Chapter 4: Mountains and Valleys

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[back to Kings of Tyranny]

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 Advancement

Each 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.

[[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 Advancement

Each 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.