"A Wyrmling's Tools" [Dirge for everything PCs don't read]


Advice


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Hello everyone and welcome to a small quest I've made for a small group of players. 5 Level 2's are going to be doing this, making them APL 3, and all of them seem to be more than capable, each easily having more than 20 point buy.

So let me take a moment to post exactly what these 5 people are, and give the gist of their stats.

Paladin:

Tera Flinders
Female Angel-Blooded Aasimar (Angelkin) Paladin (Warrior of the Holy Light) 2
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
hp 25 (2d10+9)
Fort +11, Ref +5, Will +8
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +7 (1d4+5/x2) and
. . Halberd +7 (1d10+7/x3) and
. . Masterwork Bastard sword +8 (1d10+5/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Alter Self (1/day), Detect Evil (At will)
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Statistics
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Str 20, Dex 13, Con 18, Int 12, Wis 13, Cha 19
Base Atk +2; CMB +7; CMD 18
Feats Exotic Weapon Proficiency (Bastard sword)
Traits Blessed Touch, Hard to Kill
Skills Acrobatics -6 (-10 jump), Climb -2, Diplomacy +9, Escape Artist -6, Fly -6, Heal +7, Perform (sing) +6, Ride -6, Sense Motive +6, Stealth -6, Swim -2; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic
SQ aura of good, lay on hands (1d6+1) (5/day)
Other Gear Masterwork Banded mail, Heavy wooden shield, Halberd, Masterwork Bastard sword, Backpack (empty), Holy symbol of Iomedae, 10 GP, 5 SP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Lay on Hands (1d6+1) (5/day) (Su) You can heal 1d6+1 damage, 5/day
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.

Abjurer Wizard:

Bannon the Abjurer
Male Human Wizard 2
LN Medium humanoid
Init +1; Perception +6
-Defense---------------------------------
AC 11, touch 11, flat-footed 10
hp 15 (2d6+ [6+1, 3.5+1] + 2 favored)
Fort +1, Ref +1, Will +6
-Offense---------------------------------
Spd 30 ft.
Melee Quarterstaff +1(1d6+1/1d6+1;double,monk| x2)
Ranged Light Xbow +1(1d8/19-20 x2)

Wizard Spells Known (concentration +6, CL 2nd)
1st (4/day) - Adjuring Step, Hold Portal(DC 16), Protection from Evil, Peacebond (DC 16), Mage Armor, Charm Person(DC 15), Sleep(DC 15), Disguise Self, Vanish

-Statistics------------------------------
Str 12, Dex 12, Con 13, Int 19, Wis 16, Cha 16
Base Atk +1; CMB +1; CMD 13
Feats: Scribe Scroll, Eschew Materials, Spell Focus(Abjuration +1 DC)
Skills: Appraise +8, Fly +1, Knowledge [All] +8, Linguistics +8, Spellcraft +9, All skills listed are class skills
Traits: Focused Mind [+2 Concentration], Diplomat [+1 diplomacy / sense motive]
Languages Common, Celestial, Infernal, Elven, Dwarven, Aklo
Combat Gear quarterstaff, light crossbow, 10 bolts,
Special Abilities:
Resistance You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day
Protective Ward (Su): 10 ft. radius, +1 Deflection AC; 4 Rounds [ 7 Uses]

Cad 1 Gunslinger 1:

Roman Tsarko
Male middle-aged Human Fighter* (cad) 1/Gunslinger (pistolero) 1
CN Medium humanoid (human)
Initiative +3; Senses: Perception +8
*favored class (+1 skill point)
==== Defense ====
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor)
HP 20 (2d10+4)
Fort +6, Ref +5, Will +3
Special defenses: gunslinger’s dodge

==== Offense ====
Speed 30 feet
Melee mwk longsword +5 (1d8+2, 19/20x2)
Ranged pistol +5 (1d8, x4)
Special attacks up close and deadly 1d6

==== Statistics ====
Str 14, Dex 16, Con 14, Int 14, Wis 16, Car 12
BA +2; CMB +4; CMD 17

Feats: Gunsmithing, Rapid reload (pistol), Point-blank shot, Combat Expertise
Skills: Bluff +6, Climb +6*, Craft [alchemy] +6, Intimidate +6, Perception +8, Sense Motive +5, Sleight of hand +7*, Stealth +7*, Survival +7
* -1 armor check penalty

