Chapter 4: Mountains and Valleys: Difference between revisions

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 With his previous service in Kareis, Gaisk is a solid source of information to the inner workings of the city, especially the Cheran, and was a direct lieutenant of Kessara. He is an inherently suspicious person, but if the adventurers prove themselves as friends to Lachonhet (and Cavesafe), he is willing to fill them in on the city’s inner workings, or more specifically the Cheran.  
 With his previous service in Kareis, Gaisk is a solid source of information to the inner workings of the city, especially the Cheran, and was a direct lieutenant of Kessara. He is an inherently suspicious person, but if the adventurers prove themselves as friends to Lachonhet (and Cavesafe), he is willing to fill them in on the city’s inner workings, or more specifically the Cheran.  


 Once they gain 5 Fame with Cavesafe, Gaisk will reveal Kessara’s secret motivation, and he decry Periak as a selfish snake who is easier to replace rather than deal with. He can drop information leading to the [[merchant]] Amarik in Kareis, saying he would make a much more suitable replacement  
 Once they gain 5 Fame with Cavesafe, Gaisk will reveal Kessara’s secret motivation, and he decries Periak as a selfish snake who is easier to replace rather than deal with. He can drop information leading to the [[merchant]] Amarik in Kareis, saying he would make a much more suitable replacement  


 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.    
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  


==== Lutesh Naustis ====
==== Lutesh Naustis ====
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=== Flooding Fields ===
=== Flooding Fields ===
The fields outside of the village benefit from a perpetual source of renewed ground water thanks to the Kareis mountains, the snow melt from its caps retreating to the base where it supplies natural, underground aquifers. This interaction creates the flooding fields, where intense spring-bound rainstorms flood a massive swath of land, replacing nutrients on a regular, yearly cycle. The bountiful harvests of Cavesafe come after, as they plow, sew, and work the fields year-round, using their domesticated dinosaur flock to do so.  
The fields outside of the village benefit from a perpetual source of renewed ground water thanks to the Kareis mountains, the snow melt from its caps retreating to the base where it supplies natural, underground aquifers. This interaction creates the flooding fields, where intense spring-bound rainstorms flood a massive swath of land, replacing nutrients on a regular, yearly cycle. The bountiful harvests of Cavesafe come after, as they plow, sow, and work the fields year-round, using their domesticated dinosaur flock to do so.  


=== Sisas Barracks ===
=== Sisas Barracks ===
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Adventurers can have Fasik lead them, or if they prefer they can track the stegosaurus with DC ~15-18 AWR/Tracking. It takes an entire day to locate the dinosaur, as it's about 10 miles outside the village. Once found, Fasik will approach and calm the stegosaurus, then mount it, guiding it back to the village. If they’d like to try instead, adventurers can calm the stegosaurus with a DC ~18-20 AWR/Animal Handling. If successful, Fasik will still do his trick to make it willing to be mounted, and the adventurer who calmed it can ride the stegosaur back.
Adventurers can have Fasik lead them, or if they prefer they can track the stegosaurus with DC ~15-18 AWR/Tracking. It takes an entire day to locate the dinosaur, as it's about 10 miles outside the village. Once found, Fasik will approach and calm the stegosaurus, then mount it, guiding it back to the village. If they’d like to try instead, adventurers can calm the stegosaurus with a DC ~18-20 AWR/Animal Handling. If successful, Fasik will still do his trick to make it willing to be mounted, and the adventurer who calmed it can ride the stegosaur back.


The stegosaurus is weak, and currently only has 30 maximum hit points, can only take 1 action, and will only fight if its forced to defend itself.During the return trip, adventurers can roll DEX/Sneaking to avoid notice from hostile fauna. Have each roll against a DC of 15. If at least ½ + 1 of the adventurers pass, they make it back after a day of travel with no issue. If not, they’ll be hunted by some hungry dinosaurs.
The stegosaurus is weak, and currently only has 30 maximum hit points, can only take 1 action, and will only fight if its forced to defend itself. During the return trip, adventurers can roll DEX/Sneaking to avoid notice from hostile fauna. Have each roll against a DC of 15. If at least ½ + 1 of the adventurers pass, they make it back after a day of travel with no issue. If not, they’ll be hunted by some hungry dinosaurs.


