|
Post by joatmoniac on Nov 25, 2015 9:49:30 GMT
It's dragon time! Simple enough, grab a dragon and make it yours. Name: Reason for notoriety: Lair/Locale for Living: Minions: Special Attack: Etc: Not saying that you have to do all of them. Just some ideas to get it going. There is a good mix here, so hopefully there is something people like, and if not just add it into your post! Got a couple in there for umbralwalker and then of course the end all be all Black and Red at the end, haha. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
|
|
|
Post by DM_Starhelm on Nov 25, 2015 11:38:01 GMT
It's dragon time! Simple enough, grab a dragon and make it yours. Name: Reason for notoriety: Lair/Locale for Living: Minions: Special Attack: Etc: 1. I'll jump right in and grab number 1! Name: Vakuvynos the Perfection (also known as Vakuvynos the Mad, though none would dare say this to his face) Reason for Notoriety: Demands a toll of tribute to any who would pass through his forest domain Lair/Locale: The Towers, a sprawling forest of giant sequoia/redwood like trees that the Kingsroad runs through. His lair specifically is one of the massive trees, hollowed out and fortified with defenses and traps to protect his hoard. Minions: Vakuvynos has enthralled and unified the various tribes of humanoids that once lived in his region of the forest, including lizardfolk, gnolls, goblins, and bugbears. They serve him slavishly and treat him as a god, because if they refuse he devours them. He also has a family of powerful trolls that serve as his lieutenants. Special Attack: Vakuvynos has powerful Hypnotic Gaze he uses to cow and manipulate his subjects. When using his Frightful Presence feature he may choose to charm instead of frighten. Etc: Vakuvynos is quite mad and truly believes that he is the pinnacle of perfection and has ascended to godhood. He demands tribute of all who would use the Kingsroad that passes through his domain. His minions worship him and constantly pillage and raid whatever they can to give him further tribute and try to earn his good graces. Fortunately and inexplicably, he has so far been quite merciful to those who quickly surrender tribute. So far nobody has been brave enough to take up the task of removing him, and until the situation escalates the Kingdom reluctantly views him as a necessary evil. This is what I've got coming off a 12 hour overnight shift. I'll stew on it some more and maybe add more later. Thoughts? (Edit: formatting on mobile is the worst and I'm not sure where I went wrong)
|
|
DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
|
Post by DMForeclosure on Nov 25, 2015 16:56:48 GMT
Name: Watcher-of-Ten-Thousand-Doors Reason for Notoriety: Watcher-of-Ten-Thousand-Doors is the link between the Material Plane and the rest of the multiverse. In ages nearly forgotten, all the realms across the Aster were connected. This freedom allowed the multifarious entities of the infinite planes to share knowledge and wisdom the likes of which have not been seen in millennia. Yet the lack of boundaries also meant chaos and death, for beings of these disparate realms rarely reached true consensus, much less peaceful coexistence. At worst, windows between the many worlds heralded unfathomable destruction, leaving scars on the world that no Druid nor spirit of Nature could hope to heal. Bearing witness to the agony that marred their creation, the gods resolved to conceal the paths between the planes so that they could not be so easily walked. They sealed some of the gates within the laws of magic, ensuring that only those practiced in the arcane could access them. Yet some of the doors required a mightier lock and key than even sorcery could provide. A physical anchor was required to both seal the gates and guard them. Answering the call of the gods, the World Dragons gathered at the Celestial Rift near the Axis of Creation. Each of the five removed a scale and tossed it into the portal. From the Rift emerged a colossal dragon, near in size to the World Dragons themselves. She was a Dragon of Mirrors, and when she flew out of the Celestial Rift, the portal followed her, lodged beneath the first of her glassy scales. For 9999 days, the Dragon soared over the world, and on each day she found a door to another plane and sealed it within a scale. When no gates remained on the