*Now with Dragon Race rules* Random DM free play & Dragon PC rules

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Coronoides
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*Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 17, 2018 8:22 am

As part of the ongoing playtesting of my Dragon PC rules I've started playing through solo scenarios using Donjon. This thread will provide:
  1. Rules for playing D&D 5e solo with any character race or class
  2. Evaluate Dragon PCs and any rules changes, clarifications or tips discovered through play.
  3. An entertaining read as we follow the young bronze dragon ranger Aryrte-kepesk on his quest to protect good villages in his territory from roaming marauders
The rules for playing solo will follow 5e conventions where-ever possible and will be stuff I discover by doing.

The rules for dragon PCs come from my Council of Wryms conversion project (see links in signature). These rules can be used to generate dragon PCs for other settings. Aryrte-kepesk probably lives in the Forgotten Realms but I haven't decided yet. The dragon PC rules are the product of a reverse engineered version of WOTCs race design system based on hundreds of hours of math and play-testing (see signature) so should be pretty balanced but let's check. I've deliberately chosen a mid-range dragon breed (also my favourite one) to represent a 'typical' dragon PC. The ranger class is a mix of martial and spell casting so checks a lot of interactions between the new race and various rules, also I like rangers. ;)

Dragon Race
This is a first pass at cutting the Council of Wrym specific material away to create a playable Dragon PC race. The idea is to present the bare rules to you all and get feedback.
What to Expect
Dragons tend to have mid-range HP, high ability scores, good saves, and good skills. They have fewer features than a human of the same total level. The dragon PC races have 1d6 for racial HD on purpose so that the character’s class is important to defining their role in combat relative to others of their kind, just as for canon races. Dragon races do have a bonus to CON and this will result in mid-range HP compared to canon PCs. A dragon PC will often have higher ability scores than a canon race at the same total level, this translates into better skills making the dragon a little like a multi-class with rogue in capability (good skills). High ability scores, in some cases combined with save proficiencies, can also make dragons more resilient against spellcasters and special attacks than HP would indicate. A Bronze Dragon fighter will have fewer HP than human one of the same total level, but is much more resistant to enemy spells and special effects. While most canon PCs are proficient in only two saves (three with the Resilient feat), one of the tricks to make MM monsters a challenge despite having fewer features than a canon PC is to give potent foes more save proficiencies. Saves are part of the compensation for a LA race having fewer class features than a canon PC. A bronze dragon fighter will never be as good a fighter as a human at the same total level, just as a fighter-wizard multiclass will never out-fight a human fighter at the same level. The dragon however can use her flight, strength and mass, resilience against magic, and high skills to contribute in ways the human fighter cannot.
Level Adjustment Explained
Level adjustment is how many class levels a race is worth. When adding the first class to a racial LA do not use the multi-classing rules. To be clear: there are no prerequisites for your first class after a LA, and you get all of the proficiencies of that class. However, LA does affect experience points and proficiency bonus like a class as described on PHB163.
PC dragons begin with only one level in a class. Young dragons are of similar age to PCs of other races, will not age into another category even in a long campaign, and after LA have many class levels left before 20th level.
Hit Dice and Hit Points
The number of d6 hit die (and 4 hit points added to maximum) from a dragon race always equals LA.
How Natural Attacks interact with class features and other rules
Dragons have a variety of natural attacks. When considering how these interact with other rules they are either Unarmed Strikes or Natural Weapons. Unarmed Strikes do 1d6 or less Bludgeoning, Slashing, or Piercing damage. If an unarmed attack does 1d8 or better damage dice or a damage type other than Bludgeoning, Slashing, or Piercing then it is a Natural Weapon and rules that can be used with Unarmed Strikes cannot be applied. When adjudicating how Natural Weapons interact with other rules a Natural weapon is a Melee Weapon but is not a Light, Heavy, or Improvised Weapon. For example, the benefits of Savage Attacker (PHB169) can be applied to a Natural Weapon because it is a Melee Weapon but the benefits of Tavern Brawler (PHB170) cannot be applied because it is not an Unarmed Strike or Improvised weapon. All dragons have at least a bite that counts as a Natural Weapon enabling them to use many weapon-based class features.
Dragon Traits
These are the traits common to all young metallic dragons. In some cases if a trait was evaluated at a level higher than LA+1 a level is listed these may delay the acquisition of some traits.
Talons. Able to grasp items and point wands but due to weak grip, lack of coordination, or limited range of movement cannot wield weapons, use shields, or perform fine manipulation such as writing. Cannot don or remove armour without help. Cannot apply the bonus for Dexterity to thrown or missile weapons except objects dropped from above. Cannot open locks nor disable traps. Can pick pockets with a Disadvantage. Requires a DC10 Dexterity (Sleight of Hand) check to open a doorknob though if the door was intended for people two or more Sizes larger you are at a Disadvantage. A wizard must take Mage Hand as a known spell at first level. Can cast most spells requiring material components. Spells requiring specific material components with a gp value require an active Mage Hand to be cast if fine manipulation is described in the spell description. Can use a focus as a substitute for material components. Can use a component pouch. Somatic components require your whole body to be free to move.
Size. Your Size is Large. Whenever your Size places you in danger or prevents you from doing something critical and your kindred is not available the DM might award Inspiration. If your Size makes something more difficult but not impossible apply Disadvantage.
Type: You have the Dragon Type
Dragon resilience. Proficient in DEX, CON, WIS and CHA saves. If your class or other feature grants one of these proficiencies no additional proficiency is gained.
Predator. All dragons have proficiency in Perception and Stealth skills as well as all natural weapons.
Breath Weapon. Every dragon subrace has a unique breath weapon. For all dragons Breath Weapon DCs are 8 + proficiency bonus + Constitution modifier.
Languages. Draconic and Common. You are literate in both languages and can write dragon claw runes but your taloned paws cannot write Common without help.
Ability Score Increase. Raise ability scores: STR+2, CON+2, INT+1, WIS+1, CHA+1.
Speed. Your base land speed is 40 feet. Your fly speed to 80 feet.
Dragon Senses. Blindsight range 30 feet and darkvision to 120 feet.
Tooth and Claw. Your claws do 2d6+STR slashing damage with reach 5 feet and your bite inflicts 2d10+STR piercing damage and has a reach of 10 feet. You do not have the multiattack feature of MM dragons. Any attack not listed is an unarmed strike with reach 5 feet and inflicting 1d2+STR bludgeoning damage on a successful attack.
Subrace. All the metallic subraces have been detailed in my conversion of Council of Wryms. Here though I’ve just edited the bronze to get some initial feedback.

