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Too Many Dragons

So I have the wonderful issue of having too many possible dragons.

With ten houses plus two more ancient bloodlines, there are a possible 120 different dragons based on my system.

For OSR Games, not that big of a deal. For a 5e statblock, I'd either need to use my private critterdb server or use one of the various statblock making software options out there.

Still, I am enjoying tweaking the system. Some changes from my last post:

  • No more rolling a third bloodline. Roll only two.
  • When a dragon becomes an adult, he/she will gain a second breath weapon determined by their secondary bloodline.
  • Each bloodline grants a special ability.
  • Most physical characteristics of a dragon will match the house a dragon is a part of, not the primary bloodline. The scales (color, size, shape, pattern) will be determined by secondary bloodline.

Dragon Encounter Example

I'll have the pdf soon, but the basic idea for a dragon encounter is:

Every dragon class has baseline stats, Hit Dice, AC, Attacks, Breath Weapons, and Special Abilities.

Roll d10 for house membership and ancestry (Yes a ten-sided die, results 11 and 12 are special cases explained later)

1 - Odion
2 - Biranji
3 - Bakar
4 - Areulus
5 - Sarpu
6 - Sedoya
7 - Chrina
8 - Akan
9 - Oraiste
10 - Kijani
11 - Jasada
12 - Cassiter

Roll percentage dice for bloodline strength to the house ancestor

Reroll d10 for secondary ancestry. If the same ancestry is rolled again, roll d12 to determine ancestry.

Roll percentage dice for bloodline strength of a secondary ancestor. It doesn't matter if the result is

The highest percentage determines the primary physical stats of the dragon. If the rolls are Akan (8) 38%, Kijani (10) 52%, the dragon will take the stats of the Kijani. The dragon is still a member of House Akan.

Optionally, the DM may also roll d10 for a third ancestry. One characteristic of the dragon can be switched with the third ancestor's abilities. This can be Hit Dice, AC, Breath Weapons, or Special Abilities. Like before, if the result of the d10 matches either of the two previous results, roll a d12.

Using the example above, the result of the d10 is Akan (8). Since this matches a previous roll, the d12 result is Jasada (11). The DM can now swap out one of the following from the Jasada: AC, HD, Attacks, Breath Weapons, or Special Abilities.

Dragon House Example

An example of a house, with a brief history of its ancestor:

This example covers House Oraiste. Oraiste was noted as a master historian but notorious for his whimsical nature. As a wymling, he was born with emerald scales that were, unfortunately, very shiny. Often underestimated in ritual battles (or battles with groundlings), he was a master strategist, equally shrewd in political and combatant arenas.

As he aged, his once brilliant scales grew black from this scales edges toward the interior. He secretly grew to enjoy playing tricks on groundlings, once posing a minor deity (She of the Dark Spots). His leadership as the first leader of the house that bears his name was considered fair and reasonable. As the God-King formed the other houses, Oraiste served as mediator. Despite his reputation, his rule was peppered with instances of severe retribution. In later life, he developed a fiery breath weapon employed to discipline his house members and destroy his enemies.

Oraiste remains the only original house leader honored by all houses.

Members of Oraiste are generally considered trustworthy sages, especially those members with similar markings of their ancestor, demonstrating their strong bloodline. Oraiste members are one of two houses that can cast spells. Physically, like all dragons, coloring and features vary widely. Members with green and black scales demonstrate a strong connection with their ancestor. Those that favor their ancestor almost universally have poison breath, developing a fiery breath as they age.

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