Chapter 4: Mountains and Valleys: Difference between revisions
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'''''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.'' | '''''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.'' | ||
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. | 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. | ||
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. | |||
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. | |||
==== Military Presence ==== | |||
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. | |||
== NPCs == | |||
==== Lutek Gaisk ==== | |||
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. | |||
With his previous service in Kareis, Gaisk is a solid source of information to the inner workings of the city, especially the Cheran, and was a direct lieutenant of Kessara. He is an inherently suspicious person, but if the adventurers prove themselves as friends to Lachonhet (and Cavesafe), he is willing to fill them in on the city’s inner workings, or more specifically the Cheran. | |||
Once they gain 5 Fame with Cavesafe, Gaisk will reveal Kessara’s secret motivation, and he decry Periak as a selfish snake who is easier to replace rather than deal with. He can drop information leading to the [[merchant]] Amarik in Kareis, saying he would make a much more suitable replacement | |||
Gaisk has the stats of a '''[[Veteran Soldier]]''', complete with iron weapons and armor from his time serving with the Sisaptum. | |||
==== Lutesh Naustis ==== | |||
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. | |||
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. | |||
==== Lutesh Mikartis ==== | |||
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. | |||
==== Fasik ==== | |||
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. | |||
== Points of Interest == | |||
=== The Safewells === | |||
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. | |||
=== The Krickcatham === | |||
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. | |||
=== Flooding Fields === | |||
The fields outside of the village benefit from a perpetual source of renewed ground water thanks to the Kareis mountains, the snow melt from its caps retreating to the base where it supplies natural, underground aquifers. This interaction creates the flooding fields, where intense spring-bound rainstorms flood a massive swath of land, replacing nutrients on a regular, yearly cycle. The bountiful harvests of Cavesafe come after, as they plow, sew, and work the fields year-round, using their domesticated dinosaur flock to do so. | |||
=== Sisas Barracks === | |||
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. | |||
=== Harvest Table === | |||
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. | |||
{| class="wikitable" | |||
| | |||
==== '''Cavesafe Celebrations''' ==== | |||
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. | |||
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. | |||
|} | |||
== Side Quests == | |||
=== Pests of Unusual Size === | |||
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. | |||
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. | |||
==== Pests Initial Encounter ==== | |||
{| class="wikitable" | |||
|'''Players''' | |||
|'''Creatures''' | |||
|- | |||
|3 | |||
|1 Warrior Dire Ant, 4 Worker Dire Ants | |||
|- | |||
|4 | |||
|2 Warrior Dire Ants, 4 Worker Dire Ants | |||
|- | |||
|5 | |||
|3 Warrior Dire Ants, 3 Worker Dire Ants | |||
|- | |||
|6 | |||
|3 Warrior Dire Ants, 6 Worker Dire Ants | |||
|} | |||
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. | |||
==== Ant Queen Encounter ==== | |||
{| class="wikitable" | |||
|'''Players''' | |||
|'''Creatures''' | |||
|- | |||
|3 | |||
|1 Queen Dire Ant, 2 Warrior Dire Wants | |||
|- | |||
|4 | |||
|1 Queen Dire Ant, 3 Warrior Dire Ants | |||
|- | |||
|5 | |||
|1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants | |||
|- | |||
|6 | |||
|1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants | |||
|} | |||
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. | |||
=== Nearby Loneasaurus === | |||
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. | |||
Adventurers can have Fasik lead them, or if they prefer they can track the stegosaurus with DC ~15-18 AWR/Tracking. It takes an entire day to locate the dinosaur, as it's about 10 miles outside the village. Once found, Fasik will approach and calm the stegosaurus, then mount it, guiding it back to the village. If they’d like to try instead, adventurers can calm the stegosaurus with a DC ~18-20 AWR/Animal Handling. If successful, Fasik will still do his trick to make it willing to be mounted, and the adventurer who calmed it can ride the stegosaur back. | |||
The stegosaurus is weak, and currently only has 30 maximum hit points, can only take 1 action, and will only fight if its forced to defend itself.During the return trip, adventurers can roll DEX/Sneaking to avoid notice from hostile fauna. Have each roll against a DC of 15. If at least ½ + 1 of the adventurers pass, they make it back after a day of travel with no issue. If not, they’ll be hunted by some hungry dinosaurs. | |||
==== Hungry Dinosaur Encounter ==== | |||
{| class="wikitable" | |||
|'''Players''' | |||
|'''Creatures''' | |||
|- | |||
|3 | |||
|2 Velociraptors | |||
|- | |||
|4 | |||
|2 Velociraptors | |||
|- | |||
|5 | |||
|3 Velociraptors | |||
|- | |||
|6 | |||
|4 Velociraptors | |||
|} | |||
