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


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.


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.