Anarenn solo campaign (Loth keep out)

So, to make certain I'm getting this straight, all characters gain common for free and a pseudodragon's "native" language is sylvan; so both those languages are free for me. In addition to those I get to pick three bonus languages and of those immediately available are Hethon, Halfling and Dwarf?

Who, if anyone, commonly knows Draconic or Sylvan?

So do I know who lives in the forest, what it's called and the name of the nearby village? How many people live in the village and is it purely agricultural?

I believe all I have to do is assign my 4 bonus skill points and a feat and I'm pretty much ready to play (though I might tweak a few little things yet if that's okay). Am I missing anything? When would you like to start? :)
 

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Let's see.

First of all, I forgot your question on the nastiness of the forest. It's on the eastern side of the Berlenda mountains, that divide Hethon from the Virdee. We could say that it's on the low-middle level on the danger scale. It goes worse as you go deeper into the mountains, because of the great number of humanoids, but there isn't that much of danger where you are. Some wandering humanoids, wild beasts, wolfs and boards. Dire animals are not too uncommon, but there is little nature spirits activity. We are by no way near the absurd level of nastiness that certain forests present. In other places of Anarenn, a forest can engulf an entire army and never release them again.

As I said, there are some treants speaking Sylvan. Also, you have some books in your cave, that are most certainly written in draconic: their letters make your blood tickle. However, as there was no one to teach you, you can't read or speak draconic.

And no, common in not free, however most people in the world spend the two skill points necessary to learn it. So you have Sylvan, and tree bonus languages. Should you decide to pick them now, those available are Common, Hethon, Halfling and Dwarf.

You know several people living in the forest: mainly small families of human peasants. The closer is less than 1 mile from your home, but you are fairly certain that they could never find it: it's extremely well hidden, on a high ground. They would have to climb several trees, and then a nasty slope to even manage to see it. The family is composed by Etheryl, his wife Shereena, and their daughters Shiri (16 years) and Danee (4 years). They also have a son, Ibranden, who is an apprentice to the blacksmith in Eruin, the nearest village.

The village is 600m from the forest, and it is mostly agricular. As you are in the west-northern part of Hethon, you are not on the commercial routes that go from the major cities to the south. There are almost 300 humans in the village and the surrounding farms.

The real interesting town however is Adarje, a big town 10 miles to the east. There should be at least 6000 humans there, with a local garrison of the king's army, and a little chapterhouse of church's soldiers. It is on a big road that goes from the south to the north, so there is greater trading there. You have never been there, though: only seen in from a far distance.

There is no soldier in Eruin, however there's the local militia, and there are mounted soldiers that everyday come from Adarje.

I was thinking about starting the IC thread tomorrow, if that's ok with you.
I should have no problem in posting once, maybe twice per day, but I have an erratic access to the computer. So I may post and then be unavailable for 7 hour.

Ah, and you need a name, I suppose :)
 

Hm. I think I get the general layout of the area, though a map would be helpful I think.

I'm trying to picture my cave; so it's a small cleft high up on some sort of cliff? You make it sound all but inaccessible to anyone without significant climbing experience or the ability to fly; which would be ideal I think. Roughly how many cubic feet of space is there on the inside? How far back in does it go? How high off the ground is it and what kind of Spot and Climb checks would be involved in trying to reach it from the ground?

I took ranks in Decipher Script to help justify how my dragon puzzled out the meaning of the books in his cave. If that's insufficient to read the books and thereby learn draconic, should I put those skill ranks into something else? From who did my dragon learn sylvan? Friendly treants?

There's an ecology of the pseudodragon article in an old 2e Dragon magazine that I intend to dig out and read tonight. It might give me a better idea of the kinds of crafts, knowledges and profession skills a pseudodragon might conceivably have. I was toying with the idea of taking ranks in Craft (alchemy) and Knowledge (local) and/or (nature).

