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		<id>https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=11579</id>
		<title>Skills</title>
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		<updated>2025-01-30T22:13:37Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Complete list of skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
When you attempt something that comes with a chance of failure or a negative outcome, your MC might ask you to make an attribute check.&lt;br /&gt;
&lt;br /&gt;
== Attribute Checks ==&lt;br /&gt;
Like attacks, attribute checks involve rolling 1d20 and adding your attribute to the roll. MCs will only ever ask for one of seven attribute Checks: STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask for COR attribute checks, given that COR functions differently from the other 7 attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Strength (STR) Checks&amp;lt;/u&amp;gt; can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dexterity (DEX) Checks&amp;lt;/u&amp;gt; might be needed if you run along a precipice or try to nimbly sneak past a guard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Endurance (END) Checks&amp;lt;/u&amp;gt; represent your ability to withstand extreme weather and march or run for long stretches of time without giving in&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Awareness (AWR) Checks&amp;lt;/u&amp;gt; determine how attuned you are to sensory input. It might help you spot traps or hidden motives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Intelligence (INT) Checks&amp;lt;/u&amp;gt; can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Charisma (CHA) Checks&amp;lt;/u&amp;gt; represent your ability to talk your way through social situations by charming or deceiving, and to lead or convince the people around you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Luck (LUCK) Checks&amp;lt;/u&amp;gt; can represent the twists and turns of fate. If you are looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determine whether you find any.&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
Whenever a rule or ability warrants using a specific skill, the rule will signify this mentioning the skill immediately following the attribute, such as CHA/Persuading. A creature without the Persuading skill can still attempt such a check, simply rolling CHA.&lt;br /&gt;
&lt;br /&gt;
While the MC will only ever ask for one of the attribute checks described above, players have the chance to use skills, which give them a greater chance of success under specific circumstances.&lt;br /&gt;
&lt;br /&gt;
You will have a variety of Skill Points granted by your background and your profession. Your lineage and talents will occasionally give you Skill Points as well. You assign these Skill Points to specific skills, such as Balancing, Deceiving, or Distance Running.&lt;br /&gt;
&lt;br /&gt;
When your MC asks you for an attribute check and one of your skills associated with that attribute is situationally relevant, you may add that skill bonus in addition to your attribute.&lt;br /&gt;
&lt;br /&gt;
'''You may never have more than 20 points in a single skill.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!'''For example''' if Hanniah Sharptooth and Marcus Luxxor are adventuring together and both need to dash after a carriage to catch it before it leaves town, they would need to make STR checks to sprint after it.&lt;br /&gt;
Assuming they are both level 1, Hanniah and Marcus both have 2 STR. However, Hanniah has +1 in the Sprinting skill. This means that Marcus rolls 1d20+2 (adding his STR), while Hanniah rolls 1d20+3 (adding her STR and her Sprinting skill).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Circumstantial Bonuses&amp;lt;/u&amp;gt; ====&lt;br /&gt;
If you perform well on one skill that impacts another skill, then your MC might grant you a circumstantial bonus on the second skill check. This might be as low as a +1 or as high as a +5, depending upon what the MC feels is appropriate to the situation.&lt;br /&gt;
&lt;br /&gt;
== Complete list of skills ==&lt;br /&gt;
Skills are related to a specific attribute and cannot be used with mismatching attributes. Skills are also organized by tags; if you gain an ability that lets you gain a skill with a specific tag, check the table below to see your options.&lt;br /&gt;
&lt;br /&gt;
Each skill is organized first by attribute, then by tag. Skills are described in more detail after these tables, although these descriptions are not comprehensive and your MC may allow other applications of these skills if you come up with creative ideas.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Skills followed by an asterisk are tool-dependent, meaning that you cannot utilize them to their fullest extent without the relevant type of tools.&lt;br /&gt;
You may never have more than 20 points in a single skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY ATTRIBUTE&lt;br /&gt;
|-&lt;br /&gt;
|STR &lt;br /&gt;
|Applied Force, Athletics, Menacing, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|DEX &lt;br /&gt;
|Balancing, Contorting, Dancing, Sneaking, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|END &lt;br /&gt;
|Distance Running, Forced March&lt;br /&gt;
|-&lt;br /&gt;
|AWR &lt;br /&gt;
|Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking&lt;br /&gt;
|-&lt;br /&gt;
|INT &lt;br /&gt;
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]&lt;br /&gt;
|-&lt;br /&gt;
|CHA&lt;br /&gt;
|Deceiving, Empathy, Entertaining, Gossiping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|LUCK &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics &lt;br /&gt;
|Balancing, Contorting, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|Athleticism &lt;br /&gt;
|Applied Force, Athletics, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|Crafting &lt;br /&gt;
|Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
|-&lt;br /&gt;
|Influence &lt;br /&gt;
|Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge &lt;br /&gt;
|Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]&lt;br /&gt;
|-&lt;br /&gt;
|Luck &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|-&lt;br /&gt;
|Observation &lt;br /&gt;
|Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
|-&lt;br /&gt;
|Performance &lt;br /&gt;
|Dancing, Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|Stamina &lt;br /&gt;
|Distance Running, Forced March, Menacing&lt;br /&gt;
|-&lt;br /&gt;
|Subterfuge &lt;br /&gt;
|Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Survival &lt;br /&gt;
|Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Alchemy*:''' ''INT, Crafting;'' You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. &amp;lt;blockquote&amp;gt;'''Brewing Potions'''&lt;br /&gt;
&lt;br /&gt;
If you have the appropriate tools, you can attempt to brew potions. &lt;br /&gt;
&lt;br /&gt;
Potion creation takes 2 hours of uninterrupted work, which can be a part of a Rest. Healing potion creation DCs are cumulative.&lt;br /&gt;
&lt;br /&gt;
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure.&lt;br /&gt;
&lt;br /&gt;
All healing potions share a common ingredient derived from the Embercap Mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/ Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both.&lt;br /&gt;
&lt;br /&gt;
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as Primal Alchemy magic to any magical abilities that can detect an item’s Source or Function.&lt;br /&gt;
&lt;br /&gt;
Unconscious or Helpless creatures cannot be administered potions.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Healing Potion Table&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Material Cost&lt;br /&gt;
!Creation DC&lt;br /&gt;
!Effect&lt;br /&gt;
!Expiration&lt;br /&gt;
|-&lt;br /&gt;
|'''Herbal Potion'''&lt;br /&gt;
|25 sc&lt;br /&gt;
|15 sc&lt;br /&gt;
|Medicine 10&lt;br /&gt;
|(1/Rest) The imbiber gains HP equal to 1 + the potion creator's Medicine skill. &lt;br /&gt;
|12 hours&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Vial'''&lt;br /&gt;
|50 sc&lt;br /&gt;
|40 sc&lt;br /&gt;
|Alchemy 15&lt;br /&gt;
| +1d4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Potion'''&lt;br /&gt;
|250 sc&lt;br /&gt;
|200 sc&lt;br /&gt;
|Alchemy 20&lt;br /&gt;
| +2d4+2 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Elixir'''&lt;br /&gt;
|500 sc&lt;br /&gt;
|400 sc&lt;br /&gt;
|Alchemy 25&lt;br /&gt;
| +4d4+4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Healing Elixir''' &lt;br /&gt;
|1500 sc&lt;br /&gt;
|1250 sc&lt;br /&gt;
|Alchemy 30&lt;br /&gt;
| +8d4+8 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Healing Elixir'''&lt;br /&gt;
|3000 sc&lt;br /&gt;
|2500 sc&lt;br /&gt;
|Alchemy 45&lt;br /&gt;
|Heals its imbiber completely, but the imbiber becomes intoxicated, gaining the Shaken condition until they Take a Rest. &lt;br /&gt;
|1 week&lt;br /&gt;
|}&lt;br /&gt;
'''Animal Handling:''' ''AWR, Survival;'' You might use this skill when riding a mount or when trying to train an animal that views you as a friendly creature.&lt;br /&gt;
&lt;br /&gt;
'''Applied Force:''' ''STR, Athleticism;'' You can use this skill to break down doors, use a crowbar to leverage heavy weights, and similar applications of pure strength with or without a mechanism to assist you.&lt;br /&gt;
&lt;br /&gt;
'''Appraising:''' ''INT, Observation;'' This skill can help you determine how valuable something is or whether the materials are genuine. If you also have a Crafting skill, your MC might let you use that skill when appraising a particular craft, or even let you make an INT/ Appraising check and a skill check using that Crafting skill, taking the higher.&lt;br /&gt;
&lt;br /&gt;
'''Arcana:''' ''INT, Knowledge;'' You can use this skill when trying to recall information related to planar entities or factual information about any of the five Sources of Magic. You can also use this skill to manipulate magical devices.&lt;br /&gt;
&lt;br /&gt;
'''Art:''' ''INT, Knowledge;'' This skill can help you determine factual information about art, such as the materials used or the message that the artist was trying to convey. Your MC might also let you add 1⁄2 your Art skill when trying to produce art, although if you have any points in a Crafting skill, you are more likely to just use that skill.&lt;br /&gt;
&lt;br /&gt;
'''Astrology:''' ''INT, Knowledge;'' You can use this skill when recalling information about astrological symbols and their significance. Your MC might rule that you can make an INT/Astrology check to give you a circumstantial bonus on a CHA/Empathy check or an AWR/Intuiting check when interacting with someone, as your understanding of their astrological signs might lend you insight into their character or unconscious motives.&lt;br /&gt;
&lt;br /&gt;
'''Astronomy:''' ''INT, Knowledge;'' You might use this skill whenever you want to recall or infer information related to space and the orbit of planets, satellites, and the like. Your MC might let you add 1⁄2 your Astronomy when trying to navigate, although if you have the Navigating skill you are likely to use that instead.&lt;br /&gt;
&lt;br /&gt;
'''Athletics:''' ''STR, Athleticism;'' This skill represents your general athletic capacity. When climbing or swimming, and at your MC’s discretion when jumping, you might use this skill. If you have a climb speed or a swim speed, this skill will not come up as often.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' ''DEX, Acrobatics;'' You might use this skill when traversing tricky and narrow terrain, such as the lip of a cliff or the pinnacle of a rooftop.&lt;br /&gt;
&lt;br /&gt;
'''Biology:''' ''INT, Knowledge;'' This skill will help you to recall or research any information related to biological studies. Your MC may allow you to make an INT/Biology check to gain a circumstantial bonus when making an INT/Nature check or an AWR/Animal Handling check.&lt;br /&gt;
&lt;br /&gt;
'''Brewing*:''' ''INT, Crafting;'' If you have the appropriate tools, you can attempt to brew craft beers, wines, or spirits. Your MC might also allow you to attempt to make potions, using 1⁄2 of your Brewing skill in place of Alchemy. You may use this skill when trying to recall or discern intellectual information about the practice of brewing, and doing so does not require any tools.&lt;br /&gt;
&lt;br /&gt;
'''Calligraphy*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful calligraphic works.&lt;br /&gt;
&lt;br /&gt;
'''Carpentry*:''' ''INT, Crafting.'' When equipped with the relevant tools, you can use this skill to build or repair houses and other structures made primarily of wood.&lt;br /&gt;
&lt;br /&gt;
'''Cartography*:''' ''INT, Crafting;'' When equipped with the relevant tools, you can use this skill to accurately map out regions or cities.&lt;br /&gt;
&lt;br /&gt;
'''Chemistry:''' ''INT, Knowledge;'' You can use this skill to recall or research any information related to chemistry and chemical studies.&lt;br /&gt;
&lt;br /&gt;
'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.&lt;br /&gt;
&lt;br /&gt;
'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during combat.&lt;br /&gt;
&lt;br /&gt;
'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.&lt;br /&gt;
&lt;br /&gt;
'''Dancing:''' ''DEX, Performance;'' You can use this skill to put on entertaining dance performances.&lt;br /&gt;
&lt;br /&gt;
'''Deceiving:''' ''CHA, Influence;'' You might use this skill when trying to mislead someone, tell half-truths, or outright lie in a convincing way.&lt;br /&gt;
&lt;br /&gt;
'''Disguising*:''' ''INT, Subterfuge;'' Provided that you have the relevant tools, such as makeup, a costume, hair dye, a wig, or similar cosmetics, you can use this skill to disguise yourself. Disguises made under duress will be more difficult than disguises made in leisure.&lt;br /&gt;
&lt;br /&gt;
'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.&lt;br /&gt;
&lt;br /&gt;
'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your gear.&lt;br /&gt;
&lt;br /&gt;
'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the influence tag, given your better understanding of the social situation.&lt;br /&gt;
&lt;br /&gt;
'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.&lt;br /&gt;
&lt;br /&gt;
'''Empathy:''' ''CHA, Influence;'' You can use this skill to make other people feel seen and understood, as well as helping you understand what people are feeling.&lt;br /&gt;
&lt;br /&gt;
'''Engineering:''' ''INT, Knowledge;'' This skill allows you to improve your knowledge in various types of engineering (architectural, mechanical, etc).&lt;br /&gt;
&lt;br /&gt;
'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.&lt;br /&gt;
&lt;br /&gt;
'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas,  or otherwise throwing off those that look for you.&lt;br /&gt;
&lt;br /&gt;
'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.&lt;br /&gt;
&lt;br /&gt;
'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal travel pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.&lt;br /&gt;
&lt;br /&gt;
'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official- looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.&lt;br /&gt;
&lt;br /&gt;
'''Fortuity:''' ''LUCK;'' Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity.&lt;br /&gt;
&lt;br /&gt;
'''Geography:''' ''INT, Knowledge;'' You can use this skill when trying to remember where you are in relation to somewhere else, or when you want to deduce information about common geographical patterns in an area.&lt;br /&gt;
&lt;br /&gt;
'''Glassblowing*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create stunning artistic glasswork, such as dining plates and even glass musical instruments.&lt;br /&gt;
&lt;br /&gt;
'''Gossiping:''' ''CHA, Influence;'' You can use this skill to seed real or false information about a person, event, etc. among populated areas.&lt;br /&gt;
&lt;br /&gt;
'''History:''' ''INT, Knowledge;'' This skill reflects your capacity for remembering historical events and your ability to quickly research historical events when given access to a library, university, or the like. Your MC might let you use this skill in tandem with another Knowledge skill when researching a particular field of knowledge, making an INT/History check and an INT check of the relevant Knowledge type.&lt;br /&gt;
&lt;br /&gt;
'''Instrument*:''' ''CHA, Performance;'' When you gain points in this skill, specify one type of instrument. When you have that instrument, you can use this skill to make better performances with that instrument. Your MC might rule that you can apply 1⁄2 of your Skill Points to related instruments; for example, if you have Instrument (Lute) +6, then your MC might allow you to play a banjo with a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
'''Intimidating:''' ''CHA, Influence;'' You can use this skill when trying to peel back someone’s psyche and frighten them into cooperating with you.&lt;br /&gt;
&lt;br /&gt;
'''Intuiting:''' ''AWR, Observation;'' This skill helps you assess when someone is being honest or if they might be hiding something.&lt;br /&gt;
&lt;br /&gt;
'''Investigating:''' ''AWR, Observation;'' You might use this skill when looking for physical clues at a crime scene, or when looking for a secret door or hidden compartment in a room.&lt;br /&gt;
&lt;br /&gt;
'''Jeweling*:''' ''INT, Crafting;'' When you have the appropriate tools, this skill can help you create gorgeous works of jewelry. Your MC might allow you to use your Jeweling skill in place of Appraising when you want to assess the value of a piece of jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Law:''' ''INT, Knowledge;'' You can use this skill when you want to recall or acquire information about the legal system in a settled area. You might also use this skill, along with the Entertaining and Persuading skills, to win a case in court.&lt;br /&gt;
&lt;br /&gt;
'''Leadership:''' ''CHA, Influence;'' You might use this skill to bolster the resolve of a discouraged person or group of people, or to exert your status and influence over various officials and convince them to follow your commands.&lt;br /&gt;
&lt;br /&gt;
'''Leatherworking*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make leather goods such as clothes, bags, or even armor.&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking*:''' ''INT, Subterfuge;'' When you have a set of lock picks, you can use this skill to attempt picking any nonmagially sealed lock.&lt;br /&gt;
&lt;br /&gt;
'''Masonry*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to carve rock into sculptures or architectural stonework.&lt;br /&gt;
&lt;br /&gt;
'''Medicine*:''' ''INT, Knowledge;'' You can use this skill when trying to recall factual information about medicines, diseases, and the like, which can help you diagnose someone’s symptoms. If you have bandages, you can make an INT/Medicine check to remove the Bleeding condition from a creature. Attempting this costs 3 AP, and unless otherwise specified from the source of the Bleeding condition, the DC is 14 + the amount of Bleeding damage. If you have the proper medicines, you can attempt to treat someone with a disease. The DC for this treatment, as well as the types of medicine that you need, will be mentioned in the disease’s description.&lt;br /&gt;
&lt;br /&gt;
'''Menacing:''' ''STR, Stamina;'' You can use this skill when trying to physically intimidate someone through a show of force.&lt;br /&gt;
&lt;br /&gt;
'''Military:''' ''INT, Knowledge;'' This skill will help you know the proper terminology when speaking with members of a military and can help you when trying to recall information about a military institution.&lt;br /&gt;
&lt;br /&gt;
'''Nature:''' ''INT, Survival;'' You might use this skill when trying to differentiate between edible and toxic mushrooms, recalling the behavior of wolf packs, or other information about the natural world.&lt;br /&gt;
&lt;br /&gt;
'''Navigating*:''' ''AWR, Survival;'' If you have a compass, astrolabe, sextant, or even just a map, you can use this skill to find your way through an otherwise confusing area of wilderness. Your MC might rule that you can make this check without the relevant tools, but the DC will be higher.&lt;br /&gt;
&lt;br /&gt;
'''Painting*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful paintings.&lt;br /&gt;
&lt;br /&gt;
'''Perceiving:''' ''AWR, Observation;'' You might make use of this skill when relying on sensory input such as scanning a tree line for enemies, looking for concealed weapons, listening for footsteps, or trying to identify a strange odor.&lt;br /&gt;
&lt;br /&gt;
'''Persuading:''' ''CHA, Influence;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.&lt;br /&gt;
&lt;br /&gt;
'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed on [[Deities]], or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.&lt;br /&gt;
&lt;br /&gt;
'''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body.&lt;br /&gt;
&lt;br /&gt;
'''Sheltering:''' ''AWR, Survival;'' You might use this skill when you’re in the wilderness to find a cave, hollow tree, or rocky bluff that can offer shelter from the elements.&lt;br /&gt;
&lt;br /&gt;
'''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down.&lt;br /&gt;
&lt;br /&gt;
'''Smithing*:''' ''INT, Crafting;'' When you have the appropriate metal and tools, you can use this skill to make wrought iron artistic works or to repair metal tools, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
'''Sneaking:''' ''DEX, Survival;'' You could use this skill when skulking about and trying to remain physically out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Sprinting:''' ''STR, Athleticism;'' You can use this skill when attempting to cover a small distance in an incredibly short amount of time. This is usually not applicable in normal combat, but might be used in a chase sequence.&lt;br /&gt;
&lt;br /&gt;
'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.&lt;br /&gt;
&lt;br /&gt;
'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you don’t get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of feet you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Water)*:''' ''INT, Knowledge;'' You can use this skill to operate water vehicles, such as sailboats or galleons, with greater efficiency.&lt;br /&gt;
&lt;br /&gt;
'''Weaving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make textile goods such as clothing and blankets.&lt;br /&gt;
&lt;br /&gt;
'''Woodcarving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to whittle toys, fletch arrows, repair a wagon wheel, and the like.&lt;br /&gt;
&lt;br /&gt;
=== Optional Crafting Rules ===&lt;br /&gt;
If your MC decides, you might use these rules when making any Crafting check.&lt;br /&gt;
&lt;br /&gt;
You can make one check per day with a Crafting skill. Your checks made with the same Crafting skill are cumulative (e.g., if you roll Woodcarving 9 on one day and Woodcarving 14 on the next day, your cumulative total is 23).&lt;br /&gt;
&lt;br /&gt;
You can create a good of the appropriate type (such as leather armor if you use Leatherworking) once your cumulative number is double the sc of the object that you want to make. Once you make this object, reset your cumulative crafting score to 0.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=11426</id>
		<title>Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=11426"/>
		<updated>2024-12-01T01:37:50Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Tinkerer.png|thumb|Ingrid Divrgubben, collector]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Yeah, never go throwin' crap away when it might serve a purpose. Hoarding is good for the soul, you see. You know what they say about one person's trash. 'Give it to the tinkerer,' they say. Now, hand it over and I'll make you a can opener. Or a flamerthrower, mayhap.&amp;quot; - Ingrid Divrgubben, collector&amp;lt;/big&amp;gt;'' &lt;br /&gt;
&lt;br /&gt;
You have never been able to keep from fidgeting, always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You always had a penchant for tinkering and exhibit relentless ingenuity. You quickly gained notoriety as someone who could always find a way to enhance anything with mechanical parts. Unquenchably curious, you always seek to understand how something works and how it might be improved upon. &lt;br /&gt;
&lt;br /&gt;
What is your medium of choice? Tinkerers often favor metal and wood due to their versatility, but other substances can make for interesting inventions as well. When you invent something, what motivates you? Are you most concerned with improving your quality of life by making existing technology more effective, or are you looking to break the confines of science as your contemporaries understand it? Do you have some grand idea for a new invention that will revolutionize the world?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Tinkerer Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Alchemist'''. By developing potions and alchemical reagents, you bolster your allies or damage your foes.&lt;br /&gt;
&lt;br /&gt;
'''Augmentor.''' You specialize in creating powerful armor that implements weapons, gadgets, and enhanced defenses, turning you into a tremendous front-line fighter.&lt;br /&gt;
&lt;br /&gt;
'''Inventor.''' A skilled and creative inventor, you make all manner of gadgetry and manage a tremendous inventory of useful items.&lt;br /&gt;
&lt;br /&gt;
'''Magitechnician'''. Through unstable experiments you have accessed the arcane source of magic and can fuel spells with your inventions.&lt;br /&gt;
&lt;br /&gt;
== Tinkerer Entry Talent ==&lt;br /&gt;
After gaining the Tinkerer Entry talent, you can take talents from any of the Tinkerer tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Tinkerer Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
* '''Tools of the Trade.''' You gain a set of Tinker’s Tools.&lt;br /&gt;
* '''Masterwork.''' You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.&lt;br /&gt;
* '''Rig.''' (1/Rest) You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour. &lt;br /&gt;
|''Class Entry, Tinkerer''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Track ==&lt;br /&gt;
[[File:Alchemist Track.png|thumb|259x259px|Alchemist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.&lt;br /&gt;
&lt;br /&gt;
* '''Alchemy Flask.''' Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
These creations become impotent after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Potion'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Healing Vials to your possible creations. When creating Healing Vials in this way, you do not need to spend the material components, but they expire after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Bomb'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Alchemy Bombs to your possible creations.&lt;br /&gt;
&lt;br /&gt;
* '''Alchemy Bomb.''' Spend 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and ½ damage on a miss.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quaff'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Once on each of your turns, you may drink a potion without spending AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire in the Hole!'''&lt;br /&gt;
|Alchemy, Create Bomb&lt;br /&gt;
|When you throw a bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy II'''&lt;br /&gt;
|Alchemist 4&lt;br /&gt;
|You can now make four Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Upgrade'''&lt;br /&gt;
|Alchemy II, Create Potion&lt;br /&gt;
|Your Healing Vials become Healing Potions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Flask Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your flask is designed for quick combat consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive actions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bomb Upgrade'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|Your bombs deal additional damage equal to your INT&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can administer Potions or Flasks for 1 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Bombs'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|You can create bombs that deal cold or corrosive damage instead of fire, choosing the type of damage when you create the bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Up my Sleeve'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality Solution'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy III'''&lt;br /&gt;
|Alchemist 9&lt;br /&gt;
|You can now create six Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosion Upgrade'''&lt;br /&gt;
|Alchemy III, Create Bomb&lt;br /&gt;
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flask Efficiency'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|When one of your flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this feature is used successfully, you lose this ability until after you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tolerance'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You gain Resist Corrosive 3 and Resist Fire 3.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector Upgrade'''&lt;br /&gt;
|Alchemy III, Injector&lt;br /&gt;
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Alchemist'''&lt;br /&gt;
|Alchemist 14&lt;br /&gt;
|Brewers, poisoners, and potion-makers all respect you as a master of the craft. Many would gladly pay you handsomely to teach them the secrets of your skills. &lt;br /&gt;
You can make a number of Alchemy Creations equal to your INT, and your creations remain potent for 48 hours. &lt;br /&gt;
&lt;br /&gt;
You no longer lose your Flask Efficiency ability after it is successful.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Your Flask Efficiency ability is successful on a roll of 4-6.&lt;br /&gt;
|''Tinkerer, Alchemist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Formula Table ====&lt;br /&gt;
Each time you use your Alchemist Formula, select a magical ability from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Source Magic&lt;br /&gt;
!Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|[[Air Bubble|Air bubble]], [[Arcane Shield]], [[Death Ward]], [[Fire Shield]], [[Mage Armor]], [[Sense Magic]], [[Shield]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine]]&lt;br /&gt;
|[[Heroism]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult]]&lt;br /&gt;
|[[Cloven Step]], [[Hex of the Unseen]], [[Silhouette]], [[Warp Step]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal]]&lt;br /&gt;
|[[Catclaw]], [[Fleetfoot]] (Tier 2), [[Intuition]] (1 min duration), [[Bullish Strength]] (1 min duration), [[Piscism]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic]]&lt;br /&gt;
|[[Conceal]], [[Create Weapon]] (1 min duration), [[Giant]], [[Hasten]] (30 sec duration), [[Invisibility]], [[Iron Body]] (20 sec duration), [[Jump]], [[Levitate]], [[Mirror Images]], [[Sense Danger]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentor Track ==&lt;br /&gt;
[[File:Augmentor Track.png|thumb|260x260px|Augmentor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Breakthrough&lt;br /&gt;
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.&lt;br /&gt;
&lt;br /&gt;
* '''Armor Augmentation.''' Choose a set of armor that will become your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and grappling. You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Shield'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Compartment'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/ Lockpicking check to open it.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Launcher'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can gain double the range of your thrown items.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. If it hits and the target is your Size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Absorption'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 Reactive AP to reduce elemental damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you suffer a crit, you take damage as usual, then you gain Resist X against the type of damage you took until the start of your next turn, where X = your INT.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' By spending 2 AP, you can impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor II'''&lt;br /&gt;
|Augmentor 5&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Audio Dampeners'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You may spend 2 AP to become immune to sonic damage and effects that require you to hear until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler II'''&lt;br /&gt;
|Augmentor II, Grappler&lt;br /&gt;
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor II'''&lt;br /&gt;
|Augmentor II, Sentry Armor&lt;br /&gt;
|You can now enhance your Engage ability, engaging one additional target within 5 ft of you for each additional 1 AP you spend on the ability.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Quick Compartment'''&lt;br /&gt;
|Augmentor II, Quick Compartment&lt;br /&gt;
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 °F (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Mini Turret'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. When you specify, it fires at a target you can see with Line of Effect at the end of each of your turns while you have ammunition.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon II'''&lt;br /&gt;
|Augmentor II, Install Weapon&lt;br /&gt;
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Slam'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|Gain the Power Slam ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Slam.''' You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''HoverJet'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|(3/Rest) Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor III'''&lt;br /&gt;
|Augmentor II, Augmentor 10&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Transfer'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may spend 3 AP to transfer all conditions from a creature you are grappling to yourself, except for Grappled and Restrained.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster II'''&lt;br /&gt;
|Augmentor III, Arcane Booster&lt;br /&gt;
|(3/Rest) You gain a fly Speed equal to your speed for 1 minute.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heroic Landing'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle II'''&lt;br /&gt;
|Augmentor III, Cradle, Grappler&lt;br /&gt;
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor Extraordinaire'''&lt;br /&gt;
|Augmentor 14&lt;br /&gt;
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. &lt;br /&gt;
Gain +1 to all of your defenses. &lt;br /&gt;
&lt;br /&gt;
Crits no longer automatically hit you, and if they do hit, they only deal normal damage.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Gain the Intuitive Defenses ability. &lt;br /&gt;
** '''Intuitive Defenses.''' (3/Recoup) When a creature attacks you, you may spend 2 Reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn.  &lt;br /&gt;
|''Tinkerer, Augmentor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Inventor Track ==&lt;br /&gt;
[[File:Inventor Track.png|thumb|264x264px|Inventor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn how to make five items from the ''Tinkering Item'' table, and can carry up to five items of this nature at a time. Special Arrows &amp;amp; Bolts do not count toward this total. Only you may use items that you create from the ''Tinkering Item'' table. &lt;br /&gt;
For every 2 hours you spend tinkering, make an INT check using a Crafting skill with your Tinker’s Tools, and note the results. Tinkering checks are cumulative. For example, if you roll a 11 on day 1, and a 19 on day two, that is considered 30.&lt;br /&gt;
&lt;br /&gt;
If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the ''Tinkering Item'' table for a list of items, and note that your MC may allow additional items!&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvage'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. &lt;br /&gt;
If you are breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere there is trade of raw materials. &lt;br /&gt;
Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that would make it undesirable, such as being believed to be haunted or stolen. &lt;br /&gt;
If you salvage items to use for Tinkering parts, take the sc value of the item you are salvaging, and reduce your Tinkering check requirement for whatever you’re crafting by that amount.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repairs'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Craft'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Blueprints'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You learn two new blueprints from the ''Tinkering Item'' table.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Efficiency'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can carry five additional Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safety Precautions'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough'''&lt;br /&gt;
|Inventor 5&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Augmentor&lt;br /&gt;
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities. &lt;br /&gt;
You can know a number of Enchantments equal to your INT, and can have 2 Enchantments active on your Masterwork at one time. You must also observe the typical rules for Essence Points ([[Magic Items]]). However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments with 80 total Essence Points, your Masterwork uses 40 of your Essence Points. &lt;br /&gt;
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor enchantments or improvements. Items can be improved only with Item enchantments or improvements. &lt;br /&gt;
If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor II'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Munitions Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Whenever you use your Tinkering to create ammunition, if you have fewer than 20 special arrows or bolts, you can now create your first 20 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering. &lt;br /&gt;
Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components (including broken bolts or arrows) by spending at least 1 hour tinkering.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Alchemist'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Your armor sprays cost half the Tinkering (minimum 10).&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is a weapon, it gains an additional +1 to hit and +1 to damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 33.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork II'''&lt;br /&gt;
|Soul of the Masterwork&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 50.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough II'''&lt;br /&gt;
|Breakthrough, Inventor 10&lt;br /&gt;
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment. &lt;br /&gt;
Your Masterwork can now have a number of enchantments active at one time equal to ½  your INT. &lt;br /&gt;
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. These enchantments cannot stack if they are exactly the same. For example if you salvage two items that give +1 to hit, you can only enchant your Masterwork with +1 to hit once. But if you then salvage an item that gives +1 to hit and +1d6 fire damage, you can enchant your Masterwork with +2 to hit and 1d6 extra fire damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchantment Blueprints'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can learn an additional Masterwork Enchantment.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Config'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can change your Masterwork Enchantment configuration as a part of a Recoup.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus II'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consumable Mastery'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus II'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Inventor'''&lt;br /&gt;
|Inventor 14&lt;br /&gt;
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. &lt;br /&gt;
Your Masterwork is now a creation of some renown. It can now hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to ½ your INT.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' The final cap on your INT increases from 12 to 14.&lt;br /&gt;
|''Tinkerer, Inventor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tinkering Item Tables ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;General Modifications Table&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Burglary Trigger'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them.&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Magic Cuffs'''&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caltrops'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes Hazardous Terrain (1d2 sharp).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Repeating'''&lt;br /&gt;
|120&lt;br /&gt;
| -&lt;br /&gt;
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Thrower'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|You may load tinkering items with the thrown tag into your crossbow, giving them double their thrown range. Using any item in this way costs 3 AP&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case'''&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case (Greater)'''&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 ft&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Goggles'''&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame-Retardant Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fog Machine'''&lt;br /&gt;
|150&lt;br /&gt;
| -&lt;br /&gt;
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gas Mask'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook Launcher'''&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook: Magnetic'''&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulating Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanical Lockpick'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this&lt;br /&gt;
|-&lt;br /&gt;
|'''Mini-Turret'''&lt;br /&gt;
|160&lt;br /&gt;
|3&lt;br /&gt;
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d4 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to ½ your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oxygen Balloon'''&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Parachute'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pop-Up Tent'''&lt;br /&gt;
|30&lt;br /&gt;
| - &lt;br /&gt;
|By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6 ft by 6 ft by 3 ft space.&lt;br /&gt;
|-&lt;br /&gt;
|'''Portable Battering Ram'''&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|Gain +10 on STR checks made to open or break doors.&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Injector'''&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickstep Boots'''&lt;br /&gt;
|120&lt;br /&gt;
|5&lt;br /&gt;
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranged Mod: Telescopic Sight'''&lt;br /&gt;
|70&lt;br /&gt;
| -&lt;br /&gt;
|The ranged weapon with this modification gains +30 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rope Bridge Kit'''&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|Create a sturdy rope bridge 30 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Shield'''&lt;br /&gt;
|80&lt;br /&gt;
| -&lt;br /&gt;
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self-Inflating Raft'''&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1,000 lbs in weight and is 6 ft by 10 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Signal Flare'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Whistle'''&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spring-Heeled Boots'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|The wearer’s jumping height increases by 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Alarm'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Net'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Razor Wire'''&lt;br /&gt;
|35&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Tripwire'''&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mod: Chain'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|When you would be disarmed, lose 1 charge of this item instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Whetstone'''&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Special Ammo Table : '''You can make any of these modifications to arrows or crossbow bolts'''&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Barbed'''&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|Attack vs FORT. '''Hit:''' 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive'''&lt;br /&gt;
|40&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs FORT. '''Hit:''' 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs FORT. '''Hit:''' The target is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs the REF of each creature in a 10 ft radius. '''Hit:''' 1d6 fire.&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracking'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Attack vs AR. '''Hit:''' All creatures gain TA against the target, and it cannot become Invisible for 1 minute.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Alchemic Items Table&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Acid Flask'''&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft +INT vs REF. '''Hit:''' 1d6 corrosive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist’s Fire'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft +INT vs REF. '''Hit:''' Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Oil Flask'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|2 AP to throw 20 ft, creating a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if not ignited, must make a DC 14 DEX/Balancing check, falling Prone if they fail. If ignited, a creature that starts its turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Thrown Items Table: All thrown items target REF with your DEX and 2 AP to throw&amp;lt;/small&amp;gt;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Disruptor'''&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolas'''&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|Thrown 20 ft. '''Hit:''' Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fireworks'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. '''Hit:''' 1d6 sonic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flashbang'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Smoke Bomb'''&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonic Bomb'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 30 ft, targeting all creatures in a 15 ft radius. '''Hit:''' Creature is Deafened until the start of your next turn&lt;br /&gt;
|-&lt;br /&gt;
|'''Sticky Bomb'''&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Slowed until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thunderstone'''&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 5 ft radius. '''Hit:''' Creature is Deafened and Stunned until the end of their next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magitechician Track ==&lt;br /&gt;
[[File:Magitechnician Track.png|thumb|708x708px|Magitechnician Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Artificer'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You gain the Student of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power.&lt;br /&gt;
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise Skeleton could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone. &lt;br /&gt;
This has no mechanical effect other than when you trigger backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered backlash until you Take a Rest, as the contraption needs to be repaired. &lt;br /&gt;
INT is your magic attribute.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer'''&lt;br /&gt;
|Arcane Artificer&lt;br /&gt;
|You gain the [[Create Lesser Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the [[Mend]] and [[Minor Conjuration]] cantrips.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing'''&lt;br /&gt;
|Golemancer&lt;br /&gt;
|You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via [[Delay Spell]], you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empowered Mend'''&lt;br /&gt;
|Spell Storing&lt;br /&gt;
|You are particularly skilled with the [[Mend]] cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician'''&lt;br /&gt;
|Empowered Mend&lt;br /&gt;
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!d20&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1-2 &lt;br /&gt;
|The device fails. You do not lose the spell, but cannot replace that device today.&lt;br /&gt;
|-&lt;br /&gt;
|3-9 &lt;br /&gt;
|No effect.&lt;br /&gt;
|-&lt;br /&gt;
|10-16 &lt;br /&gt;
|The spell costs 5 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|17-19 &lt;br /&gt;
|The spell costs 10 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|The spell costs 15 fewer SP (min 1).&lt;br /&gt;
|}&lt;br /&gt;
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal.&lt;br /&gt;
&lt;br /&gt;
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon'''&lt;br /&gt;
|Magitechnician&lt;br /&gt;
|You create a permanent spell device that fires cantrips. Choose [[Beam of Fire]], [[Frostbite]], or [[Grave Whisper]]. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer II'''&lt;br /&gt;
|Cantrip Cannon&lt;br /&gt;
|Your Golem gains a compartment that functions as a Dimensional Case (see the ''Tinkering Item'' table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing II'''&lt;br /&gt;
|Golemancer II&lt;br /&gt;
|You can create a second Spell Storing object.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Tinkering'''&lt;br /&gt;
|Spell Storing II&lt;br /&gt;
|When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safer Devices'''&lt;br /&gt;
|Magical Tinkering&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent can no longer trigger backlash.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician II'''&lt;br /&gt;
|Safer Devices&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon II'''&lt;br /&gt;
|Magitechnician II&lt;br /&gt;
|When you deal damage with your Cantrip Cannon, add your INT to the damage.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flash of Genius'''&lt;br /&gt;
|Cantrip Cannon II&lt;br /&gt;
|When one of your mental defenses is attacked, you can spend 5 SP to add ½ your INT to all of your mental defenses until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Magitechnician'''&lt;br /&gt;
|Flash of Genius&lt;br /&gt;
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. &lt;br /&gt;
You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
|''Tinkerer, Magitechnician, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_6:_The_Might_of_Gilgalon&amp;diff=9209</id>
		<title>Chapter 6: The Might of Gilgalon</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_6:_The_Might_of_Gilgalon&amp;diff=9209"/>
		<updated>2024-07-04T20:32:59Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Phase 1: Reconnaissance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