Languages: Common, Dwarven, Regional dialect
Traits: Killer, Armor expert
SQ: Human racial traits, Grit (3/3), Deeds (quick clear, up close and deadly, gunslinger’s dodge)

==== Gear ====:
Clothes and armor:
chain shirt (100 gp)
explorer’s outfit (10 gp)
fine leather hat (5 gp)
Weapons:
masterwork longsword (315 gp)
dagger (2 gp)
pistol (free)
bandolier (5 sp) containing
15 doses of gunpowder (150 gp)
15 bullets (15 gp), 3 cold iron bullets (6 gp), 3 silver bullets (9 gp), 1 pitted bullet (5 gp)
Miscellaneous equipment
gunslinger’s kit (backpack containing: bedroll, belt pouch, flint and steel, gunsmith’s kit, iron pot, mess kit, powder horn, rope, torches (10), trail rations (5 days), waterskin) (26 gp)
harmonica (5 gp)
potion of cure light wounds (50 gp)
Iron pellet grenade (50 gp)
Flask of acid (10 gp)


Bit strange, I know, but it seems to work.

Two Handed Fighter:

Bromen Spelllbane
Male Dwarven Fighter (Two-Handed) 2
NG Medium Humanoid (Dwarf)
Init +4; Senses Darkvision 60’, Perception + 4 (+6 w stonecunning)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (1d10 +3 Con) (max @ 1, avg @ 2)
SR 7
Fort +6, Ref +2, Will +2; +2 trait bonus vs charm and compulsion effects
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Offense
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Speed 20 ft.
Melee
Dorn Dergar +6 (1d10+3/x2)
Light Hammer +4 (1d4+2/x2)
Dagger +4 (1d4+2, 19/20/x2)
Ranged
Dwarven Arrow (Light Hammer) +4 (1d4+2/x2) range 20
Dagger +4 (1d4+2, 19/20/x2) range 10

--------------------
Statistics
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Str 14, Dex 14, Con 16, Int 13, Wis 15, Cha 10
Base Atk +2; CMB +4 (+6 on bullrush, +8 on overrun, +5 on sunder); CMD 16 (17 vs sunder)
Feats Power Attack (L1), Improved Overrun (F1), Weapon Focus: Dorn Dergar (F2),
Traits
- Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects, mark can be used as divine focus)
- Reactionary ( +2 Initiative)
Languages Common, Dwarven, Draconic

Bard:

Hana Miyahara
Female kitsune bard 2
CN Medium humanoid (kitsune, shapechanger)
Init +5; Senses low-light vision, Perception +6
-Defense---------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 15 (2d8+2 [8, 4.5+1)
Fort +1, Ref +6, Will +4; +4 vs. bardic performance, language-dependent and sonic
-Offense---------------------------------
Spd 30 ft.
Melee masterwork rapier +2 (1d6/18-20 x2), bite -5 (1d4) or bite +1 (1d4), dagger +1 (1d4/19-20 x2),
Ranged masterwork short bow +5 (1d6/20 x3) or +6 (1d6+1/20 x3)
Special Attacks bardic performance 9 rounds/day (inspire courage +1, countersong, distraction, fascinate)
Bardic Spells Known (concentration +5, CL 2nd)
1st (3/day) - sleep (DC 15), hideous laughter (DC 15(DC 16)), silent image (DC 14)
0th - daze (DC 14), detect magic, lullaby (DC 14), prestidigitation, mending
Kitsune Spell-Like Abilities (concentration +5, CL 2nd)
3/day - dancing lights
-Statistics------------------------------
Str 11, Dex 17, Con 13, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +0; CMD 13
Feats Point Blank Shot
Skills Acrobatics +8, Bluff +8*, Diplomacy +8, Disguise +7 (+17 to pretend to be human), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (religion) +7, Linguistics +6, Perception +6, Perform (sing) +8, Sense Motive +8*, Spellcraft +6, Stealth +7, Use Magic Device +7 All skills listed are class skills, * denotes versatile performance
Traits Reactionary, Charming
Languages Common, Sylvan, Aklo, Abyssal, Giant
SQ bardic knowledge +1, versatile performance (sing, bluff/sense motive)
Combat Gear dagger, masterwork composite short bow, 40 arrows, leather armor consumables under gear below
Special Abilities change shape (standard), kitsune magic (+1 DC to enchantment spells), agile (+2 acrobatics)

Alright so with that, let's look at the quest. I'd very much like you to reply, assuming you actually read all of this, and tell me what seems the most dangerous.

