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Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.

When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal.

Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

 

Combat: Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many “perfect” strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.

 

Breath Weapon/Special Abilities: A red dragon’s breath weapon is a searing cone of fire 90’ long, 5’ wide at the dragon’s mouth and 30’ at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers.

Red dragons are born immune to fire. As they age, they gain the following additional powers:

Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100’ radius three times a day.

 

Habitat/Society: Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.

A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon’s aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon’s eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon’s offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition.

Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are “nearly” as powerful as themselves.

 

Ecology: Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them.

 

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Hoard
Coins 4000 gp, 3000 ep, 96000 sp
Gems
  1. Alexandrite (500 gp)
  2. Azurite (10 gp)
  3. Black Pearl (500 gp)
  4. Black Star Sapphire (1000 gp)
  5. Bloodstone (50 gp)
  6. Blue Quartz (10 gp)
  7. Brown-green Garnet (100 gp)
  8. Carnelian (50 gp)
  9. Chalcedony (50 gp)
  10. Chrysoberyl (100 gp)
  11. Chrysoprase (50 gp)
  12. Deep Blue Spinel (500 gp)
  13. 3 x Eye Agate (10 gp)
  14. 2 x Hematite (10 gp)
  15. Jet (100 gp)
  16. Moonstone (50 gp)
  17. Obsidian (10 gp)
  18. 2 x Onyx (50 gp)
  19. Peridot (50 gp)
  20. Rock Crystal (50 gp)
  21. Silver Pearl (100 gp)
  22. 2 x Turquoise (10 gp)

Total value = 3450 gp

Jewelry
  1. Gold earrings set with gems (3000 gp)
  2. Ivory brooch (400 gp)
  3. Jade bracelet (1300 gp)
  4. Platinum bracelet set with gems (2000 gp)
  5. Platinum earrings set with gems (2000 gp)
  6. Silver brooch set with gems (5000 gp)
  7. Wrought gold brooch (1300 gp)
  8. Wrought gold ring (1500 gp)

Total value = 16500 gp

Magic Items
  1. Broadsword +1 (2000 gp)
  2. Plate Mail +5 (human size) (27500 gp)
  3. Potion of Clairvoyance (500 gp)
  4. Potion of Fire Resistance (400 gp)
  5. Potion of Healing (400 gp)
  6. Potion of Invisibility (500 gp)
  7. Potion of Invulnerability (500 gp)
  8. Potion of Sweet Water (250 gp)
  9. 2 x Potion of Treasure Finding (2000 gp)
  10. Protection from Air Elementals Scroll (7500 gp)
  11. Protection from Elementals Scroll (7500 gp)
  12. Protection from Petrification Scroll (10000 gp)
  13. Ring of Warmth (5000 gp)
  14. Vorpal Longsword (50000 gp)

Total value = 116050 gp

Total value 146300 gp
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This draft is a mix of spot-on and less relevant material.

 

The assignment prompt tells you to start with a description of the
accretion disk, without worrying about how that came to be.  This
means that your first four paragraphs, though correct in their
content, aren't within the scope of the assignment.  You should
delete those and start with "In the accretion disk...".

 

You next address the condensation process, which is appropriate.
First note that initially planets only form from solids, which
provides the context for why condensation is so important (this point
gets overlooked very often, but it needs to be mentioned).  Then
you mention that 98% of the matter is in the gas that never
condenses, but breaking out the proportions of the other three types
of materials is also needed, because only then it is clear that
much more mass is available where the ices can condense.

 

After that, the draft is in good shape.  Make the changes noted above,
give it a final smoothing-over edit, and you should have an A paper
in your final draft.

 

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First of all, understand that in the Forgotten Realms, polytheism is normal. Some players will argue with you on this, but in my viewpoint it only makes sense. Some of the deities are bad people, and they represent bad things, but bad things are a normal part of one's life, and so there is an extent to which even the lay person may at times seek the counsel of a priest of an evil deity. Cyric seems a real stretch on this, but imagine the following scenario:

