Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts

Saturday, January 1, 2022

Cool Dragon Design + Random Dragon Thought

Art @Antiono Stappaerts

So I saw this random dragon design by an artist (does youtube drawing tutorials) and I thought this design was really cool. I like the skinny dragon concept that still looks distinctly "dragon". Also the implied size of this dragon is right in the sweet spot- it looks to me like a really big airborne crocodile moreso then a massive behemoth, which is a more agreeable power level for dragons. I also really like the wings, fixes the "issue" of dragons with having wings too small; and you can imagine how they'd fold up at the sides without having to rely on a 4 limbed dragon design.

But while randomly thinking about this cool dragon I had a second thought; things that fly like to use thermals to fly right, and dragons have hot-breath. Has seriously nobody talked about this before? I can't think of any examples off the top of my head- though I'm sure somebody has somewhere.

The reason why dragons have such long, skinny necks may not be immediately obvious to a casual observer, but dragonologists know. The closest thing to a dragon in terms of ecological niche is something like a large predatory reptile- crocodiles, komodo dragons, etc. These creatures do not have long, snake like necks. The reason dragons have them is because one, they are more intelligent and being able to look around to speak or groom another dragon is valuable, and two, because it lets them blast heat underneath their wings in flight. Dragons who need a boost can just look backwards and puff- and I imagine dragons can do that cool growl thing that just shoots out hot, oven-like air instead of actual fire if they want.

Dragons having fire breath is a evolutionary advantage for many, many reasons. As a flying predator, burning forests down not only lets you see prey animals more clearly, but it also creates massive thermal updrafts used for your dragon antics. Maybe its a mating display thing too; big fire = big dragon lungs = big dragon sex.

This is also the reason dragons sleep for a long time. They're not resting for fun or because they're especially lazy, they're resting to let forests grow back. Dragons slumber for ~a hundred years or so, enough time for a forest to regrow and wildlife to come to its lair. In a fantasy world; dragons are the natural embodiment of fire; and are the balancing force that keeps the old trees and magical woodland spirits and such from getting too gigantic and overgrown. They come out, burn down forests and gobble up everything that comes out, go to sleep for a hundred years and do it again.

Monday, March 29, 2021

Where does a Dragon's Firebreath come out of exactly?

Art @Saeed Ramez
Roll a d6 to find out.

[1] Out of their throat, basically belch or vomit it out.
[2] Out of their nose, snort it out. May light things on fire when they sneeze or get mad.
[3] Out of fire glands or valves in their mouth; similar to a spitting cobra. Pic related.
[4] Gas is released from their body, spark pouch in throat/mouth ignites it safely at distance.
[5] Forms on the outside of their mouth from fluid that ignites with the air. Fire is partially liquid and kind of “sprays”, may be almost like a fantasy version of napalm. Very nasty.
[6] Out of their butthole lol.

Thursday, January 7, 2021

Ring Dragon

Usually, you can only wear two magic rings. One on each hand, or sometimes one on each ring finger. There's usually a contrivance as to why- the magical energy fields need to be kept apart if you try to wear multiple rings! Or the magic only works if powered by your heart- hence one per arm, else the bloodflow of magic would be too weak if split among multiple rings per hand. Sometimes you can wear more then just one a hand; but the powers don't always play nice together.

However, magic rings are among some of the most common magic items, and they can be worn by anyone; both those who use swords, use stealth, or cast spells are equally enriched by a good magic ring. This means that, naturally, a wealthy and successful adventuring type may find themselves with an excess of many magic rings they can't use. Some rich men have tried to find ways to get rid of their stockpile of magic rings, which would otherwise just sit around and collect dust in some treasure room.

But what about those few who are beyond “rich”? The immortals, the Gods, the great elven kings and queens who have lived for eternities? Once you have found your pair of best magic rings, what to do with the troves of them you have laying around? What possible use could there be for such a mass of unwanted and hoarded jewelry?


Ring Dragon
(12 HD, +8 To Hit, +9 AC, claw attack at 1d8+1, tail attack at 1d6+1, hits are magic, flight, Arcane Fire Breath at 6d6, spells)
Morale- N/A
Numbers- However many you can afford (only one)

The Ring Dragon is an artificial construct of magic. It is an incredibly powerful artificial creature- possessing both more wrath and personality then a golem, with all the magnificence of a dragon. Its body is made up of a combination of magic rings, magic ash, melted precious metals, and solidified magical energy. The gemstones studded in the rings it is created with appear just underneath its skin; covered by a layer of waxy ash. Most dragons despise these beings; as they are both more powerful then a dragon and yet incredibly attractive to one- they want to be the one to slay a Ring dragon, take its golden bones and jeweled hide and add it to their hoard.

It requires a truly impressive, unthinkable amount of wealth to create one of these. No estimates truly capture the cost, but 10,000,000,000c is a rough estimate to start.

The Ring Dragon is more powerful then a regular dragon, though it lacks some of a dragon's intelligence. The Ring Dragon's entire body is infused by the magic of the rings used to create it, and as such its hits, scales, and attacks all count as magic. It can also fly regardless of the state of its wings, because of magic, and cannot be grounded with a grapeshot cannon blast in the same way a more flesh and blood dragon might. The Ring Dragon cannot bites, as its “muzzle” is bound by the rings used in its creation, but it has a fearsome breath weapon- Arcane Fire. This bright blue fire burns objects with supernatural vigor and ignores normally fire retardant materials. It is hotter then hell and can be used once every 3 rounds as per a normal dragon.

The dragon cannot open its mouth to eat, but instead consumes both magic ash (inhaled afters its fire breath burns magical materials to ingest) and it absorbs ambient magical energy, once again sucked up by its nostrils- the dragon doesn't require much “food” to survive as an artificial being, but it does seek to gluttonously consume mana as any dragon would food. Because its such a large beast, it can drain huge amounts of magical energy whenever it feeds- enough to deplete a layline or sites of magical importance after just a few feedings.

