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Ynkla, Corrupt , Chaos Sister of Bad River Horse

Ynkla is a tragic and terrible figure – a naiad tortured and twisted until she was utterly changed from the gentle soul she had been. She was captured some time ago by a cult of ogres on an island upstream and tormented, then infested with chaos, very much against the her will. On effecting her escape, Ynkla wanted nothing more than to find peace and a quiet waterway to call her own. She found the Great Bog, explored it and was overjoyed to find an ancient center of power to the River Horse. She crafted a driftwood idol, and gave her power to the spirit, hoping to reinvigorate it.

But the savagery of the ogres, the taint of chaos, had broken Ynkla. Her devotion was ‘wrong’, her methods cruel. Unaware even of her crimes, she began kidnapping otterfolk and newtlings, even the occasional willow elf of Deep Well, sacrificing them in terrible rites, hurling their power and her imprecations across the Veil into the spirit world, where the the River Horse could not help but hear. River Horse, from his place in the spirit world, could not act directly, and was slowly perverted into a horrid chaotic hippocampus that became increasingly eager to answer her call.

And there were other things that felt that call. Gorps, mindless things drawn to chaotic locales, traveled the waterways to her temple. Mudsharks, terrible half-men with an appetite for human flesh, began to swim upriver from the sea to sport in the river and swamp. In this time, Ynkla became completely lost in what she had become, barely recalling any other life. The sunken city became a place to shun.

She is a terrible sight as she skitters from the shadows on her back stalks, four eyes peering from her upside down face.

I have not populated the Sunken City, You can do that yourselves. Also, I don’t want to give anything away to my players, who have not fully explored it yet. Ynkla is at #4, as is the temple to Bad River Horse. The map was by the talented Stormcrow135.

Ynkla

Location Melee Ranged Armour Hit Points STR 17 R. Leg 1-3 1-2 4 7 CON 17 L. Leg 4-6 3-4 4 7 SIZ 20 Abdomen 7-8 5-7 4 7 DEX 23 Chest 9-10 8-9 4 8 INT 16 R. Back stalk 11-12 10-12 4 10 POW 22 L. Back stalk 13-14 13-15 4 10 Actions 4 R. Arm 15-16 16-17 4 6 Move 8 L. Arm 17-18 18-19 4 6 SR +18 Head 19-20 20 4 7 HP 22 Traits: Amphibious, Nightsight. Chaos Features: • Spirit Eyes, can see into the spirit world at all times. • Back Stalks, she can spider climb backwards at full speed 10 by using her back stalks. • Acid Immunity – Ylnka is immune to acid, including the attacks of gorp. • Fertility – Chaotic Fecundity – With a caress and a Permanent POW, Ynkla can roll on the Chaotic feature table and manifest that Ability for 15 minutes. • Water – Ynkla can control water with a roll, as an 5. Each manifestation of this ability costs 1d4 temporary POW. • Watery Regeneration: When Ynkla has been reduced to Zero or fewer Hit Points, she splashes to the ground as a outpouring of water. She then will move at a rate of 6 or less, toward a low spot or a pool, regenerating at a rate of 1 Hit Point per minute. In this form, only attacks that are capable of destroying a lot of water, such as magic, will damage her. Scooping or removing water, simply slows down the rate of regeneration. Of course, if she were collected into a single vessel, she could be contained, but would eventually reform within, probably enraged.

Skills: Athletics 80%, Control Water 90%, Evade 40%, Lore 50%, Persistence 49%, Resilience 79%, Stealth 70%, Survival 60%, Swim 100%, Worship 60%.

Attack s Reach Attack Damage Maneuvers Claws 75% 1 1d6+1d4+2 + Swelling* Bleed, Impale *on a POW vs. POW success, water fills the wound like a goiter, causing -1d4 temporary DEX, cumulative.

Drown: Engulf one target to drown it at 1D8 points/melee round. Each melee round the target may match its POW against the POW of Ynkla on the resistance table to keep its breath and not be drowned.