |
| Spd |
20 |
Hit Points: 40
Skills: Climbing (60%), Hunting (65%)
Combat: Attacks per Melee Round: 3, Damage: 3D6+6 (sword), Bonuses: +3 to strike, +4 to parry, +2 to dodge
(F) Warrior's Hut
Grolf Elfbane's hut is a sturdy structure built from large, rough-hewn timbers and scavenged stone. It stands apart in the Bugbear village, distinguished by the elf skulls of defeated enemies hung on spikes outside its entrance. Inside, the hut is divided into a common area where he eats and relaxes, and a smaller, more private chamber where Grolf Elfbane sleeps and keeps his personal belongings. The air inside carries a faint scent of herbs and burnt incense, used by Grolf in his rituals before battle.
Grolf Elfbane
| Attribute |
Value |
| IQ |
10 |
| ME |
12 |
| MA |
10 |
| PS |
20 |
| PP |
14 |
| PE |
18 |
| PB |
9 |
| Spd |
20 |
Hit Points: 40
Skills: Climbing (60%), Hunting (65%)
Combat: Attacks per Melee Round: 3, Damage: 3D6+6 (sword), Bonuses: +3 to strike, +4 to parry, +2 to dodge
(G) Warrior's Hut
Krudts the Flatulent's hut is a compact, low-ceilinged structure made from weathered logs and reinforced with scavenged metal plates. The exterior is adorned with crude carvings of battle scenes and symbols of strength. Inside, the hut is surprisingly tidy, with weapons and armor neatly arranged along the walls. The air carries a faint aroma of sulfur and charred meat, a lingering reminder of Krudts' penchant for fiery concoctions and his infamous bouts of flatulence.
Krudts the Flatulent
| IQ |
10 |
| ME |
12 |
| MA |
10 |
| PS |
20 |
| PP |
14 |
| PE |
18 |
| PB |
9 |
| Spd |
20 |
Hit Points: 40
Skills: Climbing (60%), Hunting (65%)
Combat: Attacks per Melee Round: 3, Damage: 3D6+6 (sword), Bonuses: +3 to strike, +4 to parry, +2 to dodge
(H) Common Hut
Kluld the One Eyed's common hut is a modest structure nestled among the larger huts of the Bugbear village. It is constructed from a mix of sturdy timbers and woven branches, with a thatched roof of dried grass and animal hides.
The hut's exterior bears marks of wear and repair, hinting at its longstanding use by its inhabitant. Inside, the space is sparsely furnished but cozy, with a simple sleeping pallet, a small cooking hearth, and a few shelves holding personal belongings and trinkets collected over time.
Kluld the One Eyed
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(M) Common Hut
Drox the Destroyer's common hut stands slightly apart from the main cluster of larger huts in the Bugbear village. It is a sturdy structure built with thick, rough-hewn logs and reinforced with strips of animal hide. The roof is pitched and covered with layers of dried thatch and moss, providing adequate protection from the elements.
Outside, the hut is surrounded by a small clearing where Drox keeps a few personal belongings, such as spare weapons and tools for hunting. Inside, the interior is dimly lit by a central fire pit, casting flickering shadows on the walls adorned with trophies of past victories and hunts.
Drox the Destroyer
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(N) Common Hut
Contrary to his name, Timith the Tiny is a giant among Bugbears. His hut is built from sturdy logs and bound together with thick vines. The roof is layered with thick thatch, well-maintained to keep out rain and wind. Outside, Timith's hut has a spacious clearing in front, often used for communal gatherings or training exercises. Large animal bones and weapons are scattered around, serving as both decoration and testament to Timith's strength and prowess. Inside, the hut is divided into 2 rooms, each comfortably furnished with furs and woven mats. Timith's personal quarters are spacious, accommodating his large frame with ease and the interior retains a warm and inviting atmosphere, enhanced by the crackling fire pit in the center.
Timith the Tiny
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(O) Common Hut
Glomer the Simple's hut stands amidst the bustling Bugbear village, its appearance somewhat crude yet endearing in its simplicity. Constructed from rough-hewn logs and patched together with bits of scavenged materials, the hut has a quirky charm that reflects its occupant's easygoing nature. Outside, the hut's yard is cluttered with oddities and half-finished projects that Glomer has started with enthusiasm but perhaps not the greatest skill. A collection of mismatched furniture and salvaged items adorns the porch, including an oversized chair that looks comically out of place. Inside, the hut is cozy and cluttered, filled with knick-knacks and souvenirs from various misadventures. A worn-out hammock hangs in one corner, a testament to Glomer's occasional naps between bursts of creativity. The walls are adorned with crude drawings and sketches, often depicting fantastical scenes or exaggerated caricatures of village life.
