Piotr Denisov |
Piotr slowly dismounts, stretching his back once he is standing beside his horse. After, once the kinks are out, the wizard looks around at the hive of activity in an effort to determine what the gnomes are attempting to achieve.
"Shall we see Jubblethorpe right away? If nothing else, tell him that we are visiting and maybe get a chance to speak with him."
Piotr leads the way up to the fortress.
GM Tarondor |
Jubilost Narthropple.
Gnomes scurry hither and yon, cheerfully saluting you as you ascend the formerly dour battlements of the fortress. Piotr would guess that each is pursuing a different goal from all the others. Some are measuring, others painting, some dancing. One is giving the right-most turret a new coat of pastel mauve paint.
At the top of the narrow approach you find Jubilost Narthropple standing before a table with his battered map spread out. "Gentlemen! Welcome! I told you I'd find it! Only it seems you were here ahead of me. You might have saved me some time if you'd sent me a message. But I guess that would've been less fun! It's a fine old place, and hardly the worse for wear! What are you doing here?"
Piotr Denisov |
Oops ... should have consulted the shiny new guide created by our GM
"Master Narthropple, we came to greet and congratulate you on finding the dwarven ruins! Notifying you after defeating Hargulka might have saved you some time but, as you say, would have robbed you of the joy of discovery," states Piotr Denisov.
Please, we are very interested on your plans for this place. And in learning what else you and your people might have discovered before these ruins. Could you share that with us?," asks the wizard.
GM Tarondor |
"Of course!" says Jubilost. "For the ones who rescued us from trolls, nothing is too good!"
He indicates his map (and I now indicate your map).
The map shows the whole of the southern Narlmarches mapped out (completing your map but for Candlemere). "Here we were almost done in," he says, laying a slender finger on a spot east of the dwarf ruin. "A dangerous dragon lairs there, and it nearly ate us, but we fled from it and it didn't follow us! We lost a lot of our supplies there along with the wagon."
Mikhail Templeson |
"A dragon is a grave concern. It could threaten the various settlements and our walls would do little to stop it." Mikhail scratches his head as he looks at the map.
Galen Malkash |
Galen ponders. "I don't know much about dragons, but if it didn't pursue Jubilost and his band then it may be more concerned with its territory than the prospect of making a meal of us. Having said that, its proximity is concerning. I suggest we investigate, if only to be better informed of the threat we may face in the future."
Aristu Medvyed |
"The King of the Forest - the Beldame told us about him. An old, canny, forest drake. Foul tempered and territorial. Not a true dragon, perhaps, but powerful and dangerous in it's own right."
Aristu looks around at the others, "The drake probably isn't as immediate a threat as that wisp on Candlemere Island - but we are going to have to pay the King a visit at some point to determine what type of neighbor he will be."
Alister Medvyed |
Are the gnomes excavating the ruins or settling into them?
Alister nods. "Jubilost, may we rest here for the night before we do drake hunting tomorrow? Besides what else do you know about this drake? Does it breath fire or acid?"
Alister spends the evening deep in discussion with Jubilost. He offers the gnome a treaty of friendship, protection and trade. If and when the Sword Marches is strong enough, the gnomes will be welcome to join the kingdom much like the lizardfolk and kobolds. Together the will all be stronger.
Piotr Denisov |
Piotr also spends some time wandering through the ruins, watching the gnomes as they work. The small humanoids are busy, though, and it is difficult to determine exactly what they intend with this place.
Knowledge (local): 1d20 + 9 ⇒ (2) + 9 = 11
GM Tarondor |
Alister recalls stories that gnomes are not only curious by nature, they -have- to be. Having lost their connection to the First World in the depths of time, gnomes who do not pursue a passion or whimsy of some sort eventually succumb to a sort of supernatural aging called The Bleaching. Eventually, such a gnome becomes a "bleachling", an immortal fey with a connection to emotional trauma and distorted consciousness. Gnomes avoid this fate with all their power, seeking new stimuli whenever their former passion is ended. Thus, it is possible that the gnomes of the Narthropple Expedition might settle here, but it is just as likely that they each go their own way after having found their long-sought quarry.
Alister Medvyed |
"Jubilost, what do you hope to find here? Or are you making this a settlement? Most gnomes I've met don't settle down much. You are, however, welcome at anytime in Stagfell. In fact, after your work here is done, I might have something interesting for you to do. You seem quite good at excavating walls, perhaps you can help us shore up buildings and defenses."