Bronze Subrace traits
Level Adjustment. A young bronze dragon has a level adjustment of +10. A bronze dragon joins when the rest of the party is at 11th level but the dragon begins with only one class level.
Ability score adjustment. Your ability scores are further adjusted as follows: STR+3, CON+2, INT+1, and CHA+2.
Amphibious. You can breathe both air and water.
Natural Armour. Your scales provide AC18+DEX.
Swim speed. 40 feet.
Experienced. You gain proficiency in the Insight skill and one other skill of your choice.
Breath Weapons. Lightning and repulsion breaths improve to those of Young Bronze in the MM.

New Background: Typical dragon
You were hatched to a parent far away from any dragon civilization. This is the background of most dragons of other campaign worlds. While you are a Wrymling your parent will care for you and keep a roof over your head. They will teach you to hunt and survive on your own because as soon as you reach the Young age stage you will be cast out to survive on your own.
Skill Proficiencies: Survival and Nature.
Languages: Any one humanoid language.
Equipment: a treasure item such as a gold nugget, bar of silver, gem, or object d’art of no pragmatic use but worth 100gp. This item was a hatching gift from your parent.
Homeland
One detail of your far away homeland
D10
1: Arctic
2: Coast
3: Desert
4: Forest
5: Grassland
6: Mountain
7: Swamp
8: Underdark
9: A world of a distant crystal sphere.
10: Another plane of existence
Feature: Independence
While a Wrymling you can count on the hospitality of your parent. You are expected to overcome challenges yourself but if a foe or task is truly beyond your capabilities you can generally rely on their aid. In the Council of Wryms setting you are assumed to have accompanied them on their journey to the Io’s Blood Isles
All this changes once you enter the Young category; on that day you are cast out of your parent’s lair and no longer enjoy their protection or aid. However, you are assumed to have found a cave or other lair in a nearby wilderness. While you are living in your lair you are assumed to have sufficient food and water for yourself and one other creature of the same Size and enough shelter for five such creatures. This first lair immediately grants lair actions and your territory, a radius of one half day’s flight, suffers the regional effects of your breed.
You begin with the rogue reputation rank of Annoyance.

Our Hero
Aryrte-kepesk (War-storm) is a 30 year old bronze dragon full of the adventurous spirit of youth. He has already acted as a mercenary for nearby humans, though he only fights for just causes. He has also fought merrow and sahaugin to claim his stretch of sea and coast. He has his own lair but still carries his meagre hoard of pearls on his person.
Just being a young bronze is worth 10 levels. He starts with one level of ranger. Total 11th level. He should be on par with other 11th level characters. As a dragon he has few features but better saves and ability scores as compensation.
You can download his sheet at the start of his adventures here: https://www.dropbox.com/s/ppejpmxz9vfy4 ... D.pdf?dl=0

The Pit of Black Evil
The Pit of Black Evil was a tomb for an evil dwarf king centuries ago. Aryrte-kepesk has discovered that ogres and giants that have been terrorising local villages have established their secret lair within the tombs large vaulted chambers. As self-appointed protector and apex-predator in 'his' territory the young dragon righteously sets out to clear out the giants.
The dungeon was generated at the Donjon site. I have not read any areas my PC has not explored. I set the generator to giant theme, large rooms, 1 PC of level 11, small size dungeon (this produced an 8 room dungeon) with straight corridors.
Here is a link to the dungeon https://www.dropbox.com/s/9593e3mr046kf ... l.pdf?dl=0.

Solo Play with Donjon
This is a work in progress post that will be regularly edited as I generate new material by playing.
Set Up
Generate a single D&D 5e PC of any race or class at any desired level. Use the gp option to determine your equipment. For characters over 5th level or high consult DMG38 for additional starting funds and equipment. Assume you roll the maximum amount for gp. Any starting magic items are free choice within the rarity given. If possible buy 5x level healing potions. Buy some kind of axe or hammer as a last resort for beating down doors so you don't get stuck.

Use the Donjon site https://donjon.bin.sh/5e/dungeon/ to randomly generate your dungeon. Setting dungeon size to Tiny and room size Medium OR dungeon size Small and Room Size Large will produce a dungeon of about 10 rooms. With enough healing potions you can play through this non-stop in an hour or two. If you are 1st level set the dungeon level to first otherwise set the dungeon level to one less than your character's level (for example put a 4th level characters through a third level dungeon). This lower level helps compensate for Donjon apparently treating 3 or less PCs all the same. Set party size to 1. If desired pick any dungeon motif except abandoned. Any map style. Any grid except not grid. The other Donjon settings can be anything you wish. Generate your dungeon. saves a PDF and print but do not read!

