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rogue_alchemist
2021-03-17, 01:07 PM
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
3.5 Gestalt

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Semi-Homebrew: 3.5 Prime Material Plane. Treat each 'setting' (Forgotten Realms, Ebberon, Faerūn, etc) as their own continent on the same very large world.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
1

4. What's the gaming medium (OOTS, chat, e-mail etc.)?
These Forums (Unless you have a strong preference for elsewhere, I suppose).

5. What is the characters' starting status (i.e. experience level)?
Somewhere between Level 10 and level 15. As there is no party, it is presumed that some amount of skill is needed to thive alone.

6. How much gold or other starting funds will the characters begin with?
WBL

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No homebrew. WoTC sources only - otherwise, no restrictions.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Let's say anything goes, within reason, but limit it to one template and/or one savage progression to make it easier on everyone. Nothing overtly stupidly unbalanced like Anthropamorphic Squids and Whales, Unseelie Fey, etc.

9. By what method should Players generate their attributes/ability scores and Hit Points?
40 Point-Buy, Max HP at every level.

10. Does your game use alignment? What are your restrictions, if so?
As far as I'm concerned, alignment is in place for spells, spell affects, and personality guidelines.

11. Do you allow multi-classing, or have any particular rules in regards to it?
Have at, no penalty.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Everyone makes their own rolls. Few, if any, exceptions.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Since this is a solo game, people will need to be a little more versatile to survive (and thrive). The that effect, here are some 'quality of life' house rules, & a few that just make it easier to customize your adventurer without having to resort to class-dipping gymnastics:
Spellcasters get the effect of the 'Spell Thematics' feat for free (You can pick a 'theme', and your spell's visual effects can, at will, follow that theme - pick flaming skulls, and even your lightning bolts can look like flaming skulls. If your magic can't have drip, why even be a mage?)
Spellcasters get the effect of the 'Eschew Materials' feat for free (I don't want to keep track of spell components, and you probably don't want to either.)
No fort save needed for 'massive damage'. You're a badass adventurer - you can take it.
No need to confirm Critical Hits.
Using the 'Weapon Group Feats' Variant in the SRD
If your class isn't listed, you get: Basic Weapons, +3 Groups for non-casters, +2 for partial casters, & +1 for full casters.
Monks get full BAB (as a Fighter).
Fractional BAB/Saves (First 'Good' save is +2.5)
Maximum 2 Flaws & 2 Traits
Ability Increase Change: Instead of the normal progression, you gain a +1 ability increase at every even level.
Feat Change: Instead of the normal progression, you gain a feat at every odd level.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Whatever you're happy with.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Wandering adventurer (or murder-hobo if you like), picking up quests here and there, exploring, and generally picking what they wanna do... and doing it.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Any of the first-party WoTC 3.x books, WoTC archived web articles. No PF, no Book of Erotic Fantasy, no Dragon Magazine, etc.

Rian finds himself wandering from place to place, looking to fill a void that seems inescapable. What should he do with all his power and abilities? Finally as he wanders through yet another town at the crossroads of some important area (at least to the little people of this kingdom), he hears an interesting rumor. Hoards of dragons have been seen coming from the West. No one knows where they came from or where they have been all this time. It had seemed that dragons were a dying breed with few left to carry on the legacy. It seems from the rumor that there are dragons of every color and metal in equal and dazzling number. Rian is somewhere in the middle of the continent, but has the ability to the make it to the western edges in a few days.

I am thinking a game of bringing dragons back, and you can fight for/against whatever versions you want. This'll mean kobolds will start marching and people will fight to keep their kingdoms as these dragons try to reassert themselves (for good and evil) over the political and geographical landscape. I figure as a dragonborn, Rian will be caught up in it one way or another and will have figure out where he stands. Feel free to let me know if you have any requests or feedback

Geeksthenewsexy
2021-03-25, 12:45 AM
Sitting at a table in the corner of a tavern, in the guise of a forgettable-looking human, Rian's steepled fingers tap at his chin as he contemplates the rumors he has been overhearing. Where there are dragons, there is treasure. Nodding to himself, he pushes away the nearly empty mug he'd been dutifully nursing all afternoon as he eavesdropped on the tavern's other patrons. Having made up his mind, he pulls his cloak around him and takes his leave.

Heading outside of town at a sedate pace, his temporarily human lips twitch at the corners in a ghost of a smile. It was good to be doing something. Once out of town, his form shifts into that of an avariel, intending to fly until it was time to make camp in the evening. Once he was further west, he would stop and listen for news about these dragons supposedly migrating en mass. Interesting times, indeed.