==== Hungry Dinosaur Encounter ====
==== Hungry Dinosaur Encounter ====
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The Velociraptors in this encounter are much more interested in attacking the stegosaurus than anything else, and will only engage adventurers if they are blocked or are attacked. They will also attempt to ambush the adventurers if they can, requiring DC 15 AWR/Perceiving checks to notice. Any adventurer that does not succeed this check begins combat Surprised.  
The Velociraptors in this encounter are much more interested in attacking the stegosaurus than anything else, and will only engage adventurers if they are blocked or are attacked. They will also attempt to ambush the adventurers if they can, requiring DC 15 AWR/Perceiving checks to notice. Any adventurer that does not succeed this check begins combat Surprised.  


Fasik will not fight, he can’t really, but will try his best to protect the stegosaurus. So long as the dinosaur is not killed, the adventurers can return safely back to the village. If the creature survives, Fasik will pay them the rest of the money, and they’ll earn 2 Fame. If it did not, he won’t pay the rest, and the adventurers will lose 1 Fame.  
Fasik will not fight, he can’t really, but will try his best to protect the stegosaurus. So long as the dinosaur is not killed, the adventurers can return safely back to the village. If the creature survives, Fasik will pay them the rest of the money, and they’ll earn 2 Fame. If it did not, he won’t pay the rest, and the adventurers will lose 1 Fame.


== Cheran Opinions ==
== Cheran Opinions ==
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“Who even are they? I think they’re a myth.”
“Who even are they? I think they’re a myth.”


“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow."


“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”
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“Once before I’d die I’d like to see one of those hot baths of theirs.”
“Once before I’d die I’d like to see one of those hot baths of theirs.”


== '''The Journey to Karies''' ==
After spending some time in Cavesafe and potentially convincing some of the citizens of the town to enter into an alliance with them, the heroes may continue to the Cheran. Journeying to Karies will involve dangerous treks through the snowy Lachonhet Mountains.


The following are possible random encounters for travel via the snowy mountains of Lachonhet.


