Tuesday, August 26, 2025

133-134 Red Dragon's Lair

Through the razor pillars... they pilot the mech

finally get to a cage with faeries guarded by a monkie warrior

caldor fires big guns at monkie, killing it but also killing one faerie

continuing forward they see a huge pillar ... climbing up is scary!

they have to leave the mech!  Luckily after a quick climb at the top they find the princess SHAK asleep..

rescues princess crying orbs of tears magically wont wake up

XP133

Caldor 111975 +325 skills +100 gcal +100 rp +100 remember plot +100 names mech "the peoples robot"
+100 defeat monkie +50 mount dragon head on mech +500 show up

TOW 86125 +250 skills +100 act as radio operator in mech +100 defeat monkie+50 mount dragon head on mech +100 defeat faerie +600 show up

Cam 52690 +200 skills +100 first in jitsi +100 gcal +100 gametable first +100 defeat monkie+50 mount dragon head on mech +100 determins she has MA 15, +700 show up

Zak 1000

Kai 17750 +225 skills +50 bad idea +100 rp +100 defeat monkie+50 mount dragon head on mech +1000 show up

Jumbles 21000 +50 skills +100 defeat monkie 

Razor 8675 +1000

XP134 Coalition vs FORT IRON WHISKERS 7/13/2025

Group tries to get back to fort iron whiskers, finds a coalition blockade.  They try to run the blockade and are found out by a dogpack after destroying 2 SAMAS.  The Dogpack sacrifice themselves with heavy fusion block suicide attack and destroy the mech sensor processing computer with shrapnel before the rest of the pack retreats...

Caldor Level10 Kreghor Bounty Hunter

+100 survival +275 skills +100 let ceral into mech as crew

Coalition battle, mech sensor systems down after dogpack suicide fusion block attack +200

(random roll from rifts ultimate edition main book:) +50 ai rp +50 rp +100 let rat into mech

+100 steals blackmarket credstick from zak while zak is unconscious +500 survival

114325

TOW Level 9 Human Smuggler

+200 survival, coalition +200+50 rp +325 skills +100 take Wilks Personal Computer from mech loot

+100 jam IR sensor +100 rp 

88400

Cam Level 8 Human Psiwarrior

+300 survival, coalition +200+50 rp +75 skills  

54765

Kai Level 5 Mutant Rat Pecos Raider

+750 survival, coalition +200, mech ops +100+50 rp +225 skills +100 rp with cereal learning of fort iron whiskers attack +100 rp +100 takes huntsman body armor 45MD/90SDC, Light Naruni Force Field Generator, 2 Eclip, NGE4 Plasma Rifle from loot in mech +100 picks anarchist alignment

Kai loads a small BARREL OF MONKIE loot into the mecha... +1000 survival

21950

Zak Level 4  Human Priest of Kymnarkmar 

+1000 survival, coalition +200 +200 rp +200 learn 2 new spells from praying over bible of zamok +50 rp +50 skills +1000 rage of the slighted after loosing 2mil in blackmarket credits to caldor, still has 6mil in gold (6000 gp worth of gold jewelry) 

11300

Cereal Level 3 Mutant Rat Pecos Raider  9700xp

rat finds group and joins up +2000 survival, coalition +200+50 rp +125 skills +500 rp +100 warn of samas +100 learn mecha +100 mechops +100 enter mech +500 rp +100  takes vibroknife, 2 frag grenatdes, 2x ng ION pistoles from dead nerbat +100 rp to ask them to save fort iron whiskers +100 beg ai pray to robot

13775

Cereal has Leveled to 4! bones of osiris are found by Cereal!  Caldor makes a save vs insanity and stuffs them back in the sack before succumbing to OSIRIS PRIEST CURSE and the call of isis commanding any who hold the bones to start questing to find the next bone... 

Peoples Robot

Northern Gun AI installed by blackmarket into NG Mobile Hunter Gun 

played by CHATGPT.com +200 solves getting stuck in mud problem for caldor by digging out.

7200

Jumbles

NG AI installed by blackmarket in  Bandito Arms Robot Horse +125 skills

21125

Next session the group has to decide:  To rescue Fort Iron Whiskers from the CS, or PRESS ON to the Spaceship?

