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AdamintineDragon.jpg

 

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Adamantite dragons are perhaps the mightiest of dragonkind. They are the epitome of good, sacrificing whatever is necessary for the common good of intelligent creatures everywhere.

These other-planar creatures are strange among dragonkind, since they are born with their shining coats of adamantite fully developed (explaining their very low armor class even when hatchlings). This mighty coat is a shining silver color that reflects light in brilliant, scintillating beams and rainbows – refreshing to those who can bask in its goodness, painful to those who hide in the shadows of evil.

Adamantite dragons speak their own tongue and the language of all good dragons. By their juvenile years (age category 4), they will speak common. By the time they are adults (age category 6), they are 50% likely to speak any language of dragonkind.

 

Combat: Due to the adamantine dragons’ strong taste for physical battle, they may use the extra attack forms of dragons (wing buffet, foot stomp, etc) one age category earlier than other dragons.

 

Breath Weapon/Special Abilities: An adamantite dragon has two breath weapons, one of which can only be used at certain times. The common form of breath weapon is a cone of flame 110’ long, 10’ wide at the dragon’s mouth, and 45’ wide at the end. This is a magical flame and will ignite even nonflammable materials.

The adamantite dragon’s second breath weapon projects an area of time stop. It has the same dimensions as the cone of flame. Anyone caught in the area must save vs. spells or be affected as if by a time stop spell cast at 20th level of magic use. This breath weapon may only be used on the dragon’s home plane (Twin Paradises), when the dragons are defending the plane, and even then only one time per day.

Adamantite dragons may use these spell-like abilities:

polymorph self, 3 times per day, permanent, may revert to dragon form without restriction; magic missile, (adults and older), five missiles per round; blink, (mature adults and older).

Due to their extra-planar nature, all adamantite dragons are immune to nonmagical weapons.

 

Habitat/Society: The adamantite dragons are the self-appointed guardians of the Twin Paradises. These great creatures are extremely powerful and will come to the aid of any intelligent creature. It should be noted, however, that they are unconcerned with law or chaos, but only the protection of sentient lifeforms.

 

Ecology: Adamantite dragons have little place in the ecosystem of the Twin Paradises. They can, however, be avaricious hunters with huge appetites. Adamantite dragons have no moral objection to hunting unintelligent lifeforms for food.

 

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Hoard
Coins 6000 gp, 9000 ep, 5000 cp
Jewelry
  1. Wrought gold crown (1000 gp)
  2. Wrought silver and gold necklace (1000 gp)
  3. Wrought silver and gold pendant (900 gp)
  4. Gold brooch set with gems (8000 gp)

Total value = 10900 gp

Magic Items
  1. 5 x Bolt +2 (300 gp)
  2. Cleric Scroll (Know Alignment, Slow Poison, Spiritual Hammer) (1800 gp)
  3. Druid Scroll (Air Breathing, Tree) (1800 gp)
  4. Druid Scroll (Chill Metal, 2 x Feign Death, Fire Trap, Produce Flame, 2 x Warp Wood) (4200 gp)
  5. Druid Scroll (Cure Disease, Plant Growth, Protection from Fire, Pyrotechnics, Summon Insects) (4500 gp)
  6. Illusionist Scroll (Emotion, 3 x Massmorph, Minor Creation, Phantasmal Killer) (7200 gp)
  7. Longsword +3 (7000 gp)
  8. Oil of Slipperiness (750 gp)
  9. Potion of Fire Resistance (400 gp)
  10. Potion of Levitation (400 gp)
  11. Protection from Elementals Scroll (7500 gp)
  12. Protection from Petrification Scroll (10000 gp)
  13. Silver Horn of Valhalla (15000 gp)
  14. Ring of Free Action (5000 gp)

Total value = 67050 gp

Total value 88475 gp

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5 hours ago, Clonus said:

 

Long time no see, Clonus.

 

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"Of course, we could simply wait and hope that they will find us."
"But the air...."
"Is limited, yes. We will eventually asphyxiate."
"Suffocation?"
"Yes."
"Not what I have in mind. What else is there?"

"I've been thinking; I could start an electrical fire."
"Why on Earth would you want to do that?!"

"Because the sensor grid should pick up on the temperature spike. Anyone with half a brain and their senses still intact should notice this."
"Hold on a second. When we were going through the system checklist earlier, you said...you said that the fire suppression system wasn't set up yet."
"Correct."
"Well then..."
"...but that is a separate apparatus and unique to each room. The facility sensor grid is distributed evenly throughout the structure."

"Okay. There's still no guarantee it is up and running though, right?"

"Yes. The fire could be for nothing. We may end up suffocating more quickly and/or cooked alive."
"So, a slow waltz or a brisk cha cha."

"The prize at the end of the night is the same either way: death."

 

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Why is that then? Fighters and magic-users and clerics and thieves are rare in the larger world. 1% of the populous or something similar.

So are you suggesting that only one of the players actually play a class and the rest are 0 level butchers bakers and candlestick makers? Because if it offends you so much that subclasses are represented well in a group of PCs then you should be equally as offended that any class is represented in the party of PCs, given how rare they are in the world.

Of course that’s ridiculous. Hopefully you can see how ridiculous and extrapolate that on to sub classes as well. Player Characters are the ultimate exception to the rules of the general. That’s the whole point.

If the players wanna all be elven fighter/magic-users then the world doesn’t suddenly become mainly elvish warrior-wizards. That’s just silly. It makes no sense. If the PCs consist of 2 rangers, a Paladin, an Illusionist and a monk then that has absolutely NO bearing on the world at large or the representative classes of the land. Why would it. Why would however many NON player character classes you decide are in the game world reflect how many PLAYER character classes are in the game world? Are you turning NPCs into PCs whenever you need them? That’s a bit weird.

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