Depending on the result of the events in chapter 5, the heroes may have returned victorious from Nausa, or they may have all been devoured by Nausa’s fearsome megalodon. This outcome has cascading effects throughout the remainder of the campaign. Note any “Brazodir’s Sea Dominance” sidebar; these sidebars add complications for the party if the original party all died in Nausa. If every member of the original party died in Nausa, allow each player to make a new hero, starting at level 10 with only 2 Fame, who is either from Gilgalon or Lachonhet. These heroes all meet in Palask when Mangondulon calls them together to prepare the reconquering of western Gilgalon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Maintain a Vibrant Narrative''' ====&lt;br /&gt;
Part Three of ''Kings of Tyranny'' has a significant amount of combat. If you are not careful, it is possible that the campaign can turn into a slog of number crunching. Try to maintain as much narrative flavor as possible as the heroes progress through each encounter. When rolling on random encounter tables, use your best judgment and feel free to reroll or to preselect certain encounters based on what you feel will be most interesting and enjoyable for your party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== War Preparations ==&lt;br /&gt;
Whether the party is entirely new members, a mix of new members and survivors from Nausa, or even the entire original party, Godking Mangondulon will call them together to discuss his planned counteroffensive against Godking Assurgazzar.&lt;br /&gt;
&lt;br /&gt;
The plan is straightforward, although each step will involve protracted military campaigning and careful resource management on the heroes’ part.&lt;br /&gt;
&lt;br /&gt;
Mangondulon intends to retake all of the territory that Assurgazzar conquered, and then continue advancing into Brazodir itself. Mangondulon intends to conquer Venad, the capital of Brazodir, but will settle for taking several Brazodiran towns and killing both Godking Assurgazzar and the mad General Dagon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''A King’s Wrath''' ====&lt;br /&gt;
Over the remainder of the campaign, emphasize Mangondulon’s unmeasured fury against Assurgazzar. As the heroes continue to advance on Brazodire, Mangondulon grows more and more fanatical, rather than becoming appeased. The heroes may grow concerned that Mangondulon is losing sight of what it means to be a good ruler. They may try to talk him down to an objective less than Brazodir’s total annihilation, but Mandongulon dismisses such notions.&lt;br /&gt;
|}&lt;br /&gt;
Godking Mangondulon will lead the army’s advance himself, along with General Tarisha and the heroes.&lt;br /&gt;
&lt;br /&gt;
Advancing into Brazodir can be broken down into seven key territorial advances:&lt;br /&gt;
&lt;br /&gt;
* Retaking the River&lt;br /&gt;
* Advancing across the Plains&lt;br /&gt;
* Advancing through the Forest&lt;br /&gt;
* Retaking the town of Grovecleft&lt;br /&gt;
* Advancing into Brazodir, across a field of lava flows&lt;br /&gt;
* Pressing through Brazodir’s desert wastes&lt;br /&gt;
* Destroying Venad, capital of Brazodir&lt;br /&gt;
&lt;br /&gt;
Each of these advances are explored in detail in this chapter and the following chapters.&lt;br /&gt;
&lt;br /&gt;
==== '''Magical Armaments''' ====&lt;br /&gt;
Having won great fame by defeating the megalodon in Nausa, the heroes prove that they are worthy of additional magical items. Each hero may gain one +1 bronze weapon and one set of +1 bronze armor. These weapons and armor do not break, even though bronze typically runs the risk of breaking.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Brazodir’s Sea Dominance''' ====&lt;br /&gt;
If the original party all died in Nausa, then the new heroes are not nearly as famous. They may receive ''either'' a +1 bronze weapon ''or'' a set of +1 bronze armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Securing Supply Lines ==&lt;br /&gt;
Over the course of the offensive, the heroes will need to make sure that their supply lines remain intact in order to retain the greatest advantage. If their supply lines fail or are destroyed by the Brazodirans, then their soldiers and dinosaurs will quickly weaken and will not offer the same tactical benefits that they do when fully supplied.&lt;br /&gt;
&lt;br /&gt;
=== Supply Line Strength ===&lt;br /&gt;
The party’s Supply Line Strength is an abstract score representing the army of Gilgalon’s logistical stability, the ease of travel on roads in friendly territory, and the amount of food and fresh equipment that can readily be delivered to the heroes on the front lines.&lt;br /&gt;
&lt;br /&gt;
Supply Line Strength starts at 4. Certain events will strengthen or weaken this number. When this number reaches 3, it is Weakened. When it reaches 0, it is Broken. Supply Line Strength cannot exceed 8.&lt;br /&gt;
&lt;br /&gt;
==== '''Daily Supply Line Maintenance''' ====&lt;br /&gt;
At the end of each day when the heroes prepare to Take a Rest, one or more heroes must make an INT, AWR, or CHA check to maintain the supply line. This check represents maintaining beneficial logistics, charting out areas that might be difficult for wagons to navigate, and keeping morale high among the noncombatants that deliver food and supplies to the front lines. Skills such as Empathy, Geography, Leadership, Military, Navigating, and Perceiving are relevant, though heroes may come up with reasonable justification for other skills. The DC is 16 minus 1 per additional hero beyond one hero that contributes to the check. Take the average of all rolls. On a success, the Supply Line Strength is maintained. On a failure, it is reduced by 1. On a success that is 10 or more in excess of the DC, increase Supply Line Strength by 1.&lt;br /&gt;
&lt;br /&gt;
When the heroes take a key landmark, a sidebar will note to improve Supply Line Strength, as the well-defended region makes it easy for suppliers to travel safely.&lt;br /&gt;
&lt;br /&gt;
==== '''Shoring Up Supplies''' ====&lt;br /&gt;
If the heroes feel the need to improve their Supply Line Strength, they may attempt to convince Godking Mangondulon not to advance for an entire day. Each participating hero must make an INT, AWR, or CHA check, adding a skill that they justify as relevant. Subtract the DC by 1 for each hero beyond the first that contributes to this roll. Compare the average of all rolls to the table below to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If the supply line is lower than 3 when the heroes approach Godking Mangondulon, lower each DC threshold by 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|Mangondulon is furious and publicly denounces the heroes. They each lose 1 Fame and automatically fail on their next Supply Line Strength checks.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|Mangondulon dismisses the heroes out of hand and presses forward. The heroes automatically fail on their next Supply Line Strength checks.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|Mangondulon ignores the heroes and presses forward. When the heroes make their rolls to maintain the supply line at the end of the day, the DC starts at 20.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|Mangondulon refuses to stop, but agrees to only march for half a day. Supply Line Strength is maintained and the heroes do not make checks at the end of the day.&lt;br /&gt;
|-&lt;br /&gt;
|25-29&lt;br /&gt;
|Mangondulon agrees to spend the day shoring up the territory that they control. Increase Supply Line Strength by 1. Heroes may make the check at the end of the day in an effort to further increase Supply Line Strength, but do not have to.&lt;br /&gt;
|-&lt;br /&gt;
|30+&lt;br /&gt;
|Mangondulon agrees to spend the day shoring up the territory that they control. Increase Supply Line Strength by 1. Heroes make the check at the end of the day in an effort to further increase Supply Line Strength. If they do not meet the base DC of 16, they do not lose Supply Line Strength. If they do meet the DC, they gain 1 additional Supply Line Strength, or 2 if they succeed by 10 or more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weakened or Broken Supply Line ===&lt;br /&gt;
When a supply line is weakened or broken, the likelihood of certain random encounters changes, as noted on the random encounters table in the next subsection.&lt;br /&gt;
&lt;br /&gt;
Furthermore, whenever the heroes utilize any NPCs in combat (such as commanding Gilgalonian soldiers or riding a Gilgalonian dinosaur), these NPCs suffer a penalty if the Supply Line is Weakened or Broken. If it is Weakened, NPCs are Demoralized due to a lack of proper food and equipment. If it is Broken, NPCs are both Demoralized and Shaken as a result.&lt;br /&gt;
&lt;br /&gt;
== Gilgalon Random Encounters ==&lt;br /&gt;
As the heroes press across the plains of Gilgalon, they may experience any variety of random encounters. It is recommended to present your heroes with one random encounter roll per day for the first 12 days of travel, and two random encounter rolls on the final 2 days leading up to the River Crossing.&lt;br /&gt;
&lt;br /&gt;
==== '''Normal Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-40&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|41-65&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|71-74&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|75-84&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|85-94&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|95-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Weakened Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-24&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|25-44&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|45-54&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|55-74&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|75-84&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|85-94&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|95-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Broken Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|11-30&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|31-44&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|45-74&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|75-84&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|85-94&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|95-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inclement Weather ===&lt;br /&gt;
A midsummer storm sweeps across the plains, soaking you in a deluge of rain. The resulting mud reduces your Supply Line Strength by 1.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Failure ===&lt;br /&gt;
Some of the equipment key to the war effort proves faulty. Each hero must make a LUCK check. Take the average and consult the table below to determine the severity of the equipment failure.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|A supply wagon’s axle and wheel spokes break. Reduce Supply Line Strength by 1.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|Tents are eaten through by pests. Any NPCs that assist the heroes in combat for the next 24 hours are Dazed.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|An accidental fire burns through soldiers’ blankets. Any NPCs that assist the heroes in combat for the next 24 hours are Chilled.&lt;br /&gt;
|-&lt;br /&gt;
|21+&lt;br /&gt;
|An infestation of rats leaves the soldiers’ changes of clothes ridden with lice. Any NPCs that assist the heroes in combat for the next 24 hours are Demoralized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Shortage ===&lt;br /&gt;
Roll 2d20 per player. That is the number of soldiers that no longer have access to rations. The heroes will need to find enough rations to feed these soldiers while the supply lines catch up to them.&lt;br /&gt;
&lt;br /&gt;
The heroes can attempt to resolve this by finding more rations through foraging or hunting. They can also encourage the soldiers to help them forage.&lt;br /&gt;
&lt;br /&gt;
If the heroes convince Mangondulon not to advance for the day, then this challenge is resolved. The soldiers go hungry for one day, but this is not lethal to them. Hungry soldiers are Demoralized and Fatigued. They are no longer Demoralized once they are no longer Fatigued. Once the supply lines catch up, the crisis is averted.&lt;br /&gt;
&lt;br /&gt;
==== '''Foraging''' ====&lt;br /&gt;
Heroes that forage for food can make AWR or LUCK checks, adding skills as relevant. The result is the number of rations that they manage to find.&lt;br /&gt;
&lt;br /&gt;
This activity takes a whole adventuring day. If you want to only spend half the day doing it, you may, but you only find food equal to ½ your roll.&lt;br /&gt;
&lt;br /&gt;
==== '''Hunting''' ====&lt;br /&gt;
Heroes that go on a hunting expedition can make an AWR check, adding Tracking if they have that skill. Take the average roll of all heroes who make this check. The result is the game that they find. Run a combat encounter with this animal or animals; if the heroes kill it, they gain the corresponding number of rations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''AWR DC'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|'''Rations'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|Parasaurolophus&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|Allosaurus&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|Therizinosaurus&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|Ankylosaurus&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|25+&lt;br /&gt;
|Brachiosaurus&lt;br /&gt;
|80&lt;br /&gt;
|}&lt;br /&gt;
This activity takes half of an adventuring day. Heroes that wish to hunt and then engage in Foraging or Oversight may do so, finding only ½ the rations that they would normally find from Foraging or conducting Oversight.&lt;br /&gt;
&lt;br /&gt;
==== '''Oversight''' ====&lt;br /&gt;
Heroes that direct their followers to look for food can make INT or CHA checks, adding skills as relevant. The result is the number of rations that their followers manage to find.&lt;br /&gt;
&lt;br /&gt;
This activity takes a whole adventuring day. If you want to only spend half the day doing it, you may, but you only find food equal to ½ your roll.&lt;br /&gt;
&lt;br /&gt;
==== '''Collecting Food''' ====&lt;br /&gt;
Tabulate the number of rations that your heroes collectively managed to procure. Subtract this number from the number of hungry soldiers; if the difference is 0 or less, then the soldiers suffer no penalty and may march as though they were normally supplied. If the difference is 1 or more, then that many soldiers go without food and are Demoralized and Fatigued. They are no longer Demoralized once they are no longer Fatigued.&lt;br /&gt;
&lt;br /&gt;
=== Roving Dinosaurs ===&lt;br /&gt;
Predatory dinosaurs encroach on a weak portion of the Gilgalonian army, such as the scouting forces or a poorly defended caravan of supply wagons.&lt;br /&gt;
&lt;br /&gt;
Roll on the table below to determine the dinosaurs in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''3-4 players'''&lt;br /&gt;
|'''5-6 players'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Tyrannosaurus Rex&lt;br /&gt;
|2 Tyrannosaurus Rexes&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Allosauruses&lt;br /&gt;
|4 Allosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4-5&lt;br /&gt;
|2 Pteranodon Gargantuses&lt;br /&gt;
|3 Pteranodon Gargantuses&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1 Brazodontus&lt;br /&gt;
|2 Brazodontuses&lt;br /&gt;
|-&lt;br /&gt;
|9-10&lt;br /&gt;
|3 Dilophosauruses&lt;br /&gt;
|5 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5 Cynognathuses&lt;br /&gt;
|8 Cynognathuses&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|7 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
The heroes may be able to spot the dinosaurs and muster enough defenses that the dinosaurs will wander away, uninterested in such a difficult fight. If they do not, then the heroes will need to battle the dinosaurs.&lt;br /&gt;
&lt;br /&gt;
==== '''Warding Off the Threat''' ====&lt;br /&gt;
In order for the heroes to completely mitigate the threat that the hungry dinosaurs pose, they must succeed on two subsequent checks. The first is an AWR/Perceiving check, and the second is a CHA/Leadership or INT/Military check. Heroes may use other skills if they make a compelling case as to why.&lt;br /&gt;
&lt;br /&gt;
For each hero beyond the first that makes either check, decrease the DC by 1. Take the average of all heroes’ checks in both cases.&lt;br /&gt;
&lt;br /&gt;
The heroes’ level of success on their first check determines the base DC of the second check before modifying it to account for the number of heroes making the check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''AWR DC'''&lt;br /&gt;
|'''CHA DC'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|18-22&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23-26&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|27-29&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|30+&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
If the heroes fail on their CHA check, then they are unable to rally a large enough resistance to convince the dinosaurs not to attack. If this is the case, they must fight the dinosaurs. Notably, these dinosaurs do not withdraw when Bloodied and seem to fight with a greater degree of desperation; it seems they are malnourished.&lt;br /&gt;
&lt;br /&gt;
=== Brazodiran Scouts ===&lt;br /&gt;
A contingent of Brazodiran scouts perform reconnaissance on the advancing Gilgalonian forces. If the heroes notice the scouts, they may give chase, which potentially results in combat. If the scouts escape, then the next random encounter with Brazodirans will be more difficult.&lt;br /&gt;
&lt;br /&gt;
Each hero must first make a DC 20 AWR/Perceiving check. If any hero succeeds, then they spot the scouts. One of the scouts is flying on a large aerosaur, while others stick to the tall grasses and tree clusters along the hills in the distance.&lt;br /&gt;
&lt;br /&gt;
If the heroes do not engage with the scouts, then the scouts observe for another 1d10 x 10 minutes and then leave.&lt;br /&gt;
&lt;br /&gt;
If the heroes do attempt to engage with the scouts, they will not be able to catch up to the scouts on foot. They will need to ride some of Gilgalon’s faster dinosaurs to have a chance to catch up with the scouts.&lt;br /&gt;
&lt;br /&gt;
==== '''Running them Down''' ====&lt;br /&gt;
Heroes may each saddle a Glossosaurus and pursue the Brazodirans.&lt;br /&gt;
&lt;br /&gt;
Have each hero make a DC 14 AWR/Animal Handling check. Any hero that fails falls behind. The heroes that succeed may decide whether to attack the scouts on their own or wait for backup. Any hero that failed the AWR check arrives on the third round of combat.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the scouts, the heroes may engage in combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d4'''&lt;br /&gt;
|'''3-4 players'''&lt;br /&gt;
|'''5-6 players'''&lt;br /&gt;
|-&lt;br /&gt;
|2-3&lt;br /&gt;
|1 Pteranodon Gargantus, 2 Parasaurolophuses, 3 Soldiers&lt;br /&gt;
|1 Pteranodon Gargantus, 4 Parasaurolophuses, 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|1 Pteranodon Gargantus, 2 Gallimimuses, 3 Soldiers&lt;br /&gt;
|1 Pteranodon Gargantus, 4 Gallimimuses, 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|7-8&lt;br /&gt;
|1 Pteranodon Gargantus, 2 Glossosauruses, 3 Soldiers&lt;br /&gt;
|1 Pteranodon Gargantus, 4 Glossosauruses, 5 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Surviving Scouts''' ====&lt;br /&gt;
If any of the scouts escape, then the next time a Brazodiran Scouts encounter is rolled before there is a Brazodiran Attack, treat it as a Brazodiran Attack encounter. The next time there is a Brazodiran Attack encounter, increase the difficulty of the enemy forces by +4 ML.&lt;br /&gt;
&lt;br /&gt;
=== Brazodiran Attack ===&lt;br /&gt;
A very large armed force of Brazodirans approaches your army. Making no effort to hide, it is clear that they intend to strike you. The Gilgalonians have enough time to mount a reasonable resistance, and a line of scrimmage forms.&lt;br /&gt;
&lt;br /&gt;
The heroes have a chance to weaken their enemies’ resolve using the Line of Scrimmage skill challenge below. Their performance in this skill challenge will determine how difficult the combat encounter is.&lt;br /&gt;
&lt;br /&gt;
==== '''Line of Scrimmage''' ====&lt;br /&gt;
Throughout the Line of Scrimmage skill challenge, specific skills are tied to each check, but your players may make a case for other skills. Do not let a single hero use the same skill more than once in this challenge.&lt;br /&gt;
&lt;br /&gt;
As the Brazodirans approach, the heroes may attempt to corral one of their dinosaurs to the front lines. One or more heroes may make AWR/Animal Handling checks. Take the average of all rolls, then divide the total by 2. The result is the maximum ML of the dinosaur that the heroes may bring to the front lines (maximum 14). The heroes may choose among the following dinosaurs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Apatosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Therizinosaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ankylosaurus, Gilgalontus Rex&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the heroes should attempt to muster their own forces. Each hero may make a CHA/Leadership check. Decrease the DC by 1 for each hero that participates beyond the first hero. Take the average of each hero’s roll and check the result against the table below to determine the bonus that they will gain on the third check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''CHA/Leadership DC'''&lt;br /&gt;
|'''Bonus to next check'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|18-22&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23-26&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|27-29&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|30+&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+4&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Having assembled your forces, you stand ready to face the Brazodiran squadron. The two armies stand 60 ft apart from one another on two low hills, with a slight valley between them. Now, they proceed to yell at one another in an attempt to rattle their opposition.&lt;br /&gt;
&lt;br /&gt;
At least one hero must make a STR/Menacing or CHA/Intimidating check. Decrease the DC by 1 for each hero that participates beyond the first hero. Take the average of each hero’s roll, then add a bonus to the group average based on the previous skill check. Check the table below to determine the outcome of the shouting match.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|All heroes are Demoralized and Shaken for the duration of the combat. Add +4 ML worth of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|All heroes are Demoralized for the duration of combat. Add +4 ML worth of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|18-22&lt;br /&gt;
|Add +2 ML worth of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|23-26&lt;br /&gt;
|Remove 2 ML worth of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|27-29&lt;br /&gt;
|Remove 2 ML worth of enemies. Remaining enemies are Demoralized for the duration of combat.&lt;br /&gt;
|-&lt;br /&gt;
|30+&lt;br /&gt;
|Remove 4 ML worth of enemies. Remaining enemies are Demoralized and Shaken for the duration of combat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Hostile Forces''' ====&lt;br /&gt;
Having resolved the shouting match, one side breaks and begins to flee, allowing the other side to rush forward and begin combat.&lt;br /&gt;
&lt;br /&gt;
Be sure to describe the carnage and mayhem enveloping the heroes as they engage in this fight. You do not need to worry about tracking dozens of Brazodiran and Gilgalonian soldiers; just describe how they battle one another amidst the heroes’ own encounter.&lt;br /&gt;
&lt;br /&gt;
The heroes must face a number of Brazodiran foes dependent upon their previous skill checks. By default, the combat starts at medium difficulty (ML = ½ party level + the ML of the dinosaur fighting alongside the heroes). Increase or decrease the enemies’ total ML based on the shouting match skill check. Also increase the enemies’ total ML by +4 if the heroes previously encountered Brazodiran Scouts.&lt;br /&gt;
&lt;br /&gt;
Use any creatures from the table below to build this encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Brazodirans'''&lt;br /&gt;
|-&lt;br /&gt;
|0.5&lt;br /&gt;
|Thug&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bandit, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Gallimimus, Hunter, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cynognathus, Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Dilophosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Baryonyx, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Nevnasaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion, Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Brazodontus, Tyrannosaurus Rex&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plague ===&lt;br /&gt;
The army suffers an outbreak of Boilplague. Assume that there are 10,000 members of the army for purposes of tracking the outbreak. Heroes may only quarantine infected soldiers on a given day if they convince Godking Mangondulon not to press his advance on that day.&lt;br /&gt;
&lt;br /&gt;
== The River Crossing ==&lt;br /&gt;
After 14 days of marching, the heroes reach the river that they retreated across months prior. Now, the Brazodirans control the opposite bank, so the heroes have the extremely dangerous job of fording the river into hostile territory and retaking it.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Reconnaissance ===&lt;br /&gt;
As the heroes approach the river, they may wish to scout ahead and try to assess the Brazodirans’ forces across the river. If they do not think of this themselves, then Tarisha will recommend it. The heroes may choose not to participate in this; if they do not, then proceed to phase 2. The heroes gain neither bonuses nor penalties in the attack if they skip this phase.&lt;br /&gt;
&lt;br /&gt;
If the heroes participate in scouting, each hero must first make a DEX/Sneaking check. Consult the table below, using the lowest roll of the participating hero to determine the outcome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DEX/Sneaking DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower&lt;br /&gt;
|The heroes are spotted. A contingent of Brazodirans attack (see recon encounter below). The Brazodiran stronghold is fortified.&lt;br /&gt;
|-&lt;br /&gt;
|10-13&lt;br /&gt;
|The heroes are spotted. The Brazodiran stronghold is fortified.&lt;br /&gt;
|-&lt;br /&gt;
|14-19&lt;br /&gt;
|The heroes are not spotted. They may make the secondary check to look for the best place to advance.&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|The heroes are not spotted. They may make the secondary check to look for the best place to advance, rolling 2d20 and taking the higher.&lt;br /&gt;
|}&lt;br /&gt;
Provided that every hero rolled at least a 14 on their DEX/Sneaking checks, they remain undetected while they scout the river. Each hero may make an INT or AWR check, adding any relevant skill. Take the average of the heroes’ rolls, and subtract 1 from the DC for each hero that makes this check beyond the first hero.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''INT or AWR DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|The heroes see a well-fortified enemy embankment across the river. They do not see any notable areas of weakness.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The heroes note the flow of the river. If the army launches boats or rafts upstream, they may reach the Brazodiran stronghold without suffering a great deal of artillery. The heroes may start the next encounter in area B.&lt;br /&gt;
|-&lt;br /&gt;
|18-24&lt;br /&gt;
|The heroes also notice a pile of boulders that might obscure their approach from upstream. The heroes may start the next encounter in area C.&lt;br /&gt;
|-&lt;br /&gt;
|25 or more&lt;br /&gt;
|The heroes espy a large field of water grasses that might help conceal the army as it approaches to outflank the Brazodirans. The heroes may start the next encounter in area D.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Recon Encounter''' ====&lt;br /&gt;
If the heroes are discovered by the Brazodirans while they are attempting to conduct reconnaissance, they must contend with a randomly determined encounter below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d4'''&lt;br /&gt;
|'''3-4 players'''&lt;br /&gt;
|'''5-6 players'''&lt;br /&gt;
|-&lt;br /&gt;
|2-3&lt;br /&gt;
|2 Baryonyxes, 2 Soldiers&lt;br /&gt;
|3 Baryonyxes, 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|3 Velociraptors, 3 Soldiers&lt;br /&gt;
|5 Velociraptors, 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|7-8&lt;br /&gt;
|2 Allosauruses, 2 Soldiers&lt;br /&gt;
|3 Allosauruses, 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Attack ===&lt;br /&gt;
After the heroes or other Gilgalonian scouts perform reconnaissance on the river, they must launch an offensive. This involves crossing the river while the Brazodirans launch artillery at them, storming the beach, and then securing the fortifications that the Brazodirans have built up.&lt;br /&gt;
&lt;br /&gt;
On the map below, the heroes’ starting area is determined by their degree of success in phase 1. If the heroes did not get an alternate starting area, they start in area A.&lt;br /&gt;
&lt;br /&gt;
==== '''Gilgalonian Forces''' ====&lt;br /&gt;
In addition to the heroes themselves, the heroes may assume command of a number of Gilgalonian soldiers and dinosaurs based on their rolls below.&lt;br /&gt;
&lt;br /&gt;
One or more heroes may make AWR/Animal Handling checks. Take the average of all rolls, then divide the total by 2. The result is the maximum ML of the dinosaur or dinosaurs that the heroes may add to their forces. The heroes may choose any dinosaurs among the following, adding up the dinosaurs’ ML such that it does not exceed their budget:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Apatosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Therizinosaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ankylosaurus, Gilgalontus Rex&lt;br /&gt;
|}&lt;br /&gt;
The heroes may also make CHA/Leadership or INT/Military checks; again, take the average of each hero’s roll, then divide by 2. The result is the maximum ML of the soldier or soldiers that the heroes may add to their forces. The heroes may choose any NPCs among the following, adding up the soldiers’ ML such that it does not exceed their budget:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Soldier&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf Archer&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bandit Captain&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Brazodiran Forces''' ====&lt;br /&gt;
Regardless of where the heroes begin on the battlefield, the Brazodiran forces protecting the fortifications are substantial. The heroes will dramatically increase their chances of victory if they successfully scouted the river and if they successfully muster dinosaurs and soldiers to help in their attack.&lt;br /&gt;
&lt;br /&gt;
Note that Mangondulon, Tarisha, and dozens of other soldiers and dinosaurs are also engaging in this battle, and dozens of additional Brazodirans are holding down their fortifications, but the focus of the combat will remain on the heroes, the dinosaurs and soldiers that they rally, and the specific enemies that they fight.&lt;br /&gt;
&lt;br /&gt;
The Brazodiran forces are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Members'''&lt;br /&gt;
|'''3'''&lt;br /&gt;
|'''4'''&lt;br /&gt;
|'''5'''&lt;br /&gt;
|'''6'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|1 Baryonyx, 1 Stegosaurus, 3 Veteran Soldiers, 6 Soldiers&lt;br /&gt;
|1 Baryonyx, 1 Stegosaurus, 1 Ranger, 2 Veteran Soldiers, 7 Soldiers&lt;br /&gt;
|2 Baryonyxes, 1 Stegosaurus, 1 Ranger, 1 Veteran Soldier, 7 Soldiers&lt;br /&gt;
|2 Baryonyxes, 1 Stegosaurus, 1 Champion, 1 Veteran Soldier, 6 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Terrain and Fortifications''' ====&lt;br /&gt;
Information about the various regions on the map are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Boulders:''' Boulders offer total cover against ranged attacks if they are between the attacker and defender. Climbing on top of a boulder takes 5 ft of additional movement per 5 ft moved, but jumping off of a boulder does not necessitate additional movement.&lt;br /&gt;
&lt;br /&gt;
'''Foliage:''' Foliage offers the Concealed condition to creatures within the foliage. It is also considered Difficult Terrain.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications:''' Creatures standing on the fortifications have Partial Cover (+3) against ranged attacks from creatures not on the fortifications. Every 10 ft square panel of fortifications has the following stats.&lt;br /&gt;
&lt;br /&gt;
'''HP:''' 40&lt;br /&gt;
&lt;br /&gt;
'''AR:''' 18		'''REF:''' 4		'''FORT:''' 18&lt;br /&gt;
&lt;br /&gt;
'''Resist''' Elemental 2	'''DT''' 25&lt;br /&gt;
&lt;br /&gt;
'''The River:''' The river flows from west to east at a rate of 20 ft per round. At the start of each of its turns while in the deep area of the river, a creature must make a DC 16 STR/Athletic check; on a fail, they automatically move 20 ft to the east, then they may take the rest of their turn. The deep area of the river is denoted on the map by being darker blue than the lighter river, where the water is shallow enough that a creature may stand on the ground.&lt;br /&gt;
&lt;br /&gt;
Creatures without a swim speed treat the river as difficult terrain. Any creature that attempts to make a ranged attack roll while in the river must roll 2d20 and take the lower roll when doing so.&lt;br /&gt;
&lt;br /&gt;
'''Siege Equipment:''' The Brazodirans have three portable ballistae mounted on their easternmost parapet. See Chapter 6 of the ''MythCrafter’s Guide'' for stats of a portable ballista.&lt;br /&gt;
&lt;br /&gt;
'''The Water Grass:''' Upon entering the water grass, a creature becomes Concealed and may spend 1 AP to use the Hide maneuver. If they do not spend this AP or fail on their DEX/Sneaking roll, then they do not hide and are no longer Concealed. Water grass is considered Difficult Terrain.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Brazodir’s Sea Dominance''' ====&lt;br /&gt;
If the heroes failed to recruit Nausa to the Gilgalonian side of the war, then this battle will be more difficult. Add a Swamp Crocodile and 2 Bandits to the Brazodiran side if this is the case, representing Nausa’s military support of Brazodir.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Holding the Line ===&lt;br /&gt;
Once the heroes have taken control of the Brazodiran fortifications, they will need to hold it as the Brazodirans launch a counteroffensive.&lt;br /&gt;
&lt;br /&gt;
Provided that Nausa is on Gilgalon’s side, this is not terribly difficult. The heroes must each make an AWR, INT, or CHA attribute check to spot weakened areas that need reinforcements; study the terrain for the best tactical advantage; and/or rally their army and bolster morale. Take the average of each hero’s roll. On a DC of 10 or higher, they bolster the resolve of their own forces, and the Brazodirans are all Demoralized and Shaken in the next combat encounter. For every 4 above 10 that the heroes’ average roll was, remove 2 ML of Brazodirans from the next fight.&lt;br /&gt;
&lt;br /&gt;
After this skill challenge, the Brazodirans launch their counteroffensive. This should be a medium encounter (ML = ½ party level) before being modified by the above check. Use Brazodiran dinosaurs and soldiers from the table below to reach the desired ML.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Brazodirans'''&lt;br /&gt;
|-&lt;br /&gt;
|0.5&lt;br /&gt;
|Thug&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bandit, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Gallimimus, Hunter, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cynognathus, Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Dilophosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Baryonyx, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Nevnasaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion, Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Brazodontus, Tyrannosaurus Rex&lt;br /&gt;
|}&lt;br /&gt;
In this fight, the heroes do not control additional Gilgalonian soldiers or dinosaurs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Brazodir’s Sea Dominance''' ====&lt;br /&gt;
If the heroes failed to recruit Nausa to the Gilgalonian side of the war, then this battle will be more difficult. The initial DC to rally their troops and shore up their defenses is 16. If they fail, then they are Demoralized for the duration of the fight. Additionally, add 1 Swamp Crocodile to the Brazodiran side, representing Nausa’s military support of Brazodir.&lt;br /&gt;
|}&lt;br /&gt;
After repelling the counteroffensive, the heroes secure the river fortification for the Gilgalonians. Their Supply Line Strength increases by 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Party Advancement''' ====&lt;br /&gt;
Each hero levels up from level 10 to level 11.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Plains ==&lt;br /&gt;
After the heroes secure the river crossing, the Gilgalonian army will need to march across a long stretch of plains as they draw ever closer to Grovecleft. This involves 16 days of travel before the heroes reach Horncrest, a large natural fortification that would make an ideal base of operations. The Gilgalonian army is more experienced at this point, so the first 4 days of travel are uneventful. Roll 1 random encounter for each of the next 8 days, and 2 random encounters for each of the last 4 days. Roll on the tables below based on the army’s Supply Line Strength. See the beginning of the chapter for details on these encounters, except for the Stronghold encounter, which is introduced in this section and detailed after these tables.&lt;br /&gt;
&lt;br /&gt;
==== '''Normal Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-30&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|31-45&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|66-79&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|80-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|90-99&lt;br /&gt;
|Brazodiran Stronghold&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Weakened Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-25&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|26-40&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|66-79&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|80-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|90-99&lt;br /&gt;
|Brazodiran Stronghold&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Broken Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|11-25&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|26-40&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|66-79&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|80-99&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|90-99&lt;br /&gt;
|Brazodiran Stronghold&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brazodiran Stronghold ===&lt;br /&gt;
The heroes find and must overtake a Brazodiran stronghold. This encounter is identical to a Brazodiran Attack encounter, but skips the line of scrimmage. Furthermore, the defending Brazodirans have a fortified stronghold with two portable ballistae. Each 10 ft square panel of their stronghold has the following stats.&lt;br /&gt;
&lt;br /&gt;
'''HP:''' 40&lt;br /&gt;
&lt;br /&gt;
'''AR:''' 18		'''REF:''' 4		'''FORT:''' 18&lt;br /&gt;
&lt;br /&gt;
'''Resist''' Elemental 2	'''DT''' 25&lt;br /&gt;
&lt;br /&gt;
Creatures on top of the fortification have Partial Cover (+3) against creatures not on the fortification. Creatures inside the fortification have total Cover against creatures not in the fortification.&lt;br /&gt;
&lt;br /&gt;
== Horncrest ==&lt;br /&gt;
'''''Read Aloud:''''' ''A series of rolling hills loom on the horizon, a haze of deciduous forest spreading out beyond it like a great blanket. The hills’ craggy exteriors look difficult to traverse, but the most striking feature of the natural landmark is the three gigantic spires of stone rising at an angle. These spires resemble a triceratops’s horns, leading to the landmark’s name: Horncrest. Horncrest is known by many Gilgalonians as being a verdant mesa with natural springs bubbling up from within the hills, making it an excellent natural military stronghold. No doubt the Brazodirans are deeply entrenched here, but taking it would be a significant victory both for morale and for strategic value.''&lt;br /&gt;
&lt;br /&gt;
When the heroes reach Horncrest, they will need to find a way to take it from the Brazodirans and hold it long enough to secure their supply line. General Dagon intends to use Horncrest as a trap to cut off the heroes and Godking Mandongulon from the rest of their army, and then starve them out.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Reconnaissance ===&lt;br /&gt;
As with the river crossing, the heroes may choose to engage in reconnaissance or to leave that to other members of the army. If they do not participate in recon, proceed to Phase 2.&lt;br /&gt;
&lt;br /&gt;
If the heroes do attempt to scout ahead, then they must each make DC 26 DEX/Sneaking checks. Approaching stealthily will be very difficult given that the shallow hills offer minimal cover from lookouts on Horncrest. If any hero fails on this DEX check, then they may still make the next check in order to scope out the opposition’s fortifications. However, because they were spotted, the Brazodirans will know that the Gilgalonians are coming.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether the heroes succeeded or failed on their initial check, they may make an AWR or INT check, adding a skill if relevant, when surveilling Horncrest. Take the average of each hero’s roll and reduce the DC by 1 for each hero beyond the first that participates. Consult the table below to determine what the heroes learn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''INT or AWR DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|The heroes see that it will be difficult to battle uphill.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The heroes note a few points of entry onto Horncrest that will be easier to ascend. The heroes and Gilgalonians may ignore TD from being on lower elevation during Phase 2.&lt;br /&gt;
|-&lt;br /&gt;
|18-24&lt;br /&gt;
|The heroes notice that the forest on the other side of Horncrest could conceal a great number of troops. If they circle around through the forest, then they may gain an advantage.&lt;br /&gt;
|-&lt;br /&gt;
|25 or more&lt;br /&gt;
|The heroes spot a Brazodiran scout riding a Gallimimus into the woods. It seems that the Brazodirans are entrenched both on Horncrest and in the woods.&lt;br /&gt;
|}&lt;br /&gt;
If the heroes do not venture into the woods or roll a 17 or lower on their INT and AWR checks, then they are unaware of General Dagon’s reserves hiding in the forest. Proceed to Phase 2.&lt;br /&gt;
&lt;br /&gt;
==== '''The Reserve Forces''' ====&lt;br /&gt;
If the heroes rolled an 18 or higher, or if they come up with the idea of exploring the woods on their own, then they will quickly encounter a much larger Brazodiran force.&lt;br /&gt;
&lt;br /&gt;
If the heroes enter the forest, they must each make AWR/Perceiving checks. The DC is 20, or 16 if they are actively looking for signs of Brazodir, or 12 if the heroes saw the enemy scouts retreating into the woods.&lt;br /&gt;
&lt;br /&gt;
If any hero succeeds on the check, then they are not surprised when Brazodirans attack. If all the heroes fail, then they are Partially Surprised.&lt;br /&gt;
&lt;br /&gt;
The heroes are in for a deadly encounter (ML = ½ party level +4) in this instance. Build an encounter of the appropriate ML using the Brazodiran Forces table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Brazodirans'''&lt;br /&gt;
|-&lt;br /&gt;
|0.5&lt;br /&gt;
|Thug&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bandit, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Gallimimus, Hunter, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cynognathus, Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Dilophosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Baryonyx, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Nevnasaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion, Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Brazodontus, Tyrannosaurus Rex&lt;br /&gt;
|}&lt;br /&gt;
This combat results in the narrative skipping Phase 2 and moving to Phase 3b as General Dagon pulls his forces into Horncrest to dig in there, given that his ruse was ruined.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Attack ===&lt;br /&gt;
When the heroes are prepared to launch their attack on Horncrest, they may first try to rally their forces, much as they did when crossing the river. Then they may lead a two-part attack, first scaling the mountain and then clearing out the Brazodiran encampment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Pitched Battle''' ====&lt;br /&gt;
If the heroes discovered General Dagon’s encampment of reinforcements in the forest, then Dagon will move his forces into Horncrest. Skip this Phase and proceed to Phase 3b: Pitched Battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Gilgalonian Forces''' ====&lt;br /&gt;
In addition to the heroes themselves, the heroes may assume command of a number of Gilgalonian soldiers and dinosaurs based on their rolls below.&lt;br /&gt;
&lt;br /&gt;
One or more heroes may make AWR/Animal Handling checks. Take the average of all rolls, then divide the total by 2. The result is the maximum ML of the dinosaur or dinosaurs that the heroes may add to their forces. The heroes may choose any dinosaurs among the following, adding up the dinosaurs’ ML such that it does not exceed their budget:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Apatosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Therizinosaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ankylosaurus, Gilgalontus Rex&lt;br /&gt;
|}&lt;br /&gt;
The heroes may also make CHA/Leadership or INT/Military checks; again, take the average of each hero’s roll, then divide by 2. The result is the maximum ML of the soldier or soldiers that the heroes may add to their forces. The heroes may choose any NPCs among the following, adding up the soldiers’ ML such that it does not exceed their budget:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Soldiers'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Soldier&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf Archer&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bandit Captain&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion&lt;br /&gt;
|}&lt;br /&gt;
With these forces under their command, the heroes may launch their attack on Horncrest.&lt;br /&gt;
&lt;br /&gt;
==== '''Terrain and Fortifications''' ====&lt;br /&gt;
Information about the various regions on the map are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Boulders:''' Boulders offer total cover against ranged attacks if they are between the attacker and defender. Climbing on top of a boulder takes 5 ft of additional movement per 5 ft moved, but jumping off of a boulder does not necessitate additional movement.&lt;br /&gt;
&lt;br /&gt;
'''Elevation:''' The heroes will be battling uphill for the entirety of the combat. If they did not roll a 13 or higher on their INT or AWR checks during reconnaissance, then they and their soldiers have TD on all attacks while moving from south to north on the battle map. If they succeeded on the reconnaissance roll, they may ignore this penalty.&lt;br /&gt;
&lt;br /&gt;
'''Foliage:''' Foliage offers the Concealed condition to creatures within the foliage. It is also considered Difficult Terrain.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications:''' Creatures standing on the fortifications have Partial Cover (+3) against ranged attacks from creatures not on the fortifications. Every 10 ft square panel of fortifications has the following stats.&lt;br /&gt;
&lt;br /&gt;
'''HP:''' 40&lt;br /&gt;
&lt;br /&gt;
'''AR:''' 18		'''REF:''' 4		'''FORT:''' 18&lt;br /&gt;
&lt;br /&gt;
'''Resist''' Elemental 2	'''DT''' 25&lt;br /&gt;
&lt;br /&gt;
==== '''Hostile Forces''' ====&lt;br /&gt;
General Dagon plans to trap the heroes and Mangondulon in Horncrest. There are Brazodiran forces holding the landmark, as it would look suspicious to leave it unoccupied, but Dagon wants the heroes to be successful here. As a result, the resisting forces are not likely to pose much of a challenge.&lt;br /&gt;
&lt;br /&gt;
The Brazodiran forces on the mountainside consist of:&lt;br /&gt;
&lt;br /&gt;
* 1 Allosaurus&lt;br /&gt;
* 1 Ranger&lt;br /&gt;
* 2 Veteran Soldiers, or 3 Veteran Soldiers if there are 6 players&lt;br /&gt;
* 3 Soldiers per player&lt;br /&gt;
&lt;br /&gt;
After the heroes deal with this initial force, they must clear out the Brazodiran encampment. They may Catch their Breath between battles. The Brazodiran encampment contains the following forces:&lt;br /&gt;
&lt;br /&gt;
* 2 Parasaurolophuses&lt;br /&gt;
* 3 Veteran Soldiers, or 4 Veteran Soldiers if there are 6 players&lt;br /&gt;
* 4 Soldiers per player&lt;br /&gt;
&lt;br /&gt;
During the second combat, note that the heroes begin combat with TA, and the Brazodirans begin with TD, due to the difference in elevation.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3a: Outflanked ===&lt;br /&gt;
Provided that the heroes did not find General Dagon’s forces in the forest, he will mobilize while the heroes are clearing out the encampment in Horncrest.&lt;br /&gt;
&lt;br /&gt;
General Dagon brings his reserves out of the forest and smashes through the Gilgalonian reserves, cutting off everyone inside Horncrest from the rest of the army. The heroes’ Supply Line Strength is reduced by 4 (min 0).&lt;br /&gt;
&lt;br /&gt;
If the supply line is Weakened but not Broken, this is represented by some of the supply wagons having moved into Horncrest on the immediate tail of the heroes clearing out the Brazodirans. This will help the heroes survive in Phase 4.&lt;br /&gt;
&lt;br /&gt;
The heroes will not discover Dagon’s maneuver until after they resolve the second combat of Phase 2. Upon its conclusion, they may Recoup, and then they realize that the Brazodirans have completely encircled Horncrest.&lt;br /&gt;
&lt;br /&gt;
The heroes, Godking Mangondulon, and any surviving soldiers or dinosaurs that the heroes mustered are trapped in Horncrest. A number of supply wagons equal to the Supply Line Strength are also trapped in Horncrest, along with a number of additional soldiers and dinosaurs based on the highest AWR and CHA attributes among the party. The heroes may pick additional dinosaurs and soldiers from the Gilgalonian Forces tables such that their MLs do not exceed twice the highest AWR (for dinosaurs) and CHA (for soldiers) among the party.&lt;br /&gt;