==== '''Combat''' ====
{| class="wikitable"
|'''1d4'''
|'''Encounter'''
|-
|1
|Hostile Predator
|-
|2
|Sisaptum Deserters
|-
|3
|Hostile Dinosaur
|-
|4
|Elementals
|}
==== '''Social''' ====
{| class="wikitable"
|'''1d4'''
|'''Encounter'''
|-
|1
|Hapless Merchant
|-
|2
|Occupied Cave
|-
|3
|Raided Caravan
|-
|4
|Wounded Patrol
|}
==== '''Survival''' ====
{| class="wikitable"
|'''1d4'''
|'''Encounter'''
|-
|1
|Snow Storm
|-
|2
|Avalanche
|-
|3
|Kaijan Sighting
|-
|4
|Road Block
|}
=== Combat Encounters ===
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.
==== Hostile Predator ====
A hostile pack, or hungry creature, assaults the party looking for its next meal. The encounters are based around the number of adventurers in a party, but can be made more difficult by selecting the next category up, or adding 1 of any of the included creatures.
{| class="wikitable"
|'''Players'''
|'''Creature'''
|-
|3
|4 Dire Wolves
|-
|4
|2 Polar Bears
|-
|5
|1 Alpha [[Wolf]], 5 Dire Wolves
|-
|6
|4 Polar Bears
|}
==== Sisaptum Deserters ====
A small group of Kareis’ defenders have abandoned the Tyrant King’s influence and are resorting to ambushing travelers and caravans into and out of the city. For this encounter, have the adventurers make AWR/Perceiving checks. Depending on the difficulty, this check can be anywhere from a DC 12 to DC 20. Any adventurer that fails the check begins the encounter Surprised.
{| class="wikitable"
|'''Players'''
|'''Creature'''
|-
|3
|3 Veteran Soldiers
|-
|4
|4 Veteran Soldiers
|-
|5
|5 Veteran Soldiers
|-
|6
|6 Veteran Soldier
|}
These soldiers are all wielding iron weapons and wearing iron armor due to their former employment. If this iron is collected and returned to Kareis it earns the adventurers +1 Fame.
==== Hostile Dinosaur ====
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.
{| class="wikitable"
|'''Players'''
|'''Creature'''
|-
|3
|1 [[Saber-Tooth Tiger]]
|-
|4
|4 Enraged Arctic Sloths
|-
|5
|2 Saber-Tooth Tigers
|-
|6
|1 Arctic [[Titanboa]]
|}
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.
'''Arctic Titanboa.''' Lachonhet Titanboas have adapted to the cold, losing their '''Cold Blooded''' feature. Titanboa are very strong and may have too much HP also. You can reduce their difficulty by cutting their hit points by as much as half.
==== Elementals ====
Highly territorial, Ice Elementals of the Lachonhet mountains assail travelers during storms and if they veer too far off the beaten path. Ice Elementals are flavored '''Water Elementals.'''
{| class="wikitable"
|'''Players'''
|'''Creature'''
|-
|3
|2 Gale Piercers
|-
|4
|1 Ice [[Elemental]]
|-
|5
|3 Gale Piercers
|-
|6
|1 Ice Elemental, 1-2 Gale Piercers
|}
'''Ice Elemental.''' An Ice Elemental’s '''Water Blast''' is flavored to '''Ice Blast''', and its '''Drown''' feature is instead '''[[Freeze]].''' Ice Elementals have Resist Cold 8, Resist Lightning 4, and Vulnerable Fire 1 and loses '''Malleable Form'''. If an Ice Elemental takes more than ½ its hp in [[damage]] from Fire, it thaws into a '''[[Water Elemental]]'''.
=== Social Encounters ===
The following social encounters can be resolved without resorting to combat. Heroes should think creatively about using their influence skills or abilities to diffuse these situations.
==== Hapless Merchant ====
A victim of the '''Raided Caravan''' event, or a simple merchant lost or separated from their party, the adventurers come across a lone, native merchant from Kareis. This individual has the stats of a '''Merchant''', and can beg, bargain, or deal with adventurers to escort them safely back to Kareis. If accepted, they will become a protected traveler, and are game for being attacked by any encounters, though they have no [[equipment]] sans cold [[weather]] [[gear]]. The merchant can be close to starvation or suffering from severe cold or malnutrition for added difficulty of keeping them alive.
 If they are safely escorted back to Kareis, they will reward the adventurers with +1 Fame and potentially introduce the party to Cheran Periak or Amarik, depending on their preference. They will also reward them with 200sc per adventurer.
 If you don’t wish to make your own merchant, you can use Pektak Borikoa, a [[Bhrunai]] iron monger, a shrew negotiator and perceptive deal maker with a tendency to [[babble]] when they are terrified, which is always.  
==== Occupied Cave ====
In the distance, the adventurers can make out a flickering flame coming from the mouth of an otherwise darkened cavern. If explored, they’ll find Merip.
'''Meriptitanicarick.''' Pronounced Mar-ip-tit-an-ick-air-ick, this wizened, old human is very evidently insane. Merip is a kaijan scholar, obsessed with finding, recording, and potentially booping the snoot of a [[Fenrir]]. Unfortunately, he’s spent far too long in arctic environments without much in the way of survival skills, and is not okay.
 Merip is a very powerful psychic whose body is riddled with [[frostbite]], sustained only by his insanity. He is immune to any chilling, Cold, or freezing effects, including damage, and will talk about nothing other than finding and asking about Fenrirs. Adventurers can convince him to come with them by mentioning '''any''' Fenrir sightings or with DC 15~20 CHA checks and by feeding Merip.
 While traveling with a party, Merip nulls any potential dinosaur encounters due to his psionic powers, but he will only wander with them until they either find a Fenrir, they leave the mountains, or get close to civilization. He will not fight with, or against the party (he’s a scholar!) but if necessary, he has the stats of a '''[[Psion (Greater)]]'''.
 If the '''Kaijan Sighting''' Survival Encounter occurs, Merip will lose it and immediately track down a lone Fenrir, at which point he will attempt to boop the snoot. If this occurs, he will be successful before he is consumed by the Fenrir, satisfying the beast's hunger before it stalks off. Poor Merip. This results in him dropping his journal, The Book of Everything Kaijan, which, when consulted during a Recoup or while Taking a Rest, grants TA on any INT checks made to identify or gain knowledge on specific kaijan, including weaknesses.
==== Raided Caravan ====