In my games, Dragons can't cast spells. They are strong enough all ready. But the Ring Dragon is made of magic; it has some of the powers of the rings used to create it. The Ring Dragon innately knows a collection of 1st, 2nd, and 3rd level spells and can cast them as a 6th level magic user. It can't learn any new spells, these are just the ones it has inside of it. If any of the magic rings has a famous power or curse associated with them used in this dragon's creation; let the dragon have a modified version of this that is either cast like a spell or an aura which negatively curses though who strike it.

Finally, the Ring Dragon is a creation. It is designed and made to serve its master, but its immense power and draconian form give it a pride that is hard to control. When this dragon is made, roll 3d6 to determine its Loyalty, as you would a newly made Hireling. Roll a d20 under this amount to get the dragon to do anything that goes against its behaviors, or anything that puts it in danger. Note- roasting a village or killing a group of adventures is not “danger” to this dragon. If the roll under fails, the dragon either goes to sleep and refuses the order or does the order anyway but begrudgingly, and permanently lowers its Loyalty score by 1.

Ring Dragon Behaviors
Roll to get the dragon to do something besides these, OR roll to stop it from doing these.
  • Kill anyone (besides its Creator) who enters its lair.
  • Burn magical flammable magic items- wooden wands and staves, spellbooks, etc.
  • Hoard and protect metal magic items and treasure (roll to take anything)
  • Consume large quantities of ambient magical energy and sleep for 2d6 years.

Thursday, May 21, 2020

Dragons = Insects

You know dragons are bugs, right? Think about it. They have six limbs, hibernate for long periods of time like a cicada, and have tough exoskeletons. They are also polymorphic and have nuptial flights. What, you didn't know about those?

 
Dragon Biology
This is a dragon. Dragons look like giant horned lizards, but they are insects. This is because of convergent evolution- the evolutionary successful structures of a muzzle filled with sharp teeth and leathery wings evolve in any species, no matter how distant to each other, because it's so successful. Dragons also have a two-chambered organ in their throat that allows them to breathe fire; no different then a bombardier beetle. Those aren't horns, they are antennae. Dragon horns are actually one of the most sensitive parts of their body, but what is sensitive to a dragon is much harder and stronger then any body part a human would find sensitive.

Dragons being insects even explains their fighting styles. Why the hell would a dragon land in a middle of a group of highly trained warriors and engage them with claws and teeth? They wouldn't- they'd keep flying overhead. But dragons can't keep doing that- their bodies need to return to a resting position. They need to stop and go to breathe and regain the pressure in their pneumatic muscles- these aren't the same as mammals with flesh and blood. They bleed thick black ichor, magically charged, to keep that big body alive.

Dragons are also eusocial insects, just not in a way that humans understand it. Remember- evolution means that creatures don't necessarily have to be happy about their place in the world to keep it going, nor do the creatures themselves need to understand it. Dragon “Queens” are the traditional six limbed dragon. They live in lairs and lay eggs, hoard treasure, and are said to be the cornerstone for the entire dragon species. But remember, dragons are polymorphic. They have “castes” determined by birth.

The
workers of the species are the kobolds. They are reproduced by the queen, but not directly. Eggs and incubation is far too costly and slow for such a disposable minion. Instead, kobolds generate from the subtle dragon dust that emits from a sleeping dragon; her lair is covered in the stuff, and will gently mix with the moisture and nutrients in the cavern system until the first few kobolds appear. From then on, the kobolds can reproduce on their own, but it's not a true reproductive system, only drones making more drones as far as the species is considered.

The warriors of the species are wyverns. Dragons themselves are much more powerful then wyverns of course, but the queen is precious and spends most of her time sleeping to incubate her next offspring. Wyverns are born unintentionally from the queen- she isn't even aware that the wyverns are her offspring. These lesser creatures are born from dragon dung- the dung containing tiny eggs that rapidly grow into wyvern eggs and then hatch into self sufficent wyverns that flock together in colonies. Then, these wyverns attack and kill intruders into the dragon lands, acting as a barrier and defender for the “colony” they know nothing about.

Finally, the reproductive males/drones of the species are the longs, or in otherwords, the Eastern dragons. They are not born with wings, their flight is magical. The longs will seek to mate with a female dragoness, coil around her for mating, and then promptly die. Despite being disposable male drones, they take just as long to incubate as a queen dragoness. This is believed to be for two reasons; the first is so they hatch at the same time for coordinated breeding, and second so that when the long dies, the mass of magical energy his body has will infuse the local ecosystem and bring more power to the territory of the dragons; helping to activate the breath weapons of young dragon females and bring magical creatures to their lands; a favored food for the hungry drakes.

Now it's important to mention that, with all that out of the way, dragons don't necessarily have to know any of this. And the ones that do, may not like it.

Dragon Culture
Insects are short lived creatures. They don't have time to learn things; their instincts teach them what they need to know, gained through evolutionary pressures. In the same way a spider is born knowing how to spin a web, the same way a dragon learns the draconic language, the basics of spell-craft, and the understanding that gold is valuable. It's still evolution, just fantasy evolution. If your fantasy world is a billion years old, with cultures rising and falling and the world being reset with new races and cultures and technologies, then these basic facts become evolutionary pressures. Perhaps in ancient days dragons were dumb brutes, or they had to spend decades tutoring their offspring, but not so anymore. They are still solitary creatures despite being a part of a “hive”, the hive is just spread out of differing beings with different goals and often conflicting with each other- it doesn't actually matter if the parts of a 'hive' hate each other. The organism as a whole will live on, evolution works either way.

But not all dragons like this. The most common are the long. Many of them learn early on that they will die, in fact most know it innately as a hatchling. The understanding of their own mortality gives the long a wise disposition even from a young age. They know that soon the nuptial flight will occur and they will mate and then die. This gives them an outlook on life that is unique to the races of men and elves. But not all longs accept this fate. Many run; they fly away to far lands, resisting their impulses and living a life of chastity and celibacy. This is why every culture where longs are common, they are considered even-tempered, enlightened beings. Virginity is required for true enlightenment, and in the same sense, the long are born with that choice.