Rian Priosmach (http://www.myth-weavers.com/sheet.html#id=2411325)
Male N/E Dragonborn Dragonfire Adept || Beguiler / Rainbow Servant, Level 15, Init 5, HP 286/271, DR 2/Magic, Speed 30' (Land)
AC 23, Touch 12, Flat-footed 20, Fort 20, Ref 15, Will 20, Base Attack Bonus +7/+2
Dragon Breath 30' Cone || 60' Line (8d6, DC: 30)
+1 Enchanted Feycraft Mithril Chain Shirt, +1 Feycraft Dastana (+5 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Misc)
Abilities Str 11, Dex 16, Con 33, Int 24, Wis 16, Cha 7
Condition None
Active Invocations Draconic Knowledge, Beguiling Influence, Draconic Toughness, Humanoid Shape
Visions Dark (90'), Low-Light, Blindsense (30')
Immunities Frightful Presence, Paralysis, Magic Sleep

OOC:
Using Invocation (Humanoid Shape) to shift from a male human to a male Avariel. [Queue Lenny Kravitz's 'Fly Away']

(Note: Found the thread despite the broken link by searching your profile for recent posts. :-p)

rogue_alchemist
2021-03-29, 01:38 PM
Rian flies West for as long as he can before needing to rest for the evening. He doesn't spot much on the ground in his travels, though there do seem to be large flocks of birds heading East and they are very jumpy at his large shadow as he passes over their resting places. Rian finds a clearing and stops for the night, preparing to make camp.

Alright, let me know if you want to do anything for the evening before morning. You have heard there are dragons out West, but they haven't hit any major cities yet that people this far away knew the name of to care about. As such you don't have much more of a direction. You can head to a large town out West and gather more information or just fly West looking for signs on your own. Are you particularly interested in any particular type of dragon? Flying West (assuming you weren't trying to fly over a populated area), just led you over forests and farmlands.

Geeksthenewsexy
2021-03-29, 11:01 PM
Landing the the clearing, Rian's form shimmers and his Avariel form shifts to his natural form - a scarred, dull matte silver scaled Dragonborn. He removes his cloak and tosses it into the air. With a command word, it snaps out to form a tent as he pulls out his bedroll from his haversack. Muttering words of power with a gesture, an intangible image of a floating skull that trails black flames materializes above the tent. Setting its parameters to yell 'Intruders!' if any predators come within sixty feet and attack if they get within fifty feet. Satisfied, he casts a few spells on himself and settles into his tent to sleep, thinking of the journey ahead.

Suspecting he might have to get much closer to the rumored mountains to gather any information of note, he thinks about his plans before he falls asleep. Not being particularly fond of 'roughing it' like this, but also short on coin at the moment, he decides he'll continue as he had been going west and only stopping at smaller towns until he hits a larger city actually in sight of the mountains. Hoping he'll hear more detailed rumors at that point, it isn't like he has anywhere pressing to be or places he needs to go, so he feels that a leisurely flight west is just as good a thing to be doing. Planning to be on the wind again with the dawn, he settles in for the night.

Rian Priosmach (http://www.myth-weavers.com/sheet.html#id=2411325)
Male N/E Dragonborn Dragonfire Adept || Beguiler / Rainbow Servant, Level 15, Init 5, HP 286/271, DR 2/Magic, Speed 30' (Land)
AC 23, Touch 12, Flat-footed 20, Fort 26, Ref 18, Will 26, Base Attack Bonus +7/+2
Dragon Breath 30' Cone || 60' Line (8d6, DC: 30)
+1 Enchanted Feycraft Mithril Chain Shirt, +1 Feycraft Dastana (+5 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Misc)
Abilities Str 11, Dex 16, Con 33, Int 24, Wis 16, Cha 7
Condition None
Active Invocations Draconic Knowledge, Beguiling Influence, Draconic Toughness
Active Spells Superior Resistance, Endure Elements, and Undetectable Alignment
Visions Dark (90'), Low-Light, Blindsense (30')
Immunities Frightful Presence, Paralysis, Magic Sleep

OOC:
Cast the spell 'Skull of Secrets' as a make-shift 'alarm' to keep watch, and cast a couple 24-hour buffs (Superior Resistance, Endure Elements, and Undetectable Alignment) as well as his standard 24-hour Invocations before he replenishes his spell slots over the course of his rest period.
Skull of Secrets
(Lords of Darkness)