The adventurers come across a ransacked, raided Caravan. If they possess the hapless merchant, they can recover a crate of goods and if given over will result in +1 Fame and 200sc per adventurer. If taken for themselves, they will lose -2 Fame but gain 500sc in goods per adventurer.
 Without the hapless merchant, consult the following table for potential gains. This encounter can also result in an ambush from any of the Combat Encounters, which would be the cause of the ransacking.
{| class="wikitable"
|'''Roll 1d4'''
|'''Loot'''
|-
|1
|Luxury Goods
|-
|2
|Iron Shipment
|-
|3
|Weapons
|-
|4
|Magic Item
|}
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500.
'''Iron Shipment'''. 2,000sc worth of iron, which can be held onto and sold in other cities for as high as 3x its value, or returned to Kareis for +1 Fame, or given specifically to Cheran Perak for +3 Favor (mini resource used in Kareis).
'''Weapons.''' A valuable shipment of iron weapons. This can be anywhere from 4 to 10 weapons, usually axes, swords, or iron-tipped spears. Adventures can hold onto these, or return them to Kares for +1 Fame, or given specifically to Cheran Kessara for +3 Favor (mini resource used in Kareis).
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements.
==== Wounded Patrol ====
The adventurers stumble across a patrol of 4-6 Sisaptum from Kareis, weakened by a recent attack. Most of the individuals should be near death or significantly wounded, and will not make it back to Kareis without help. These individuals have the stats of '''Veteran Soldiers''', though their maximum hit points should be capped currently at 10. Adventures can make variable INT/Medicine checks per soldier, ranging from DC 10 to 20, and on a success they patch them up long enough to reach either a village or Kareis itself.
 If the soldiers are aided and returned to Kareis, they adventurers earn +1 Fame and +2 Favor with Cheran Kessara and Cheran Felfaris. If they are killed in an encounter, the adventurers are unaffected, whereas if they are taken advantage of, and their deeds are discovered, the adventurers lose 5 Fame with Kareis and 5 Favor with Kessara. .
=== Survival Encounters ===
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.
==== Snowstorm ====
A terrible storm covers the mountain in freezing [[conditions]], blinding anyone within and forcing them to forge ahead in dangerous conditions or dig in and wait out the [[terror]] while trying not to freeze. Roll 1d4 to determine how many days the storm lasts. During any of these days, you may roll a d100. On a 1-50, an Elemental encounter is triggered. On a 51-90, nothing occurs, and on a 91-100 the '''Kaijan Sighting''' encounter occurs.
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100.
==== Avalanche ====
While traveling, the adventurers’ idle noise triggers an avalanche from a higher peak. They can attempt to outrun it, or withstand its effects. Any creatures caught in such an event can make a DC 16 STR/Applied Force check to hold their own. On a failure, they take 1d6 Blunt damage per 10 ft the avalanche has traveled, and are swept up into the detritus. During this event, they are Restrained, and continue to take 1d6 Blunt damage per 10 ft they travel. Once the avalanche stops, the creature is buried and begins to suffocate, able to be freed with the same DC used to resist the event.
==== Kaijan Sighting ====
Massive canine prints surface in the snow and a piercing howl can be heard, portending a distant [[shadow]]. This belongs to a lone, stray Fenrir, a terrifying creature that is more than a match for the current adventurers. Whenever this event occurs, it should result in any of the combat encounters, creatures summoned by the Fenrir, a snowstorm, or an avalanche. If Merip is with the party, it will trigger his special event. Otherwise, the Fenrir keeps its distance, uninterested in such a measly group. The adventures may instead make DC 15 DEX/Sneaking checks to avoid the creature’s notice, preventing any of the previous events from triggering.  
==== Road Block ====
Usually resulting from an '''Avalanche''' encounter, or coming across it naturally, the path ahead is blocked by ice, snow, or some other temporary hazard. Roll a 1d4. Adventurers can clear the roadblock over that many days with DC 12 to 15 Applied Force checks, reducing the amount of time taken by ½ per adventurer. On a failure, they still work through the day and make progress, but that adventurer gains Fatigue. Each day can be accompanied by potential, additional random encounters, favoring combat encounters from all the noise.
== '''Karies, Seat of the Cheran''' ==
The city of Karies, named after the mountain range of the same name, is the home to the Cheran. As the Cheran are the purported leaders of Lachonhet, the heroes will have to convince them that an alliance with Gilgalon will be beneficial.
A marvel of a city, Kareis is carved into a cauldron within the mountains of Lachonhet, warmed by the lava pits at its base. Believed to once be the home of some fierce kaijan long extinct, the cauldron of Kareis defies explanation, a calm, but active volcanic terrain with its heat trapped by a ceiling of mountainous overhangs, exposed enough to create a pleasant, almost paradise-like consistency, hidden and kept safe by harsh, dangerous geography.
With its position, Kareis is near impenetrable, and difficult to reach, most of the city encircled by a natural wall of stone. The sole entrance is blocked off by a stone [[gateway]] and accompanying wall, an easily manned, and defended, passage that deters invaders and kaijan alike.
Ruled by the Tyrant King Sharru-Ukin and a council of officials known as the Cheran, Kareis’s position allows it autonomy with little fear of conquest,  using its isolation to its advantage. While it claims to rule the lands of Lachonhet, the city itself keeps to itself, rarely exerting its power beyond its own borders, with the sole exception of trade.
Below is information first about the members of the Cheran, and then about the city of Karies, including its points of interest. Because the Cheran are self-important bureaucrats, the heroes will likely have plenty of time to explore the city.
=== The Cheran ===