I'm still toying with a few names, but it occurred to me that having hatched and grown on its own, it may not have never had need to pick a name before.

Starting tomorrow sounds good. :D
 

Ambrus said:
There's an ecology of the pseudodragon article in an old 2e Dragon magazine that I intend to dig out and read tonight. It might give me a better idea of the kinds of crafts, knowledges and profession skills a pseudodragon might conceivably have. I was toying with the idea of taking ranks in Craft (alchemy) and Knowledge (local) and/or (nature).

That would really help. I'm having trouble finding anything on pseudodragons :( It is always useful to have some facts that lead you to new ideas.

Hm. I think I get the general layout of the area, though a map would be helpful I think.

I'll try to do something with Photoshop, but it will be an ugly mess. Will post the link to imageshack asap (probably tomorrow)

. Roughly how many cubic feet of space is there on the inside? How far back in does it go?

It is quite big, actually. It seems to be a cave-house. At first it seems to be an natural cavern, then it turns and ends with several small tunnel. One of these (big enough for a crawling human to use it, but he would be really tight) leads to 4 chambers. One is where you were hatched, another one is filled with books (all of them pretty old and dusted and in bad condition). There is some furniture in the other two chambers, but nothing else. There are no clothes or other items that give any clue about who built the cavern. All rooms are 10x10x7.5 ft. and they are in line, descending. Whoever used it had to use a ladder to go from one room to another. Will try to make a sketch of it later.

How high off the ground is it and what kind of Spot and Climb checks would be involved in trying to reach it from the ground?

It's impossible to see it from ground, simply because the entrance of the cave faces the plains, but it's not vertical, and there's a slope behind it. So, the only way to see it is standing on a higher ground, at a specific position in the mountains behind. So far you have found 3 positions: one of them is a small hill with no trees, another two are some big (and visible) trees. The DCs for spot are respectively at least 30, 25 and 32.

Climbing it would be rather difficult too, and no one with his wits would do it if he wasn't searching for something. However, if someone spots your cavern, with a little bit of time, and maybe some rope and help, and a DC 20 climb check, he should be able to get in in your lair.

I took ranks in Decipher Script to help justify how my dragon puzzled out the meaning of the books in his cave. If that's insufficient to read the books and thereby learn draconic, should I put those skill ranks into something else? From who did my dragon learn sylvan? Friendly treants?

Sorry, no. The checks that you are able to muster aren't by any mean enough to decipher draconic (even if you get a +2 racial, houseruled). However, you understand some simple words, and with a little bit of help from some scholar, and a little bit of time, you should make great progresses. Keep in mind that draconic is one of the rarest languages in the world (in this campaign, it is the root of the language of magic, but nowdays it is really different). Furthermore, no one can say that he completely understand draconic: there are always some older and more obscure words and letters. You are already way higher than most of the scholars in this field, mainly because you have access to at least 10 books written in draconic. Even if they speak about a completely useless subject (like how to raise a chicken), they are worth at least 2000gp in total.

I'm still toying with a few names, but it occurred to me that having hatched and grown on its own, it may not have never had need to pick a name before.

It may be, but then how are should Oak and Tall, your closest treant friend, call you? "Little pesky too curious and excitable pest"? :) They would spend half an hour just to greet you :D
 


I took Flyby Attack as my 1st level feat and heathon and common as my bonus languages with one slot kept free (hopefully for draconic). For my four bonus skill points I'll take your suggestion and take a rank each in Knowledge nature and local. The two remaining points are tricky to figure out. A few ideas I had was Craft (alchemy) or Profession (herbalist) since my PC is pretty clever and pseudodragons are familiar with various leaves, fruits and berries from their omnivorous diet. Aside from that, I'm considering Craft (calligraphy) since my dragon has many written examples to study and copy and Profession (scout) since he's familiar with his woodland home. The problem with Professions is that they represent services that a character can use to earn money; something I have trouble imagining my PC getting into. What do you think?

