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<blockquote data-quote="Ashrum the Black" data-source="post: 1149109" data-attributes="member: 1585"><p>All right. The survivors of the stilt village are being taken back to the lair for sacrifice. This should be a fair number of folks because you've got the prisoners, possibly a large number, and you have all the gaurds. These will most likely be lizard folk, not dragons as what self respecting dragon would stoop to gaurd duty. This large group should be fairly easy for a well trained ranger to track even in a swap. Keep in mind that while the lizard folk may be hard to track in large numbers in the swap, beaten and wounded humans being marched to their death will not. You'll have discarded clothing, smears of blood, etc etc etc. This plus your new "friend", should be enough to get you there.</p><p></p><p>Now, the sticking point, as I see it, is that you don't have a plan for taking care of multiple dragons, and an army of lizard folk. This is a serious problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> , and by letting you know what you're about to face the DM may be trying to tell you to slow down and this enemey is beyond you at this point. </p><p></p><p>I would suggest that once you find the lair don't go charging in, but instead evaluate the situation, and if you have to, bring in the calvary. At this stage the local lords are going to be pretty peeved about the loss of two outposts and two garrisons. They should be very grateful for any help in locating the criminals. This could also lead to them sending in the troops and smashing this soundly for you. Not to bad really and should be worth a decent amount of an xp bonus on top of what you gain for taking part in the assault. </p><p></p><p>Other options for find the lair of these folks would be to ask the local wild life if you have the appropriate spells. The animals will know where the scary place that they avoid is. Even if it just points you in the right direction so much the better. This still leaves you with the problem of dealing with the villians.</p><p></p><p>Also, try looking at what the lizard men are trying to do. Are they just feeding the Tree? Are they trying to raise the vampire? What? Pump the friend for this information if you haven't already. Knowing the motivation of the enemy can help you figure out where they're going to stike next. </p><p></p><p>If they're attacking outpost that are weak and undefended, find the next one in this situation and wait there for them to strike. If they're attacking only places where you've been and causing pain and misery in your wake as revenge against you, then go someplace and fake leaving. Then, put a stake in the ground and wait until they show. This will allow you to dicate the terrain of the fight and smash them when they get there. Not my personal favorite option, but workable when all else fails. </p><p></p><p>Hope this helps in some way. </p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 1149109, member: 1585"] All right. The survivors of the stilt village are being taken back to the lair for sacrifice. This should be a fair number of folks because you've got the prisoners, possibly a large number, and you have all the gaurds. These will most likely be lizard folk, not dragons as what self respecting dragon would stoop to gaurd duty. This large group should be fairly easy for a well trained ranger to track even in a swap. Keep in mind that while the lizard folk may be hard to track in large numbers in the swap, beaten and wounded humans being marched to their death will not. You'll have discarded clothing, smears of blood, etc etc etc. This plus your new "friend", should be enough to get you there. Now, the sticking point, as I see it, is that you don't have a plan for taking care of multiple dragons, and an army of lizard folk. This is a serious problem :rolleyes: , and by letting you know what you're about to face the DM may be trying to tell you to slow down and this enemey is beyond you at this point. I would suggest that once you find the lair don't go charging in, but instead evaluate the situation, and if you have to, bring in the calvary. At this stage the local lords are going to be pretty peeved about the loss of two outposts and two garrisons. They should be very grateful for any help in locating the criminals. This could also lead to them sending in the troops and smashing this soundly for you. Not to bad really and should be worth a decent amount of an xp bonus on top of what you gain for taking part in the assault. Other options for find the lair of these folks would be to ask the local wild life if you have the appropriate spells. The animals will know where the scary place that they avoid is. Even if it just points you in the right direction so much the better. This still leaves you with the problem of dealing with the villians. Also, try looking at what the lizard men are trying to do. Are they just feeding the Tree? Are they trying to raise the vampire? What? Pump the friend for this information if you haven't already. Knowing the motivation of the enemy can help you figure out where they're going to stike next. If they're attacking outpost that are weak and undefended, find the next one in this situation and wait there for them to strike. If they're attacking only places where you've been and causing pain and misery in your wake as revenge against you, then go someplace and fake leaving. Then, put a stake in the ground and wait until they show. This will allow you to dicate the terrain of the fight and smash them when they get there. Not my personal favorite option, but workable when all else fails. Hope this helps in some way. -Ashrum [/QUOTE]
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