Your brother murdered the man who was sleeping with his wife. You know his wife was a filthy whore, but he doesn't deserve a rap like this. You care a great deal about your brother - or, perhaps, you care a great deal about him because he has some dirt on you, is essential for a criminal enterprise you run, because he's the only thing standing between you and certain death, etc. - but you're pretty powerless to help him now that he's being hunted by the law. (Or has been arrested.) You could turn and pray for mercy from Tyr, but PSH. The god of law will show no mercy to someone who actually committed the crime, extenuating circumstances be damned (she was a whore!) You could pray to Tymora for good luck for him, or to Beshaba to turn away his bad luck, but either way, you're rolling the dice and your odds have never been that great. You could pray to a deity to help you turn your life around so that you don't need your brother's help any longer, but those gods and their clerics are always going to want their cut - for you to change your lifestyle, to give to the poor, to donate more of your time to their cause than you are willing or able to give. And then there's Cyric. Ah, good old Cyric, the patron saint of Murderers. If you pray to him, he might intercede on your brother's behalf. But more directly, if you go to a priest of his, that priest might have what your brother needs. So you do, and the next thing you know, the old woman across the street from your brother's house who saw the murder dies of natural causes (falling down the stairs is perfectly natural at her age!), the dead man's family goes mum and drops any charges, and the wayward wife starts seeing things more clearly through two black eyes.

Yeah. Cyric's your guy when it comes to getting a murderer off. Of course, now you and bro owe the faith a little something...

The person at the core of this is not a cleric of Cyric, but more or less becomes a de facto lay follower of Cyric. Meaning he could be perfectly CN, let his brother do all the killing while he washes the blood off the gold. And then a person like that can grow into a devoted priest to Cyric but retain a CN alignment. I would argue that he would not retain it for long, oh no.

The figure in this scenario is certainly chaotic neutral. He is cowardly and has genuine fears and has an ingrained mistrust of the law, for the obvious reasons that so often the law stands between him and gratification. While his brother may likely be some form of evil for killing a man in cold blood, the figure here prefers to let his brother be the bloodletter and may even have reservations regarding the morality of murder (following a quasi-golden rule: I don't want to be murdered, so I don't want anyone else to be murdered, either!)

But the more this CN person hangs around a Cyricist and learns of the dogma, the more he understands it.

I believe the "fear and obey this in authority" is printed unclearly. It is probably meant to be in reference to leaders in the Cyricist faith. Fear and obey those in authority within the Cult of Cyric (thus it becomes the dogma that TRIES to make these Chaotic aligned people work together against their natures), but slay those in the cult that are weak and have nothing to bring to the table, are of good alignment (but perhaps there out of desperation; both of these are likely to destroy a cell), and false prophets (cut his throat! If he bleeds, he wasn't a real Cyricist!)

It is not unreasonable to imagine a CN person being granted clerical powers by Cyric, but it is difficult to imagine them remaining CN forever. You see, Cyric has an advantage in giving a CN person his power as a cleric. One day, probably sooner rather than later, they are going to go over the deep end. The use of his power and the propigation of his dogma almost guarantee it. So to him, the CN cleric is just as good as the CE cleric, and paladins with low Sense Motive who rely purely on that stupid 18 second stare would never notice the guy!

The CN cleric probably has an overlap in his sense of what it means to serve Cyric and what it means to serve himself. The figure in the above scenario, a CN priest we'll say at some point, could become a public figure who advocates the repeal of the death penalty because he knows that his brother was almost unfairly slain, or argues against the election or appointment of a popular sheriff because that sheriff is the one who accused his brother. Thus serving Cyric is just as much if not more of a personal matter to him than a matter of faith. Or he takes the less public route and uses questionably gained money to purchase safehouses, which he offers at a small price to people fleeing the law, especially murderers. He becomes a quiet information broker, selling information back and forth to make money, not giving a good god damn about what it does to anybody and maybe even manufacturing information that leads to calumny while he makes off with the bank.

There are plenty of other roads to take in this, I am sure, but you can see how it is only a matter of time before the CN priest of Cyric eventually drifts into evil territory. It comes with the territory.

Therefore, your "story" with a CN cleric of Cyric is just that: the follower of Cyric's dogma who is somewhere between devoted and serving his own wants (Cyric just wants everyone to have a good time, yeah?) and is facing the inexorably slide towards evil as his lifestyle, one way or another, forces him to commit greater and greater atrocities. And then a time will come when he has to make a determination. Oh, if you play it right, he can be hella clever and try to keep his nose clean and the dirt out from under his fingers, but that's the challenge in your roleplay. The war will always be both within and without.

The fiendish blood could serve a purpose in being a motivating factor for the PC never having really gotten along with the good or the lawful. It isn't so much that his blood drives him to be wicked, it's that his appearance and nature drive the good and the lawful to always keep him at arm's length and never instill in him the necessary trust and consideration he feels he needs. And as a hin, he doesn't have a lot of muscle to back up any hardball he tries to play, so that will force you to be crafty.

Not trying to make your character for you, but I hope that something in this helps to inspire a better idea of where you could go with the concept.

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