I've read through the Dragon mag article. Much of the crunchy bits are obsolete, though the fluffy bits are interesting. Here are a few highlights:

• Pseudodragons supposedly use their telepathic abilities to "eavesdrop" on a potential companions' thoughts to judge their worth.
• Pseudodragons most often bond with humans, elves, halflings and gnomes as lifelong companions, in that order of preference. Some pseudodragons choose members of sylvan races as companions such as nymphs, dryads and centaurs.
• A pseudodragon can only link with one companion at a time, and the bond can then only be broken by the death of either participant. Through their link, the dragons can transmit everything they see and hear to their companion out to a range of 240 yards. They can also share their spell resistance with their companion through physical contact.
• A pseudodragon's barbed tail is sharp like a hypodermic needle and they are able to wield it against foes directly in front of them; much like a scorpion.
• Pseudodragon venom can be harvested; up to 20 ounces per week or 12 ounces at once if slain. It in turn can be sold for about 100 gp per ounce. Pseudodragons consider being milked for venom demeaning.
• Beings poisoned enter a cataleptic state in which their bodies grow rigid yet remain pliable, so that victims will tend to remain in any position into which they are moved.
• Pseudodragons are generally diurnal because they're cold blooded and need the heat of the sun to generate body heat to remain active. At night they grow sluggish. I'd dispute that conclusion myself.
• Pseudodragons lair in hollow trees, caves, or even in abandoned underground burrows.
• Pseudodragons hibernates through the winter months.
• Pseudodragons collect bright shiny objects; colored glass, coins and especially gemstones. They tend to value attractiveness rather than inherent value.
• While omnivorous, pseudodragons prefer fresh meat above all else. Their diet consists primarily of rodents and small birds. They also eat leaves, fruits and berries. They refuse to touch carrion due to their finicky natures.
• Though generally solitary, pseudodragons congregate in the spring to mate in large groups, and with multiple partners, over a period of three days. Males are particularly territorial during these times and will immediately attack any trespassers.
• Females lay clutches of 4–6 brown speckled eggs that hatch in mid-summer. Differing fatherhood is possible for eggs of the same clutch. The mother cares for her young throughout the summer and fall and allows them to share her lair while hibernating through the winter. The young then set off to establish their own lair come spring.
• Amongst their own kind, pseudodragon make use of "thought-names"; a series of identifying images or memories that can be transmitted quickly with a mere though. Though names are hard to translate into words, so pseudodragons often allow their companions to assign them cute pet-names.
• Pseudodragon scales are translucent (much like fingernails) and it's the flesh beneath which can change color. Achievable colors are red, green, brown, black or any shade between; with multiple combinations at once being possible to mimic leafy camouflage.
• Pseudodragons periodically molt patches pf skin as they outgrow their old scales. They do so monthly through their first year, and about twice a year thereafter, though the process doesn't hinder them in any way. They do so by rubbing against rocks and tree bark.
• Pseudodragon skin can be used in the manufacture of rings of chameleon power, potions of rainbow hues and cloaks of elvinkind. Their blood can be used in the production of rings of spell resistance.

Hope that helps. Let me know if you have any questions. :)
 
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I'll have a better look at them in a moment.

Meanwhile, I started the IC thread, and I will be opening the OOC thread soon. As I don't feel that a rogues thread is needed for a solo campaign, post your char sheet on the fists post in the ooc thread.

I'll be making the map now.
 

Isn't this the OOC thread? Why start a new one?

I could repost my character as the second post in the IC thread.
 
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The first two pages on the different campaign ideas are not really necessary. I will salvage all the informations about the campaign setting, and I will put them - organized - in the new ooc thread. I like to keep things organized and focused: in this case, on the pseudodragon solo campaign.
 

Fair enough.

I take it that the three humans wandering in the forest aren't recognizable residents of the nearby village are they?
 

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