Material Plane, the Dragon of Mirrors flew to a shining valley at the Crown of the World. There she landed and into the Four Winds she roared her name. Watcher-of-Ten-Thousand-Doors, Guardian of the Planar Gates, Keeper of the Key of Wyrms. Lair/Locale for Living: Watcher-of-Ten-Thousand-Doors lives in the Hierophet Valley, known colloquially as the Crown of the World. Ice ridges and floes dominate the area, creating the eerie effect of endlessly reflecting surfaces across the Valley (this effect is likely enhanced due to the influence of the great dragon’s power). As a result, stealth is nearly impossible when approaching the Dragon of Mirrors, so it is considered wiser to arrive nobly and heralded than as a serpent caught in a lie. At the center of the Hierophet Valley is the Fountain of Clarity, a immaculate, unfrozen lake with Watcher-of-Ten-Thousand-Doors’ icy throne at its center. It is said that the Fountain allows the Watcher to see all her scales at once and observe who might be approaching through any gate. Minions: Watcher-of-Ten-Thousand-Doors’ attendants are the Shimmering Drakes. Not true dragons, the Shimmering Drakes are constructs born of the reflections of the Watchers’ planar scales in the ice of the frozen valley. Such is the power contained within these doors that the mere insinuations of their might upon the Material Plane can create. Luckily, all of the creatures risen from Watcher-of-Ten-Thousand-Doors’ scales are beholden to her, and she regards them as her own children. The Shimmering Drakes keep watch on the borders of the Crown of the World and test travelers to learn if they are worthy of standing before the Keeper of the Key of Wyrms. Special Attack: Breath of Banishment — Not born of the elements like her godly ancestors, Watcher-of-Ten-Thousand-Doors’ breath weapon is one that befits her station as Guardian of the Planar Gates. When she exhales, a line of fractal, shining gas pours from her jaws. The gas contains the ghostly images of the many worlds she contains. When struck with the gas, all but the most powerful Outsiders are returned to their planes and sealed there, unable to approach the gate’s threshold for 10,000 days. Residents of the Material Plane that are hit with the gas are flung into the multiverse, and only fate can tell where they shall land. Etc:Adventure Hooks for Watcher-of-Ten-Thousand-Doors (most of these require some seriously high-level parties) - A threat has amassed on the other side of her scales, and, for the first time in eons, Watcher-of-Ten-Thousand-Doors does not believe she can defend it alone.
- The players have finally captured their mightiest foe, but to prevent that foe from ever threatening them again, he/she must be exiled beyond the Material Planes. None save the Watcher-of-Ten-Thousand-Doors can ensure their enemy never returns from his/her prison.
- A voice in a dream calls the players to the realms of a forbidden god. They know that the Watcher-of-Ten-Thousand-Doors will not let them pass knowingly. How does one trick a door into opening, and how does one survive the door’s wrath upon returning?
- The players have angered Watcher-of-Ten-Thousand-Doors and were subject to her Breath of Banishment. Where are they? How do they get home?
|
|
|
Post by DM Chris on Nov 25, 2015 21:40:00 GMT
. Name: Karluth the Storm Bringer (Rider of Storms, Lord of Thunder, Lightning Caller) Reason for notoriety: He rides among the storms and takes the shape of them to harness his full potential. Lair/Locale for Living: He resides upon a mountain top that is constantly surrounded by a storm that he sustains. It is where he gains his strength when not apart of a storm. Within a storm, especially a strong storm, his power is strengthened. The weaker the storm the weaker he becomes. Minions: Large Air Elementals Special Attack: When riding upon the storms he can create a large ball of cloud, wind, and lightning to hurl at his enemies. The enemy takes 7d6 thunder damage and 4d6 Sonic damage. He can do this 3 times per day. Etc: It is said that the thunder that is heard from the storm that Karluth is apart of is simply his laugh. He enjoys being apart of the storm so much that his laugh produces the thunder and lightning that is seen from the storm. His lightning is also not a pure white or yellowish color but it takes on more of a purplish hue.
