Actual Play: DF Jade Regent: Here there be dragons
After a very long absence, we returned to discuss . . . dragons.
+Nathan Joy, the GM, says: “So, you have mariskos to the East, blocking the Path of Aganhei, weird things to the North that may have been heavily forshadowed in the windy pit o’ mean shaman, and a dragon that has recently been harassing the hell out of the village (and probably would be a PITA if you tried to head North without dealing with.)”
This naturally leads us to discuss the relative strengths and weaknesses of white dragons. We establish that they get more powerful as they age (Cadmus: OK, kill ’em while they’re young. Oops. Too late.). They have many abilities dealing with snow. They can see through heavy snow as clear as day and they’re immune to cold. They can fly, swim, run, and burrow (through snow or ice especially fast), and are generally big, strong, heavily armored, and fast. Shiba also can fill in that have a freezing breath weapon, and can sometimes do wind and fog related stuff pretty much at will. And tend to be magic resistant. Shiba DOES note that their defenses are supposedly less effective against fire, but he’s not sure HOW less effective that is.
Village People. I hate these guys. |
Hrm. We then go get an interpreter and some village people. We show them the windy pit of doom, and they come to the conclusion that their shaman was nuttier than a squirrel’s nest. And hey, those dead guys used to be our friends and neighbors. I thought the dragon took them!
We spend a bit of time speculating whether the dragon egg shards might have been a sacrifice or magical component for a spell. But move on from that (I mean, hey – fighting dragons is a genre staple) and learn that they don’t know anything in particular about the pictograms, aside from the fact that this symbol is that of Sithhud, demon lord of blizzards and the frozen dead, that the black stones seem to represent the weird black monoliths that hunters have been reporting up north, and that the towers surrounded in blue are the Nameless Spires, an ancient ruined city on the North Pole. Further,white mountains behind the single tower are definitely the Alabastrine Peaks, which are off to the
south of the pole, and the fanged arms are definitely the traditional representation of Morozkos. They find some really bad scrawled love poems next to the picture of the winged woman that says “Katiyana, who speaks to me on the winds from her tower in the storm.”
Shiba thanks them for their time and how they’ve completely solved all of our problems forever. Fortunately, sarcasm doesn’t translate well.
They do confirm that a dragon has definitely been attacking the village (game on!), and roughly where it is, about 60 miles north of the village, on the High Ice.
Shiba, ever the tactician (or is that +Mark Langsdorf ?) summarizes the plan:
Kill the dragon, get the dogsleds, go to Unaimo and shop, then turn to the left and head to the Peaks, put paid to the tower, and finally have the dramatic confrontation at the Nameless Spires and hope we’ve figured out how to come back by that point?
On the other hand, a fairly amusing Out-of-Character conversation ensues about the wisdom of following what seem to be the plot hooks of the adventure path:
[6:27:52 PM] crakkerjakk: I would strongly encourage the party to go epic and drag the whole damn caravan north via dogsled.
[6:27:59 PM] Emily Smirle: Heading out late in the season because you’re afraid it’ll get blocked is officially Stupid.
[6:28:03 PM] Emily Smirle: Just kinda saying.
[6:28:17 PM] Emily Smirle: But.
[6:28:20 PM] crakkerjakk: Because pathfinder assumes the party is idiots, and this is Nate Reads From A Book.
[6:28:35 PM] Emily Smirle: Why didn’t you say so in the first place? đ
[6:28:44 PM] Douglas Cole: Figured it was obvious?
[6:28:51 PM] Theodore Briggs: true, also, Staver needs to BUY MORE HEALING POTIONS AT THE CARAVAN
[6:28:52 PM] Mark Langsdorf: None of us are especially going to argue if Ameiko or the caravan master overrule us.
[6:28:56 PM] crakkerjakk: Well, if you really want to leave the caravan back, I can wing something, I suppose.
[6:29:03 PM] Douglas Cole: I mean, “Please, dive into the frozen like to fight the water creatures in their natural element” is a freakin plot point
[6:29:08 PM] crakkerjakk: Cause that makes A LOT MORE SENSE>
[6:29:11 PM] Emily Smirle: Staver DOES need to buy more healing potions at the caravan!
[6:29:34 PM] Theodore Briggs: get the big ones, or at least not the smallest ones
[6:29:35 PM] Emily Smirle: I can do taht right now though. I have money. >.>
[6:29:36 PM] crakkerjakk: I’m kinda hesitant to make you do shit that’s too stupid.
[6:29:53 PM] Mark Langsdorf: We embrace the script, Nate. It’s cool.
[6:30:02 PM] crakkerjakk: Alright, thanks guys.
[6:30:05 PM] Emily Smirle: Gimme dat tasty worm on dat phishook.
And, the Hand of Plot moves us:
Shiba: Nods as Ameiko, Sandru, and Koya tell us they want to dogsled across the Pole ’cause they’re in a tearing hurry or something. Oni of the 5 Winds, the Seal box has been opened, it all makes sense.
Well, as long as we’re going white dragon hunting, we go for Fine climbing gear, alchemist’s fire, and stuff to present snow blindness. They are sadly lacking in magebane, flaming weapon consumables, napalm, and stuff to let us fly or see through snow. Alas.
Staver picks up 10 major healing potions and manages to coat 20 arrows with explody alchemist’s fire thanks to a double Scout! destiny point spend. We all shop for a while (too long, probably), and then finally head north having doused +Emily Smirle‘s character, Staver, in Worstershire sauce to attract the dragon.