Adventuring
Suspense: Read encounters as your PC reaches them. This will provide the thrill of exploration and help you keep PC and player knowledge sorted.
Random encounters are rolled if the PC takes a short rest within the dungeon, once per hour during an attempted long rest, or to restock room previously cleared of monsters if you return to the dungeon after returning to the town. The chance of encounter is 18+ on a d20. Your Donjon dungeon has its own random encounter table at the start.
Ammunition: If a creature has a weapon with ammunition it has 20 shots. If it has javelins or daggers it has three. If it has any other thrown weapon it has 1.
Ceiling height of corridors is equal to twice width. Ceiling height of rooms is equal to half the rooms shortest dimension.
Doors Broken doors are repaired or replaced between the PCs visits to the dungeon. If you are in wild shape or for some other reason can't turn a doorknob then Unlocked doors can be busted open with a DC10 Strength (Athletics) check.
Traps All traps are reset between the PCs visits to the dungeon. Most other traps reset even within the same adventure but use common sense. For example a simple falling stone slab does not reset without help.
Loot despite what the canon rules indicate assume the weapons and armour of fallen foes can be resold (see below). Often this is all the treasure you will find. Where the dungeon decor includes gems without a value (e.g. a demonic idol with rubies for eyes) then if the gems are prized out or otherwise collected use DMG134 to determine value.
Zero hit points if you are reduced to zero hit points and enemies are around they just kill you. If a trap or other hazard reduces you to zero hit points and does not kill outright under the standard 5e rules then make death saves. If you stabilise then roll for a random encounter (d20, 18-20) if there is one your dead. If not then an hour later you can roll HD as per short rest to regain hit points and consciousness.

Between Adventures
Situate your dungeon near a good size town to allow the PC to heal and buy supplies and gear between adventures.
Between adventures art objects and gems can be traded for coins at 80% of the treasure's gp worth. Most other equipment can be sold for 50% of it's worth but use common sense, an ogre's great club is a big stick that isn't worth much to anyone who isn't an ogre.

Next issue the adventure begins!
Last edited by Coronoides on Sun Jul 22, 2018 8:19 am, edited 16 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 17, 2018 12:25 pm

The first issue faces by our hero as he descends into the tomb is the cramps quarters, the stairs down and the corridor beyond are barely 5’ wide. Aryrte-kepesk has to squeeze (PHB192) down the corridor. The darkness does not bother him due to his dragon-senses. Following the corridor around he arrives at a door. His talons fumble at the doorknob but he manages to open the door (because they lack proper hands dragon’s require a DC10 Dex check to open a door. Perhaps I should change this to a ‘Sleight of Hand’ skill check. What do you think?). The heroic bronze bursts into the room. Beyond the door three ogre guards respond to the intruder by charging clubs held high (Room 2). One closes songs and misses. The eagerness of the brutes’ charge is their undoing, Aryrte-kepesk sees two lined up and lets loose his devastating lightning breath. Two ogres are blasted dead. Enraged the third beats on the invading dragon. The bronze retaliates and in 20 heartbeats the last ogre lies dead despite the lightning of the dragon not recharging.
(I note that for a single 11th level PC 3600+xp of monsters is a deadly encounter. These are worth 4500xp each and I’m outnumbered! WTF Donjon! The fight lasted 4 rounds. In my experience most D&D 5e combats last 3-6 rounds so despite this being a deadly fight perhaps I am on track here. Rolling for my breath recharge of 5-6 each round was very suspenseful and added to the fun).
After confirming that the brutes had no treasure, a dragon never has enough treasure, the young bronze heads south through an arch and follows a long winding corridor. Part way along there are square holes in the walls. Aryrte-kepesk briefly ponders how these might be used with his magical immovable rod before moving on. Rounding a corner the corridor walls are now decorated with abstract geometric shapes carved by long dead dwarves (i). The corridor ends in a hardened oak door. The dragon fumbles the nob but suspects the door is locked. Nor does it yield to his charge. Losing patience he blasts the door to splinters with his lightning breath. The scene beyond the door inspires revulsion in the good dragon. Long ago the debased dwarves created a mosaic depicting ghoulish human sacrifice, more recently the giants have mirrored this ancient evil by impaling human villagers on iron spikes on the ceiling. The young dragon ignores the tempting odour of meat and takes down the corpses, sprinkles them with blessed water and says a prayer for them.
His determination renewed by this fresh horror he presses on down another cramped corridor. Distracted by the foul treatment of the dead he is nearly hit by an ancient guillotine trap of the dwarves. (This was a 18d10 damage trap, that was close!). The Dragon vows to move forward with vigilance (let’s roll investigation to spot traps from now on!).
A little further on scratched runes and a hidden crystal in the stonework are telltale clues of a magical cold trap. Having no hands the dragon can’t disable the trap so he quaffs a healing potion and tries to dodge the frigid blue beam...and fails. After the ogre battle the arcane trap nearly kills our hero. He drains 9 more vials of healing draft. (I think for solo play I’d recommend taking 3xlevel healing potions with you). Our hero considers turning back, he is out of healing and fears he is no match for the combined cunning of ancient dwarf artificers and the ferocity of living giants. However, the thought of losing some of his hoard of pearls to replanish his potions gives him shivers, never! Onwards to gold and glory!
Continuing the bronze passes some graffiti (e) before encountering a door. He fumbles open the door and springs through. Inside are three cave bears presumably the Giants’ ‘guard dogs’. Again the brutes charge in. One hits with claw and bite then the bronze unleashes his breath, a flash and two are down. Undaunted the last ferocious bear rushes in an gravely wounds our exhausted hero. Realising that his arrogance might cost him his life our hero retreats into the tight confines of the old dwarven corridor. A desperate slow speed chase ensues as two large creatures squeeze down the small corridor. Aryrte-kepesk waits for the elemental power to well within him so he can unleash his devastating breath but it never comes. Soon he is on the verge of triggering the deadly ice trap again. Faster than the bear the dragon-hero has created a lead then in desperation turns and draws a thin wand. Bolt after bolt of magical force is unleashed, in desperation the dragon drains the wands magical energy. The bear finally goes down (Two deadly fights and 10 rounds of combat I only got to use my breath twice. I really enjoyed the suspense of rolling for recharge at the start of my turn each round).
Near death and beaten the once proud dragon returns to the bear room and barricades the doors with the corpses of the bears and his immovable rod. He rests and literally licks his wounds. (Short rest expends ALL hit die. No guidance is given for this so I default to the D&D 18-20 standard for random encounters. I didn’t get any. Donjon does give a random encounter table for the dungeons it produces). Revived the dragon tests his reflexes against the cold beam and the guillotine on the way out and wins through.
He will return but now the giants will know thier lair has been discovered. started with 0xp, 27000xp earned this time. 100 000 needed for level 12.
Last edited by Coronoides on Wed Jun 20, 2018 10:59 pm, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Angel Tarragon
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Re: Random DM free play & Dragon PC rules