&lt;br /&gt;
Aside from the soldiers and dinosaurs that the heroes led directly in the previous combat, the remaining soldiers and dinosaurs are each Bloodied.&lt;br /&gt;
&lt;br /&gt;
Proceed to Phase 4.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3b: Pitched Battle ===&lt;br /&gt;
If he was discovered, Dagon moves his forces into Horncrest and digs in. This forces the heroes to contend with a much stronger, entrenched Brazodiran contingent.&lt;br /&gt;
&lt;br /&gt;
In preparing for the attack on Horncrest, one or more heroes must each make an AWR/Animal Handling, CHA/Leadership, and INT check. For each check, take the average of each hero participating in the check.&lt;br /&gt;
&lt;br /&gt;
The result of the AWR check is the maximum ML of the dinosaur or dinosaurs that the heroes may add to their forces. The heroes may choose any dinosaurs among the dinosaurs from the Gilgalonian Forces section in Phase 2, adding up the dinosaurs’ ML such that it does not exceed their budget. They may do the same with their CHA checks and the soldiers from the Gilgalonian Forces section in Phase 2.&lt;br /&gt;
&lt;br /&gt;
The INT check is intended to represent the heroes’ military tactics as they plan their assault on Horncrest. They may add any relevant skills (such as Geography or Military). Take the average of their rolls, and reduce the DC by 1 for every hero beyond the first that participated in this check. The result determines how often the heroes may Recoup or Take a Rest in the coming battles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''INT DC'''&lt;br /&gt;
|'''Outcome'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or lower&lt;br /&gt;
|2 Recoup, 0 Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|1 Recoup, 1 Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|18-24&lt;br /&gt;
|2 Recoup, 1 Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|25 or more&lt;br /&gt;
|3 Recoup, 1 Take a Rest&lt;br /&gt;
|}&lt;br /&gt;
Proceed to Phase 5: Blood Bath. Note that the heroes will be attacking Horncrest, rather than defending it. Furthermore, the heroes should directly control their dinosaurs and soldiers rather than assigning them to enemy creatures and removing them from the battlefield. Each time the heroes attack Horncrest, proceed to the next wave of combat. Between each wave, the heroes may choose to Recoup or Take a Rest depending on the outcome of their INT rolls.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Siege ===&lt;br /&gt;
Dagon’s trap having been sprung, the heroes must now endure several days of siege. It seems that Dagon intends to weaken their morale and stamina before delivering a crushing defeat. If the heroes perform admirably in the following skill challenges, then they will be much better equipped to deal with Dagon’s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
The siege lasts for 4 days. The heroes must contend with each of the following challenges on each day.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Unique Features''' ====&lt;br /&gt;
Some heroes may have class features or other abilities that are particularly relevant when trying to keep morale high, find food, or find shelter. Allow the heroes to utilize these features as you see fit. Typically, a social-facing ability should improve morale in some small way (such as a flat bonus to the group’s DC, or automatically succeeding on a CHA/Empathy check in relation to a single soldier). An exploration-related ability might offer a flat bonus to the group’s DC when finding food or shelter, or might produce a set number of rations each day. Use your best judgment based on the intent of the ability, and allow heroes to use these abilities in addition to making the normal checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Keeping Morale High''' ====&lt;br /&gt;
Siege is an incredibly demoralizing endeavor. The soldiers quickly begin to despair, and Godking Mangondulon does a less than stellar job of displaying a calm, courageous facade. Each day, two or more heroes must make INT or CHA checks, adding any skills as relevant (such as Empathy, Leadership, or Military). Take the average of each hero’s roll. The heroes encourage a number of soldiers whose MLs are less than or equal to this result.&lt;br /&gt;
&lt;br /&gt;
Any additional soldiers lose morale. On the wellness table below, they move one step closer to Dead.&lt;br /&gt;
&lt;br /&gt;
A hero may target a specific soldier and attempt to boost their morale. This requires an additional CHA/Empathy check, and the DC is 10 + the creature’s ML. On a success, the creature moves one step closer to Vigorous on the wellness table.&lt;br /&gt;
&lt;br /&gt;
Each hero may attempt this once per day, and each soldier may be the recipient of this check once per day, even if the check is a failure.&lt;br /&gt;
&lt;br /&gt;
Dinosaurs are unaffected by morale. &lt;br /&gt;
&lt;br /&gt;
==== '''Finding Food''' ====&lt;br /&gt;
Natural springs allow for each besieged creature to have plenty of water, but food quickly becomes a problem. The heroes start with 10 rations per supply wagon that is entrapped alongside them. In addition to the heroes’ own needs, each creature will need to eat a number of rations per day determined by their size:&lt;br /&gt;
&lt;br /&gt;
* Medium: 1 ration&lt;br /&gt;
* Large: 3 rations&lt;br /&gt;
* Huge: 6 rations&lt;br /&gt;
* Gargantuan: 10 rations&lt;br /&gt;
&lt;br /&gt;
Dinosaurs may account for half of their rations each day by grazing on the tough, thorny foliage along the springs, but they will need to eat some of the heroes’ rations as well. Needless to say, this quickly becomes a dire supply issue.&lt;br /&gt;
&lt;br /&gt;
The heroes may attempt to scrounge for more rations each day. When they do, each participating hero may make an INT, AWR, or LUCK check, adding any skills as relevant (such as Foraging, Nature, or Scavenging). Take the average of each hero’s roll. The heroes find a number of rations equal to half this total.&lt;br /&gt;
&lt;br /&gt;
When dividing up rations each day, some soldiers or dinosaurs are likely to go hungry. Rations may be split in half. Soldiers that have half a ration are underfed. Soldiers that go without any rations are famished. Dinosaurs that eat fewer rations than they typically need but have at least half of their daily ration count are underfed, while dinosaurs that have fewer than half their daily rations are famished.&lt;br /&gt;
&lt;br /&gt;
An underfed creature moves one step closer to Dead on the wellness table. A famished creature moves three steps closer.&lt;br /&gt;
&lt;br /&gt;
Heroes may kill and eat the dinosaurs. Doing so produces a number of rations based on the dinosaur’s size:&lt;br /&gt;
&lt;br /&gt;
* Medium: 5 rations&lt;br /&gt;
* Large: 10 rations&lt;br /&gt;
* Huge: 20 rations&lt;br /&gt;
* Gargantuan: 40 rations&lt;br /&gt;
&lt;br /&gt;
Killing a dinosaur also causes every soldier to lose morale, moving one step closer to Dead on the wellness table.&lt;br /&gt;
&lt;br /&gt;
==== '''Finding Shelter''' ====&lt;br /&gt;
The heroes will need to find or build shelters for themselves and the other soldiers. Two or more heroes must make INT, AWR, or CHA checks and may add skills as relevant. Take the average of each participating hero; they are able to make shelters for a number of humanoids equal to ½ their roll. If this is not sufficient for the heroes, Mangondulon, and the entire group of soldiers, then they may make this check again on subsequent days until there is enough shelter for everyone.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has no shelter at night is exposed to the elements and moves one step closer to Dead on the wellness table below.&lt;br /&gt;
&lt;br /&gt;
==== '''Wellness Table''' ====&lt;br /&gt;
Track the health of individual soldiers and dinosaurs. Their health bracket (Healthy, Weakened, or Enfeebled) will determine how capable they are of assisting the heroes in the difficult battle to come.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |'''Dead'''&lt;br /&gt;
&lt;br /&gt;
'''(0)'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Enfeebled'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Weakened'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Healthy'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |'''Vigorous'''&lt;br /&gt;
&lt;br /&gt;
'''(9)'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Blood Bath ===&lt;br /&gt;
After days of siege, Dagon launches his attack. The heroes must survive five waves of combat. During any combat, they may command their soldiers or dinosaurs to aid them. Rather than tracking such a large number of creatures at a single time, allow the heroes an ML budget based on the number of creatures that survived. Healthy creatures count for their entire ML; creatures that are Weakened or Enfeebled respectively count for ⅔ or ⅓ their ML.&lt;br /&gt;
&lt;br /&gt;
When the heroes see a new wave of enemies, they may assign any number of remaining soldiers or dinosaurs to any number of attacking soldiers and dinosaurs, such that their adjusted MLs cancel one another out.&lt;br /&gt;
Once the heroes assign an individual soldier or dinosaur in this way, they may not reassign that creature; along with the creature or creatures that it counters, it is assumed to be dead or wounded beyond continuing to fight.&lt;br /&gt;
&lt;br /&gt;
The heroes may Catch their Breath between each wave of combat, and may Recoup between wave 2 and wave 3.&lt;br /&gt;
&lt;br /&gt;
==== '''Attacking Dagon’s Forces''' ====&lt;br /&gt;
Note that if Dagon is entrenched in Horncrest and the heroes are the aggressors, the rules of combat are a bit different. See Phase 3b for more.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|'''3 Players'''&lt;br /&gt;
|'''4 Players'''&lt;br /&gt;
|'''5 Players'''&lt;br /&gt;
|'''6 Players'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 1'''&lt;br /&gt;
|1 Stegosaurus, 6 Soldiers&lt;br /&gt;
|1 Stegosaurus, 2 Veteran Soldiers, 6 Soldiers&lt;br /&gt;
|1 Ankylosaurus, 1 Ranger, 6 Soldiers&lt;br /&gt;
|2 Ankylosauruses, 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 2'''&lt;br /&gt;
|2 Allosauruses&lt;br /&gt;
|2 Allosauruses, 2 Veteran Soldiers&lt;br /&gt;
|3 Allosauruses, 3 Soldiers&lt;br /&gt;
|4 Allosauruses&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 3'''&lt;br /&gt;
|1 Pachycephalosaurus, 2 Veteran Soldiers, 2 Soldiers&lt;br /&gt;
|1 Pachycephalosaurus, 1 Champion, 4 Soldiers&lt;br /&gt;
|1 Pachycephalosaurus, 1 Parasaurolophus, 1 Champion, 5 Soldiers&lt;br /&gt;
|1 Pachycephalosaurus, 2 Parasaurolophuses, 1 Champion, 1 Veteran Soldier, 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 4'''&lt;br /&gt;
|3 Velociraptors, 1 Soldier&lt;br /&gt;
|4 Velociraptors, 1 Veteran Soldier&lt;br /&gt;
|5 Velociraptors, 1 Veteran Soldier&lt;br /&gt;
|6 Velociraptors, 1 Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 5'''&lt;br /&gt;
|General Dagon*&lt;br /&gt;
|General Dagon*, 2 Soldiers&lt;br /&gt;
|General Dagon*, 1 Velociraptor, 2 Soldiers&lt;br /&gt;
|General Dagon*, 1 Pachycephalosaurus, 5 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;See General Dagon, below&lt;br /&gt;
&lt;br /&gt;
==== '''General Dagon''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The heroes may not assign their soldier or dinosaur ML to General Dagon. They must fight him themselves. If Dagon is entrenched in Horncrest (see Phase 3b), the heroes may use the dinosaurs and soldiers under their command in this battle.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he is picked up by a Pteranodon Gargantus, which flies away with him.&lt;br /&gt;
&lt;br /&gt;
The Supply Line Strength increases by 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Party Advancement''' ====&lt;br /&gt;
Each hero levels up from level 11 to level 12.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Tangled Jungle ==&lt;br /&gt;
Upon taking Horncrest, the heroes will likely spend at least one day recovering. They may then push through the tangled jungle. After 10 days of travel in the jungle, they reach the ruins of Grovecleft, the town where Brazodir first launched its surprise war.&lt;br /&gt;
&lt;br /&gt;
Roll one random encounter per day for the first six days, and two per day for the remaining four days. Use the following tables based on the army’s Supply Line Strength. Each of these encounters are detailed at the beginning of the chapter.&lt;br /&gt;
&lt;br /&gt;
If the encounters begin to feel like a slog, feel free to skip the first 6 days’ worth of travel provided that the Supply Line Strength is not weakened or broken. Remember to include narrative details about Mangondulon’s maniacal focus on retaliation against Assurgazzar.&lt;br /&gt;
&lt;br /&gt;
==== '''Normal Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-35&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|36-50&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|66-80&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|91-97&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|98-100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Weakened Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-35&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|36-50&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|40-55&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|61-75&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|76-85&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Broken Supply Line Table''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d100'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|No event&lt;br /&gt;
|-&lt;br /&gt;
|6-20&lt;br /&gt;
|Inclement Weather&lt;br /&gt;
|-&lt;br /&gt;
|21-35&lt;br /&gt;
|Equipment Failure&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|Food Shortage&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|Roving Dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|61-75&lt;br /&gt;
|Brazodiran Scouts&lt;br /&gt;
|-&lt;br /&gt;
|76-91&lt;br /&gt;
|Brazodiran Attack&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ruins of Grovecleft ==&lt;br /&gt;
When the heroes reach what once remained of Grovecleft, a brutal and bitter fight awaits them. The Brazodirans have turned the once picturesque town into a grim war encampment. The heroes will have to overcome a two-part battle, and may Recoup between battles.&lt;br /&gt;
&lt;br /&gt;
As with other major offensives in this chapter, the heroes may first recruit a number of dinosaurs and soldiers to their personal command by making AWR/Animal Handling checks and CHA/Leadership checks. Their results are respectively their dinosaur ML budget and their soldier ML budget. The Gilgalonian dinosaur and soldier tables are copied below for ease of reference.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Glossosaurus, Parasaurolophus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Apatosaurus&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Allosaurus, Pachycephalosaurus&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Therizinosaurus&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Stegosaurus&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ankylosaurus, Gilgalontus Rex&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''ML'''&lt;br /&gt;
|'''Gilgalonian Dinosaurs'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Soldier&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf Archer&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bandit Marauder, Veteran Soldier&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bandit Captain&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Champion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Terrain and Fortifications''' ====&lt;br /&gt;
'''Boulders:''' Boulders offer total cover against ranged attacks if they are between the attacker and defender. Climbing on top of a boulder takes 5 ft of additional movement per 5 ft moved, but jumping off of a boulder does not necessitate additional movement.&lt;br /&gt;
&lt;br /&gt;
'''Foliage:''' Foliage offers the Concealed condition to creatures within the foliage. It is also considered Difficult Terrain.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications:''' Creatures standing on the fortifications have Partial Cover (+3) against ranged attacks from creatures not on the fortifications. Every 10 ft square panel of fortifications has the following stats.&lt;br /&gt;
&lt;br /&gt;
'''HP:''' 40&lt;br /&gt;
&lt;br /&gt;
'''AR:''' 18		'''REF:''' 4		'''FORT:''' 18&lt;br /&gt;
&lt;br /&gt;
'''Resist''' Elemental 2	'''DT''' 25&lt;br /&gt;
&lt;br /&gt;
'''Siege Equipment:''' The Brazodirans have four portable ballistae, one mounted on each parapet. See Chapter 6 of the ''MythCrafter’s Guide'' for stats of a portable ballista.&lt;br /&gt;
&lt;br /&gt;
'''The Water Grass:''' Upon entering the water grass, a creature becomes Concealed and may spend 1 AP to use the Hide maneuver. If they do not spend this AP or fail on their DEX/Sneaking roll, then they do not hide and are no longer Concealed. Water grass is considered Difficult Terrain.&lt;br /&gt;
&lt;br /&gt;
==== '''Brazodiran Forces''' ====&lt;br /&gt;
The creatures that the heroes must fight in the first and second waves of combat are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Brazodir’s Sea Dominance''' ====&lt;br /&gt;
If the heroes failed to recruit Nausa to the Gilgalonian side of the war, then this battle will be more difficult. Use “Nausa Wave 1” and “Nausa Wave 2” instead if this is the case.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|'''3 Players'''&lt;br /&gt;
&lt;br /&gt;
'''ML 34, 38'''&lt;br /&gt;
|'''4 Players'''&lt;br /&gt;
&lt;br /&gt;
'''ML 40, 44'''&lt;br /&gt;
|'''5 Players'''&lt;br /&gt;
&lt;br /&gt;
'''ML 46, 50'''&lt;br /&gt;
|'''6 Players'''&lt;br /&gt;
&lt;br /&gt;
'''ML 52, 56'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 1'''&lt;br /&gt;
|2 Allosauruses, 1 Champion, 1 Bandit Marauder, 5 Soldiers&lt;br /&gt;
|3 Allosauruses, 1 Champion, 1 Bandit Marauder, 3 Soldiers&lt;br /&gt;
|4 Allosauruses, 1 Champion, 4 Soldiers&lt;br /&gt;
|4 Allosauruses, 1 Champion, 2 Bandit Marauders, 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Wave 2'''&lt;br /&gt;
|1 Brazodontus, 2 Velociraptors, 2 Veteran Soldiers&lt;br /&gt;
|1 Brazodontus, 3 Velociraptors, 2 Veteran Soldiers&lt;br /&gt;
|2 Brazodontuses, 2 Veteran Soldiers, 4 Soldiers&lt;br /&gt;
|3 Brazodontuses&lt;br /&gt;
|-&lt;br /&gt;
|'''Nausa Wave 1'''&lt;br /&gt;
|2 Allosauruses, 1 Swamp Crocodile, 1 Champion, 1 Bandit Marauder, 5 Soldiers&lt;br /&gt;
|3 Allosauruses, 1 Saltwater Crocodile, 1 Champion, 2 Soldiers&lt;br /&gt;
|4 Allosauruses, 1 Saltwater Crocodile, 2 Veteran Soldiers&lt;br /&gt;
|4 Allosauruses, 1 Saltwater Crocodile, 1 Champion, 6 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Nausa Wave 2'''&lt;br /&gt;
|1 Brazodontus, 1 Swamp Crocodile, 2 Velociraptors, 2 Veteran Soldiers&lt;br /&gt;
|1 Brazodontus, 1 Saltwater Crocodile, 2 Velociraptors, 4 Soldiers&lt;br /&gt;
|2 Brazodontuses, 1 Saltwater Crocodile, 2 Veteran Soldiers&lt;br /&gt;
|3 Brazodontuses, 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
Upon retaking Grovecleft, the heroes have reclaimed all territory originally taken from Gilgalon. Of course, Mangondulon does not want to stop there. If the heroes make any overtures to the effect of ending the war now that they have retaken what is theirs, Mangondulon makes a dramatic declaration.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Covered in blood and viscera - some his own, but most that of his enemies - Mangondulon marches about, raising his bronze morningstar above his head. “We have reclaimed our land!” He roars. “We have repelled these rats from our soil. But this is only the beginning. If we do not crush them, once and for all, then how long before they return? A month? A year? No, the threat that Brazodir poses will not leave us until we break their walls, until we salt their fields, until we slaughter their sons. Assurgazzar must bow before me! Only when their king has fallen and their city crumbled to ash will we be safe. So sharpen your swords and hammer the dents out of your shields. Tomorrow we march into enemy land!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Supply Line Strength increases by 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Party Advancement''' ====&lt;br /&gt;
Each hero levels up from level 12 to level 13.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Projection&amp;diff=8519</id>
		<title>Projection</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Projection&amp;diff=8519"/>
		<updated>2024-06-23T17:21:35Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Projection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Projection'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Arcane]] Spell, Arcane Ritual, Divining, Conjuring 360 (1 hour)''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 1&lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 10&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Verbal&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Choose a creature. If that creature is on the same plane of existence as you and is capable of being detected by divination magic, then you can contact that creature, appearing before them as a slightly translucent visage. You cannot see their physical location, but can see them as if they were standing before you; likewise, they cannot see your physical location, but can see you as though you were standing before them. All of your physical senses respond to the creature as though it were standing before you; likewise, all of its physical senses respond to you in the same way. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Arcane Spells|[Back to Arcane Spells]]]&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7221</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7221"/>
		<updated>2024-06-02T01:51:20Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Sisap Pits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''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]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7220</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7220"/>
		<updated>2024-06-02T01:40:11Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Promises of Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''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]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7219</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7219"/>
		<updated>2024-06-02T01:31:48Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Road Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''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]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7218</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7218"/>
		<updated>2024-06-02T01:29:50Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Kaijan Sighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''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]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7217</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7217"/>
		<updated>2024-06-02T01:21:42Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Elementals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''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]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.   &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7216</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7216"/>
		<updated>2024-06-02T01:16:02Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Villager Opinions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''Ice Elemental.''' An Ice Elemental’s '''Water Blast''' is flavored to '''Ice Blast''', and its '''Drown''' feature is instead '''[[Freeze]].''' Ice Elements have Resist Cold 8, Resist Lightning 4, and Vulnerable Fire 1 and loses '''Malleable Form'''. If an Ice Element takes more than ½ its hp in [[damage]] from Fire, it thaws into a '''[[Water Elemental]]'''. &lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.   &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7215</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7215"/>
		<updated>2024-06-02T01:12:47Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Nearby Loneasaurus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''Ice Elemental.''' An Ice Elemental’s '''Water Blast''' is flavored to '''Ice Blast''', and its '''Drown''' feature is instead '''[[Freeze]].''' Ice Elements have Resist Cold 8, Resist Lightning 4, and Vulnerable Fire 1 and loses '''Malleable Form'''. If an Ice Element takes more than ½ its hp in [[damage]] from Fire, it thaws into a '''[[Water Elemental]]'''. &lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.   &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7206</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7206"/>
		<updated>2024-06-01T14:37:58Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Flooding Fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''Ice Elemental.''' An Ice Elemental’s '''Water Blast''' is flavored to '''Ice Blast''', and its '''Drown''' feature is instead '''[[Freeze]].''' Ice Elements have Resist Cold 8, Resist Lightning 4, and Vulnerable Fire 1 and loses '''Malleable Form'''. If an Ice Element takes more than ½ its hp in [[damage]] from Fire, it thaws into a '''[[Water Elemental]]'''. &lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.   &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7194</id>
		<title>Chapter 4: Mountains and Valleys</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_4:_Mountains_and_Valleys&amp;diff=7194"/>
		<updated>2024-05-28T01:37:16Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Lutek Gaisk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kings of Tyranny|[back to Kings of Tyranny]]]&lt;br /&gt;
&lt;br /&gt;
This chapter details the heroes’ efforts to broker the first international alliance in Ancerra’s history. If successful, this innovative strategy will give Gilgalon an edge over Brazodir in the protracted war that is to come. The heroes will need to [[travel]] through the plains of Lachonhet and into the mountainous region known as Kaeries, which is the home of the Cheran, the purported rulers of Lachonhet. The heroes’ primary objective is to convince the Cheran, through any means necessary, that an alliance is in their best interests.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel through Lachonhet, they will also learn that the population of the kingdom has a plurality of views on the Cheran, and earning the Cheran’s support might not be enough to convince all of Lachonhet to side with Gilgalon. By performing gestures of [[heroism]] and [[goodwill]] towards the people of the Lachonhet plains and the Kaeries mountains, the heroes may be able to convince the kingdom to join Gilgalon.&lt;br /&gt;
&lt;br /&gt;
On the return from Kaeries, the heroes come face to face with General Dagon, the commander of Assurgazzar’s invading army. If the heroes failed to convince the Lachonhetans to side with them, this gives them one more chance to make their case. Regardless, it is a difficult fight and displays General Dagon’s brutality. General Dagon escapes, but the heroes will get another chance to fight him later in the campaign.&lt;br /&gt;
&lt;br /&gt;
== '''Mangondulon’s War Council''' ==&lt;br /&gt;
In the immediate aftermath of Brazodir’s blitz on Palask, Mangondulon will summon the heroes to his war council. Mangondulon, [[Nergal]], and [[Tarisha]] discuss the various practicalities of war. If the heroes are interested in these details, then the three NPCs will convey the following information:&lt;br /&gt;
&lt;br /&gt;
* Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon&lt;br /&gt;
* Gilgalon is not prepared for a protracted war outside of their borders, but Tarisha is training the army at an accelerated rate. They should be ready to strike back within a couple months’ time and have already mobilized to secure the kingdom’s borders in the meantime.&lt;br /&gt;
* Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.&lt;br /&gt;
* The neighboring kingdom of Lachonhet has a tremendous amount of arable land and produces many tons of crops every year. They are disorganized and have no real army to defend themselves.&lt;br /&gt;
&lt;br /&gt;
If the heroes are not particularly interested in the finer workings of wartime decisions, then Mangondulon will get to the point and ask the heroes to undertake a novel mission for him: brokering an international treaty.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Mangondulon spreads his hands and gestures to the maps of the region while addressing the heroes. “While our army is preparing for the counteroffensive, I entreat you to resolve our new lack of food surplus before this becomes a dire situation. While we could certainly defeat Lachonhet in a war, that would open our northern border to Brazodir. Instead, I would like to send you to make an offer to Lachonhet: They provide us with food, and we provide them with protection from Assurgazzar’s mad tyranny.”''&lt;br /&gt;
&lt;br /&gt;
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:&lt;br /&gt;
&lt;br /&gt;
* The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range&lt;br /&gt;
* They should view this proposition as something like the cooperation seen between two cities in the same kingdom, but on a national level. Like the two cities in the example, the two kingdoms of Gilgalon and Lachonhet would be equals, each benefitting from the other’s offer.&lt;br /&gt;
* Provided that Lachonhet is able to supply Gilgalon with an ongoing stock of grains, fruits, and dried meats, Gilgalon will protect Lachonhet’s northern border from Brazodir.&lt;br /&gt;
* If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.&lt;br /&gt;
* This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.&lt;br /&gt;
In exchange for their services, Mangondulon will offer the heroes lavish suites in the Majesty Mounds of Palask, each including a staff of loyal groundskeepers. Mangondulon will also reward the heroes with various cut gems yielding a worth of 4,000 amber per hero. The heroes will also increase their Fame by 1 upon accepting the quest, and by 1 more upon completing it.&lt;br /&gt;
&lt;br /&gt;
== '''The Plains of Lachonhet''' ==&lt;br /&gt;
Lachonhet is a region of sprawling plains and forests. The plains tend to be rolling hills with yellow grasses and shrubs, though the occasional copse of trees lies in a valley where a natural spring offers enough moisture. The more dense forests snake and branch throughout the region, following the twists and turns of a wide network of rivers that zigzag from west to east before emptying into the Lachonhet Sea, which is truly a large freshwater lake bordering Lachonhet, Gilgalon, and Ekulad. This network of rivers, referred to collectively as “the Lachonhet River,” offers an abundance of water that lets forests flourish. Swamps are commonplace in these regions of Lachonhet, as are stretches of dense undergrowth that make navigation very challenging.&lt;br /&gt;
&lt;br /&gt;
As the heroes travel the plains and forests of Lachonhet, consider challenging them with any of these random encounters by rolling on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''2d6'''&lt;br /&gt;
|'''Random Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Minor social encounter: disgruntled farmers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Major [[exploration]] encounter: swamps of the Lachonhet River&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Significant exploration encounter: dense forest undergrowth&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Minor exploration encounter: rolling hills&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No encounter&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Minor [[combat]]: wandering dinosaurs&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Minor combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Significant combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Major combat: Brazodiran incursion&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Major combat: predatory dinosaurs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 2. Major Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of [[weapons]]. One of the farmers is leading a domesticated [[stegosaurus]].&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -5 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|9 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|10-14&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|The farmers allow the heroes [[passage]] through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|20 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stegosaurus, 2 thugs&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Stegosaurus, 2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stegosaurus, 2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Stegosaurus, 4 thugs, 2 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 3. Minor Social Encounter ====&lt;br /&gt;
As the heroes press through some fertile fields, they see signs of agricultural cultivation. Grapevines grow along trellises, and rows of tilled earth turn the hills into terraces.&lt;br /&gt;
&lt;br /&gt;
Presently, they hear a few hostile voices, and they see several farmers approaching with a variety of farm tools that could be used as weapons.&lt;br /&gt;
&lt;br /&gt;
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.&lt;br /&gt;
&lt;br /&gt;
If the heroes agree to reverse course, then they may resolve the encounter immediately by adding one day’s travel time to their journey. If the heroes try to talk their way through the farm, then they must each make an AWR, INT, or CHA check. Take the group’s average, then check the below DCs to determine the outcomes. If any heroes have eaten food that was clearly grown on the farmland, the group average suffers a -3 penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|7 or less&lt;br /&gt;
|The farmers attack. See the combat result below.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check.&lt;br /&gt;
|-&lt;br /&gt;
|13-17&lt;br /&gt;
|The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food.&lt;br /&gt;
|-&lt;br /&gt;
|18 or more&lt;br /&gt;
|The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations.&lt;br /&gt;
|}&lt;br /&gt;
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 thugs, 1 [[Elf Archer|elf archer]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 thugs, 2 elf archers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 thugs, 3 elf archers&lt;br /&gt;
|}&lt;br /&gt;
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.&lt;br /&gt;
&lt;br /&gt;
==== 4. Major Exploration Encounter ====&lt;br /&gt;
The heroes trek into a swampy expanse of shallow lakes, slow-currented rivers, and tiny islands dotting the watery region. Navigating the swamp can be difficult and may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different [[attributes]] unless they use different [[skills]] from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|8 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Deathboil [[Plague]].&lt;br /&gt;
|-&lt;br /&gt;
|9-15&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. All of the heroes are infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure. One of the heroes (the one with the single lowest roll) is infected with Boilplague.&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey. Finally, all of their rations become spoiled due to stagnant water exposure.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|45 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Significant Exploration Encounter ====&lt;br /&gt;
The heroes trek through a tangled growth of dense underbrush in a thick forest. Navigating the forest may result in the heroes suffering some kind of setback ranging from inconvenient to deadly.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|16 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an [[Allosaurus]] the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|17-25&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|40 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 6. Minor Exploration Encounter ====&lt;br /&gt;
The heroes trek over hill and dale in the expansive plains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
Ask each hero to make two attribute checks. These must use two different attributes unless they use different skills from the same attribute. This represents their time fording the swamp, so a wide variety of skills might be applicable. Applied Force, Athletics, Forced March, Medicine, Nature, Perceiving, Sheltering, and Sneaking are just a few examples of skills that may be relevant here.&lt;br /&gt;
&lt;br /&gt;
Add up the sum total of each hero’s two checks, then take the average of the whole party’s totals. The result determines whether the heroes suffer any setbacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''DC'''&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|-&lt;br /&gt;
|12 or less&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey. They must also fight an Allosaurus the day that they are Fatigued.&lt;br /&gt;
|-&lt;br /&gt;
|13-18&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 3 days of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|19-24&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest. They also add 1 day of travel time to their journey.&lt;br /&gt;
|-&lt;br /&gt;
|25-32&lt;br /&gt;
|The heroes each gain 1 Fatigue after the next time they Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|The heroes suffer no setbacks.&lt;br /&gt;
|-&lt;br /&gt;
|37 or more&lt;br /&gt;
|The heroes each find 1d4 days’ worth of rations and suffer no setbacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 7. No Encounter ====&lt;br /&gt;
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.&lt;br /&gt;
&lt;br /&gt;
==== 8. Minor Combat: Dinosaurs ====&lt;br /&gt;
As the heroes are traveling through Lachonhet, hungry dinosaurs might mark them as easy prey, or territorial ones might react unkindly to the heroes tramping across their domain. If you roll this random encounter, roll or select from the tables below to determine the enemies that the heroes might face based on their current environment.&lt;br /&gt;
&lt;br /&gt;
'''Forest'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Stegosaurus that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Cynognathuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Dilophosauruses&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Witherweed]] and 3d4 Cockles&lt;br /&gt;
|}&lt;br /&gt;
'''Plains'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4 Gallimimuses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Pteranodons that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Sakkan]] that offers wise counsel if the heroes do not fight it&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Pterodactyl]] that flees with one corpse to eat after killing a hero&lt;br /&gt;
|}&lt;br /&gt;
'''Swamp'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Baryonyx]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4 Bunyips that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Swamp Crocodiles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Saltwater Crocodile]] and 1 [[Swamp Crocodile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 9. Minor Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Hunter]] and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 10: Significant Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d3 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 3 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Soldiers, one of whom is riding a [[Gallimimus]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Soldiers riding 2 Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 [[Soldier]] riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters, one of whom is riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Major Combat: Brazodirans ====&lt;br /&gt;
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across a series of scout contingents, all of whom are clearly armed warriors waving Brazodir’s flag.&lt;br /&gt;
&lt;br /&gt;
The enemies are as follows based on the number of heroes in the party. There are 1d4+1 waves of enemies, but the heroes have a chance to Recoup and travel for 1 hour between each combat. They can Take a Rest after the second wave of combat.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter and 4 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 5 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 4 Soldiers&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Soldiers, one of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Soldiers, 2 of whom are riding Gallimimuses&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|3 Hunters and 1 Soldier riding a Gallimimus&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Hunters and 1 Soldier&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Hunters and 3 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Hunters and 2 Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|4 Hunters and 1 Soldier&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 4'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Soldier riding a [[Velociraptor]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velocriaptor&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 5'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Hunter riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Hunter and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Hunters and 1 Soldier riding a Velociraptor&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|2 Hunters, both riding 1 Allosaurus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 12: Major Combat: Dinosaurs ====&lt;br /&gt;
With an unlucky turn, the heroes plunge into the hunting grounds of one or more ferocious dinosaurs. Roll or select from the table below to determine the enemies that the heroes might face.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 [[Tyrannosaurus Rex]] that flees when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Allosauruses that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Velociraptors that flee when Bloodied&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Devastation of the Kaijan''' ==&lt;br /&gt;
The heroes spend about six days traveling. During this time, they might experience any of the random encounters detailed at the top of this chapter while traveling. On the fifth day of their travels, they come across what appears at first to be a small crater of some kind, but upon closer inspection, the heroes realize that this is an enormous, nearly circular footprint made by some monstrous creature. This creature was surely bigger than any herbivorous dinosaur any of the party has seen before; the diameter is over twenty feet across. A DC 14 INT or AWR check can reveal that the footprints are less than a week old, but over one day old.&lt;br /&gt;
&lt;br /&gt;
The heroes may continue adventuring, although they are likely to proceed with some caution. Provided that they are traveling with a degree of stealth, they can spot a group of humanoids before being spotted. Use the following read aloud text if they were being stealthy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''In the late sunset light, through the tree line, you can see an encampment of several dozen humanoids hunkering under makeshift lean-tos and around small firepits. In the faint glow of the firepits, you see haunted, haggard expressions. Blood and dirt smear several of their faces and bodies. On the whole, these folk look like they’ve been through hell.''&lt;br /&gt;
&lt;br /&gt;
Alternatively, use the following read aloud text if the party was not being stealthy, as they are spotted by the other group of humanoids first.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''You hear a call from nearby. “Travelers!” It is a hoarse, choking cry. Then another voice takes it up. “Travelers nearby! Perhaps they can help us?” After a moment, you identify the source of the voices: A ragged encampment that looks like it might be home to several dozen humanoids.''&lt;br /&gt;
&lt;br /&gt;
=== The Encampment ===&lt;br /&gt;
When the heroes join the encampment, they are offered food for the evening that the refugees foraged from the forest and plains around them. There are thirty-seven adults in the encampment, and twenty-four children. They are all fearful and exhausted, having barely survived an attack from a kaijan two days hence.&lt;br /&gt;
&lt;br /&gt;
The leader of the encampment is a brontovran [[kosavran]] named Gamlor, the former bartender from their town of Goldplains. The ruler of Goldplains died in the attack, and Gamlor has taken charge in the midst of this tragedy. The people of the encampment seem very grateful for Gamlor’s leadership, and any AWR check of DC 7 or higher reveals that Gamlor is an earnest if inexperienced leader.&lt;br /&gt;
&lt;br /&gt;
Gamlor explains to the heroes that their town was destroyed by a [[Hive Tyrant]]. If the heroes have not heard of this kaijan before, Gamlor will describe it as an [[elephant]] with a horned face and no trunk. It back is riddled with hives from which horrible wasps emerge. While the monstrous creature itself has moved on, some of these wasps are building a nest in the ruins of their town. If the heroes can defeat the wasps, then Gamlor will reward them in whatever way he can. This includes +1 Fame and a promise that the people of Goldplains will always offer free food and shelter to the heroes, as well as going out of their way to accommodate one favor that the heroes collectively ask of them. (This favor could include leveraging the Lachonhetans of the plains into agreeing to help Gilgalon.)&lt;br /&gt;
&lt;br /&gt;
=== The Ruins ===&lt;br /&gt;
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''The first thing that hits you is the sickly-sweet smell, like maggoty meat drizzled in honey. As you crest the hill, you see a horrifying sight spread in the valley before you. The ruins of the village have been overrun by wasps the size of domesticated cats. They have made quick work of the wooden and clay remains of the buildings, turning significant portions of the village into a large nest. You see many wasps gorging on the flesh of the villagers that did not escape the devastation, and more flying to and fro bringing supplies to the hive or scouting the perimeter of the village.''&lt;br /&gt;
&lt;br /&gt;
The heroes will have to defeat the wasps over the course of three encounters. They may retreat to a safe distance and Recoup between each encounter, but if they Take a Rest between any of the encounters then the wasps repopulate their hive, forcing the heroes to start over. Each wave of combat has a number of creatures as determined by the number of heroes in the party.&lt;br /&gt;
&lt;br /&gt;
'''Wave 1'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Rot Bee and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Rot Bee and 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 [[Rot Bees]] and 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Rot Bees and 4 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 2'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Rot Bee and 6 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Rot Bee and 8 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
'''Wave 3'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Tyrant Wasp]] Swarm that begins combat Bloodied, 2 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 [[Tyrant Wasp Swarm]] that begins combat Bloodied, 4 Tyrant Wasps&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Tyrant Wasp Swarm&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|1 Tyrant Wasp Swarm, 2 Tyrant Wasps&lt;br /&gt;
|}&lt;br /&gt;
If the heroes are victorious, then Gamlor and the people of Goldplains are true to their word. They move back into the ruins of their village and begin rebuilding. The heroes gain +1 Fame and are granted indefinite free room and board whenever they visit, as well as the right to leverage the town into fulfilling one favor within the town’s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 4 to level 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Cavesafe''' ==&lt;br /&gt;
After resolving the quest with the citizens of Goldenplains, the heroes may continue their journey. They travel for another four days, during which time they may experience any of the random encounters detailed at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
Additionally, on the second or third day traveling, the heroes might witness the kaijan that destroyed Goldplains. The kaijan does not notice them, and the heroes should not engage it in combat.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''An angry shriek rips through the air. As you scramble to the hilltop to see what caused such a noise, you witness a terrible clash of kaijan. An enormous, four-legged creature with tusks sprouting from its face and a cloud of stinging wasps pouring from its back gallops across the rolling hills, the sound vibrating through the earth like thunder. A short distance away, a gorilla the size of a small mountain braces itself with a spear-like pine tree in hand.''&lt;br /&gt;
&lt;br /&gt;
If the party watches, then the kaijan battle one another for some time with no clear victor. The wasps seem to annoy the gorilla, but wear it down over time. The gorilla gets a few good shots in with its pine tree, maiming the hive tyrant, but both are very resilient creatures. Eventually, as they continue to fight, they trample far enough away from the heroes that the sounds of their combat gradually fade. By the end of the travel day, the heroes may reach Cavesafe.&lt;br /&gt;
&lt;br /&gt;
A prosperous farming village amidst a series of rocky hills, Cavesafe sits near the base of the mountains that lead to Kareis, capital of Lachonhet. Its bountiful supply and proximity to Kareis make it an important strategic location for the region, but its size and lack of any major trade roads keep it low profile and quiet, more prone to routine and work than glorious adventure. &lt;br /&gt;
&lt;br /&gt;
Most of Cavesafe’s 150 inhabitants are farmers, friendly in nature, but wary of outsider intentions. Nevertheless, they tend towards a merciful nature, allowing the few travelers they come upon to rest within the village’s confines, and are willing to share their resources, plentiful as they can be.&lt;br /&gt;
&lt;br /&gt;
==== Military Presence ====&lt;br /&gt;
Cavesafe has no standing military. The village chief, Lutek Gaisk, keeps a small retinue of soldiers that act as both garrison and [[guard]], twelve or so armored individuals that see to common disputes and defend the village from immediate threats. Otherwise, several of the townsfolk keep arms and [[armor]] in their homes, able to muster a presentable militia of 30 or so spearfolk in times of need.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
