PDA

View Full Version : Black Wings over the Valley



Fouredged Sword
2014-11-11, 12:11 PM
Character sheet - for reference (http://www.myth-weavers.com/sheetview.php?sheetid=1053576)

Your name is G'Rashnar, a wyrmling black dragon, whelp of Grimjaw an adult black dragon and ruler of the swamps of despair. You are the fourth is a clutch of 10. Five of your siblings were still alive when you decided it was time to seek your fortune away from the lands of your sire. Two of them died to mortals who invaded the swamp to kill your sire, the other two died due to disappointing him. Over the past few months he has grown restless. You feared that he would being encouraging his children to move on and out. Lethal encouragement. Thus you left. There was little in the swamp to risk death over, and so long as you stayed there was no hope of building a horde that Grimjaw would not claim as his own. One night, when Grimjaw was away hunting, you stole into his horde and pilfered what you could: a bag of holding, a mostly depleted wand of stoneshape, and a traveler's anytool. Other than that, you managed to take a handful of gold (25). You left without another word.

Before leaving you learned of a secluded valley swamp, away from the dangers of humans and elves.

Stealth - (1d20+21)[34] +20 (for flying at night, yeah, nothing saw you)
You flew at night, a black shadow on a black sky. It has been 5 nights of long hours in the air, but you have finally reached the location you sought.

Knowledge (geo) - (1d20+4)[11]
You know this valley is a secluded one. It lies on the southeastern edge of the Normont range of mountains. The swamp of your father lies on the southern tip of the range, where the mountains turn into a swamp that extends for miles. To the east lies the human kingdom of Redcrest. To the West are the peaks of the mountains and the entrance to the dwarven mine Ironhold. You crossed the main road between the two, and it curves well south away from your valley.

Knowledge (nature) - (1d20+4)[14]
This is a temperate area, with few real extremes of weather. As far as animals are concerned, nothing threatens you. The biggest things capable of flight are not any larger than you, and bears and wolves are threats only until you can become airborn.

You arrive in the dead of night. Thick cloud cover blocks the moon and stars, and even your night vision is unable to see more than shadows. Luckily you are alert and notice a storm is brewing, a big thunderstorm. You notice it well ahead of it breaking.

What do you do?

- Take shelter in the hills and try to find a cave.
- Rush to the forests and take shelter in the trees.
- Make for the swamp - the waters will hide you.
- Fly to the lake, the storm can rage on the surface all it wants.

You have about an hour before the storm hits (survival 22). Winds will be strong enough that you will have trouble in the open (tiny creatures must roll to resist being blown away)

AngryCyc
2014-11-11, 12:29 PM
G'Rashnar begins dipping in the air, making her way towards the large lake. The depths of the lake will provide her all the shelter she needs against a storm. She sets her heading towards off-center of the lake, aiming towards the depths on the west-side of the center. The waters will protect her, and she meant to explore the lake early anyway... As far as she cares doing so while a storm rages just kills two bird with one claw.

Fouredged Sword
2014-11-11, 02:05 PM
The lake is a short flight away and you reach it in about a half hour of flight (5 miles). What would have been a day long slog through hills and bog to mere mortal races is a short flight for your ebon wings. The storm has yet to cross into the valley, but you can already feel the pressure dropping as the storm pushes uphill from the eastern coast. The western side of the valley is going to be drenched, though the east will fair only slightly better before it gets slammed by the flooding that is sure to follow.

This is of little concern to you. The lake is broad enough to absorb the swell without creating the currents that could threaten you is a river.

stealth roll 31

You slide into the water with fluid grace. Barely a ripple marks your falcon like dive into the black waters. You dive into the waters a fair distance from the shore, as you see beds of swamp reeds that could hide threats and would be a pain to search.

The water is dark. You are restricted to your blind senses (60ft) and your dark vision (120ft). You suspect that it will only get worse as the water begins to drag sediment from the swamps into the lake. You know that in as little as an hour the water will fog with silt and you will lose all but your blind sense.

Perception check 20

Your low light vision is superior to most, and you can make out things that even keen eyed elves would miss. Once your eyes adapt to the water you can vaguely see the lay of the land under the water. You can tell that the lake is shallow at this end, barely reaching a depth of 60ft. It slopes to the east though, and the east end of the lake is deep, stopping suddenly as the mountains rise into a natural dam.

You also spot something interesting.

Knowledge Nature check 9

Two large fish appear to be sleeping along the bottom. They are massive beasts, easily 7 feet long each. Your mouth waters after so many days of dreaming of food for sustenance. You don't supposes you HAVE to eat them, but they missed your entry into the water entirely.

You could also explore the reeds along the shore. Visibility would be low, but it will be low once the silt hits the lake anyway.

You could travel deeper into the lake, see what lurks in the depths. You have about an hour before you lose sight entirely. You do a bit of exploring while you can still see.

Or whatever else takes your fancy. You expect the storm to blow over by midnight (5 hours), though once it passes, it will take a great deal of time for the water to become clear once more (1-2 days)

Side note - It is mid spring. I forgot to mention this earlier. Not major importance just yet, but this game will track seasons.

- Looking at your character sheet, I noticed you didn't mark the penalty for wasting on your charisma based skills. I will try to do as much rolling in my posts as possible, so having those accurate is somewhat important. I would suggest a quick change to your character sheet though. Unless there is a specific reason for wanting the wasting curse, you may be better suited with the Cold-Blooded Lizardfolk curse unless you want to completely shun diplomacy. While I will be running diplomacy with a heavy dose of DM modifiers based on situations and how things are phrased, wasting will make it hard to interact with other races. Even Kobolds will grimace at the sight of your rotting scales. First impressions will be hard. Fair warning and a chance to change things if you like.

Of course the Very young age category comes with +2 int and charisma. If you so desire, you can boost those skills then.

AngryCyc
2014-11-11, 03:02 PM
She lets her hunger and desire for the hunt overtake her curiosity about the lake depths. Approaching her prey from behind, she triggers her ability to hide in plain sight with the water to get closer without them being aware of her presence.

Aquatic Survivalist trait for the above ability. Hide in plain sight underwater, blocking abilities like blind sense and junk. If a new stealth roll is required [roll0]

As she creeps along the bed of the lake, she gets just within reach of one of the creatures, before readying herself to pounce on it. She studies the fish for just a second to locate prime locations to strike, before jumping on it and attacking!

She bites deeply into it's back with her sharp teeth.

If required, initiative [roll1]

5 ft stepping into it's space while it is flatfooted should mean no AoO unless they have combat reflexes...

Single attack during surprise round

Bite [roll2]
Confirm crit [roll3]
Damage [roll4] + [roll5] SA
Crit [roll6]


If she also wins initiative, next attack is full attack action:

Bite [roll7]
Confirm crit [roll8]
Damage [roll9] + [roll10] SA
Crit [roll11]

Claw [roll12]
Confirm crit [roll13]
Damage [roll14] + [roll15] SA
Crit [roll16]

Claw [roll17]
Confirm crit [roll18]
Damage [roll19] + [roll20] SA
Crit [roll21]

AngryCyc
2014-11-11, 03:42 PM
-skills are fixed. Wasting was preferred because a black rotting dragon living in a fetid swamp is awesome. Sure it'll make things a little more difficult diplomatically, but CE would probably prefer intimidating to diplomacy anyway. I did forget that having rotten scales makes you somehow worse at using magic devices though, but that's no matter. I dropped 1 rank in UMD to put in intimidate.

The general idea is big scary dragon, Rawr.

Fouredged Sword
2014-11-11, 03:43 PM
You slide up to the fish. The water flows around you with nary a ripple. The fish never had a chance to even notice you. You drift right up next to the closest to shore and bite down (the fish is asleep, changing your action to a bite CdG)

Damage 12, fails the DC 22 fort save, dies.

Stealth check (I'm going to call this sniping, fuzzy rule use) result 7 vs perception check -1.