Post by Angel Tarragon » Sun Jun 17, 2018 10:54 pm

Coronoides wrote:
Sun Jun 17, 2018 12:25 pm
Perhaps I should change this to a ‘Sleight of Hand’ skill check. What do you think?).
Sounds good. And if the players don't mind being noisy, a STR check to smash it to pieces.
Coronoides wrote:
Sun Jun 17, 2018 12:25 pm
Losing patience he blasts the door to splinters with his lightning breath.
That works too. :D

An enjoyable and fun read, looking forward to more!

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 17, 2018 11:52 pm

I hope to do a major update weekly. That’s as often as I have a free couple of hours at home to play a session.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Angel Tarragon
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Re: Random DM free play & Dragon PC rules

Post by Angel Tarragon » Mon Jun 18, 2018 12:52 am

Coronoides wrote:
Sun Jun 17, 2018 11:52 pm
I hope to do a major update weekly. That’s as often as I have a free couple of hours at home to play a session.
Looking forward to it! :cool:

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Mon Jun 18, 2018 10:17 pm

Image
Image
Image
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Angel Tarragon
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Re: Random DM free play & Dragon PC rules

Post by Angel Tarragon » Tue Jun 19, 2018 1:19 am

Woo! :cool:

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Wed Jun 20, 2018 10:48 pm

Some reflections on xp. The young bronze nearly died but earned a whopping 27 000xp. I think the difficultly of the encounters and the huge amount of xp is probably because Donjon is following the encounter design rules in the DMG but is probably treating 1-3 PCs as 3. When it comes to number of PCs this is very coarse grained; 1, 2, and 3 PCs all face the same number of monsters. Halving or dividin the xp the dragon earned by 2 or 3 as if he had some friends would reduce the xp to close to the xp per day per PC recommended for 11th level and result in the expected 2 sessions to earn enough xp to go from 11 to 12.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Fri Jun 22, 2018 12:42 pm

For comparison I made a canon rule PC of the same level (11th) and class ranger but a canon race (triton). I made them as similar as I could without gimping the triton. The plan is to put the triton through some of the same encounters and see how he fares compared to the Dragon to see if the dragon is over or under powered. I can also compare core measures of the two (skills, saves, HP, AC, Attack Bonus and DPR). right now though its bed time.
https://www.dropbox.com/s/upvqqnj91rprz ... l.pdf?dl=0
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 24, 2018 8:11 am

In an alternate world the hero and protector this stretch of coast is a triton ranger.

Our Hero
Corus Pumanath is an emissary from the civilisation of the tritons hidden deep beneath the waves. He has found the surface world to be one of beauty and strangeness but one lacking protectors from the numerous marauders that plague the land. Given he was raised to be a defender of the good it is only natural that he befriend the surface dwellers by becoming their protector.