==== Lutek Gaisk ====&lt;br /&gt;
Gaisk is an older [[human]], somewhere in his late 40s to early 50s, having dueled the previous Cavesafe chief, or Lutek, to assume the position himself after serving as a Kareis Sisaptum. Despite his age, he is physically impressive, bearing several decades of scars that only add to his quiet, yet demanding presence. He is ultimately loyal to the people of Cavesafe, willing to make hard decisions, but never at the expense of the village’s goodwill.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
 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 &lt;br /&gt;
&lt;br /&gt;
 Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum.  &lt;br /&gt;
&lt;br /&gt;
==== Lutesh Naustis ====&lt;br /&gt;
Witty, sharp, and decidedly odd, Naustis is a village wise woman, or Lutesh, that helps organize and oversee daily life in Cavesafe, settling arguments, match making, and seeing to the minutiae that keeps a village safe and prosperous. Her position is rare, as Naustis is no older than 19, a wiry [[halfling]] with a wild head of hair and a non-nonsense attitude, whose sharp eyes and even sharper tongue can knock the sense out of a [[trollkin]] twice her size. &lt;br /&gt;
&lt;br /&gt;
 She is initially friendly to everyone, until they prove themselves fools, at which point she endeavors to make them feel as such, especially should they point out her age. More than one elder has suffered the wisdom of Naustis at their insistence that she lacks proper experience.&lt;br /&gt;
&lt;br /&gt;
==== Lutesh Mikartis ====&lt;br /&gt;
The counterpart to Naustis, Lutesh Mikartis is an elder human, somewhere in her late 60s, frail, but well versed in Lachonhet the cultures of Cavesafe. She acts as the keeper of local traditions, officiating bonding ceremonies and overseeing the local harvests as a kind caretaker. She is often with Lutek Gaisk, adding a charm and care to his diplomatic dealings, especially during the annual tributaries to Kareis. &lt;br /&gt;
&lt;br /&gt;
==== Fasik ====&lt;br /&gt;
A tall, thin trollkin, Fasik is an oddity within Cavesafe, mostly due to his gung-ho attitude and absolute fascination and obsession with dinosaurs. He is the local wrangler, tending to the herd of Stegosaurus that the farmers use to plow their fields. With his limited [[psionic]] abilities, those of which he is unaware he possesses, he tames and handles the local dinos, training them, and keeping the more hostile sort away from the village. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Safewells ===&lt;br /&gt;
Near the outskirts of Cavesafe, between the village proper and the fields, are the safewells, a series of stone wells that fetch plentiful, purified groundwater that serve to sustain both the town and fields. There are some dozen wells that see regular patrols from Gaisk’s retinue, if just to ensure their continued operation, and many of the villagers gather here between long work days to exchange rumors, happenings, and gossip.  &lt;br /&gt;
&lt;br /&gt;
=== The Krickcatham ===&lt;br /&gt;
A mile or so from the village itself lies the Krickcatham, a series of sharp, rocky hills with a natural tunnel system that links most of them together in a complex network. The residents of Cavesafe have long since reinforced and mapped this network, using it as a shelter against rampaging kaijan and dangerous dinosaur stampedes, or even local raiders. They also use the confines as the village’s major storage, keeping harvests cool, dry, and safe, within granaries built into the foundations of the hills.  &lt;br /&gt;
&lt;br /&gt;
=== Flooding Fields ===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
=== Sisas Barracks ===&lt;br /&gt;
A solitary barracks near the front of the village, this building acts as a home for Gaisk’s retinue, albeit it is built for a significantly larger force. The village uses it to house patrolling Sisaptum and tribute collectors from the Tyrant King. Travelers are offered beds here as well, separate enough to not do much harm, and it is a safe, dry space for them to rest and recover. There are no services offered here other than free beds.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Table ===&lt;br /&gt;
At the center of Cavesafe is the harvest table, a stone table arrayed with carvings from locals that depict and mark important events: families joining in bonding, unusually large (or small) harvests, or terrible tragedies. The villages of Cavesafe hold their local celebrations at the table, gathering the entire community to feast, remember, and record new events as they occur.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Cavesafe Celebrations''' ====&lt;br /&gt;
If the adventurers arrive in Cavesafe during an appropriate season, such as during a harvest or flood season, they can participate in the local antics and ceremonies, eat, and be merry. If adventurers choose to participate, they can earn fame with a relevant skill check to engage, such as telling a story, playing music, participating in a dance, cooking, providing food, or entertaining in any number of ways.&lt;br /&gt;
&lt;br /&gt;
A DC 10 earns them +1 Fame, then they earn +1 additional fame with Cavesafe per 5 over that DC they roll. A DC 20 would earn them 3 Fame, for instance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
=== Pests of Unusual Size ===&lt;br /&gt;
Both Lutek Gaisk and Lutesh Naustis will offer this quest if spoken to by the adventurers. Despite their best efforts, insects have burrowed into the Krickcatham and are eating into the village’s stores, befouling the food. If they help, the village will pay 300sc, which is the most they can muster, and earn themselves 2 Fame. If they accept a lower payment, at least half, the Fame gained increases to 3, and if they forgo payment entirely, they earn 4 Fame.&lt;br /&gt;
&lt;br /&gt;
The adventurers should travel to the Krickcatham and traverse the tunnels. With the pests posing a threat, one of Gaisk’s retinue can [[guide]] them to the granary, but will let the adventurers do the fighting, as once they arrive, they’ll find several '''Dire Ants''' gathering food. They are hostile and will attack on sight. &lt;br /&gt;
&lt;br /&gt;
==== Pests Initial Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Warrior Dire Ant, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 Warrior Dire Ants, 6 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
Once the ants are dealt with, the adventurers will notice a hole in the side of the granary. They can either collapse the tunnel and rubble to seal off the entrance, or they can follow the tunnel and break into a Dire Ant Hive. Collapsing the tunnel is enough to satisfy the job, but if they adventure in they’ll be accosted by the ant queen and her burgeoning hive. This encounter is optional , but dangerous.&lt;br /&gt;
&lt;br /&gt;
==== Ant Queen Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 Queen Dire Ant, 2 Warrior Dire Wants&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants&lt;br /&gt;
|}&lt;br /&gt;
If the adventurers defeat the queen ant, Lutek Gaisk will reward them an additional 500sc from his personal treasury, and the adventurers gain +2 Fame.&lt;br /&gt;
&lt;br /&gt;
=== Nearby Loneasaurus ===&lt;br /&gt;
Should the adventurers meet, and engage with Fasik, he will offer to hire them to protect him while he wrangles a lone, wild stegosaur separated from its herd. He intends to bring it back to the village and add it to the domesticated stock. If agreed, he’ll pay the adventurers 500sc, half up front, and half if the animal makes it back safe. He doesn’t seem to care much for himself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungry Dinosaur Encounter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creatures'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Velociraptors&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Cheran Opinions ==&lt;br /&gt;
The villagers have a plethora of opinions of the Cheran and the city of Kareis. Speaking to them individual, including the Luteshes, will offer the following insights or opinions:&lt;br /&gt;
&lt;br /&gt;
'''Lutek Gaisk.''' “The Cheran are too busy with their own ambitions to be of much help. Maybe the King will see and start acting on his own will.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”&lt;br /&gt;
&lt;br /&gt;
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”&lt;br /&gt;
&lt;br /&gt;
'''Faisk.''' “Who? What? They got different Dinos up there?”&lt;br /&gt;
&lt;br /&gt;
==== '''Villager Opinions''' ====&lt;br /&gt;
“We’ve always cared for our own, let it stay that way.”&lt;br /&gt;
&lt;br /&gt;
“Who even are they? I think they’re a myth.”&lt;br /&gt;
&lt;br /&gt;
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.&lt;br /&gt;
&lt;br /&gt;
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”&lt;br /&gt;
&lt;br /&gt;
“Once before I’d die I’d like to see one of those hot baths of theirs.”&lt;br /&gt;
&lt;br /&gt;
== '''The Journey to Karies''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The following are possible random encounters for travel via the snowy mountains of Lachonhet.&lt;br /&gt;
&lt;br /&gt;
==== '''Combat''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hostile Predator&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sisaptum Deserters&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hostile Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Elementals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Social''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hapless Merchant&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Occupied Cave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Raided Caravan&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wounded Patrol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Survival''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''1d4'''&lt;br /&gt;
|'''Encounter'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Snow Storm&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Avalanche&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Kaijan Sighting&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Road Block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Encounters ===&lt;br /&gt;
If you rolled or selected from the combat table, consult the matching subheading to set up the combat encounter.&lt;br /&gt;
&lt;br /&gt;
==== Hostile Predator ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Polar Bears&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 Alpha [[Wolf]], 5 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4 Polar Bears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sisaptum Deserters ====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Veteran Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 Veteran Soldier&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Hostile Dinosaur ====&lt;br /&gt;
The party is assaulted by a hunting dinosaur, or adjacent creature. These encounters are slightly more difficult than the average recommended levels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 [[Saber-Tooth Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Enraged Arctic Sloths&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Saber-Tooth Tigers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Arctic [[Titanboa]]&lt;br /&gt;
|}&lt;br /&gt;
'''Saber-Tooth Tiger.''' For a single Saber-Tooth, you can double its hit points to make it a more intense encounter.&lt;br /&gt;
&lt;br /&gt;
'''Enraged [[Arctic Sloth]].''' Cut off from a reliable food source and hunted by Kareisans, these sloths have become carnivorous and hostile against humanoids.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==== Elementals ====&lt;br /&gt;
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.''' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Players'''&lt;br /&gt;
|'''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Ice [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 Gale Piercers&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Ice Elemental, 1-2 Gale Piercers&lt;br /&gt;
|}&lt;br /&gt;
'''Ice Elemental.''' An Ice Elemental’s '''Water Blast''' is flavored to '''Ice Blast''', and its '''Drown''' feature is instead '''[[Freeze]].''' Ice Elements have Resist Cold 8, Resist Lightning 4, and Vulnerable Fire 1 and loses '''Malleable Form'''. If an Ice Element takes more than ½ its hp in [[damage]] from Fire, it thaws into a '''[[Water Elemental]]'''. &lt;br /&gt;
&lt;br /&gt;
=== Social Encounters ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hapless Merchant ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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.  &lt;br /&gt;
&lt;br /&gt;
==== Occupied Cave ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
 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)]]'''. &lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
&lt;br /&gt;
==== Raided Caravan ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Roll 1d4'''&lt;br /&gt;
|'''Loot'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Luxury Goods&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron Shipment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Magic Item&lt;br /&gt;
|}&lt;br /&gt;
'''Luxury Goods.''' Various valuable goods worth the number of adventurers x500. &lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''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).&lt;br /&gt;
&lt;br /&gt;
'''Magic Item.''' A single, uncommon magic item created with psionic imbuements. &lt;br /&gt;
&lt;br /&gt;
==== Wounded Patrol ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 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. .&lt;br /&gt;
&lt;br /&gt;
=== Survival Encounters ===&lt;br /&gt;
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges.&lt;br /&gt;
&lt;br /&gt;
==== Snowstorm ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 If players have Merip with them during a snowstorm, '''Kaijan Sighting''' occurs on a 50-100. &lt;br /&gt;
&lt;br /&gt;
==== Avalanche ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kaijan Sighting ====&lt;br /&gt;
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.   &lt;br /&gt;
&lt;br /&gt;
==== Road Block ====&lt;br /&gt;
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, favoing combat encounters from all the noise. &lt;br /&gt;
&lt;br /&gt;
== '''Karies, Seat of the Cheran''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Cheran ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Periak''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Kessara''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Mikarat''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Cheran Felfaris''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Tyrant King Sharru-Ukin''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cheran Quests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ice Caverns of Vishruk''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Secure the Tunnels''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Your Worth''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Promises of Power''' ====&lt;br /&gt;
Cheran Periak will not offer a task, but can be bribed with either 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.&lt;br /&gt;
&lt;br /&gt;
=== The City of Karies ===&lt;br /&gt;
The following are snapshots of Kareis and its inner workings.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''Kareis Castes''' ====&lt;br /&gt;
The various castes of Kareis are as such, from lowest to highest: &lt;br /&gt;
&lt;br /&gt;
'''Laborers/Workers.''' The general unskilled labor population of the city.&lt;br /&gt;
&lt;br /&gt;
'''Craftsfolk.''' The skilled labor population. Smiths and metalworkers lead this caste.&lt;br /&gt;
&lt;br /&gt;
'''Merchants.''' Seen as wealthy, and essential for food importance, merchants hold a high esteem in the city.&lt;br /&gt;
&lt;br /&gt;
'''Warriors.''' A new development, the Tyrant King insists on those of the Sisaptum being honored among all others, sans rulers.&lt;br /&gt;
&lt;br /&gt;
'''Cheran.''' The [[noble]] caste, there are very few that qualify as leaders and rules of Kareis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest in Karies ===&lt;br /&gt;
As the heroes spend time in Karies, they may explore any of the following locales.&lt;br /&gt;
&lt;br /&gt;
==== '''Ashen Rest''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Ishkalu Fire Palace''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The balconies on the other side of the palace offer a beautiful view of the artificial waterfall and the water markets.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Ishtum Forges''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Lava Pits''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Proving Grounds''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== '''Sisap Pits''' ====&lt;br /&gt;
The Susap 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.&lt;br /&gt;
&lt;br /&gt;
==== '''The Waterwall''' ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== '''The Return Trip''' ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Goldplains again, the heroes can see that their beneficence has yielded fruit. The town, now freed from tyrant wasps, has been rebuilt. Some of the buildings are still under reconstruction, but the folk of the town are determined to rebuild and move on with their lives. As promised, the heroes get free room and board.&lt;br /&gt;
&lt;br /&gt;
== '''General Dagon''' ==&lt;br /&gt;
When the heroes reach Goldplains, there is fear brewing among its citizens. Scouts have reported that a large Brazodiran militant force has assembled north of Goldplains. It is imperative that Gilgalon quickly uphold its end of the bargain and protect Lachonhet from invasion.&lt;br /&gt;
&lt;br /&gt;
While the heroes can correctly assure the people of Lachonhet that Gilgalon will uphold its end of the treaty as soon as the treaty is ratified, they will also need to fight off a Brazodiran advance force that the scouts have reported approaching. This advance force is intended to test the strength of the Lachonhetans before proceeding with a full-scale invasion.&lt;br /&gt;
&lt;br /&gt;
The heroes will need to stave off the attack, and will get a chance to witness General Dagon, [[Godking]] Assurgazzar’s enforcer and right hand man.&lt;br /&gt;
&lt;br /&gt;
=== The Battle ===&lt;br /&gt;
The heroes may deploy their stegosaurus to fight alongside them. You may allow the players to run the stegosaurus while it is not Bloodied. Once it is Bloodied, a hero can make a DC 10 AWR/Animal Handling check by spending 1 AP on their turn. If they fail, then the Stegosaurus retreats on its next turn. If they succeed, it continues to fight.&lt;br /&gt;
&lt;br /&gt;
The enemies are listed below based on the number of heroes in the party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Party Size'''&lt;br /&gt;
|'''Enemies'''&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 [[Pteranodon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== General Dagon ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Dagon refrains from using his Bronze Skin ability until he is Bloodied. Once bloodied, he uses his Bronze Skin and retreats. As he does, he loudly proclaims that this is not over and that he could have easily defeated any of the heroes in single combat. All glory to Assurgazzar, Lachonhet and Gilgalon will fall and be trampled underneath Brazodir’s glorious rise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== Party Advancement ====&lt;br /&gt;
Each hero levels up from level 6 to level 7.&lt;br /&gt;
&lt;br /&gt;
Each hero gains +1 Fame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conquering Heroes ==&lt;br /&gt;
In the aftermath of their first battle with General Dagon, the heroes and representatives from Lachonhet can complete their journey back to Palask. Mangondulon is overjoyed that the mission was successful and throws a tremendous feast in the heroes’ honor, loudly boasting that his innovative approach to international alliances will change the course of history.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hellcrafter&amp;diff=7090</id>
		<title>Hellcrafter</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hellcrafter&amp;diff=7090"/>
		<updated>2024-05-14T11:32:56Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Ritualist Track */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Class Tracks (MythCraft Harker's playtest)|[back to class tracks]]]&lt;br /&gt;
&lt;br /&gt;
Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters' will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn [[champion]], or cultivate your [[skills]] as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.&lt;br /&gt;
&lt;br /&gt;
== '''Hellcrafter Entry Talent''' ==&lt;br /&gt;
After gaining the Hellcrafter Entry talent, you can take talents from any of the hellcrafter tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellcrafter Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, gain the following abilities.&lt;br /&gt;
'''Essence Burn:''' When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. If you do, the creature also suffers Burning 1d4. (1/Recoup)&lt;br /&gt;
&lt;br /&gt;
'''Soulbind:''' By touching a corpse for 1 minute, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower Hellspawn that follows your unspoken commands. The Hellspawn lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours. (1/Rest)&lt;br /&gt;
&lt;br /&gt;
'''Occult Power:''' You gain 1 Occult Power, and gain another Occult Power every time you gain a Hellcrafter talent. You do not gain SP from Hellcrafter talents unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|''Class Entry, Hellcrafter''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Champion Track ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Champion Hellspawn'''&lt;br /&gt;
|Hellcrafter Entry&lt;br /&gt;
|1/Rest When you use Soulbind, you may summon a particularly powerful Hellspawn. The Hellspawn's stats are modified in the following ways:&lt;br /&gt;
&lt;br /&gt;
* It gains +5 max HP per Hellcrafter talent you have&lt;br /&gt;
* It gains +1 to all of its defenses&lt;br /&gt;
* It gains +1 to attacks and damage&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Attacks'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your champion's natural weapon damage dice increase by 1 step (such as from 1d4 to 1d6), to a max of 1d12. If it did not have a natural weapon, it gains a claws attack that uses its STR or DEX and deals 1d4 sharp damage.&lt;br /&gt;
|''Hellcrafter, Champion, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentacles'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your Hellspawn Champion has +2 TA on Grappling checks.&lt;br /&gt;
You cannot take this talent more than 3 times.&lt;br /&gt;
|''Hellcrafter, Champion, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Long Limbs'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your Hellspawn Champion has +5 ft reach on natural weapon attacks, excluding natural weapon attacks originating from a part of its body besides its arms (such as horns or bite attacks).&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant Hellskin'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your Hellspawn Champion gains Resist +2 against one damage type of your choice: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic. You cannot choose the same type of damage twice with this talent.&lt;br /&gt;
|''Hellcrafter, Champion, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant Hellskin II'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your Hellspawn Champion gains Resist +2 against one damage type of your choice: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic. You cannot choose the same type of damage twice with this talent.&lt;br /&gt;
|''Hellcrafter, Champion, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Spawn'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|You may use Soulbind on the corpse of a beast when making your Hellspawn Champion. This creature has the stats of an appropriate beast of an ML that you can create using your Champion talents. It has the [[undead]] and fiend tags in addition to its normal tags.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monstrous Spawn'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|You may use Soulbind on the corpse of a monstrosity when making your Hellspawn Champion. This creature has the stats of an appropriate monstrosity of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Echo of Life'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|When making your Hellspawn Champion, you may choose to use the stats of any humanoid that cannot cast spells and that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whisper of Life'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|When making your Hellspawn Champion, you may choose to use the stats of any undead that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Winged Horror'''&lt;br /&gt;
|Champion Hellspawn&lt;br /&gt;
|Your Hellspawn Champion has wings. For every 20 ft it falls vertically, it may reactively move 20 ft horizontally. It only takes falling damage if it falls more than 40 ft.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength of the Champion'''&lt;br /&gt;
|Champion 3&lt;br /&gt;
|Your Hellspawn Champion can be ML 2 or lower.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Devilish Spawn'''&lt;br /&gt;
|Strength of the Champion&lt;br /&gt;
|When you use Soulbind on the corpse of a humanoid when making your Hellspawn Champion, you may choose to use the stats of any fiend of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking Hellspawn'''&lt;br /&gt;
|Strength of the Champion&lt;br /&gt;
|When you summon a Hellspawn Champion whose size would normally be Medium, you may choose for its size to instead be Large. If you do, it gains +1 STR and suffers -1 DEX. It also gains +2 additional max HP per Hellcrafter talent you have.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength of the Champion II'''&lt;br /&gt;
|Strength of the Champion, Champion 6&lt;br /&gt;
|Your Hellspawn Champion can be ML 3 or lower. When you Recoup, your Champion can regain 1/2 of its maximum HP. (1/Rest)&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leopard Head'''&lt;br /&gt;
|Strength of the Champion II&lt;br /&gt;
Incompatibilities: Bull Head, Bat Head, Insect Head, [[Wolf]] Head&lt;br /&gt;
|When you summon your Hellspawn Champion, you may choose to give it a leopard head unless you gave it a different head. If it has a leopard head, it has +2 Perceiving and has Darkvision +30 ft.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Head'''&lt;br /&gt;
|Strength of the Champion II&lt;br /&gt;
Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head&lt;br /&gt;
|When you summon your Hellspawn Champion, you may choose to give it a bull head unless you gave it a different head. If it has a bull head, it has +1 maximum HP per Hellcrafter talent that you have.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bat Head'''&lt;br /&gt;
|Strength of the Champion II&lt;br /&gt;
Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head&lt;br /&gt;
|When you summon your Hellspawn Champion, you may choose to give it a bat head unless you gave it a different head. If it has a bat head, when it is Blinded but not Deafened, treat other creatures as Concealed instead of Unseen.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Insect Head'''&lt;br /&gt;
|Strength of the Champion II&lt;br /&gt;
Incompatibilities: Leopard Head, Bull Head, Bat Head, Wolf Head&lt;br /&gt;
|When you summon your Hellspawn Champion, you may choose to give it an insect head unless you gave it a different head. If it has an insect head, it gains +2 Perceiving and cannot be Completely Surprised.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolf Head'''&lt;br /&gt;
|Strength of the Champion II&lt;br /&gt;
Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head&lt;br /&gt;
|When you summon your Hellspawn Champion, you may choose to give it a wolf head unless you gave it a different head. If it has a wolf head, it gains +2 Tracking and gains an additional +1 TA from Flanking.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength of the Champion III'''&lt;br /&gt;
|Strength of the Champion II, Champion 8&lt;br /&gt;
|Your Hellspawn Champion can be ML 4 or lower. It now gains +2 to its defenses.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monstrous Traits'''&lt;br /&gt;
|Strength of the Champion III&lt;br /&gt;
|When you summon a Hellspawn Champion, choose Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical [[weapons]]. Your Hellspawn gains that monster trait.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking Hellspawn II'''&lt;br /&gt;
|Strength of the Champion III, Hulking Hellspawn&lt;br /&gt;
|When you summon a Hellspawn Champion whose size would normally be Medium or Large, you may choose for its size to instead be Huge. If you do, it gains +2 STR and suffers -2 DEX. It also gains +3 additional max HP per Hellcrafter talent you have.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant Hellskin III'''&lt;br /&gt;
|Strength of the Champion III, Resistant Hellskin II&lt;br /&gt;
|Hellspawn Champion gains Immune against one damage type of your choice for which it previously had Resist 2 or more: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Winged Horror III'''&lt;br /&gt;
|Strength of the Champion III, Winged Horror II&lt;br /&gt;
|Your Hellspawn's vertical [[jump]] distance is tripled.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength of the Champion IV'''&lt;br /&gt;
|Strength of the Champion III, Champion 10&lt;br /&gt;
|Your Hellspawn Champion can be ML 5 or lower. When you Recoup, instead of your Champion regaining 1/2 its maximum HP, it can regain all of its HP. (1/Rest)&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monstrous Traits II'''&lt;br /&gt;
|Strength of the Champion IV, Monstrous Traits&lt;br /&gt;
|When you summon a Hellspawn Champion, choose two traits out of Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical weapons. Your Hellspawn gains those traits.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutal Strikes'''&lt;br /&gt;
|Strength of the Champion IV&lt;br /&gt;
|Your Hellspawn Champion deals +2 damage on all hits that would deal damage.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terrifying Speed'''&lt;br /&gt;
|Strength of the Champion IV&lt;br /&gt;
|Your Hellspawn Champion can take one additional action on each of its turns.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Winged Horror IV'''&lt;br /&gt;
|Strength of the Champion IV, Winged Horror III&lt;br /&gt;
|Your Hellspawn Champion gains a fly speed equal to its walking speed.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength of the Champion IV'''&lt;br /&gt;
|Strength of the Champion IV, Champion 13&lt;br /&gt;
|Your Hellspawn Champion can be ML 6 or lower.&lt;br /&gt;
|''Hellcrafter, Champion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Champion of Hell'''&lt;br /&gt;
|Strength of the Champion V&lt;br /&gt;
|Gain the Spirit of Malice ability. The Hellspawn can change its form as though you resummoned it when you Recoup, allowing you to customize its abilities based on the talents you have taken in this track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Hellspawn now gains +3 to all of its defenses and deals +2 damage when you have Death Points and are Bloodied.&lt;br /&gt;
&lt;br /&gt;
'''''Level 30:''''' Spirit of Malice can also be done once for 1 AP on your turn (1/Recoup). Your Hellspawn now gains +5 to all of its defenses.&lt;br /&gt;
|''Hellcrafter, Champion, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
Note that this class track is unique in that it is shared by two classes: the Zealot and the Hellcrafter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellbound'''&lt;br /&gt;
|[[Zealot]] Entry or Hellcrafter Entry&lt;br /&gt;
|Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result. (2/Rest)&lt;br /&gt;
If you take this talent by meeting the Zealot Entry prerequisite, this talent and all other talents with the hellbound tag have the zealot tag. If you take this talent by meeting the Hellcrafter Entry prerequisite, this talent and all other talents with the hellbound tag have the hellcrafter tag.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Scion'''&lt;br /&gt;
|Hellbound&lt;br /&gt;
|You gain Resist Fire 3. When you take any Fire [[damage]], you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you also deal 1d6 Fire damage. (½ CHA/Rest)&lt;br /&gt;
On taking Fire Scion, any Hellbound talent you take with the Fire tag counts as either an [[Arcane]] or [[Primal]] source talent for which you possess a Magic Entry talent, but may only apply to a single source (which you choose on taking Fire Scion, if relevant). This increases your SP by 5 and increases either Arcane or Primal Power by 1.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of Flame'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Gain +5 SP. Learn 2 [[Arcane Spells|arcane spells]] or cantrips from the list below. They count as [[Divine Spells|divine spells]] for you.&lt;br /&gt;
'''''[[Arcane Spells|Arcane spells]] and cantrips:''''' [[Beam of Fire]], [[Fan the Flames]], [[Fireball]], Fire [[Shield]], [[Illuminate]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]&lt;br /&gt;
|''Hellbound, Fire, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|For 2 AP you set any weapon in your hands ablaze for 1 minute, converting all of your damage done to Fire. While Flameblade is active, you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade. This weapon cannot use ammunition, but the effects apply to any weapon you wield for the duration. (2/Rest)&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade II'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|While your weapon is ablaze you ignore any [[Resistance]] to Fire damage. Additionally, you gain TA on attacks against a creature afflicted with the Burning condition.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade III'''&lt;br /&gt;
|Flameblade II, Flame Strike, Hellbound 6&lt;br /&gt;
|While your weapon is ablaze you ignore [[Immunity]] to Fire damage, treating a creature with such as if they only possessed Affinity, taking ½ the damage. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature continues their Burning duration by 1 round&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame Strike'''&lt;br /&gt;
|Disciple of Flame&lt;br /&gt;
|Whenever you hit a creature while your Flameblade is active they gain Burning 1d4 for 1 minute, even if they aren’t normally flammable. (½ CHA/Rest)&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swirling Vortex'''&lt;br /&gt;
|Flame Strike&lt;br /&gt;
|When you hit a creature while your Flameblade is active you may spend 1 Reactive AP to deal your CHA in Fire Damage to any creature within 5 ft. of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Resurgence'''&lt;br /&gt;
|Disciple of Flame&lt;br /&gt;
|Your use of Flameblade increases to ½ CHA/Rest. Once you have taken 10 talents with the Hellbound tag, you regain 1 use of Flameblade whenever you Recoup.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hellfire]]'''&lt;br /&gt;
|Flameblade III, Hellbound 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire damage you deal ignores Resistance and you deal an additional +1d4 Fire damage with any attacks you make while Flameblade is active. Additionally, any Burning damage you do is increased by 1 dice (1d4 becomes 1d6, 1d6 becomes 1d8, and so forth).&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor'''&lt;br /&gt;
|Focused Resolve, Hellbound 8&lt;br /&gt;
|When you hit a creature with the Fiend tag you may spend 1 reactive AP to unnerve that creature. Make a magical CHA attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration. (2/Rest)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor II'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Choose 2 creature types. Your Fiendish Fervor can now be used on those creatures. You now regain 1 use of your Friendish Fervor whenever you Recoup.&lt;br /&gt;
|''Hellbound, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Fervor'''&lt;br /&gt;
|Fiendish Fervor, Flameblade&lt;br /&gt;
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|When you hit a creature that is currently Shaken you may spend 1 reactive AP to terrify them. Make a magical CHA attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend 1 reactive AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Retreat'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft. of you the Engaged condition.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor II'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|When you hit a creature that is both Shaken and Frightened you may spend 1 reactive AP to break them. Make a magical CHA attack against the will of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor III'''&lt;br /&gt;
|Crushing Fervor II&lt;br /&gt;
|When you reduce a creature afflicted with the Broken condition to 0 hit points you may spend 2 reactive AP to terrify their allies. Make a magical CHA attack against the WILL of each hostile creature of an equal or lower Monster Level (ML) of the creature you have slain. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. (½ CHA/Rest)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve'''&lt;br /&gt;
|Fire Scion, Hellbound 4&lt;br /&gt;
|Whenever an attack against your mental defenses (ANT, LOG, or WILL) misses, you gain TA on your next ability check or attack against the originating creature or any of its allies.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve II'''&lt;br /&gt;
|Focused Resolve&lt;br /&gt;
|You gain the Resolute Bastion ability.&lt;br /&gt;
'''Resolute Bastion.''' When a creature makes an attack against you or one of your ally’s mental defenses you may roll a 1d4 and add the result to that defense. If that attack misses, you activate your Focused Resolve talent on that creature. (2/Rest)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve III'''&lt;br /&gt;
|Focused Resolve II&lt;br /&gt;
|You may now use your Hellbound talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspired Resolve'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken Condition then Inspired Resolve only costs you 1 AP. (½ END/Rest)&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve IV'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of 1d4.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve V'''&lt;br /&gt;
|Focused Resolve IV&lt;br /&gt;
|While benefiting from TA drawn from your Focused Resolve, you increase your crit rating on a creature you attack by 1 per the following Condition it is afflicted with: Shaken, Frightened, Broken, and Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve VI'''&lt;br /&gt;
|Focused Resolve V, Hellbound 12&lt;br /&gt;
|Should you reduce a creature to 0 HP from a critical hit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation'''&lt;br /&gt;
|Hellbound&lt;br /&gt;
|You develop a trait influenced by your time spent in Hell, as if you were a [[fiendblood]]. You may choose from the following traits: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or [[Occult]] Affinity.&lt;br /&gt;
|''Hellbound, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation II'''&lt;br /&gt;
|Hellish Transformation or Blood Transformation, Character Level 5&lt;br /&gt;
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a Fiendblood, you gain 1 additional use of your Blood Transformation.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation III'''&lt;br /&gt;
|Hellish Transformation II, Character Level 15&lt;br /&gt;
|You gain 1 additional use of your Blood Transformation ability.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Zealot Entry&lt;br /&gt;
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.&lt;br /&gt;
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire increases to 1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 attribute point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.&lt;br /&gt;
&lt;br /&gt;
'''Redemptive Strike.''' If you have TA against a creature subject to Fiendish Fervor, you may automatically critically hit that creature (2/Rest). If that TA resulted from Focused Resolve, and your critical hit reduces the creature to 0 HP, you regain 1 use of Redemptive Strike. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
'''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Descent'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry&lt;br /&gt;
|You have accepted the permanence of your connection to Hell, searing its power into your soul.&lt;br /&gt;
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn. You may choose to lose up to 3 attribute points to increase your uses of Blood Transformation at a rate of +1 use per attribute point lost. You gain the Destroyer's Strike ability. '''Destroyer's Strike.''' If you hit a target that is Frightened of you, you may cause the creature to become Broken (2/Rest). You and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. '''''Level 30:''''' Your Hellfire fire damage and Destroyer's Strike psychic damage both increase to 1d10.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hordemaster Track ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Summoner'''&lt;br /&gt;
|Hellcrafter Entry&lt;br /&gt;
|When you use Soulbind, you may touch four or more corpses. If you do, rather than creating one Hellspawn, you create a Hellspawn Swarm, or your &amp;quot;Horde&amp;quot;. The swarm uses the stats of a Hellspawn Swarm, but follows some special rules as noted below.&lt;br /&gt;
&lt;br /&gt;
During [[combat]], the swarm cannot function unless you are within the swarm. While you are within the swarm, it is treated as a 5 ft radius aura that is centered on you. You may spend 2 AP on each of your turns to cause the swarm to make one of its attacks. You have +2 to your physical defenses and AR while your swarm is not Bloodied, and +1 to these defenses while your swarm is Bloodied.&lt;br /&gt;
&lt;br /&gt;
A creature may target you or the swarm. You have vulnerable 1 AOE while your swarm is active.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall to Service'''&lt;br /&gt;
|Horde Summoner&lt;br /&gt;
|You may use Soulbind 1/2 CHA/Rest (min 1). You may not have more than one Hellspawn or Hellspawn Swarm active at one time, however.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Growing Horde'''&lt;br /&gt;
|Recall to Service&lt;br /&gt;
|Your horde's radius is now 10 ft, or 5 ft when Bloodied.&lt;br /&gt;
&lt;br /&gt;
Additionally, your horde gains a bonus on attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thrash of Limbs'''&lt;br /&gt;
|Growing Horde&lt;br /&gt;
Incompatibilities: Clash of Claws&lt;br /&gt;
|The area within your horde's radius is considered Difficult Terrain to hostile creatures. You are Concealed while within your horde's radius.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thrash of Limbs II'''&lt;br /&gt;
|Thrash of Limbs&lt;br /&gt;
|While your horde has full health, or has Shield HP and is not bloodied, you have Partial Cover (+3).&lt;br /&gt;
&lt;br /&gt;
Your horde has +4 on Grappling checks.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thrash of Limbs III'''&lt;br /&gt;
|Thrash of Limbs II&lt;br /&gt;
|Allies are also considered Concealed while within your horde's radius. If your horde is not Bloodied and has Shield HP, you have Total Cover.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clash of Claws'''&lt;br /&gt;
|Growing Horde&lt;br /&gt;
Incompatibilities: Thrash of Limbs&lt;br /&gt;
|While not Bloodied, your horde adds 1/2 your CHA to their damage rolls.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clash of Claws II'''&lt;br /&gt;
|Clash of Claws&lt;br /&gt;
|While not Bloodied, your horde gains an attack bonus equal to your total CHA, instead of 1/2.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clash of Claws III'''&lt;br /&gt;
|Clash of Claws II&lt;br /&gt;
|While not Bloodied, your horde adds CHA to their damage rolls, and 1/2 your CHA to their damage rolls while Bloodied.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Growing Horde II'''&lt;br /&gt;
|Hordemaster 6&lt;br /&gt;
|Your horde's radius is now 15 ft, or 10 ft when Bloodied.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall to Service II'''&lt;br /&gt;
|Growing Horde II&lt;br /&gt;
|When you Recoup, you may regain 1 use of your Soulbind. When you use Soulbind to summon a Hellspawn Swarm and you previously had a Hellspawn Swarm, your new swarm gains Shield HP equal to your previous swarm's current HP.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Growing Horde III'''&lt;br /&gt;
|Recall to Service II&lt;br /&gt;
|When your horde occupies the space of a fresh corpse that has died within the past 10 minutes, you may spend 3 AP to resurrect the corpse, causing it to join your horde. Your horde regains 1d10+CHA HP and gains 1d10 Shield HP. (2/Recoup)&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''All-Out Assault'''&lt;br /&gt;
|Growing Horde III&lt;br /&gt;
Incompatibilities: Protect the Maker&lt;br /&gt;
|You may spend 3 AP to turn your horde into a cone twice as long as your radius, or a line three times as long as your radius, or to turn your horde back into its typical radius shape. When a cone or line, you are on one side of the horde and do not gain benefits from being within the horde.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''All-Out Assault II'''&lt;br /&gt;
|All-Out Assault&lt;br /&gt;
|Your horde gains the ability to Exploit, but you must spend your own AP reactively for them to do so. It costs 1 AP for your Horde to Exploit.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''All-Out Assault III'''&lt;br /&gt;
|All-Out Assault II&lt;br /&gt;
|You may expend one of your uses of Soulbind to [[order]] an all-out assault. For the next 5 minutes, you may order your horde to make an attack for 1 AP, instead of 2. Whenever your horde kills a creature, your horde gains 1d10 Shield HP.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protect the Maker'''&lt;br /&gt;
|Growing Horde III&lt;br /&gt;
Incompatibilities: All-Out Assault&lt;br /&gt;
|When you would take damage and no other creature would, you may deal the damage to your horde instead.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protect the Maker II'''&lt;br /&gt;
|Protect the Maker&lt;br /&gt;
|When one of your allies within the horde's radius would take damage and no other creature would, you may deal the damage to the horde instead.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protect the Maker III'''&lt;br /&gt;
|Protect the Maker II&lt;br /&gt;
|You may expend one of your uses of Soulbind to order a full-scale defense. For the next 5 minutes, provided that your horde has any HP, you have Total Cover when it is not your turn.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall to Service III'''&lt;br /&gt;
|Hordemaster 12&lt;br /&gt;
|Soulbind becomes CHA/Rest. You may have up to 2 uses of Soulbind active at one time, but only one may be a Hellspawn Swarm.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Growing Horde IV'''&lt;br /&gt;
|Recall to Service III&lt;br /&gt;
|Your horde's radius is now 20 ft, or 15 ft when Bloodied. It has additional HP equal to 4x your Occult Power.&lt;br /&gt;
|''Hellcrafter, Hordemaster''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordemaster'''&lt;br /&gt;
|Growing Horde IV&lt;br /&gt;
|For you, life and Essence is a fungible resource.&lt;br /&gt;
You may spend 1 AP to lose any amount of HP. Your horde gains that much HP, but it is Shield HP if they are not Bloodied.&lt;br /&gt;
&lt;br /&gt;
You may spend 1 AP to make your horde lose any amount of HP. You gain that much HP, but it is Shield HP if you are not Bloodied.&lt;br /&gt;
&lt;br /&gt;
Your horde's maximum HP is now 6x your Occult Power.&lt;br /&gt;
&lt;br /&gt;
'''''Level 30:''''' Any time you would gain HP or Shield HP, or cause another creature to gain HP or Shield HP, you may choose whether it is HP or Shield HP.&lt;br /&gt;
&lt;br /&gt;
Your horde's maximum HP is now 8x your Occult Power.&lt;br /&gt;
|''Hellcrafter, Hordemaster, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ritualist Track ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonomicon'''&lt;br /&gt;
|Hellcrafter Entry&lt;br /&gt;
|You have a dark book called the Demonomicon, which grants you magical abilities.&lt;br /&gt;
Gain the Initiate of the Occult talent if you did not already have it, but you do not gain an additional Occult Power from having it. Future talents from the Ritualist track grant you +5 SP.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulbinding Ritual'''&lt;br /&gt;
|Demonomicon&lt;br /&gt;
|Learn 2 Occult Rituals.&lt;br /&gt;
By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may use Soulbind without expending any of its uses. (1/2 CHA/Rest)&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Corruption'''&lt;br /&gt;
|Soulbinding Ritual&lt;br /&gt;
|Choose two [[Arcane Spells|arcane spells]] with the arcane ritual tag that have less than or equal to your maximum SP. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrupt Divinity'''&lt;br /&gt;
|Soulbinding Ritual&lt;br /&gt;
|Choose two [[divine]] rituals that do not have Prerequisites. Gain those rituals. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Liturgy'''&lt;br /&gt;
|Ritualist 3&lt;br /&gt;
|When you cast a ritual, you or one Hellspawn you have summoned gains 1d10+CHA Shield HP.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellspawn Initiates'''&lt;br /&gt;
|Unholy Liturgy&lt;br /&gt;
|When you cast an occult ritual that would target yourself, you may instead target a Hellspawn that you have summoned. Dark Power effects still affect you, rather than the Hellspawn. (1/Rest)&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval [[Darkness]]'''&lt;br /&gt;
|Hellspawn Initiates&lt;br /&gt;
|Choose two primal invocations that do not have Prerequisites. Gain those invocations. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evil Essence'''&lt;br /&gt;
|Hellspawn Initiates&lt;br /&gt;
|Choose two [[psionic]] invocations that do not have Prerequisites. Gain those invocations. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Liturgy II'''&lt;br /&gt;
|Ritualist 6&lt;br /&gt;
|When a creature gains Shield HP from Unholy Liturgy, it also gains +1 to its AR, physical defenses, and mental defenses until it loses that Shield HP.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Versatility'''&lt;br /&gt;
|Unholy Liturgy II&lt;br /&gt;
|By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead cast another ritual that you know and that recharges when you Catch your Breath, Recoup, or Take a Rest even if you have already cast it and it has not recharged.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Corruption II'''&lt;br /&gt;
|Ritual Versatility&lt;br /&gt;