The Velociraptors in this encounter are much more interested in attacking the stegosaurus than anything else, and will only engage adventurers if they are blocked or are attacked. They will also attempt to ambush the adventurers if they can, requiring DC 15 AWR/Perceiving checks to notice. Any adventurer that does not succeed this check begins combat Surprised. | |||
Fasik will not fight, he can’t really, but will try his best to protect the stegosaurus. So long as the dinosaur is not killed, the adventurers can return safely back to the village. If the creature survives, Fasik will pay them the rest of the money, and they’ll earn 2 Fame. If it did not, he won’t pay the rest, and the adventurers will lose 1 Fame. | |||
== Cheran Opinions == | |||
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: | |||
'''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.” | |||
'''Lutesh Naustis.''' “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.” | |||
'''Lutesh Mikartis.''' “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.” | |||
'''Faisk.''' “Who? What? They got different Dinos up there?” | |||
==== '''Villager Opinions''' ==== | |||
“We’ve always cared for our own, let it stay that way.” | |||
“Who even are they? I think they’re a myth.” | |||
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow. | |||
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!” | |||
“Once before I’d die I’d like to see one of those hot baths of theirs.” | |||
[[Writer drafting: Heroes travel to Lachonhet village | [[Writer drafting: Heroes travel to Lachonhet village | ||
Revision as of 20:57, 22 May 2024
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.
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.
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.
Mangondulon’s War Council
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:
- Gilgalon’s military power is great within their own borders, particularly southeast of the River Gilgalon
- 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.
- Brazodir’s attack destroyed a significant amount of their grain reserves, meaning that famine is imminent if a solution cannot be reached.
- 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.
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.
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.”
In conversation with the heroes, Mangondulon and Nergal lay out the details of the proposition:
- The Cheran are the rulers of Lachonhet, and they live in the Kaeries mountain range
- 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.
- 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.
- If Brazodir finds another way into Lachonhet, Gilgalon will come to their aid.
- This arrangement is to be maintained until Assurgazzar is verifiably dead and Brazodir so weakened that it cannot wage another war.
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.
The Plains of Lachonhet
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.
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.
| 2d6 | Random Encounter |
| 2 | Major social encounter: disgruntled farmers |
| 3 | Minor social encounter: disgruntled farmers |
| 4 | Major exploration encounter: swamps of the Lachonhet River |
| 5 | Significant exploration encounter: dense forest undergrowth |
| 6 | Minor exploration encounter: rolling hills |
| 7 | No encounter |
| 8 | Minor combat: wandering dinosaurs |
| 9 | Minor combat: Brazodiran incursion |
| 10 | Significant combat: Brazodiran incursion |
| 11 | Major combat: Brazodiran incursion |
| 12 | Major combat: predatory dinosaurs |
2. Major Social Encounter
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.
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.
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.
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.
| DC | Result |
| 9 or less | The farmers attack. See the combat result below. |
| 10-14 | The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check. |
| 15-19 | The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food. |
| 20 or more | The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations. |
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.
| Party Size | Enemies |
| 3 | Stegosaurus, 2 thugs |
| 4 | Stegosaurus, 2 thugs, 1 elf archer |
| 5 | Stegosaurus, 2 thugs, 2 elf archers |
| 6 | Stegosaurus, 4 thugs, 2 elf archers |
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.
3. Minor Social Encounter
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.
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.
The farmers brandish their weapons - primarily wooden pitchforks and bone clubs or bone daggers - and clearly want the heroes to leave their farmland.
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.
| DC | Result |
| 7 or less | The farmers attack. See the combat result below. |
| 9-12 | The farmers issue an ultimatum: The heroes must turn around or face combat as though they got a 9 or lower on this check. |
| 13-17 | The farmers allow the heroes passage through the farm, provided that they take none of the farmers’ food. |
| 18 or more | The farmers allow the heroes passage through the farm, and even decide to gift each hero with 2 days’ worth of rations. |
If this encounter devolves into combat, the heroes must face the following enemies, based on the number of people in the party.
| Party Size | Enemies |
| 3 | 2 thugs, 1 elf archer |
| 4 | 2 thugs, 2 elf archers |
| 5 | 4 thugs, 2 elf archers |
| 6 | 6 thugs, 3 elf archers |
Any NPC in this encounter will retreat once Bloodied. The entire group of farmers will retreat once 3 or more of them have retreated.
4. Major Exploration Encounter
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.