The Black Pit of Evil
Corus too descends into the old dwarves tomb to root out the giants that have laired within. Corus' short muscular form is comfortable in the 5' wide passages but he uses a spell slot to cast Darkvision. Seeing a door ahead he quietly turned the knob and tries to catch any occupants by surprise, unfortunately the door creaks alerting the ogre guards to his presence. Still his quick reflexes enable his to chant a Spike Growth that nearly fills the room before the ogres can act. While they are slowed by the tangle of conjured thorny growths Corus is able to dash across the room and stand in an archway exit. Soon though the first ogre is on him. Corus retreats into the corridor beyond where the ogres must squeeze and travel single file. In the drawn out fighting retreat he uses both of his lightning arrows spells to enchant his two tridents (which unfortunately have little effect) and bag of caltrops. The ogres tossed javelins and sometimes hit their mark. Eventually unwilling to press further into unexplored territory (for him) he makes his stand and draws his sword. Even fighting the ogres one at a time and with them having disadvantage due to squeezing takes its toll after nearly one and half minutes of running and fighting the last ogre goes down but Corus is wounded (96hp of 114).
I think I faffed around too much with this. The spike growth, running chase and caltrops probably were not strictly necessary. Once he engaged he could cut down an ogre every 4 rounds. Then again fighting them one at a time in cramped probably saved the triton from further harm. Note the general ease with which the Medium triton with hands moves about the dungeon compared to the dragon.
Arriving at the solid locked oak door the triton tries to shoulder it open and fails. Corus is no burger so he resorted to slowing hacking at the door with his sword. a bit of a stretch but I let myself do it so I could complete the exercise of retracing the dragon's steps. Within he grimaces at the corpus hanging from spikes in the ceiling but there is little he can do for the dead. They are out of reach and he cannot fly.
Heading down the next corridor his sharp reflexes save him from a guillotine trap. After this he moves forward with extra vigilance. Despite this he is blasted by a freeze ray trap, fortunately his adaption to the cold depths bluntness the effects Cold damage resistance from Trition race: 26 damage instead of 52. now down to 70hp . Shaken he pauses to down 8 of his 10 healing potions.
Coming to another door he carefully turns the knob but fails to surprise the three bears within. Casting hail of thorns on a javelin he tosses and misses before drawing his sword. within the arch only a single bear can reach him at a time even so a little under a minute and a half later when the last bear is dead Corus is bitten and bleeding again about 4 rounds per opponent. His spells and healing potions running low he reluctantly decides to turn back. Panting Corus chants of three Cure Wounds spells now 68hp to steel himself against the cold ray and guillotine. This time his reflexes enable him to doge the traps and he makes it out into the fresh night air.
Unlike the dragon the canon rules Triton never came close to dying but both would have been in trouble if they had another fight. The triton have more resources left including a charged magic missile wand, 2 healing potions, a spike growth spell and racial spells. Despite being more fragile the dragon however was able to defeat foes in half the time thanks to his breath weapon (10 rounds for the dragon, 25 rounds for the triton). Interestingly, both PC's got to use their peak damaging power (lightning arrow for the triton) twice.
The dragon may have faired better if had access to flight so it could blast the ogres and bears from above but let's face it most D&D adventures happen indoors. I've tinkered with the assumption about room ceiling heights to give aarakocra and other flying PCs some use of their expensive flight power (see next post).
The dragon might also fair better if there are more fights (and short rests or healing potions) because the lightning breath is a random but ongoing recharge while the tritons lightning arrow is 2 uses only recharged by a long rest.
So what do you think?

Is the dragon underpowered? or about right?

Next week the dragon's adventure continues!
Last edited by Coronoides on Sun Jun 24, 2018 8:59 am, edited 3 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 24, 2018 8:16 am

Solo Play with Donjon
Moved into first post.
Last edited by Coronoides on Sat Jun 30, 2018 6:14 pm, edited 3 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jun 24, 2018 9:50 am

Corus casts spike growth
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Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sat Jun 30, 2018 7:47 am

Return to the Black Pit
The bronze dragon hero Aryrte-kepesk spent a few days resting and selling some of his precious pearls to buy healing potions (20 of them!).
Squeezing down the 5ft wide corridors the dragon retraces his steps warily. He struggles with the first doorknob and resorts to shouldering the door within a half-ogre guard has replaced the ogres. The half-ogre closes before the dragon can enter the room forcing our hero to fight with disadvantage. prepared for the dragon's breath the ogre-kin avoids the brunt of the blast. The rest of the fight is a melee with the ogre kin hacking with his double size battle axe and the cramped dragon biting back. Within a minute the half-ogre is dead. (6 rounds with disadvantage to defeat a challenge 1 monster, one breath weapon attack). Gathering up the half-ogres weapons to sell and drinking healing potions to return to full health the dragon presses on.

Bracing himself he tries to rush past the guillotine and fails, the trap's blade does terrible damage ( 82 damage, on 12hp). He gulps down more healing potions knowing the freeze ray awaits. The freeze ray also strikes him.

Injured and running low on supplies the dragon finds a long dead end corridor and tries to rest. Unfortunately, he is discovered by a pair of patrolling bugbears. (a chief and a regular bugbear). Surprising them and ready to breath he blasts the first bugbear but it fails to go down. The two close while the second bugbear launches javelins from the cover of the corner. There is a brief melee of blades and teeth the dragon disadvantaged by the close narrow tunnel but then the lightning wells up in Aryrte-kepesk's gullet and blasts the bugbear dead. He closes with the second and again luckily the lightning comes and the second is blasted to death.4 rounds and a lucky 3 breaths.
Sighing the dragon returns to his ambush spot and tries again for a rest. This time he is not interrupted and recovers some vigorous (spent all but 2d6 HD and is on full health again).

Pushing on to the room where last time he defeated the cave bears (room7) the doorknob foils his clumsy talons and he spend almost a minute racing the door open with his bulk (Athletics check to bust open failed, unarmed strikes do 1d2+4, the door has 20hp). The time and noise gives the three bugbears time to set up an ambush. Two hide either side of the door and the third tosses a javelin then bravely taunts the dragon from across the room. Fortunately his keen dragon senses alert Aryrte-kepesk to the hidden foes and he lunges past and into the centre of the room (move and disengage) . The two nearest bugbears close and flank briefly gaining advantage on their attacks. The third throws a javelin as it advances. The dragon's lightning brings down the javelin thrower. the bugbears score some hits but soon a second lies dead from dragon bites. Leaping in a rush the dragon takes to the air flying almost to the 28ft high ceiling (disengage and move). The remaining bugbear attacks with javelins eventually resorting to collecting fallen javelins from the ground. Eventually the elemental power returns to Aryrte-kepesk and he opens his more blasting down lightning from above killing the bugbear.6 rounds, two breaths

He presses on. While lifting a portcullis to an empty room (room6) a huge slab of masonry falls from the ceiling but he nimbly dodges back. the only way on is a corridor leading to a door. His good health resists an electrified doorknob CON save and beyond is the room with the three dead bugbears (room 7 again). He drains the last of his healing potions.