Your bite finds it's way into the spine of the first fish, killing it instantly. It dies with a twitch. The second fish fails to wake, allowing you to glide over and end it's life as well.

Not even rolling stealth, it can't pass the check

You bite this one as well, killing it outright (22 damage)

You savor your small victory, and ponder what you are going to do with your bounty of fish meat. (each Gar (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/fish/fish-gar)is 200lbs (total 400). About 150lbs (total 300) of it is edible meat and organ.

It would be easy to eat your (tiny) fill and leave, or you could store the fish somewhere, but that would take time. Ether way, you are in the same position as before. The storm grows closer and your options remain much the same. (combat took all of 1-2 minutes)

The meat won't last long in the water. You could take it to land, but even then it won't last more than a day or so before going bad unless you prepare it somehow. The old black dragon method is to soak it in a pool of diluted acid (makes it inedible to anything without acid resistance, but it's quick and easy, no fire needed), but you could smoke it in the manner of most other races (need a fire, hard with the storm).

AngryCyc
2014-11-11, 03:49 PM
G'Rashnar is very pleased with her work. With dawning comprehension that she now has way too much meat and no place to store it, she makes a mental note of their location goes back to exploring the depths. Even if she doesn't eat any of them, she's satisfied that she has displayed her dominance over nature.

Swimming along the bottom, she starts heading towards the deeper waters near the natural dam of the mountains east. She swims in a straight line so as to better find her way back to her kill, but she heads off looking for any solid rock with natural features that she might use as a shelter, or even to start Stone Shaping into her lair.

Fouredged Sword
2014-11-11, 03:56 PM
Do you attempt to hide as you move (much slower) or do you swim openly (faster). Mind you, it's near pitch black. You can only really see with darkvision and it will only get worse as the storm hits in full.

AngryCyc
2014-11-11, 03:58 PM
She moves at full speed. Her observation of fish sleeping out in the open has made her feel this lake features no strong threats, and her swift ending of their life has filled her with confidence.

Fouredged Sword
2014-11-11, 05:07 PM
Rolling

Perception 16

You swim swiftly along the bottom of the lake. You hear the sound of water striking water as the storm rages overhead. The area is silty soil that is slowly sloping away from the swamps. You don't spot anything too interesting until you find a outcropping of rock that forms what looks like a natural overhang jutting from the floor of the lake. It is serving as the anchor for a number of the aquatic plants that dot the bottom of the lake.

AngryCyc
2014-11-11, 05:28 PM
She slows down and begins to really explore the overhang. Taking 20 on perception and survival to really explore the area. She looks for all possible places to tunnel into the rock, as well as for signs of any other substantial creatures who might live around.

Fouredged Sword
2014-11-11, 05:43 PM
As you swim closer, you are startled to discover this spit of rock is occupied in a most unplesent way. A large brutish creature charges out of the weeds, razor claws raised to attack.

It's claw misses your tiny body.

You recognize the creature as a Scrag, a large very dangerous cousin of the troll that likes to live in aquatic situations. It's regeneration is suppressed by acid.

Luckily you are not totally caught off guard, and beat the Scrag's initiative. You are 90 feet from the surface, 30 feet from the bottom of the lake. Besides the outcropping of rock is 30ft east and 10ft bellow you. (about 30x30x20) the area around you is a flat plane broken up by small plants along the silty bottom. The troll is swimming so you are level with it's head and are 10ft away (within it's reach).

- By the way, don't feel compelled to fight everything you run across. Some fights may be very hard without preperation. You can always return later, but the world is dynamic. Being alone means many threats will be very hard to beat.

AngryCyc
2014-11-11, 06:37 PM
She is briefly startled by the attack, but quickly recovers and flees up towards the surface, swimming 60 feet up, before turning to face the troll and readying an action to use her acid breath as soon as it gets within 30 feet of her.

Fouredged Sword
2014-11-11, 07:41 PM
The scrag charges you. Your belt out a line of acid directly in the snarling face of the scrag as it grimaces in pain. 11 damage. The acid melts away the trollkin's face!

The scrag claws at you as it completes it's charge. You take 11 damage. The claws rake through your skin like tissue paper.

You notice that the Scrag, while a good swimmer, is significantly slower than you (it has a 40ft swim compared to your 60). You can hear the whipping wind blowing across the surface of the water just above you.

AngryCyc
2014-11-11, 07:49 PM
Not risking breaking the surface, she levels out and swims immediately away from the scrag again, swimming a full 60 ft away before turning and readying the same acid breath, hoping the beast is stupid enough to not learn from it's mistake.

Fouredged Sword
2014-11-11, 08:15 PM
- Huh, learn something every day. Pathfinder dragons can breathe each round. :smallbiggrin:

The Scrag is clearly both reckless and angry. Though the beast isn't healing from your acid attacks it still charges forward headless of the damage you are inflicting.

This time it blocks the stream of acid with it's arm, reducing the damage significantly (5 damage). It attempts to capture you with it's gaping maw. The scent of rotting fish billows from the foul mouth of the beast, but the teeth miss by a good distance as you nimbly dance away from the danger.

(You have the thing raging mad and as long as it can get a swing in, it's going to chase you for a while. It knows so long as it can kill you, it will heal in minutes (and it's none too bright). Do you want me to do this pattern for the next few rounds, see where things end up? I can stop when ether you hit a HP amount or the Scrag decides to run)

AngryCyc
2014-11-11, 08:28 PM
-Had to look myself to see how many rounds I had to wait. I was expecting 1d4 but black dragons at least have every round.

Being faster and having a bit of a ranged attack, yeah she's going to keep doing the same action, making sure to stay outside of it's reach while pelting it with acid. She's going to try to steer it such that it doesn't have any cover and that she's in between it and rock overhang it came out of. Other than that, yeah, swim away, turn and shoot breath!

Edit: unless it manages to get her down to 10 hp or less. Then some fleeing is in order. It seems like she has the advantage though.

Fouredged Sword
2014-11-11, 09:19 PM
Ok, here we go.


fail save - 6 damage (41)
Fail attack
Fail save - 6 damage (35)
Fail attack
Make save - 3 damage (32)
Make attack - 8 damage (22)
Make save - 3 damage (28)
Make attack - 6 damage (15)
Fail save - 9 damage (19)
Fail attack
Fail save - 4 damage (15)
Fail attack
Fail save - 10 damage (5)
Makes attack - 11 damage (4)
The troll then attempts to run and dies to your parting breath attack. (6 damage)

Wow, you actually beat the scrag. Wasn't expecting that really. That thing was CR 5 :smalleek:

For several minutes you and the scrag play a very dangerous game of tag. You dart across the water, giving the troll-kin just enough room to chase you. Slowly your acid begins to eat away at it, first melting the skin, then eating away at muscle and bone. While you are left battered and bruised, it is left a half melted husk. You bathe the corpse in acid until the skull is laid bare and bleached white.

Though you are victorious, you are also half clawed to death (that last hit put you at 4hp before the troll turned and ran). You slink back to the Scrag's layer and search it carefully.

You find a small cavern 20x20x10 with a 10ft entrance that the trollkin lived in under the rock formation. Inside the watery cove is the bodies of several humanoids long since decayed. You search them carefully. You find the following still in good condition.

Potion of Shield of Faith (cr, 50 gp)
Padded Armor (+1 armor) (1155 gp)
Gems worth 300gp
1300 silver pieces (130gp)
315 gold pieces
35 platinum (350 gp)

Knowledge arc and eng - 12

You see several ways to shape the stone here to form a lair. You could ether shrink the large opening to tiny with a thin layer of stone (12" thick per use), and thus gain the largest area possible, or, alternatively, you could carve yourself a private pocket into the rock elsewhere, leaving the opening much longer and thus stronger, but at the expense of smaller living area.

AngryCyc
2014-11-11, 09:53 PM
The young dragon breathes a sigh of relief. This was the most challenging fight she'd ever put herself through but she was proud of her tactical superiority over such a powerful foe. She took this as a sign that here should her home be.

