The gnolls were a tribal people mainly focused on the art of war. In a way, they resembled orcs in their style of living since, even before Dan decided to make more of them, they had been very martial people. They didn’t have many casters, which was something Dan was happy to maintain as he created more of their kind. Dan’s plan was to focus on making the gnoll camp and its residents as physically powerful as he could. He would still create casters, but much like the orcs, the casters would be a rarer sight, often being mini-bosses.
Unlike many of the orc casters, the gnoll casters wouldn’t entirely focus on utility and support, whereas the green camps needed a specific balancing act between each other. The gnoll vs the kobold conflict needed a balanced but different approach. An approach that would be seen in the gnoll casters, who would have a balanced build in order to help push their faction toward victory.
?? Crystal Notice ??
?? Humanoid Statblock ??
Rank: Mid D Rank.
Name: Tyrk.
Type: Humanoid - Beastkin - Hyena.
Choice: Elite Gnoll Caster.
Size: Medium.
Hierarchy: Mini-Boss.
Arcane Mana: 1000/1000.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 500/500.
Pure Arcane Mana Conversion: +4 Per Minute.
Innate Abilities: 11.
Dark Vision. Keen Senses. Scavengers. Nomadic. Savages. Pack Tactics. Powerful Bite. Unsettling Laugh. Presences. Mana Storage. Pack Leader.
Proficiencies: 11.
Staff. Dagger. Unarmed. Light Armor. Experienced. Tactics. Body Enhancement. Evocation. Abjuration. Conjuration. Domination.
Spells: 10.
Body Enhancement - General. Shield. Barrier. Summon Unsettling Laughter. Laugh of the Pack. Create Illusion. Mass Basic Stealth. Elemental Bolt. Grasping Roots. Plague of Speed.
Techniques: 1.
Enhanced Strike.
Respawn Timer: 4 Hours.
Respawn Cost: 80 Mana.
Creation Cost: 161 Mana.
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The stats of the hyena people were nothing to be shocked by. Their innate abilities all pointed at precisely what Dan had expected and did exactly what they were named for. Scavengers and Nomadic went hand in hand, keeping small packs of the beast folk in a state of movement, always looking to find their next opportunity or take what others had left. Of course, with the addition of the Savages trait, their scavenging was often whatever they took after raiding unsuspecting victims. It was a trait that aligned with what they were, a chaotic force, uncaring of anything and happy to plunder.
Pack Tactics helped the gnolls work together, which was the only reason they could survive to begin with. And, of course, that very ability is what eventually allowed their people to establish larger packs like the one that had been harassing the kobolds.
Powerful Bite was a simple ability that spoke of their bite force and did little else. On the other hand, Unsettling Laugh was the gnoll's bread and butter and what let any and all know what the beastkin were and what they were about. The high pitch and unusual laughter held little magic, but its connection to the creature, along with the little magic it did have, was enough to put anyone on edge.
This particular mini-boss that Dan created looked like most of the other hyena humanoids with its slouched posture, short mane, and somewhat spotted yellowish fur. Not that they always had yellowish fur, and, as Dan made the hyena people, they came in other various darker colors.
For its proficiencies, Dan had given it quite a number of things since it was a caster, but he also gave it enough close combat prowess to give any adventurer a good run for their money. Dan had previously used many of its proficiencies, which would help the boss best use its minions in the field.
As for spells, there was a wide variety of them, that would truly help the boss excel. Something like Unsettling Laughter was made to mimic the gnoll's own laughter, but with proper magic, causing a fear effect. Meanwhile, Laugh of the Pack would amplify the gnoll’s already existing laughter while infusing it with magic and increasing its potency as more of their kind laughed along. That particular spell was also a way for the gnolls to boost each other further, even if the boost was minor. The rest of the spells were fairly straightforward and were there to provide utility, damage, or further debuffs.
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The Rolling Hills was supposed to be one of the most challenging areas in Dan’s dungeon. However, that did not mean it would be the only difficult area in his dungeon because the Rocky Caves would be up there with it. Dan had made the dungeon so far to offer increasingly difficult and new challenges for adventurers. The easiest area was the town. It had the weakest of his monsters to start with and was supposed to be the starting area for adventurers in Low D Rank or those who were trying to train to get there.
After the town area was the Frog Lake, which would present the underwater challenge, making adventurers adapt, but also would give Low and Mid D Rank adventurers a measured challenge. Following the lake were the Druid's Domain and Tainted Lands. Those two areas would have adventurers dealing with the soul issue and hopefully be a place for them to learn to combat such a problem. Furthermore, it was the first area where they would be pushed to work as a group. Not that they needed to since either faction’s adventurers could win by simply doing their own thing as long as their side advanced and they were strong enough. However, if they did work as a group, it would give them an advantage.