|Choose two [[Arcane Spells|arcane spells]] with the arcane ritual tag that have less than or equal to your maximum SP x 2. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrupt Divinity II'''&lt;br /&gt;
|Ritual Versatility&lt;br /&gt;
|Choose two divine rituals. When checking Prerequisites, you are considered to have Divine Power equal to the number of Hellcrafter Ritualist talents you have. Gain the rituals you chose. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Sacrament'''&lt;br /&gt;
|Ritualist 9&lt;br /&gt;
|By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead regain 10 SP. (2/Rest)&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rewrite Demonomicon'''&lt;br /&gt;
|Unholy Sacrament&lt;br /&gt;
|When you finish Taking a Rest, you may magically rewrite which rituals you have written in your Demonomicon. Count up the total number of occult rituals you know (not including those from other sources that count as occult rituals for you). You may unlearn any number of them to learn new occult rituals. For each occult ritual you reassign in this way, permanently lose 1 maximum HP.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Darkness II'''&lt;br /&gt;
|Rewrite Demonomicon&lt;br /&gt;
|Choose two primal invocations. When checking Prerequisites, you are considered to have Primal Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evil Essence II'''&lt;br /&gt;
|Rewrite Demonomicon&lt;br /&gt;
|Choose two psionic invocations. When checking Prerequisites, you are considered to have Psionic Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Sacrament II'''&lt;br /&gt;
|Ritualist 12&lt;br /&gt;
|Unholy Sacrament becomes 1/2 CHA/Rest (min 2).&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellspawn Initiates II'''&lt;br /&gt;
|Unholy Sacrament II&lt;br /&gt;
|Hellspawn Initiates now becomes 1/Recoup. Furthermore, Dark Power affects your Hellspawn rather than you.&lt;br /&gt;
|''Hellcrafter, Ritualist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellcrafted Rituals'''&lt;br /&gt;
|Hellspawn Initiates II&lt;br /&gt;
|When you use Hellspawn Initiates, you may apply it to a number of Hellspawn that you have summoned equal to or less than 1/2 your CHA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you cast an occult ritual that targets yourself, increase two of your [[attributes]] of your choice by 1 each for the next 1 hour as you are filled with unholy power.  You must still observe your attribute cap.&lt;br /&gt;
'''''Level 30:''''' When you use Hellspawn Initiates, you may apply it to a number of Hellspawn equal to or less than your CHA. You no longer need to observe your attribute cap when casting an occult ritual on yourself.&lt;br /&gt;
|''Hellcrafter, Ritualist, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=6571</id>
		<title>Creatures in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=6571"/>
		<updated>2024-05-02T01:09:18Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Resistances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creature Sizes ==&lt;br /&gt;
Monsters come in all shapes and sizes. A creature’s Size is noted immediately below their Monster Level. A creature’s Size might modify its STR and DEX attribute checks (only Attribute checks, not attacks), as well as how many spaces it takes up on a battle map. Below is a table of [[Creature Sizes|creature sizes]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Size&lt;br /&gt;
!STR Skill Mod&lt;br /&gt;
!DEX Skill Mod&lt;br /&gt;
!Spaces&lt;br /&gt;
!Typical Reach&lt;br /&gt;
!Typical Height/Length&lt;br /&gt;
!Typical Weight&lt;br /&gt;
|-&lt;br /&gt;
|Fine&lt;br /&gt;
| -16&lt;br /&gt;
| +16&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|1/2 ft&lt;br /&gt;
|1/8 lb&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive&lt;br /&gt;
| -8&lt;br /&gt;
| +8&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|1 ft&lt;br /&gt;
|1 lb&lt;br /&gt;
|-&lt;br /&gt;
|Tiny&lt;br /&gt;
| -4&lt;br /&gt;
| +4&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|2 ft&lt;br /&gt;
|8 lb&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|4 ft&lt;br /&gt;
|60 lb&lt;br /&gt;
|-&lt;br /&gt;
|Medium &lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|6 ft&lt;br /&gt;
|200 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|10 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|8 ft&lt;br /&gt;
|500 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large (long)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 x 10 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|6 ft&lt;br /&gt;
|500 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large (tall)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|16 ft&lt;br /&gt;
|1000 lb&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|15 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|1 ton&lt;br /&gt;
|-&lt;br /&gt;
|Huge (long)&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|5 x 15 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|1 ton&lt;br /&gt;
|-&lt;br /&gt;
|Huge (tall)&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|2 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|20 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|10 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan (long)&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|10 x 20 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|20 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan (tall)&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|15 ft&lt;br /&gt;
|20 ft&lt;br /&gt;
|45 ft&lt;br /&gt;
|10 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|30ft&lt;br /&gt;
|20ft&lt;br /&gt;
|60ft&lt;br /&gt;
|100 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal (long)&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|10x30ft&lt;br /&gt;
|20ft&lt;br /&gt;
|30ft&lt;br /&gt;
|100 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal (tall)&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|20ft&lt;br /&gt;
|30ft&lt;br /&gt;
|90ft&lt;br /&gt;
|200 tons&lt;br /&gt;
|-&lt;br /&gt;
|Titan&lt;br /&gt;
| +16&lt;br /&gt;
| -16&lt;br /&gt;
|40+ ft&lt;br /&gt;
|80% of Spaces&lt;br /&gt;
|Over 100ft&lt;br /&gt;
|200+ tons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tags &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Monster Tags ===&lt;br /&gt;
Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. &lt;br /&gt;
&lt;br /&gt;
'''Mundane'''&lt;br /&gt;
&lt;br /&gt;
Beast, Humanoid, Monstrosity, Plant&lt;br /&gt;
&lt;br /&gt;
'''Planar'''&lt;br /&gt;
&lt;br /&gt;
Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend&lt;br /&gt;
&lt;br /&gt;
Some creatures might also have modifying tags or magic tags.&lt;br /&gt;
&lt;br /&gt;
'''Magic'''&lt;br /&gt;
&lt;br /&gt;
[[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]]&lt;br /&gt;
&lt;br /&gt;
'''Modifying'''&lt;br /&gt;
&lt;br /&gt;
Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]&lt;br /&gt;
*'''Undead:''' If a creature has the Undead tag, then by default it does not need to eat, drink, sleep, or breathe, and is immune to Fatigue. Some Undead will specify otherwise within their stats (for example, Vampires must periodically consume blood).&lt;br /&gt;
&lt;br /&gt;
=== Monster Traits ===&lt;br /&gt;
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' A creature with this trait can pass through walls and other barriers and surfaces freely.&lt;br /&gt;
&lt;br /&gt;
'''Immovable:''' A creature with this trait cannot be teleported or moved against its will.&lt;br /&gt;
&lt;br /&gt;
'''Immutable:''' A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.&lt;br /&gt;
&lt;br /&gt;
'''Invisible:''' A creature with this trait is Unseen.&lt;br /&gt;
&lt;br /&gt;
'''Iron Will:''' A creature with this trait cannot gain the Frightened or Shaken [[conditions]].&lt;br /&gt;
&lt;br /&gt;
'''Mythic:''' Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical. Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Regen X:''' At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' A creature with this trait cannot gain the Charmed or Enthralled conditions&lt;br /&gt;
&lt;br /&gt;
'''Unerring Mind:''' A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.&lt;br /&gt;
&lt;br /&gt;
'''Vigilant:''' A creature with this trait does not suffer any penalties to its AWR while Unconscious.&lt;br /&gt;
&lt;br /&gt;
== Damage and Resistances ==&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage:&lt;br /&gt;
&lt;br /&gt;
'''Physical:''' Blunt, Sharp&lt;br /&gt;
&lt;br /&gt;
'''Elemental:''' Cold, Corrosive, Fire, Lightning, Toxic&lt;br /&gt;
&lt;br /&gt;
'''Energy:''' Necrotic, Psychic, Radiant, Sonic&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways.&lt;br /&gt;
&lt;br /&gt;
'''Resist'''&lt;br /&gt;
&lt;br /&gt;
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal Damage or impose a Condition specified by the Resist feature or is made using a Weapon Type or Magic Source specified by the Resist feature, then the creature adds their Resist number to their Defenses, making it less likely that they are hit. If an Attack does multiple types of Damage or would do Damage and impose a Condition, this could result in separate attack values.&amp;lt;blockquote&amp;gt;'''For example''': A [[Thresher Moss]] has Resist Cold 3. If it is targeted by an ability that deals Cold Damage, then the Thresher Moss adds 3 to their relevant Defense. If the Thresher Moss is targeted by an ability that would deal both Cold Damage and Necrotic Damage, then the Thresher Moss compares the Attack Roll against its defenses +3 to determine if it takes Cold Damage, and the Attack Roll unmodified against its Defenses to determine if it takes Necrotic Damage.&amp;lt;/blockquote&amp;gt;Resist is more powerful when it specifies a Weapon Type or a Magic Source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.&lt;br /&gt;
&lt;br /&gt;
When an attack misses a creature and would deal 1⁄2 Damage on a miss, if the creature Resists that kind of Damage, they take no Damage instead of 1⁄2.&lt;br /&gt;
&lt;br /&gt;
'''Immune'''&lt;br /&gt;
&lt;br /&gt;
Creatures take no damage from the listed damage type if they are immune to it. Creatures are not effected by any listed conditions if they are immune to it. &lt;br /&gt;
&lt;br /&gt;
'''Vulnerable'''&lt;br /&gt;
&lt;br /&gt;
When a creature with Vulnerable X is attacked, and that attack would deal damage or impose a condition specified by the Vulnerable feature or is made using a weapon type or magic source specified by the Vulnerable feature, then the creature adds their Vulnerable number to the attack roll, making it more likely that they are hit. If an attack does multiple types of damage or would do damage and impose a condition, this could result in separate attack values, as with Resist.&lt;br /&gt;
&lt;br /&gt;
An attacking creature also adds this Vulnerable X number to their crit range. For example, if a creature has Vulnerable Blunt 2, then a creature attacking with a Club would Crit on a roll of 18-20. This can never exceed the maximum Crit Range of 16-20.&lt;br /&gt;
&lt;br /&gt;
Vulnerable always trumps DR and DT. No benefits are gained from DR or DT against a damage type to which the creature is Vulnerable.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction (DR) ===&lt;br /&gt;
If a creature has DR, they subtract the number of their DR from all Damage they take from all sources, unless they are Vulnerable to the type of damage they are taking. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type. For example, a creature with DR 5/Fire would take full damage from Fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from Silvered [[weapons]], and subtract 15 from all other damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage Threshold (DT) ===&lt;br /&gt;
Damage Threshold is a very rare defense that is generally only used by structures or vehicles. The Damage Threshold level determines how much damage a creature must deal at once to deal any damage at all. For example, if a Stone Wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome. For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. If you must add AP to deal additional damage, that additional damage is put against the DT separately.&amp;lt;blockquote&amp;gt;'''For example''': A spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if it overcomes DT.&amp;lt;/blockquote&amp;gt;A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.&lt;br /&gt;
&lt;br /&gt;
== Creature Senses ==&lt;br /&gt;
&lt;br /&gt;
=== Blindsight ===&lt;br /&gt;
A creature with Blindsight can “see” in some way out to a specified range without needing physical eyes, but is completely [[blind]] beyond this point.&lt;br /&gt;
&lt;br /&gt;
=== Darkvision ===&lt;br /&gt;
A creature with Darkvision can see normally out to a specified range.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Vision ===&lt;br /&gt;
A creature with Low-Light Vision does not suffer TD when making rolls that rely on sight within the specified range.&lt;br /&gt;
&lt;br /&gt;
=== Tremorsense ===&lt;br /&gt;
A creature with Tremorsense can detect the footfalls of creatures out to a specified range, even if the creatures are Unseen. It cannot detect flying creatures or objects that are not touching the ground in this way&lt;br /&gt;
&lt;br /&gt;
=== Truesight ===&lt;br /&gt;
A creature with Truesight can see a creature’s true form if it has magically disguised itself or changed its form. It also ignores the Unseen condition provided that the creature is not gaining Unseen from Total Cover or [[Darkness]] (unless the creature also has Darkvision).&lt;br /&gt;
&lt;br /&gt;
== Creature Speed ==&lt;br /&gt;
Some monsters have multiple kinds of speed. If a creature has multiple kinds of speed, it cannot use the sum of all of these types of movement; rather, each time it uses an action to move, it chooses which type of movement it uses.&lt;br /&gt;
&lt;br /&gt;
=== Hover ===&lt;br /&gt;
If a creature has a hover speed, then they hover above the ground when they move. This allows them to ignore Difficult and Hazardous terrain, but it cannot elevate itself more than 5ft off the ground unless it also has a fly speed.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
While moving, a creature may need to [[jump]]. A creature cannot jump farther than it can move. &lt;br /&gt;
&lt;br /&gt;
A creature’s default vertical jump distance is 3ft + a number of ft equal to its STR. &lt;br /&gt;
&lt;br /&gt;
A creature’s default horizontal jump distance is double its vertical jump distance.&lt;br /&gt;
&lt;br /&gt;
=== Moving Through Creatures ===&lt;br /&gt;
A creature may move through an allied creature’s space, but this counts as Difficult Terrain. A creature may not end its turn in an allied creature’s space.&lt;br /&gt;
&lt;br /&gt;
A creature may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, or Unconscious. In that case, moving through a hostile creature’s space counts as difficult terrain.&lt;br /&gt;
&lt;br /&gt;
== Creature Actions ==&lt;br /&gt;
Monsters don’t use AP like adventurers do; instead, they use creature [[actions]]. A monster’s stat block will explain how many creature actions they can take on their turn. High-power monsters may have several options, such as taking five normal actions or two or three much stronger actions.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if a creature has one or more Reaction abilities, then the creature can take one reaction per round unless otherwise noted. Some monster reactions (like the Wolf’s Growl ability) require them to take actions on their turn to prepare reactions.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasters ===&lt;br /&gt;
Some creatures can cast magical abilities like spells and prayers. When casting magic, refer to the creature’s actions instead of the magic ability’s APC when determining how long the ability takes to cast. This means that many magical abilities can be used slightly more quickly by creatures than by adventurers.&lt;br /&gt;
&lt;br /&gt;
The exception is Conjuring. When a creature casts a magical ability with the Conjuring tag, they must continue to conjure that magic for the appropriate number of rounds as normal. For example, if a [[Mage]] uses its spellcasting action to cast a [[Fireball]] (which has Conjuring 1), the fireball triggers immediately at the start of the Mage’s next turn.&lt;br /&gt;
&lt;br /&gt;
=== Innate Magic ===&lt;br /&gt;
Some monsters possess the ability to cast magic innately. This means that while they still must observe any Conjuring restrictions, they do not need to track SP when casting their magic.&lt;br /&gt;
&lt;br /&gt;
Some spells have a set number of times that they can be cast innately. Track each spell separately, so if a creature has “(3/Rest) [[Circle of Haste]], Fireball” it means that it can cast each of those spells innately three times, regaining all expended uses when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
When a creature innately casts a ritual or invocation, it does not need any material components to do so.&lt;br /&gt;
&lt;br /&gt;
=== Recharge Abilities ===&lt;br /&gt;
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.&lt;br /&gt;
&lt;br /&gt;
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Coast_Elf&amp;diff=4481</id>
		<title>Coast Elf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Coast_Elf&amp;diff=4481"/>
		<updated>2024-02-27T02:00:27Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ancerra Before|[back to Supereon One]]]&lt;br /&gt;
&lt;br /&gt;
Coast Elves generally value freedom and self-expression above responsibility to any stagnant authority. They can be found throughout most coastal cultures, quickly joining shipping crews and leaving them for new crews just as suddenly. Elven navigators are some of the sharpest, bravest, and most perceptive aboard shipping crews, and crews led by these intrepid elves are often responsible for discovering new island chains or coastal landmarks.&lt;br /&gt;
&lt;br /&gt;
Elves from the coast or a major riverbank gain the following three features at 1st level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Sea Legs'''&lt;br /&gt;
|Your REF increases by +1.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life Oath'''&lt;br /&gt;
|Life-Oath. You choose one creature as the target of your life-oath. You and the target gain +1 AR while within 30ft of each other. This ability can only be used once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ocean Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Tumbling&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism:&amp;lt;/u&amp;gt; Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting:&amp;lt;/u&amp;gt; Cartography, Carpentry, Woodcarving&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge:&amp;lt;/u&amp;gt; Vehicles (Water), Geography&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck:&amp;lt;/u&amp;gt; Scavenging&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Perceiving&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival:&amp;lt;/u&amp;gt; Nature, Navigating&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Merfolk&amp;diff=4439</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Merfolk&amp;diff=4439"/>
		<updated>2024-02-24T00:03:40Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Merfolk Traits */Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ancerra Before|[back to Supereon One]]]&lt;br /&gt;
&lt;br /&gt;
Aquatic folk who primarily live in shallow coastal waters and in and around great coral reefs, Merfolk quickly adapted to life both at sea and on land. Capable of breathing air and water, many Merfolk make their living as dockhands or by crewing ships. Merfolk generally feel more at home in the sea than on the land, and they have mastered the art of domesticating schools of fish, which they raise and tend for both food and labor.&lt;br /&gt;
&lt;br /&gt;
=== '''Merfolk and the Sea''' ===&lt;br /&gt;
While many land-based humanoids experience fear of the sea and its vast unknown depths, merfolk feel that the ocean holds wondrous opportunity and spiritual significance. Land is both harsh and restricting. Water, on the other hand, allows one to swim freely through beautiful reefs, haunting kelp forests, and even into the great deeps where the sun does not shine. The ocean is to be respected, but not feared, according to Merfolk. Accordingly, they worship various oceanic gods, including a deity that they call Destor, whom they attribute to the creation and maintenance of oceanic currents.&lt;br /&gt;
&lt;br /&gt;
=== '''Merfolk Traits''' ===&lt;br /&gt;
'''Height:''' 4'-6'&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 80 - 250 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Merfolk are humanoids who have a wide variety of appearances shared with various ocean fish. They are humanoid and bipedal, pale to dark-skinned, and have various patches and markings of shimmering fish scales all over their body. Many Merfolk have hair like that of a [[human]] and tapered, elfin ears, but some have spines or frills instead of hair. Their feet are wide and webbed, allowing them to swim with greater ease. From the back of their knees down to their heels, Merfolk also have sweeping fins that fold up against their legs while on land, and fan out to offer powerful aquatic mobility when in the water.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Merfolk reach maturity around 16 years of age and typically live less than a century.&lt;br /&gt;
&lt;br /&gt;
=== '''Merfolk Features''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Merfolk Starting Features''' ====&lt;br /&gt;
At level 1, gain the following features as a Merfolk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Amphibious'''&lt;br /&gt;
|You can breathe both air and water, and you have a Swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Ocean Provides'''&lt;br /&gt;
|When you spend at least 1 hour in a large body of water, you find enough food to sustain you for the day.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''All Merfolk Features''' ====&lt;br /&gt;
At level 1, and again at levels 5, 10, 15, 20, 25, and 29, choose one option from the list below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Adventurous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics.&amp;lt;/u&amp;gt; Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge.&amp;lt;/u&amp;gt; Biology, Geography&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck.&amp;lt;/u&amp;gt; Fortuity, Scavenging&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation.&amp;lt;/u&amp;gt; Investigating, Perceiving&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival.&amp;lt;/u&amp;gt; Animal Handling, Nature, Navigating, Sheltering, Sneaking, Tracking&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal Negotiator'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*.&amp;lt;/u&amp;gt; Alchemy, Brewing, Glassblowing, Jeweling, Pottery, Weaving&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence.&amp;lt;/u&amp;gt; Deceiving, [[Empathy]], Gossipping, Persuading&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge.&amp;lt;/u&amp;gt; Economics, Politics of [choose region]&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation.&amp;lt;/u&amp;gt; Appraising, Eavesdropping, Intuiting&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Diver'''&lt;br /&gt;
|Natural Adaptation&lt;br /&gt;
|Your bonuses from Natural Adaptation increase to Resist Cold 5 and Darkvision of 60 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Destor's Blessing'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to [[Initiative]] rolls. When you go first in Initiative, your Swim speed increases by 10 ft for the duration of [[combat]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Adaptation'''&lt;br /&gt;
|&lt;br /&gt;
|When you have been submerged in water for more than 24 hours, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Resist Cold 2&lt;br /&gt;
* Ignore the negative effects of water pressure&lt;br /&gt;
* Gain Darkvision 30 ft&lt;br /&gt;
&lt;br /&gt;
You lose these benefits immediately upon returning to land.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ocean Friend'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to speak with and understand aquatic beasts.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Song'''&lt;br /&gt;
|&lt;br /&gt;
|You gain a special attack that you may use 2/Rest.&lt;br /&gt;
+CHA vs WILL of a creature that is not hostile to you. '''Hit:''' The creature is Charmed by you for 10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Song II'''&lt;br /&gt;
|Siren Song&lt;br /&gt;
|You may target a creature that is hostile to you. If you hit, they are Charmed by you for up to 1 minute. At the end of each of their turns, they may make a CHA check vs your WILL. If they succeed, they end the effect early.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Song III'''&lt;br /&gt;
|Siren Song II&lt;br /&gt;
|When you Recoup, you may regain 1 use of your Siren Song. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Song IV'''&lt;br /&gt;
|Siren Song III&lt;br /&gt;
|When you use Siren Song on a hostile creature and hit, it is Charmed for the full minute and cannot end the effect early.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Ocean Provides II'''&lt;br /&gt;
|The Ocean Provides&lt;br /&gt;
|When you use your The Ocean Provides feature, find enough food to sustain 1d4+1 creatures for the day.&lt;br /&gt;
|-&lt;br /&gt;
|'''Water Jet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 4 AP and 1 quart of water to make an END attack against all creatures in a 30ft cone. Hit: Creature gains Dazed condition until the end of its next turn and falls Prone. Miss: Creature falls prone and is not Dazed. This attack also extinguishes non-magical flames. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|'''Water Jet II'''&lt;br /&gt;
|Water Jet&lt;br /&gt;
|When you Recoup, you may regain use of your Water Jet. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|'''Water Jet III'''&lt;br /&gt;
|Water Jet II&lt;br /&gt;
|Water Jet becomes 1/Recoup.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Telgaia&amp;diff=4412</id>
		<title>Telgaia</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Telgaia&amp;diff=4412"/>
		<updated>2024-02-23T03:57:43Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Betaal */Fixed some typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Map of Telgaia.jpg|left|[https://srd.mythcraftrpg.com/images/0/05/Map_of_Telgaia.jpg Full Size Map]|alt=Full Size Map|thumb|533x533px|link=https://srd.mythcraftrpg.com/images/0/05/Map_of_Telgaia.jpg]]Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.&lt;br /&gt;
&lt;br /&gt;
In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.&lt;br /&gt;
&lt;br /&gt;
== Telgaia Nations ==&lt;br /&gt;
An ever increasing number of settlers took up residence in permanent locations across Telgaia. First, these settlements were individual nation-states incapable of governing beyond their own walls. Gradually, multiple cities banded together either through diplomatic ties or (more commonly) through conquest. These nations took shape over several centuries.&lt;br /&gt;
&lt;br /&gt;
Because Telgaia is a supercontinent, most precipitation that sweeps in from the vast ocean falls within a few hundred miles of the coast. Due to this, a massive desert sprawls across the center of the supercontinent. As a result, most nations reside near the coast, and shallow-water seafaring vessels are commonplace. Deep-sea vessels are virtually unheard of as most explorers assume that the ocean extends forever and try to stay within eyesight of a shoreline.&lt;br /&gt;
&lt;br /&gt;
=== '''Technology Level''' ===&lt;br /&gt;
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out [[how to]] build large buildings and monuments, and iron [[weapons]] were far less common than bronze ones due to the latter metal’s abundance and pliability.&lt;br /&gt;
&lt;br /&gt;
If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.&lt;br /&gt;
&lt;br /&gt;
Below is information on the major nations throughout Telgaia’s history. These nations are all presented as contemporaneous with one another, and the timeline following this section provides clarity on when each of these nations came into being.&lt;br /&gt;
&lt;br /&gt;
In the early history of civilizations, most folk placed their identity in their nation rather than in guilds or other organizations. This shared nationalism was instrumental in helping these nations survive in the face of such harsh dangers.&lt;br /&gt;
&lt;br /&gt;
=== '''Academic &amp;amp; Underworld''' ===&lt;br /&gt;
&lt;br /&gt;
In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and [[criminal]] endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Before Ancerra: Supereon 1 Setting&lt;br /&gt;
|-&lt;br /&gt;
!Telgaian Nations&lt;br /&gt;
|[[Telgaia#Ahten|Ahten]] • [[Telgaia#Balthuani|Balthuani]] • [[Telgaia#Ahten|Ahten]] • [[Telgaia#Betaal|Betaal]] • [[Telgaia#Brazodir|Brazodir]] • [[Telgaia#Cebunia|Cebunia]] • [[Telgaia#Doshairiel|Doshairiel]] • [[Telgaia#Ekulad|Ekulad]] • [[Telgaia#Fjordenhaven|Fjordenhaven]] • [[Telgaia#Gavare|Gavare]] • [[Telgaia#Gilgalon|Gilgalon]] • [[Telgaia#Kendaria|Kendaria]] • [[Telgaia#Lachonet|Lachonet]] • [[Telgaia#BMitsutor|Mitsutor]] • [[Telgaia#Musatal|Musatal]] • [[Telgaia#Nalathesh|Nalathesh]] • [[Telgaia#Nevna|Nevna]] • [[Telgaia#Prenedonia|Prenedonia]] • [[Telgaia#Shomachyr|Shomachyr]] • [[Telgaia#Skavr|Skavr]] • [[Telgaia#Tekola|Tekola]] •  [[Telgaia#Unjaarn|Unjaarn]] • [[Telgaia#Yodvan|Yodvan]] •  [[Telgaia#Zakache|Zakache]]&lt;br /&gt;
|-&lt;br /&gt;
!Setting&lt;br /&gt;
|[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[Supereon 1 Creature List|Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
!BOPs&lt;br /&gt;
| [[Supereon 1 Backgrounds|Backgrounds]] • [[Augur]] • [[Chef]] • [[Godking]] • [[Forager]] • [[Shepherd]] •  [[Stable Sweep]] • [[Supplier]]&lt;br /&gt;
|-&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Dwellvur]] • [[Kosavran]] • [[Merfolk]] • [[River Dwarf]] • [[Coast Elf]]&lt;br /&gt;
|-&lt;br /&gt;
!Class Options&lt;br /&gt;
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Right Hand Pugilist|Right Hand Pugilist]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ahten ===&lt;br /&gt;
When settlers found the River Ahten, they immediately knew that it would be a good place to lay down roots. While it is a warm and relatively dry region, the river’s reliable flood patterns allowed the Ahteni to develop advanced irrigation canals that they used to produce a tremendous surplus of food. Skillful engineers turned their attention to constructing grand ornamented buildings and monuments professing the glory of their godkings.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Given Ahten’s enormous surplus of food, they trade readily with nations that are easily accessible through coastal or caravan traders. Tekola, Gavare, and Prenedonia are Ahten’s most avid trade partners, though long distance merchants from Zakache will occasionally trade with them as well.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Ahten’s soldiers are disciplined and resilient in the face of extreme heat. They are competent in both hills and flatlands, though their capacity to fight effectively diminishes notably in areas with significant vegetation, like Gavare’s jungles to the south. Ahteni soldiers use chariots on the open fields to give themselves a clear advantage over enemy soldiers. Chariots also allow them to keep pace with many dinosaurs, but are obviously ineffective in rocky hills.&lt;br /&gt;
&lt;br /&gt;
'''Political and Religious.''' Ahten is ruled by a dynasty of godkings. Each monarch is believed to be an emissary between gods and humanoids, and when a godking finally passes on into the mysterious next life, the entire nation goes into mourning for thirty days. When a godking dies, it is believed that they ascend to full godhood and watch over Ahten from beyond the grave.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Given the River Ahten’s regular, predictable flooding, the nation’s people often worship the river as a god that is as important as their own godking. Celebratory festivals take place every year when the river floods, and the nation holds religious rituals of disciplined fasting for two days after the river recedes.&lt;br /&gt;
&lt;br /&gt;
==== '''Three Major Cities''' ====&lt;br /&gt;
Upon its founding, Ahten was just a single city: Khalan. The people of Ahten quickly expanded to control the entire River Ahten, founding two more major cities as well.&lt;br /&gt;
&lt;br /&gt;
'''Isirem.''' Isirem quickly swelled to become more populous than Khalen. A sprawling, jumbled city at the mouth of the River Ahten, Isirem is a port city that facilitates nearly constant trade with Ahten’s maritime trade partners, primarily Gavare and Tekola.&lt;br /&gt;
&lt;br /&gt;
'''Khalen.''' The capital of the nation, and Ahten’s first city, Khalen is the home of the godking and their officials. From Khalen, the godking guides Ahten to ever greater glory.&lt;br /&gt;
&lt;br /&gt;
'''Set’then.''' Set’then is a small fortified city that guards the ground springs that feed the River Ahten. It houses several psions who keep vigilant watch against malicious dinosaurs and kaijan. If anything were to happen to these springs, the entire river could be imperiled.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''Valley of Gods.''' The Valley of Gods is the burial grounds for the godkings who have passed into the next life. Ahteni engineers employ psionically created golems to build massive monuments to these fallen godkings.&lt;br /&gt;
&lt;br /&gt;
=== Balthuani ===&lt;br /&gt;
A nomadic nation that populates a large triangular peninsula just south of the island of Yodvan, the Balthuani migrate with the seasons and with the herds of game that they rely on for food, clothing, and tools. They typically spend their summers in the far north, where the snowy prairies are cold but pleasant. As winter sets in, they migrate south into the dense boreal forests, following herds of caribou, mammoths, and arctic bison.&lt;br /&gt;
&lt;br /&gt;
Balthuani’s summers are cool, their winters frigid. The forest provides shelter from brutal wind chill, but temperatures still plummet to frighteningly cold [[weather]] that would cause softer folk to flee for the equator.&lt;br /&gt;
&lt;br /&gt;
Eventually, a large sect of the Balthuani, known as the Teivos, split into their own independent clan. The Teivos are primarily [[Urkou]] and they traveled along the coastline until they came to the forests north of the Great Chasm, where they settled.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The Balthuani have little concept of aristocracy and no interest in it. Instead, they honor and elevate those individuals most capable of facilitating compromise. When someone listens to multiple sides of a disagreement and comes to a reasonable solution, they are viewed with great respect and elevated to lead and make decisions on behalf of portions of the tribe.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Balthuani has an insular culture and rarely trades with foreign entities. They will occasionally trade with Betaal or Yodvan, though both of these are rare instances and exceptions to the norm. Their region is rich in boreal wood, fauna, and iron deposits. Although it takes them centuries to refine their process, the Balthuani are one of the first peoples to widely adopt iron tools and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Balthuani hunters also double as skillful warriors. They are especially competent in tundra and boreal forest environments and have acclimated to the cold in ways that most dinosaurs and other humanoids have not, giving them an edge when fighting in their home stomping grounds.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Balthuani honor wooly mammoths and other arctic creatures in their [[actions]] and words. While they survive by hunting and killing, they never leave any of the animal to waste and punish hunting for sport as a capital offense. They place special emphasis on mammoths and on the seasons. Centuries later, when the Tear allows easier communication between Ancerra and the Everwilds, the Balthuani would identify Strack and Tamat as two of their patron Archfae deities.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' The Balthuani rely heavily on one another to endure the cold weather, to take down large game, and to fight off predators. Self-aggrandizing behavior is punished by social isolation, and repeated offenses may lead to a person being banished. On the other hand, teamwork is praised and socially rewarded. Those who prove most capable of listening to all opinions and suggesting a levelheaded course of action naturally rise to positions of leadership.&lt;br /&gt;
&lt;br /&gt;
==== '''The Iron Mines''' ====&lt;br /&gt;
Balthuani’s nomadic nature means that it has had no permanent capital for many centuries. However, as miners excavated more and more iron ore over the years, they gradually converted dried up veins of the mine into small towns. The Iron Mines served as a central gathering place for the Balthuani until the mines completely collapsed during the World-Quake.&lt;br /&gt;
&lt;br /&gt;
=== Betaal ===&lt;br /&gt;
A small tribe of nomads took it upon themselves to scale the mighty heights of the northern Cloudpiercer Mountains, following herds of yaks that they used for food, clothing, and tools. When they found that these great heights offered them natural sanctuary from the majority of the kaijan, they settled the peaks, forming the nation of Betaal. A spiritually inclined people, the Betaalese have long been guided by their religious leaders, most of whom are accomplished psions.&lt;br /&gt;
&lt;br /&gt;
'''Academic and Religious.''' Each Betaalese town contains a monastery dedicated to the cultivation of Betaal’s mystic Prabi, the priests that develop great [[psionic]] powers. The Prabi eventually established a shared psionic [[Mind Palace|mind palace]]. When a senior Prabi dies, their soul lives on as a sort of [[ghost]] in the [[Mind Palace|mind palace]], and through this they can confer with the Prabi who still live.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The Prabi, as the religious leaders of Betaal, are also its political leaders. One of the primary virtues among Prabi is modesty and self-denial, so any Prabi who is deemed to be living in excess risks losing their place in the religious [[order]].&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Betaal is quite isolated and self-reliant. Nalatheshi traders occasionally meet Betaalese merchants in the foothills of their mountains, but otherwise Betaal is largely uninvolved in international trade.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Betaal is generally a pacifistic nation, with the Prabi proclaiming that all life should be honored. Psions seek nonlethal ways to deter the rare kaijan that approaches their nation.&lt;br /&gt;
&lt;br /&gt;
On the opposite end of the spectrum, Betaal is also home to elite assassins that covertly battle one another for control of towns and cities. The Prabi are aware of and actively try to thwart these syndicates, but have not been entirely successful. One of the most bloodthirsty of these gangs are known as the Mul’Ator.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Most Betaalese frown on excess and have little in the way of material possessions. Instead, they focus on strong social bonds and deep friendships. It is uncommon to find more luxury in a household than a bottle of wine and a set of bone dice.&lt;br /&gt;
&lt;br /&gt;
==== '''Tapsankad''' ====&lt;br /&gt;
Betaal’s first town was Tapsankad, which has grown into a thriving city over the years. The city sprawls beneath Betaal’s highest peak, whereupon a holy site dedicated to Prabi meditation overlooks the capital.&lt;br /&gt;
&lt;br /&gt;
Tapsankad has curated beautiful natural parks that teem with cold-weather adapted plant life. Each solstice and each equinox are days of celebration, and are the only four days each year where excessive indulgence is not frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Brazodir ===&lt;br /&gt;
Brazodir occupies stretches of both the equatorial jungle and the western Kozia Rainforest, as well as the vast dry prairies and deserts between the two tropics. This is a land absolutely crawling with both dinosaurs and kaijan, and the people of Brazodir are some of the toughest and most brutal on Telgaia, forged in the fires of impossibly deadly circumstances.&lt;br /&gt;
&lt;br /&gt;
Brazodir has an old and ongoing grudge against Gilgalon. As Gilgalon ballooned into a tremendous empire - the first in history - the nation tried to bring Brazodir into its fold through political marriages. The kings of Brazodir were appalled by this action and swore that Gilgalon would forever be their greatest enemy due to the offense.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Brazodir is ruled by a dynasty of tyrannical kings. Each eldest son assumes the throne after his father’s death, and it is an open secret that many kings meet an early grave when their sons become impatient.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' As militarily aggressive as Brazodir is, they have few trade partners. Occasional trades will take place between Brazodir and Gilgalon or Kozia, though this is rare. More commonly, Brazodir trades with nations that feel safely out of its reach, such as Zakache, protected by the great desert, or Ekulad, shielded by the sea.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Brazodir’s largest economic feature is its enormous centralized military. All Brazodiran cities are well-fortified both through physical walls and through well-equipped military patrols. It has powerful infantry soldiers, an expansive dinosaur cavalry, and unbeknownst to their neighbors, they have captured a living kaijan that dinosaur trainers are trying to wrangle into submission. Brazodir’s army fights with a vicious alacrity as they believe that if they die in battle, they will be honored by the gods in the afterlife. Brazodir is generally credited with inventing the idea of holy war.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Brazodir’s religious beliefs are as harsh and unforgiving as its landscape. Those who die in battle for the service of their nation are venerated as saints and believed to celebrate eternally in their idea of heaven. Those who survive battle and live into their old age are also honored, though not so greatly as the martyrs.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Cowardice is more taboo than any other shortcoming in Brazodiran society. Any [[soldier]] who flees from the duty of battle, along with any civilian who shirks their responsibilities, is cast into the pit of hell.&lt;br /&gt;
&lt;br /&gt;
==== '''Venad''' ====&lt;br /&gt;
Venad is Brazodir’s capital city, located a half-day’s journey from the pit of hell. The people of Venad can nearly always smell the sulfurous fumes of the pit, which serves as a constant reminder that they must commit themselves to the cause of their nation: their very souls depend on it.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Pit of Hell.''' A vast lake of sulfur sprawls behind Venad. The screams of the [[dying]] can often be heard coming from the pit: cowards, drunks, the lazy, the incompetent, and prisoners of war are all thrown into the pit alike.&lt;br /&gt;
&lt;br /&gt;
=== Cebunia ===&lt;br /&gt;
As tensions slowly grew between some factions of [[dragonfolk]] living in Musatal and some of the other citizenry of the desert nation, a large contingent of dragonfolk finally decided to set out on their own and form their own nation. They were accompanied by a large caravan that eventually became the nation of Shomachyr, but some of these folk decided to settle with the dragonfolk rather than journey all the way south to Shomachyr’s eventual home.&lt;br /&gt;
&lt;br /&gt;
Cebunia claims sovereignty over the land from the tar pits in the southeast to the coast in the northwest, but their nation is primarily populated in the small mountain range along their southern border and in the forest and fields just north of the mountains.&lt;br /&gt;
&lt;br /&gt;
Cebunia’s climate is far more temperate than the sweltering heat of Musatal, with dry, warm summers and rainy, mild winters. Snow occasionally falls in the highest mountains, but this usually melts after a month or less.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Dragonfolk scholars were quick to establish a center of learning in their capital city, and it has flourished to become one of the greatest centers of learning on Telgaia.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Roughly modeling Cebunia’s government after the Nine Dragons itself, with a king and queen sharing responsibilities equally and seven appointed officials managing the nation’s seven provinces. The king and queen pick their heir out of their children, and children that are not picked to become the next king or queen usually become appointed officials.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Cebunia produces a handful of raw materials, but their chief export is processed goods. Cebunian artisans are known for producing beautiful masterpieces, which they sell to Musatal and Shomachyr in exchange for more raw goods.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Cebunia’s armed soldiers are reasonably competent but not exceptional. Given that the Dragons protect the nation from kaijan-level threats, the nation’s soldiers have not been forced to become exceptional warriors that other similar nations can boast.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' It goes without saying that Cebunia worships the Nine Dragons above all. The Nine, flattered by the nation’s utter loyalty to them, have repaid this devotion by fighting off any kaijan that stray too close, allowing Cebunia to flourish.&lt;br /&gt;
&lt;br /&gt;
==== '''The Dragons''' ====&lt;br /&gt;
Because Cebunia was explicitly formed for dragonfolk and those who share beliefs with the dragonfolk, the Nine Dragons are understandably viewed as deific figures in the eyes of the nation. Each town, household, and individual will likely have a specific dragon with which they most closely identify. While the Nine Dragons are as complex and nuanced as any individual - more so, given their immortal lifespans and incomprehensible power - the Nine have been roughly associated with nine aspects of society, so people who identify strongly with their work will often worship the corresponding dragon.&lt;br /&gt;
&lt;br /&gt;
Acti'''.''' Acti is the second-youngest of the seven siblings, and her scales shine the hue of polished rubies. She has an aggressive temper and is typically associated with violence and destruction. She is believed to be the patron dragon of hunters.&lt;br /&gt;
&lt;br /&gt;
Bryth'''.''' The youngest of all the dragons, Bryth loves nothing more than a good practical joke. He is as green as jade, and his eyes hold a silvery, sly twinkle. He is associated with performers, entertainers, and charlatans.&lt;br /&gt;
&lt;br /&gt;
Bune'''.''' Bune is the mother of dragons, symbolizing life, beauty, and patience. Her scales are pure diamond, and rainbows sparkle across her when the light strikes. Her wings cause prismatic light to dazzle all who behold it. She is the patron dragon of farmers, gatherers, and midwives.&lt;br /&gt;
&lt;br /&gt;
Cen'''.''' The father of dragons, Cen’s scales and wings are the effervescent white of quartz. He represents leadership and judiciousness, and is seen as the patron of politicians and magisters.&lt;br /&gt;
&lt;br /&gt;
Fro'''.''' Sapphire is the thirdborn child of Cen and Bune. Fro’s sapphire scales are as deep as the clear sea. Fro is known to be a calculating negotiator and is associated with merchants and traders.&lt;br /&gt;
&lt;br /&gt;
Jayt'''.''' The eldest child of the two original dragons, Jayt’s scales look almost exactly to be a blend of her parents’. Her stunning scales resemble the pearly sheen of opal. Taking after her mother, Jayt is seen as a nurturing caretaker. She is the patron of doctors, herbalists, and all who prepare food.&lt;br /&gt;
&lt;br /&gt;
Mem'''.''' The eldest son, born after Jayt, Mem’s scales are pitch-black yet full of light, like obsidian. A stern and somber fellow, he exhibits discipline and tries to protect all of his siblings at any cost. He represents strength and protection and is associated with soldiers.&lt;br /&gt;
&lt;br /&gt;
Pru'''.''' The middle-born child, Pru’s soft scales resemble citrine and seem to glow with an amber light. He has always been deeply concerned with fairness and teamwork, and is associated with tax collectors, religious community leaders, and common laborers.&lt;br /&gt;
&lt;br /&gt;
Rit. Rit is the third-youngest dragon. Her scales gleam golden, and her eyes hold a similar warm, intelligent hue. She is fascinated with lore and legend, being the most intellectually knowledgeable of all the dragons. She is associated with scholars and religious mystics.&lt;br /&gt;
&lt;br /&gt;
==== '''Draconia''' ====&lt;br /&gt;
The capital city of Cebunia overlooks the rest of the kingdom from the tallest mountain in the Cebunian Range. Draconia is a large city with a thriving academic center, a splendid temple to the Nine Dragons, and an ornate palace where the king, queen, and the seven officials rule the nation. The palace is built on a bridge straddling a great waterfall that cascades down into rivers that feed the forest.&lt;br /&gt;
&lt;br /&gt;
=== Doshairiel ===&lt;br /&gt;
Doshairiel is one of the oldest nations in the world, as the star elves founded it before the first events of recorded history. Thanks to the elves’ abilities to coordinate with and educate one another even as they sleep, Doshairiel developed a complicated governmental system centuries more advanced than its contemporaries. Primarily a nation of elves, Doshairiel is nonetheless a diverse nation that houses humans, [[kleppin]], and most other sapient species.&lt;br /&gt;
&lt;br /&gt;
Doshairiel is primarily covered in temperate forest, but spans a range of climates. Southern Doshairiel has muggy summers with frequent thunderstorms, while the north is more boreal than deciduous and has dry, mild summers and snowy winters.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Doshairiel places a strong emphasis on education, and along with its neighboring nation of Prenedonia, it is responsible for some of the first philosophers and formal educational systems west of the great desert.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Doshairiel implements an oligarchical dynastic model for governance. Fifteen oligarchs are responsible for running the nation, and they each choose heirs to take their places when they retire or die.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' The people of Doshairiel trade readily with Prenedonia. A nation of almost entirely forested land, Doshairiel is rich in land-based natural resources and trades with Prenedonia for their marble, sea-based goods, and finalized products.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Doshairiel is one of the first nations to implement a nationalized military as the Oligarchs oversee the protection of their nation. Doshairieli soldiers are quite competent in forest warfare, but avoid getting into confrontations with other nations or with monstrous kaijan in the open plains.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The forest elves in Doshairiel largely worship the Archfae of the Everwilds, while the star elves tend to worship the Celestial Council. Even the oldest elves were not alive before the solar system was thrust into a demiplane, but their forebears would have interacted with the other planes and their inhabitants directly, so the legends of Archfae and Celestials are thus preserved and adopted by other lineages.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Doshairieli are generally content with the governance of their Oligarchs. Thanks to an effective governing system, many Doshairieli are well-fed and well-sheltered, allowing them time to pursue artistic or philosophical endeavors.&lt;br /&gt;