Unsure of what to do exactly with it yet, she heals herself with a few cure light wounds spells to patch up some damage the scrag did to her, and then swims back to the fish she had slain earlier, chewing and aciding them into small enough chunks for her to carry back to her new cavern while she makes some plans.

CLW [roll0]
CLW [roll1]
CLW [roll2]

3/4 spells used for the day.

Fouredged Sword
2014-11-12, 05:58 AM
About half way back to the fish, you swim directly into a rolling wall of silt that is spreading like a bank of fog. You lose your sight entirely.

survival check - 17

You find the location of the fish you stashed earlier. You had threaded a reed through the gills and tied it so they couldn't float off. You snap the reed and determine that dragging the fish will be easy enough even in one piece (they are neutrally buoyant and you are underwater)

Survival check - 23

Once there, you fill your cove with acid breath and watch as the fish cook in the caustic mixture. This also has the side effect of cleansing the inside of the cave of any lingering scent of Scrag.

The storm abates above, and you can hear the rain become a drizzle, and then stop all together.

You have several points you could break off from this. You have a safe shelter, food, and water. You can safely rest here. You can modify this area with shape stone.

Do you go exploring again, do you rest until the next day when you can recover your healing spells , or do you sleep through this underwater siltstorm?

What precautions do you take before heading out or resting?

AngryCyc
2014-11-12, 07:39 AM
Coming back to the rather open cavern, she decides she needs to modify it a bit. Fortifying it for the time being might be useful, but not so much for long term habitation. She therefor gets out her wand of Stone Shape to begin carving her own little pocket into one corner of the lair. She goes to the back most corner, and commands the rocks carve out a 15'x5' tunnel angling up through the ceiling, into the adjoining mountainside at about a 45 degree angle. Where it meets the cavern, she wants a hinged door with a simple sliding latch that can be operated from the inside to lock it while she is inside.

30% chance moving objects don't work, so 1-30 fails: [roll0] in which case she casts another time to get the door to work [roll1]

Craft check if needed [roll2]

The rest of the stone being displaced is pulled out to reinforce the entrance, keeping the large opening but adding reinforcement to it to strengthen it and make it more sturdy and stable. At the top of the newly formed tunnel she casts another 4 times to carve out a 15'x10'x10' chamber, pulling the spare stone out to the front of the reinforced opening and several high spiked pillars spaced sporadically around the entrance to make it difficult for larger creature to brute-force their way into the open chamber.

Final cavern + lair should look something like this:

http://i.imgur.com/JAznhS5.png

With her inner chamber built, she goes inside, shutting the door behind her, and makes a nice little bed from all the coins and gems she found and goes to sleep.

Fouredged Sword
2014-11-12, 08:13 AM
Two issues with your plan.

Stoneshape effects 10+1/cl cubic feet of stone. Your specific wand alters 15 cubic feet of stone a casting. A 5ft cube contains 125 cubic feet and will take 9 uses of stoneshape to fill/empty.

It would be east to carve a 1ftx1ftx3ft tunnel (3ft^3) (plenty large for your tiny size) that opens into a 2ftx3ftx2ft (12ft^2) chamber. You can expand the tunnel or chamber with more uses (mind the footage). Creating a door would be part of this. (1 use)

Closing up the main entrance would be a single use (10ftx1ft wall). It is already structurally secure, but restricting the entrance can prevent large creatures from entering and you could add at door at this location. (1 use)

Creating pillars of rock (6" thick) would allow you to create difficult terrain in 2 squares for creatures larger than small. (1 use)

The other issue is that you are on a spur of rock sticking up from a relatively flat bed of the lake. I will scan a picture later, but the cave is down and sideways rather than straight sideways. You are sill in the silt beds of the lake, the major incline comes further towards the east.

AngryCyc
2014-11-12, 08:43 AM
You know, I think you're right. I was doing fast math in my head and was like "Oh 15 cubic feet so three 5 ft cubes!" Once I actually sat and did the math I realized my mistake.

Alright in that case let's do the 1x1x3 tunnel leading to the 2x3x2 chamber (1 use) no door because it's pretty small, and the difficult terrain in front of the entrance (1 use). That at least gets a secure bedding chamber.

Also, she's going to fill the bag of holding up with water in the chamber, swim up to the surface, empty the water and fill the bag with air, come back and empty the air into the chamber, filling it up with more water, and repeating until the chamber is now dry. That should work unless the stone is pretty porous.

Fouredged Sword
2014-11-12, 09:01 AM
That works well. You have an air filled chamber now. A massive burst of bubbles followed the release of air, but it harmlessly dissipates.

Now secure in your new home, you can decide when you want to venture forth. Do you set out at once (it is nearing midnight), wait until your magic refreshes (by the way, pick a time of day you pray, I suggest sunset or dawn), or do you wait until the silt clears (1-2 days)?

AngryCyc
2014-11-12, 09:12 AM
No prayer necessary, it just resets each day, but I'll pick sunrise for the reset time. She's going to sleep for 8 hours then, cast 3 more CLW's, and if it's still silty, she'll go to flying low across the waters of the lake to survey the valley in the sunlight. She'll fly fast, and not worry too much about stealth when she's far away from her new lair, but while leaving and approaching the lair, she swims out a ways in the lake before becoming airborn.

If she doesn't spot anything particularly interesting around the lake itself, she heads up stream to survey the swamp and forest, doing high fly-by's and circling down lower to spot anything interesting that catches her eye.

CLW's [roll0]

Fouredged Sword
2014-11-12, 09:55 AM
After your rough battle and your long days of travel through unsafe lands, you sleep deeply in your safe little cave. You wake with a belly full of dreamfood, and are ready to explore. It is mid morning, the sun is up, and you can see the rays cutting though the murky brown water. Your sight is still impaired (treat all water as within a fog cloud, but you water sight does nothing).

Perception 28

Something catches your blindsense as you exit your lair. An object has been washed from shore and is caught in the weeds of your home. On inspection it is a large basket woven of stiff reeds.

Knowledge Local - 24 (your rolling crazy right now)

It appears to be a fish trap basket. The chord that anchored it must have snapped in the storm. You recognize the make as Lizardfolk. There must be a tribe within the swamp. What you know of lizardfolk suggests that they would make their home near a current within the swamp, not too far from the lake, but far enough back to not be noticed off hand. They are not necessarily disposed to like or dislike black dragons, but rather tend to consider you a feature of the swamp to be respected and possibly feared. They are pragmatists though. If you are hostile, they will weight the cost of killing you vs the cost of letting you live. On the other hand, a local dragon who is friendly keeps the more developed races at arm's length... a great advantage as far as the lizardfolk are concerned. They will at least be easy to talk to, as they speak a form of low draconic. It's not as proper as the language of true dragons, but you can understand it without trouble.

You think you can find the likely spot for their village without too much trouble.

Knowledge Religion - 10

Lizardfolk follow a form of spirit worship rather than devote themselves to one of the major gods. Dragons are considered spirits made flesh, and are commonly given a great deal of respect. The Lizardfolk word for black dragon wyrmling is "little swamp king" if translated to high draconic.

AngryCyc
2014-11-12, 10:05 AM
G'Rashnar once again sees this as as omen of good fortune. She was eager to see what sorts of creatures would be present in the swamps, and this new information was quite welcome to her. She decides to go visit the Lizardfolk, or at least try to find them, but first spends some time fishing for several decent-sized fish to put in the basket. She also grabs the magic armor she had found previously, and heads off to the swamp.

Return their basket full of fish, trade with them for magic armor, yes... that'll be the best way to start contact with these new servants. Let them know the queen is one to be treasured... she thinks as she gathers herself and starts flying towards where she believes the lizardfolk village might be.

Survival to gather fish [roll0]

Fouredged Sword
2014-11-12, 10:35 AM
Thinking this over, post here is a bit....

Ok, to be clear, I am playing with the lizardfolk race a bit. Many of them will have lost their racial HD and gained class levels in their place. I want a more diverse tribe than RHD allows for a given average HD.