The Cheran are the ruling elite of Lachonhet. Despite what some people may have told the heroes in the villages and ruins that the heroes traveled through previously, the Cheran are absolutely real. They do not possess any mystical powers, but have organized a governmental system that could be relatively effective if they had the means to enforce it beyond their city. The four members of the Cheran must agree to new legislations or initiatives by a three-fourths consensus. In addition, each member of the Cheran oversees one aspect of governance in Karies, and would tend to those matters nationally if the nation had the infrastructure to support national law.
The Cheran are appointed by the Tyrant King. The King and the Cheran each have a series of checks and balances that they can leverage against one another. The King can appoint new Cheran to oust previous ones, and a unanimous vote from the Cheran can veto a proposal that the King makes. However, the King has pure judicial power. The Cheran may serve as advisors on the dispensation of justice, but have no legal authority to challenge the King’s decisions in matters of applying justice to those who violate the law.
==== '''Cheran Periak''' ====
Periak is a [[dwarf]] who always appears in public with his elaborate braided hair woven into his beard. He typically wears brightly colored ribbons woven through his beard as well.
Periak is the chief of trade. He is aggressive, charismatic, ambitious, and greedy, always looking to make himself more valuable to the Tyrant King than the other Cheran. He oversees the mercantile caste and tax collections. Periak is the only one of the Cheran capable of exerting any influence nationally as he sends soldiers to collect taxes from the villages at the foothills of the mountains.
==== '''Cheran Kessara''' ====
Kessara, a human warrior who is never seen in public without full armaments and at least four soldiers nearby, is the chief of the military in Karies. She commands the Sisaptum, or the warriors that keep the peace within the city and defend it against external threats. In theory, the Sisaptum is also responsible with protecting the plains of Lachonhet, but in practice they are not organized or disciplined enough to do so.
Kessara is a harsh, tough warrior, a motivating captain, and a tactician of reasonable skill. She is too valuable for the Tyrant King to dispose of, allowing her to quietly express her dislike of the caste system to the other Cheran and to the King himself without immediate consequences.
==== '''Cheran Mikarat''' ====
A large [[kettek]] with fur patterning akin to that of a white tiger, Mikarat often wears embossed leather armor despite having never actually been in combat aside from the occasional organized, unarmed pit fight.
Mikarat is the chief of workers, overseeing water collection, manual labor, and the large bronzeworking forges built around the hottest sections of the volcanic cauldron in which Karies is built. He is responsible for the most important functions that keep the city running, but this means that Mikarat is in charge of one of the lower societal castes in Karies. He typically sides with Kessara in disputes among the Cheran, and is careful about picking his political battles.
==== '''Cheran Felfaris''' ====
Felfaris is a human who acts with a decorum uncommon among the rulers of nations at this point in history. He is refined, eloquent, and deliberative, skilled at deflecting questions and postponing any commitment to a particular agenda. Felfaris is the chief of administration, responsible for managing the other Cheran, maintaining the city of Karies, and serving as the Tyrant King’s regent when the king sets out on his glorious quests to hunt kaijan or some other such sign of greatness.
==== '''Tyrant King Sharru-Ukin''' ====
Tyrant King Sharru-Ukin is a wild, thick, and strong human who cares nothing for polish or refinery as Felfaris does. Oddly, though, Sharru-Ukin has a magnetic personal charisma and is much more patient than his barbarian appearance would suggest. That said, if he becomes offended (and he views boredom as an offense), he will throw victims over the edge of his viewing platform himself, where they plunge to their deaths in the lava pools below.
Sharru-Ukin spends a great deal of time overlooking his lava pits, and they seem to give him peace and clarity. This has led many in Karies to believe that Sharru-Ukin is some kind of fire god.
When he is not in his palace, Sharru-Ukin is likely traipsing through the mountains on his own in hunt of mighty kaijan to slay. He claims to have felled three such beasts in his tenure as king, though these rumors are completely unsubstantiated.
Sharru-Ukin is not the most politically knowledgeable ruler, but he is not ill-intentioned either. He will listen to his advisors provided that they maintain enough scraping and bowing to stoke Sharru-Ukin’s rather high opinion of himself.
=== Cheran Quests ===
Each Cheran have a task that they will assign to the heroes if confronted. The heroes might also learn about these tasks by speaking with the common folk of the city. If the heroes complete at least three of these tasks, then the Cheran will join the heroes after 2d4 days of deliberation.
==== '''Ice Caverns of Vishruk''' ====
Cheran Felfaris does not want a treaty with Gilgalon, believing it will make them subservient to the Godking. Thus, instead of outright refusal when the heroes approach him, he will offer them a task to convince the Cheran of their heroic intentions, a task he believes will [[kill]] them. He sends the adventurers to the Ice Caverns of Vishruk, high into the mountains, where a legendary creature lives and feasts on any Kareisans that stray too close. If they slay the beast, and return its head, Felfaris will vouch for them.
Hiking to the caverns will involve the heroes facing the Avalanche encounter as described in the prior Journey to Karies section. The Avalanche deals 6d6 blunt damage if it hits any of the heroes.
When the heroes reach the Caverns of Vishruk, they must fight a creature reminiscent of a yeti. It has the stats of a '''[[Giant]] Ape''' with [[immunity]] to cold damage.
==== '''Secure the Tunnels''' ====
Cheran Mikarat wants the mining tunnels near the lava pits secured for his laborers, as too many are being lost to hazards and creatures. The Sisaptum are either too slow or not trained to handle the situation, so if adventurers are able to make the tunnels safer, Mikarat will vouch for them.