The Beast Lands fell in the middle of the entire dungeon. It was a place where individual parties would be pushed as they fought new monstrosities or the Beast Lords. However, it ultimately ended in a major battle that could be heavily influenced by adventurers who worked together in the final raid. Even then, it was an area solely focused on battle and not much strategy, where might was everything.
After The Beast Lands was The Green Territory, which was effectively The Beast Lands but with humanoids. Essentially, a place for adventurers to focus on fighting with little strategy, but with the added benefit of learning to fight humanoids. Of course, teamwork was the key to success in the final event, and so were strategy and tactics. However, it wasn’t necessarily a requirement since strong enough adventurers or simply an overwhelming number of them could beat the event without issue.
Then came The Rolling Hills. The hills was the first area where adventurers would hit an actual wall without the requirement of a boss. All the minions in the hills would be strong enough to rival one adventurer, sometimes two. It would be something unprecedented as before; minions were there to create numbers and maybe some challenge, but they were never truly a wall like mini-bosses or bosses were. In The Rolling Hills, adventures would be required to work together to advance, as no party would or could assault a camp by themselves. And even if a few managed to assault a camp, without backup to secure an escape route or their flanks, their assault would fail.
The culmination of Dan’s dungeon, at least in a sense, came with The Rocky Caves. It was a place where teamwork was required since adventurers doing whatever, whenever, would not amount to much. However, at the same time, good or powerful adventurers were just as important to capture areas and fight off other adventurers. Then came the fact that tactics and strategy were important since capturing areas without any thought or reason could be the downfall of a faction. Of course, out of everything, there was the obvious thing where the monsters or minions would be strong.
Dan wasn’t going to make all the kobolds and gnolls Mid D Rank, but there were going to be plenty, especially on the gnoll's side. It was something of a quality vs quantity thing and something Dan had already balanced some aspects of the event around. Either way, another important thing was that even the most basic gnoll warrior would be a good challenge against an adventurer.
?? Crystal Notice ??
?? Humanoid Statblock ??
Rank: Mid D Rank.
Name: Ozzy.
Type: Humanoid - Beastkin - Hyena.
Choice: Gnoll Warrior.
Size: Medium.
Hierarchy: Minion.
Arcane Mana: 500/500.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 250/250.
Pure Arcane Mana Conversion: +4 Per Minute.
Innate Abilities: 9.
Dark Vision. Keen Senses. Scavengers. Nomadic. Savages. Powerful Bite. Unsettling Laugh. Presences. Mana Storage.
Proficiencies: 8.
Spear. Saber. Crossbow. Unarmed. Light Armor. Trained. Basic Tactics. Body Enhancement.
Spells: 2.
Body Enhancement - General and Agility.
Techniques: 6.
Empowered Strike. Empowered Shot. Tough Skin. Elusive Step. Enhanced Speed. Disruptive Laugh.
Respawn Timer: 2 Hours.
Respawn Cost: 53 Mana.
Creation Cost: 107 Mana.
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In a way, the gnoll warriors were the less refined version of the hobgoblins. That fact, however, didn’t make them less powerful. In fact, they were just as strong and dangerous with all the proficiencies Dan had given them. There was little need to explain said proficiencies or the techniques, for that matter. They were things Dan had used before, if sometimes slightly modified. The only odd one was the Disruptive Laugh, which was meant to put an adventurer or enemy off balance with a targeted mental attack. It was one of the ways the gnoll could match if not easily, defeat the hobgoblins, and also a way for them to give adventurers a good challenge.
All in all, most gnolls would follow the same variation as the first gnoll warrior Dan had made. Of course, there would be differences, as he created bulkier ones focusing on strength or stealthier and much more agile ones.
There would be large numbers of the gnolls, with Dan wanting to make around 2000 or so, possibly more, depending on how the first dungeon event with them went, and naturally, with that number, there would be a large variety of them using numerous weapons. Not to mention, Dan needed to create various crafters and other npcs who acted as vendors of sorts.
Then there was the creation of their leader, who would be the final boss of the gnolls and who adventurers would fight if the kobolds won an event.
After spending time creating the gnolls, Dan had to go through and make sure quests were in place and everything was working in order, before he finally went and did the same to the kobolds.
Dan also hadn’t forgotten about the trapped gnolls, but he couldn’t kill them all just yet since he needed the constant supply of mana from the monster event. Dan felt slightly bad for keeping them trapped only to slaughter them later, but in the end, he cared more about having his dungeon ready to go than any ethical proclivities.