Illusion (Shadow)
Level: Cleric 4
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intangible skull
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

You create an intangible image of a floating skull that trails black flames.
The skull and its flames are obviously an illusion and cause no damage, nor can they be damaged by attacks.
The skull flies at speed 40 feet (perfect) but cannot move more than 20 feet from its point of origin.
The skull floats about aimlessly but threateningly within its available range.
You set two triggering conditions for the skull.
The first activates a message as if the skull were a magic mouth.
The second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it and any others in the area.
Those affected can make Reflex saving throws for half damage.
The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.
Once both triggering conditions have been met, the skull disappears.
The skull can only do each effect one time, so if it has already spoken its message it does not speak it again if the message trigger occurs a second time.

He plans to fly west, stay in smaller villages (because big cities mean big price tags and he's a cheap bastard) when possible, but angling for a larger city within view of the mountains so he can hopefully gather some more information before flying into the mountains blindly. He isn't looking for any type of dragons in particular, being more interested in finding out what the species is up to as a whole that has his fellow humanoids in a tizzy.

rogue_alchemist
2021-04-08, 01:54 PM
As a dragonborn, you are very familiar with the status-quo of dragon-kind in the lands. While an occasional dragon of any hue may be found if one looks hard enough, most have been driven to the verge of extinction. Between their greed and penchants for power, they have fought among themselves and drawn the ire of the smaller races to the point that few remain out in the open. Most of the smart dragons have taken to hiding in humanoid form or otherwise spending their time out of the view of most of the smaller races. They may still play the games of power and greed, but have done so in more subtle and conniving ways that don't draw so much attention to themselves.
News of dragons reappearing in large numbers is upsetting for many reasons to all the races. Most have had some nasty run-ins with dragons throughout the centuries. Dwarves fight constantly for their mountain homes and gold hordes. Elves and Dragons fight for magical dominion. The more barbaric races fight for glory or power. Humans have had the least interaction with dragons, but have plenty of legends and stories about them from the other races and have their own ideas of how to gain glory and wealth from fighting dragons. All this stirs the people to a frenzy as any large change in the balance of things would do.
Rian passes the night without much happening. His alarm gets setoff at one point by a curious fox passing by, but the sounds scare it off easily and nothing further comes of the night. He rises in the morning and continues his journey west, stopping in smaller towns as he is able and roughing it when he has to. As he approaches the mountains, he sees the large city of Keltesh at the foothills, representing the center of trade for those who travel over the mountains or live in the mountains.
It is truly a sight to behold as it has grand spires and large buildings, obviously enhanced through magical means. It has thick defensive walls with only 3 gates. One is west toward the mountains, one is North towards the neighboring nation and one is East back further into this nation. To the far south lies the sea, but only after crossing the mountains or heading further east. The city is sprawling, covering an area large enough to encompass 10 distinct districts. You know better than to try to fly directly into such a large city, as it will have magical protection from anyone invading that way, and will at the very least cause you more headache than you want to deal with right now.
The districts closest to the outer walls are the poorest, with the districts near the inner walls being middle class and the 2 districts within the inner walls containing the very rich and the royalty. Inns, taverns, and various other long-term accommodations exist in the different districts as you would expect, with the poorer districts containing the cheapest choices and the inner districts the most expensive (far beyond your budget at the moment). However the poor are much less concerned with the goings-on of far away monsters or nations and so will have less information to spread.
All this you take in quickly as your flight for the day allows you to see the city from on-far. You land and consider your options before approaching the gate.
You are welcome to enter from whatever direction you wish. Being such a large city there will be people of all races and types living and visiting. The surrounding nation is Human, but the Mountains belong to the Dwarves and the Northern nation to the Elves, so those three are represented in the highest percentages. Let me know if you need any more information about the city. I am working on some maps too, but with as little time as I have had, I haven't gotten as far as I would like.

Geeksthenewsexy
2021-04-22, 01:57 AM
Setting down well a bit east away from city, Rian shifts to a human form. After stepping onto the road, he begins walking toward the east gate, like any other traveler. Intending to slowly travel through the city, stopping to eat a magically produced lunch on the way while in an appropriate public place, listening to the general gossip while doing so. Not asking any questions, but soaking up the ambient news, rumors, and local hot gossip. If he doesn't hear anything worth hearing on the street, he plans on nursing a beer at whatever inn or tavern that the local guards and/or caravaners seem to prefer.