AngryCyc
2014-11-12, 10:42 AM
You could always gestalt them the same way I'm gestalted.

Fouredged Sword
2014-11-12, 11:51 AM
That is basically the result. Humanoid HD are basically useless in gestalt. I will be doing that for large HD monsters (maybe lizardkings, if you run into one). I don't have to worry about party balance so different races will be more or less powerful than others and I'm not going to worry about it.

---

Fish, as it turns out, are slow, stupid, and in this silt, blind. You are none of these things. You fill the fish basket to the brim with large lake fish in a matter of two hours. (+5 to survival due to favorable conditions). With the basket full, you load it and the enchanted armor into your bag of holding and set off for the swamp coast.

Perception 26

It is a bright sunny day. The stormclouds have passed, leaving the whole valley washed clean. You can see the path of multiple flash floods as they carved their way through the valley, but nothing seems too bad.

In the distance, far away above the norther mountains you see a large draconic flying creature circling as if hunting

Knowledge Arcana 12

It is too far away to make out the creature. It looks large though, and is clearly predatory. It looks brown though, so not a true dragon.

You also spot the lizardfolk village easily enough. It would have been hard to spot from the air without knowing right where is was due to the fact that it is built into a grove of trees. The buildings are suspended on platforms along the trunks, up and away from the potential floods that the swamp must see with regularity. Lizardfolk seem to be out and about, fixing nets and drying fish. A few stand guard, spears in hand. The village is fairly small by most standards. You estimate maybe 30 lizardfolk.

They don't appear to notice you yet. How do you want to approach them?

AngryCyc
2014-11-12, 11:58 AM
With basket gripped in mouth, fish sticking out of it.

"I think you may have lost this in the storm" she says, walking directly up to the nearest lizardfolk without much care or worry, nor trying to be stealthy at all.

Fouredged Sword
2014-11-12, 12:25 PM
You land a little distance away and begin to walk. The basket is comically large, but you manage to carry it without too much trouble. The guardlizard looks confused as he appears to see a fishing basket carrying itself through the underbrush in his direction. He readies his spear in preparation to defend himself as you set the basket down and step around it to speak.

"I think you may have lost this in the storm"

Diplomacy - 8

The guard looks at you in a mix of suspicion and surprise. After a long pause where he evidently tried to decide how to handle you, he shouts over his shoulder to the other villagers (who up until this point had failed to notice the event)

"Fetch Kaszuk. This is a matter for the Shaman." He then returns his attention to you, never dropping his guard.

In a few minutes there is a stirring of people as the apparent shaman of the tribe arrives. The guard moves over to him as he arives, and carries out a brief whispered conversation

Perception - 27

"The swamp king came from the bush carrying one of our fish baskets. It claims we lost it in the storm, but it may be stolen. It looks sick, I'm not sure we should trust it"

The shaman waves him off and steps forward.

"Greetings little swamp king" he speaks with a short dip to show respect "I am Kaszuk, shaman of this village. I see you, and accept your return of our basket in friendship. What are your intentions in coming to our village?"

AngryCyc
2014-11-12, 12:36 PM
"I desired to contact your tribe when I learned they were here. Let it be known to them that I am here, and that it is advantageous to you and your tribe should nothing foolish be done. The lizardfolk are no trouble to me, and I am glad to find the swamp inhabited thusly. What I desire now is trade and information..." She pulls out now the magical armor.

"This I have brought as payment for goods and services. A fine magical armor, enchanted to protect it's wearer... Won by me against one who would foolishly try to attack me. But that misfortune may now be your benefit. Have you any riches that you would wish to bargain for this? And have you supplies of more homely things... Nets and rope and the sort? Bargain with me now as a sign of mutual benefit upon this meeting."

Fouredged Sword
2014-11-12, 01:24 PM
The shaman examines the armor for a but, turning it over in his hands and carefully looking at the workmanship.

He nods to himself before speaking.

"This is of good quality. Human make, old, but the enchantments hold and it is in good condition."

He considers for a moment longer before making his offer.

"I have several things I could offer for this. I am a scribe, and I have many magic scrolls that I could offer you. Healing, divination, spells to make survival in the swamp both safe and comfortable. I also have potions, if that is more your desire. The chief would be willing to offer pearls and gems if riches are your goal, though we have little coin, the swamp contains many such hidden treasures. What are your needs little spirit?"

AngryCyc
2014-11-12, 02:09 PM
"Ah you have magical scrolls? That could be very useful. Yes let me see what you have available. Divination interests me more than healing. Pearls and gems are also a very fine payment. Send forth for them, and meanwhile tell me of your peoples and these lands. Have you inhabited them long? What other sorts of folks inhabit this valley region?" she says, sitting stoically and calmly while addressing the much larger shaman.

Fouredged Sword
2014-11-12, 02:28 PM
Story post in a bit, but basically this guy is a shaman with access to scribe scroll and brew potion. He has scrolls and potions of everything on the shaman list, or he can make them in short order (up to 2nd level spells). He won't sell you anything offensive or potentially dangerous at this point. He doesn't trust you yet.

You are selling at 50% value. The shaman is indifferent to you right now (would be unfriendly due to your curse and bad roll, but the fish countered it). Every step up or down sells at 12.5% better or worse prices (helpful will buy from you are 75% value, hostile (if you can force them to deal with you) will buy at 25% value if they can get away with it)

Fouredged Sword
2014-11-12, 03:17 PM
"Let us retire to my home, so we may talk more comfortably and you may see what I have to offer"

The shaman beckons you into the village and leads you to what appears to be his workshop/home. You get a good look around the village as you walk the short distance. It appears to subsist moslty oh hunting and fishing, but you note some agriculture in the form of small plots of crops growing in and around the houses. Fish are smoking over charcoal pits and hides are stretched for the sun to finish their tanning. The houses themselves are living trees, shaped by time and magic and added onto by woodcraft. The effect is a village that mostly disappears into the swamp from any distance away. You note the people ether shun clothing or wear leather armor. Those that are armored carry ether a longspear or Terbutje and heavy wooden shield. You see little or no metal anywhere in the village.

The first room to Kaszuk's home is filled with shelf on shelf of scrolls. He waves his hand at them proudly.

"Good leather, scribed with ink of lake squid and powdered pearl. I have many scrolls. I could offer you 23 of my lesser scrolls for your armor." He points as shelves stacked with leather rolls, labeling them as he goes. "Comprehend Languages. Cure light wounds. Detect animals and plants. Detect undead. Hide from animals. Pass without trace. Read weather. These are my lesser spells."

He waves to the next rung of scrolls

"Here are my greater magics. These will cost you more, each is worth 6 lesser scrolls. Alter self, Barkskin, Commune with birds - very useful, Resist energy, Wood shape. I can also offer scrolls of augery, but those are worth 7 lesser scrolls due to the cost of crafting them."

AngryCyc
2014-11-12, 04:46 PM
"Wow these are mighty fine indeed... I was looking for gems mostly but now you have me reconsidering. I'd be willing to trade for 3 scrolls of augury and two scrolls of comprehend languages. Both spells could be very useful for further exploration of this valley. Come now. Tell me more information about the area."

Fouredged Sword
2014-11-12, 05:03 PM
Diplomacy roll - 2 (ouch)

Kaszuk chuckles. "I was not hatched yesterday young spirit. Answers will cost you. One scroll's worth for an brief sumamry of those within the valley and the areas around it, two for a detailed accounting, and I will answer any three simple questions for another, but I insist on the right of refusal if I do not like the questions."

AngryCyc
2014-11-12, 05:13 PM
"Yes very well then... Keep the comprehend languages as it will be easier to learn from you what I would need them for anyway."

Fouredged Sword
2014-11-12, 08:03 PM
The lizardfolk shaman nods sagely and begins his detailed explanation.