He decides to explore further east. In an alcove in the corridor there is a large stature with ruby eyes. Admiring the gems he wants them but he has no hands and no tools to remove them. Frustrated he presses on. (corridor c)

After beating down a door he finds a room with a kiln and coal-bin (room 5). There is also a demonic face carved into the wall. He inspects the carving and finds nothing of interest. The only way on he can see is a door but inspection reveals it is trapped.At full health but tired Aryrte-kepesk decides to retreat.

On the way out the Freeze ray hits him again (reduced to 28hp!) knowing the last guillotine still awaits he drinks the last 4 healing potions and rests risking wandering patrols (no random encounters rolled, last 2 HD spent, now on 67hp, the guillotine could kill him).

Despite the cuts, bruises, and hypothermia he manages to dodge the guillotine blade and wins free!

All up this session earned the dragon 2200xp. His total is now 4900xp, still a fair bit to pay off to get to 11th. One of the things I want to find out is how many sessions roughly to pay back xp if you start at high level but 0xp? This is how my Council of Wryms Conversion is intended to run currently. Mean xp for these two sessions is 2450, so to reach 11th (85000xp) a whopping 35 sessions would be needed. While that's close to the designers ideal of 2-3 sessions per level being stuck at the same level for 35 sessions is going to frustrate player. Council of Wryms 5e characters start at 7th at 3 sessions per level that would by 21 sessions. Time to change that rule in my conversion
OK adding 85000xp as if he had started with enough for 11th he now has 89 900xp. I still expect 4 more sessions to get to 12 (6 total) indicating that my solo play is running at half to 1/3 the expected speed of advancement. I'll think about this.

The dragon is still a fast killer 6 foes in 16 rounds is 2.6667 rounds per foe. Also 6 breaths in 16 rounds is one per 2.67 rounds closer to the expected 1 per 3.

As a player I did better this time. I made better use of the dragon race's mobility and as a result my PC faired better, still getting down to 12 hp is close! The new rules for ceiling heights seem to work as intended enabling those races who paid the high point cost for flight to get use out of this power without making it the key to every fight. It seems fair. The squeezing rules and door continue to plague our Large handless hero as they should. He earned inspiration for the effect no hands had on the fight with three bugbears (attempted ambush). No hands and large size work like lingering injuries in the DMG.
Last edited by Coronoides on Sun Jul 01, 2018 8:51 pm, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jul 01, 2018 8:27 am

Due to his large size his pack can hold up to 240 pounds and so he is able to lug the armour and weapons on the fallen foes (142 pounds) back to the town where a series of trades yields 145gp and 5sp. Sighing He trades in 11 more precious pearls. The coins replenish his 20 healing potions. Adventuring was supposed to enhance his hoard not diminish it. He thinks wistfully of the two rubies he had to leave behind.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Random DM free play & Dragon PC rules

Post by Coronoides » Thu Jul 05, 2018 8:16 am

Dragon PC rules added to first post! Now you can create your own dragon PCs!
I welcome any feedback on the dragon race rules.
Is there any other sub-race of dragon you would like to see here?
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jul 08, 2018 7:45 am

Small update to solo play rules regarding missile weapons and loot.

Against the Orcs of the Black Hand!.

Aryrte-kepesk spirals down out of the sky and enters the Dwarven Ruin for a third time. Negotiating the cramped corridors he fails to open the first door knob so shoulders open the for and rushes in. The giants have hired mercenary orcs of the Black Hand. There are three orc soldiers here and their massive captain. The dragon blasts the orc captain who dodges aside from the brunt of the lightning bolt and survives. Arte takes to the air before the orcs can close. Still the orcs rain javelins on the dragon and during the minute or so (11 rounds) of the fight wound our hero significantly. For his part Aryrte-kepesk rains death from above using his lightning breath thrice and expending 8 of his magic missile wand charges.
After the fight he barracades the south door with his immovable rod tends his wounds (8d6 HD spent).

He decides to look into the unexplored area behind the southern door and is disappointed to find a dead end corridor. Knowing what he knows about dwarves he looks for a secret door but finds none. (failed the Investigate roll).

He retraces his steps past the room that once held corpses on spikes. Soon he is at the guillotine blade trap which he dodges. However, he is not fast enough to dodge the freeze ray and is punished by cold and frostbite (down to 42hp!). He rests an hour in a nearby dead end and recovers somewhat (spends last HD and is now at 86hp).

Pressing on to the room that once held the giants' pet bears he cautiously opens the door managing the door knob this time and surprises another group of Black Hand Guards within. He quickly exits the cramped corridor, blasts an orc dead with his lightning and flies to the ceiling. As before the orcs throw their javelins. This time the wand's two remaining charges are soon expended. There is a risk that expending the wand's last charge will destroy the wand. It does not. The combat rages for over a minute (12 rounds). Soon the orcs are running around the room to pick up javelins and throw them again. This provides our hero some chances to land by a lone orc and bite but each time the other orcs rush over with axes before the dragon can disengage and fly out of reach. Eventually, the dragon kills the orcs and their captain but it is a close thing. Arte-kepesk is near dead from axe-slashes and javelin puncture wounds (down to 7hp!). Panting he chugs down 9 healing potions. He has another 11 potions but knowing that the way out is past the blade and the freeze ray he opts to retreat again.