|
|
|
Post by lasersniper on Nov 25, 2015 21:46:34 GMT
3. Name: Sturmaglyvvag (Rough Old Dwarven for The Living Storm) Reason for Notoriety: Known as the Living Storm that plagues the Clouded Mountains Lair/Locale for Living: Lives in the Clouded Mountains, specifically he rests on top the SturmMarr (Dwarven for Storm Mountain) the tallest mountain in the range. The Clouded Mountains is a mountain range that stretched to insane heights. The majority of the mountain range is so high up it mingles in the clouds. Minions: Wind Elementals turned Storm Elementals that are drawn to Sturmag's half Djinn lineage (Getting there Special Attack: In his Gaseous Form, Sturmag is able to channel his lightning breath into the surrounding air to create lighting storms. And vice versa, he is able to pull charged lighting from surrounding storms to supercharge his breathe weapon. History: Martivir, a peaceful Blue Dragon, and Farouk, a djinn noble from the Plane of Air, became entranced with each other over a period of decades until finally they laid together. For years they enjoyed a happy life, until Farkour was forced back to the Plane of Air as his sultan master, the one who summoned him, died. Without him, Farkour's connection to the Material Plane was broken. Saddened by her lovers forced departure, Martivir sought a way to summon him back. Unfortunately the interest of a powerful dragon in summoning a powerful Djinn did not go unnoticed by local kingdoms, and fears were raised. A group of adventures were sent to investigate, and "unexpectedly" the adventures got in a fight with Martivir that ended in her death. Satisfied their job was done, the party looted the cave and went off to collect their reward from the kingdom. However no one in the party noticed a young dragon, floating as a cloud in the corner of the cave. Scared but angry, the young dragon followed this group for thousands of miles. Until he lost them in the Clouded Mountains. The dragon searched and searched in anger, and to this day he still scours the mountains looking for the group that killed his mother. Unfortunately for the Dwarven clans that have lived in the mountains for many years. The Clouded Mountains used to be a place of refuge for Wind Elementals to travel to if they became stuck in the Material Plane, but as they are naturally obedient to Djinn, they flocked to Sturmag. Sturmag's mixed lineage and presence caused the Wind Elementals to transform into Storm Elementals, and he now uses them to help him search narrower parts of the mountain range. (Using Pathfinder Descriptions for powers) ( Blue Dragon) ( Djinn) Sturmaglyvvag has grown much since he was born. He is a Huge dragon but can expand to Colossal when in his Gaseous Form. Being young when his mother died, he does not know much of his past and little of his language, learning more of Dwarven from his time in the mountains. His magical prowess is not great, learning more from instinct then actual learning. He has the ability to stay in Gaseous Form for weeks, but needs days to rest if he spends longer then 5 days in it. He can also shoot lightning breathe while in this form. He is not effected by winds in Gaseous From, rather he creates them. He has the Blue Dragon abilities of Storm Breath, Sound Imitation, and Electricity Aura but the Aura only works when in Gaseous Form. Sturmag also can will himself food and water as needed because of his lineage. While he has the potential to cast much more powerful magic, he has no teacher and no interest.
|
|
|
Post by lasersniper on Nov 25, 2015 21:48:38 GMT
Well DM Chris looks like you were a little faster then me xD
|
|
peewee319
Commoner
Posts: 2
Favorite D&D Class: Wizard
Favorite D&D Race: Dwarf
|
Post by peewee319 on Nov 25, 2015 22:04:15 GMT
(First post on these forums and I'm stealing a bit from the pantheon builder DMnastics if that is fine!) Name: The Void Storm Reason for notoriety: Wreaking Havoc across the lands Lair/Locale for Living: no lair as his life was very short Minions: N/A Special Attack: Chain Lightning Etc: When the Twin, child like gods, Ren and Yak, hurled Lightning bolts into Vodahil's vacuum prison, it cracked. the essence of nothingness emitted from the sheer presence of Voddahil , then combined with the chaotic energy of lightning to create small bouts of chaotic nothingness called void storms. From the crack seeped some of the void storms. A very curious wizard saw these small void storms causing horrible and fascinating mutations of bugs and rodents in the area and grew curious of its potential effects on larger specimens. Back in his wizard tower he injected some of the void storm into a wyvern he had captured and has been experimented on. later that evening while getting into bed the wizard heard a thunderous crack, and his tower started to fall, due to quick thinking he was able to blink to the ground to avoid any harm, just in time to witness his newest creation... Attachments:
|
|
peewee319
Commoner
Posts: 2
Favorite D&D Class: Wizard
Favorite D&D Race: Dwarf
|
Post by peewee319 on Nov 25, 2015 22:13:23 GMT
Well DM Chris looks like you were a little faster then me xD and you faster than me!