Glomer the Simple
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(P) Common Hut
Klemp the Unholy's hut stands ominously on the outskirts of the Bugbear village, its exterior adorned with crude symbols and markings that hint at dark rituals and mysterious practices. The hut itself is constructed from weathered timber, each plank seemingly chosen for its ominous grain and knotted imperfections. Outside, the hut is surrounded by an aura of unease. Bones, feathers, and other strange artifacts hang from makeshift racks, swaying slightly in the breeze. A small fire pit nearby emits a faint, acrid smoke, adding to the eerie ambiance. Inside, the hut is dimly lit by guttering candles and flickering torches, casting long shadows across the walls adorned with tattered tapestries depicting scenes of ancient battles and shadowy figures. The air is thick with the scent of herbs and incense, mingling with the faint odor of something more primal and unsettling. In one corner, a makeshift altar stands draped with dark cloths and adorned with bizarre trinkets—a skull, a rusted dagger, and a small, flickering candle that seems to burn with an unnatural intensity.
Klemp the Unholy
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(Q) Common Hut
Thragor the Vile's hut is a menacing sight in the heart of the Bugbear village, standing apart from the others with its dark and foreboding presence. The exterior is rough-hewn from thick, gnarled timbers, weathered and scarred by years of harsh mountain winds and occasional clashes with enemies. Outside the hut, crude totems and trophies hang from jagged hooks driven into the walls—a mix of bones, skulls, and tattered cloth that flutter ominously in the mountain breeze. A low fire burns constantly in a pit nearby, its flames casting dancing shadows that seem to writhe and twist with a life of their own. Entering the hut reveals a dimly lit interior, permeated by the scent of burnt herbs and something more sinister—an underlying odor of decay and old blood. The walls are adorned with crude symbols scratched into the wood, invoking dark spirits and ancient curses. In the center of the single room, a rough-hewn table serves as both dining area and workspace, cluttered with bones, potions, and odd trinkets of dubious origin. A large, heavy chair sits at one end, draped with ragged furs and surrounded by piles of crude weapons and armor. On the far wall, a bed made of furs and old sacks rests against rough-hewn stone, the blankets stained and worn but surprisingly comfortable-looking amidst the harsh surroundings.
Thragor the Vile
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(R) Common Hut
Murnak the Brutal's hut is a sturdy structure, similar to the other common huts in the Bugbear village but distinguished by its reinforced walls and crude defenses.
Murnak the Brutal
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(S) Warrior Hut
The hut belonging to Krugmar the Fierce is crafted from rough-hewn timber and animal hides. It stands apart from the common huts, displaying a collection of weapons and trophies of past battles outside. Inside, the space is dominated by a large central firepit, surrounded by furs and crude furniture. The walls are adorned with weapons from various cultures, each telling a story of conquest and strength.
Krugmar the Fierce
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(T1) Common Cave
This cave serves as a dwelling for a sizable group of Bugbears, primarily comprising women, children, and occasionally elders. It is a spacious cavern with natural alcoves and niches for privacy and storage. The floor is covered with thick, woven mats made from local vegetation, providing some comfort against the cold stone. The cave entrance is wide but easily defensible, with strategic positions for the warrior appointed to protect the inhabitants. Light filters in from openings high above, casting a dim glow over the community's simple possessions and communal areas. Approximately 10-12 Bugbears live in this cave, including Zargoth the Relentless the appointed warrior who ensures their safety.
Zargoth the Relentless
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(T2)Common Cave
This cave, much like T1, provides shelter for another group of Bugbears. It is slightly smaller than T1 but still spacious enough to accommodate its inhabitants comfortably. The layout includes natural shelves and ledges where personal belongings are stored, along with communal areas for cooking and socializing. The air inside is cool and damp, typical of mountain caves, but the occupants have made efforts to insulate their living spaces with furs and woven textiles.
Approximately 10-12 Bugbears live in this cave, including Lurkal the Merciless, their assigned warrior guardian.