Steeling himself Aryrte-kepesk successfully doges the freeze ray and the guillotine and escapes the dungeon with 10 healing potions left (and 71hp). He flies back to town to rest and then trades in the orcs gear earning 231gp which does not even cover his expenses. It takes 2 days to recover all of the wand's charges. On the second night he dreams of the ruby eyes of the statue in the dungeon. A plan begins to form in his mind...

All up 6 breaths in 23 rounds or about one per 4 rounds of combat compared to the expected 1 per 3. The Orc War Chief and 3 orcs in the encounters are a Hard to near-deadly encounter for a single 11th level character and they felt like it. The dragon's xp total is now 92100xp, still 11th level.

Next week: Clear the Dwarven Ruin of the Giants and monsters or die trying!
Last edited by Coronoides on Mon Jul 23, 2018 7:44 am, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jul 08, 2018 12:45 pm

Death from above. Die mammal scum!
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Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sat Jul 14, 2018 8:51 am

Not sure if I'll get to another solo session this weekend. In the meantime for those interested in the Dragon PCs portion of this post here is a Young Gold Dragon Wizard level 12 ready to join your party in most D&D worlds. https://www.dropbox.com/s/eg45l0faq5mt8 ... y.pdf?dl=0
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jul 15, 2018 12:30 am

Small edit to solo play rules. In future I'll set the dungeon level to 1 less than PC level to account for the fact that Donjon treats 3 or less PCs as 3.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Sun Jul 22, 2018 9:21 am

