Kyuad's Lorebook Questions

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Kyuad's Lorebook

RESULTS GUIDE

This guide shows the information found in the Midnight book, plus implied levels of knowledge to fill in gaps and the higher-end range of results. These don't have to be used, and in fact could be changed entirely, but they represent options for the GM. The DCs 15, 35, and 40 are not found on the standard chart.

Lorebook Checks
DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A legend about a spirit that haunts the nearby forest; the local lord's tax collection schedule, or what other burdens he places on the people.
(15) Common, known by a local minority (does not exist on the chart, it's existence is implied). Realization that elements of a local legend actually point to real events; the reason the local legate is furious with the town's farmers; identify a CL 5 or lower magic item.
20 Uncommon but available, known by only a few people in the area. Legends of a lost city sunk in a nearby swamp; the fact that the town's healer also brews potions; identify a CL 10 or lower magic item.
25 Obscure, known by few, hard to come by. The fact that the town's healer is an insurgent; that the town was once the site of a mass destruction of the Fell; identify a CL 20 magic item.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. That the elves refer to the town's orchard as elluinel; identify an artifact.
(35) Secret knowledge, facts new to the world (does not exist on the chart, it's existence is implied). The identity of a dangerous foe prophesied in an old tomb; accurate weather prediction; an outsider's true name; identification of a creature never before seen.
(40) Secrets lying behind great mysteries, dangerous information (does not exist on the chart, it's existence is implied). A secret from the history of one of the Night Kings; the ultimate plan of a powerful demon; the nature of how magic functions in Aryth; inferred but likely theories as to the true heir to the throne of Erenland; a Night King's weakness.


Lorebook References

Note: most of these came from the dream that was played to us by Zal'Kazzir. Y'aught ta reference that if something doesn't seem entirely familiar.
Also, these questions were asked more than a level ago. If the results are coming now, we should use Kyuad's current modifier, which means that everything before "The Gray Realms" gets a +2 bonus to the result. This won't change most of them, but the subject that will be boosted to the next-highest level of information is the "Arunath Peaks".

Moonstruck Clan

  • Check +22 = 37: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secret knowledge, facts new to the world)


the Highwood Forest

  • Check +22 = 40 - Highwood (nat 20, homie): Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secrets lying behind great mysteries, dangerous information)


Lolth, sister of Aradil

  • Check +22 = 36 - Lolth: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secret knowledge, facts new to the world)


Arunath Peaks

  • Check +22 = 39 - Arunath Peaks: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secret knowledge, facts new to the world, but might be bumped up to the 40 range, if that is used at all)


Terrod Host

  • Check +22 = 37 - Terrod Host: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secret knowledge, facts new to the world)


Sunken Palace

  • Check +22 = 27 - Sunken Palace: Obscure, known by few, hard to come by.


The Gray Realms

The Grey Lands in Kyuad's Lorebook

Denizens of the Gray Realms

  • Check +22 = 38 - What "lives" or is found within the realms in the Paths of Dal Colia?: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. (Optional: Secret knowledge, facts new to the world)


Finding/Avoiding Denizens of the Gray Realms

  • Check +22 = 29 - What might attract and not attract the Shadow of Izrador while in the Paths of Dal Colia?: Obscure, known by few, hard to come by.


Echo's Splinter

  • Check +22 = 24 - What other higher level spells may be on the staff, Echo's Splinter?: Uncommon but available, known by only a few people in the area.
    • NOTE: This wasn't intended to be a Lorebook check. The staff's information says that someone can spend an hour studying the staff to get all of the spells recorded of a specific spell level. If there was a number written down on the board, it was Eranon's Spellcraft check, because he was the one doing the work.


Priest-Slayer

  • Check +22 = 31 - From Durgaz, Kyuad knows that this is an orc who was sent out on patrol with a legate, and who slaughtered the legate after being on the road with him mere hours, being fed up with being ordered around. What else is known about this figure? Potential ally? (Extremely obscure, known by very few)

Weather in the North

  • Check +22 = 37 - How should we prepare to deal with the weather (coldness, food, wind, etc) in the north as we go to the tower? (Extremely obscure, known by very few - Optional: Secret knowledge, facts new to the world)


Covenant Items

  • Check +22 = 26 - Any leads to covenant items in the region where we're going? (Obscure, known by few, hard to come by.)


