
demontroll |

Any time a group is way over the typical wealth by level, they become immediate targets for thieves, cut-throats, assassins, monsters, and unscrupulous adventurers, who want to relieve the lower level characters of their overabundance of wealth. The low risk and high reward of attacking the group becomes too tempting.

Escrat |

DrDeth wrote:Hmm, this is the OP's first and only thread.....OMG I'm sorry. I was really snarky upthread. @ the OP: I'm genuinely sorry I was such a little B about my comments.
Still it just seems odd out of context. Please elaborate a bit more:
- what's happening in the game prior to the dragon
- why were you there
- why did the PCs follow the blood trail
- has the ranger raised these concerns beforePlease help those of us telling you to kill the dragon anyway to understand your game and the ranger's objection so we'll give better advice. "The most important rule: Don't be a jerk." It says so right below where I'm typing and I think I may have courted that infraction. If this is your first post I don't want it to be the last.
First of all there is no need to apologize, since it really is strange if you don't know the context.
Here is what happended before the dragon: :my group where send in the realm of the mammoth lords, since a strange magical coldness was making the snow realm, sorry don't know the right word for that (it's the line on the map after there is always snow), grow at a quite fast rate. Since my group has already killed some of the strange beeing living there we were send to investigate what happend. We found out that all the Babarian clans were under the command of a babarian king, who had changed in the few past years. We also know that the king is loathing all kind of magic and kills every magican he can. After arriving in the realm of the mamothlords, we met a babarian patrol and tried to kidnap one of them but it failed since they got reinforcements, we had to flee.While flewing our ranger saw the blood of the dragon. The rest of the story you already know. If i need to start the story even sooner please tell me.
Oh yeah the ranger already raised these concerns before. That was when i smoked the animal messanger from a dryad with a fireball....

TimD |

Step 1: Assess the GM … sober?, high?, age 12 or less and on a sugar high?, lost a bet?, sleeping with one (or more) of the PCs? (if none of the above, proceed to step 2)
Step 2: Roll to disbelieve (if failed or natural 20 and the treasure is still there, proceed to step 3)
Step 3: Have Ranger use survival to determine how many dragons use the lair. Attempt to discern if another Great Wyrm dragon is going to come looking for you and if other dragons will be joining it. (proceed to step 4)
Step 4: After you get the answer to step 3, repeat step 1, just in case.
-TimD

Peasant |
Escrat, the term you are probably looking for is simply "snow line", the demarcation of an area that accumulates more snow than melts in a year and thus forms a glacier. Alpine zone (meaning above the treeline) is more flavorful. In 3.5 the term Frostfell was coined for areas in which this took place through unnatural means. None of that is particularly relevant to your story however.
Now, as to your situation... frankly, letting the dying dragon die strikes me as an entirely neutral act. If the Ranger lacks the stomach to dispatch it, fine, but if he's taking the time to assume the moral highground here, he deserves to be dressed down for another reason alltogether. Frankly, he's not doing his job! As the tracker, his first priority should be following the blood trail back to its source to try and determine if the party is in any immediate danger from whatever took out the dragon (or the pursuing barbarians for that matters). If he isn't going to fulfill his own responsibilities he doesn't deserve a say in how others conduct theirs.

Cap. Darling |

Stuff...
Oh yeah the ranger already raised these concerns before. That was when i smoked the animal messanger from a dryad with a fireball....
Lol. Sounds like that tree hugging, animal loving Ranger boy is having a good time with the Anti-Greenpeace patrol.
700K gold in coins is about 7 metric ton of gold and alomost 1 square meter. take as mucth as you can carry and run the best you can. and hope that what ever did put that dragon down ditent plan on taking the gold it self:)
mkenner |

since a strange magical coldness was making the snow realm, sorry don't know the right word for that (it's the line on the map after there is always snow), grow at a quite fast rate.
I think the term is permafrost. Specifically the line of continuous permafrost (which sounds a little bit like a magical item).

RegUS PatOff |

I'm opposed to allowing the ranger to determine what is and is not acceptable in-game actions without gathering more information to understand what seems to be a big honking plot hook.
Your GM (hopefully) has a reason for what you've encountered. Solving the mystery should be priority number one, not figuring out loot splits. First, you are assuming the Mythic White Wyrm is a standard Chaotic Evil creature. Not necessarily the best assumption.
I'd suggest:
1) Knowledge (local) or (history) checks to see if anyone has any information on the Wyrm - is it the Protector of the North: acting in all ways good, or is it the Scourge of the North, acting true to type?
2) Use divination magic to determine if this is really an evil creature.
3) Interrogate the wyrmling - see if it can give you any information (GM plot exposition).
4) Backtrack the blood trail to gather clues from the trail / fight location (although it may have been an aerial fight).
Note that without proof of evil, you won't want to go with harsh interrogation techniques working over the wyrmling, but good old fashioned Intimidate could do wonders.
Based on what you find out, then determine what to do: either heal or harm the Wyrm (and wyrmling).
As others have said, selling a sentient being (the wyrmling) or keeping it as a combined pet/slave is likely an evil act - but campaigns vary. Killing the Wyrm and wyrmling, if your campaign assumes evil creatures can't be redeemed, is an act that can be defended as being 'good' vs. 'evil'. You can always ask for GM exposition on how good vs evil plays out in the campaign setting. This could be a player request for 'common campaign knowledge' to ensure your group and the GM are all on the same page, or you could play it out via a cleric doing a Knowledge (religion) or anyone doing a Knowledge (local) check.