"We are the main group within the valley proper. We control the swamps and the areas around them. Our chieftain Nargor is a strong enough fighter that none can endure the strikes from his great blade. We... disagree at times about the best course of action, but he is chief for a reason. He is the strongest, and that is to be respected. We are mostly hunters and fishermen, but hunters can be deadly in combat.

Unfortunatly we are in conflict with the gnolls to the south. They have raided in the past, taking slaves. Nargor hates them with a passion. The woods to the west have goblins. Three tribes. Little things, though I hear word that one of the leaders is attempting to gather them all for some fool crusade to kill the dwarves. On one hand, it will be good for the pests to die off, on the other, well, any attention from the dwarves is a bad thing.

You found our fishing pot, so I assume you have gained some familiarity with the lake. It is not as placid as it seems. Eel hounds hunt the shallows of the east side, and Devilfish lurk in the depths. There are rummors of Gar large enough to overturn a hunting boat deep in the depths, who's pale skin and white eyes contemplate hunger. Even our hunters are hesitant to go diving past where the light fails to penetrate the depths.

Also, mind yourself along the marshes between here and the lake. Especially along the north end. Agnis, dwells there, but she roams as she pleases. She is our local Hag. She is a trickster at heart, and a black one at that. She leaves us well alone out of fear that Nargor will declare a hunt on her, but a lone swampking, well you are not large yet. That said, she may like you. If that is so, and if that is a good thing... time will tell.

I would also caution you about the north mountains. Wyrverns hunt there. They are dumb beasts, but smart enough to be crafty. They would not hesitate to hunt your kind.

The other threats are the odd human and dwarven raid. Every so many seasons some human gets in his mind to "tame this land for his king". I understand that there is a declaration that whoever can push the "lesser races" out of the valley shall be declared a count and given it to rule, as if the land was not already owned by MY people.

That is our valley little swamp king. Will you be living up to your name? I am interested in what you intend to do with my little valley."

- Summon wall of text. You paid for the long explanation! :smalltongue:

AngryCyc
2014-11-12, 08:25 PM
"Thank you, Shaman. That was quite detailed and better than I could've learned over several days of exploration. I will state this: I seek happiness, as all do. My happiness will most likely bring happiness to those I call friends and allies. Such is the nature of the powerful and mighty. The conflicts of this valley bring with it the chance for change, and for those with the power and wisdom, the chance to take advantage of that change.

I wish to leave your tribe to grow and prosper as you might. I believe the spirits will control your fate much more readily than I ever could. Though I believe that those whom you would call enemies are also those who would be want to strike me down. As such, what I want from your tribe is for you to continue to survive and prosper, so as to help protect these lands from any who might think to, as you put it, chase off the lesser folk. I believe you to be a valuable resource to me, one whom I might be able to trade with as our relationship develops. And do not fear... What I desire most from your tribe is nothing I could steal. Your strength and your magic are your most valuable resources, and none of that is something I can easily whisk away in the night.

I desire to explore more of the valley now. Thank you again, and bid your chief a fair greeting for me on this day we have made peaceful negotiations with each other." she stays a bit to answer anything else he might have to say before packing up her scrolls and flying off into the sky.

- just to keep everything clear in my head would you be able to make a rough map, nothing too detailed, of the basics of the valley? Just in case what I'm reading doesn't match what you intend.. Something that at least halfway points out which mountains are what, where goblins gnolls and dwarves were all stated, that sort of info?

Fouredged Sword
2014-11-12, 11:06 PM
You have done some high flying during daylight, so here is what you have seen and the places you have been.

Each hex is roughly a mile.

http://i.imgur.com/vp7kUNY.png

The circle with a dot is your current lair

The circle with a triangle is the Lizardfolk village

You have only word of mouth for locations of other groups. No firm map locations.

AngryCyc
2014-11-12, 11:24 PM
Might as well head south, flying a bit lower now. Pretty much straight south from the village, just above the vegetation of the marshes, surveying the land mostly all the way to the hills. This can be a slower flight with some dips and curves, trying to get a feel for the lands around the lake edge.

Fouredged Sword
2014-11-13, 12:05 PM
Your buisness completed, you pack your scrolls into your bag of holding and travel south by air. You take your time, going slowly and checking the area carefully.

Spot check - 19

You see a small group of lizardfolk traveling into the village by boat as you leave. One stands out as he is particually large and wields a Terbutje that looks sized for a creature much larger than he. You notice that one of the oar lizards is bandaged.

Being up in the air grants you a better view of the area around you than most who are stuck crawling through the muck. After a few hours of flying around, you spot something in the hills to the south. It's a group of 4 Gnolls, but they are accompanied by two ogres. The gnolls are dressed in chain armor and are wielding crossbows, but you can see shields and shortspears on their backs. The ogres are dressed in breastplates and have a greatclub strapped across their backs. The ogres are manhandling a small wagon with a built in cage across the hills. Inside the cage are what looks like three Kobolds. You would have missed them from the ground, as they are taking care to travel between the hills.

You note the wagon has a broken wheel. They likely got caught in the storm and are slowly working their way back to camp.

Knowledge local
19 - You know everything in the monster entry for gnolls and ogres. These don't look like highly trained troops, (no class levels). These look like a raiding party returning to a basecamp with slaves. The ogres would be mercenaries hired to do the heavy lifting/hitting. Your not sure where the Kobolds entered the picture though.

AngryCyc
2014-11-13, 12:21 PM
With a bit of impulsivity, the little dragon dips low to where she can gain some Stealth and starts following closely behind them, watching. She waits for them to be distracted and then rushes straight into their midst, landing on the wagon and casting Obscuring Mist to hide in!

Fouredged Sword
2014-11-13, 01:07 PM
You manage to predict their path fairly easily, as they are avoiding cresting any hills. This allows you to fly low and dart ahead of the little caravan. You take note of their positions as they get close. The wagon is 10ft by 10t, with an ogre holding up the front and back so they can carry is over the rocks. The ogre in back also carries a large sack that bulges with items it contains. A gnoll marches along each of the four corners, 5ft away from the wagon so they are out of reach of the occupants. They are heading due west as they pass you.

You hide in a bush and dart out into the wagon as they pass.

The gnolls are suprized, but they don't react overly. One of them points and laughs in a anoying way as he speaks in a language you don't understand

"Look, they got a pet lizard thing!"

The ogres on the other hand drop the cart and reach for their clubs in panic while shouting at their allies.

That a dragon you fools! Kill it, kill it NOW!

The three kobolds stand up as they see you rush the wagon, looks of awe and hope on their faces. Now that you are up close, you can see them more clearly. One is dressed in robes, the other two are dressed in light armor. None of them have weapons, and all look wounded (though not enough to prevent them from moving).

The one in robes shouts to you in draconic. "Praise Tiamat we are saved!(if you happen to worship her)! Please save us o great lord (and please don't kill us in the process of the saving)!

Rolling initiative (your surprise round was a move action, no moving and casting before initiative)

- You, ogres, Kobolds, Gnolls

You manage to get your spell off and the whole area is blanked by white fog.

The two ogres finish pulling out their weapons and both take move backwards. The fog and uneven ground mixed with their armor leaves them moving slowly, so they only get about ten feet.

The kobold in a robe rushes to the back of the wagon and thrusts his hands through the grates, before firing off a spell blindly into the fog "Eschew materials, eat it ogre! COLORSPRAY!". The ogre clutches it's eyes as it staggers in place, clearly both stunned and blind

- stunned and blind for 2 rounds, followed by stunned for 1 round.

The other two kobolds are unarmed, and don't seem to be able to do much in the fog. One of them reaches into a hidden pouch of his armor and draws out some lockpicks. He immediately prepares to work on the lock for the wagon.

The other glances to you. "The ogre in back has our weapons." he says gruffly.

The Gnolls react predictably. They unload their crossbows into the square you occupy blindly. All the shots miss. Two pass through empty air, the other two bounce off the metal bars of the cage. They all then move back 15ft away from the wagon at a diagonal (on in each direction).