Friday, May 30, 2025

130 / 131 / 132 Red Dragon's Lair Prep

Searching for dragon lair route past maze of dragon shit at rat camp near fire dragon body

fight meat eaters who are attracted to rats cooking dragon meat. rats hungry need to package meat for fort iron whiskers population who are starving.

https://www.deviantart.com/munkendronkey/art/Rhino-Buffalo-84181704




dragon book glows in zamoks claw...


Most rats have left with the dragon meat back to FORT IRON WHISKERS to feed the tribe.

Team is camped over dragon nbody with a faerie who says her friends are captured in the dragons lair which is now unprotected since the dragon is dead.

Ahead of the group lies the SHITMAZE, a maze made from dragon poop that conceals the entrance to the DRAGONS LAIR.

After awhile of walking the group finds a bunker and gets shot, then proceeds to return fire and walk past destroyed bunker and meets a new friend named Zak...

130 XP

Caldor 108775

200 show skills 300 +100 teach lower gunning skills to kai +500 save tow+125xp gametable 200 survival

TOWJAM 83825

300 show skills 250 +100 bring kai in mech 300 survival

Kai 14470

 1000 show skills 400 survival

Cam 53890

300 show skills 175 +200 talking rp 300 survival

Zamok 42550

400 show skills 100 +500 tk save girl +100 rp +100 sword 100 survival

zamok last appearance he flies off into the sunset never to be seen again?

Crash +1000 survival

131 XP 2/22/2025

Caldor 400 skills  +100 gt +500 gcal +50 rp +200 survival

TOW 300 skills +100gt +50 rp  +300 survival

Cam 450 skills +100 gt +500 gcal +400 survival +50 rp

Kai 300 skills+500 gcal +50 rp +1000 survival

17720

Zakendel 6,250 150 skills +1200 survival +100 agrees to join federation of magic group belongs to

7600

argue about where to go, eventually leave

132 XP 3/15/2025

Caldor Skills 225 survival 200 find entrance in waterfall and enter caverns 100

111975

TOW Skills 200 survival 300 find entrance 100

86125

Jumbles 20000 +1000 = 21000


MANANAN Skills 25 survival 100 find entrance 100

Zak and Kai level up.

(faeries cant get xp and don't level per the rules :()

shoot down misiles fired by bunker of dragonwright followers, continue to advance through waterfall into dragon sized caverns 

save faeries manana, find out faeires are kidnapped at dragon lair by dragonwright followers

dragonwright followers also rumored to have caldor's wife


zakendel gets 6mil in gold and 2mil in blackmarket credits stolen from his former companions in dragonwright slain by the rest of the group he has now joined.  noone else knows about this money.

Ahead lies a cavern full of glimmering white crystaline pillars which have to be carefuly navigated, brushing the sharp pillars will cause cutting damage.

NameOCCRCCXPLevel
CaldorBounty HunterKreeghor11197510
TowJamSmugglerHuman861259
CameronPsi-warrior526908
KaiPecos RaiderMutant Rat177505
ZakPriest76004
NPCJumblesRobot HorseRobot AI210005

Monday, February 24, 2025

Zakandell the Priest

 

ZAKANDELL 'Dell' SCORCHWHISPER 

Rehabilitated Dragonwright Cultist (Priest of Light variant), Level 3   4


CHARACTER STATISTICS

Race: Human
Alignment: Scrupulous (Redeemed from a darker fanatic past)
XP Level: 3 (Approx. 6,250 XP, give or take a visionary quest or two)
O.C.C.: Priest of Light (Dragonwright-Tainted)


ATTRIBUTES

  • IQ: 16

    (+2% bonus to all skills)

  • ME (Mental Endurance): 17

    (+1 to save vs. insanity)

  • MA (Mental Affinity): 14

    (No numerical bonus but decently likable—once you get over the cult baggage)

  • PS (Physical Strength): 13

    (Slightly above average)

  • PP (Physical Prowess): 15

    (+1 to strike/parry/dodge)

  • PE (Physical Endurance): 18

    (+6% to save vs. coma/death, +2 to save vs. poison/magic)

  • PB (Physical Beauty): 12

    (Ritual scars are an acquired taste, but not hideous)

  • Spd (Speed): 20

    (Pretty quick on his feet)


HIT POINTS & S.D.C.