The Arrows

  • Check +22 = 32 - What does Kyuad know about Ossion's abilities, and the abilities of his Arrows? (Extremely obscure, known by very few)


Creatures of the Northern March

  • Check +22 = 33 - What kinds of creatures are found where we're going, what should we look out for, and what's the most troubling danger, and might we find any allies? Will we be encroaching on eransil territory? If Kyuad were to recommend that Durgaz set his weapon to be bane versus a creature type, what would be the best? (Extremely obscure, known by very few)


Foundlings

  • Check +22 = 22 - Is there any historical reference to something else that might also be a Foundling? Keep in mind that this is something that's befuddled Kyuad throughout his life. (Uncommon but available, known by only a few people in the area.)


Belal/Nazzif

  • Check +22 = 36 - What is his vulnerability? (Extremely obscure, known by very few. Optional: Secret knowledge, facts new to the world)


Iban-Suul

  • Check +22 = 33 - I don't know the spelling, but the creature that lords over the great demon city in the Aruun. Specifically, what Kyuad is looking for is another tie-in with the hybridization techniques of Ardherin, et al. (Extremely obscure, known by very few.)


Polymorph as Protection vs. Plague

  • Check +22 = 42 - Kyuad has a plan to polymorph Durgaz and Eranon into humans so that they cannot be susceptible to the fey-killing plague. According to straight rules, the spell changes their type so that they are Humanoid (human) rather than Humanoid (orc/elf) - see the reference to type in the wildlander/ranger favored foe ability. However, even though this aught to work, I'm eager to make sure as much as possible. If they come in contact with the plague, what steps must be taken to cleanse their clothing/bodies before they change back to ensure that they don't re-infect? Is there anything that Kyuad knows about the plague creators that would inform him of the plague's nature? If so, what are the chances that a human can be a carrier without being affected by the plague? And for that matter, how could it be cured? (wow, nat 20! Extremely obscure, known by very few. Optional: Secrets lying behind great mysteries, dangerous information.)


Ulterior Purpose of the Arrows

  • Check +22 = 36 - We know that they are headed for the Blood Tower, and we know that it's entirely likely (virtually a sure thing) that one of their reasons for doing so is to enchant weapons at the nexus there. One of the reasons Kyuad is looking into this further is that it doesn't really fit that they'd stop to enchant weapons that aren't detectable by astiraxes since this kind of thing will take weeks, and we know they are slowly being killed off by the plague. Is there something or some one so important and protected by legates/a mirror that they determined that the loss was acceptable? (Extremely obscure, known by very few. Optional: Secret knowledge, facts new to the world)


DRAGONS (general)

The known varieties of true dragons fall into three broad categories: Shadow-aligned, Enslaved and Hidden. There are NO known resistance aligned dragons that survived the onslaught of the Shadow's last battle that ended the third age.

In general true dragons gain more abilities and greater power as they age, however this is more attributed to survivability than biology. They range in length from several feet upon hatching to more than 100 feet as a great wyrm. The size of a particular dragon varies according to age, magical/divine alteration and experiences. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.

Although goals and ideals vary among individuals, all dragons are confident of their race being above any other on Aryth. Each dragon across Aryth has developed as distinctly as any man could from his culture. In ancient times status among dragonkind was supported in hoarding wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. While the need/want for such things died out long ago as dragons became less of a culture and more individualistic, a very few will still retain their treasure troves of latter day – the nature of keeping such hoards has grown near impossible with survival surpassing greed, pride or lust. The nature of this attitude great toward the greed for power to be won for supremacy over dragonkind, however since the loss of Xirci and the utter domination of Zardrix… even this nature has fallen to the wayside. The one single truism of all dragons is that no two will be alike...


