Ah, a tragic tale. Lovely how he forgave her based on their long life together. Tragic that she slew all his friends, and that her son never learned his draconic heritage in time to save himself.
and it's masters sent on their way to the lower planes for failing to appease their masters
No apostrophe in the possessive "its," and the first "masters" should probably be "leaders" to avoid repetition in the same sentence.
 
Only until a Mystic Thurge(sp?) gets a hold of one and gives it magic armour, boosted stats and monstrous regeneration. Add a ring of Dragon Breath (12d8 fire damage 3xday) and you have an annoying tank that can think.

Last time we saw that bastard, he was working on a way to make it fly.
...is he trying to DIY a Tarrasque or something?
 
This was an actual encounter from one of my last sessions as a DM. The dragon had no name, her daughter's name was Mira. This was the introduction into a hunt for the remaining nine dragon's tears by the party. They had found half of them before real life interrupted, and the adventure remained unfinished.

The dragon was the mortal Queen of the Dragons, who soon left the mortal world and left her title to her daughter. Mira would go on to rule in her mother's place for many, many years, even by Elvish reckoning.
All I'm taking from this is that you had a Humanoid Draconic Bard in play for your campaigns... ye gods what was her Charisma score like!? How many party members did she inadvertently seduce!? Those two templates are bad enough alone let alone stacked!

:p
 
All I'm taking from this is that you had a Humanoid Draconic Bard in play for your campaigns... ye gods what was her Charisma score like!? How many party members did she inadvertently seduce!? Those two templates are bad enough alone let alone stacked!

:p

My Tolkien-esque leanings should clearly be seen in the tale. If not, the name of the dragon type - Ardan Dragon - should be a really big clue. They lived in the far remote reaches of the world. They were my attempt to put Tolkien's dragons into D&D, game balance be damned.

"How are we supposed to beat it?" a player asked.

"You're not," was my usual answer. "I just want to make sure that's very, very obvious."

Each dragon did have a specific weakness, which the players had to discover, which was never easy to do, even with a roll of a 20 on the appropriate skill. Of course, depending on it's alignment, it could have minions out gathering intelligence for it, including people looking for its weakness... Many of them could only be killed in that fashion.

Mira herself only had a Charisma of 16, but then again, she was young at the time.
 
It's... been a while since I last read this. Stupid world and all of it's problems... still, quite the great fic you have here. I am immensely enjoying it.
 
Druid/whatever Mystic Theurge? Because I think that would be the fastest way to do that.
If you're a Druid and Theurging, why not just go Arcane Hierophant? It progresses Druid Casting, Wild Shape, and Animal Companion. Plus the Companion gets the abilities of a Familiar from the Arcane caster levels and Hierophant levels. Plus advances Arcane Casting.
 
A ring shaped portal opens up to the sound of the universe crying, and Naurelin's head pokes through. "Tiamat has explained to me that we do not want to upset Saurial in any way, shape, or form. Her big brother might get upset, and Tiamat says several layers of the Nine Hells still bear the scars of him expressing said displeasure on them. She also said that half the Lords of Hell piss themselves at the mention of his name, while the other half hides under their beds..." With that, the golden dragoness' head withdraws, and the portal closes with a sigh of relief from the multiverse.
 
… I really need to set up a D&D group to get my own tales to share. Even if I'm home brewing a setting at the moment and while there is classic D&D stuff for the base I'm going cyber-steam punk with the setting. Which is going to be my first time playing dungeons and dragons to be honest. I'm going to be busy this week a bit so its at least a good exercise for getting used to things. I already got most of the setting made just need to design the looks of the important NPCs for the homebrew I have in mind.

Edit: do you guys want to see what I got so far on my homebrew? It can't hurt to get a opinion on what can improve for how immersive I can get it.
 
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Plot important NPCs:

Princess Aeria Windgust: the half human harpy that oversees sky mountains after the demon overlord Lord void killed her parents. She guards her nation's artifact the Four Winds Orb said to give it's Weilder the power of controlling wind to their whim.

Lady Dusk: this necromancer shamaness has a tight leash on her lands and upholds the rule of respecting the dead. Her people wander the dark plains the sight of countless wars working to put the spirits of fallen warriors to rest. She also guards her sacred treasure the Spiritual Twilight Staff said to give the user the ability to comune and control the dead.

Muse Serenade: this siren is also a famous Bard and runs the Tempest coast with a surprisingly upbeat fist making ocean trade the safest for hexamire. She guards the sacred treasure the Currents of the Sea Blade said to give one the abilities to navigate and control the seas.

Ruby Blazecore - this dragoness is not one to cross, fair to people around her she was raised by a human blacksmith centuries ago and had picked up the craft making the blaze wastelands the largest supplyer of metal and glass. She keeps the barbarians in line and guards the artifact she found when she set up shop the Dragon's Firestone said to grant one immunity and the power to control fire and lava.