After two days of northerly travel, the guides slow down as we start passing larger and larger skeletons of various large mammals, and at the end of the third day you draw close to a large rift in the glacial icepack. We see a rift about 30 yards long, and about 9 yards wide at it’s widest point. You see claw marks on the edge of the rift here and there, that look like they were made by claws the size of swords.
Won’t this be fun?
We spend a lot of time looking through lists of party expendables, and come up with “don’t notice me” ninja potions, a potion of fire breathing, a ring of distant blow, and a few other things squirreled away. Like a wand of exploding fireball arrows.
The GM wonders if the dragon will last more than a round.
Staver and Thumvar take flight, with Staver checking out the opening. We see a slightly-melted edge, and a seven-yard drop to a gash in the glacier. Shiba falls back and casts Walk on Air on both himself and Cadmus (crit success on one of us). So now we’re all airborne.
Mark has all the cool spells. As he says, he doesn’t have many, so he chooses carefully.
Gonna need one of these . . . |
Staver flies down the deep shaft, at least 100 yards to the bottom (yikes). He can make out the bottom of the shaft. It looks like it’s covered in a series of rocky crags, and he thinks he sees something sprawled among them. To make it out so clearly, it must be fairly large. Looks like a body, quadripedal and with wings. On the side of the shaft are a couple openings. There’s two to one side, one about 20 yards below the other, and another opening on the opposite side in between the two. The top one is a cave entrance about 10 yards wide. The floor is littered with broken eggshells.
Littered? Oh, that does not sound good. +Theodore Briggs reminds us all of Dragonslayer.
You see a stone hammer laying amound the remains of the eggshells that you would guess was made by one of the local human tribes by it’s construction, and you see something whitish-blue underneath one of the fragments of eggshell. You brush aside the eggshell carefully, trying not to make too much noise. Underneath is an amulet, made out of remorhaz scales. It looks very similar to the friendship tailsman that Ulf had, that the local tribes use to mark favor with outsiders.
The draconic shape at the bottom of the shaft turns out to be a large dragon corpse. So much for the surprise attack.
We cross and descend to the next cave mouth down, which is a wide and deep cavern in the ice. We see signs of repeated passage by something large with big claws through this one. Given the ripples in the ice at least a foot below the surface, you’re guessing it’s been used for at least decades, if not centuries. There are some fairly fresh tracks, too. Days, maybe. We proceed down the shaft, finally on the main combat map.
So, this whole cave slopes gently down towards the opening to the shaft. There’s a fairly large crevase in the middle of it, and beyond that it curves upwards and to the north.
The floor is fairly slick, strewn with rocks and bones, and on the other side of the crevasse is what looks kind of like a nest of some kind, with a bunch of busted up ice in a rough circle.
As we cautiously approach, Cadmus notices a solid wall of fog approaching. Much like the one we fought in last time. Alas. Shiba casts Purify air, which clears a patch of fog in the middle of the cavern, as we hear a scraping sound coming from behind Staver. Of course. We move closer to the open area made by Shiba, but we continue to hear the sound of something large moving in the direction of the nest.
Staver launches an arrow laced with alchemist’s fire towards the sound on general principle. Beingn appropriately heroic archer, he hits, but what the burning arrow reveals does not please anyone. Dragon! The good news is that the illumination of the flaming arrow (1d6 burn for 30 seconds with 1/5 DR) will last a while, and gives us a valid target. There is likely still the pesky priest from last game kicking around (this fog is his stock in trade, I think), but at least we have one bad guy marked, and lots of fire-based attacks.
W. T. F?! |
Thumvar fast-draws his sword and makes a Heroic Charge at the dragon, with his full flying Move 11. The dragon is visibly surprised, shouting “WTF?” in draconic as Thumvar does 16 (2) cut to one of its wings, and it rears back, screaming “Srsly, WTF?!”
No, I did not make that up. Blame Nate. đ
Shiba’s turn, and he looses an arrow – the previously prepared 6d exploding fireball arrow, one might note – at the dragon. “The Arrow Knows the Way!” he shouts, using Homing (Imbuement) and trusting that Thumvar is heavily armored enough to shrug off the blast. 20 burn damage if successful. Dragon dodges and drops, so he can get out of the way, successfully. He’s on fire, confused, and angry. Cadmus uses his ring of distant blow to the torso, biffs his activation roll, spends a destiny point, but critically succeeds for 10 (2) cut to the torso.
The dragon is not amused, and seemingly in a great deal of pain.
A crack appears along its scales, they are the color of polished ice, edged in silver.The dragon screams something at us in draconic, then pushes downward with some powerful claws. Ice cracks and fountains upward, and the dragon slips down into the glacier. He moved through solid ice as if it were yogurt.
Thumvar waits for the inevitable reappearance of the dragon, while Shiba concentrates to make the arrow come around for another pass. Patriot Arrow, baby.
Regrettably, internet connection issues caused us to end the session there. More dragon-fighting next week!
The dogsled caravan thing really confuses me. Up until now, we've been under no impression that we're under a time limit. Abandoning all our horses and wagons for dogsleds so we can take the civilians to a ruined city from which no one has returned seems really insane compared with just letting them wait in the local village until we solve the problem and then working their way on the planned path.
But what the heck, Pathfinder APs are not known for making a whole lot of sense. Endless NPC background that the GM has to slog through but that the PCs learn about: they can devote pages to that. Sensible suggestions on "what to do if the PCs don't follow the railroad" get maybe a paragraph.
Yeah, I've definitely be embracing the railroad on this one. Fortunately, the rails are bright and shiny and well marked. The frozen lake thing was a bit too much, but we fortunately skilled that one.