|
|
|
Post by dmxtrordinari on Nov 27, 2015 5:40:43 GMT
It's dragon time! Simple enough, grab a dragon and make it yours. Name: Reason for notoriety: Lair/Locale for Living: Minions: Special Attack: Etc: 3. Name: Ishuliit the Terror Reason for notoriety: A hundred years ago there was a tidal wave of interest among the academic world involving the origin of the human species. Historians scoured the oldest texts and adventurer's delved into the most ancient of ruins in search of the first known sighting of their race. Eventually an old text was discovered that mentioned the existence of a string of islands within the ocean that the first humans derived from. Once this was found other vague references started matching up to make the researchers believe that this must be the location of the first known human settlement, however when the first ships were sent only one returned barely floating that reported of a monstrous dragon that destroyed any and all vessels coming within sight of any of the islands. This ship barely survived by being one of the farthest out and being thrown even farther by a giant wave that threw the ship miles and miles away from the decimation. Eventually the creature who seemed to guard the island was named Ishuliit the Terror and to this day no one has managed to land upon the island. Lair/Locale for Living: Ishuliit lives far below in the ocean underneath the Origin Islands. It is said he is impossible to find, until you first set eyes upon the islands themselves and at that point you would wish you had never found him. Minions: N/A Special Attack: Ishuliit seems to have an unnatural control over the winds and water around him, and smashes ship after ship with giant tidal waves that originate from a swoop of his mighty wings. Etc: The Terror is actually quite a benevolent dragon who sleeps beneath the ocean floor allowing any and all travelers above through their normal routes unless they begin to venture towards the islands. He is a very old dragon who became so powerful that the only thing that interested him anymore was watching and learning how to affect the lives of the creatures and beings around him. Throughout his studies he began experimenting, ultimately managing to bring the first humans into the world. They lived on the islands that he claimed as his territory and he acted as a benevolent overseer giving advice when called upon and acting as a protector for his chosen people throughout the years from other creatures of the world that were dangerous enough to represent a dire threat to his human subjects. At a certain point a faction grew that felt Ishuliit had ulterior motives and demanded to be allowed the leave the islands and explore the world outside his sphere of influence. Ishuliit for a long time did not allow this to happen but eventually his patience wore thin and he gave any and all who wished to leave the island an ultimatum. He would give them the knowledge to build ships and sail the seas so that they may explore and live in different lands, but after all who wanted to leave had done so they were never ever to return to the island upon pain of death. A mass exodus of humans took up this offer, leaving the island, and eventually forgot their original heritage to make their way in the new world. To this day Ishuliit rules over the remaining original humans though his patience begins again to wear thin as he deals with internal strife and these external expeditions to the Origin Islands.
|
|
Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
|
Post by Samuel Wise on Nov 27, 2015 7:49:33 GMT
9. Name: Toketsu Reason for Notoriety: Long ago the inhabitants of a certain nation had a folk tale. That the giant river they used to ship food was actually alive. They would tell people that the bottom of the river bed was actually the flesh of a monster. Of course, visitors laughed, there was nothing under the water, but sharp rocks. However, one day, the food stopped shipping and no news was heard from that country. You see, the floor bed was not flesh, nor was it sharp rocks as visitors fealt. It was scales. From the depths of the river came Toketsu, the dragon who had been 'frozen' as if dead underneath the entire length of the river. He laid waste to the nation which was powerless to stop him. When visitors would go, they would be horrified at the sheer size of Toketsu. And some say he never stops growing, but grows ever longer until he is the nation beneath his snake like body. Lair/Locale for Living: Toketsu lived beneath the river for years upon years (indeed, a certain scholorly work mentions the birth of an odd, two legged snake in the same river, but these works are somewhat criticized by professionals). Once from the river, Toketsu now stretches, vastly, across the land and has crushed almost everything beneath his weight. Special Attack: Toketsu can not breath fire like his other dragon kin. What he lacks in special attacks, he makes up for in size. Large enough to wrap around a mountain five times over. And Toketsu, it is said, has nearly a thousand hearts, making him nearly impossible to slow down. Minions/Etc: Humans are not only Toketsu's food, but his servants. The dragon not only destroyed the nation it spawned next to, but imprisoned the people. Breeding them like rabbits in order to fulfill his annual devoring. The humans he does not kill, he turns into his personal servants who sends messages to other dragons or other countries. To all appearence the once great nation is now Toketsu's nation.
|
|
DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
|
Post by DMForeclosure on Nov 28, 2015 19:51:23 GMT
Phew! The turkey seems to have taken its toll, but I finally got back around to this!