&lt;br /&gt;
==== '''Starborea, The World-Tree''' ====&lt;br /&gt;
An ancient and mighty tree looms miles above all others in Doshairiel’s territory. Known as Starborea, the world-tree is home to Doshairiel’s capital. Their capital city, Shairea, is built on and around Starborea’s enormous roots. Shairea holds the palace of the Oligarchs and is otherwise a large, prosperous, and well-defended city.&lt;br /&gt;
&lt;br /&gt;
The independent city-state of Starborea is not formed until the cataclysmic events of the Sky Fire, whereupon members of the Haven Conclave took up residence inside the world-tree and turned it into the nation that it is throughout the Second Supereon.&lt;br /&gt;
&lt;br /&gt;
=== Ekulad ===&lt;br /&gt;
Ekulad’s ongoing survival could be seen as [[divine]] [[providence]]. The nation is almost entirely hot, scrubby desert, with small palm forests clinging to the coast and little in the way of natural resources. Many Ekuladi would say that it is the providence of the godking himself that has allowed the nation to endure.&lt;br /&gt;
&lt;br /&gt;
The southernmost stretches of Ekulad are blanketed in dry cedar forests, and timber from these forests are used in constructing Ekulad’s fleet of shallow-sea trading vessels and pirate ships.&lt;br /&gt;
&lt;br /&gt;
The deserts of Ekulad are favorite stomping grounds of dinosaurs and kaijan, but Ekulad’s Bronze Riders subdue the dinosaurs and protect the nation’s citizenry from the tyranny of the kaijan.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The people of Ekulad believe that the same dwarven godking, Bezenod, has ruled benevolently over their kingdom for hundreds of years. Indeed, he continues to appear publicly and lead the Bronze Riders into battle, and it appears that he has not aged since the day he founded Enkapi nine hundred years hence. His supposed immortality and Ekulad’s perseverance in the face of the harsh environment and the threat of the kaijan have led the citizens of the nation to truly believe in their godking.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Ekulad generally does not engage in overland international trade due to the high number of kaijan in the deserts between Ekulad and Gilgalon. Rather, [[merchant]] vessels trade with the other nations found in the equatorial gulf: Gilgalon, Brazodir, Kozia, Nausa, Unjaarn, and even the pirate nation of Nevna.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' The Bronze Riders are skillful psions that ride dinosaurs of many types into battle. Ekulad’s infantry is also quite powerful. The fleet of merchant ships that receive resources from the other nations bordering the equatorial gulf also double as pirate ships, looting other merchant vessels when they can do so with reasonable impunity.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' All citizens of Ekulad worship Bezenod the godking as their greatest protector and benefactor. Shrines proclaiming his glory can be found in every Ekuladi town, and hymns that proclaim his greatness can be heard frequently.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' The people of Ekulad are stoic and duty-oriented. Ekuladi trade in favors as much as currency, and any person’s word is their bond. Someone who does not uphold a spoken promise will be excommunicated from society.&lt;br /&gt;
&lt;br /&gt;
==== '''Enkapi''' ====&lt;br /&gt;
Manual laborers have built an enormous wall that encircles Enkapi, the capital of Ekulad. This wall is miles long and hundreds of feet wide. It contains kitchens, barracks, and bunkers for the Bronze Riders and the nation’s infantry, and most believe that not a single kaijan could penetrate the wall. Many have tried, and still it holds firm. Enkapi was designed to withstand crises, and the city has empty bunkers underground capable of holding the entire kingdom’s population should the need arise.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
An enormous tar pit known as Blacklake occupies western Ekulad. Legend has it that Bezenod’s closest friend, an elf dinosaur tamer, once fell into the lake, but the godking waded into the tar and dragged him out without a second thought.&lt;br /&gt;
&lt;br /&gt;
=== Fjordenhaven ===&lt;br /&gt;
A large group of nomads were harried by all manner of ferocious dinosaurs and other similar monsters and driven ever northward. Eventually, when they came to a bleak tundra, they made a calculated risk: setting out into the frozen unknown was certainly better than facing death at the fangs of the great beasts pursuing them. As fate would have it, their gamble paid off. In the northernmost tip of Telgaia, these nomads found rich forests growing around hot springs that warded off the worst of the cold.&lt;br /&gt;
&lt;br /&gt;
This oasis in the bleak tundras of the north allowed the nomads to settle and form the nation of Fjordenhaven, which is largely insulated from threat thanks to the harsh tundra encircling it.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Fjordenhaven is a traditional monarchy, the heirship passing from one eldest child to the next. The monarch’s siblings are given governing positions over various regions, towns, or industries.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Fjordenhaven trades frequently with the nation of Skavr. In exchange for supplying Skavr with timber and food, Skavr’s warriors come to Fjordenhaven’s defense when the need arises.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Fjordenhaven’s people are tough and hardy, but not well-trained in the art of [[combat]]. They largely rely on Skavr to protect them.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Fjordenhavian are enchanted by the northern lights and believe the lights to declare the will of the gods.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Fjordenhaven’s people are committed to survival in a harsh environment, so they go out of their way to support one another. They also punish theft or sabotage with swift and harsh retribution.&lt;br /&gt;
&lt;br /&gt;
==== '''Skevik''' ====&lt;br /&gt;
Skevik is a beautiful but frigid port city straddling the mouth of Fjordenhaven’s largest river where it meets the ice sea. Engineers in Skevik have built a magnificent chapel dedicated to the gracious will of the northern lights.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Frostvale.''' A wide valley between two icy mountain ranges, the Fjordenhavian have converted the Frostvale into a miles-wide graveyard. It is divided into three districts: one for the common folk, one for warriors that fell in battle, and grand crypts for deceased monarchs. Fjordenhavians visit the Frostvale when they wish to pay respects to any of their ancestors. According to popular folklore, the current reigning monarch of Fjordenhaven possesses the power to summon the dead forth from this valley in Fjordenhaven’s hour of greatest need.&lt;br /&gt;
&lt;br /&gt;
=== Gavare ===&lt;br /&gt;
The people of Gavare made an unlikely locale their home. The Gavarese valley is riddled with natural disasters, from unpredictable subtropical storms to earthquakes to volcanic eruptions. They also endure a disproportionately large number of kaijan attacks. This has unsurprisingly bred in the Gavarese a resilient and warlike spirit. Their religious views have been cultivated directly in response to the cataclysmic circumstances in which they live.&lt;br /&gt;
&lt;br /&gt;
Gavare is a series of affiliated city-states, and they believe that engaging in ritual warfare with one another will appease the gods that cause these disasters.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Gavare has eleven major states, each of which is ruled by a monarch. Some of these monarchs are also the high priests of their stats, while others separate these responsibilities between two key leaders.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Gavare’s jungles and mountainous regions have ideally situated it to produce a vast quantity of raw goods, from minerals and stone to flora and fauna. They trade primarily with Ahten, Tekola, Musatal, and Zakache due to their comparatively close proximity to these nations.&lt;br /&gt;
&lt;br /&gt;
'''Militant, Religious, and Social.''' The Gavarese engage in ritual warfare with one another to appease their pantheon of chaotic and destructive gods. The Gavarese hold that their pantheon destroys the world - or at least a portion of it - every hundred years, but that they will destroy the world with greater regularity if they are not appeased.&lt;br /&gt;
&lt;br /&gt;
==== '''Mezlecan''' ====&lt;br /&gt;
The capital of Gavare in the First Supereon is Mezlecan, which is also the name of the largest state in the nation. It sprawls along the foothills of the mountain range in Gavare’s western reaches and the rulers of the other Gavarese nations respect Mezlecan as the capital of the whole nation, even if they frequently declare war on Mezlecan for ritual purposes.&lt;br /&gt;
&lt;br /&gt;
=== Gilgalon ===&lt;br /&gt;
The first political marriage led to peace between two previously warring kingdoms, resulting in the first empire in recorded history: Gilgalon. The political marraiges did not end there, and over the course of three short generations, Gilgalon swelled to a massive territory ruled over by vassal monarchs that defer to the emperor.&lt;br /&gt;
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Gilgalon’s enormous territory varies wildly in humidity, but little in heat. Most of Gilgalon experiences very hot summers and warm winters. The concept of snow is only vaguely understood by those living in the highest peaks of Gilgalon’s mountains. The east of the empire is a dry, rocky desert. The west is a lush subtropical forest thick with undergrowth and teeming with dinosaurs.&lt;br /&gt;
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'''Academic.''' Gilgalon has invested many resources into developing a thriving academy of sciences and innovation in their capital city. This is the only university of note anywhere in the equatorial gulf, and aspiring intellectuals the world over [[travel]] to Palask to learn in its great halls.&lt;br /&gt;
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'''Aristocratic and Political.''' Gilgalon is Telgaia’s first true empire. It consists of several vassal kingdoms and uses a basic feudal system to govern. Regional kings, and the emperor that oversees the entire nation, are dynastically appointed. Some monarchies pass from son to eldest son, some from daughter to eldest daughter, and some - including the mantle of emperor - simply from child to eldest child.&lt;br /&gt;
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'''Mercantile and Trade.''' Gilgalon frequently trades with the Lachonetan peoples to their south, and they engage in maritime trade with other nations bordering on the equatorial gulf. They avoid trade with Brazodir as much as possible, as Brazodir antagonizes Gilgalon whenever possible.&lt;br /&gt;
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'''Militant.''' Each of Gilgalon’s regional monarchs can levy a sizable militia from their personal kingdoms when the need arises, but each of these armies must be turned over to the emperor’s direct command if requested. The emperor also has a legion of elite warriors ready to serve when the need arises. Gilgalon has domesticated many species of dinosaur and trained them for war.&lt;br /&gt;
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'''Religious.''' Many Gilgalontans worship their kings and emperors as demigods. While they know that their rulers are mortal, the rulers of the nation are so powerful and can so fundamentally affect day to day life for common folk that they are essentially gods in the eyes of peasants. The monarchs are aware of and encourage these acts of spiritual loyalty.&lt;br /&gt;
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'''Social.''' Gilgalon is a culture that prides itself on excellence. Its farmers take pride in producing a bountiful surplus of food; its warriors are heralded as ferocious and strong; and its academics cherish the knowledge that they are some of the best educated folk in the world. Laziness is tantamount to blasphemy in such a culture.&lt;br /&gt;
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==== '''PALASK''' ====&lt;br /&gt;
The great capital of Gilgalon is the city of Palask, surrounded by palm forests and boasting an enormous port for trade vessels to dock. The city has dozens of ziggurats, each dedicated to a particular function of society: one is for the worship of the monarchs, one for the education of students, and one for the storage of grain. Palask’s academy is located within three such ziggurats, and the largest ziggurat is in fact the palace of the imperial family. The current empress is Kleara the Seer.&lt;br /&gt;
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=== Kendaria ===&lt;br /&gt;
Occupying the entire peninsula north of Nevna and controlling a stretch of jungle along the Great Chasm, Kendaria is a large and relatively prosperous nation. Kendaria’s temperate climate and fertile soil make it an ideal agrarian kingdom, but its people face many year-round challenges such as kaijan attacks and raids from Nevnan pirates.&lt;br /&gt;
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'''Aristocratic and Political.''' Kendaria is a monarchic nation. Maternal primogeniture determines the heir to the throne, with each eldest daughter assuming the queen’s crown when their mother abdicates or passes away. Over the centuries, Kendaria establishes a classical feudal governing system, delegating regional governance to lords and ladies.&lt;br /&gt;
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'''Mercantile and Trade.''' Kendaria almost exclusively trades between its own towns. It has plenty of natural resources and is hesitant to trade with Nevna. Long-distance merchants from Nalathesh will occasionally trade with Kendaria, and the two nations intend to build a bridge across the Great Chasm to allow for more regular international trade.&lt;br /&gt;
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'''Militant.''' Each Kendarian town has a militia ready to take up arms when the need arises. Most towns of notable size have at least one psionic caster that can defend the town from dinosaurs, while small villages might share the services of a traveling psion.&lt;br /&gt;
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'''Religious.''' Kendarians worship the spirits of the forest - especially those of enormous trees - as gods. They will later come to understand this belief system as veneration of the Pashak Conclave of the Archfae.&lt;br /&gt;
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'''Social.''' Kendarian dinosaur wranglers have enabled towns and villages to flourish, and the nation’s towns and villages are widespread across its territory. When a rampaging kaijan is too powerful to stop, whole village populations will quickly relocate to their neighbors.&lt;br /&gt;
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==== '''Consten''' ====&lt;br /&gt;
Kendaria’s capital is located on the peak of the shallow mountain range running along its northwest border. Consten is a fortified city with underground bunkers that allow its population to hide in safety when a kaijan poses too great a threat. Centuries later, when Kendaria has its first civil war, the result is a new kingdom that takes its name from Kendaria’s capital city.&lt;br /&gt;
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=== Kozia ===&lt;br /&gt;
The sprawling rainforest north of the equatorial gulf is known as Kozia, after its large population of Mycosians. It has several large tribes that operate autonomously from one another, occasionally waging war against each other over resources or territory, and occasionally banding together to chase away a horrifying kaijan.&lt;br /&gt;
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The Kozian Rainforest is extremely humid and home to a dramatic array of flora and fauna. Each summer brings a season of tropical storms and severe flooding, so the tribes along its southern stretches tend to be nomadic or to make their homes in the boughs of enormous trees. The tribes in the northern stretches of the rainforest, bordering on Nalathesh’s territory, build more permanent homes along the Thundervale River.&lt;br /&gt;
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Throughout the rainforest, tremendous trees divide the rainforest into three separate habitats: the emergent layer high above the rest of the forest, the canopy where most natural life dwells, and the forest floor, reserved primarily for rodents, amphibious reptiles, and lumbering dinosaurs.&lt;br /&gt;
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==== '''Three Strongest Tribe''' ====&lt;br /&gt;
While many tribes call Kozia their home, there are three that hold particular prominence.&lt;br /&gt;
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'''Sozein.''' Occupying the southwest river delta, the Sozein tribe has a large dragonfolk population and worships the Nine Dragons as their chief benefactors. While they are largely nomadic at this time, their city of Wyvanai sprawls across several enormous trees overlooking the equatorial gulf.&lt;br /&gt;
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'''Tafunga.''' Several tribes along the southeast of the rainforest make up the Tafunga Clan. They primarily dwell in the forest floor, using domesticated dinosaurs as mounts and harvesting vast quantities of mushrooms and other fungal growths. They trade these fungi to other Kozian tribes and to Unjaarn and Nalathesh in exchange for other goods.&lt;br /&gt;
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'''Valstrom.''' Valstrom is one of the least nomadic of the Kozian tribes. Occupying the Thunderhead Vale in northern Kozia, closest to Nalathesh’s border, Valstrom relies on the Thunderhead River for fresh water and power, using water wheels to operate sawmills and similar industrial facilities. Valstrom’s capital, Stormvale, is a large city sprawling from the river to the foothills along the Vale’s west side.&lt;br /&gt;
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=== Lachonet ===&lt;br /&gt;
A temperate forest sweeps down from low mountains in the west, giving way to badlands in the east before the land eventually cascades into a landlocked freshwater sea. The forest is home to towering trees whose broad leaves choke out the sunlight, causing the forest floor to primarily consist of mulchy decomposition matter and fungal growths.&lt;br /&gt;
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This region is home to the Lachonet peoples, a people group who generally share the same cultural beliefs but do not otherwise think of themselves as a nation. None, that is, except for the Cheran, who profess that the entire region of Lachonet is their kingdom and they are the rightful rulers over all Lachonetans.&lt;br /&gt;
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'''Aristocratic and Political.''' The Cheran are a group of Lachonetans who have settled along the mountain ranges in the west of the region, overlooking valleys riddled with lava flows. They believe that they are destined to rule the entire region, but many other Lachonetans have never even heard of the Cheran. The ensuing conflict plagues the region for several centuries.&lt;br /&gt;
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'''Mercantile and Trade.''' Individual farmsteads, villages, and nomadic groups of Lachonetans will trade with one another and with the Empire of Gilgalon to their north. On very rare occasions, long-distance traders from Mitsutor will contact and trade with them.&lt;br /&gt;
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'''Militant.''' Given that there is no legitimate ruling power in Lachonet, each insular community must fend for itself in the face of horrible kaijan attacks and dinosaur raids. The villages that endure are those with safe bunkers or the capacity to quickly relocate and rebuild when needed.&lt;br /&gt;
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'''Religious.''' Lachonetans place great stock in emotional authenticity and in interpersonal relationships. They concoct elaborate mythologies with characters that embody different key emotions, and use these stories to teach moralistic lessons about not denying yourself sorrow, nor joy, when the situation warrants. After the Tear, the Stravon Conclave of the Archfae become the patron deities of these folk.&lt;br /&gt;
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'''Social.''' With the Cheran being a glaring exception, the people of Lachonet typically believe that they should not worry about the affairs of the outside world. Their primary concern is with helping one another in their immediate communities, and occasionally with offering aid to their neighboring communities when they come upon hard times.&lt;br /&gt;
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==== '''Kareis''' ====&lt;br /&gt;
Kareis is the largest city of Lachonet. It is heavily fortified and hard to access, allowing it to endure despite ongoing attacks from kaijan, dinosaurs, and unsatisfied Lachonetans. Kareis is the mountain home of the Cheran, and the stone fortress of its tyrant monarch overlooks the lava pits. The officials of the Cheran are known to punish insubordination by hurling culprits off of the stone towers and into the lava lakes below.&lt;br /&gt;
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=== Mitsutor ===&lt;br /&gt;
Mitsutor is a land of extremes. The frigid antarctic nation lays claim to some boreal forest land, but is primarily located in the harsh tundra. Enormous glaciers carve great valleys through the kingdom and volcanoes spew their lava flows through these trenches.&lt;br /&gt;
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The harsh cold is perhaps why the Mitsutorans chose this place for their homeland. They virtually never have to deal with dinosaurs, and a kaijan straying this far south is a similarly uncommon occurrence.&lt;br /&gt;
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'''Aristocratic and Political.''' The rulers of Mitsutor are [[chosen]] through a religious rite in which candidates endure both extreme heat at volcanic sites and extreme cold in the open tundra during a [[blizzard]]. The candidate who is able to endure the most heat and cold for the longest time is given governing authority over their town for life. When Mitsutor’s monarch dies, all currently ruling governors may undergo this trial again to ascend to the throne over the whole nation.&lt;br /&gt;
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'''Mercantile and Trade.''' Given that Mitsutor is geographically isolated from other nations, thousands of miles from Shomachyr or Lachonhet, Mitsutor almost exclusively trades intranationally. Its northern towns supply lumber to its southern towns, who send stones from their quarries north in exchange.&lt;br /&gt;
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'''Militant.''' Many hunters and gatherers also serve as militia when the need arises. This is usually in order to fight kaijan or rampaging mammoths, given Mitsutor’s relative isolation from other nations. These militia are skilled at vertical combat, using ice picks and grappling hooks to quickly scale glaciers or kaijans.&lt;br /&gt;
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'''Religious.''' Given the great prevalence of both ice and fire in Mitsutor’s daily life, the people of this nation place great emphasis on the elements in their religious practices. After the Tear, the Mitsutorans associate these practices with the Ashyidir Conclave of the Archfae.&lt;br /&gt;
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'''Social.''' Towns and villages throughout the nation primarily revolve around hunters and gatherers. Gathering is more common in wooded areas as winter berries and tough but edible roots can be found in some abundance, while hunters stalk the open tundra in pursuit of large game. Most towns are built near a glacier, and in the event of a kaijan attack, the town’s population will shelter inside great bunkers carved into the glacier while the kaijan passes by.&lt;br /&gt;
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==== '''Gleskin''' ====&lt;br /&gt;
Gleskin is a massive fortress city carved inside a glacier in the center of Mitsutor’s territory. The city has enough food stores and bunk space to house and feed the entire nation for three months in the face of a cataclysmic event. Mitsutor’s monarch primarily rules from Gleskin, though sometimes monarchs will tour their kingdom to ensure that their towns and villages are receiving the help that they need.&lt;br /&gt;
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==== '''Points of Interest''' ====&lt;br /&gt;
'''The Tar Pits.''' Near the west coast of Mitsutoran territory, four large tar pits have been the demise of many game animals and some humanoids. The area is believed to be cursed and Mitsutoran hunters avoid the region whenever possible.&lt;br /&gt;
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'''The Southern Lava Lakes.''' In the far southern stretches of Mitsutoran territory, several lava lakes offer some solace from the brutal cold of the antarctic. These lava lakes allow for sparse forests to grow in this region, so several Mitsutoran towns have been established in the area.&lt;br /&gt;
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=== Musatal ===&lt;br /&gt;
An ancient and historically rich nation, Musatal is located along the desert just to the east of the Tekoz Jungle. Its people have adapted to brutally hot summers, and winters bring only a slight respite with a few inches of rain on a good year. Musatal’s westernmost cities border the jungle, allowing them to collect water and timber that they ship out to the rest of the nation.&lt;br /&gt;
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The nation of Musatal is primarily dwarvish, [[human]], and dragonfolk, although most sapient lineages can be found in this nation.&lt;br /&gt;
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Centuries ago, Musatal’s dwarven engineers discovered strange artifacts that they used to animate the corpse of a kaijan. They did not fully understand this magic, and rather than creating a mindless sentinel to defend their kingdom, they created Cen, the first dragon. Shortly thereafter, they created Bune, the second dragon, but their artifacts broke during the process. Cen and Bune had seven children; together, they and their children are the Nine Dragons, the immortal parents of all dragonfolk, dracanises, wyverns, wyrms, and similar creatures.&lt;br /&gt;
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'''Academic.''' Musatal has highly advanced academic institutions in comparison to its contemporaries, though these institutions are still rudimentary compared to those that will develop hundreds of years later. Musatali philosophers ponder the meaning of existence; astronomers chart the complex movements of Ancerra’s moons and the other planets visible within the demiplane; and archaeologists carefully excavate the great ruins of An.&lt;br /&gt;
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'''Aristocratic and Political.''' Musatal is ruled by a dynastic monarchy. The king’s eldest son becomes the king next, the king’s eldest sister is always his chief advisor. Support for the king is strongest in the capital city and weakest in the far-flung reaches of the desert, where small towns receive minimal support against attacks from velociraptors or [[giant]] snakes.&lt;br /&gt;
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'''Mercantile and Trade.''' Musatal has highly skilled long-distance trade caravans that are equipped to traverse even the harsh environment of the great desert. These caravans facilitate trade with Zakache to the north, and even with Brazodir on the other side of the continent. Musatali near the capital produce vast quantities of gold and salt, so they receive a great many riches in exchange. Of course, they also trade locally with Cebunia and Tekola, and maintain trade patterns with Gavare.&lt;br /&gt;
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'''Militant.''' Musatal’s desert land is quite exposed to attacks from apex predators, so the godkings throughout the centuries have placed great stock in developing a competent and powerful military. An well-equipped [[ankylosaurus]] cavalry gives pause any dinosaur and even to most kaijan.&lt;br /&gt;
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'''Religious.''' Musatali have several religious views that conflict with one another, leading to different sects throughout the nation. Many worship the Nine Dragons as patron deities, while some argue that this would be like worshiping one’s own child as it was the Musatali that created the first two dragons. Other Musatali point to their heritage as religiously significant. As the ruins of An are in their nation, these folk proclaim that they are the descendents of the first civilization and therefore have a religious responsibility to [[guide]] other nations to ever greater discovery.&lt;br /&gt;
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'''Social.''' Musatali are generally quite proud folk, pointing to their storied history with great patriotism. Some Musatali dragonfolk are just as patriotic as anyone else, while others feel a strained mix of emotions given that ancient dwarvish tinkerers created the Dragons that in turn created the dragonfolk.&lt;br /&gt;
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==== '''Anmun''' ====&lt;br /&gt;
The capital of Musatal, the home of the dynastic godkings, is called Anmun, after the first civilization. It is constructed on a series of shallow hills that overlook the excavation site where archaeologists are gradually unearthing more and more of the great civilization that preceded them.&lt;br /&gt;
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This excavation site, the former city-state of An, is of great interest to Musatal both for its historic and academic value and for the vast quantities of gold and gems buried in the ruins. Political, academic, and economic officials hold ongoing debates about whether they should inject these riches into their economy or reserve them in museums for future generations.&lt;br /&gt;
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=== Nalathesh ===&lt;br /&gt;
Nalathesh is a nation of hot, arid deserts in the west and hot, humid jungles in the east.&lt;br /&gt;
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Nalathesh is an absolute monarchy ruled by an immortal Godking - or so says the ruler. The Godking only ever appears in public wearing a solid gold [[mask]], so hushed speculations hold that the Godking is not one person, but many; the mask must surely be passed down from generation to generation.&lt;br /&gt;
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'''Aristocratic and Political.''' The Godking makes every decision of substance in Nalathesh, and his will is enforced by his Radiant Princes. The Radiant Princes are highly trained warriors who also learn how to use psionic magic to augment their combat prowess.&lt;br /&gt;
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'''Mercantile and Trade.''' Nalathesh’s mix of desert and jungle environments means that it has many natural resources to offer. It trades commonly with Kozia and Betaal. For quite some time, Nalathesh has sought to establish a reliable trade route with Kendaria, which led to the two nations partnering to build Bridgemoor.&lt;br /&gt;
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'''Militant.''' Nalathesh’s military is well-trained and well-equipped. All soldiers respond directly to the Godking or his commanders. The elite Bronzeguard are a legion of cavaliers that ride dracanises into combat, decimating threats to the kingdom. Between the Bronzeguard and the Radiant Princes, Nalathesh is capable of repelling most kaijan threats, even if such engagements are quite costly.&lt;br /&gt;
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'''Religious.''' Worship of the Godking is mandatory. National taxes are seen as a religious responsibility, and any sign of insincerity in one’s worship of the Godking is punishable with imprisonment.&lt;br /&gt;
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'''Social.''' Nalatheshi culture revolves around the Godking, and even interpersonal relationships are often viewed in these terms. Shade and wind are often celebrated as gifts from the Godking’s mercy, and sudden rainstorms might cause merchants and laborers to stop their work for the day and engage in revelry.&lt;br /&gt;
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==== '''Aridala''' ====&lt;br /&gt;
A sprawling metropolis of multistory adobe apartments, vibrant bazaars, and confusing alleys, Aridala is the capital of Nalathesh. Aridala straddles the border of Nalathesh’s jungles and desert land. The streets of Aridala are well maintained and crime is virtually nonexistent under the watchful eyes of the Radiant Princes.&lt;br /&gt;
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=== Nausa ===&lt;br /&gt;
Nausa is a city-state in the eastern gulf. Constructed by amphibious humanoids like merfolk and dwellvur, Nausa is primarily inhabited by sea-dwelling folk, but has a small population of air-breathing humanoids.&lt;br /&gt;
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Nausa’s first buildings are carefully formed out of massive coral structures. Architects that have gradually added to the city-state use coral, waterproof plasters, and thick, watertight weaves of seaweed. They have also implemented Avadrium to build some of their more architecturally advanced buildings, although Nausan engineers have not yet discovered Avadrium’s many uses. Nausa has a small port with a series of piers that jut above the surface of the ocean. This port contains a deep shaft with Avadrium lifts running up and down its length, allowing air-breathing humanoids to descend into Nausa’s interior buildings.&lt;br /&gt;
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The vast majority of Nausa’s buildings reside on the ocean floor, hundreds of feet below the surface. Swimming hatches allow divers to easily access the ocean floor and return directly into the city, rather than having to dive from the surface of the ocean every time they wish to explore. These swimming hatches use two doors to prevent the water from flooding into the city.&lt;br /&gt;
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'''Aristocratic and Political.''' An elected triumvirate governs Nausa. Each triumvir has a six-year term, but elections to the triumvirate are staggered so that a new triumvir has a chance of getting elected once every two years. This offers some continuity as each new triumvir has a couple years to learn from those who already have experience in office, but it has led at times to chaotic decades of constant politicking.&lt;br /&gt;
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'''Mercantile and Trade.''' Nausa exports unique wares to merchant sailors, which brings a lucrative income to Nausa’s economy. They export shells, pearls, and coral skeletons as works of art or fine jewelry. They also export a tough, fibrous seaweed cloth that functions much like waterproof leather or hide [[armor]]. But Nausa’s most valuable export is its pigment dye taken from the saliva of sea slugs that dwell on the ocean floor. This dye produces a rich purple hue and is highly sought after by royalty and prominent politicians.&lt;br /&gt;
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'''Militant.''' Nausa does not maintain a military, as they live underwater and are both geographically and economically protected from invasion by any land-dwelling nation. The city watch is competent at keeping the peace within the city and are all trained as deep-sea divers, capable of mounting rescue missions or fighting off sea creatures beyond the scope of the city when needed. Many of the city watch also tend to repairs on a day to day basis, patching damaged buildings after aquatic kaijan slam into them.&lt;br /&gt;
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'''Religious.''' Most Nausans are fervent worshippers of a kaijan that they believe to be their great protector. One great kaijan reminiscent of a [[turtle]] is credited with saving Nausa from another kaijan that looked like a blend of a squid and a humanoid. The former, called Jiruk, represents strength, honor, and sacrificial protection. The latter, called Thul, embodies an all-consuming desire to corrupt and destroy.&lt;br /&gt;
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=== Nevna ===&lt;br /&gt;
Nevna is a very old nation spanning hundreds of miles of coastline along a crescent-shaped bay on western Telgaia. It is primarily overgrown in thick jungle growth, and the Nevnan economy thrives on both inland and marine flora and fauna.&lt;br /&gt;
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Nevnan sailors are some of the earliest pirates, pillaging other vessels and raiding coastal towns to turn a great profit for themselves and their nation.&lt;br /&gt;
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'''Aristocratic and Political.''' Nevna is a classical monarchy, passing the right to lead the kingdom from eldest son to eldest son.&lt;br /&gt;
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'''Mercantile.''' Nevna exports raw materials of many kinds given their resource-rich natural environment.&lt;br /&gt;
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'''Militant.''' Most Nevnan sailors are also capable fighters. Nevna has a large shallow-water navy, but a very small standing [[guard]] force in each of its coastal towns. They are also competent in jungle warfare, but more capable on the sea than land as a general rule.&lt;br /&gt;
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'''Religious.''' There are a handful of temples to sea gods throughout Nevna, but heartfelt worship is uncommon. Most Nevnan sailors respect the sea, but do not deify it, and think that the most valuable asset they have is not faith, but their own two hands.&lt;br /&gt;
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'''Social.''' Nevna can be a rough place to live. Few people spare a second glance for the man getting mugged in the alley. In a cutthroat culture, one needs only look after themself.&lt;br /&gt;
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==== '''Nistar''' ====&lt;br /&gt;
Nevna’s largest city, home to the fortified castle from which its kings rule the nation, is Nistar. This city hugs the central coastline of Nevna’s bay and has an exceedingly large dock that can accommodate several hundred ships at once.&lt;br /&gt;
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=== Prenedonia ===&lt;br /&gt;
A humid forest coastline that stretches for hundreds of miles along a landlocked sea, Prenedonia is a handful of loosely associated city-states that share the same culture, although they are fully autonomous in terms of running their own affairs. Sailors have made landfall on many islands throughout this sea, establishing island city-states that are also part of the loose federation known as Prenedonia.&lt;br /&gt;
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While these city-states will occasionally engage one another in skirmishes over land or resources, they will rally together readily enough when faced with a greater threat like foreign invasion or a dangerous kaijan.&lt;br /&gt;
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'''Religious.''' Prenedonian culture venerates gods that reflect the prime elements and emotional states common to humanoids. Although the Ashyidir and Stravon Conclaves of the Archfae were not discovered until significantly later, the way that the Prenedonian gods are depicted largely resembles these conclaves.&lt;br /&gt;
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'''Social.''' Prenedonians welcome traders and travelers from other Prenedonian city-states, and while they will treat travelers from other nations with polite caution.&lt;br /&gt;
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==== '''City-states of Note''' ====&lt;br /&gt;
Anedonia’s three most prominent city-states are described in a little more detail below, but this is only three out of a couple dozen city-states that are part of the Anedonian federation.&lt;br /&gt;
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'''Sethan.''' The most economically influential of Anedonia’s city-states, Sethan occupies a large island near Anedonia’s mainland coast. Sethan is ruled using an elected senate. In times of crisis, the other city-states of Anedonia will rally behind Sethan as the effective capital of all the city-states.&lt;br /&gt;
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'''Taspar.''' Taspar is the largest city-state on Anedonia’s mainland. It is an autocratic city-state that trains its citizens to be soldiers from the time they are only four years old, and these soldiers are known for being the most capable kaijan-fighters in all Prenedonia. While Taspar and Sethan have strenuous philosophical disagreements, they respect one another’s accomplishments and view each other as steadfast allies.&lt;br /&gt;
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'''Terec.''' Terec has a much smaller population than Sethan and Taspar, but is one of the oldest Prenedonian city-states. It has beautiful, mystical mineral deposits deep underneath its island territory, and Terec’s miners are trying to determine how these minerals might be most effectively mined and smithed.&lt;br /&gt;
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=== Shomachyr ===&lt;br /&gt;
When the dragonfolk of what would become Cebunia departed from Musatal, another political migration led to the creation of Shomachyr. A group of augurs shrouded in mysticism suggested that they had received signs to travel with the emigrating dragonfolk, but while the dragonfolk stopped and founded Cebunia, the followers of the augurs headed farther south until they came to a great inland sea. They developed their nation in the temperate deciduous forest around this sea at the behest of the augurs.&lt;br /&gt;
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History would prove that listening to these augurs was a disastrous decision. Shomachyr has little governmental organization and a weak militia that proves generally incapable of preventing rampaging dinosaurs from causing severe [[damage]] to towns and villages, let alone the wrath of an occasional kaijan.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Whenever a leader’s reign is in question, the people of a town or region will consult local augurs. These augurs, by casting bone lots or reading the entrails of a game animal, will determine whether the leader should remain in power or be replaced by another. Augurs will usually explain exactly who should be elevated to leadership in the event of a change in governance. Shomachyr otherwise uses a vaguely feudal system, where in theory regional rulers report to an overseeing monarchical figure, but in practice the regional rulers have most of the power.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Shomachyr trades almost exclusively within their own cities and with Cebunia to the north. It is thousands of miles from Mitsutor to its southeast, so trade between them virtually never occurs.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Shomachyr does not have any notable military, and the cities’ standing militias are not very capable. Dinosaur and kaijan attacks frequently force settlements to rebuild from scratch or relocate entirely.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The people of Shomachyr turn to their augurs to divine the future and determine what the gods would like for them to do. The augurs have decided that the gods wish to be unknowable, and that the peoples of Shomachyr are only to obey and should not seek out greater understanding of the gods.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Journeyman apprentice thing is a big cultural movement&lt;br /&gt;
&lt;br /&gt;
==== '''Shryadur''' ====&lt;br /&gt;
Shomachyr’s capital, Shryadur, is a small island in the inland sea that occupies Shomachyr’s southern region. Shryadur is well-defended from wingless monsters, but an enormous serpent dwells in the sea and it commonly destroys the buildings closest to the island’s shoreline. As such, the high ruler’s palace is in the very center of the island, farthest away from the shoreline on all sides, and the high ruler’s influence is almost entirely contained to the island itself as the regional rulers on the mainland make whatever decisions they and their augurs see fit.&lt;br /&gt;
&lt;br /&gt;
=== Skavr ===&lt;br /&gt;
When a large clan of nomads fled northward from the jaws of numerous monsters, two major factions split apart from one another. One faction suggested that they head north across the frozen wastes, while the other faction believed that this would be a suicide mission. Instead, they should make their homes on the northernmost stretches of their forest, battling cold on one side and monsters on the other. The former faction became Fjordenhaven, while the latter became Skavr.&lt;br /&gt;
&lt;br /&gt;
While the two nations had different ideas about the best way to survive, it would turn out that both ideas were valid. The Skavri became notably stalwart warriors and would protect their own territory and the Fjordenhavian, while the Fjordenhavian became skillful navigators and would trade their natural resources to Skavr.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Military.''' Since its inception, Skavr has been ruled by [[warrior]]-kings. Each town is ruled by the strongest warrior, and during times of peace, other warriors can challenge the ruler for the right to govern. These warrior-kings can in turn challenge the High King, who is the strongest warrior out of all governing officials.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Skavr receives a great deal of raw and processed goods from Fjordenhaven. In return, Skavri warriors will defend the Fjordenhavian when the need arises.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Skavri are generally not religious, but those who do practice religion often worship the changing of each season.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' While the Skavri readily honor their trade agreements with the Fjordenhavian, many privately believe that the Fjordenhavian are too soft for the harsh environment of the far north. Aside from the Fjordenhavian, the people of Skavr generally keep to themselves.&lt;br /&gt;
&lt;br /&gt;
==== '''Icekairn''' ====&lt;br /&gt;
The Skavri High King has made his capital on a fortified mountain city, hard to access and even harder to besiege. From its harsh towers, the High King commands the nation and sees it through times of crisis.&lt;br /&gt;
&lt;br /&gt;
=== Tekola ===&lt;br /&gt;
The vast equatorial jungle of Tekoz is ornamented with an enormous river that winds and branches through great swathes of the jungle. Seasonal monsoons and hurricanes buffet the coastline for nearly half of each year, and highly irregular flooding poses a challenge for those in the northern stretches of the jungle.&lt;br /&gt;
&lt;br /&gt;
The people of Tekola naturally formed from a blend of Musatali and Gavarese cultures. As the two nations traded with one another, the people from their cultures intermingled and built their own trading post towns that eventually developed into their own jungle nation. From the mountain ranges in the jungle’s east, this nation spread westward, first along the river and then deeper into the dense tropics.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Tekola is an example of an early federalist nation. Individual cities govern their regions with general autonomy, but they report to the godking of Lahira, the largest state of the nation. The godking chooses their heir out of their children, and godkings claim that their soul passes from parent to child at the time of the parent’s bodily death. Thus, the ancient spirits of the first godkings still guide and counsel today’s rulers.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Tekola’s decentralized cities span the vast Tekoz Jungle and are primarily built along its winding, branching river. Flat-bottomed riverboats ferry merchants between Tekola’s cities, and international traders exchange goods with Gavare, Musatal, and Cebunia.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Tekolan dinosaur wranglers and psions also serve as the standing militias that protect Tekola’s various cities. Most large towns have a dinosaur cavalry of at least a half-dozen riders and their mounts.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Although Tekola’s natural environment is marginally more stable than Gavare’s, their cultural and religious beliefs have significant overlap. While Tekolans do not engage in ritual warfare to appease the gods, they do hold that angry deities cause enormous cataclysms every hundred years or so, and will frequently cause smaller-scale natural disasters out of sheer boredom.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' A given town or city places great stock in its leaders. Most cities have dynastic leaders, like lesser monarchs or dukes, but a few cities experiment with democratic elections. Throughout the Tekolan wilderness, masons have carved enormous stones to resemble the heads of their most noteworthy regional and national leaders.&lt;br /&gt;
&lt;br /&gt;
==== '''Lahira''' ====&lt;br /&gt;