But it's important to understand; the larger and more complex an organism is, the longer its life expectancy tends to be. This is why once a Long escapes its fate, it lives for thousands of years, maybe forever. Even though it's a disposable entity, it has the 'parts' for a much longer lifespan. Dragons don't have natural predators, except for the occasional Giant Evil Spider; spinning a web between distant mountain spires and capturing two or three migrating young, unlucky dragonoids.

Monday, April 13, 2020

[Class] Magon

Magon
HD- d10
Max AC- Varies / Minimum Hit-Points- 7

Magon. Monkey Dragon. It's a fusion of the two beasts, possessing the gracefulness of neither and the destructive cleverness of both. The Magon is moderately intelligent, but does not inherent much of its dragon's heritage for long plots and scheming. It prefers rough animal action, like an ape. It appears snake-like, like an eastern Long, with the jutting face of a baboon. They cannot breath fire. They are the natural enemies of Ninjas.

The Magon grows in size with level. At first level, it is three and a half feet long, and it grows about a foot and a half each level. Due to its body shape, the Magon can constrict people, which requires a save to break free; bigger Magons have bigger penalties to break free from them. Each round, the Magon gets a free “bite” attack on the person being grappled, of which no attack roll is needed. The Magon's bite, grapple, size, and AC grow with level according to the table below.

The Magon's claws and hands have rudimentary thumbs and can grasp small objects, but are incapable of complex tasks like crafting or lockpicking. These grow with level, and at 5th level they can pick locks according to a 1st level Thief and can use one handed weapons if they so choose. At 8th level, the Magon can fly.

At 10th level, the Magon becomes a Great Ape Dragon and can now take simian form. This is equivalent to a human form belonging to other kinds of dragons, but instead it is the form of a monkey-man, which lets them blend in with the monkey people, though they will always have a tell, such as an unusual height, extremely long whiskers, stark white hair, etc.

Additionally; any Magon who chooses to can become the master of a great temple monastery. They will be provided with fruit, sake, and general labor for a little patience and spouting occasional nonsense to sound wise and thoughtful. The nearby village will only tolerate 3 + (Magon's Charisma Modifier) outbursts of rage where the Magon kills everybody until they start to withdrawl their support and call heroes to go kill it.

Level
AC
Grapple Bonus
Bite Attack
1
11
0
1d4+1
2
12
1
1d6
3
13
1
1d6+1
4
14
1
1d8
5
15
2
1d8+1
6
16
2
2d6
7
17
3
2d6+2
8
18
3
2d8
9
18
4
2d8+2
10
19
4
2d10

Saturday, April 11, 2020

[Class] Kobold Sparkle-Boy

It is an unfortunate, commonly attributed dynamic in relation to a dragon and their kobold worshipers. Often, there is a sensual or downright sexual connotation implied between these two radically different races. It seems ridiculous, due to both the massive difference in size, biology, and attitudes of these races. But it is there- which is partially due to the Sparkle-Boys.

Of course, learned scholars understand the truth of the matter. Think about it; if you are a dragon, and you are imparting magical knowledge and power on one of your short lived slaves, whose grandchildren will be having babies by the time you wake up from your next nap, which kobold are you going to choose? For a dragon, they're going to choose the biggest one. Which will usually be a male kobold. Then, that male kobold will be serving the dragon as a scribe, learning arcane knoweldge, and be spared from the drudgery and trap-building that would grow muscles on their otherwise slim frame. They instead spend all day lounging around at the dragon's feet, draped in fine silks, whispering secrets in their dragon master's ear. There's no wonder people think something funny is going on.

Kobold Sparkle-Boy
HD- d3
Max AC- 12 / Minimum Hit-Points- 3

You are a Kobold Sparkle-Boy. You can also be a Sparkle-Girl, but your name is still Sparkle-Boy. Dragons tend not to care too much what sex you actually are. All Kobolds require a once daily resource called Warm, equivalent to a ration but of heat for your cold blood. Cuddling up to a warm creature, sitting by a fire, or getting a dragon's hot breath down your spine all count as filling you with warm for the day. If you don't have Warm for a day, it starts to fill your inventory slots/encumbrance until it kills you. Getting hit by a cold spell can take away your Warm for that day.

The Kobold Sparkle-Boy is magically gifted, as well as academically trained. If your game uses spell slots, use the spell-slots of the Kobold Proud-Crier.

The Kobold Sparkle-Boy's primary magical powers revolve around the shimmering piles of riches and wealth that hoards accumulate. While in your dragon's hoard, you can freely use it as a conduit for magic, though you are as incapable of taking any for yourself as any interloper would be. Outside of the dragon's den, however, you'll need your own pile of gold, worn jewelry, golden chalices to wave around to channel your magic, and so on.

You can emit a glamor of sparkles once per day per 2000c worth of treasure you are touching. You can essentially cast it once per pile of treasure, rare piece of jewlery you rare, or pile of silks you throw around yourself.
This glamour makes you harder to hit with ranged weapons (-2 to hit) and grants +2 to saving throws vs magic from enemy magicians. Additionally, the sparkles empower your own spells. If you are sparkling, you cast cast spells that effect yourself at one level earlier then you normally could. Invisibility could be cast at 2nd level, instead of 3rd from using a 2nd level spell slot, for example.

Once your dragon master fell asleep, it was pretty much safe for you to leave their side and explore the world, but woe be unto you if they find you missing when they wake up and need an errand done. There is a 1 in 20 chance that any activity of surface dwellers around or within your dragon's lair that will wake it up. While dragons are unlikely to care TOO much that their kobold charge has left, they may be offended you quit your job of counting their hoard while they were asleep, and may seek you out to destroy you.

At 10th level, you become a Sparkling One. You always sparkle and glow a bit, as long as you are carrying at least a few hundred coins worth of luxury items and jewels. You can also channel your shine to blind all mortal eyes who gaze upon you for a maximum of 3 combat rounds per day.