With plans to stay the night at whatever is closest to the western gate, he expects he'll take the western gate in the morning and continue on if he finds nothing of note worth keeping him in Keltesh.

Rian Priosmach (http://www.myth-weavers.com/sheet.html#id=2411325)
Male N/E Dragonborn Dragonfire Adept || Beguiler / Rainbow Servant, Level 15, Init 5, HP 286/271, DR 2/Magic, Speed 30' (Land)
AC 23, Touch 12, Flat-footed 20, Fort 26, Ref 18, Will 26, Base Attack Bonus +7/+2
Dragon Breath 30' Cone || 60' Line (8d6, DC: 30)
+1 Enchanted Feycraft Mithril Chain Shirt, +1 Feycraft Dastana (+5 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Misc)
Abilities Str 11, Dex 16, Con 33, Int 24, Wis 16, Cha 7
Condition None
Active Invocations Draconic Knowledge, Beguiling Influence, Draconic Toughness
Active Spells Superior Resistance, Endure Elements, and Undetectable Alignment
Visions Dark (90'), Low-Light, Blindsense (30')
Immunities Frightful Presence, Paralysis, Magic Sleep

OOC:
Cast the spell 'Skull of Secrets' as a make-shift 'alarm' to keep watch, and cast a couple 24-hour buffs (Superior Resistance, Endure Elements, and Undetectable Alignment) as well as his standard 24-hour Invocations before he replenishes his spell slots over the course of his rest period.
Skull of Secrets
(Lords of Darkness)

Illusion (Shadow)
Level: Cleric 4
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intangible skull
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

You create an intangible image of a floating skull that trails black flames.
The skull and its flames are obviously an illusion and cause no damage, nor can they be damaged by attacks.
The skull flies at speed 40 feet (perfect) but cannot move more than 20 feet from its point of origin.
The skull floats about aimlessly but threateningly within its available range.
You set two triggering conditions for the skull.
The first activates a message as if the skull were a magic mouth.
The second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it and any others in the area.
Those affected can make Reflex saving throws for half damage.
The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.
Once both triggering conditions have been met, the skull disappears.
The skull can only do each effect one time, so if it has already spoken its message it does not speak it again if the message trigger occurs a second time.
He has a **** 'Gather Information' (aka **** at questioning people without them being suspicious/offended), so he plans to just passively Listen. Taking 10/20 if possible (+20, for 30/40) should let him hear most 'street level' conversations as he meanders through the city (if not possible, feel free to roll 1d20+20 for me, or tell me to roll however many times needed). Whether there is anything to overhear is up in the air, but better to hedge bets, yeah?

rogue_alchemist
2021-04-26, 01:19 PM
Rian is able to overhear snippets, but not engaging with people makes it hard to connect the random bits of news. Something big is happening on the other side of the mountains. The government has issued advisories against travelling and more people from out west have been coming through lately. Most people think something needs to be done and the rumors should be investigated, but it hasn't affected them too much yet, so they are still living as best they can. The travel advisories seem to indicate an increased risk of running into very large very strong beasts, similar to dragons, though no one seems to have made contact and actually reported what these creatures want. Heading to a tavern full of caravanners, you listen to them exchange tales of lost shipments and competitors going out of business because of the unrest to the west. It seems like these dragons are taking whatever easy pickings they can find and not leaving many to carry news. You hear of one caravanner telling of a huge bronze dragon saving his head of cattle from an equally huge green dragon that had started attacking and destroying the herd. The others jeer him back to solitude, continuing to share stories of how these dragons are destroying their livelihoods and changing everything.
Having heard what you could, you head to the inn that you had arranged to sleep in for the night near the west gate. It is a fair bit quieter out this side, filled with people who seem shook to their core and keeping mostly to themselves as they head somewhere new. You can tell they aren't from around here, but they also don't seem to notice where here is anymore.
While most of the news seems grim, there is just enough evidence that suggests good dragons are part of this too, they just haven't made the big news, as bad news always travel faster and is spread more readily than any good news. You don't have any specifics, but you know heading further west can lead you to an encounter of some kind. It would seem there is a large influx of new dragons, but not so many that they are going to overrun the world or anything, just enough to unbalance the status-quo.

Geeksthenewsexy
2021-05-01, 12:56 AM
Rian re-casts what he thinks of as his 'basic protections' before taking his rest. In the darkness of his inn room, as the ambient city sounds begin to taper off to a quiet din, he contemplates his next course of action. Briefly, he contemplates joining an expedition or other enterprising group seeking to investigate the mountain. That thought was immediately stamped out by a momentary flash of white-hot anger as the memory of his betrayal from the last 'group' he was a part of. No, he would do as he had since that day, and shun the company of others in favor of solitude.