Backstory
The NPC's arrive at the Nexus, a creation of Keeper Argus, a wizard with very little time for socializing. Unaware of the Wizard's existence, the PC's venture around the Nexus, meeting the friendly NPC's and learning much about their new home, eventually meeting the local craftsmen.

One particular craftsmen is Blacksmith Arcus, a Dwarf from the mountainous region of Hazrit. After careful explanations by the local Apothecary, Marco, the Half-Elf Jeweler Finelia, and the Dwarf himself, the PC's agree to assist Arcus in the return of his magical tools.

A Wyrmling's Tools

The tools are currently in the clutches of a red wyrmling, the same creature that killed Arcus and sent him to the Nexus. The wyrmling decided that he enjoyed the Dwarfs smithy, and has since made it it's den, the dwarves skeletal frame still sitting in the corner of the area outside, a warning.

That's not all, however, as the NPC's, upon leaving for Hazrit, show up at the pass-stone, an Archway of sorts that only Aether-made things are capable of seeing. Underneath a cliff, some stone stairs have actually fallen away from the cliff-side, along with the railing. Not to difficult to pass, however.

Upon climbing onto the broader cliff, the arid ground of the mountains crumbles underfoot, though not dangerously. Following the pass, the players arrive upon an abandoned mining facility that doubles as a construction sight. Here, the PC's encounter their first set of problems, and namely, a rather rough encounter.

The local Ogre, banished from his family for various reasons, has taken refuge in the local area rather recently, and is never alluded to by Arcus, the smith.

At the time of doing this, Bolgar, the Ogre, is sleeping up in an overlook of the mining sight in a rather filthy bed. Make-shift hammers and horrible tools that don't even make sense are everywhere. If the PC's fail to force open the door, (A strength check of 26, or a disable device of 18, the Ogre gets a free perception check, 15, to hear the PC's trying to get in. If they spend more than 3 rounds, the Ogre is more than ready after donning his scrapyard armor, a makeshift suit of splint-mail.

Bolgar, Scrapyard Hero, CR 4 Encounter

Spoiler:

Bolgar CR 4
XP 1500
Ogre Fighter 1
CE Large Humanoid (giant)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 20, touch 8, flat-footed 20 (+7 armor, -1 Dex, -1 size, +5 natural)
hp 47 (1d10+4d8+21)
Fort +9, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gauntlet (from Armor) +8 (1d4+5/x2) and
Great Pick +8 (2d8+7/x2) and
4 Javelin +4 (1d8+5/x2) and
Unarmed strike +8 (1d4+5/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
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Str 21, Dex 8, Con 16, Int 6, Wis 10, Cha 7
Base Atk +4; CMB +10; CMD 19
Feats Cleave, Iron Will, Power Attack -2/+4, Toughness +5
Skills Acrobatics -8, Climb +3, Escape Artist -8, Fly -10, Perception +6, Ride -8, Stealth -12, Swim -2
Languages Giant
Other Gear Splint mail, Greatclub, 4 Scrapyard Javelins.
--------------------
Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------
Tactics
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Bolgar is rather lazy, save for when it comes to touching up his armor or constructing his make-shift javelins to throw at the local goblin community. If the players decide to enter the structure he's in with access to the nearby bridge, he don's his armor and prepares an attack with his pick, rather certain he's going to catch one of them flat in the chest. (The pick is a recolored Greatclub made to do piercing damage)

If the PC's break the bridge, Bolgar comes out of his structure shortly, and audibly. He'll run down from his hill, forfeiting every bit of surprise and cursing the group the whole way for "Hurting the bridge" he'll also hurl javelins starting from 4 range increments away, pulling out his pick and fighting shortly after with the pick.

Bolgar will also attack the PC's no matter how the bridge falls, whether it breaks or the PC's actually get it to work, as both are easy to hear happening from his watching area, even if he's asleep. The rust sound is unnerving.

If the PC's can't, for the life of them, get the bridge working from ground level, Bolgar will actually strike a deal with them, saying "I'll let the bridge down if yoo get rid of dose rust monsters. Dey keep breaking stuff." This is only if the players Diplomacize him as he prepares to swing his pick from inside the building, however. They have to hear him moving first, but that's only a 10 perception check, as he's rather heavy and clanky in that armor.