Finally, you gain the rare honor of dragon envoy. You may be officially released by your dragon master and allowed to roam the world as an envoy between it and the other powerful dragons in their hoards. While an honor, there is little guarantee that you won't be eaten as any bearer of bad news to a dragon, so most Sparkling Ones drag their feet to their various appointments. That's alright- dragons are very patient creatures after all.

Saturday, March 2, 2019

Single Dragon

Single Dragon (10 HD, +4 to-hit, +8 AC, claw attack at 1d6+1, bite attack at 1d12, tail attack at 1d4, flight, breath weapon at 5d6, loneliness)
Morale: 18; 10 with love interest
Number: Always 1

This dragon is an impressive specimen; a fine exemplar for the draconian race. They have a 50/50 chance to be male or female, and have an equal change to be any basic chromatic color, roll on the table below to determine its color. This dragon is also very lonely, and for a good reason.

Dragon Color Table – 1d6
[1] Red. Fire Breath. Starved for physical contact and clingy.
[2] Blue/White. Ice Breath. Tries too hard to look badass.
[3] Yellow. Lightning Breath. Can't commit.
[4] Green. Toxic Breath. Lazy, demanding lover.
[5] Purple/Black. Death Breath. Depressive, can't stop bringing up their ex (from the dead).
[6] Brown. Rust/Sandstorm Breath. Over enthusiastic about own hobbies (rock collecting).

Dragons have multiple attacks and are quite powerful. Their breath weapon can be used once per 3 rounds, and deal 1d6 elemental damage of their color per 2 HD they have. This dragon therefore has 5d6 damage of their element. When the breath-attack is made, characters get a saving throw to lessen the damage; on a success, you take half damage. If you're wearing good quality protective gear that isn't magically enchanted, like a fur-lined winter coat versus a blue dragon, then you may reduce the damage by an additional -1 per high quality item.

Purple/Black Dragons have death breath. If 2 or more of the dragon's breath weapon dice land on a 6, then all who are hit by the full amount also have a level drain. Negated if you rolled your save.

Brown Dragons have Rust breath. Only uses d4 as breath damage die, but your metal equipment is rusted and loses -1 AC. Magic equipment may get a save or be immune entirely.

This dragon is very lonely. They may be seeking a mate, but are so desperate that even non-dragons may catch their eye. If a character has a +2 Charisma modifier and is of the opposite sex, the dragon will try to avoid killing them, fights with morale at 10, and when they retreat will attempt to snatch them up and carry them away with their claws back to their lair. The dragon could also have a 1 in 10 chance to be gay, if you want.

When you encounter this creature, roll a reaction check. Dragons grant a +1 to their reaction check for a party that prostates themselves before them when they arrive, or otherwise praise the dragon excessively. Dragons have a -3 to reaction checks if they spot a dragon slaying weapon (such as a lance) in the hands of the party members, and will probably target that character first.

Good Reaction- Insults and berates the party, demanding they step down and offer up to the dragon all of their treasure, but will claim not to want it unless very valuable so it can feel smug. Will off-handed mention them looking for another dragon, and will get very excited if anyone claims to have seen one or signs of them. Will not explain why, but based on their facial expression and voice it's clear they're very desperate. May attempt to flirt or perform a clumsy pick-up line if a character of the opposite sex has +2 Charisma or better is in the party.

Neutral Reaction- Says something along the lines of “run before the storm, rats!” and discharge breath weapon once, flies away laughing at reaction of weak mortals, but won't retaliate further unless attacked in response. Looks around to see if anyone saw it lay waste to the lesser beings.

Bad Reaction- Prepares to attack with a roar, will capture the last surviving party member as a meal for later, try to use it to attract a mate and feed the person to another dragon like one would a grape or other delicious snack.

Sunday, March 11, 2018

50 Alchemical Uses for Dragons

[1] Juiced Dragon liver- increases the longevity of a potion's shelf life.

[2] Squeezed Dragon eyeball. Juices can be used to polish beakers which improve clarity, also improves potion color and taste.

[3] Webbing between the Dragon's toes. Can be boiled, pulled, and mixed with a potion to create potion gum. Potion activates over time as chewed.

[4] Few shavings of Dragon horn- when added to any potion grants an attack bonus.

[5] Dragon teeth. When melted into a stirred elixir creates a totally flame proof potion. Lasts one hour per tooth.

[6] Dragon mane. Hairs can be burnt into red hot ash, then cooled into dust. Dust can be mixed into a lotion that restores youthful appearance, or can be spread on a baby's cheeks to grow a beard. Expensive, but a favorite prank.

[7] Dragon egg yolk. Gives any potion a jelly-like consistency. Mixed with a fire or acid potion to create a terrifying throwing bomb.

[8] Dragon lymph nodes. String-bean sized, added to a salt concoction and allowed to soak for three years. Turns regular chameleon or transparency potions into true invisibility.

[9] Minced Dragon gums. When added to a potion the drinker has an increased susceptibility to hypnotic suggestions.

[10] Dragon shoulderblades. Carved into a mortar and bowl; increases purity of ingredients both when processed as well as drunk.

[11] Dragon claw tips, snipped off and swallowed with any personality or charisma boosting potion. Allows for easy deescalation of tense negotiations, or grants mental clarity for legal debate.

[12] Dragon medulla oblongata. Must be boiled, shrunk down to a much smaller size, and dipped in a special lacquer every night for a full year. Creates a necklace that grants the user incredible longevity and improved physical health when combined with dragon youth potions.

[13] Dragon testicles. In a potion; the drinker gets 1d10 years younger. Very valuable.

[14] Dragon tail rind. If stewed in a cauldron grants a saving throw against any wasting disease to those who smell its fumes.

[15] Dragon tail tip. If not sharpened into a weapon can instead be broken into shards and added to potions to grant a strong boost to agility and reflex time.

[16] Fertalized Dragon egg. Embryo inside is taken out and put into a jar and pickled in a brine solution. Froth that bubbles from the embryo can be rubbed on a pregnant woman's stomach to cure her developing child of defects. Every year the embryo produces enough froth on the top of the bottle to make one dose.

[17] Dragon muscles. Pounded to a pulp and made into a potion that grants incredible strength. Makes muscles bright red and wretch under the skin, its also mildly addictive.

