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Author: Stephen Kenson
System: d20 Dungeons and Dragons
Shuresska has been grateful to be one of the
lizardfolk for as long as he can remember
because of his people’s closeness with nature.
He has felt the love of the wilderness since he
was a mere hatchling. In time he took up the
mantle of a druid, learning to honor the forces
of nature and teaching others to do so as well.
Background:Unfortunately, not all members of Shuresska’s
tribe felt as he did. In the past few years, a fac-tion
of clerics gained the ear of the tribe’s
chieftain. These shamans were not so con-cerned
with maintaining the balance of the
natural order as they were with enriching the
tribe by attacking others they saw as more for-tunate
than they, including nearby villages of
humans and other races.
Shuresska spoke out against this needless
warfare. Didn’t nature provide for all that the
lizardfolk needed? Their home swamp had
bountiful hunting and ample room for egg
clutches and hatchlings. What did they need
human trinkets and shiny metals for? But his
words fell on deaf ears, because the lizardfolk
were drunk with battle lust and the success of
their initial raids. The shamans were also
growing suspicious of Shuresska’s objections,
and he began to fear for his life. So he chose to
leave his tribe and set out into the wilderness
alone, where few could follow him, trusting
nature to protect and sustain him.
For the past weeks, Shuresska has been qui-etly
observing humans and other folk living
near his home swamp. He has learned that they
are mostly peaceful people that mean his own
tribe no harm. This has only strengthened his
resolve to see an end to the pointless raids and
the evil plans of the shamans. Unfortunately,
because of the raids, few people in the area
trust any lizardfolk, instead driving them away
or attacking on sight. Shuresska has been
unable to find allies in his cause, and he knows
he is no match for his enemies alone.
Shuresska, a male lizardfolk 4th-level druid: CR 6;
Medium Humanoid (reptilian) (6 1/2 ft. tall);
HD 2d8+4 (lizardfolk) 4d8+8 (druid); hp 39;
Init +0; Spd 30 ft.; AC 16 (+5 natural, +1 small
shield); Atk +4 melee (1d8+2, shortspear), +3
ranged (1d8+1, shortspear); SA spells; SQ
nature sense, woodland stride, trackless step,
resist nature’s lure; AL N; SV Fort +6, Ref +4,
Will +7; Str 14, Dex 11, Con 15, Int 9, Wis 16,
Skills:Animal Empathy +7, Concentra-tion
+5, Intuit Direction +6, Handle Animal
+7, Wilderness Lore +10.
Feats:Brew Potion, Combat Casting
Shuresska can identify plants, animals, and
pure water with perfect accuracy.
Woodland Stride: Shuresska can move
through thorns, briar, and other undergrowth
at his normal movement rate without suffer-ing
damage or other impairment.
Trackless Step: The lizard druid leaves no
trail in natural surroundings and cannot be
Resist Nature’s Lure: +4 competence
bonus to saves against the spell-like effects of
Possessions:three shortspears (in back-quiver),
small wooden shield, bone knife,
necklace of teeth and shells, spell component
pouch, 20 gp.
Spells Prepared (5/4/3):0—cure minor
wounds, detect magic, know direction, light,
purify food and drink; 1st— calm animals,
cure light wounds, entangle, obscuring mist;
2nd— slow poison, speak with animals, tree
Animal Companion (Giant Crocodile): CR 4;
Huge animal (aquatic) (20 ft. long); HD
7d8+28; hp 59; Init +1 (Dex); Speed 20 ft.,
swim 30 ft.; AC 16 (-2 size, +1 Dex, +7 natural);
Atk +11 melee (2d8+12, bite) or +11 melee
(1d12+12, tail slap); SA improved grab; AL N;
SV Fort +9, Ref +6, Will +3; Str 27, Dex 12,
Con 19, Int 1, Wis 12, Cha 2.
The party likely would encounter Shuresska
looking for potential allies to help him over-throw
the evil clerics that have seized control
of his tribe. Together, they could hope to put
an end to the raids by the lizardfolk so that
peace can reign over the area once more. The
lizard druid remains understandably cautious
in approaching any nonlizardfolk, since few
people trust his kind.
If discussions with the party seem to be
turning hostile, Shuresska uses spells like
entangleand obscuring mistto escape back into
the swamp without harming anyone. Once
there his druid abilities allow him to practically
vanish (he can also use his tree shapespell if
pursuers are close at hand, reassuming his
normal form once they have passed).
If the party includes a druid, Shuresska
might contact them, appealing to his fellow
druid for aid against this threat to the balance.
In fact, Shuresska might send word (via an
animal messengerspell) to a local circle of
druids to ask their aid, in which case the party
might be hirelings or followers of the druids,
assigned to aid him.
Adventurers might come to a town where
Shuresska tried to find help, only to be met by a
hostile lynch mob, angry over the raids con-ducted
by his fellow lizardfolk. The party can
arrive just as the townsfolk are about to execute
the lizard druid as an example, allowing them to
intervene and hear Shuresska’s side of things.
Finally, officials from a local town might ask
the party to put an end to the lizardfolk raids, in
which case they may encounter Shuresska in
the swamp while seeking his tribe. He’ll try to
approach them to talk, telling them that most of
his people are not evil, merely the dupes of a few
evil lizardfolk. He offers to help the characters if
they agree not to harm any lizardfolk other than
the shamans that must be overthrown.