Preistess Dawn: the leader of the clergy in light city and unknowingly has a connection to lady Dusk. Her devotion to her faith and nation makes her the best to guard the holy Divine Cross the clergy's sacred treasure said to let someone see the truth and control light itself.

Sage seline foxroot - master kitsune druid of the wild forest and protector of nature she holds a deep connection to the forest and leads the rangers and druids in protecting the woods and guide those lost in them out from danger. Her connection to the spirit of nature makes her worthy of the sacred treasure of the forest, Nature's Aegis said to be able to give the user the power to sense everything in the forest and control of the forest itself for defence.

Lord void - a demon king who was defeated centuries ago and exiled to the isle of void as his prison. Somehow he escaped and started conqouring hexamire and taking the sacred treasures to have absolute rule over hexamire. His armies of demons have caused chaos everywhere and ignited full on war.

Jack Crosswind: disgraced Noble who using what remained of his fortune to fund the creation of the trading town Nexus and in the years since runs it as the fair but tough mayor who is beloved by the merchants guild that set up there. Always willing to lend a hand to adventurers in a bid to try and redeem himself for something in his past.

NATIONS:
Sky mountains - the mountain range to the South of the hexamire contenant home to expert marksmen and monks and also home to the kingdom of harpies led by the half human harpy princess Aeria Windgust, this nation's sacred treasure is the Four Winds Orb.

Dark plains - home to dark mages and rogues alike and sometimes undead these feilds are protected by the shamaness Lady Dusk, located to the west of sky mountains and the east of the Wild forest, their sacred treasure is the Spiritual Twilight Staff.

Tempest coast - home to sirens, bards and Pirates this coast is located to the east of the sky mountains and led by the siren queen Muse Serenade. Their sacred treasure is the Currents of the Sea Blade.

The Wild Forest - this forest is located to the west of the contienant and is home to kitsune, rangers and druids led by the kitsune druid seline foxroot. Their sacred treasure is the Nature's Aegis.

Blaze wastelands - this region is to the north and consists of dessert, cliffs and mainly active vocanos. Home to blacksmiths, dragons and barbarians this land is ruled by the dragoness Ruby Blazecore who is reknowned as a master Smith and warrior. Their sacred treasure is the Dragon's Firestone.

Light city - this city is located in the north-east of hexamire and is considered the holy city of the realm led by the preistess lady Dawn of the clergy. Home to pallidans, angels and Riders this lands sacred treasure is the Holy Divine Cross.

Nexus - located in the center of hexamire in-between the six nation's is the central trading crossroads town of Nexus and thus unofficial capital of the contienant. It's mayor is mister Jack Crosswind a former Noble who decided to let anyone pass freely through town on business and enforce strict laws to keep the peace in town.

The isle of void - a island nation off the coast of hexamire that is the former prison turned base of Lord void and his demon army and the seat of his power as he conquers hexamire sowing chaos.

Well here are my notes of my homebrew so far and yes I made a continent called Hexamire for the homebrew. Six nation's for the continent and a second nation that is the antagonist. Been working on the homebrew off and on while I was in highschool to now so took me years to get this much mainly due to doubt I'm going a good job.
 
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Plot important NPCs:

Princess Aeria Windgust: the half human harpy that oversees sky mountains after the demon overlord Lord void killed her parents. She guards her nation's artifact the Four Winds Orb said to give it's Weilder the power of controlling wind to their whim.

Lady Dusk: this necromancer shamaness has a tight leash on her lands and upholds the rule of respecting the dead. Her people wander the dark plains the sight of countless wars working to put the spirits of fallen warriors to rest. She also guards her sacred treasure the Spiritual Twilight Staff said to give the user the ability to comune and control the dead.

Muse Serenade: this siren is also a famous Bard and runs the Tempest coast with a surprisingly upbeat fist making ocean trade the safest for hexamire. She guards the sacred treasure the Currents of the Sea Blade said to give one the abilities to navigate and control the seas.

Ruby Blazecore - this dragoness is not one to cross, fair to people around her she was raised by a human blacksmith centuries ago and had picked up the craft making the blaze wastelands the largest supplyer of metal and glass. She keeps the barbarians in line and guards the artifact she found when she set up shop the Dragon's Firestone said to grant one immunity and the power to control fire and lava.

Preistess Dawn: the leader of the clergy in light city and unknowingly has a connection to lady Dusk. Her devotion to her faith and nation makes her the best to guard the holy Divine Cross the clergy's sacred treasure said to let someone see the truth and control light itself.