Trying a text map


abcdedfghijkl
1++++++++++++
2+g++++++++g+
3++++++++++++
4++++++++++++
5++++++++++++
6+oo++TR++oo+
7+oo++rD++oo+
8++++++++++++
9++++++++++++
10++++++++++++
11+g++++++++g+
12++++++++++++


D - you

g - gnoll

oo
oo - Ogre

R - Robed Kobold
T - Lockpicking Kobold
r - Third Kobold

The east most ogre is stunned and blind.

AngryCyc
2014-11-13, 01:54 PM
She stares through the fog as if it were nothing, assessing the tactics of the situation. "Get that cage open as fast as you can" she growls to the kobold, before taking a 5 ft step towards the west ogre and shoots a line of acid at him! [roll0]

Fouredged Sword
2014-11-13, 02:19 PM
The ogre eats the stream of acid directly to it's face, taking full damage. It bellows in rage, swinging it's club more in rage than in thought. It slams the metal bars in an attempt to reach you. The bars bend notably, but hold. (8 damage)

The Kobold with lockpicks startles as the club strikes the cage, but his hands stay steady and the lock pops open. The kobold who had been waiting jumps down and runs into the fog until he can see the stunned ogre. He jumps up and snatches the bag from the ogre's limp hands.

The spellcaster kobold is rattled by the wagon being smashed, but attempts to cast a spell. He pushes through the distraction and a pair of energy balls spring from his hands, striking the functional ogre. It takes 8 damage.

One of the gnolls barks in a yapping language different than they spoke before. You don't understand what he is saying.

"Clear out. Maric will want to know of this, the little snots are too much risk in this fog. Make for camp. Leave the ogres, they can die to give us room to escape."

They all then take double move actions to move straight west.



abcdedfghijklmnopq
1++++++++++++++++++
2+++++++g+++++++++g
3++++++++++++++++++
4++++++++++++++++++
5++++++++++++++++++
6+oo++TR+oo++++++++
7+oo++rD+oo++++++++
8++++++++++++++++++
9++++++++++++++++++
10++++++++++++++++++
11+++++++g+++++++++g
12++++++++++++++++++

AngryCyc
2014-11-13, 02:30 PM
She shoots another blast of acid at the functioning ogre while flying over and landing on the stunned ogre, getting ready to tear into it. [roll0]

Fouredged Sword
2014-11-13, 02:50 PM
The ogre manages to block most of this burst of acid. It still hisses as it melts his flesh, but he is tough enough to shrug it off (3 damage).

The ogre smashed the cage again, but this time the metal gives, shattering the cage and sending the top of the wagon flying off to the north. The wagon is now exposed.

The robed kobold shouts in fear and waves his hands over his head, incanting as fast as he can to protect himself. Another burst of light flies from his fingers. The second ogre sucumbs to a color spray and is blind and stunned. (4 rounds of both, 1 round of stun to follow).

The Kobold who ran out to grab the bag reaches in and pulls out two small spears. The lockpicking kobolds moves over and takes a shortspear. The first moves to the far side of the stunned ogre. Both stab at him through the mist. The rogue hits, jabbing the ogre directly up into the groin. (13 damage).

The Gnolls move further away, they are on more steady footing as they drop stealth and run in the best path they can find (run actions, 150ft moves).

- Jumping to the next round.

You shred the ogre you landed on. You tear through it's throat before it can even scream.

The two kobolds fighting with you move to flank the last ogre, but moving around the wagon prevented them from attacking just yet. The spellcaster jumps down from the wagon and moves away from the still living ogre. He reaches your square and touches you while incanting. "This will help you more than me right now.". Light blue transparent armor appears around your torso (+4 armor bonus for 3 hours, mage armor)

The gnolls run further. (150ft more distance)

Now you are faced with a choice. Do you chase the fleeing Gnolls or stop to kill the second ogre. (stunned for 4 rounds, 16 damage already done)

(combat is basically over unless you decide to run down the 4 gnolls and attempt to solo them)

AngryCyc
2014-11-13, 02:54 PM
Run down the gnolls! Death from the air!!

"Finish him and wait here for me. I will come back. " she then. Flies after the gnolls, taking double move actions through the air to catch up and spitting acid down upon them from the air.

Rinse and repeat above until her health is below 10 or the gnolls have somehow changed the situation.

Fouredged Sword
2014-11-13, 03:09 PM
Unfortunately you can't catch the gnolls in one round, but on the second you overtake them enough to spray two with acid (5 damage). The gnolls hit cry out, and then the apparent leader calls out an order of some kind in their barking language.



"Split up, it can't chase us all!"

The gnolls then break off, two running north/south, the one that yelled an order continues on straight, and the last turns and fires a crossbow bolt at you. The bolt finds a kink in your armor, (3 damage).

The gnoll who ran north and the one who stopped to fire are those you hit with acid.

- I goofed, they are moving 120ft a round, not 150. No difference in the game though, just a little slower. :smalltongue:

AngryCyc
2014-11-13, 03:23 PM
She keeps chasing the two she had already hit, pelting the one who had called out first until he falls and then turning to do the same to the one who had hit her.

Fouredged Sword
2014-11-13, 03:29 PM
I am somewhat confused, can you clarify.

There are 4 gnolls. One running north (5 damage already), one who turned to shoot you (5 damage already), one running south, and then the one who has been shouting orders running west.

Are you

- attacking the one who turned and shot (charge action)
- Chasing the leader
- Chasing the one who went north

It is unclear from your post.

AngryCyc
2014-11-13, 03:32 PM
Leader first, 100 ft fly would put me at least 30 ft from him for a blast of acid, and that should leave the one who shot within 240 ft still so that's another 2 or 3 rounds to get to him and breath him too. No idea where the north/south ones will be by then though which is why I left it there.

Fouredged Sword
2014-11-13, 03:41 PM
You shoot after the leader like a black arrow. You spray him with acid, but it fails to do much damage (3 damage). He turns and fires at you with his crossbow. It misses by a long margin.

The ones who ran north and south disappear over hills.

The one who shot at you runs north east, away from you.

--

Yeah, they are playing smart and trying for at least some of them surviving this. Ether that or they are all selfish monsters willing to sell out their allies for survival. Or both really.

You spray him with acid continuously. He cannot run fast enough to evade you, though he tries in panic after the first shot missed. Two more blasts drop him to the ground, succumbing to the agony of melting flesh.

Unfortunately, you cannot see any of the other gnolls. One ran north, one south, and one north east. What do you do?

AngryCyc
2014-11-13, 03:59 PM
Fly high up into the air, aiming north east, to try to get an eye out for all of them. Dragon senses see 4 times better than humans after all :smallbiggrin:

Fouredged Sword
2014-11-13, 04:05 PM
You see 4 times better in darkness. You day vision is no better than normal. Not even going to roll attacks at this point, they can only hit on a 20 and are running in panic.

Perception - 20. You find the one who ran north easily enough. One round of running and you catch up. He dies after two rounds of acid.

Again you take to the air.

perception 24. This time the closest is much further. It takes two rounds of running your wings to catch him. He dies again in two breaths.

Perception - 21

The last gnoll is gone by the time you take to the air. This is the one that ran south. You could try to track him, or you could return to the kobolds you just saved, or you could do something I hadn't considered.

AngryCyc
2014-11-13, 04:08 PM
Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.


- we were both wrong. Double in normal light, 4x in dim.

Having slain most of the offenders, she considers herself contented and returns to the kobolds she had left to mop up the ogres.

Edit: after stripping their bodies of all goods, of course.

Fouredged Sword
2014-11-13, 06:57 PM
Is there a mechanic for "twice as good as a human"?

I can't find a mechanic in a five min search, so I am incline to half distance penalties to +1/20ft rather than +1/10ft.

AngryCyc
2014-11-13, 07:05 PM
I would wager that's all it is. Unless there's the fluff aspect of "look over there!" "I can't see what you're talking about.." Kinda stuff? I dunno. Dragons are weird.