Piotr Denisov |
Piotr adds, "If your people are more interested in discovery and exploration, we would understand. This entire area, beyond the bounds of our new kingdom, must surely be full of ancient and mysterious sites. We might be able to sponsor your continued exploration."
Can we sub-contract hex exploration?
GM Tarondor |
"I can't say I've really given much thought to my next move. I've spent three years researching and finding this place. It dates back at least a millennium, but I've good reason to think it might go back much farther. I suppose I'll spend a few months cataloging what we find here."
"But I might be convinced to stay around if you're doing something interesting!"
You can recruit Jubilost to a number of different purposes. He'd be well-suited to a role as Warden. He could take up residence in Stagfell (or any other settlement) as expert (and possible future Leader). Or you could recruit him to carry out your Exploration edicts (see the new guide I sent out.
Piotr Denisov |
So, which option would people prefer? Jubilost as possible Warden? Or gnome explorers?
"Master Narthropple, there is no shortage of interesting work in our new kingdom! Certainly not, particularly with the conclusion of the war with Hargulka, here. As Alister mentioned, there is much building to do to restore Stagfell."
Alister Medvyed |
"Well, come to Stagfell when you are finished here, Jubilost. I'm certain we can find something for your amazing talents."
I know Galen was made to be a Warden, but he might work better as our General. Then we move Mikhail back to High Priest, and Jubilost becomes our Warden. I think having good leadership for the nation is more important than outsourcing hexploration.
Aristu Medvyed |
Aristu also has a scroll if necessary.
As the group prowls the forest, Aristu ponders what he knows about forest drakes - particularly their preferred diet and territorial competitors.
Knowldege(Nature): 1d20 + 9 ⇒ (3) + 9 = 12
Mikhail Templeson |
Did we have a night to change our spells?"
"If anyone has spells that might limit the drakes flight or grant it to us it might be useful.
GM Tarondor |
Remember, you're only assuming it's a forest drake.
Alister tells of how the forest drake is an aggressive and territorial creature with a human level of intelligence, equally at home on land, in the water or in the air. Demonstrating many draconic immunities to acid, paralysis and sleep, it has both a dangerous bite and a dangerous tail slap.
Like many other drake types, forest drakes organize themselves in packs called “rampages,” and keep communal lairs in secluded forest locations.
Yes, you can change spells.
Piotr Denisov |
Piotr has prepared his spells for the day and will cast some protective spells for himself and his companions before they engage the forest drake. Or drakes.
Some of the spells will be cast right before engaging in combat and Piotr will prepare to cast Haste as soon as combat it joined.
[u]Active Spells[/u]
- Mage Armor (+4 armor bonus to AC) (6 hrs)
- Resistance (+1 bonus to saves) (1 minute)
- Resist Energy (resist acid 10) (60 minutes)
- Shield (+4 shield bonus to AC) (6 minutes)
[u]Spells Memorized[/u]
0 - Acid Splash, Detect Magic, Light, Resistance
1 - Mage Armor, Magic Missile (x3), Shield
2 - Resist Energy (x4), Summon Monster II
3 - Fireball, Haste, Slow, Summon Monster III
GM Tarondor |
Mikhail Templeson |
Mikhail casts his own protection from acid and then moves into the dense forest looking up for flying creatures.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Aristu Medvyed |
Aristu casts a spell to protect himself.
"We should spread out a bit so it can't get us all with its acid attack."
Cast Shield on himself. (making current AC = 17)
Piotr Denisov |
Piotr sends Corb into the air towards a safer place where the raven can scan the clearing.
Piotr then looks about with his companions.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Corb the Familiar |
The raven flies upwards, looking for a vantage point. Corb realizes that his companion is very likely distracted by the minerals in the nearby rocks. Or, possibly, the boring plants on the floor of the clearing.
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
GM Tarondor |
Corb sees from his aerial vantage point what the rest of you cannot - a large shape lurking in the water.
Before Corb can issue a warning, the beast launches into the sky, spits acid down at the team and dives back down below the treetops, roaring in defiance.
Yes, it can do that.
Acidic damage: 4d6 ⇒ (2, 4, 4, 2) = 12
Everyone but Aristu (and Corb) give me a DC 16 Reflex save for half damage!
Then, good guys, go!