Instead, he makes plans to head out in the morning towards the mountains alone, choosing to travel this time on the ground instead of the air towards the mountain range, as flying around would make him a very easy target for winged predators - of which dragons are the most renowned.

Rian Priosmach (http://www.myth-weavers.com/sheet.html#id=2411325)
Male N/E Dragonborn Dragonfire Adept || Beguiler / Rainbow Servant, Level 15, Init 5, HP 286/271, DR 2/Magic, Speed 30' (Land)
AC 23, Touch 12, Flat-footed 20, Fort 26, Ref 18, Will 26, Base Attack Bonus +7/+2
Dragon Breath 30' Cone || 60' Line (8d6, DC: 30)
+1 Enchanted Feycraft Mithril Chain Shirt, +1 Feycraft Dastana (+5 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Misc)
Abilities Str 11, Dex 16, Con 33, Int 24, Wis 16, Cha 7
Condition None
Active Invocations Draconic Knowledge, Beguiling Influence, Draconic Toughness
Active Spells Superior Resistance, Endure Elements, and Undetectable Alignment
Visions Dark (90'), Low-Light, Blindsense (30')
Immunities Frightful Presence, Paralysis, Magic Sleep

OOC:
His 'Basics Protections': A couple 24-hour buffs (Superior Resistance, Endure Elements, and Undetectable Alignment) as well as his standard 24-hour Invocations(Draconic Knowledge, Beguiling Influence, Draconic Toughness) before he replenishes his spell slots over the course of his rest period.

rogue_alchemist
2021-05-10, 04:00 PM
I am trying very hard to get you a map so that we can have something a little more concrete, but time is so hard to come by in large enough quantities to sit down and draw what I need. I may just make something rough when I have time and worry about refining it later.

Rian casts his spells and decides to head out on foot west toward the mountains. It is a fair walk without a mount, taking another 2 days to reach the pass through the mountains closest to Keltesh. Once through the pass, there is not much ahead on the road for many many days travels, but the road continues through the valleys of the mountains, meandering to stay away from the peaks. There are many side paths off the main road into these valleys that lead to various hamlets or dwarven cities in the mountains or just the lone hermit. The bigger side paths are labeled with signs as to what can be found at the end, the smaller are just well trodden paths suddenly diverging.

If you travel for several days beyond the path you will find more and more signs of burned or melted or crushed areas that show signs of dragons, but you don't see any in the sky yet. Are you going to go off the main path or keep looking for signs further along? I know there is not a ton of information here, but you are out here with not much to go on besides rumors and word-of-mouth. A lone traveler doesn't spark much interest for a dragon to come investigate either.

Geeksthenewsexy
2021-05-22, 09:56 PM
Deciding continue on a bit down the main path, after the sun highs the peak of the sky, Rian decides to take the next path, whether it is a well-trodden but unmarked, or a marked path. Keeping an eye on the sky, as well as the road, he walks, considering the quiet road before him and thinks to himself, I suppose the lack of travelers is understandable, given the rumors.

Rian Priosmach (http://www.myth-weavers.com/sheet.html#id=2411325)
Male N/E Dragonborn Dragonfire Adept || Beguiler / Rainbow Servant, Level 15, Init 5, HP 286/271, DR 2/Magic, Speed 30' (Land)
AC 23, Touch 12, Flat-footed 20, Fort 26, Ref 18, Will 26, Base Attack Bonus +7/+2
Dragon Breath 30' Cone || 60' Line (8d6, DC: 30)
+1 Enchanted Feycraft Mithril Chain Shirt, +1 Feycraft Dastana (+5 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Misc)
Abilities Str 11, Dex 16, Con 33, Int 24, Wis 16, Cha 7
Condition None
Active Invocations Draconic Knowledge, Beguiling Influence, Draconic Toughness
Active Spells Superior Resistance, Endure Elements, and Undetectable Alignment
Visions Dark (90'), Low-Light, Blindsense (30')
Immunities Frightful Presence, Paralysis, Magic Sleep

OOC:
His 'Basics Protections': A couple 24-hour buffs (Superior Resistance, Endure Elements, and Undetectable Alignment) as well as his standard 24-hour Invocations(Draconic Knowledge, Beguiling Influence, Draconic Toughness) before he replenishes his spell slots over the course of his rest period.