Fouredged Sword
2014-11-13, 07:35 PM
Yeah, well, mostly it's something I will keep in mind as I make up numbers for spot checks. I try to determine how hard I think something is to spot because you can infact see further than 100-200 feet. I have been tempted in the past to houserule a doubling rule 10(-1),20(-2),40(-3),80(-4),160(-5) but that is besides the point.

-------------------------------

You search the bodies. The two gnolls you killed after the leader each has 100gp on them in a mix of human and dwarven coin. It's likely pay from raiding caravans and traders traveling the lawless area between the two kingdoms.

The leader was carrying considerably more coin. His armor turns out to be a mitheral chain shirt and he also carried a pair of potions.

You don't know this just yet...

protection from law - 50gp
enlarge person - 50gp


He is also carrying a pouch with a large amount of gold
2000gp.

You then make haste back to the site you left the Kobolds. They cheer when they see you fly in. Both ogres are dead where they stood and the Kobolds are now armed. The spellcaster merely has a small quarterstaff, but the other two are armed with crossbows and spears.

The spellcaster is evidently the leader, because he steps forward and bows as you arrive.

"Thank you great one. Without your aid our escape would have been far from the sure thing you made it. If ever we can repay you, it will be done. We have searched the ogres and we all agree the bounty should be yours."

He presents you with a bag with an additional 200gp.

The kobold who picked the lock looks less than pleased with this, but he keeps his mouth shut.

The spellcaster then stands and shuffles his feet a little.

".. I could ask another favor of our savior though. I would appreciate an escort back to the site of the mine. We are part of the expedition setting up our new home, and though I have never been their myself, I know the way. We would be there by now but these beasts waylaid us yesterday, and if it was not for the storm, we would be in their camp by now. There where five of us at the time. Two didn't survive to be captured. This was only part of the group that attacked us. I fear our brothers and sisters may worry that we have not arrived as scheduled. Would you be our honored guest and escort us to our home?"

- DM note - Many types of armor are adaptable. A day with a blacksmith or other skilled craftsman can turn that mithral shirt into tiny barding for you and, if you keep the extra material, it can be resized up to the original size as needed. As a rogue you are proficient in light armor.

AngryCyc
2014-11-13, 08:12 PM
-about perception, I think the sane way to think about it is not that you can't see past 200 feet, it's that you can't see in fine detail past 200 feet. Low rolls mean your eyes don't adjust properly so you can't tell what the sign says from a hundred feet away. An amazing roll means you can make out fine details twice as far as everyone else. Both are real world acceptable. Technically the sun is too far away to see. With my interpretation of being fine detail, the -8,000,000 modifiers from distance on the sun doesn't mean that nobody can see it in pathfinder, it means nobody can make out details on it's surface. Which seems completely reasonable. I can hear the sounds of battle from a mile away, that doesn't mean I know what everyone is saying or who is saying them. That's exactly what I think the distance modifiers are meant to display.

Additionally, potions can be identified with a perception check in PF, and I wasn't sure if you rolled that for me and I failed or if you weren't aware.

--------------------------

The tale fascinates G'Rashnar.

"I am G'Rashnar. All in this valley will soon be under my domain. I see you can be hardy fighters. This pleases me. If there is a mine I would greatly like to see that as well. I will accompany you on your journey home. Where is this mine located? Lead on then and I will stay in the air to watch out for any threats."

After getting her questions answered, she lifts off in the air and flies high enough above to watch all directions around them as they march slowly on.

Fouredged Sword
2014-11-13, 09:12 PM
I knew there was a roll, but I didn't stop to check the DC or skill used. Looking at the rules, you have to taste them, rather than by sight. You have not done so. They could be vials of poison for all you know. Gnolls are not above such tactics.

AngryCyc
2014-11-13, 09:24 PM
That's fine. I was just unsure if that roll had been rolled and was failed or not.

Fouredged Sword
2014-11-15, 08:32 AM
I have been sick. I hope to post later today.

AngryCyc
2014-11-17, 11:19 AM
I am starting to become concerned for your well-being! I hope the illness isn't too bad?

Fouredged Sword
2014-11-17, 12:10 PM
Sorry, it was horrid both in effect and in the cure. Magnesium citrate is the devil I tell you. Pure evil both in taste and effect. My bathroom may never be the same.

------------------

The kobolds lead you on a moderatly long hike. It meanders south and a little east, firmly into the feet of the mountains. It is slow going for the landbound, but you have plenty of time to search the area as they make their way around hills and rocks. It is when they head into a smallish canyon in the rock that you notice.

You see bodies. Lots of bodies, clustered around a natural cave formation. You count 6 ogres, 10 hyenas, 3 gnolls, and about 20-30 kobolds. It looks like the bodies were dragged out of the cave and stacked in piles before being casually left to the elements, stripped of valuables and gear.

Your new kobolds friends are about 3 minutes from turning a corner and seeing this.

What do you do?

AngryCyc
2014-11-17, 01:21 PM
Nothing. Keep flying, they'll figure it out soon enough.

Thinking tactically still, the little swamp king flies quickly down to the 3 kobolds. "I see your cave up ahead I assume. There are bodies, lots of them. Many of the slavers, and many more kobolds... Though the bodies have been drug out of the cave and stacked so that means someone is alive. I think I saw 30 dead kobolds though... How many were with you? Is it likely that it was others who survived, or are we walking into an ambush?"

Fouredged Sword
2014-11-17, 01:44 PM
The spellcaster, obviously the leader of the group, startles at the news, then goes pale.

"No, nonononononononono!" He runs around the corner to the cave and begins digging through the pile of kobold bodies until he uncovers a female with gold scales.

The other two follow him as soon as they collect their wits. The rogue puts his hand on the shoulder of his leader as the kobold grieves. He survieys the bodies with a grim look on his face. The third kobold gives words to the silent member's thoughts.

"Grieve Ilthor, let it out, and we will bury them and burn the bodies of these scum. Do not lose yourself though. Look around. Not enough bodies. No children, few females except those trained in battle like Kalanor was."

The two kobold help their leader to his feet and they have a long moment where they just look eachother in the eyes.

"The Gnolls must have them. It looks like the supplies are gone, as well as everyone else. If the way the gnolls treated us was any example, then I suspect they are taken. Likely to be sold to a plantation to the southeast."

- Pause here to let you react if you like. If not, the scene will keep going when I have time to keep writing.

Fouredged Sword
2014-11-17, 02:03 PM
Ok, I am just going to throw this out there.

There are no good guys in this story. Every race has good and evil people, and every one of the local political forces has it's own factions, goals, and values. They are lead by their leaders and unless you want to up and chase them all out of your swamp (a valid option) much of the local situation will be determined by how you interact with the various groups. Even the humans and dwarves are much more diverse than standard pathfinder would suggest.

Three things to keep in mind.

A - Nobody in on your side. Every group has it's own goals.

B - Nobody is a designated opponent. Siding with some groups will make it VERY hard to ally with others, but no faction is inherently opposed to you as of now.


Because it occurs to me that you may know something.

Knowledge local - 21

The gnolls must have some form of human backing. Without such, any degree of merchant raiding would be pointless without a market to sell their stolen goods. The only such market in the area would be a human noble willing to profit of the losses of his political rivals. Human nobles are basically monarchs in their lands as kings are rarely strong enough to oppose them short of treason or sedition.

AngryCyc
2014-11-17, 02:22 PM
"What do you plan to do? If you wish to attempt an attack on the gnolls to free your peoples, I am sympathetic to the endeavor. Additionally, the lizardfolk who live in the swamp might be an ally to you. They have also had some of their numbers abducted. I would be willing to assist both of you for the right price."

Fouredged Sword
2014-11-18, 11:31 AM
Diplomacy 10 - JUST on the line of good enough.

The robed Kobold stands from the place he knelled next to the body of his companion. The turns to face you with a dark look in his eyes.