Doing so involves the heroes fighting three '''Fireblights''' in a tight, enclosed space. These Fireblights are responsible for the murder of several miners, whose charred bodies can be found deeper in the tunnels.
==== '''Proving Your Worth''' ====
Cheran Kessara merely wants champions of Gilgalon to display their prowess. If they speak with her, she will ask the heroes to participate in the Proving Grounds. The heroes must fight a number of '''Hunters''' equal to the number of party members. This combat is intended to be nonlethal, and medics are nearby to staunch any bleeding if any hero or NPC is reduced to 0 HP.
==== '''Promises of Power''' ====
Cheran Periak will not offer a task, but can be bribed with trade prospects back in Gilgalon. This requires any individual hero to have 5 Fame in Gilgalon or for the party to collectively have an average of at least 3.5 Fame in Gilgalon.
=== The City of Karies ===
The following are snapshots of Kareis and its inner workings.
==== '''Culture''' ====
The people of Kareis are fairly homogeneous, isolated in their daily lives, and wary of outsiders. Yet, they are noted for their dualistic nature, very much like the icy chill of their surroundings juxtaposed against the lava pits below their king’s palace. They are curious folk, interested in trade, customs, and culture, yet keeping to their own with no intention of change. They treat the outside world as a means of fascination, and see their own ways, traditions, and the like as sacred, holding these beliefs as a means of a peaceful existence.
As a people, they adhere to a strict hierarchy of an enforced caste system, that of which one is born into and may only traverse its heights by the will or grace of the Cheran and ruling king.
{| class="wikitable"
|
==== '''Kareis Castes''' ====
The various castes of Kareis are as such, from lowest to highest:
'''Laborers/Workers.''' The general unskilled labor population of the city.
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.
|}
==== '''Military''' ====
The Kareis military is small, but well supplied, elite, and effective. Labeled as the Sisaptum, Kareis defenders are professional soldiers, employed as a regular garrison and for patrols along the city’s major trade route. These warriors are essential for guarding food caravans, and are regularly celebrated for their position, even if they rarely engage with forces more organized than predatory dinosaurs and bandits.
Sisaptum soldiers benefit from Kareisan industry in that their entire arsenal is constructed from iron. They sport iron-tipped spears, javelins, shields, and plated breast, shoulder, and leg pieces, in addition to full, circular helms. They are masters of defensive tactics, able to hold territory from vastly superior numbers or size.  
==== '''Trade''' ====
Kareis is well known for its iron trade. With its proximity to the lava pits, its craftsfolk have managed to harness that heat and use it to create extensive forges that can work near indefinitely. Between this and their proximity to rich ore veins in their mountainous home, they are able to create near limitless tools and arms, plying efficient craft trades to create wealth. Fortunately, they are able to use this resource to import much needed foodstuffs, as the local terrain is hardly sit for agriculture, and hunting can be dangerous depending on the time of year.
Kareisan merchants are obsessed with importing luxury goods and foodstuffs, making them a regular sight at foreign markets, throwing iron about in exchange for peculiar, or unique, wares.
==== '''Weather''' ====
Within Kareis the weather never drifts too high nor does it fall too low. Between the dueling heat of the pits and the external snows, the city benefits from a pleasant middleground, making it ideal grounds for habitation. The overhangs also protect Kareis from inclement weather, including snowstorms, creating static consistency.
Outside the city is a turbulent force of nature. The elevation makes travel difficult, and with nearby peaks always snow ridden, the low temperatures and hazards are many, making travel around the area unpredictable and dangerous. The mountains are prone to furious snowstorms, avalanches, and shifting activity from the pits beneath Kareis.
=== Points of Interest in Karies ===
As the heroes spend time in Karies, they may explore any of the following locales.
==== '''Ashen Rest''' ====
The largest inn and tavern in Karies, technically several buildings that are all part of the same complex, the Ashen Rest is likely where the heroes will be spending their evenings. The buildings that comprise the Ashen Rest are built into the side of a cliff with a picturesque view of the lava pits. The lava pits also provide ample heating to the Ashen Rest, which diverts water from the public waterfall into heated bath houses in which patrons of the Ashen Rest can socialize and rejuvenate.
==== '''The Ishkalu Fire Palace''' ====
The Fire Palace overlooks most of the city and is situated near the center of the city’s northwestern region. On its western side, the palace has Tyrant King Sharru-Ukin’s audience platform. He holds court from this balcony, which also overlooks the Proving Grounds and the lava pits.
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.
In addition to its many viewing balconies, the palace is furnished to receive guests, support the Tyrant King’s family and the families of the Cheran, host banquets, or defend against invasion.
==== '''Ishtum Forges''' ====
These grand forges are collections of bronzeworking facilities that allow Karies to export weapons and armor of great value. This is another resource that will dramatically improve Gilgalon’s military power, as most of their weapons are made of weaker materials than bronze.
==== '''Lava Pits''' ====
Beneath and around the city, there are deep crags that contain sweltering-hot lava flows.The city uses them to its advantage, running industrial-scale bronzeworking facilities and offering hotspring baths at the Ashen Rest. Throwing a victim in the lava pit is also the Tyrant King’s preferred method of execution.