The Scouring of the Pit
Aryrte-kepesk is determined to destroy the bandits in thier stronghold once and for all and get those rubies. He hatches a plan. First, tear in his eye, he trades in all of his precious pearls. Then taking all his gold buys a pack full of healing potions (he now has 87!). Next he approaches a talented local locksmith. He promises Roger the locksmith he will be safe and pays him 2 days wages for one day. Taking to the air with Roger on his back he flies to within an hours walk of the the Black Pit. Leaving Roger at this safe distance he flies on to the entrance of the dungeon.
Descending the stairs to the cramped corridors he creeps forward and at the first door succeeds in opening the doorknob with his eagle-like talons. Inside is a pair of surprised bugbears one chief, one regular bugbear a medium encounter for 1 PC 11th level . Surprise round Aryrte-kepesk races in and lines them up before unleashing his lightning breath (72 damage great roll). Both bugbears fall dead and smoking.
Image
(Gotta go more to come later)
Moving on to the room where the bodies were once on ceiling spikes he fails to shoulder the door and has to blast it open with lightning breath (room1). Crossing the room then following the winding corridor our hero reaches at T junction and takes the long unexplored corridor north which ends in a dead end. Searching for secret dwarf doors he finds nothing and so retraces his steps (failed investigation roll).
Bracing himself he tries to hurry down the cramped corridor passed the guillotine trap but the huge blade cuts him deep (111 damage!). Bleeding out he slips into unconsciousness. He wakes an hour later. (Fortunately made my death saves and no random encounter then in an hour rolled all HD). Drinking down 3 healing droughts he presses on.
Next is the freeze ray but again in the cramped conditions he is too slow and the cold blue magic ray hits him (52 damage). This time he gulps down 8 healing potions before he is healed and ready to fight.
Sneaking down the hallway passed the graffiti he tries the doorknob to the old bear kennel (room 7) and manages to quietly open the door surprising the Black Hand Orcs within!
Image
(back)
Taking advantage of the orcs' surprise Aryrte-kepesk rushes out of the cramped corridor into the room, vomits lightning on two of the orcs, and then flies out of reach. Below one orc lies a smoking ruin but the chief of the mercinaries is burnt but still standing.
Image
Aryrte-kepesk smiles like a crocodile as he feels the elemental power welling in his craw. As the orcs real in shock he glides across to the far corner of the room and discharges a blast of lightning at the orc chief. This time the war-leader goes down. Angered beyond good sense the remaining two orcs throw javelins and miss. The lightning forsaken him for now Aryrte-kepesk glides down and lands next to the orc who nimbly dodges the dragons bite. The second orc runs in to flank our dragon-hero both ors then score a bloody gashes on the dragon's flanks with axes (two critical I'm down to 61hp). Aryrte deftly leaps up and beats his wings to fly out of reach (disengage and move) the orc respond with javelins, one piercing the dragon (53hp). Finally, Aryrte-kepesk feels the elemental power rise in his gullet. He lands and discharges a searing blast of lightning felling both orcs. Catching his breath the dragon downs 6 more healing potions to restore his body to full health.a Hard encounter (nearly deadly) for a single 11th level PC. 5 rounds
Leaving the room he passes the idol with the desired ruby eyes (c). "i'll be back" he croons.
He arrives at the door to the kiln room. His talons just can't open the doorknob. He shoulders the door but it does not budge. Loosing patience he discharges lightning blasting the door to smouldering splinters. Inside (room 5) he checks the long cold kiln and the carved demonic face opposite it and is sure there is nothing (didn't find secret door). Knowing the door on is trapped he rushes it hoping to crash through before the huge blade falls from the ceiling. He breaks though the door but wing and tail are badly cut by the falling blade (52 damage now on 42 hp). Cursing quietly he skulls 8 healing draughts to return to full health.
(back to real work more soon)
Creeping down the corridors like a shadow he first inspects a suspicious dead end. Sure enough cunning dwarves stonework conceals a door opening through the carved demonic face in the kiln room. He mutters a Draconic curse, all this time he could have avoided that last guillotine.
Next he creeps forward h into the unexplored to an archway to strange room with the scrawled prophesy and ash on the floor (room 4 on the map). Two bugbears are pointing at the scaled prophesy and debating in their harsh tongue. The big goblinoids have heard the dragons approach. (surprise round, dragons are proficient in stealth this and their mobility can help them blast opponents to bits before the dragon's low-mid range HP run out) Aryrte-kepesk slides into the room lining up a shot. There is a flash and the smell of ozone that severely burns the larger of the two bugbears (one chief, one regular bugbear a medium encounter for 1 PC 11th level) and blasts the door behind him to splinters. Before the goblinoids can recover from shock Aryrte launches himself 20ft into the safety of the air.
Image
Seizing the initiative he dives to land by the smaller bugbear and bites out a chunk of muscle the bugbear howls but enraged fights on (2d10+4 and I roll 10 damage, sheesh!). The chief bugbear runs over to flank the dragon smashing morning star against dragon bone (bugbear rolls with advantage for flank and grits still only 16 damage, dragon on 78hp of 94). Dizzy from bloodloss and pain the smaller bugbear misses (even with advantage). At last Aryrte-kepesk feels the power return and blasts the larger bugbear who falls shocked and burned to death. His desperate companion wails on the dragon (dragon on 64 hp now, this guy is no threat by himself. The dragons neck whips like a snake taking another bite but still the bugbear does not go down. the bugbear's morning star goes wide creating an opening a sickening crunch of bone between jaws later he lies dead 5 rounds and PC injured to about half HP, about right for a Medium encounter .
The dragon cautiously down 5 more healing draft to complete heal his body then explores behind the doors out of the room. He finds a 5'x15' chamber that perhaps was a storage space or robing room and a U shaped corridor lined with small alcoves. Perhaps this was once a ritual place of the long gone evil dwarves? Does the cremation of sacrifices explain the ashes on the floor he muses. Whatever the case Aryrte-kepesk is now certain he has explored the whole tomb and slain all the brigands within. It should be safe to bring Roger the Locksmith in now. (I never found rooms 3 and 8. Now that I’m not returning to this dungeon I read them. 8 is a dragon themed sacred space with a black pudding and 3 contains the hidden treasure. Two of the best rooms and I never found them). First through to win through to the open sky he must pass the gauntlet of the freeze ray and guillotine one last time.
Despite going as fast as he could in the cramped corridors the glacier blue ray freezes the flesh to his bones along one flank.(squeezing rules remember being Large is an issue, 60 damage down to 34). Gritting his dagger teeth against the pain of frostbite he gulps down potion after potion until earth returns and the blacked flesh return to a healthy tone of bronze. 10 potions!. The guillotine is next and on the way in it nearly killed him. He knows he has to be in peak condition.
It is a relief when he rushes through and the guillotine slams down behind his tail! (made the save even with disadvantage!). Making his way through the last few rooms he is soon Breathing fresh air in the sunlight. The hour's flight over the forest is pleasant. The return less so because of the spring rain and the screams of Roger the locksmith. After Roger recovers from his fear of heights the two enter the scoured tomb. Roger is sickened by the mauled and blasted bodies within but compses himself (again) and gets to work disabling the traps and then removing the rubies for his employer. What is a locksmith but a thief who does not steal? Roger looks greedily at the rubies in his hand but Aryrte-kepesk reminds him that he has been paid what they agreed. Looking at his 900 pound predator of an employer Roger decides not to re-negotiate the terms of his employment.
Soon the two are winging their way back to the town. Aryrte-kepesk reflects on his self-proclaimed role as protector of this region. So far it has cost him his precious hoard of pearls, nearly killed him several times and for what? After expenses and trading the rubies he'll be lucky to make 1000gp profit. Perhaps he should have stayed a mercenary, the pay was better in the Duke's army? An idle thought while peace lasts.
(all up clearing this typical dungeon of 8 rooms (i only found 6) required 40 healing potions (just under 4x level). Allowing for finding more rooms or a dungeon with 10 rooms (about average following the choices I made in Donjon) I've changed the recommendation to 5x level healing potions. I was lucky with the breath rolls 6 combat breaths in 10 combat rounds, about double the expected 1/3. What do people think of the d6 5-6 recharge is it unfair compare to the powers of other classes? If I had found the treasure room and the hidden chest within then the monetary reward for this adventure would have been very substantial!
Last edited by Coronoides on Mon Jul 23, 2018 11:16 am, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Mon Jul 23, 2018 9:00 am

Adventure finished! see above
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Hugin » Mon Jul 23, 2018 6:45 pm

Very cool! Thanks for sharing!

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Angel Tarragon » Mon Jul 23, 2018 9:11 pm

Coronoides wrote:
Mon Jul 23, 2018 9:00 am
Adventure finished! see above
Sweet! :cool:

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Re: *Now with Dragon Race rules* Random DM free play & Dragon PC rules

Post by Coronoides » Mon Jul 23, 2018 9:20 pm

I might come back to this character and his adventures later but for now he has served his purpose.
I think I'm satisfied in my own mind that the Dragon race is about right for it's level compared to a standard PC. If anything if you don't make full use of the dragons powers to keep enemies at a distance you will be underpowered. Only the breath weapon recharge makes me nervous. Is it too generous compared to spell slots?
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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