Lahira was the first trading post established by Musatali and Gavarese merchants. A mountain town in the pass between three crests, the town is a ten minute walk from the springs that feed the Tekoz River, allowing the town a virtually endless supply of fresh water. The town gradually grew into a city that sprawls along the entire mountain pass and down into several valleys, and Tekola’s godking rules from its highest palace. The city is not well constructed to defend from attacks, so a battalion of militant psions are constantly on the lookout for rockslides and kaijan.&lt;br /&gt;
&lt;br /&gt;
=== Unjaarn ===&lt;br /&gt;
Unjaarn is a relatively large nation that spans the entire river delta at the end of the Great Chasm. Swampy and humid year-round, the people of Unjaarn are almost all at least competent in boating through bogs and marshes. The wilderness of Unjaarn is a tangle of mangroves, hemlock, and black spruce among other tropical and subtropical trees, all of which is overgrown with lichens, kudzu, and parasitic plants like strangler figs. All manner of dangerous animals and strange monsters lurk in the murky waters outside of civilization, but skilled rangers can navigate the swamps skillfully to avoid the worst of these creatures.&lt;br /&gt;
&lt;br /&gt;
'''Unjaarni Castes.''' Unjaarn maintains a rigid caste system. An Unjaarni will remain in the same caste that their parents were born into, as will their children, in perpetuity. Most Unjaarni are satisfied with the knowledge that they have some form of social security, even if most of them  never have a chance to lead lavish lifestyles. Detailed information on Unjaarni castes can be found in the MythCrafter’s Guide.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Unjaarni believe that every pantheon exists, and likely many more that nobody is aware of. Each town and household may have specific deities that they feel especially drawn to worship as their patrons. Most Unjaarni believe in [[reincarnation]], though they do not scientifically understand Essence.&lt;br /&gt;
&lt;br /&gt;
'''Trade.''' Unjaarn exports many potent spices, artistic clay goods, and flavorful foods. It also exports colorful pigments that make bright dyes, trading primarily with Nevna, Kozia, and Nausa.&lt;br /&gt;
&lt;br /&gt;
==== '''Nelidi''' ====&lt;br /&gt;
The capital of Unjaarn is a massive city spread across several small islands in a shallow area of the swamplands. With a population of hundreds of thousands of people, Nelidi is one of the largest cities on Telgaia.&lt;br /&gt;
&lt;br /&gt;
=== Yodvan ===&lt;br /&gt;
Brave explorers from Fjordenhaven sailed through the treacherous ice seas of the north and made landfall on a large island far to their east. On this island, they found a wondrous forest whose plants seemed to be made of a vegetable-metallic hybrid. They ventured into the fog-choked mountains beyond, which hummed with weird resonances. There, they found the island’s true treasure: a mythically hard and strong material that came to be known as adamantine.&lt;br /&gt;
&lt;br /&gt;
The Fjordenhavian eventually established a permanent outpost on this island, which grew into a city, which grew into a network of towns, which eventually became the independent nation of Yodvan. Even after it became an independent nation, Yodvan continued to maintain close ties with Fjordenhaven.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Aurora’s Hearth, the capital of Yodvan, has invested great time and effort in building a scientific academy that conducts endless experimentation with adamantine and the various biotechnical discoveries that explorers find in the Glowing Forest.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Like Fjordenhaven, Yodvan practices a monarchy of pure primogeniture: the eldest child of each monarch takes the throne after the parent’s death or abdication. Subsequent children (or other family members) are assigned to be counts and countesses over Yodvan’s towns, as they would be in Fjordenhaven.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Yodvan trades almost exclusively with Fjordenhaven and with its much closer neighboring nation of Balthuani to the south. In exchange for exporting its rare and strange minerals, Yodvan receives foodstuffs and raw goods that they process into finery.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Yodvan has not developed a standing military as it is insulated from most threats due to its geographic isolation. Hired mercenaries protect the miners that venture into the woods and the mineshafts in the mountains, as each location has dozens of strange stories involving horrific monsters.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Yodvan observes many of the same religious practices of Fjordenhaven, placing prophetic stock in the coloration and patterns of the northern lights.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Yodvan’s culture is a blend of Fjordenhaven’s and Balthuani’s as most of its citizens have emigrated from one nation or the other. The folk of Yodvan are generally warm and hospitable to strangers, but punish any type of crime with no mercy.&lt;br /&gt;
&lt;br /&gt;
==== '''Aurora’s Hearth''' ====&lt;br /&gt;
Aurora’s Hearth is the first outpost founded by Fjordenhaven, which has developed into a sprawling city that hugs the coastline for many miles.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Glowing Forest.''' The glowing forest’s vegetation grows in strangely intentional patterns: trees might have limbs at precise angles, and a bush’s leaves might all be exactly the same size. The vegetation seems both living and metallic, and scientists are trying to determine the best uses for this material. Glass bulbs grow from many trees and bushes in a variety of shapes, and these bulbs often glow with internal light. Scientists have discovered how to control when these lights turn on and off, and the bulb’s light will last for several years after being plucked from its plant.&lt;br /&gt;
&lt;br /&gt;
Other discoveries no doubt lie deep in the Glowing Forest, but strange monsters of untold power lurk in the forest’s depths, too.&lt;br /&gt;
&lt;br /&gt;
'''The Mountains of Adamant.''' Shrouded in thick fog and palpable mystery, the Mountains of Adamant loom cold and foreboding along the center of the large island. The promise of great wealth in the form of adamantine lures many miners and their mercenary guardians, but both the terrain and the fauna are vicious in these mountains, not to mention the winds that could rip flesh from bone. Jagged cliffs, treacherous glaciers, and narrow passes each pose threats to explorers. Terrifying creatures that lurk deep in the mountain’s caves often leave even stoic heroes babbling with inarticulate fright.&lt;br /&gt;
&lt;br /&gt;
=== Zakache ===&lt;br /&gt;
Those who travel deep into Telgaia’s great desert will find endless miles of barren hills. In the heart of this wasteland dwells a great valley where the heat of the desert gives way to tough, dry prairies that in turn give way to lush green meadows along the valley’s central river and lake. Thorny chaparral forests blanket the hills along the periphery of this valley, and great tangles of green ferns and water trees encircle the valley’s lake like a protective wall.&lt;br /&gt;
&lt;br /&gt;
This is the Zakache valley, traditionally believed to be the original homeland of the Kosavran. While Kosavran folk have since spread across Telgaia and can be found virtually anywhere except for its coldest regions, Zakache is still primarily a nation of these dinosaur-folk.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Zakache relies on a traditional tribal system. Each tribe’s leader will meet with other tribal leaders to discuss matters of inter-tribal importance, but tribes are otherwise autonomous to manage their own affairs as they see fit. A tribe’s leader is usually the individual who exhibits the greatest blend of strength and wisdom. When a tribal leader becomes too old to display strength, they may be asked to resign and serve as an advisor to a new leader. Some of the more aggressive tribes hold ritual battles to establish who the stronger potential leader is.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' The folk of Zakache primarily trade with other Zakachese tribes and do not concern themselves with the outside world. However, small groups of Zakachese long-distance caravan traders do engage in trade with many nations that border the great desert, from Gavare and Musatal in the west to Brazodir and Kozia in the south and Doshairiel in the north.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Zakache’s psions and dinosaur tamers are some of the best in Telgaia. The hunters and tribal guardians of Zakache are highly competent in fighting dinosaur and kaijan threats, but are ill-equipped to contend with another humanoid threat. They rely on the vast desert to dissuade any other kingdom from attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Religious and Social.''' Zakachese religious practices are closely intertwined with their social customs. This varies somewhat from one tribe to another, but most tribes place great emphasis on the cycles of life and death. Some bury their dead in the soil to nurture the next year’s crops. Others burn their dead, freeing their bodies from the animalistic cycle of eating or being eaten. Other tribes take exactly the opposite approach, believing that eating their dead and making tools out of their bones honors their memory. This has understandably led to hostile dispute, and the tribal leaders eventually came to an agreement that each tribe would see to their own funerary rites as they deem best and would not interfere with other tribes’ practices.&lt;br /&gt;
&lt;br /&gt;
The people of Zakache unknowingly worship two of the six creator Avatars, and they represent death with the image of a crow, and life with that of a fish.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Great Lake.''' The Great Lake in the center of the Zakache Valley is a neutral gathering place where any person from any tribe can come peacefully. Aggression is forbidden, and any aggressor who behaves violently at the Great Lake is subdued and exiled into the deserts beyond. Each Zakachese tribe views the Great Lake as a central gathering place, the way other nations might view both a capital city and a cathedral.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Telgaia&amp;diff=4411</id>
		<title>Telgaia</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Telgaia&amp;diff=4411"/>
		<updated>2024-02-23T03:44:59Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Three Major Cities */Fixed a typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Map of Telgaia.jpg|left|[https://srd.mythcraftrpg.com/images/0/05/Map_of_Telgaia.jpg Full Size Map]|alt=Full Size Map|thumb|533x533px|link=https://srd.mythcraftrpg.com/images/0/05/Map_of_Telgaia.jpg]]Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.&lt;br /&gt;
&lt;br /&gt;
In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.&lt;br /&gt;
&lt;br /&gt;
== Telgaia Nations ==&lt;br /&gt;
An ever increasing number of settlers took up residence in permanent locations across Telgaia. First, these settlements were individual nation-states incapable of governing beyond their own walls. Gradually, multiple cities banded together either through diplomatic ties or (more commonly) through conquest. These nations took shape over several centuries.&lt;br /&gt;
&lt;br /&gt;
Because Telgaia is a supercontinent, most precipitation that sweeps in from the vast ocean falls within a few hundred miles of the coast. Due to this, a massive desert sprawls across the center of the supercontinent. As a result, most nations reside near the coast, and shallow-water seafaring vessels are commonplace. Deep-sea vessels are virtually unheard of as most explorers assume that the ocean extends forever and try to stay within eyesight of a shoreline.&lt;br /&gt;
&lt;br /&gt;
=== '''Technology Level''' ===&lt;br /&gt;
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out [[how to]] build large buildings and monuments, and iron [[weapons]] were far less common than bronze ones due to the latter metal’s abundance and pliability.&lt;br /&gt;
&lt;br /&gt;
If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.&lt;br /&gt;
&lt;br /&gt;
Below is information on the major nations throughout Telgaia’s history. These nations are all presented as contemporaneous with one another, and the timeline following this section provides clarity on when each of these nations came into being.&lt;br /&gt;
&lt;br /&gt;
In the early history of civilizations, most folk placed their identity in their nation rather than in guilds or other organizations. This shared nationalism was instrumental in helping these nations survive in the face of such harsh dangers.&lt;br /&gt;
&lt;br /&gt;
=== '''Academic &amp;amp; Underworld''' ===&lt;br /&gt;
&lt;br /&gt;
In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and [[criminal]] endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Before Ancerra: Supereon 1 Setting&lt;br /&gt;
|-&lt;br /&gt;
!Telgaian Nations&lt;br /&gt;
|[[Telgaia#Ahten|Ahten]] • [[Telgaia#Balthuani|Balthuani]] • [[Telgaia#Ahten|Ahten]] • [[Telgaia#Betaal|Betaal]] • [[Telgaia#Brazodir|Brazodir]] • [[Telgaia#Cebunia|Cebunia]] • [[Telgaia#Doshairiel|Doshairiel]] • [[Telgaia#Ekulad|Ekulad]] • [[Telgaia#Fjordenhaven|Fjordenhaven]] • [[Telgaia#Gavare|Gavare]] • [[Telgaia#Gilgalon|Gilgalon]] • [[Telgaia#Kendaria|Kendaria]] • [[Telgaia#Lachonet|Lachonet]] • [[Telgaia#BMitsutor|Mitsutor]] • [[Telgaia#Musatal|Musatal]] • [[Telgaia#Nalathesh|Nalathesh]] • [[Telgaia#Nevna|Nevna]] • [[Telgaia#Prenedonia|Prenedonia]] • [[Telgaia#Shomachyr|Shomachyr]] • [[Telgaia#Skavr|Skavr]] • [[Telgaia#Tekola|Tekola]] •  [[Telgaia#Unjaarn|Unjaarn]] • [[Telgaia#Yodvan|Yodvan]] •  [[Telgaia#Zakache|Zakache]]&lt;br /&gt;
|-&lt;br /&gt;
!Setting&lt;br /&gt;
|[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[Supereon 1 Creature List|Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
!BOPs&lt;br /&gt;
| [[Supereon 1 Backgrounds|Backgrounds]] • [[Augur]] • [[Chef]] • [[Godking]] • [[Forager]] • [[Shepherd]] •  [[Stable Sweep]] • [[Supplier]]&lt;br /&gt;
|-&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Dwellvur]] • [[Kosavran]] • [[Merfolk]] • [[River Dwarf]] • [[Coast Elf]]&lt;br /&gt;
|-&lt;br /&gt;
!Class Options&lt;br /&gt;
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Right Hand Pugilist|Right Hand Pugilist]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ahten ===&lt;br /&gt;
When settlers found the River Ahten, they immediately knew that it would be a good place to lay down roots. While it is a warm and relatively dry region, the river’s reliable flood patterns allowed the Ahteni to develop advanced irrigation canals that they used to produce a tremendous surplus of food. Skillful engineers turned their attention to constructing grand ornamented buildings and monuments professing the glory of their godkings.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Given Ahten’s enormous surplus of food, they trade readily with nations that are easily accessible through coastal or caravan traders. Tekola, Gavare, and Prenedonia are Ahten’s most avid trade partners, though long distance merchants from Zakache will occasionally trade with them as well.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Ahten’s soldiers are disciplined and resilient in the face of extreme heat. They are competent in both hills and flatlands, though their capacity to fight effectively diminishes notably in areas with significant vegetation, like Gavare’s jungles to the south. Ahteni soldiers use chariots on the open fields to give themselves a clear advantage over enemy soldiers. Chariots also allow them to keep pace with many dinosaurs, but are obviously ineffective in rocky hills.&lt;br /&gt;
&lt;br /&gt;
'''Political and Religious.''' Ahten is ruled by a dynasty of godkings. Each monarch is believed to be an emissary between gods and humanoids, and when a godking finally passes on into the mysterious next life, the entire nation goes into mourning for thirty days. When a godking dies, it is believed that they ascend to full godhood and watch over Ahten from beyond the grave.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Given the River Ahten’s regular, predictable flooding, the nation’s people often worship the river as a god that is as important as their own godking. Celebratory festivals take place every year when the river floods, and the nation holds religious rituals of disciplined fasting for two days after the river recedes.&lt;br /&gt;
&lt;br /&gt;
==== '''Three Major Cities''' ====&lt;br /&gt;
Upon its founding, Ahten was just a single city: Khalan. The people of Ahten quickly expanded to control the entire River Ahten, founding two more major cities as well.&lt;br /&gt;
&lt;br /&gt;
'''Isirem.''' Isirem quickly swelled to become more populous than Khalen. A sprawling, jumbled city at the mouth of the River Ahten, Isirem is a port city that facilitates nearly constant trade with Ahten’s maritime trade partners, primarily Gavare and Tekola.&lt;br /&gt;
&lt;br /&gt;
'''Khalen.''' The capital of the nation, and Ahten’s first city, Khalen is the home of the godking and their officials. From Khalen, the godking guides Ahten to ever greater glory.&lt;br /&gt;
&lt;br /&gt;
'''Set’then.''' Set’then is a small fortified city that guards the ground springs that feed the River Ahten. It houses several psions who keep vigilant watch against malicious dinosaurs and kaijan. If anything were to happen to these springs, the entire river could be imperiled.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''Valley of Gods.''' The Valley of Gods is the burial grounds for the godkings who have passed into the next life. Ahteni engineers employ psionically created golems to build massive monuments to these fallen godkings.&lt;br /&gt;
&lt;br /&gt;
=== Balthuani ===&lt;br /&gt;
A nomadic nation that populates a large triangular peninsula just south of the island of Yodvan, the Balthuani migrate with the seasons and with the herds of game that they rely on for food, clothing, and tools. They typically spend their summers in the far north, where the snowy prairies are cold but pleasant. As winter sets in, they migrate south into the dense boreal forests, following herds of caribou, mammoths, and arctic bison.&lt;br /&gt;
&lt;br /&gt;
Balthuani’s summers are cool, their winters frigid. The forest provides shelter from brutal wind chill, but temperatures still plummet to frighteningly cold [[weather]] that would cause softer folk to flee for the equator.&lt;br /&gt;
&lt;br /&gt;
Eventually, a large sect of the Balthuani, known as the Teivos, split into their own independent clan. The Teivos are primarily [[Urkou]] and they traveled along the coastline until they came to the forests north of the Great Chasm, where they settled.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The Balthuani have little concept of aristocracy and no interest in it. Instead, they honor and elevate those individuals most capable of facilitating compromise. When someone listens to multiple sides of a disagreement and comes to a reasonable solution, they are viewed with great respect and elevated to lead and make decisions on behalf of portions of the tribe.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Balthuani has an insular culture and rarely trades with foreign entities. They will occasionally trade with Betaal or Yodvan, though both of these are rare instances and exceptions to the norm. Their region is rich in boreal wood, fauna, and iron deposits. Although it takes them centuries to refine their process, the Balthuani are one of the first peoples to widely adopt iron tools and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Balthuani hunters also double as skillful warriors. They are especially competent in tundra and boreal forest environments and have acclimated to the cold in ways that most dinosaurs and other humanoids have not, giving them an edge when fighting in their home stomping grounds.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Balthuani honor wooly mammoths and other arctic creatures in their [[actions]] and words. While they survive by hunting and killing, they never leave any of the animal to waste and punish hunting for sport as a capital offense. They place special emphasis on mammoths and on the seasons. Centuries later, when the Tear allows easier communication between Ancerra and the Everwilds, the Balthuani would identify Strack and Tamat as two of their patron Archfae deities.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' The Balthuani rely heavily on one another to endure the cold weather, to take down large game, and to fight off predators. Self-aggrandizing behavior is punished by social isolation, and repeated offenses may lead to a person being banished. On the other hand, teamwork is praised and socially rewarded. Those who prove most capable of listening to all opinions and suggesting a levelheaded course of action naturally rise to positions of leadership.&lt;br /&gt;
&lt;br /&gt;
==== '''The Iron Mines''' ====&lt;br /&gt;
Balthuani’s nomadic nature means that it has had no permanent capital for many centuries. However, as miners excavated more and more iron ore over the years, they gradually converted dried up veins of the mine into small towns. The Iron Mines served as a central gathering place for the Balthuani until the mines completely collapsed during the World-Quake.&lt;br /&gt;
&lt;br /&gt;
=== Betaal ===&lt;br /&gt;
A small tribe of nomads took it upon themselves to scale the mighty heights of the northern Cloudpiercer Mountains, following herds of yaks that they used for food, clothing, and tools. When they found that these great heights offered them natural sanctuary from the majority of the kaijan, they settled the peaks, forming the nation of Betaal. A spiritually inclined people, the Betaalese have long been guided by their religious leaders, most of whom are accomplished psions.&lt;br /&gt;
&lt;br /&gt;
'''Academic and Religious.''' Each Betaalese town contains a monastery dedicated to the cultivation of Betaal’s mystic Prabi, the priests that develop great [[psionic]] powers. The Prabi eventually established a shared psionic [[Mind Palace|mind palace]]. When a senior Prabi dies, their soul lives on as a sort of [[ghost]] in the [[Mind Palace|mind palace]], and through this they can confer with the Prabi who still live.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The Prabi, as the religious leaders of Betaal, are also its political leaders. One of the primary virtues among Prabi is modesty and self-denial, so any Prabi who is deemed to be living in excess risks losing their place in the religious [[order]].&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Betaal is quite isolated and self-reliant. Nalatheshi traders occasionally meet Betaalese merchants on the foothills of their mountains, but otherwise Betall is largely uninvolved in international trade.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Betaal is generally a pacifistic nation, with the Prabi proclaiming that all life should be honored. Psions seek nonlethal ways to deter the rare kaijan that approaches their nation.&lt;br /&gt;
&lt;br /&gt;
On the opposite end of the spectrum, Betaal is also home to elite assassins that covertly battle one another for control of towns and cities. The Prabi are aware of and actively try to thwart these syndicates, but have not been entirely successful. One of the most bloodthirsty of these gangs are known as the Mul’Ator.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Most Betaalese frown on excess and have little in the way of material possessions. Instead, they focus on strong social bonds and deep friendships. It is uncommon to find more luxury in a household than a bottle of wine and a set of bone dice.&lt;br /&gt;
&lt;br /&gt;
==== '''Tapsankad''' ====&lt;br /&gt;
Betaal’s first town was Tapsankad, which has grown into a thriving city over the years. The city sprawls beneath Betaal’s highest peak, whereupon a holy site dedicated to Prabi meditation overlooks the capital.&lt;br /&gt;
&lt;br /&gt;
Tapsankad has curated beautiful natural parks that teem with cold-weather adapted plant life. Each solstice and each equinox are days of celebration, and are the only four days each year where excessive indulgence is not frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Brazodir ===&lt;br /&gt;
Brazodir occupies stretches of both the equatorial jungle and the western Kozia Rainforest, as well as the vast dry prairies and deserts between the two tropics. This is a land absolutely crawling with both dinosaurs and kaijan, and the people of Brazodir are some of the toughest and most brutal on Telgaia, forged in the fires of impossibly deadly circumstances.&lt;br /&gt;
&lt;br /&gt;
Brazodir has an old and ongoing grudge against Gilgalon. As Gilgalon ballooned into a tremendous empire - the first in history - the nation tried to bring Brazodir into its fold through political marriages. The kings of Brazodir were appalled by this action and swore that Gilgalon would forever be their greatest enemy due to the offense.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Brazodir is ruled by a dynasty of tyrannical kings. Each eldest son assumes the throne after his father’s death, and it is an open secret that many kings meet an early grave when their sons become impatient.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' As militarily aggressive as Brazodir is, they have few trade partners. Occasional trades will take place between Brazodir and Gilgalon or Kozia, though this is rare. More commonly, Brazodir trades with nations that feel safely out of its reach, such as Zakache, protected by the great desert, or Ekulad, shielded by the sea.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Brazodir’s largest economic feature is its enormous centralized military. All Brazodiran cities are well-fortified both through physical walls and through well-equipped military patrols. It has powerful infantry soldiers, an expansive dinosaur cavalry, and unbeknownst to their neighbors, they have captured a living kaijan that dinosaur trainers are trying to wrangle into submission. Brazodir’s army fights with a vicious alacrity as they believe that if they die in battle, they will be honored by the gods in the afterlife. Brazodir is generally credited with inventing the idea of holy war.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Brazodir’s religious beliefs are as harsh and unforgiving as its landscape. Those who die in battle for the service of their nation are venerated as saints and believed to celebrate eternally in their idea of heaven. Those who survive battle and live into their old age are also honored, though not so greatly as the martyrs.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Cowardice is more taboo than any other shortcoming in Brazodiran society. Any [[soldier]] who flees from the duty of battle, along with any civilian who shirks their responsibilities, is cast into the pit of hell.&lt;br /&gt;
&lt;br /&gt;
==== '''Venad''' ====&lt;br /&gt;
Venad is Brazodir’s capital city, located a half-day’s journey from the pit of hell. The people of Venad can nearly always smell the sulfurous fumes of the pit, which serves as a constant reminder that they must commit themselves to the cause of their nation: their very souls depend on it.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Pit of Hell.''' A vast lake of sulfur sprawls behind Venad. The screams of the [[dying]] can often be heard coming from the pit: cowards, drunks, the lazy, the incompetent, and prisoners of war are all thrown into the pit alike.&lt;br /&gt;
&lt;br /&gt;
=== Cebunia ===&lt;br /&gt;
As tensions slowly grew between some factions of [[dragonfolk]] living in Musatal and some of the other citizenry of the desert nation, a large contingent of dragonfolk finally decided to set out on their own and form their own nation. They were accompanied by a large caravan that eventually became the nation of Shomachyr, but some of these folk decided to settle with the dragonfolk rather than journey all the way south to Shomachyr’s eventual home.&lt;br /&gt;
&lt;br /&gt;
Cebunia claims sovereignty over the land from the tar pits in the southeast to the coast in the northwest, but their nation is primarily populated in the small mountain range along their southern border and in the forest and fields just north of the mountains.&lt;br /&gt;
&lt;br /&gt;
Cebunia’s climate is far more temperate than the sweltering heat of Musatal, with dry, warm summers and rainy, mild winters. Snow occasionally falls in the highest mountains, but this usually melts after a month or less.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Dragonfolk scholars were quick to establish a center of learning in their capital city, and it has flourished to become one of the greatest centers of learning on Telgaia.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Roughly modeling Cebunia’s government after the Nine Dragons itself, with a king and queen sharing responsibilities equally and seven appointed officials managing the nation’s seven provinces. The king and queen pick their heir out of their children, and children that are not picked to become the next king or queen usually become appointed officials.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Cebunia produces a handful of raw materials, but their chief export is processed goods. Cebunian artisans are known for producing beautiful masterpieces, which they sell to Musatal and Shomachyr in exchange for more raw goods.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Cebunia’s armed soldiers are reasonably competent but not exceptional. Given that the Dragons protect the nation from kaijan-level threats, the nation’s soldiers have not been forced to become exceptional warriors that other similar nations can boast.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' It goes without saying that Cebunia worships the Nine Dragons above all. The Nine, flattered by the nation’s utter loyalty to them, have repaid this devotion by fighting off any kaijan that stray too close, allowing Cebunia to flourish.&lt;br /&gt;
&lt;br /&gt;
==== '''The Dragons''' ====&lt;br /&gt;
Because Cebunia was explicitly formed for dragonfolk and those who share beliefs with the dragonfolk, the Nine Dragons are understandably viewed as deific figures in the eyes of the nation. Each town, household, and individual will likely have a specific dragon with which they most closely identify. While the Nine Dragons are as complex and nuanced as any individual - more so, given their immortal lifespans and incomprehensible power - the Nine have been roughly associated with nine aspects of society, so people who identify strongly with their work will often worship the corresponding dragon.&lt;br /&gt;
&lt;br /&gt;
Acti'''.''' Acti is the second-youngest of the seven siblings, and her scales shine the hue of polished rubies. She has an aggressive temper and is typically associated with violence and destruction. She is believed to be the patron dragon of hunters.&lt;br /&gt;
&lt;br /&gt;
Bryth'''.''' The youngest of all the dragons, Bryth loves nothing more than a good practical joke. He is as green as jade, and his eyes hold a silvery, sly twinkle. He is associated with performers, entertainers, and charlatans.&lt;br /&gt;
&lt;br /&gt;
Bune'''.''' Bune is the mother of dragons, symbolizing life, beauty, and patience. Her scales are pure diamond, and rainbows sparkle across her when the light strikes. Her wings cause prismatic light to dazzle all who behold it. She is the patron dragon of farmers, gatherers, and midwives.&lt;br /&gt;
&lt;br /&gt;
Cen'''.''' The father of dragons, Cen’s scales and wings are the effervescent white of quartz. He represents leadership and judiciousness, and is seen as the patron of politicians and magisters.&lt;br /&gt;
&lt;br /&gt;
Fro'''.''' Sapphire is the thirdborn child of Cen and Bune. Fro’s sapphire scales are as deep as the clear sea. Fro is known to be a calculating negotiator and is associated with merchants and traders.&lt;br /&gt;
&lt;br /&gt;
Jayt'''.''' The eldest child of the two original dragons, Jayt’s scales look almost exactly to be a blend of her parents’. Her stunning scales resemble the pearly sheen of opal. Taking after her mother, Jayt is seen as a nurturing caretaker. She is the patron of doctors, herbalists, and all who prepare food.&lt;br /&gt;
&lt;br /&gt;
Mem'''.''' The eldest son, born after Jayt, Mem’s scales are pitch-black yet full of light, like obsidian. A stern and somber fellow, he exhibits discipline and tries to protect all of his siblings at any cost. He represents strength and protection and is associated with soldiers.&lt;br /&gt;
&lt;br /&gt;
Pru'''.''' The middle-born child, Pru’s soft scales resemble citrine and seem to glow with an amber light. He has always been deeply concerned with fairness and teamwork, and is associated with tax collectors, religious community leaders, and common laborers.&lt;br /&gt;
&lt;br /&gt;
Rit. Rit is the third-youngest dragon. Her scales gleam golden, and her eyes hold a similar warm, intelligent hue. She is fascinated with lore and legend, being the most intellectually knowledgeable of all the dragons. She is associated with scholars and religious mystics.&lt;br /&gt;
&lt;br /&gt;
==== '''Draconia''' ====&lt;br /&gt;
The capital city of Cebunia overlooks the rest of the kingdom from the tallest mountain in the Cebunian Range. Draconia is a large city with a thriving academic center, a splendid temple to the Nine Dragons, and an ornate palace where the king, queen, and the seven officials rule the nation. The palace is built on a bridge straddling a great waterfall that cascades down into rivers that feed the forest.&lt;br /&gt;
&lt;br /&gt;
=== Doshairiel ===&lt;br /&gt;
Doshairiel is one of the oldest nations in the world, as the star elves founded it before the first events of recorded history. Thanks to the elves’ abilities to coordinate with and educate one another even as they sleep, Doshairiel developed a complicated governmental system centuries more advanced than its contemporaries. Primarily a nation of elves, Doshairiel is nonetheless a diverse nation that houses humans, [[kleppin]], and most other sapient species.&lt;br /&gt;
&lt;br /&gt;
Doshairiel is primarily covered in temperate forest, but spans a range of climates. Southern Doshairiel has muggy summers with frequent thunderstorms, while the north is more boreal than deciduous and has dry, mild summers and snowy winters.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Doshairiel places a strong emphasis on education, and along with its neighboring nation of Prenedonia, it is responsible for some of the first philosophers and formal educational systems west of the great desert.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Doshairiel implements an oligarchical dynastic model for governance. Fifteen oligarchs are responsible for running the nation, and they each choose heirs to take their places when they retire or die.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' The people of Doshairiel trade readily with Prenedonia. A nation of almost entirely forested land, Doshairiel is rich in land-based natural resources and trades with Prenedonia for their marble, sea-based goods, and finalized products.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Doshairiel is one of the first nations to implement a nationalized military as the Oligarchs oversee the protection of their nation. Doshairieli soldiers are quite competent in forest warfare, but avoid getting into confrontations with other nations or with monstrous kaijan in the open plains.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The forest elves in Doshairiel largely worship the Archfae of the Everwilds, while the star elves tend to worship the Celestial Council. Even the oldest elves were not alive before the solar system was thrust into a demiplane, but their forebears would have interacted with the other planes and their inhabitants directly, so the legends of Archfae and Celestials are thus preserved and adopted by other lineages.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Doshairieli are generally content with the governance of their Oligarchs. Thanks to an effective governing system, many Doshairieli are well-fed and well-sheltered, allowing them time to pursue artistic or philosophical endeavors.&lt;br /&gt;
&lt;br /&gt;
==== '''Starborea, The World-Tree''' ====&lt;br /&gt;
An ancient and mighty tree looms miles above all others in Doshairiel’s territory. Known as Starborea, the world-tree is home to Doshairiel’s capital. Their capital city, Shairea, is built on and around Starborea’s enormous roots. Shairea holds the palace of the Oligarchs and is otherwise a large, prosperous, and well-defended city.&lt;br /&gt;
&lt;br /&gt;
The independent city-state of Starborea is not formed until the cataclysmic events of the Sky Fire, whereupon members of the Haven Conclave took up residence inside the world-tree and turned it into the nation that it is throughout the Second Supereon.&lt;br /&gt;
&lt;br /&gt;
=== Ekulad ===&lt;br /&gt;
Ekulad’s ongoing survival could be seen as [[divine]] [[providence]]. The nation is almost entirely hot, scrubby desert, with small palm forests clinging to the coast and little in the way of natural resources. Many Ekuladi would say that it is the providence of the godking himself that has allowed the nation to endure.&lt;br /&gt;
&lt;br /&gt;
The southernmost stretches of Ekulad are blanketed in dry cedar forests, and timber from these forests are used in constructing Ekulad’s fleet of shallow-sea trading vessels and pirate ships.&lt;br /&gt;
&lt;br /&gt;
The deserts of Ekulad are favorite stomping grounds of dinosaurs and kaijan, but Ekulad’s Bronze Riders subdue the dinosaurs and protect the nation’s citizenry from the tyranny of the kaijan.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The people of Ekulad believe that the same dwarven godking, Bezenod, has ruled benevolently over their kingdom for hundreds of years. Indeed, he continues to appear publicly and lead the Bronze Riders into battle, and it appears that he has not aged since the day he founded Enkapi nine hundred years hence. His supposed immortality and Ekulad’s perseverance in the face of the harsh environment and the threat of the kaijan have led the citizens of the nation to truly believe in their godking.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Ekulad generally does not engage in overland international trade due to the high number of kaijan in the deserts between Ekulad and Gilgalon. Rather, [[merchant]] vessels trade with the other nations found in the equatorial gulf: Gilgalon, Brazodir, Kozia, Nausa, Unjaarn, and even the pirate nation of Nevna.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' The Bronze Riders are skillful psions that ride dinosaurs of many types into battle. Ekulad’s infantry is also quite powerful. The fleet of merchant ships that receive resources from the other nations bordering the equatorial gulf also double as pirate ships, looting other merchant vessels when they can do so with reasonable impunity.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' All citizens of Ekulad worship Bezenod the godking as their greatest protector and benefactor. Shrines proclaiming his glory can be found in every Ekuladi town, and hymns that proclaim his greatness can be heard frequently.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' The people of Ekulad are stoic and duty-oriented. Ekuladi trade in favors as much as currency, and any person’s word is their bond. Someone who does not uphold a spoken promise will be excommunicated from society.&lt;br /&gt;
&lt;br /&gt;
==== '''Enkapi''' ====&lt;br /&gt;
Manual laborers have built an enormous wall that encircles Enkapi, the capital of Ekulad. This wall is miles long and hundreds of feet wide. It contains kitchens, barracks, and bunkers for the Bronze Riders and the nation’s infantry, and most believe that not a single kaijan could penetrate the wall. Many have tried, and still it holds firm. Enkapi was designed to withstand crises, and the city has empty bunkers underground capable of holding the entire kingdom’s population should the need arise.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
An enormous tar pit known as Blacklake occupies western Ekulad. Legend has it that Bezenod’s closest friend, an elf dinosaur tamer, once fell into the lake, but the godking waded into the tar and dragged him out without a second thought.&lt;br /&gt;
&lt;br /&gt;
=== Fjordenhaven ===&lt;br /&gt;
A large group of nomads were harried by all manner of ferocious dinosaurs and other similar monsters and driven ever northward. Eventually, when they came to a bleak tundra, they made a calculated risk: setting out into the frozen unknown was certainly better than facing death at the fangs of the great beasts pursuing them. As fate would have it, their gamble paid off. In the northernmost tip of Telgaia, these nomads found rich forests growing around hot springs that warded off the worst of the cold.&lt;br /&gt;
&lt;br /&gt;
This oasis in the bleak tundras of the north allowed the nomads to settle and form the nation of Fjordenhaven, which is largely insulated from threat thanks to the harsh tundra encircling it.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Fjordenhaven is a traditional monarchy, the heirship passing from one eldest child to the next. The monarch’s siblings are given governing positions over various regions, towns, or industries.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Fjordenhaven trades frequently with the nation of Skavr. In exchange for supplying Skavr with timber and food, Skavr’s warriors come to Fjordenhaven’s defense when the need arises.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Fjordenhaven’s people are tough and hardy, but not well-trained in the art of [[combat]]. They largely rely on Skavr to protect them.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Fjordenhavian are enchanted by the northern lights and believe the lights to declare the will of the gods.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Fjordenhaven’s people are committed to survival in a harsh environment, so they go out of their way to support one another. They also punish theft or sabotage with swift and harsh retribution.&lt;br /&gt;
&lt;br /&gt;
==== '''Skevik''' ====&lt;br /&gt;
Skevik is a beautiful but frigid port city straddling the mouth of Fjordenhaven’s largest river where it meets the ice sea. Engineers in Skevik have built a magnificent chapel dedicated to the gracious will of the northern lights.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Frostvale.''' A wide valley between two icy mountain ranges, the Fjordenhavian have converted the Frostvale into a miles-wide graveyard. It is divided into three districts: one for the common folk, one for warriors that fell in battle, and grand crypts for deceased monarchs. Fjordenhavians visit the Frostvale when they wish to pay respects to any of their ancestors. According to popular folklore, the current reigning monarch of Fjordenhaven possesses the power to summon the dead forth from this valley in Fjordenhaven’s hour of greatest need.&lt;br /&gt;
&lt;br /&gt;
=== Gavare ===&lt;br /&gt;
The people of Gavare made an unlikely locale their home. The Gavarese valley is riddled with natural disasters, from unpredictable subtropical storms to earthquakes to volcanic eruptions. They also endure a disproportionately large number of kaijan attacks. This has unsurprisingly bred in the Gavarese a resilient and warlike spirit. Their religious views have been cultivated directly in response to the cataclysmic circumstances in which they live.&lt;br /&gt;
&lt;br /&gt;
Gavare is a series of affiliated city-states, and they believe that engaging in ritual warfare with one another will appease the gods that cause these disasters.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Gavare has eleven major states, each of which is ruled by a monarch. Some of these monarchs are also the high priests of their stats, while others separate these responsibilities between two key leaders.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Gavare’s jungles and mountainous regions have ideally situated it to produce a vast quantity of raw goods, from minerals and stone to flora and fauna. They trade primarily with Ahten, Tekola, Musatal, and Zakache due to their comparatively close proximity to these nations.&lt;br /&gt;
&lt;br /&gt;
'''Militant, Religious, and Social.''' The Gavarese engage in ritual warfare with one another to appease their pantheon of chaotic and destructive gods. The Gavarese hold that their pantheon destroys the world - or at least a portion of it - every hundred years, but that they will destroy the world with greater regularity if they are not appeased.&lt;br /&gt;
&lt;br /&gt;
==== '''Mezlecan''' ====&lt;br /&gt;
The capital of Gavare in the First Supereon is Mezlecan, which is also the name of the largest state in the nation. It sprawls along the foothills of the mountain range in Gavare’s western reaches and the rulers of the other Gavarese nations respect Mezlecan as the capital of the whole nation, even if they frequently declare war on Mezlecan for ritual purposes.&lt;br /&gt;
&lt;br /&gt;
=== Gilgalon ===&lt;br /&gt;
The first political marriage led to peace between two previously warring kingdoms, resulting in the first empire in recorded history: Gilgalon. The political marraiges did not end there, and over the course of three short generations, Gilgalon swelled to a massive territory ruled over by vassal monarchs that defer to the emperor.&lt;br /&gt;
&lt;br /&gt;
Gilgalon’s enormous territory varies wildly in humidity, but little in heat. Most of Gilgalon experiences very hot summers and warm winters. The concept of snow is only vaguely understood by those living in the highest peaks of Gilgalon’s mountains. The east of the empire is a dry, rocky desert. The west is a lush subtropical forest thick with undergrowth and teeming with dinosaurs.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Gilgalon has invested many resources into developing a thriving academy of sciences and innovation in their capital city. This is the only university of note anywhere in the equatorial gulf, and aspiring intellectuals the world over [[travel]] to Palask to learn in its great halls.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Gilgalon is Telgaia’s first true empire. It consists of several vassal kingdoms and uses a basic feudal system to govern. Regional kings, and the emperor that oversees the entire nation, are dynastically appointed. Some monarchies pass from son to eldest son, some from daughter to eldest daughter, and some - including the mantle of emperor - simply from child to eldest child.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Gilgalon frequently trades with the Lachonetan peoples to their south, and they engage in maritime trade with other nations bordering on the equatorial gulf. They avoid trade with Brazodir as much as possible, as Brazodir antagonizes Gilgalon whenever possible.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Each of Gilgalon’s regional monarchs can levy a sizable militia from their personal kingdoms when the need arises, but each of these armies must be turned over to the emperor’s direct command if requested. The emperor also has a legion of elite warriors ready to serve when the need arises. Gilgalon has domesticated many species of dinosaur and trained them for war.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Many Gilgalontans worship their kings and emperors as demigods. While they know that their rulers are mortal, the rulers of the nation are so powerful and can so fundamentally affect day to day life for common folk that they are essentially gods in the eyes of peasants. The monarchs are aware of and encourage these acts of spiritual loyalty.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Gilgalon is a culture that prides itself on excellence. Its farmers take pride in producing a bountiful surplus of food; its warriors are heralded as ferocious and strong; and its academics cherish the knowledge that they are some of the best educated folk in the world. Laziness is tantamount to blasphemy in such a culture.&lt;br /&gt;
&lt;br /&gt;
==== '''PALASK''' ====&lt;br /&gt;
The great capital of Gilgalon is the city of Palask, surrounded by palm forests and boasting an enormous port for trade vessels to dock. The city has dozens of ziggurats, each dedicated to a particular function of society: one is for the worship of the monarchs, one for the education of students, and one for the storage of grain. Palask’s academy is located within three such ziggurats, and the largest ziggurat is in fact the palace of the imperial family. The current empress is Kleara the Seer.&lt;br /&gt;
&lt;br /&gt;
=== Kendaria ===&lt;br /&gt;
Occupying the entire peninsula north of Nevna and controlling a stretch of jungle along the Great Chasm, Kendaria is a large and relatively prosperous nation. Kendaria’s temperate climate and fertile soil make it an ideal agrarian kingdom, but its people face many year-round challenges such as kaijan attacks and raids from Nevnan pirates.&lt;br /&gt;
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'''Aristocratic and Political.''' Kendaria is a monarchic nation. Maternal primogeniture determines the heir to the throne, with each eldest daughter assuming the queen’s crown when their mother abdicates or passes away. Over the centuries, Kendaria establishes a classical feudal governing system, delegating regional governance to lords and ladies.&lt;br /&gt;
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'''Mercantile and Trade.''' Kendaria almost exclusively trades between its own towns. It has plenty of natural resources and is hesitant to trade with Nevna. Long-distance merchants from Nalathesh will occasionally trade with Kendaria, and the two nations intend to build a bridge across the Great Chasm to allow for more regular international trade.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Each Kendarian town has a militia ready to take up arms when the need arises. Most towns of notable size have at least one psionic caster that can defend the town from dinosaurs, while small villages might share the services of a traveling psion.&lt;br /&gt;
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'''Religious.''' Kendarians worship the spirits of the forest - especially those of enormous trees - as gods. They will later come to understand this belief system as veneration of the Pashak Conclave of the Archfae.&lt;br /&gt;
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'''Social.''' Kendarian dinosaur wranglers have enabled towns and villages to flourish, and the nation’s towns and villages are widespread across its territory. When a rampaging kaijan is too powerful to stop, whole village populations will quickly relocate to their neighbors.&lt;br /&gt;
&lt;br /&gt;
==== '''Consten''' ====&lt;br /&gt;