==== '''Proving Grounds''' ====
The Proving Grounds is a gladiatorial ring that sits below the elevated viewing platform in the Fire Palace of King Sharru-Ukin. It is ringed by a semicircular amphitheater carved of stone.  Across the arena from the amphitheater risers, there is a sharp drop into a large, permanently active lava pit. The king’s platform is situated so that the condemned can be thrown off the platform directly into the same pit.


[[Writer drafting: Heroes travel to Lachonhet village
==== '''Sisap Pits''' ====
The Sisap Pits are a comprehensive training ground and barracks for the Sisaptum. This area is built just above the lava flows, with training done in and around the terrain to harden soldiers, creating fierce warriors accustomed to uncomfortable environments.


* Describe the village
==== '''The Waterwall''' ====
* The buildings
A unique construction to Kareis, the Waterwall is an artificially constructed waterfall within the city, made from a rudimentary series of pipes that flow from a stone building high in one of the cliffs surrounding Karies. This building houses several stone snowpack rooms, where snow is gathered from the overhangs of the city and transported to be melted for the water supply. Once melted, the water is piped to the wall, where it cascades down into a constructed basin and a circular canal that flows about the center of the city. This canal acts as the city’s major well and water source, along with a major cultural hub for those to gather and share news, trade, and hold festivals.
* The economy
* 2-3 key NPCs to the village (strongman leader, sage elder)
* Caves where they hide during a stampede and where they store food