[18] Dragon's nose septum. Added to a potion which grants the drinker a few inches of height permanently.

[19] Dragon scales elixir. The scales have to be melted with acid first. Grant incredibly hard skin and a resiliency to all mundane blades, but hands compulsively grip gold and precious gems.

[20] Dragon gallbladder stones. Added to medicines to destroy invisible imps.

[21] Dragon leg muscles. The grease from this can be used in slipper lubricants.

[22] Pickled Dragon toes. Used in potions that restore stats and attributes.

[23] Dragon heart. Grants the drinker incredible fire resistance, but each dose lowers Wisdom.

[24] Dragon nerves. Bundled into a potion and sifted to create an ever-counting potion. You can count as high as you want and remember all numbers without losing focus for a whole day.

[25] Dragon pancreas. If pulped and turned into a chunky mixture, makes for an unpleasant cure-all for disease and poison.

[26] Dragon intestines. If a potion mixture is passed through a cured passage of intestines, it loses its taste, thus allowing for potions and elixirs to be stealthily put into food and drink.

[27] Dragon eye; polished and sanded. Made into glass-like sphere that can hold a potion and only activates with a special key-word set by a Sorcerer at the time of the potion's creation.

[28] Dragon pre-frontal cortex. Must be simmered over a hot flame for two or more years. Draws out one third level or lower spell from what the dragon knew, if the dragon had spells.

[29] Dragon gizzard stones. If sanded down to a smaller size and swallowed; grants the user the ability to eat almost anything without problem. Very difficult to pass.

[30] Dragon egg shells, cracked into small pieces and made into a broth along with herbs and flowers. Greatly improves the taste of any meal.

[31] Dragon's voicebox. If folded inside out and a potion is allowed to soak within can substitute some moderately rare potion reagents. Only works for a few weeks before rotting away.

[32] Dragon flame sac & juices. Extremely reactive and dangerous to handle. Primary ingredient and only known source of gunpowder, dragon napalm, and ever-burning lanterns.

[33] Dragon bladder. Make into potion that allows the drinker to go without water for two weeks.

[34] Dragon blood. Can make extremely simple healing potions with them.

[35] Dragon bones. When used stirring potions and crumbled into them increases potency and shelf life of potions made with them.

[36] Dragon appendix. Must be used in combination with basic weeds and leaves to turn them into actually useful potion ingredients.

[37] Dragon wing membrane. Stretched and used as a lid for potions and lotions gives them nearly infinite shelf life. If grilled and added to a potion, causes levitation effect on concentration.

[38] Dragon lips. If mixed with lard can be made into a type of lipstick that inflicts Charm effect on anyone the wearer kisses.

[39] Dragon spines. Must be crushed by a very hard and heavy stone to be put down into size. Powder can be applied dry to an arrow to let it penetrate any armor weaker then lesser mithril.

[40] Dragon fetal scales. Formless gray circles that dissolve once the dragon is properly born, so can only be taken from a fertilized dragon egg. Potions made from this can be used to regenerate limbs, but causes mutations in the newly grown parts.

[41] Dragon lungs. Shredded and turned into a potion allows for underwater breathing.

[42] Dragon fire itself, captured in a lantern or candle. Very hot, pure burning flame that quickly melts or boils things for use in making potions.

[43] Dragon stomach acid. Important caustic agent used for polishing magic gems, as well as breaking down other tough alchemy agents like stones.

[44] Phlegm from a sick dragon. Used for several strong remedies to diseases; handling it has a 1 in 6 chance risk of catching dragon flu.

[45] Dragon dung. Useful fertilizer. One of the types of compost pure enough to grow invisibility mushrooms.

[46] Dragon joints. If made into a gel and applied to a person's feet grants bonus to stealth, if applied to hands grants bonus to lockpicking checks.

[47] Dragon horn. Mixed in with any potion that influences emotion or libido greatly boosts the effect.

[48] Dragon tongue. Pickled and fermented into a juice that grants the user incredible charisma for one hour. Byproducts of this potion can be used to make a rare and expensive wine.

[49] Dragon quills can dipped in ink and potion ingredients to create “rune” potions; activate when read on the person who read them.

[50] Dragon thyroid. If dried and used in combination with other processes can be used as a component of the philosopher's stone.

Wednesday, February 14, 2018

My (Dominions-Style) Dragons

I'd like to preface this blogpost by saying that I've never actually gotten far enough in a campaign to have dragons or fight dragons, but I've always had specific opinions on them. I've never been a fan of the ultra-powerful dragons seen in some media, nor have I been a fan of the ALWAYS ancient ALWAYS clever and ALWAYS magically omnipotent dragons you see sometimes. Basically I read this blogpost about dragons and I agreed with everything.

My current game uses Dominions based magic, and the dragons in that are elemental. But there are a limited amount of them in the game, not representing all of the magical Paths. So let's fix that, and show my personal opinions on doing dragons.

I love this fat ass Dragon
Dragons
Dragons are closely tied to a single magical path, and while they do not cast magic as mages do they have some ability to manipulate their power over their path with their age. Dragons have a personality that is usually associated with their path, but all dragons are egotistical, self serving, and somewhat lazy unless very strongly befriended or humiliated to the point of hatred. All dragons have immunity to their elemental type, and magic of their Path is almost impossible to use against them. Dragons have magical power associated with their Path, but instead of casting spells they have innate powers they call “breath”, which is usually associated with their breath weapon along with other innate abilities.

[1] -Fire Dragons-
Color- Red, Rust, or Orange. Rarely Pink.
Breath- Flames. As they age, their breath becomes hotter, capable of exploding or simmering as embers in wait for an enemy to pass over them. Their fire can even move as though it was an animal, seeking to destroy the dragon's sworn enemies. Friendly dragon fire never burns or goes out and can be used to forge weapons and armor of great purity and strength.
Personality- Fire dragons are the quintessential dragon. Quick to anger, passionate, and proud. Red is the kind of dragon everyone thinks of first when you think of “dragon'. Their anger is a seemingly limitless well, and they can be forced into bad decisions or rash action if their enemy is hated enough. But even the most fearsome of Red Dragons could be subdued for a moment with a lavish enough declaration of inferiority and endlessly praising and stroking their ego.
Other- Fire Dragons are great in a fight and have the highest to-hit of all dragons, getting a bonus equal to their level +1. Their claws easily find blood and they go for the throat.