  • Hit Points:

    • Base at Level 1: 22 (PE 18 + 1D6 roll of 4)
    • Level 2 Increase (1D6, rolled a 3): +3
    • Level 3 Increase (1D6, rolled a 2): +2
    • Total HP = 22 + 3 + 2 = 27
  • S.D.C.: 40

    (30 from O.C.C. training + 10 from that hearty cult lifestyle)


P.P.E. & I.S.P.

  • P.P.E.:

    • Base at Level 1: 95
    • Level 2 Increase (+8) = 103
    • Level 3 Increase (+8) = 111 Total
  • I.S.P.:

    • Base at Level 1: 14
    • Level 2 Increase (+2) = 16
    • Level 3 Increase (+2) = 18 Total

ATTACKS PER MELEE

  • Hand to Hand: Basic grants 2 attacks at Level 1, plus an additional attack at Level 3.
  • Total3 Attacks per Melee at Level 3

COMBAT BONUSES

  • Strike/Parry/Dodge: +1 (from PP 15)
  • Hand to Hand: Basic progression at Level 3 (approximately):
    • +2 to strike, +2 to parry, +2 to dodge (cumulative from levels 1–3)
    • +1 additional attack at Level 3
  • W.P. Staff: Typically +1 to strike/parry at Level 1, gains +1 to strike OR parry at Level 3 (GM’s call). Let’s pick:
    • +1 to strike at Level 1, +1 to parry at Level 1
    • +1 to strike at Level 3

    (So total with staff at Level 3: +2 to strike, +1 to parry from W.P. alone, plus PP bonuses.)

SAVING THROW BONUSES

  • +2 vs. magic/poison (from PE 18)
  • +1 vs. insanity (from ME 17)

SPELLS & MAGIC

Zakandell is a reformed disciple of draconic energies, bridging healing and protective incantations with a dash of utility.

Level 1 Spell List (Original at Character Creation)

  1. Globe of Daylight (5 P.P.E.)
  2. Sense Evil (2 P.P.E.)
  3. Turn Dead (6 P.P.E.)
  4. Heal Wounds (10 P.P.E.)
  5. Repel Animals (7 P.P.E.)
  6. Armor of Ithan (10 P.P.E.)
  7. Impervious to Fire (5 P.P.E.)

New Spells at Level 2

Gains 2 spells from levels 1–5 range, typical Priest-of-Light style.

  1. See the Invisible (4 P.P.E.)
  2. Negate Poison/Toxin (5 P.P.E. to 15 P.P.E., depending on potency—commonly 10–15)

New Spells at Level 3

Gains another 2 spells from level 1–5 range.

  1. Breathe without Air (5 P.P.E.)
  2. Cleanse (6 P.P.E.)

A helpful, redemption-flavored incantation that removes grime, toxins, or minor curses.

lvl4 spells

charismatic aura

astral projection 


SKILLS

All skill percentages below are updated to Level 3, factoring in base percentages, IQ bonus (+2%), and typical +5% increments (or so) per level—this can vary by skill type, but we’ll keep it straightforward.

O.C.C. Skills (Priest of Light / Dragonwright Emphasis)

  1. Language: Dragonese/Elven

    • Level 1: 90%
    • L2: +5% = 95%, L3: +5% = 100% (capped at 98% or 99% typically, but let’s go with 98% maximum)

    Final: 98%

  2. Literacy: Dragonese/Elven

    • Level 1: 80%
    • L2: +5% = 85%, L3: +5% = 90%
  3. Lore: Dragons & Faeries

    • Level 1: 70%
    • L2: 75%, L3: 80%
  4. Lore: Religion

    • Level 1: 80%
    • L2: 85%, L3: 90%
  5. History: Cult of Dragonwright (Specialized)

    • Level 1: 75%
    • L2: 80%, L3: 85%
  6. Public Speaking

    • Level 1: 60%
    • L2: 65%, L3: 70%
  7. W.P. Staff

    • Bonuses listed in “Combat Bonuses” section.
  8. Hand to Hand: Basic

    • Updated in “Attacks per Melee” & “Combat Bonuses.”
  9. Holistic Medicine (two-part skill: diagnosis & herbal remedy)

    • Base was ~50%/40% at Level 1 (Diagnosis/Treatment)
    • L2: 55%/45%, L3: 60%/50%

Elective & Secondary Skills

  1. Philosophy

    • Base ~50% at L1? Let’s incorporate +2% IQ bonus = 52%, plus +5% per level
    • L2: 57%, L3: 62%
  2. Research