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. 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.
| DC | Result |
| 8 or less | 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. |
| 9-15 | 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. |
| 16-20 | 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. |
| 21-25 | 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. |
| 26-30 | 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. |
| 31-40 | The heroes each gain 1 Fatigue after the next time they Take a Rest. |
| 41-44 | The heroes suffer no setbacks. |
| 45 or more | The heroes each find 1d4 days’ worth of rations and suffer no setbacks. |
5. Significant Exploration Encounter
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.
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.
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.
| DC | Result |
| 16 or less | 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. |
| 17-25 | 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. |
| 26-30 | 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. |
| 31-35 | The heroes each gain 1 Fatigue after the next time they Take a Rest. |
| 36-40 | The heroes suffer no setbacks. |
| 40 or more | The heroes each find 1d4 days’ worth of rations and suffer no setbacks. |
6. Minor Exploration Encounter
The heroes trek over hill and dale in the expansive plains of Lachonhet.
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.
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.
| DC | Result |
| 12 or less | 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. |
| 13-18 | 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. |
| 19-24 | 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. |
| 25-32 | The heroes each gain 1 Fatigue after the next time they Take a Rest. |
| 33-36 | The heroes suffer no setbacks. |
| 37 or more | The heroes each find 1d4 days’ worth of rations and suffer no setbacks. |
7. No Encounter
The heroes get a lucky break and experience a day of travel without any noteworthy incidents.
8. Minor Combat: Dinosaurs
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.
Forest
| 1d4 | Creatures |
| 1 | 1 Stegosaurus that flees when Bloodied |
| 2 | 3 Cynognathuses that flee when Bloodied |
| 3 | 2 Dilophosauruses |
| 4 | 1 Witherweed and 3d4 Cockles |
Plains
| 1d4 | Creatures |
| 1 | 4 Gallimimuses that flee when Bloodied |
| 2 | 3 Pteranodons that flee when Bloodied |
| 3 | 1 Sakkan that offers wise counsel if the heroes do not fight it |
| 4 | 1 Pterodactyl that flees with one corpse to eat after killing a hero |
Swamp
| 1d4 | Creatures |
| 1 | 1 Baryonyx |
| 2 | 4 Bunyips that flee when Bloodied |
| 3 | 3 Swamp Crocodiles |
| 4 | 1 Saltwater Crocodile and 1 Swamp Crocodile |
9. Minor Combat: Brazodirans
It would seem that Brazodir is not attacking just Gilgalon, but Lachonhet as well. The heroes come across armed warriors waving Brazodir’s flag.
The enemies are as follows based on the number of heroes in the party.
| Party Size | Creatures |
| 3 | 1 Hunter and 3 Soldiers |
| 4 | 2 Hunters and 2 Soldiers |
| 5 | 2 Hunters and 4 Soldiers |
| 6 | 3 Hunters and 3 Soldiers |
10: Significant Combat: Brazodirans
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.
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.
Wave 1
| Party Size | Creatures |
| 3 | 1 Hunter and 3 Soldiers |
| 4 | 2 Hunters and 2 Soldiers |
| 5 | 2 Hunters and 4 Soldiers |
| 6 | 3 Hunters and 3 Soldiers |
Wave 2
| Party Size | Creatures |
| 3 | 3 Soldiers, one of whom is riding a Gallimimus |
| 4 | 2 Soldiers riding 2 Gallimimuses |
| 5 | 2 Hunters and 1 Soldier riding a Gallimimus |
| 6 | 3 Hunters, one of whom is riding a Gallimimus |
Wave 3
| Party Size | Creatures |
| 3 | 2 Hunters |
| 4 | 2 Hunters and 2 Soldiers |
| 5 | 3 Hunters and 1 Soldier |
| 6 | 4 Hunters |
11. Major Combat: Brazodirans
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.
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.