Bolgar literally answers with "Nobodies home!" if asked who's inside the control room.

If reduced below 15 health, Bolgar will drop all of his weapons and beg for mercy. Provided the PC's let him go, he'll most likely climb down the cliff-side and become a recurring character, though, he'll never pick a fight with the PC's ever again.
--------------------

A1 - The Control Room - Overlooking the entire facility is the control room which houses Bolgar. Outside of the room, the most notable thing is that the original door has been thrown all the way to the middle of the path that leads up to it, and has been replaced with 2 rather large doors that are a bit clunky and hard to open. (DC 26 Strength check to force, DC 20 Disable device, if only because the lock is so clunky.)

Inside the first room, a rather musty smell hits the players in the face, though it's nothing too awful. From here, there's only 1 door that leads to another room, but the current room, barring a 20 perception check, reveals about 72 gold pieces under a destroyed bench. The other door is not locked, but is rather large, just like the previous door. It's so shoddy and rusted that opening it stealthily takes a -5 to the check. On the other side is the Ogre, sleeping, with no armor on at all, and far away from his weapons in the next room.

If Bolgar is encountered asleep, he's groggy upon waking up and isn't even aware he's in any danger if the PC's don't try to actively hurt him. At this point he's indifferent, and diplomacizing him is at it's easiest, but after the PC's first few words, he's immediately furious at the fact that people have broken into his territory and flails wildly, despite a lack of equipment, making sure to cleave and power attack as much as possible. This room is favorable for this, actually, as there's only enough room inside for Bolgar and 5 other creatures.

In the next room, which has no door to it, is Bolgar's large suit of Scrapyard Armor, worth about 280 gold, if only in raw material. It weighs just short of 300 pounds. Also in this room, and vastly more important, is the second lever to bring down the local bridge safely. This lever also has the words "Right, not left" etched in it in giant. This alludes to the fact that the lever on the right on the ground level in the facility brings down the bridge safely, though, it tells that just as well.

A2 - The Facility - Down here at the facility itself are destroyed cranes, torn apart railroad tracks, and a boarded up cave with a sign that says "Yep" on front, carved in giant. (See A3). The most important thing in the facility, which covers about 80 feet in length, and about 25 feet in width on the nearby cliff edge (A dangerous place to be bull rushed, as the fall is well over 80 feet), is the 2 levers near the raised, iron bridge.

Now, the bridge is something that can be traversed rather simply. More agile characters can climb to the top, barring a 12 climb check, made simple by the multitude of holes in it from something playing target practice (Bolgar. One of the Javelins he couldn't retrieve is actually still in the top of the bridge, and makes a very easy portion to hold onto.). A daring player can handle the 20 foot fall by making a 5 acrobatics check to land on the other side of the otherwise 20 foot jump, by jumping off the top of the bridge.

Option B is to traverse the ravine beneath the bridge, which currently has a small stream 20 feet below leading to a point much later, though, it's a 15 climb to traverse the wall down. Or a 30 foot fall. This area actually dries up quickly, and has 2 rust monsters more than just a little bit hungry. These rust monsters will also climb up almost immediately if the bridge is lowered and start to eat it as well.

Recap on Bridge
Round 1 - Bridge lowering
Round 2 - Bridged lowering
Round 3 - Rust monsters appear on side of bridge after scaling cliff
Round 4 - Bolgar makes prescence known
Round 5 - Bolgar running, Rust monsters eating
Round 6 - Bolgar starts chucking Javelins
Round 7 - Javelins and Eating
Round 8 - Bridge buckles Bolgar arrives rust monsters and anyone on bridge fall 30 feet.
------------------------

Barring that, the lever on the ground actually has 2 levers. The shorter left lever has, written in dwarven, "Emergency Drop" which will immediately drop the bridge, though the restraints will snap (Noticeable by Knowledge: Engineering 18 check) and have a chance to just break it. Fortunately, for the more agile, the bridge' main beam stays true, and allows someone to traverse it with a 14 acrobatics. The reflex to not fall off due to a failed acrobatics check is 12, otherwise they fall 30 feet. The second lever reads "Control room inquiry" which, if pulled, alarms the nearby control room, thus waking up Olgar who will come inspect what's going on.