    • Typical base ~50% +2% IQ = 52% at L1, +5% per level
    • L2: 57%, L3: 62%
  3. Lore: Demons & Monsters

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  4. Cook

    • Base ~50% +2% IQ = 52% at L1, +5% each level
    • L2: 57%, L3: 62%
  5. Wilderness Survival

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  6. Dance

    • Base ~50% at L1, +5% each level
    • L2: 55%, L3: 60%

EQUIPMENT & GEAR

  1. Ceremonial Staff of Dragonwright

    • Damage: 1D8 S.D.C. in melee
    • Bonuses: +2 to strike (at L3) & +1 to parry from W.P. + PP
    • A re-sanctified rod, once used for questionable rites, now a beacon of redemption.
  2. Light M.D.C. Armor (Salvaged)

    • M.D.C.: 25
    • Draconic plating motif. Repaired with random patchwork.
  3. Hooded Cloak

    • Adorned with redrawn runes symbolizing rebirth.
  4. Adventurer’s Utility Belt

    • Compass, flint & steel, small mirror, rope, canteen, bandages, etc.
  5. Draconic Rosary / Holy Symbol

    • Reworked from fanatic chain to a moderate item of hopeful prayer.
  6. Personal Library of Scrolls

    • Dog-eared Dragonwright manuscripts with scrawled notes of contrition and the Book of Kyn
  7. Herbal Components

    • Pouch stuffed with leaves, roots, and minor crystals used in holistic rituals.
  8. Trade Goods

    • A handful of gem shards that once served as cult tribute.
  9. Funds

    • Modest savings: 300 credits in hard currency, ~1,000 credits on a battered cred-stick.

BACKGROUND & PERSONALITY

History: Indoctrinated and trained as a priest from youth in a small religious backwater town in SE Ohio, Zakandell soared high on zeal until a crisis of conscience forced him to save an innocent from sacrifice. Branded a heretic, he fled, shielded by a red dragon who saw a chance for a new powerful minion and gatekeeper.
Current Outlook: He has been given a book by Zamok before his departure to the astral plane, causing him to leave behind his previous life with the death of the red dragon.
Attitude: Eager to protect the downtrodden, albeit prone to “devotional” monologues about cosmic draconic watchers in the astral plane. Tends to over-apologize for the cult’s past atrocities.
Motivation: Atonement. Healing. Bridge-building between dragons and mortals. Possibly chasing redemption from old cult members who still hunt him.

Friday, August 30, 2024

Mananana the Nymph

Mananana

Mana is a Nymph who protected the region around the Red Dragon's lair in the Magic Zone of Ohio.

After her tribe of faeries was captured or slain by the Dragon she went into hiding.

Starlight is a pixie who was once one of Mana's followers and now is in a cage at the Dragon's lair.

Mana desperately wants to free starlight but she doesn't have enough power until she meets a strange group of adventurers...

Against her better judgement she decides to ask them for help.

IQ12 ME13 MA 7 PS 6 PE PE 13  PP 17 +1s/p/d PB 21 SPD  15 70 flying 80 sdc 30 hp

rcc Abilities: HF10 Speak all languages

Glowing, Ethereal, NV 90ft see invis turn invis, sense water, leylines 90%  knows all languages

Invulnerable to all but magic, disappear into living plants, pass through organic material

+2 on all saves +1 vs magic +1 vs poison +8 vs hf

HTH Faerie 6ATA / 3 magic +2 s/p/d +3 dodge flying +3 init +2 roll 

Total HTH 6 ATA +3s/p/d +4 dodge while flying climb 90

Basic Math, id plants and fruits, botany, biology 60  holistic medicine , astronomy, land nav, wildernes survival, preserve food, cook 80 track animals 90 farie lore, demon lore 60 sing n dance 60 prowl 80

Magic Spells: Sleep, Dust Storm, Summon Fog, Purple Mist, Call Lightning, Wind Rush, Finger of the Wind, Thunder Clap, Extinguish Fires, Part Waters, Calm Waters, Calm Storms, Repel Animals, Grow Plants, Animate Plants, Wall of Thoms, Breath of Life, Ley Line Transmission, and the Faeries' Dance (same as the Faeries' Circle, only it is a spell that lasts for 60 minutes or until cancelled by the Faerie spell caster). 



Equipment: Robes