"Dragon, it appears that you are as legends say I have seen your strength first hand, but that strength always comes at a price. Fine, so be it. If you can help me save the rest of my people, I will pay. If you can kill the one responsible for this, I will owe you more than I could possibly repay."

He reaches into a pocket of his robe. He pulls out a small magenta stone shaped like a hexagonal prism. A large crack is evident in the shape.

"This was to be a gift to my mate, but now she lies dead at my feet. It is yours if you promise to avenge her. It aids in skills, all skills, one per day. Choose at dawn and it will aid you in one action throughout the day.

If you do this, if you kill those responsible, free my people, then I will serve you as is your due as one of the dragons of legend. I merely ask you ensure they suffer as they die."

- You gain a cracked Magenta Prism (Ioun Stone) (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/magenta-prism) - value 800gp, currently keyed to diplomacy.

AngryCyc
2014-11-18, 12:06 PM
"Deal. I can bring destruction. But if you want to free your peoples and evacuate them safely, I suggest you come with me, and sneak in to where they hold their slaves while I attack. Also, you should meet with the lizard folk and coordinate an assault with them as well. I would suggest offering them payment from minerals your tribe can mine once they are set back up. That combined with freeing their own people might get them to commit to an attack with all of us combined. A frontal assault from the lizard folk can draw their attention while you three sneak into their camp and free slaves... And I can cause mass disruption. Do you think this is a decent plan? I can fly you to the lizard folk village in the swamp if you wish to ask them for assistance. I would suggest attacking them sooner rather than later however, as that gives them less time to prepare for what they will hear about me from the one who got away..."

Fouredged Sword
2014-11-18, 12:34 PM
Knowledge Local - 26

The lizard folk may not like the fact that the kobolds are moving into the mountains around the valley. They generally don't like change of any sort to the area's they live. One or two new faces in an area may be acceptable if they are the right sort of faces. Another whole village worth of potential rivals though? Cooperation between the two groups may not run as smoothly as you hope.

By the way, you didn't account for being a quadruped in your carry weight calculation. You can carry a 57lb light load. That is, well, kinda silly for a dragon that likely weighs less that 8lbs, but lets just roll with RAW here. Magic, or something or other.

Lets see, your companion is 50lbs, and he carries lets say 10lbs of gear (staff, cloths, some food and water). Your bag of holding weighs 30lbs.

So, it looks like I am seeing a rule inconsistency here. Nothing says that you can't fly with a medium load, but the mount section states that a MOUNT can't fly with medium armor. A medium load applies the same restrictions on movement as medium armor, so no flight there ether. It seems really silly to make a difference between carrying a 60lb sack of rocks and a 60lb willing creature.

I'm reading the rules as you can't fly with a medium load. You can still haul around 57 lbs through the air, but not 58. That restricts you to walking.

AngryCyc
2014-11-18, 12:50 PM
Ah they're 50 pounds? I thought they were under 30 and I was just gonna shove him into the bag of holding. Okay that was an error on my part thinking they were smaller than they are.

Alright ummm umm. Okay she would have realized they were larger than I was so. Can we just change that to not worry about the lizardfolk at all since I can't carry one of the kobolds there? I said all that thinking they were like 25 pounds or so.

Fouredged Sword
2014-11-18, 01:00 PM
You know, I should have just declared a weight. I realize in retrospect, that was a number I pulled out of my head, not a raw number. You are completly right, Kobolds have a 25lb+2d4 weight. This one in particular weighs...
- Roll 2d4 - 5
30lbs.

You can't shove people into bags of holding though. They tend to die due to lack of air. Though it looks like I was incorrect again, and your bag weighs only 15lbs for a type 1 bag. You CAN infact carry this kobold, all his gear, and your bag of holding all as a light load (55lbs total).

AngryCyc
2014-11-18, 01:05 PM
They get 10 minutes of air if you put one in. Which is still a faster form of travel even stopping every 10 minutes for air breaks.

Ehh it's okay we'll just ignore the travel plan.

"or. Or. Lets just attack just by ourselves... Do you need rest to regain your spells?"

Fouredged Sword
2014-11-18, 01:32 PM
The travel can work just fine, I goofed the numbers for how much a Kobold weighs. You can carry him by the back of his backpack.

---

The kobold nods. "Yes, I am at one remaining spell for the day. I have color spray, mage armor, sleep, magic missile, Corrosive touch, Mudball, identify, Charm person, Crafter's fortune, and Jury Rig in my spellbook.

My companions are Ilkic and Rinkik. Ilkic is a rogue of some talent and Rinkik is a warrior trained in light armor and two weapons."

Knowledge local - 20
They are a level 3 Arcanist, level 3 ranger (trapsmith), and level 3 rogue

AngryCyc
2014-11-18, 01:41 PM
"hmm. Good. Good. I suggest resting up now. Do you know close to where their settlement is? I can scout from the air with the remainder of the day and we can attack tomorrow..."

After hearing the answer, she takes off, as high in the air as she can be while still making out the details below. She flies as fast as she can towards where she thinks the gnolls were headed and as she approaches, she starts scanning for signs of their settlement.

Fouredged Sword
2014-11-20, 10:22 AM
Birthday was yesterday, sorry for the lack of post. Got caught up in other things and didn't get to the computer.

You take off to the west, curving south over the path you last saw the Gnoll who got away.

Rolls - Perception 18 vs stealth - 1 :smallsigh:

After a few minutes you don't spot the gnoll camp, but you DO spot a gnoll trying and failing to be steathy sneaking through the hills. It looks suspiciously like the gnoll who got away.

AngryCyc
2014-11-20, 10:53 AM
-Well happy birthday then. Birthdays deserve time away.


Smiling to herself, G'Rashnar decides to let the gnoll do the work for her. She flies down low to where she can somewhat hide herself and attempts to follow behind the gnoll, watching where he goes. Every few minutes she flies up high to get another good look around the landscape to see if she can spot anything before flying back low to follow the gnoll again. She's going to wait until she at least thinks she sees their settlement before killing the lone sap with a rain of acidic death from above.

Fouredged Sword
2014-11-20, 11:22 AM
Stealth - 36 vs Perception of 3 - Darn this poor guy can't roll worth jack today.

You follow the gnoll for several more hours. It is pressing hard trying to get back to it's camp before sunset. It is just before sunset that you take a brief moment to sneak up some trees to see if you can spot the camp you succeed.

The Gnoll never even sees the blast of acid that takes him in the face. He passes out with a scream as acid melts his eyes.

The camp is fairly large. It is positioned between three hills with a palisade running across the crests of each hill and a gate positioned in each valley. It looks like a semi-permanent setup, with a small stream running through the camp for water, and thick wooden walls. There are 10-12 sentries on the walls, gnolls armed with crossbows. A banner with a red and black horned hyena head crossed with an ax and arrow hangs over the gate on your side.

Knowledge Local - 21

You actually know this one. It's a gnoll tribe that has some reputation in and around the area. It's led by a nasty giant deamon gnoll by the name of Feral Marr. He is known for being particularly nasty with demonic magic backing up his great strength and cruelty.

Feral Marr - Giant deamon Gnoll RHD 3 / Deamon Sorcerer 3

Knowledge Arcana - 22

Deamon sorcerer magic is nasty stuff. He will likely favor fire and acid damage with spells to strengthen his physical might and weaken his enemies. Beware his bloodline power. It causes starvation that can only be cured by food and water. If you face him without supplies, you could find yourself dead even if you are able to kill all your enemies.

AngryCyc
2014-11-20, 11:39 AM
She takes some time to try to hide the gnoll's body, taking a moment to search it, and to disintegrate it as much as possible without leaving a huge pool of acid for anyone to find. She waits until the sun has well set and darkness is upon her before exploring the camp more closely. She starts by flying around the entire thing, looking at the setup better, before heading to the stream (how big of a stream are we talking? Deep enough to swim in?) to get a good look at it, possibly swimming down along the bottom of the stream to make her way through the camp stealthily observing her quarry.