A3 - The Cave - Despite being boarded up, the PC's will likely have their curiosities get the better of them. The cave here is wide enough at the opening, but it seems as though someone (Bolgar) got lazy with the opening of it. This cave is actually the *reason* the mine was abandoned, as inside, is a Gemhide troll. (A variant on the Rock troll that, surprisingly, has rather valuable gem-like growths coming out of it's back. It also has +2 natural armor as a result of these hard protrusions.)

This troll is mindless, and for the most part, simply stays in it's corner well hidden. On the way inside there are plenty of dead rust monsters strewn across the floor. Players will have to squeeze for about 15 feet before the room opens up. In this room is actually a rather decent-sized bit of Onyx, a rare gem, in the side of a wall. The gem itself is worth 450 gold, if only because of it's sheer size. The gem serves to punish the greedy, or those that were blackmailed by Rodrick, earlier.

Starving Gemhide Troll CR 5

Spoiler:

Gemhide Troll CR 5
XP 2500
Variant Troll, Rock
CE Large Humanoid (earth, giant)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 20, touch 9, flat-footed 20 (+2 armor, -1 size, +9 natural)
hp 63 (7d8+28); regeneration 5 (acid or sonic)
Fort +9, Ref +2, Will +2
Weakness sunlight petrification
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Troll, Rock) +8 (1d8+4/x2) and
Claw x2 (Troll, Rock) +9 x2 (1d6+4/x2) and
Rend x2 (Troll, Rock) +8 x2 (1d6+6/x2) and
Unarmed strike +8 (1d4+4/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 18, Int 3, Wis 7, Cha 4
Base Atk +5; CMB +10; CMD 20
Feats Intimidating Prowess, Iron Will, Power Attack -2/+4, Weapon Focus (Claw)
Skills Climb +8, Fly -2, Intimidate +6, Perception +5, Stealth -4
Languages Giant
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Regeneration 5 (Acid or Sonic) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sunlight Petrification (Ex) A rock troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified rock troll, but if it remains expose
--------------------
Side Note: The rock troll here (As it's original color) is suffering from strength and con loss, as constant hunger has significantly hurt it. This makes the fight a lot less ridiculous. If you hadn't noticed before, the same troll has no fast-healing, unless it manages to eat a player, or one of their companions.
--------------------

Completing this area allows the players to stay on the pass for about 2 more hours before it completely ends and leads into a cave that goes deeper into the side of the mountain. This area is not lit, and is the reason that every fight that takes place in here, save for the one against the wyrmling himself, is treated as higher Cr.

As the players travel, they should take the time to note that on the way, 1 single Hollow Dwarf is picking away mindlessly at a wall. If they're carrying the Onyx, it should attack, but otherwise it pays them no mind. It will attack if bothered, however.

B2 - The Deep Cave - One of the first things your players should notice upon entering this area is the consistent sounds of pickaxes on stone. Players capable of seeing can easily see 5 level 2 hollowed dwarves, all of whom are shadows of their former selves. Their beards are all solid white and covered in dust, their eyes are milky white, and they're 2 shades from being undead. The effects they're currently under have rendered them mindless, though, not berserk. All of the dwarves here are subject to compulsion spells that bypass their mindless quality.

The Dwarves actively seek items worth more than 80 gold in raw materials. The dwarves, eerily enough, will turn to look at the PC's as they come down. They'll each make separate appraisal checks. This is the moment where it's very bad to be carrying the Onyx stone mentioned previously, as any dwarf worth anything will immediately notice it for what it is.

These mindless hooligans have a special ability known as "Smiteful Greed" which may as well be titled "Smite that guy with Valuebles." If a Hollow dwarf sees that you're carrying something of value, it activates this ability and gains a +3 to it's attack rolls, damage rolls, and a -1 to it's armor class.

Hollow dwarves are immune to the effects of restoration, and may only be rendered sentient by a lesser wish or higher. Miracle works just as well.