Wave 1
| Party Size | Creatures |
| 3 | 1 Hunter and 4 Soldiers |
| 4 | 2 Hunters and 3 Soldiers |
| 5 | 2 Hunters and 5 Soldiers |
| 6 | 3 Hunters and 4 Soldiers |
Wave 2
| Party Size | Creatures |
| 3 | 4 Soldiers, one of whom is riding a Gallimimus |
| 4 | 3 Soldiers, 2 of whom are riding Gallimimuses |
| 5 | 2 Hunters and 2 Soldier, 1 of whom is riding a Gallimimus |
| 6 | 3 Hunters and 1 Soldier riding a Gallimimus |
Wave 3
| Party Size | Creatures |
| 3 | 2 Hunters and 1 Soldier |
| 4 | 2 Hunters and 3 Soldiers |
| 5 | 3 Hunters and 2 Soldiers |
| 6 | 4 Hunters and 1 Soldier |
Wave 4
| Party Size | Creatures |
| 3 | 1 Soldier riding a Velociraptor |
| 4 | 1 Hunter riding a Velociraptor |
| 5 | 1 Hunter and 1 Soldier riding a Velociraptor |
| 6 | 2 Hunters and 1 Soldier riding a Velocriaptor |
Wave 5
| Party Size | Creatures |
| 3 | 1 Hunter riding a Velociraptor |
| 4 | 1 Hunter and 1 Soldier riding a Velociraptor |
| 5 | 2 Hunters and 1 Soldier riding a Velociraptor |
| 6 | 2 Hunters, both riding 1 Allosaurus |
12: Major Combat: Dinosaurs
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.
| 1d4 | Creatures |
| 1 | 1 Tyrannosaurus Rex that flees when Bloodied |
| 2 | 2 Allosauruses that flee when Bloodied |
| 3 | 4 Velociraptors that flee when Bloodied |
| 4 | 3 Velociraptors |
Devastation of the Kaijan
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.
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.
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.
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.
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.
The Encampment
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.
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.
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.)
The Ruins
If the heroes accept this quest, they travel to the ruins of Goldplains, use the battle map below.
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.
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.
Wave 1
| Party Size | Creatures |
| 3 | 1 Rot Bee and 2 Tyrant Wasps |
| 4 | 1 Rot Bee and 4 Tyrant Wasps |
| 5 | 2 Rot Bees and 2 Tyrant Wasps |
| 6 | 2 Rot Bees and 4 Tyrant Wasps |
Wave 2
| Party Size | Creatures |
| 3 | 6 Tyrant Wasps |
| 4 | 8 Tyrant Wasps |
| 5 | 1 Rot Bee and 6 Tyrant Wasps |
| 6 | 1 Rot Bee and 8 Tyrant Wasps |
Wave 3
| Party Size | Creatures |
| 3 | 1 Tyrant Wasp Swarm that begins combat Bloodied, 2 Tyrant Wasps |
| 4 | 1 Tyrant Wasp Swarm that begins combat Bloodied, 4 Tyrant Wasps |
| 5 | 1 Tyrant Wasp Swarm |
| 6 | 1 Tyrant Wasp Swarm, 2 Tyrant Wasps |
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.
Party AdvancementEach hero levels up from level 4 to level 5. |
Cavesafe
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.
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.
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.
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.
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.
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.
Military Presence
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.
NPCs
Lutek Gaisk
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.
With his previous service in Kareis, Gaisk is a solid source of information to the inner workings of the city, especially the Cheran, and was a direct lieutenant of Kessara. He is an inherently suspicious person, but if the adventurers prove themselves as friends to Lachonhet (and Cavesafe), he is willing to fill them in on the city’s inner workings, or more specifically the Cheran.
Once they gain 5 Fame with Cavesafe, Gaisk will reveal Kessara’s secret motivation, and he decry Periak as a selfish snake who is easier to replace rather than deal with. He can drop information leading to the merchant Amarik in Kareis, saying he would make a much more suitable replacement
Gaisk has the stats of a Veteran Soldier, complete with iron weapons and armor from his time serving with the Sisaptum.
Lutesh Naustis
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.
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.
Lutesh Mikartis
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.
Fasik
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.
Points of Interest
The Safewells
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.
The Krickcatham
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.
Flooding Fields
The fields outside of the village benefit from a perpetual source of renewed ground water thanks to the Kareis mountains, the snow melt from its caps retreating to the base where it supplies natural, underground aquifers. This interaction creates the flooding fields, where intense spring-bound rainstorms flood a massive swath of land, replacing nutrients on a regular, yearly cycle. The bountiful harvests of Cavesafe come after, as they plow, sew, and work the fields year-round, using their domesticated dinosaur flock to do so.
Sisas Barracks
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.
Harvest Table
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.
Cavesafe CelebrationsIf 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. 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. |
Side Quests
Pests of Unusual Size
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.
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.
Pests Initial Encounter
| Players | Creatures |
| 3 | 1 Warrior Dire Ant, 4 Worker Dire Ants |
| 4 | 2 Warrior Dire Ants, 4 Worker Dire Ants |
| 5 | 3 Warrior Dire Ants, 3 Worker Dire Ants |
| 6 | 3 Warrior Dire Ants, 6 Worker Dire Ants |
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.