Kendaria’s capital is located on the peak of the shallow mountain range running along its northwest border. Consten is a fortified city with underground bunkers that allow its population to hide in safety when a kaijan poses too great a threat. Centuries later, when Kendaria has its first civil war, the result is a new kingdom that takes its name from Kendaria’s capital city.&lt;br /&gt;
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=== Kozia ===&lt;br /&gt;
The sprawling rainforest north of the equatorial gulf is known as Kozia, after its large population of Mycosians. It has several large tribes that operate autonomously from one another, occasionally waging war against each other over resources or territory, and occasionally banding together to chase away a horrifying kaijan.&lt;br /&gt;
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The Kozian Rainforest is extremely humid and home to a dramatic array of flora and fauna. Each summer brings a season of tropical storms and severe flooding, so the tribes along its southern stretches tend to be nomadic or to make their homes in the boughs of enormous trees. The tribes in the northern stretches of the rainforest, bordering on Nalathesh’s territory, build more permanent homes along the Thundervale River.&lt;br /&gt;
&lt;br /&gt;
Throughout the rainforest, tremendous trees divide the rainforest into three separate habitats: the emergent layer high above the rest of the forest, the canopy where most natural life dwells, and the forest floor, reserved primarily for rodents, amphibious reptiles, and lumbering dinosaurs.&lt;br /&gt;
&lt;br /&gt;
==== '''Three Strongest Tribe''' ====&lt;br /&gt;
While many tribes call Kozia their home, there are three that hold particular prominence.&lt;br /&gt;
&lt;br /&gt;
'''Sozein.''' Occupying the southwest river delta, the Sozein tribe has a large dragonfolk population and worships the Nine Dragons as their chief benefactors. While they are largely nomadic at this time, their city of Wyvanai sprawls across several enormous trees overlooking the equatorial gulf.&lt;br /&gt;
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'''Tafunga.''' Several tribes along the southeast of the rainforest make up the Tafunga Clan. They primarily dwell in the forest floor, using domesticated dinosaurs as mounts and harvesting vast quantities of mushrooms and other fungal growths. They trade these fungi to other Kozian tribes and to Unjaarn and Nalathesh in exchange for other goods.&lt;br /&gt;
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'''Valstrom.''' Valstrom is one of the least nomadic of the Kozian tribes. Occupying the Thunderhead Vale in northern Kozia, closest to Nalathesh’s border, Valstrom relies on the Thunderhead River for fresh water and power, using water wheels to operate sawmills and similar industrial facilities. Valstrom’s capital, Stormvale, is a large city sprawling from the river to the foothills along the Vale’s west side.&lt;br /&gt;
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=== Lachonet ===&lt;br /&gt;
A temperate forest sweeps down from low mountains in the west, giving way to badlands in the east before the land eventually cascades into a landlocked freshwater sea. The forest is home to towering trees whose broad leaves choke out the sunlight, causing the forest floor to primarily consist of mulchy decomposition matter and fungal growths.&lt;br /&gt;
&lt;br /&gt;
This region is home to the Lachonet peoples, a people group who generally share the same cultural beliefs but do not otherwise think of themselves as a nation. None, that is, except for the Cheran, who profess that the entire region of Lachonet is their kingdom and they are the rightful rulers over all Lachonetans.&lt;br /&gt;
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'''Aristocratic and Political.''' The Cheran are a group of Lachonetans who have settled along the mountain ranges in the west of the region, overlooking valleys riddled with lava flows. They believe that they are destined to rule the entire region, but many other Lachonetans have never even heard of the Cheran. The ensuing conflict plagues the region for several centuries.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Individual farmsteads, villages, and nomadic groups of Lachonetans will trade with one another and with the Empire of Gilgalon to their north. On very rare occasions, long-distance traders from Mitsutor will contact and trade with them.&lt;br /&gt;
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'''Militant.''' Given that there is no legitimate ruling power in Lachonet, each insular community must fend for itself in the face of horrible kaijan attacks and dinosaur raids. The villages that endure are those with safe bunkers or the capacity to quickly relocate and rebuild when needed.&lt;br /&gt;
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'''Religious.''' Lachonetans place great stock in emotional authenticity and in interpersonal relationships. They concoct elaborate mythologies with characters that embody different key emotions, and use these stories to teach moralistic lessons about not denying yourself sorrow, nor joy, when the situation warrants. After the Tear, the Stravon Conclave of the Archfae become the patron deities of these folk.&lt;br /&gt;
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'''Social.''' With the Cheran being a glaring exception, the people of Lachonet typically believe that they should not worry about the affairs of the outside world. Their primary concern is with helping one another in their immediate communities, and occasionally with offering aid to their neighboring communities when they come upon hard times.&lt;br /&gt;
&lt;br /&gt;
==== '''Kareis''' ====&lt;br /&gt;
Kareis is the largest city of Lachonet. It is heavily fortified and hard to access, allowing it to endure despite ongoing attacks from kaijan, dinosaurs, and unsatisfied Lachonetans. Kareis is the mountain home of the Cheran, and the stone fortress of its tyrant monarch overlooks the lava pits. The officials of the Cheran are known to punish insubordination by hurling culprits off of the stone towers and into the lava lakes below.&lt;br /&gt;
&lt;br /&gt;
=== Mitsutor ===&lt;br /&gt;
Mitsutor is a land of extremes. The frigid antarctic nation lays claim to some boreal forest land, but is primarily located in the harsh tundra. Enormous glaciers carve great valleys through the kingdom and volcanoes spew their lava flows through these trenches.&lt;br /&gt;
&lt;br /&gt;
The harsh cold is perhaps why the Mitsutorans chose this place for their homeland. They virtually never have to deal with dinosaurs, and a kaijan straying this far south is a similarly uncommon occurrence.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The rulers of Mitsutor are [[chosen]] through a religious rite in which candidates endure both extreme heat at volcanic sites and extreme cold in the open tundra during a [[blizzard]]. The candidate who is able to endure the most heat and cold for the longest time is given governing authority over their town for life. When Mitsutor’s monarch dies, all currently ruling governors may undergo this trial again to ascend to the throne over the whole nation.&lt;br /&gt;
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'''Mercantile and Trade.''' Given that Mitsutor is geographically isolated from other nations, thousands of miles from Shomachyr or Lachonhet, Mitsutor almost exclusively trades intranationally. Its northern towns supply lumber to its southern towns, who send stones from their quarries north in exchange.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Many hunters and gatherers also serve as militia when the need arises. This is usually in order to fight kaijan or rampaging mammoths, given Mitsutor’s relative isolation from other nations. These militia are skilled at vertical combat, using ice picks and grappling hooks to quickly scale glaciers or kaijans.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Given the great prevalence of both ice and fire in Mitsutor’s daily life, the people of this nation place great emphasis on the elements in their religious practices. After the Tear, the Mitsutorans associate these practices with the Ashyidir Conclave of the Archfae.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Towns and villages throughout the nation primarily revolve around hunters and gatherers. Gathering is more common in wooded areas as winter berries and tough but edible roots can be found in some abundance, while hunters stalk the open tundra in pursuit of large game. Most towns are built near a glacier, and in the event of a kaijan attack, the town’s population will shelter inside great bunkers carved into the glacier while the kaijan passes by.&lt;br /&gt;
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==== '''Gleskin''' ====&lt;br /&gt;
Gleskin is a massive fortress city carved inside a glacier in the center of Mitsutor’s territory. The city has enough food stores and bunk space to house and feed the entire nation for three months in the face of a cataclysmic event. Mitsutor’s monarch primarily rules from Gleskin, though sometimes monarchs will tour their kingdom to ensure that their towns and villages are receiving the help that they need.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Tar Pits.''' Near the west coast of Mitsutoran territory, four large tar pits have been the demise of many game animals and some humanoids. The area is believed to be cursed and Mitsutoran hunters avoid the region whenever possible.&lt;br /&gt;
&lt;br /&gt;
'''The Southern Lava Lakes.''' In the far southern stretches of Mitsutoran territory, several lava lakes offer some solace from the brutal cold of the antarctic. These lava lakes allow for sparse forests to grow in this region, so several Mitsutoran towns have been established in the area.&lt;br /&gt;
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=== Musatal ===&lt;br /&gt;
An ancient and historically rich nation, Musatal is located along the desert just to the east of the Tekoz Jungle. Its people have adapted to brutally hot summers, and winters bring only a slight respite with a few inches of rain on a good year. Musatal’s westernmost cities border the jungle, allowing them to collect water and timber that they ship out to the rest of the nation.&lt;br /&gt;
&lt;br /&gt;
The nation of Musatal is primarily dwarvish, [[human]], and dragonfolk, although most sapient lineages can be found in this nation.&lt;br /&gt;
&lt;br /&gt;
Centuries ago, Musatal’s dwarven engineers discovered strange artifacts that they used to animate the corpse of a kaijan. They did not fully understand this magic, and rather than creating a mindless sentinel to defend their kingdom, they created Cen, the first dragon. Shortly thereafter, they created Bune, the second dragon, but their artifacts broke during the process. Cen and Bune had seven children; together, they and their children are the Nine Dragons, the immortal parents of all dragonfolk, dracanises, wyverns, wyrms, and similar creatures.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Musatal has highly advanced academic institutions in comparison to its contemporaries, though these institutions are still rudimentary compared to those that will develop hundreds of years later. Musatali philosophers ponder the meaning of existence; astronomers chart the complex movements of Ancerra’s moons and the other planets visible within the demiplane; and archaeologists carefully excavate the great ruins of An.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Musatal is ruled by a dynastic monarchy. The king’s eldest son becomes the king next, the king’s eldest sister is always his chief advisor. Support for the king is strongest in the capital city and weakest in the far-flung reaches of the desert, where small towns receive minimal support against attacks from velociraptors or [[giant]] snakes.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Musatal has highly skilled long-distance trade caravans that are equipped to traverse even the harsh environment of the great desert. These caravans facilitate trade with Zakache to the north, and even with Brazodir on the other side of the continent. Musatali near the capital produce vast quantities of gold and salt, so they receive a great many riches in exchange. Of course, they also trade locally with Cebunia and Tekola, and maintain trade patterns with Gavare.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Musatal’s desert land is quite exposed to attacks from apex predators, so the godkings throughout the centuries have placed great stock in developing a competent and powerful military. An well-equipped [[ankylosaurus]] cavalry gives pause any dinosaur and even to most kaijan.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Musatali have several religious views that conflict with one another, leading to different sects throughout the nation. Many worship the Nine Dragons as patron deities, while some argue that this would be like worshiping one’s own child as it was the Musatali that created the first two dragons. Other Musatali point to their heritage as religiously significant. As the ruins of An are in their nation, these folk proclaim that they are the descendents of the first civilization and therefore have a religious responsibility to [[guide]] other nations to ever greater discovery.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Musatali are generally quite proud folk, pointing to their storied history with great patriotism. Some Musatali dragonfolk are just as patriotic as anyone else, while others feel a strained mix of emotions given that ancient dwarvish tinkerers created the Dragons that in turn created the dragonfolk.&lt;br /&gt;
&lt;br /&gt;
==== '''Anmun''' ====&lt;br /&gt;
The capital of Musatal, the home of the dynastic godkings, is called Anmun, after the first civilization. It is constructed on a series of shallow hills that overlook the excavation site where archaeologists are gradually unearthing more and more of the great civilization that preceded them.&lt;br /&gt;
&lt;br /&gt;
This excavation site, the former city-state of An, is of great interest to Musatal both for its historic and academic value and for the vast quantities of gold and gems buried in the ruins. Political, academic, and economic officials hold ongoing debates about whether they should inject these riches into their economy or reserve them in museums for future generations.&lt;br /&gt;
&lt;br /&gt;
=== Nalathesh ===&lt;br /&gt;
Nalathesh is a nation of hot, arid deserts in the west and hot, humid jungles in the east.&lt;br /&gt;
&lt;br /&gt;
Nalathesh is an absolute monarchy ruled by an immortal Godking - or so says the ruler. The Godking only ever appears in public wearing a solid gold [[mask]], so hushed speculations hold that the Godking is not one person, but many; the mask must surely be passed down from generation to generation.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' The Godking makes every decision of substance in Nalathesh, and his will is enforced by his Radiant Princes. The Radiant Princes are highly trained warriors who also learn how to use psionic magic to augment their combat prowess.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Nalathesh’s mix of desert and jungle environments means that it has many natural resources to offer. It trades commonly with Kozia and Betaal. For quite some time, Nalathesh has sought to establish a reliable trade route with Kendaria, which led to the two nations partnering to build Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Nalathesh’s military is well-trained and well-equipped. All soldiers respond directly to the Godking or his commanders. The elite Bronzeguard are a legion of cavaliers that ride dracanises into combat, decimating threats to the kingdom. Between the Bronzeguard and the Radiant Princes, Nalathesh is capable of repelling most kaijan threats, even if such engagements are quite costly.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Worship of the Godking is mandatory. National taxes are seen as a religious responsibility, and any sign of insincerity in one’s worship of the Godking is punishable with imprisonment.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Nalatheshi culture revolves around the Godking, and even interpersonal relationships are often viewed in these terms. Shade and wind are often celebrated as gifts from the Godking’s mercy, and sudden rainstorms might cause merchants and laborers to stop their work for the day and engage in revelry.&lt;br /&gt;
&lt;br /&gt;
==== '''Aridala''' ====&lt;br /&gt;
A sprawling metropolis of multistory adobe apartments, vibrant bazaars, and confusing alleys, Aridala is the capital of Nalathesh. Aridala straddles the border of Nalathesh’s jungles and desert land. The streets of Aridala are well maintained and crime is virtually nonexistent under the watchful eyes of the Radiant Princes.&lt;br /&gt;
&lt;br /&gt;
=== Nausa ===&lt;br /&gt;
Nausa is a city-state in the eastern gulf. Constructed by amphibious humanoids like merfolk and dwellvur, Nausa is primarily inhabited by sea-dwelling folk, but has a small population of air-breathing humanoids.&lt;br /&gt;
&lt;br /&gt;
Nausa’s first buildings are carefully formed out of massive coral structures. Architects that have gradually added to the city-state use coral, waterproof plasters, and thick, watertight weaves of seaweed. They have also implemented Avadrium to build some of their more architecturally advanced buildings, although Nausan engineers have not yet discovered Avadrium’s many uses. Nausa has a small port with a series of piers that jut above the surface of the ocean. This port contains a deep shaft with Avadrium lifts running up and down its length, allowing air-breathing humanoids to descend into Nausa’s interior buildings.&lt;br /&gt;
&lt;br /&gt;
The vast majority of Nausa’s buildings reside on the ocean floor, hundreds of feet below the surface. Swimming hatches allow divers to easily access the ocean floor and return directly into the city, rather than having to dive from the surface of the ocean every time they wish to explore. These swimming hatches use two doors to prevent the water from flooding into the city.&lt;br /&gt;
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'''Aristocratic and Political.''' An elected triumvirate governs Nausa. Each triumvir has a six-year term, but elections to the triumvirate are staggered so that a new triumvir has a chance of getting elected once every two years. This offers some continuity as each new triumvir has a couple years to learn from those who already have experience in office, but it has led at times to chaotic decades of constant politicking.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Nausa exports unique wares to merchant sailors, which brings a lucrative income to Nausa’s economy. They export shells, pearls, and coral skeletons as works of art or fine jewelry. They also export a tough, fibrous seaweed cloth that functions much like waterproof leather or hide [[armor]]. But Nausa’s most valuable export is its pigment dye taken from the saliva of sea slugs that dwell on the ocean floor. This dye produces a rich purple hue and is highly sought after by royalty and prominent politicians.&lt;br /&gt;
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'''Militant.''' Nausa does not maintain a military, as they live underwater and are both geographically and economically protected from invasion by any land-dwelling nation. The city watch is competent at keeping the peace within the city and are all trained as deep-sea divers, capable of mounting rescue missions or fighting off sea creatures beyond the scope of the city when needed. Many of the city watch also tend to repairs on a day to day basis, patching damaged buildings after aquatic kaijan slam into them.&lt;br /&gt;
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'''Religious.''' Most Nausans are fervent worshippers of a kaijan that they believe to be their great protector. One great kaijan reminiscent of a [[turtle]] is credited with saving Nausa from another kaijan that looked like a blend of a squid and a humanoid. The former, called Jiruk, represents strength, honor, and sacrificial protection. The latter, called Thul, embodies an all-consuming desire to corrupt and destroy.&lt;br /&gt;
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=== Nevna ===&lt;br /&gt;
Nevna is a very old nation spanning hundreds of miles of coastline along a crescent-shaped bay on western Telgaia. It is primarily overgrown in thick jungle growth, and the Nevnan economy thrives on both inland and marine flora and fauna.&lt;br /&gt;
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Nevnan sailors are some of the earliest pirates, pillaging other vessels and raiding coastal towns to turn a great profit for themselves and their nation.&lt;br /&gt;
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'''Aristocratic and Political.''' Nevna is a classical monarchy, passing the right to lead the kingdom from eldest son to eldest son.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' Nevna exports raw materials of many kinds given their resource-rich natural environment.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Most Nevnan sailors are also capable fighters. Nevna has a large shallow-water navy, but a very small standing [[guard]] force in each of its coastal towns. They are also competent in jungle warfare, but more capable on the sea than land as a general rule.&lt;br /&gt;
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'''Religious.''' There are a handful of temples to sea gods throughout Nevna, but heartfelt worship is uncommon. Most Nevnan sailors respect the sea, but do not deify it, and think that the most valuable asset they have is not faith, but their own two hands.&lt;br /&gt;
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'''Social.''' Nevna can be a rough place to live. Few people spare a second glance for the man getting mugged in the alley. In a cutthroat culture, one needs only look after themself.&lt;br /&gt;
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==== '''Nistar''' ====&lt;br /&gt;
Nevna’s largest city, home to the fortified castle from which its kings rule the nation, is Nistar. This city hugs the central coastline of Nevna’s bay and has an exceedingly large dock that can accommodate several hundred ships at once.&lt;br /&gt;
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=== Prenedonia ===&lt;br /&gt;
A humid forest coastline that stretches for hundreds of miles along a landlocked sea, Prenedonia is a handful of loosely associated city-states that share the same culture, although they are fully autonomous in terms of running their own affairs. Sailors have made landfall on many islands throughout this sea, establishing island city-states that are also part of the loose federation known as Prenedonia.&lt;br /&gt;
&lt;br /&gt;
While these city-states will occasionally engage one another in skirmishes over land or resources, they will rally together readily enough when faced with a greater threat like foreign invasion or a dangerous kaijan.&lt;br /&gt;
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'''Religious.''' Prenedonian culture venerates gods that reflect the prime elements and emotional states common to humanoids. Although the Ashyidir and Stravon Conclaves of the Archfae were not discovered until significantly later, the way that the Prenedonian gods are depicted largely resembles these conclaves.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Prenedonians welcome traders and travelers from other Prenedonian city-states, and while they will treat travelers from other nations with polite caution.&lt;br /&gt;
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==== '''City-states of Note''' ====&lt;br /&gt;
Anedonia’s three most prominent city-states are described in a little more detail below, but this is only three out of a couple dozen city-states that are part of the Anedonian federation.&lt;br /&gt;
&lt;br /&gt;
'''Sethan.''' The most economically influential of Anedonia’s city-states, Sethan occupies a large island near Anedonia’s mainland coast. Sethan is ruled using an elected senate. In times of crisis, the other city-states of Anedonia will rally behind Sethan as the effective capital of all the city-states.&lt;br /&gt;
&lt;br /&gt;
'''Taspar.''' Taspar is the largest city-state on Anedonia’s mainland. It is an autocratic city-state that trains its citizens to be soldiers from the time they are only four years old, and these soldiers are known for being the most capable kaijan-fighters in all Prenedonia. While Taspar and Sethan have strenuous philosophical disagreements, they respect one another’s accomplishments and view each other as steadfast allies.&lt;br /&gt;
&lt;br /&gt;
'''Terec.''' Terec has a much smaller population than Sethan and Taspar, but is one of the oldest Prenedonian city-states. It has beautiful, mystical mineral deposits deep underneath its island territory, and Terec’s miners are trying to determine how these minerals might be most effectively mined and smithed.&lt;br /&gt;
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=== Shomachyr ===&lt;br /&gt;
When the dragonfolk of what would become Cebunia departed from Musatal, another political migration led to the creation of Shomachyr. A group of augurs shrouded in mysticism suggested that they had received signs to travel with the emigrating dragonfolk, but while the dragonfolk stopped and founded Cebunia, the followers of the augurs headed farther south until they came to a great inland sea. They developed their nation in the temperate deciduous forest around this sea at the behest of the augurs.&lt;br /&gt;
&lt;br /&gt;
History would prove that listening to these augurs was a disastrous decision. Shomachyr has little governmental organization and a weak militia that proves generally incapable of preventing rampaging dinosaurs from causing severe [[damage]] to towns and villages, let alone the wrath of an occasional kaijan.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Whenever a leader’s reign is in question, the people of a town or region will consult local augurs. These augurs, by casting bone lots or reading the entrails of a game animal, will determine whether the leader should remain in power or be replaced by another. Augurs will usually explain exactly who should be elevated to leadership in the event of a change in governance. Shomachyr otherwise uses a vaguely feudal system, where in theory regional rulers report to an overseeing monarchical figure, but in practice the regional rulers have most of the power.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Shomachyr trades almost exclusively within their own cities and with Cebunia to the north. It is thousands of miles from Mitsutor to its southeast, so trade between them virtually never occurs.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Shomachyr does not have any notable military, and the cities’ standing militias are not very capable. Dinosaur and kaijan attacks frequently force settlements to rebuild from scratch or relocate entirely.&lt;br /&gt;
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'''Religious.''' The people of Shomachyr turn to their augurs to divine the future and determine what the gods would like for them to do. The augurs have decided that the gods wish to be unknowable, and that the peoples of Shomachyr are only to obey and should not seek out greater understanding of the gods.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Journeyman apprentice thing is a big cultural movement&lt;br /&gt;
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==== '''Shryadur''' ====&lt;br /&gt;
Shomachyr’s capital, Shryadur, is a small island in the inland sea that occupies Shomachyr’s southern region. Shryadur is well-defended from wingless monsters, but an enormous serpent dwells in the sea and it commonly destroys the buildings closest to the island’s shoreline. As such, the high ruler’s palace is in the very center of the island, farthest away from the shoreline on all sides, and the high ruler’s influence is almost entirely contained to the island itself as the regional rulers on the mainland make whatever decisions they and their augurs see fit.&lt;br /&gt;
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=== Skavr ===&lt;br /&gt;
When a large clan of nomads fled northward from the jaws of numerous monsters, two major factions split apart from one another. One faction suggested that they head north across the frozen wastes, while the other faction believed that this would be a suicide mission. Instead, they should make their homes on the northernmost stretches of their forest, battling cold on one side and monsters on the other. The former faction became Fjordenhaven, while the latter became Skavr.&lt;br /&gt;
&lt;br /&gt;
While the two nations had different ideas about the best way to survive, it would turn out that both ideas were valid. The Skavri became notably stalwart warriors and would protect their own territory and the Fjordenhavian, while the Fjordenhavian became skillful navigators and would trade their natural resources to Skavr.&lt;br /&gt;
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'''Aristocratic and Military.''' Since its inception, Skavr has been ruled by [[warrior]]-kings. Each town is ruled by the strongest warrior, and during times of peace, other warriors can challenge the ruler for the right to govern. These warrior-kings can in turn challenge the High King, who is the strongest warrior out of all governing officials.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Skavr receives a great deal of raw and processed goods from Fjordenhaven. In return, Skavri warriors will defend the Fjordenhavian when the need arises.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' The Skavri are generally not religious, but those who do practice religion often worship the changing of each season.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' While the Skavri readily honor their trade agreements with the Fjordenhavian, many privately believe that the Fjordenhavian are too soft for the harsh environment of the far north. Aside from the Fjordenhavian, the people of Skavr generally keep to themselves.&lt;br /&gt;
&lt;br /&gt;
==== '''Icekairn''' ====&lt;br /&gt;
The Skavri High King has made his capital on a fortified mountain city, hard to access and even harder to besiege. From its harsh towers, the High King commands the nation and sees it through times of crisis.&lt;br /&gt;
&lt;br /&gt;
=== Tekola ===&lt;br /&gt;
The vast equatorial jungle of Tekoz is ornamented with an enormous river that winds and branches through great swathes of the jungle. Seasonal monsoons and hurricanes buffet the coastline for nearly half of each year, and highly irregular flooding poses a challenge for those in the northern stretches of the jungle.&lt;br /&gt;
&lt;br /&gt;
The people of Tekola naturally formed from a blend of Musatali and Gavarese cultures. As the two nations traded with one another, the people from their cultures intermingled and built their own trading post towns that eventually developed into their own jungle nation. From the mountain ranges in the jungle’s east, this nation spread westward, first along the river and then deeper into the dense tropics.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Tekola is an example of an early federalist nation. Individual cities govern their regions with general autonomy, but they report to the godking of Lahira, the largest state of the nation. The godking chooses their heir out of their children, and godkings claim that their soul passes from parent to child at the time of the parent’s bodily death. Thus, the ancient spirits of the first godkings still guide and counsel today’s rulers.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Tekola’s decentralized cities span the vast Tekoz Jungle and are primarily built along its winding, branching river. Flat-bottomed riverboats ferry merchants between Tekola’s cities, and international traders exchange goods with Gavare, Musatal, and Cebunia.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Tekolan dinosaur wranglers and psions also serve as the standing militias that protect Tekola’s various cities. Most large towns have a dinosaur cavalry of at least a half-dozen riders and their mounts.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Although Tekola’s natural environment is marginally more stable than Gavare’s, their cultural and religious beliefs have significant overlap. While Tekolans do not engage in ritual warfare to appease the gods, they do hold that angry deities cause enormous cataclysms every hundred years or so, and will frequently cause smaller-scale natural disasters out of sheer boredom.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' A given town or city places great stock in its leaders. Most cities have dynastic leaders, like lesser monarchs or dukes, but a few cities experiment with democratic elections. Throughout the Tekolan wilderness, masons have carved enormous stones to resemble the heads of their most noteworthy regional and national leaders.&lt;br /&gt;
&lt;br /&gt;
==== '''Lahira''' ====&lt;br /&gt;
Lahira was the first trading post established by Musatali and Gavarese merchants. A mountain town in the pass between three crests, the town is a ten minute walk from the springs that feed the Tekoz River, allowing the town a virtually endless supply of fresh water. The town gradually grew into a city that sprawls along the entire mountain pass and down into several valleys, and Tekola’s godking rules from its highest palace. The city is not well constructed to defend from attacks, so a battalion of militant psions are constantly on the lookout for rockslides and kaijan.&lt;br /&gt;
&lt;br /&gt;
=== Unjaarn ===&lt;br /&gt;
Unjaarn is a relatively large nation that spans the entire river delta at the end of the Great Chasm. Swampy and humid year-round, the people of Unjaarn are almost all at least competent in boating through bogs and marshes. The wilderness of Unjaarn is a tangle of mangroves, hemlock, and black spruce among other tropical and subtropical trees, all of which is overgrown with lichens, kudzu, and parasitic plants like strangler figs. All manner of dangerous animals and strange monsters lurk in the murky waters outside of civilization, but skilled rangers can navigate the swamps skillfully to avoid the worst of these creatures.&lt;br /&gt;
&lt;br /&gt;
'''Unjaarni Castes.''' Unjaarn maintains a rigid caste system. An Unjaarni will remain in the same caste that their parents were born into, as will their children, in perpetuity. Most Unjaarni are satisfied with the knowledge that they have some form of social security, even if most of them  never have a chance to lead lavish lifestyles. Detailed information on Unjaarni castes can be found in the MythCrafter’s Guide.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Unjaarni believe that every pantheon exists, and likely many more that nobody is aware of. Each town and household may have specific deities that they feel especially drawn to worship as their patrons. Most Unjaarni believe in [[reincarnation]], though they do not scientifically understand Essence.&lt;br /&gt;
&lt;br /&gt;
'''Trade.''' Unjaarn exports many potent spices, artistic clay goods, and flavorful foods. It also exports colorful pigments that make bright dyes, trading primarily with Nevna, Kozia, and Nausa.&lt;br /&gt;
&lt;br /&gt;
==== '''Nelidi''' ====&lt;br /&gt;
The capital of Unjaarn is a massive city spread across several small islands in a shallow area of the swamplands. With a population of hundreds of thousands of people, Nelidi is one of the largest cities on Telgaia.&lt;br /&gt;
&lt;br /&gt;
=== Yodvan ===&lt;br /&gt;
Brave explorers from Fjordenhaven sailed through the treacherous ice seas of the north and made landfall on a large island far to their east. On this island, they found a wondrous forest whose plants seemed to be made of a vegetable-metallic hybrid. They ventured into the fog-choked mountains beyond, which hummed with weird resonances. There, they found the island’s true treasure: a mythically hard and strong material that came to be known as adamantine.&lt;br /&gt;
&lt;br /&gt;
The Fjordenhavian eventually established a permanent outpost on this island, which grew into a city, which grew into a network of towns, which eventually became the independent nation of Yodvan. Even after it became an independent nation, Yodvan continued to maintain close ties with Fjordenhaven.&lt;br /&gt;
&lt;br /&gt;
'''Academic.''' Aurora’s Hearth, the capital of Yodvan, has invested great time and effort in building a scientific academy that conducts endless experimentation with adamantine and the various biotechnical discoveries that explorers find in the Glowing Forest.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Like Fjordenhaven, Yodvan practices a monarchy of pure primogeniture: the eldest child of each monarch takes the throne after the parent’s death or abdication. Subsequent children (or other family members) are assigned to be counts and countesses over Yodvan’s towns, as they would be in Fjordenhaven.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' Yodvan trades almost exclusively with Fjordenhaven and with its much closer neighboring nation of Balthuani to the south. In exchange for exporting its rare and strange minerals, Yodvan receives foodstuffs and raw goods that they process into finery.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Yodvan has not developed a standing military as it is insulated from most threats due to its geographic isolation. Hired mercenaries protect the miners that venture into the woods and the mineshafts in the mountains, as each location has dozens of strange stories involving horrific monsters.&lt;br /&gt;
&lt;br /&gt;
'''Religious.''' Yodvan observes many of the same religious practices of Fjordenhaven, placing prophetic stock in the coloration and patterns of the northern lights.&lt;br /&gt;
&lt;br /&gt;
'''Social.''' Yodvan’s culture is a blend of Fjordenhaven’s and Balthuani’s as most of its citizens have emigrated from one nation or the other. The folk of Yodvan are generally warm and hospitable to strangers, but punish any type of crime with no mercy.&lt;br /&gt;
&lt;br /&gt;
==== '''Aurora’s Hearth''' ====&lt;br /&gt;
Aurora’s Hearth is the first outpost founded by Fjordenhaven, which has developed into a sprawling city that hugs the coastline for many miles.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Glowing Forest.''' The glowing forest’s vegetation grows in strangely intentional patterns: trees might have limbs at precise angles, and a bush’s leaves might all be exactly the same size. The vegetation seems both living and metallic, and scientists are trying to determine the best uses for this material. Glass bulbs grow from many trees and bushes in a variety of shapes, and these bulbs often glow with internal light. Scientists have discovered how to control when these lights turn on and off, and the bulb’s light will last for several years after being plucked from its plant.&lt;br /&gt;
&lt;br /&gt;
Other discoveries no doubt lie deep in the Glowing Forest, but strange monsters of untold power lurk in the forest’s depths, too.&lt;br /&gt;
&lt;br /&gt;
'''The Mountains of Adamant.''' Shrouded in thick fog and palpable mystery, the Mountains of Adamant loom cold and foreboding along the center of the large island. The promise of great wealth in the form of adamantine lures many miners and their mercenary guardians, but both the terrain and the fauna are vicious in these mountains, not to mention the winds that could rip flesh from bone. Jagged cliffs, treacherous glaciers, and narrow passes each pose threats to explorers. Terrifying creatures that lurk deep in the mountain’s caves often leave even stoic heroes babbling with inarticulate fright.&lt;br /&gt;
&lt;br /&gt;
=== Zakache ===&lt;br /&gt;
Those who travel deep into Telgaia’s great desert will find endless miles of barren hills. In the heart of this wasteland dwells a great valley where the heat of the desert gives way to tough, dry prairies that in turn give way to lush green meadows along the valley’s central river and lake. Thorny chaparral forests blanket the hills along the periphery of this valley, and great tangles of green ferns and water trees encircle the valley’s lake like a protective wall.&lt;br /&gt;
&lt;br /&gt;
This is the Zakache valley, traditionally believed to be the original homeland of the Kosavran. While Kosavran folk have since spread across Telgaia and can be found virtually anywhere except for its coldest regions, Zakache is still primarily a nation of these dinosaur-folk.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic and Political.''' Zakache relies on a traditional tribal system. Each tribe’s leader will meet with other tribal leaders to discuss matters of inter-tribal importance, but tribes are otherwise autonomous to manage their own affairs as they see fit. A tribe’s leader is usually the individual who exhibits the greatest blend of strength and wisdom. When a tribal leader becomes too old to display strength, they may be asked to resign and serve as an advisor to a new leader. Some of the more aggressive tribes hold ritual battles to establish who the stronger potential leader is.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile and Trade.''' The folk of Zakache primarily trade with other Zakachese tribes and do not concern themselves with the outside world. However, small groups of Zakachese long-distance caravan traders do engage in trade with many nations that border the great desert, from Gavare and Musatal in the west to Brazodir and Kozia in the south and Doshairiel in the north.&lt;br /&gt;
&lt;br /&gt;
'''Militant.''' Zakache’s psions and dinosaur tamers are some of the best in Telgaia. The hunters and tribal guardians of Zakache are highly competent in fighting dinosaur and kaijan threats, but are ill-equipped to contend with another humanoid threat. They rely on the vast desert to dissuade any other kingdom from attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Religious and Social.''' Zakachese religious practices are closely intertwined with their social customs. This varies somewhat from one tribe to another, but most tribes place great emphasis on the cycles of life and death. Some bury their dead in the soil to nurture the next year’s crops. Others burn their dead, freeing their bodies from the animalistic cycle of eating or being eaten. Other tribes take exactly the opposite approach, believing that eating their dead and making tools out of their bones honors their memory. This has understandably led to hostile dispute, and the tribal leaders eventually came to an agreement that each tribe would see to their own funerary rites as they deem best and would not interfere with other tribes’ practices.&lt;br /&gt;
&lt;br /&gt;
The people of Zakache unknowingly worship two of the six creator Avatars, and they represent death with the image of a crow, and life with that of a fish.&lt;br /&gt;
&lt;br /&gt;
==== '''Points of Interest''' ====&lt;br /&gt;
'''The Great Lake.''' The Great Lake in the center of the Zakache Valley is a neutral gathering place where any person from any tribe can come peacefully. Aggression is forbidden, and any aggressor who behaves violently at the Great Lake is subdued and exiled into the deserts beyond. Each Zakachese tribe views the Great Lake as a central gathering place, the way other nations might view both a capital city and a cathedral.&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ancerra_Before&amp;diff=4410</id>
		<title>Ancerra Before</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ancerra_Before&amp;diff=4410"/>
		<updated>2024-02-23T03:33:48Z</updated>

		<summary type="html">&lt;p&gt;Salamar Dree: /* Magic Heroes and Creatures */Fixed a typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;'''Playtest Disclaimer THIS IS PLAYTEST MATERIAL. All content within this document is subject to change.'''&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Ancerra Before: The First Supereon''' introduces [[Telgaia]], a massive supercontinent from the centuries before the Tear that brough Ancerra back into contact with the other planes of existence. Explore Telgaia and discover the living kingdoms that either fall to ruin or manage to endure the many challenges of the ancient world.&lt;br /&gt;
&lt;br /&gt;
Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.&lt;br /&gt;
&lt;br /&gt;
In the days of Telgaia, [[Ancerra]] was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Magic enters into Ancerra in full force when the Tear opens in the demi plane protecting the planet. Prior to the Tear, magic is exceedingly rare and quite limited in its capacity. [[Arcane]], [[Divine]], and [[Occult]] magic do not exist before the Tear.&lt;br /&gt;
&lt;br /&gt;
[[Psionic]] magic is directly tied to a creature’s Essence, so it exists in this time period. Psions are powerful contributors to society and instrumental in protecting towns and cities from the threat of enormous monsters, so most towns of any notable size have at least one psionic caster.&lt;br /&gt;
&lt;br /&gt;
[[Primal]] magic also exists in very small quantities across Telgaia. Points of raw environmental energy, such as volcanoes and the deepest hearts of jungles, have thin barriers between Ancerra and the Everwilds, allowing trace amounts of primal magic to seep through.&lt;br /&gt;
&lt;br /&gt;
==== '''Magic Heroes and Creatures''' ====&lt;br /&gt;
The lack of magic in pre-Tear Ancerra dramatically impacts some classes and talents. The [[Cleric]], [[Mage]], [[Vessel]], and [[Witch]] classes from the Core Rulebook are unplayable in this setting. You may play a [[Zealot]], but you do not gain Divine Power. Additionally, Tinkerers and some tracks of the [[Rogue]] (such as Guild Affiliate and Conman) are extremely rare in Telgaia during this time period. They would only be found in the rare city-state or national capital large enough to have a robust economy similar to that of a nation in the second Supereon. Most cities are utilitarian, focusing only on a surplus of food and on security, so economically dependent tracks are illogical.&lt;br /&gt;
&lt;br /&gt;
Furthermore, you may not learn the [[Student]] of the Arcane, Disciple of the Divine, Initiate of the Occult, or Warden of the Primal talents, even if you would normally learn them through a class talent. If you play an [[Oracle]], for example, you must choose Adept of the Psionic instead of Warden of the Primal.&lt;br /&gt;
&lt;br /&gt;
The [[Fiendblood]] lineage is incompatible with this setting as Inferno has no contact with Ancerra. Similarly, Golems are not created until after the Tear, with the exception of Psionic Golems. [[Undead]] exist in very rare circumstances, but cannot be created via any form of harnessable [[resurrection]] magic; instead, they seem to just be anomalies of nature. You may not select any options from any lineage that would give you access to magic, unless it is Psionic or Primal.&lt;br /&gt;
&lt;br /&gt;
Creatures that use Arcane, Divine, and Occult magic cannot be found on Ancerra during this time period. Creatures that use Primal or Psionic magic are unaffected.&lt;br /&gt;
&lt;br /&gt;
== An Age of Titans ==&lt;br /&gt;
Telgaia is home to creatures of enormous proportions. Dinosaurs tower over humanoids, and the dreaded kaijan in turn cast black shadows over these terrible lizards.&lt;br /&gt;
&lt;br /&gt;
The greatest struggle of humanoid creatures in the First Supereon is survival in the face of such enormous predators. The earliest groupings of humanoids were disorganized nomadic groups whose [[travel]] patterns followed prey and fled from predators. Eventually, some nomads began making permanent or semipermanent homes below ground. While enormous subterranean caverns came with their own threats, they were generally safer than the surface world. An, the first nation, existed primarily underground.&lt;br /&gt;
&lt;br /&gt;
Many subterranean nations came into contact with technology far beyond anything they could have imagined, including the [[Remnant]] lineage. These ancient artifacts are the legacy of the Avadri that created Ancerra in the distant, unknowable past.&lt;br /&gt;
&lt;br /&gt;
Surface-dwelling humanoids eventually found other methods of adapting to the great dangers posed by kaijan and dinosaurs. It became known that dinosaurs are vulnerable to psychic energy; psionic casters, therefore, rigorously trained to ward off dinosaurs from their settlements. Other psions went farther, learning to briefly control and domesticate dinosaurs and incorporate them into their societies. Psionic sentinels and dino wranglers both enabled their societies to set permanent roots and offered them the means to resist the terrors of the kaijan.&lt;br /&gt;
&lt;br /&gt;
== Technology Levels ==&lt;br /&gt;
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out [[how to]] build large buildings and monuments, and iron [[weapons]] were far less common than bronze ones due to the latter metal’s abundance and pliability.&lt;br /&gt;
&lt;br /&gt;
If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.&lt;br /&gt;
&lt;br /&gt;
'''Forward Compatible Class Tracks.''' Your MC may allow these tracks in other settings. Be aware that some of these talents are specifically designed to interact with dinosaurs. Others are intended to counteract creatures that have DT or are dramatically larger in scale than you might encounter in other supereons, so not all talents will be particularly relevant in other settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Ancerra Before: Supereon 1 Setting&lt;br /&gt;
|-&lt;br /&gt;
!Telgaian Nations&lt;br /&gt;
|[[Telgaia#Ahten|Ahten]] • [[Telgaia#Balthuani|Balthuani]] • [[Telgaia#Ahten|Ahten]] • [[Telgaia#Betaal|Betaal]] • [[Telgaia#Brazodir|Brazodir]] • [[Telgaia#Cebunia|Cebunia]] • [[Telgaia#Doshairiel|Doshairiel]] • [[Telgaia#Ekulad|Ekulad]] • [[Telgaia#Fjordenhaven|Fjordenhaven]] • [[Telgaia#Gavare|Gavare]] • [[Telgaia#Gilgalon|Gilgalon]] • [[Telgaia#Kendaria|Kendaria]] • [[Telgaia#Lachonet|Lachonet]] • [[Telgaia#BMitsutor|Mitsutor]] • [[Telgaia#Musatal|Musatal]] • [[Telgaia#Nalathesh|Nalathesh]] • [[Telgaia#Nevna|Nevna]] • [[Telgaia#Prenedonia|Prenedonia]] • [[Telgaia#Shomachyr|Shomachyr]] • [[Telgaia#Skavr|Skavr]] • [[Telgaia#Tekola|Tekola]] •  [[Telgaia#Unjaarn|Unjaarn]] • [[Telgaia#Yodvan|Yodvan]] •  [[Telgaia#Zakache|Zakache]]&lt;br /&gt;
|-&lt;br /&gt;
!Setting&lt;br /&gt;
|[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[Creature List|Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
!BOPs&lt;br /&gt;
| [[Supereon 1 Backgrounds|Backgrounds]] • [[Augur]] • [[Chef]] • [[Godking]] • [[Forager]] • [[Shepherd]] •  [[Stable Sweep]]&lt;br /&gt;
|-&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Dwellvur]] • [[Kosavran]] • [[Merfolk]] • [[River Dwarf]] • [[Coast Elf]]&lt;br /&gt;
|-&lt;br /&gt;
!Class Options&lt;br /&gt;
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Champion Pugilist]] • [[Dragonspeaker Oracle]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Salamar Dree</name></author>
	</entry>
</feed>