Everyone's dragons look awesome (read: terrifying) so far!
|
|
Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
|
Post by Samuel Wise on Nov 29, 2015 2:20:33 GMT
Indeed! A world with these dragons in it, would be really crazy. (Let's just hope they hate each other. It would be far worse if they all worked together, you would have a world run by dragons...)
|
|
GM Yoshi
Squire
Posts: 33
Favorite D&D Class: Warpriest (yes, yes, yes, Pathfinder, Hybrid class, Awesome)
Favorite D&D Race: Oread (Pathfinder race... I know) (Earth Genasi in D&D)
|
Post by GM Yoshi on Nov 29, 2015 21:22:18 GMT
2. Name: Zaidu the Devourer Reason for notoriety: Created by the Void itself, to prevent any form of eternal after-life, Zaidu came to be. In the Void's struggle to have only perfect nothingness it gave Zaidu an ever consuming hunger to feed on the souls of those who have died. The souls that have been devoured by Zaidu vanish into the void. In the beginning he was sent against Heaven and Hell, after battling with the gods for centuries they discovered that he could not be destroyed by them. With this knowledge the gods banished Zaidu to the mortal plane that he may never plague those whose souls have already entered the after-life. Lair/Locale for living: Zaidu lives in the swamp that remains where the once great city Akkat stood, it is now known as the Fen of Souls. Minions: Being a servant of the Void, Zaidu has the aid of lesser void servants. Special attack: When Zaidu takes the killing blow on a creature he eats their soul and regains 10d6 health and gains a +2 to all of his attacks for 1d4 rounds. He may also do this as a standard action to a recently killed creature. This permanently destroys the creature's soul.
|
|
|
Post by joatmoniac on Nov 30, 2015 9:08:10 GMT
So much awesome content from this one, and that makes me very happy. First up, I didn't think that the cloud dragon would be such a hit. I LOVE that there would be multiple versions of it's origins given the apparent nature of the creature. DM Chris , lasersniper , and peewee319 your ideas are great and their variance make them better collectively. Also, peewee319 it is always OK, and down right awesome to tie things back to the previous DM-Nastics content. DM_Starhelm I think Vakuvynos is a great dragon, and his direct involvement with people traveling is interesting in that he would always have to toe the line well or else he would draw too much unwanted attention. DMForeclosure Watcher-of-Ten-Thousand-Doors is impressive in the level of detail that ties back to the picture itself, it has some epic level implications, and if you could befriend a dragon of that caliber it would be endless good times, haha. dmxtrordinari Ishuliit's best implication is what the humans on the island look and act like after being such an insular community with no interaction at all with the outside world. Samuel Wise Toketsu is crazy sounding. Total jerk acting like a river only to destroy all the things! GM Yoshi Zaidu the Devourer is even more terrifying now than what the image alone suggests. That is one awesome hp restore after eating a soul, haha. That's everyone so far, and now I have to see about tackling one of the one's that is left!
|
|
|
Post by galakan on Dec 1, 2015 16:43:53 GMT
Name: Zharkerix of the Amorean Trench Reason for notoriety:
It is whispered through the winds that the great isle of Amor still holds the riches it was famed for long ago. None dare to enter however, as this great serpent stalks the waters surrounding the area. Lair/Locale for Living: The black waters of the Amorean Trench, the only traversable body of water that makes its way to the island nation of Amor. It is in the murky depths that The Great Serpent dwells, surrounded by the wreckage of all of the warships that he has crushed between his mighty jaws. Minions:
Creatures of both land and sea fear and respect Zharkerix. To avoid his wrath the birds and sea creatures of the Trench send word of incoming travelers down to his lair. The sharks and other predators of the depths await their lord's attack and will clean up any stragglers that try to swim to shore. Additionally, The Great Serpent has the fealty of a kobold army who inhabit the islands outside of the Amorean Trench. These spry little creatures prevent pirates and other treasure hunters from finding any useful tactics against Zharkerix from any of the Amorean ruins left on the isles. Special Attack: Mirage
As vessels get closer to Amor, the waters get more treacherous and are dotted with sharp rocks. The Great Serpent has the ability to create illusory boulders and obstacles that ships would avoid int order to herd the unsuspecting expeditions to waters that give the beast an advantage by sheltering off the wind to slow down the ships ability to maneuver. It is a DC 16 Wisdom save (will for you 3.5-ers) to see through his tricks. Etc:
Long ago a great kingdom of wealth and wisdom spread out of the isle of Amor. Their technologies gave even the common man powers that rivaled even the magic of the Gifted. Wet-nurses and granny's claim that the greedy souls who lived on Amor challenged the gods to a duel, and that Zharkerix was created to punish the arrogant mortals.
|
|