Lurkal the Merciless
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
(T3)Common Cave
This cave is nestled deeper into the rocky crags, shielded from the elements and prying eyes. It serves as a modest yet functional home for a group of Bugbear women, children, and occasional elders. The interior is dimly lit by torches and scattered with simple furs and makeshift bedding. The echoes of laughter and playful bickering among the young Bugbear cubs often fill the air, contrasting with the occasional deep growls of the older residents as they recount tales of battles and hunts.
Draknar the Cunning
| Attribute |
Value |
| IQ |
8 |
| ME |
10 |
| MA |
8 |
| PS |
18 |
| PP |
12 |
| PE |
16 |
| PB |
8 |
| Spd |
16 |
Hit Points: 30
Skills: Foraging (55%), Prowl (50%)
Combat: Attacks per Melee Round: 2, Damage: 2D6+4 (club), Bonuses: +2 to strike, +3 to parry, +1 to dodge
Note: In Bugbear society, where strength and cunning are highly valued, it's not uncommon for ambitious individuals to secretly plot to overthrow their leaders, especially if they perceive weaknesses or opportunities for advancement. Here are the few potential candidates who have been plotting to take over Thrush's position:
- Gnarl the Ambitious: Gnarl is a seasoned warrior known for his strategic mind and charisma. He has quietly gathered a faction of loyalists who are dissatisfied with Thrush's extreme methods and want a leader who can expand Bugbear influence without alienating potential allies. Gnarl sees himself as a more diplomatic alternative to Thrush's aggressive tactics.
- Grakka the Sly: Grakka is known for her cunning and ability to manipulate situations to her advantage. She has been subtly undermining Thrush's authority by forming alliances with other influential Bugbears and spreading rumors about Thrush's leadership abilities. She believes she can rule through cunning and alliances rather than brute force.
- Snaggletooth the Brutal: Snaggletooth is a ferocious warrior who believes in ruling through fear and intimidation. He sees Thrush's reliance on alliances and diplomacy as weaknesses and believes that Bugbears should assert dominance through sheer strength and aggression. He has gathered a group of like-minded warriors who are eager to see a more aggressive leader at the helm.
- Zog the Opportunist: Zog is known for his opportunistic nature and ability to capitalize on chaos and uncertainty. He has been quietly accumulating resources and support among disenfranchised Bugbears who feel overlooked or marginalized under Thrush's rule. Zog waits for the right moment to strike, hoping to seize power when Thrush's leadership is most vulnerable.
Gnarl the Ambitious
- Attributes:
- IQ: 10
- ME: 11
- MA: 8
- PS: 18
- PP: 14
- PE: 16
- PB: 9
- Spd: 15
- Skills:
- Wilderness Survival: 55%
- Track & Trap Animals: 45%
- Prowl: 50%
Grakka the Sly
- Attributes:
- IQ: 12
- ME: 10
- MA: 10
- PS: 17
- PP: 15
- PE: 14
- PB: 8
- Spd: 16
- Skills:
- Detect Ambush: 50%
- Intelligence: 45%
- Streetwise: 40%
Snaggletooth the Brutal
- Attributes:
- IQ: 13
- ME: 12
- MA: 9
- PS: 16
- PP: 16
- PE: 15
- PB: 10
- Spd: 14
- Skills:
- Lore: Demons & Monsters: 55%
- Wilderness Survival: 50%
- Pick Locks: 40%
Zog the Opportunist
- Attributes:
- IQ: 11
- ME: 9
- MA: 7
- PS: 19
- PP: 13
- PE: 17
- PB: 7
- Spd: 17
- Skills:
- Weapon Proficiency (Blunt): 65%
- Interrogation Techniques: 50%
- Track Humanoids: 40%
These individuals embody diverse leadership styles within Bugbear society, ranging from diplomacy and manipulation to brute strength and cunning opportunism. Each one views Thrush's leadership as flawed or exploitable, believing they possess the acumen to lead the tribe to greater power and dominance in the region. However, Thrush remains keenly aware of their ambitions. They reside in the common caves under Thrush's watchful eye, unaware that their every move is monitored. Most of the plotters' followers are carefully selected by Thrush himself, strategically placed to gather information and, if necessary, eliminate threats discreetly. Thrush's approach reflects his belief that manipulating potential rivals yields greater satisfaction than outright conflict, preserving the tribe's unity and strength. As Thrush often jests, 'Why waste good warriors when they can unwittingly serve a greater purpose?' Despite their delusions of grandeur, each plotter remains oblivious to Thrush's astute awareness and meticulous planning, unaware that their time for reckoning may be swiftly approaching.
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