Ant Queen Encounter
| Players | Creatures |
| 3 | 1 Queen Dire Ant, 2 Warrior Dire Wants |
| 4 | 1 Queen Dire Ant, 3 Warrior Dire Ants |
| 5 | 1 Queen Dire Ant, 3 Warrior Dire Ants, 3 Worker Dire Ants |
| 6 | 1 Queen Dire Ant, 4 Warrior Dire Ants, 4 Worker Dire Ants |
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.
Nearby Loneasaurus
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.
Adventurers can have Fasik lead them, or if they prefer they can track the stegosaurus with DC ~15-18 AWR/Tracking. It takes an entire day to locate the dinosaur, as it's about 10 miles outside the village. Once found, Fasik will approach and calm the stegosaurus, then mount it, guiding it back to the village. If they’d like to try instead, adventurers can calm the stegosaurus with a DC ~18-20 AWR/Animal Handling. If successful, Fasik will still do his trick to make it willing to be mounted, and the adventurer who calmed it can ride the stegosaur back.
The stegosaurus is weak, and currently only has 30 maximum hit points, can only take 1 action, and will only fight if its forced to defend itself.During the return trip, adventurers can roll DEX/Sneaking to avoid notice from hostile fauna. Have each roll against a DC of 15. If at least ½ + 1 of the adventurers pass, they make it back after a day of travel with no issue. If not, they’ll be hunted by some hungry dinosaurs.
Hungry Dinosaur Encounter
| Players | Creatures |
| 3 | 2 Velociraptors |
| 4 | 2 Velociraptors |
| 5 | 3 Velociraptors |
| 6 | 4 Velociraptors |
The Velociraptors in this encounter are much more interested in attacking the stegosaurus than anything else, and will only engage adventurers if they are blocked or are attacked. They will also attempt to ambush the adventurers if they can, requiring DC 15 AWR/Perceiving checks to notice. Any adventurer that does not succeed this check begins combat Surprised.
Fasik will not fight, he can’t really, but will try his best to protect the stegosaurus. So long as the dinosaur is not killed, the adventurers can return safely back to the village. If the creature survives, Fasik will pay them the rest of the money, and they’ll earn 2 Fame. If it did not, he won’t pay the rest, and the adventurers will lose 1 Fame.
Cheran Opinions
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:
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.”
Lutesh Naustis. “Kareis? They keep bandits away. Otherwise, why bother. They don’t help us, we don’t help them.”
Lutesh Mikartis. “Cavesafe could flourish under the Cheran’s protection, even if it means paying tribute. We have grain to spare.”
Faisk. “Who? What? They got different Dinos up there?”
Villager Opinions
“We’ve always cared for our own, let it stay that way.”
“Who even are they? I think they’re a myth.”
“Limitless iron up in those parts. I heard they’ve tamed fire, somehow.
“Wouldn’t trust a Kareisian as far as I can throw’em. And I can barely lift a stone!”
“Once before I’d die I’d like to see one of those hot baths of theirs.”
[[Writer drafting: Heroes travel to Lachonhet village
- Describe the village
- The buildings
- The economy
- 2-3 key NPCs to the village (strongman leader, sage elder)
- Caves where they hide during a stampede and where they store food
[[Writer drafting: Then the Kaeries mountain arc
The Return Trip
As the heroes begin their return journey to Palask, they will be bringing with them one of the representatives of the Cheran in order to officiate the deal between Lachonhet and Gilgalon. The member of the Cheran that goes with them should be whichever NPC they have interacted with the most aside from [[Name of Leader]].
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.
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.
General Dagon
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.
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.
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.
The Battle
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.
The enemies are listed below based on the number of heroes in the party.
| Party Size | Enemies |
| 3 | General Dagon, 2 Cynognathuses, 4 Soldiers, 1 Hunter |
| 4 | General Dagon, 2 Cynognathuses, 1 Soldier riding 1 Velociraptor, 1 Pteranodon |
| 5 | General Dagon, 2 Cynognathuses, 2 Soldiers, 2 Soldiers riding 2 Velociraptors |
| 6 | General Dagon, 2 Cynognathuses, 2 Soldiers riding 2 Velociraptors, 1 Soldier riding 1 Pteranodon |
General Dagon
General Dagon rides a chariot drawn by a pair of Cynognathuses. The chariot has two dozen javelins in it. If one Cynognathus dies, the other may only pull the chariot at half speed. If this happens, Dagon hops off of the chariot and uses his axe, rather than his javelins.
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.
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.
Party AdvancementEach hero levels up from level 6 to level 7. Each hero gains +1 Fame. |
Conquering Heroes
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.