[2] -Air Dragons-
Color- Yellow, Honey, Wheat. They have feathered wings.
Breath- Lightning. They fire great bolts of lightning from their maw, and can control where it lands and how powerful it can become with age. Plus, they can fan their wings to create great gusts of wind, and are known to whisper to create illusions. Powerful Air Dragons can also use their breath like a 'brush' and cast many illusions and glamours across everything it touches for a short time.
Personality- Air Dragons are capricious. Impulsive and sometimes possessing multiple personalities. They are also the most 'cowardly' of all the dragons, though what cowardice means to a dragon is much different then what it means to a human. And calling one a coward is a good way to get a lightning bolt dropped on your head. Air Dragons are also the most likely of all dragons to disguise their true nature and form through illusions, messengers, and are able to throw their voice.
Other- Air Dragons are the best fliers of all dragons, and are extremely agile when flying around. They can outmaneuver almost any other dragon in flight.

[3] -Water Dragons-
Color- Blue, Aqua, Cobalt. They have finned spines and webbing between their claws.
Breath- Water & Frost. The intensity of the cold increases with age, as does the strength of the water jet they can spout. Their water breath can eventually seek out targets to drown, or rush to fill in space and then freeze to kill whoever was caught in the area.
Personality- Water Dragons are known to be distant and flexible. They hide their true emotions well, and many have complex plots and enjoy playing mind and riddle games. Water Dragons, just like water itself, are very diverse and can live in rivers, lakes, the oceans, or in the frozen North and often pick up many different languages and stories to tell.
Other- Water Dragons are naturally the best swimmers in the dragon world and are resistant to both hot and cold water, frost, as well as the pressure from the ocean depths. The older they get the longer they can hold their breath, until eventually they can grow gills and breath underwater.

[4] -Earth Dragons-
Color- Brown, Glossy, Copper or Bronze. Their teeth and claws are metallic.
Breath- Sandstorm. Their breath flies forth like sand that rusts and degrades metal equipment, blasts apart fortifications, and they can slam their fat tails so hard that it creates earthquakes. Extremely powerful Earth Dragons has breath that can petrify living things when it touches them, turning them into stone. Sometimes they can vomit up massive boulders to fling at their foes.
Personality- Conservative and lethargic. Unlike other dragons, Earth Dragons may allow a hated rival to simply pass them by due to being lazy or having other things to worry about. They tend not to change their minds about anything, and befriending one is hard, but once you have you will never lose their favor. Earth Dragons also have impressive memories and can remember seemingly every conversation they have had and every time detail of another being's appearance.
Other- Earth Dragons have the strongest claws and hide of all dragons and they know it. They are also known to eat metallic ores and crystals deep in the Earth to keep their claws and scales strong. They can also eat stones and gravel, which they may be able to gain some energy from but mostly eat it to help grind up their food since it takes months for them to digest whatever they eat. Earth Dragons can dig up some of the most valuable and strongest ores as gifts for mortals.

[5] -Astral Dragons-
Color- Prismatic, Chrome, Crystal. Stars and galaxies are visible beneath their scales.
Breath- Light. Intense light from the sun that can burn undead, or ultra-bright light that can blind anyone caught in it. They can also fire out astral light that saps the strength from those it touches, making them fall to the floor exhausted with several levels drained. Old Astral Dragons are also capable of speaking a decree to the universe and their words make reality change to make it so, if even only for a short period of time.
Personality- Indifferent, arcane, and cosmic. They are obsessed with the bigger picture and always seem to have an ulterior motive. You will never meet one by chance. Astral dragons are one of the strangest and most magical kinds of dragon and they take that in stride. Astral Dragons are also the only kind of dragon known to be able to talk telepathically, and seem to know what you think before you even speak it aloud.
Other- Astral Dragons can appear as comets when they fly, and it is unknown if all comets are Astral Dragons in flight or if they merely appear that way to hide their movements. They are highly resistant to enemy spells. Every Astral Dragon has a secret 'calendar' dictating their 'tide'; where they grow or weaken in strength, size, and magical power from the rotations of the cosmic bodies.

[6] -Death Dragons-
Color- Black, Purple, Dark Gray. They live even in death and may appear as skeletal.
Breath- Death. They exhale black darkness that kills all but the most stalwart. They can also breath out great miasma that spreads disease and terror. By tapping their claw against the ground, they can force nearby corpses to rise as zombie or skeleton servants. Powerful Death Dragons may be able to use breath weapons that copy other dragons but from the realms of the dead; such as Banefire which makes those burned by it feebleminded or black stygian water that inflicts rapid aging. Flapping their wings sends locusts to spread pestilence.
Personality- Nihilistic. Beyond being fatalist, most black dragons know the secrets of death as soon as they are hatched and actually retain their personalities long after the die. They see little value in life and view most mortals as being pawns instead of individual beings. Still; powerful necromancers and mages of other Paths can occasionally attract a black dragon as a bodyguard or lover; though being a black dragon's object of affection can be just as dangerous as its enemy.
Other- Unlike other dragons who become corpses when they die and may be able to be raised by powerful necromancers, death dragons become one with the realms of the dead and act as its guardians and servants. These skeletal dragons are sometimes called reaper dragons and are responsible for forcibly retrieving the most powerful of beings who escaped the tartarian realms.