[[Writer drafting: Then the Kaeries mountain arc
Arrayed around the Waterwall canal, the Water Markets hold the city trade center, where local merchants deal with imports, sell to locals, and house a great deal of their supply. These markets are always busy, sporting rare, imported spices and foods, ironwork, tools, and any luxury crafts merchants can get their hands on: clothes, jewelry, and other finery that Kareisans tend to favor. The markets also house the office of Cheran Periak, who oversees daily trade and holds his own pack of Sisaptum to collect taxes and tributes.


== '''The Return Trip''' ==
== '''The Return Trip''' ==
As the heroes begin their return journey to Palask, they will be bringing with them one of the representatives of the Cheran in order to officiate the deal between Lachonhet and Gilgalon. The member of the Cheran that goes with them should be whichever NPC they have interacted with the most aside from <nowiki>[[Name of Leader]]</nowiki>.
As the heroes begin their return journey to Palask, they will be bringing with them one of the representatives of the Cheran in [[order]] to officiate the deal between Lachonhet and Gilgalon. The member of the Cheran that goes with them should be whichever NPC they have interacted with the most aside from Sharru-Ukin.


In addition to the Cheran member, several citizens of Kaeries travel with the heroes, bringing with them carts of grain that they can offer to Palask. The largest wagon of food is pulled by a stegosaurus.
In addition to the Cheran member, several citizens of Kaeries travel with the heroes, bringing with them carts of grain that they can offer to Palask. The largest wagon of food is pulled by a stegosaurus.
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==== General Dagon ====
==== General Dagon ====
General Dagon rides a chariot drawn by a pair of Cynognathuses. The chariot has two dozen javelins in it. If one [[Cynognathus]] dies, the other may only pull the chariot at half speed. If this happens, Dagon hops off of the chariot and uses his axe, rather than his javelins.
General Dagon is a '''[[Champion]]''', but has 130 maximum HP. He rides a chariot drawn by a pair of Cynognathuses. The chariot has two dozen javelins in it. If one [[Cynognathus]] dies, the other may only pull the chariot at half speed. If this happens, Dagon hops off of the chariot and uses his axe, rather than his javelins.


In combat, General Dagon boasts loudly and at great length about what a mighty [[warrior]] he is. His greataxe is El-Ro, the Shard-Bearer (see Appendix B: [[Magic Items]]). General Dagon boasts that each crystal shard on his axe is the soul of a foe he has slain in battle.
In combat, General Dagon boasts loudly and at great length about what a mighty [[warrior]] he is. His greataxe is El-Ro, the Shard-Bearer (see Appendix B: [[Magic Items]]). General Dagon boasts that each crystal shard on his axe is the soul of a foe he has slain in battle.
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