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[X] Ignore the creature and press on. You've a port to scout.

alot of lizards are cold blooded people so it probably isnt a hint and the fact it isnt a apex also rules out cold ones.
 
[X] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.
 
[X] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.
[X] If he's a scout, he cannot be allowed to live and alert some unknown number of his kin to the Expedition. Attack.
 
[x] Ignore the creatureand press on. You've a port to scout.
 
[X] Ignore the creature and press on. You've a port to scout.

A single wandering dragon ogre simply isn't that interesting. We'll report the sighting on the way back and that should do it. Besides we took up a mission and I don't want this distraction to stop us from completing it.

Yes a dragon ogre is very dangerous to a standard knight or some unlucky spearmen but one on one against a demigryph knight I'm pretty sure it's going down.

alot of lizards are cold blooded people so it probably isnt a hint and the fact it isnt a apex also rules out cold ones.
Them not being apex means it's not a carnosaur, cold ones are a long way from being at the top of the Australian Lustrian food chain.

Cold ones fit the description quite solidly in that they're carnivorous and kind of dumb.

So what is a Cold one?

Basically a big ass Jurassic park style velociraptor capable of carrying a knight into battle.

Effectively they're basically vicious, stupid warhorses with natural barding and sharp teeth. As such they should make a nice halfway point for knights who want something bit more ferocious than a standard warhorse but aren't quite up to trying to mount a demigryph. Or at least they can be if you can stand the smell and idiocy.
 
Remember we're a freaking wizard. There's quite a few things in our arsenal that would work even on an enemy this dangerous. To name a few:

Pall of Darkness. Our witchsight lets us see dumbstruck enemies even in total darkness and unless Dragon Ogre has darkvision we can use it for engagement and disengagement. Get out of jail free card.

Substance of Shadow: We can get selectively intangible in darkness. Not much in daytime but see above. While the fight is under Pall of Darkness we'll be tangible when we want it (i.e. when we want our swing to strike) and dissolve into fog when retaliation hits.

Mockery of Death
. One touch save or suck spell. If DO doesn't roll good, he's incapacitated. Okay, it's not so easy to get close enough to touch... unless the enemy is blind (see Pall of Darkness) or we can dissolve into fog and condense back when we want it (see Substance of Shadow). Also, we've got at least five tries to do it while he only needs to fail once.

Dread Aspect: not much use in fight but can be used to disengage.

Even if we weren't a wizard, we're still good equipped to fight the guy. We've got superior mobility or at least are on the same level. DO's got the grace of mountain goat and we can do 200 miles per day in mountains which can put any goat to shame. We've got rune of toughness, thick magical armor and five lives in total, which puts us on par with DO in terms of damage soaking. And every strike we take is going to be reflected twice on the attacker - Rune of Spite, remember? We're a bit low on damage dealing but I'm pretty sure "why are you hitting yourself" strategy can do it even if everything else fails.
On the topic of rule of spite: I really suggest we don not rely on it unless we have absolutely no choice and the stakes are high enough. True, mechanically it's a great thing, and the negative side is pretty much negated by our mega-healing artifact. However, the pain and thrauma, presumably, stay - and that is not particulary healthy for Mathilde's psyche.

Let's not turn into a combat masochist, please. Even if it is very tempting mechanically. Mathilde has enough trauma as she is.
 
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So, if we ignore them for now and report their existence upon our return, what happens is that the War Council makes counter-dragon ogre contingency plans. These plans are probably something like "hope they don't attack, and if they do, swarm them with demigryph knights and any artillery we can rapidly bring to bear", because the War Council isn't interested in taking unnecessary losses fighting someone who isn't their objective, so they're not going to authorize an assault in force against the dragon ogres unless they're clearly aggressively hostile.
Not I disagree with you, but I think the dwarves would also send their slayers; there are few worthier Dooms than a fucking dragon ogre.
 
Dragon Ogres have a noted immunity against lightning, but nothing about being strong against Ulgu, as far as I know.
Lightning is an elemental manifestation of Ulgu, so there might be some... anti-synergy (?) there. Speculation, of course, but it just reinforces how little we really know, I guess.
 
[X] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.

Ignoring creature noted for its allegiance to Chaos sounds like a bad idea for me.
 
[X] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.
 
[X] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.
 
[X] Ignore the creature and press on. You've a port to scout.

A single wandering dragon ogre simply isn't that interesting. We'll report the sighting on the way back and that should do it. Besides we took up a mission and I don't want this distraction to stop us from completing it.

Yes a dragon ogre is very dangerous to a standard knight or some unlucky spearmen but one on one against a demigryph knight I'm pretty sure it's going down.


Them not being apex means it's not a carnosaur, cold ones are a long way from being at the top of the Australian Lustrian food chain.

Cold ones fit the description quite solidly in that they're carnivorous and kind of dumb.

So what is a Cold one?

Basically a big ass Jurassic park style velociraptor capable of carrying a knight into battle.

Effectively they're basically vicious, stupid warhorses with natural barding and sharp teeth. As such they should make a nice halfway point for knights who want something bit more ferocious than a standard warhorse but aren't quite up to trying to mount a demigryph. Or at least they can be if you can stand the smell and idiocy.
Where do you get that Cold Ones are kind of stupid from?
 
How stupid exactly? Are there famous lore examples of their stupidity? I mean stupider than a horse could mean all kinds of things, from skittish chicken to frenzied dire lemming.

Where do you get that Cold Ones are kind of stupid from?

It's a part of the basic lore on them. The Lizardmen books have them described as 'foul-tempered and dim-witted'. Also on the tabletop they have a rule called stupidity which I think says it all.

As for how stupid exactly they're described as having their minds overloaded occasionally which makes them go to their default response of growling and snapping at everything.
 
[] Ignore the creature and press on. You've a port to scout.
[] You don't know enough to make a decision one way or the other. Follow the creature and see if its actions shed light on its purpose.

These are the two most sensible decisions, I think. Both have their merits, but in the end, I think following it back to potentially more of its' kind is a risk worth taking. We can report the presence when we get back from our mission to the Port.

[X] Ignore the creature and press on. You've a port to scout.
 
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