[7] -Nature Dragons-
Color- Green, Emerald, Chameleon. They tend to have tusks or antlers and have fur.
Breath- Toxic clouds. Nature Dragons breathe out clouds of poison gas that kills those who breath it. They can also breathe out a great amount of leaves that entangles and ensnares those caught in it with vines and foliage. Nature Dragons can speak to every animal and powerful Nature Dragons can even transform beings into other animals by locking eyes with them and exerting their will.
Personality- Nature Dragons are the oldest and often physically largest dragons. They understand better then all other dragons the struggle of mortal beings and the circle of life. This does not necessarily mean they are kind, as Nature Dragons may very well direct a lost child towards a hungry predator to keep the balance in the woods as they would to send them back to their village. Despite seeming calm and rational Nature Dragons also have very sharp senses and instincts and may pounce on anyone who runs from them, triggering some kind of prey drive.
Other- Nature Dragons have some of the most diversity in their body type of all dragons; some Nature Dragons are fat and huge, others are slender like a snake. Many don't even have wings, but they are known to be able to regenerate body parts over time if gravely injured. All dragons sleep for long periods, but Nature Dragons can hibernate for centuries, and many still lie dormant in the wilds.

[8] -Blood Dragons-
Color- Fleshy, Scaleless, Crimson. Always distorted and mutated.
Breath- Vile Blood. Anyone struck by their bloody breath is tainted and will have demons flock to them and the victim will have a desire to sin and murder innocent virgins unless they give a confession and are baptized by a high-ranking priest. Powerful Helldrakes have breath that is known to subvert the will of lesser beings, making them into murderous psychopaths or even changing them into lesser demons upon a touch. If weapons are used against them the blood they spill has a similar effect to their breath, corrupting everything around them. Even in death, parts of the Blood Dragon's body will slough off and transform into demons who will seek to revive their original form.
Personality- Pure evil and insanity. There is no reasoning with a hell dragon, as they are not of this world and seek only the destruction of everything good and pure. Blood Dragons are among the most powerful of all kinds of demons, and having even one of them in existence is a threat to all existence.
Other- Blood Dragons are among the most powerful lords of hell, and the only way to summon one into the world is to partake in a massive torturous sacrifice of many hundreds of virgins. The only way to learn these blood rites is through many powerful and manipulative demons; needless to say only a master blood mage has even a chance of summoning one even with the necessary sacrifices.

[9] -Holy Dragons-
Color- White, with golden claws and armor. Adorned with jewels and a heavenly choir follows them.
Breath- Golden light that restores the wounds of the good and fills the people with hope. Destroys evil utterly and causes the unrighteous to grovel in guilt and lay down their weapons. The wings of a holy dragon can be brought down to their sides and used as impenetrable shields to protect scores of innocents. The glare of an Arch-Angel Dragon can burn a wicked person into dust. Anyone who strikes a holy dragon must make a save or have their own attack turn back against themselves.
Personality- Benevolent and ferocious protectors of the righteous. They do not usually speak except to chant prayers and condemn evil, and to reassure the meek of their protection. Holy Dragons do not exist in this world for very long and only relentlessly seek out their objective before disappearing back into the heavens again. Mighty heroes may occasionally be allowed to ride a Holy Dragon to reach a place of utmost important on a righteous quest.
Other- All Holy Dragons are Arch-Angels sent from heaven, and only in moments of cataclysmic need to they ever appear in this world, usually to face a Blood Dragon or other powerful demonic force. Like all Angels, Holy Dragons are shapeshifters and may appear as a white robed woman to give warnings or prophecies before taking on dragon form to fight. To even see a Holy Dragon is said to be a good omen.

Saturday, September 23, 2017

Dragon Infested Mountain Encounters

(8)
 Dragon Infested Mountains
Encounters & Wandering Monsters

Roll 1d20
[1] Razor Stones. The ground is littered with very sharp, pointy black stones similar to obsidian. Anyone who falls on it takes 1d6 damage from standing height or doubles the fall damage they take from higher. Stones could be used to make arrow heads or sold to certain collector geologists as they are uncommon.

[2] There are four adventurers burnt to a crisp, apparently from above. On their person is a single piece of armor, 2d6 silver, and an unused potion of fire resistance.

[3] Kobolds! You encounter 2d6 kobolds on a scouting mission, will attack if they outnumber the party. Roll 1d4 on list for type;
  1. Scaly, small, traditional. Dragon worshipers, they may be working for one of the local dragons.
  2. Furry, barking, dog-like. These 'bolds are neutral but will trade information or metals for food the party has.
  3. Smooth skin in place of scales. Sneaky, has 1d4 extra kobolds with knives hiding back to strike party from behind if needed.
  4. These kobolds suffer from gigantism and were kicked out of their tribes; half as many kobolds but human-bandit stats.
[4] Ever burning bush. Tries to pretend to be the God of any nearby clerics, is actually just a magic fire that doesn't burn anything it catches on. Can be carried in a torch or container from now on, but dies if the flame is put out. If used on people can warm them and cook food without burning anything- will become friendly if party forgives it for its deception.

[5] Green crystal growing from the ground, looks vaguely like a plant. If crushed into powder can be snorted or smoked for a bonus +2 to Intelligence and Charisma but -2 to Wisdom. Lasts for 24 hours. Dragon and Dragonborn who use it gain the positives without the negatives but addictive.
Can be sold 10 sp per dose, 2d10 doses.

[6] Dragon skull, worth a few thousand gold. Gigantic, full encumbrance if you try to carry it.

[7] Shallow cave, containing 1d8 skeletons. The skeletons animate only if you disturb the strange purple sand on the floor, drawn into runes. The back most skeleton has an iron helmet with gold trim, worth triple regular helmet price.

[8] Tiny fertile valley crammed between two small mountain hills. Filled with tiny trees and extinct megafauna, all small enough to fit in the palm of your hand. You can sell these tiny guys to natural scholars for decent silver.

[9] Rock Arachnids. Random piles of stones come to life and form into the shapes of giant spiders. No venom, but attack with sharp rock fangs.

Rock Arachnids (2HD, +3 AC, 1d8 rock damage, no initiate; ie party always goes first)
Appearing; 1d3

The rock spiders are aggressive but are very slow, which is why they wait for prey to come to them. Escaping them is easy. If you retreat, the spiders just fall apart again and wait for their next target.