Anaximath was at the Vanguard of Izrador's forces when they drove south during the Last Battle and was responsible for the death of hundreds of elves during that day of slaughter. Ever since that day, he has taken up residence on the eastern outskirts of Erethor, making skirting the Sea of Pelluria to the west a dangerous endeavor. He had patroled the forest constantly under cover of his spells, killing off elves and other travelers with impunity and feeding on the dire animals that call the forest home, more and more over the past decades he's grown frustrated with his inability to gain stature and purpose and has since become complacent. Anaximath is a cruel creature who lives for nothing more than to serve the Shadow by killing his enemies, so perverted has his will become. He is known to have two lairs, one in a moss-covered cave in the forest and the other a submerged cavern along the western shelf of the Pelluria.

Anaximath (approximation)

The Vanguard (sometimes known as the Skull Dragon because of his skeletal face, adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration does not harm the dragon) Anaximath's dragon's scales are larger, thicker, and dull, helping it camouflage itself in swamps and marshes. Currently his scales have been covered in "hide carved" magical runes that seem to offer various forms of protections and resistances beyond normal dragon kind.

Gargantuan Dragon
male dragon
Hit Dice: 20-27 (250-350 hp)
Initiative: not known for being exceptional, probably doesn't have the Improved Initiative feat.
Speed: above average speed, and pretty good at flying (maybe 150')
Armor Class: 25-35 (penalty due to size, lots of natural AC, average Dex, unknown AC mods)
Attacks: +25 to +30 melee; claw, claw, bit, tail slap, wing
Space/Reach: 20 ft./15-20 ft. (long)
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities; spells(?)
Special Qualities: damage reduction 5-15/??, 3-4 immunities, Observed: Blindsense, Hide-carved (PrC)
Saves: Fort (first - high), Ref (third), Will (second)
Abilities: Str 25+, Dex 10-ish, Con 20-25, Mental stats: all are above average for human, average to lower than average for dragons
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.) very knowledgeable, devious, intimidating, and perceptive
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers. Many combat-oriented feats, many dragon oriented feats. Told to be the only creature in the last battle to have made his way to reach and damage Aradil on the line. Combat Reflexes, an Improved Natural Atk ability, Cleave, Power Attack is possible. Observed: hover, Spring Attack and/or Fly-By Attack, the use of at least one Quicken Spell-like Ability
Environment: Warm forests
Organization: Solitary
Challenge Rating: 13-25
Alignment: chaotic evil
DRAGON COMBAT (general)

A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. Many prefer to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks – however some have adapted other tactics to survive their fellow dragons of more powerful means. Some dragons are adept at sizing up the opposition and eliminating the most dangerous foes first, others avoid them while picking off weaker enemies.

Bite: Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon's Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon's Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Acid cloud that condenses to liquid; fireball blast. Through divine or magical means, some dragons have adapted to multiple breath weapon options. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon's age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon's size.
Anaximath's Breath Weapons (maximum)
Dragon Size: Gargantuan
Line* (Length): 120 ft.
Cone** (Length): 60 ft.
* A line is always 5 feet high and 5 feet wide.
** A cone is as high and wide as its length.
Frightful Presence (Ex): dragons can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons DONOT ignore the frightful presence of other dragons. Observed: DC 23.
Spells: many dragons (but not all) know and cast arcane spells as a sorcerer of the level, there's been word that at least one dragon has been known to cast as a Legate.
Spell-Like Abilities: Dragons have various spell-like abilities based on their experiences and age. All spell-like abilities are usable once per day unless otherwise noted. Anaximath (like all dragons) has developed a variety of other Spell-Like abilities… These vary greatly between dragons and are not completely known. Observed: Anaximath has at least one ability Quickened, use/calling storm of Locusts, attempted to control Eranon, disappeared from the battlefield (invisible?? illusion??)
Spells: it is unknown if Anaximath can cast spells.
Damage Reduction: most dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): many dragons have immunity to sleep and/or paralysis effects. Many dragons have immunity to 3-4 forms of attack, as given in its description.
Spell Resistance (Ex): Most dragons, are more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Water Breathing (Ex): Anaximath can breathe underwater or hold his breath for a very long time.