5 Hollow Dwarves - Cr 4 Encounter

Spoiler:

Hollow Dwarf CR 1/2
XP 200
Dwarf Expert 2
CN Medium Humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 12 (+3 armor, -1 Dex)
hp 14 (2d8+4)
Fort +1, Ref -1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy pick +5 (1d6+6/x4) and
Unarmed strike +5 (1d3+4/x2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 18, Dex 8, Con 12, Int 1, Wis 8, Cha 8
Base Atk +1; CMB +5; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Skill Focus (Appraise)
Skills Acrobatics -2 (-6 jump), Appraise +8 (+10 to determine the price of nonmagic items with precious metals or gemstones), Climb +7, Escape Artist -2, Fly -2, Perception -1 (+1 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Stealth -2, Swim +3
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Studded leather armor, Heavy pick, You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Smiting Greed +3 to Attack and Damage rolls, -1 to AC.
Avarice +6 profane bonus to appraise checks.
-------------------
Tactics
-------------------
Hollow Dwarves attack only for the prospect of easy worth. If a hollow dwarf notes a lack of valuebles, it doesn't attack, but if it does, they attack ferociously. If one hollow Dwarf attacks, they all do.

Hollow Dwarves fight to the death.

B3 - The Smithy - The first thing to make note of in the smithy is that the red Wyrmling has notably made a bed of coals in the furnace, enjoying it's new garnered fire immunity. This actually hides it from the players, as it lounges in the flames.

Unfortunately, the Wyrmling possesses plenty of magical items to make the trip worth coming for, namely a Ring of Protection +1, A iron wand with 14 charges of Alarm left, and a Evoker's spellbook, which it has taken a mighty interest in. The tools the blacksmith want are scattered around the room, but a DC 19 search will reveal every single one of them, as every single one is masterwork and worth 300 gold each by itself.

If a player comes by to investigate the burning furnace, he will most likely be subject to the wyrmling's breathe attack, as it doesn't take kindly to interruptions or intrusions upon it's territory. After doing this, it will climb to the top of the furnace and diplomacize the players, if possible.

A perception check will reveal that he didn't just fly up top like he could have, and instead climbed. 12 perception.

Part of the reason the wyrmling doesn't just outright attempt to kill the players is because it's right wing is wounded, as, someone can around earlier in the week and harmed him. This means he's all up for diplomacy, and revealing a little more about the plot behind Hazrit.

The red wyrmling will bargain, provided you have the giant piece of Onyx. While he's happy to have all these worthwhile tools, he claims that they're not impressive, and that it would prefer a single more pricey piece to add to it's collection. A sense motive of 18 reveals that the dragon is not, in fact, bargaining, but rather, worried.

Calling the wyrmling's bluff causes it to reveal that occasionally a rather cruel, subserviant human comes to the area frequently to gather the tax. The dragon will also reveal that it was this same human that hurt his wing. He describes the human as "A rather atrocious, scaled woman." Knowledge checks will reveal that that sounds more like a Vishkanya, to which the dragon will just laugh and say "You all look the same." She apparently is only interested in gems, and not tools, despite their worth.

Trading the Onyx here will set the players back on gold, award them 200 experience each, but ensure that all 6 people (including the dragon) live happily ever after. The players will most likely be hurt by this point, unless they decide to rest on the way there.

Talking more and more to the dragon will reveal plenty about the subplot behind Hazrit, namely that a mighty Wyrm has taken over the entire mountain range and frequently scours other dragon's hordes. The wyrmling is fortunate, as the Vishkanya lady seems to dislike killing younger dragons.

If the players can somehow dispel the alarms on the way there, and not aggrivate the dwarves on the way down, the dragon will actually be in the process of entering the furnace as you open the door to the room. This gives the more sneaky players the option of locking the furnace door, giving plenty good of a bargaining chip.

There's nothing to stop the players from just picking up the equipment at this point and walking out, leaving the dragon there, but the dragon has more than enough strength to open the bars with a 20 roll, which it will most likely take. If the players do this and attempt to flee, the Wyrmling will not care about it's wing as it will be too furious with the previous incident. Despite having a +6 on fly checks as a result, the dragon will still attempt a passing fire breath on the players in the open cliff side. After this, it lands, and fights to the death.

Another, slightly more odd option is to give the dragon a healing potion, which will immediately up it's attitude 1 step above indifferent. 2 if the player has a silver tongue. It will still want to trade the 4 tools for the Onyx, but it will only want the onyx, instead of equal value. This would garner a plenty strong ally in the future, but, he would still need bribed. The Wyrmling's name is Gargigect.