[10] Annoying chipmunks. Bright, colorful chimpmunks that hide in dens dug into the mountain's side. Every turn the party stays here, the chipmunks make a bunch of noise and draw attention; double the chance of random encounters.
Chipmunk fur is valuable, worth 1 SP per pelt.

[11] Dug into the mountain side is a stronghold for the dwarves. The inside is dark and abandoned, the few survivors are insane and gibber in the darkness, making masterful creations out of each others body parts.

Roll 1d6;
  1. Sword made of a sharpened femur
  2. Shield made of a pelvis
  3. Cloak made of dwarf skin
  4. Poleaxe made of petrified hand + bones
  5. Coin pouch made of a belly
  6. Cosmetic powder made of dwarf ash

[12] Tiny burning clouds of ash spit from the mouths of least drakes, dealing 1 damage. If the party does not run back the way they came from the 'terrifying' assault they will be attacked.

Least Drakes (1HD, +1 AC and to hit, ash cloud breath attack deals 1 damage)
Appearing; 2d6

Failed spawn of the dragons, or kobolds attempting ascendancy to become dragons. Inflated sense of superiority.

[13] Solidified shard of sunlight glowing from under a stone. Can be used like a scroll to either grant Light for 2d6 exploration turns which also deals damage to or turns vampires and other creatures weak to sunlight.

[14] Blue Crystal growth coming from the chest cavity of a long deactivated golem. These crystals grow on magical items, animated creatures, and can infect Magic Users who are over 9th level.

The Blue Crystals can be smashed up into a paste and mixed with water to create an Arcane Mark in ink form. This writing is permanent but is only visible when using the effects of wizard or magic sight. Additionally, the Blue Crystal powder can be blown nearby invisible creatures or illusions that makes them sparkle and glow.

Each pouch of crystal has 10 uses and is worth 100 sp each. They can be grown by implanting them on magical things, as explained above.

[15] Gigantic crater filled with ash. Every exploration turn spent digging have the party roll on this table and chance for random encounter;

Roll 1d6;
  1. Golden Ring
  2. Dragon Fang (as dagger, +1 to hit)
  3. Silver Sabaton
  4. Petrified Flameblast; explodes as Fireball in 4 seconds after exposed to air.
  5. Charred human remains, no value.
  6. Potion of Fire Resistance

[16] Magnetic Dragon! Huge silver dragon swoops in and attacks with magnetic breath attack.

Magnetic Dragon (5HD, flight, magnetic breath)

This dragon's breath attack magnetically pins objects backwards, away from the cone of attack. Those wearing chain must make a save vs paralysis to move again, those wearing fullplate will be totally helpless unless removed from their armor or the effect wears off in 3 rounds.

Additionally this breath attack can be used against metal projectiles which launches them back at the user, dealing damage if they hit.

[17] Rust Dragon! Dark brown dragon with coppery patches attacks from below, such as a crevice before snaking its way up to attack.

Rust Dragon (4HD, rust breath)

This dragon does not have wings. This dragon's moist breath rusts and ruins metal equipment. Each round you are caught in it, your metal armor loses -1 AC until rusted to uselessness. Metal weapons take 1-3 rounds to get rusted to uselessness, depending on size. Sheathed weapons take another round to rust. Magic weapons get bonus rounds equal to their magic bonus+1.

[18] Petrified Wood golems. Activates in the presence of people who have killed dragons or carry dragon body parts.

Petrified Wood Golem (2HD, +1 AC)
Appearing; 3d6

Dragons created and carved these golems out of petrified trees and logs as a way to kill or weaken any dragon slayers in their mountain home.

[19] Wandering Dragon-Slayer, alone. Lost his lance, which has been broken into 4 pieces. The next rolled encounters on this list have a 50% chance to have a piece of his lance until you get them all. When combined, his lance is a +3 weapon vs dragons.
He'll join your party until you kill a dragon, then leave with its heart to his home village.

[20] Rare vein of ore, exposed at the surface. Anyone with a pickaxe can mine it, but the loud noise it makes forces a wandering monster check along with the normal time.

There is enough ore to make 1 shield or 1/3 enough to make a full suit of armor.

Roll 1d4;
  1. Mithril Ore
  2. Infernite; Heat resistant metal, -1 damage taken from fire and +2 vs dragon breath
  3. Cryptick; Necromantic resistant metal. +1 to saves vs death and level drain
  4. Gold Vein. Worth 1d4x500 unrefined

Wandering Monsters
Roll 1d6
(1) Dragon Cultists (1HD, +2 to hit, black iron weapons deal +1 damage vs lawful aligned)
Appearing; 2d6

Cultists trying to find food, gold, and mates for their dragon masters. Their metal weapons feel uncomfortable for Lawful aligned to hold.

(2) Minotaurs (2HD, +2 to damage with d6 axe, +1 AC, gore attack deals 1d4 damage)
Appearing; 2 or 3

Small family of minotaurs, randomly lost in the mountains. Trying to find a safe cave for the female one to give birth. She's heavily pregnant but still fights like a beast.

(3) Thunderbird (2HD, flight, fires lightning bolts dealing d6 damage)
Appearing; 1 or 2

Large brown eagle flies overhead, its cries charged with electrical static.

(4) Giant Millipede (3HD, surprises part 2 in 6, d6 bite, constricts d4 damage)
Appearing 1 or 2

Giant millipede likes to constrict people while biting others. Nearly silent while moving.

(5) Crystal Men (2 HD, get +2 vs magic and spell saves, d6 crystal spears)
Appearing; 1d6

Roll reactions when encountered.
Good- Crystal Men gladly trade their crystal weapons for [5] and [14] (stats as normal weapons, but immune to rusting and magnets)
Neutral- Willing to trade if prompted, but will only trade a single crystal weapon.
Bad- Attack if they sense the party has crystals on them, which they want to take by force.

(6) Mad Dwarf (2HD, immune to mental magic, becomes enraged if surronded gaining +1 to hit and damage)
Appearing; 1

If injured, will limp and try to return to [11], he carries one random piece of dwarf-corpse equipment. Roll on [11] table for which.