Sage seline foxroot - master kitsune druid of the wild forest and protector of nature she holds a deep connection to the forest and leads the rangers and druids in protecting the woods and guide those lost in them out from danger. Her connection to the spirit of nature makes her worthy of the sacred treasure of the forest, Nature's Aegis said to be able to give the user the power to sense everything in the forest and control of the forest itself for defence.

Lord void - a demon king who was defeated centuries ago and exiled to the isle of void as his prison. Somehow he escaped and started conqouring hexamire and taking the sacred treasures to have absolute rule over hexamire. His armies of demons have caused chaos everywhere and ignited full on war.

Jack Crosswind: disgraced Noble who using what remained of his fortune to fund the creation of the trading town Nexus and in the years since runs it as the fair but tough mayor who is beloved by the merchants guild that set up there. Always willing to lend a hand to adventurers in a bid to try and redeem himself for something in his past.

NATIONS:
Sky mountains - the mountain range to the South of the hexamire contenant home to expert marksmen and monks and also home to the kingdom of harpies led by the half human harpy princess Aeria Windgust, this nation's sacred treasure is the Four Winds Orb.

Dark plains - home to dark mages and rogues alike and sometimes undead these feilds are protected by the shamaness Lady Dusk, located to the west of sky mountains and the east of the Wild forest, their sacred treasure is the Spiritual Twilight Staff.

Tempest coast - home to sirens, bards and Pirates this coast is located to the east of the sky mountains and led by the siren queen Muse Serenade. Their sacred treasure is the Currents of the Sea Blade.

The Wild Forest - this forest is located to the west of the contienant and is home to kitsune, rangers and druids led by the kitsune druid seline foxroot. Their sacred treasure is the Nature's Aegis.

Blaze wastelands - this region is to the north and consists of dessert, cliffs and mainly active vocanos. Home to blacksmiths, dragons and barbarians this land is ruled by the dragoness Ruby Blazecore who is reknowned as a master Smith and warrior. Their sacred treasure is the Dragon's Firestone.

Light city - this city is located in the north-east of hexamire and is considered the holy city of the realm led by the preistess lady Dawn of the clergy. Home to pallidans, angels and Riders this lands sacred treasure is the Holy Divine Cross.

Nexus - located in the center of hexamire in-between the six nation's is the central trading crossroads town of Nexus and thus unofficial capital of the contienant. It's mayor is mister Jack Crosswind a former Noble who decided to let anyone pass freely through town on business and enforce strict laws to keep the peace in town.

The isle of void - a island nation off the coast of hexamire that is the former prison turned base of Lord void and his demon army and the seat of his power as he conquers hexamire sowing chaos.

Well here are my notes of my homebrew so far and yes I made a continent called Hexamire for the homebrew. Six nation's for the continent and a second nation that is the antagonist. Been working on the homebrew off and on while I was in highschool to now so took me years to get this much mainly due to doubt I'm going a good job.
Not a bad start; from here, I'd suggest planing out a beastiary by region so you can have some random encounter tables prepared, plot out the relations between the rulers (since what you have sounds like it could be a wonderful setting for a politics driven diplomacy quest line, where the party tries to organize the local nations against Lord Void,) and perhaps work up a bit of ancient history, complete with ruins for adventurers to explore.

Still, a nice backdrop for the setting. Keep up the good work.
 
… I really need to set up a D&D group to get my own tales to share. Even if I'm home brewing a setting at the moment and while there is classic D&D stuff for the base I'm going cyber-steam punk with the setting. Which is going to be my first time playing dungeons and dragons to be honest. I'm going to be busy this week a bit so its at least a good exercise for getting used to things. I already got most of the setting made just need to design the looks of the important NPCs for the homebrew I have in mind.

Edit: do you guys want to see what I got so far on my homebrew? It can't hurt to get a opinion on what can improve for how immersive I can get it.
Umm, you're a part of our group. You haven't been around since session 0 due to your computer exploding, but we've been waiting for you. As far as I know anyways.
 
Umm, you're a part of our group. You haven't been around since session 0 due to your computer exploding, but we've been waiting for you. As far as I know anyways.
Stolen not exploded and computers are expensive. Plus I been busy with Cole vocational so that explains why I haven't been on. I barely made a character sheet I haven't even actually played due to various issues. That and I actually forgot I was part of sparkys D&D group. Stress doesn't help memory.
 
That's meta knowledge. In game, as a character, how would you add the aquatic type? Genesplicing, maybe? And then teach a bunch of Dino's to swim, breathe underwater, etc.

In game, it's easier to do flying.
How do you add flying "in character?" I assumed you were referring to the fact templates exist.

I mean, if we're talking dragon half-breeds, any of several dragon types breathe water and have swim speeds; have them be the dragon parent.

If you mean "add the winged template," how do you do that? There aren't explicit mechanics any more than for "add the [aquatic] subtype."
 
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