The Great Wyrmling Gargigect - Cr 7

Spoiler:

Gargigect CR 7
XP 3200
Advanced Dragon, Red, Wyrmling
CE Small Dragon (fire)
Init +8; Senses blindsense, darkvision 120 ft., dragon senses, low-light vision; Perception +12
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Defense
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AC 23, touch 15, flat-footed 19 (+4 Dex, +1 size, +8 natural)
hp 73 (7d12+28)
Fort +9, Ref +9, Will +9
Immune fire, paralysis, sleep
Weakness vulnerability to cold
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Offense
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Speed 40 ft., flight (150 feet, average)
Melee Bite (Advanced Dragon, Red, Wyrmling) +13 (1d6+7/x2) and
Claw x2 (Advanced Dragon, Red, Wyrmling) +13 x2 (1d4+5/x2) and
Unarmed strike +13/+8 (1d2+5/x2)
Special Attacks breath weapon (20-ft. cone, 2d10 fire, every 1d4 rounds.
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Statistics
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Str 21, Dex 18, Con 19, Int 14, Wis 15, Cha 14
Base Atk +7; CMB +11; CMD 25 (29 vs. Trip)
Feats Improved Initiative, Iron Will, Power Attack -2/+4, Vital Strike
Skills Acrobatics +4 (+8 jump), Appraise +12, Bluff +12, Climb +11, Fly +16 (+6 due to broken wing), Intimidate +12, Perception +12, Sense Motive +12, Stealth +18, Use Magic Device +9
Languages Draconic
Other Gear Wand of Alarm (14 charges) Ring of Protection +1, Evoker's spellbook, +1 Longsword, 1 broken suit of full plate, a small crown with missing inlaid gems, 3 small rubies worth 300 total gold, and a small diamond worth 215. 78 gold pieces lie scattered about the room, but a neat pile of 382 silver pieces are in the corner.
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Special Abilities
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Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (20-ft. cone, 2d10 fire, every 1d4 rounds, Ref half) (DC 17) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flight (150 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
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Special note: Gargigect is a truly wonderful red wyrmling, gene wise. He's got the Advanced Template, making him much more strong than a small wyrmling should be, and given the chance to grow, would be a wonderful tyrant among red dragons. He is fond of taking out squishier characters first, or those with access to range, but he'll likely do his best to flee when brought just below a 1/3rd of his health as a result of his inability to fly well. He will most likely harbor a grudge and arrive at an inopportune time, later.
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What do you guys think? It's the first quest my PC's are going on and it's made from scratch. They're all level 2, but rolled rather well. Suggestion would be great.

The group of 5 level 2's are rather strong for their rolls, which was surprising, and so I was thinking of being a bit more rough. This quest takes into account their personalities, collectively.

I was wondering, from a player's perspective, which of these encounters looks the most dangerous, and which one's need spiced up? The Wyrmling is meant to be the head-honcho of the encounter, but diplomacy might fix that. The Troll is certainly the bruiser of the bunch, and could very easily knock a character unconscious as soon as they walked in. The paladin is prone to taking total defense as soon as she sees a creature.


I'll bump this a single time, just to make sure my PC's don't arbitrarily die in their first encounters.


From a first glance, I would have to say that the dragon looks way too tough for level 2 characters.

Several of the wizard's spells won't work on it (assuming the wizard has any spells left after the first encounters), most of the characters need 16/17+ to hit it, and the breath weapon stands a good chance of outright killing the bard and the wizard outright, even before it starts pummeling the party with full attacks.

Even if the party might theoretically be able to take it down with some very lucky rolls at full strength, they probably don't stand a chance after going through the preceeding encounters.

Edit: I notice that you want the dragon-encounter to be a diplomatic one. While that might work, many paladins will have nothing to do with such an approach, depending on how their code views cooperating with evil.


Hmm... Perhaps I can have the dragon rather more wounded for the fight? That Vishkanya lady can be rather cruel, lethality wise. Make it to where she had just shown up the day before. Drop his health down a *ton* actually, and remove the advanced template?

Grand Lodge

won't do its not about the total damage the dragon can withstand but the total damage it can do in a round.

with its +13 about 65% of its attacks will hit whom ever is in melee.

And just with the str damage (not rolling any dice) it will drop in 1 full attack any of you pc's.

so between the breath weapon on 1st round and a full attack on second you will have probably 2-3 pc down

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