A rather simple question: if an Ancient Dragon uses it’s Shapechange ability to transform into a medium-sized humanoid, and then has that Shapechange disabled/dispelled inside a narrow tunnel / small underground room, will they get crushed to death by their own size? I have plans on True Poly-ing my spellcaster PC into a Dragon, and i’m worried that a random dispel would instakill me when i go dungeon-delving in the Abyss or somewhere.
So here’s the idea Feeblemind a dragon Charm the dragon cast bonded beast on the dragon
You should in theory have a dragon bonded for at least 30 days
I would like to allow a level ~5 character to have a dragon as a familiar. (My DM style is a little more flexible.) Other than having a “baby dragon,” how would you keep that balanced? I’d also appreciate any advice about running a dragon-assisted campaign.
Addendum: What if I just reduced the HD, and restricted a few abilities? Example, too young to fly, but intelligent to talk and give additional reasoning. Randomly remove a spell-like ability, and/or supernatural ability.
Would I be restricting the player too much, by actually turning the dragon into a pet she needs to take care of, rather than an independent familiar?
In core 5e RAW rules, Javelins are simple melee weapons (STR based). However in this particular players guide they talk about Ranged weapons, which Javelins are mentioned.
On Page 20 of the "Odyssey of the Dragon lord" players manual:
Thylean Weapons Warriors in Thylea typically use spears, shields, and swords. There are exceptions, of course, but the armies of Mytros and Aresia train thousands of soldiers in the use of these simple armaments. Heavier weapons, such as halberds and greataxes, are thought to be barbaric.
Ranged weapons are typically limited to javelins, slings, longbows, and shortbows, although there are some who have adopted the use of complex recent inventions, such as crossbows. These weapons are engineered in small quantities by the Academy and are not widely available. Thylea boasts a handful of unique cultural weapons, which can be found at just about any blacksmith or adventuring shop. With the exception of the chakram, they function identically to their normal counterparts (unless they are magical).
There are other places where they change/add new descriptors to existing core weapons. For example page 49 of the same players guide:
Vagrant Soldier Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with shields. Additionally, spears and tridents count as finesse weapons for you.
If anyone has played this campaign and can prove a definitive ruling on this question – using RAW or other items from the publishers, that would be great.
As usually, it is up to the DMs discretion for a final ruling – this is a known and doesn’t need further mentioning as part of an answer.
We have been running a Dragon Age RPG using battle maps (online) as it is more convenient for playing remotely. The core rulebook gives hints about how such a game could run in the section Using Battle Maps in page 52 :
Using miniatures and battle maps in Dragon Age is easy. Two yards in the rules translates into 1 square or hex on the map. Round down if needed. So a character with Speed 9 would move 4 squares or hexes on a battle map with a move action. A short bow with a range of 32 yards can shoot up to 16 squares or hexes on a battle map.
And that is it with the matter of using maps, unless I missed some other rules. But based on the answers on that other RPG.se post, I think there is not : How is the Dragon Age RPG combat supposed to be played?
In our usual experience of battlemap systems like D&D or Pathfinder, that use 5ft squares, you can find clear rules about :
- Movements : and specifically diagonal movements (odd diagonal = 1 movement, even diagonals = 2)
- Stacking up : tokens would not usually stack on the map, unless they have a size Tiny or less
- Zones of threat : ennemies have zones of threat, for example 1 or 2 squares arround them, they control that zone and player are subject to opportunity attacks when moving in that zone
- Moving through occupied squares : it is impossible to move past an occupied square unless the occupant is willing to let you do so and that you do not finish your movement on that hsquare
Dragon Age RPG does not provide for zones of opportunity attacks and threat zones, with the exception of the minor action press the attack which reacts to the movement of your adjacent foe by a movement of your avatar.
In those conditions there is nothing that would stop or threaten the player to go past one or multiple ennemies unharmed, and that seems a little too permissive. That means under certain circonstances that the player may even move through an occupied tile.
For the time being we agreed with the players on the following rules :
- there are no zones of threat, so the player can leave or go past a tile adjacent to the foe, but cannot move past them (it may allow an ennemy blockade)
- As tile are slightly bigger than D&D tiles (2yards vs 5ft) we have allowed allies to stack upon certain conditions, like taking cover for example
But as the longer we will use those rule the harder it will be hard to fix them, my question is :
Do you know some rule that I am yet unaware of ?
Otherwise in your experience, did you have to deal with the same situation ? Did you manage to keep the game balanced and without ruining the gameplay opportunities brought by the stunts system ?
I recently found a baby dragon in the mountains and managed to befriend it and i was wondering how long it would take for it to mature
There’s plenty of information around about The Cult of the Dragon in the D&D Forgotten Realms campaign setting. As the Realms Wiki summarises:
The Cult of the Dragon venerated dragons, evil dragons in particular, and specifically dead evil dragons.
However, I can’t find any sources to help me understand how the dragons might feel about this. Cultists come to them and offer them servitude and treasure in exchange for the dragon’s favour, which is fine. But most dragons are not stupid, and you’d imagine they’d be well aware of the cultist’s aims which is to turn them into Dracoliches.
Certainly, in older editions of D&D, the process of becoming a Dracolich involved ritual suicide, which isn’t something you’d have thought dragons would be particularly keen on.
So in general terms, how do dragons feel about encounters with the cult? Is it possible they might be hostile toward the cults’ entreaties? Or do these relationships tend more to develop into games of manipulation and counter-manipulation?
My experience is limited to the Dragon Age games and a few RPG books (namely, a 2015 Core Rulebook, Players’ and GM’s Guide v1.2) and I’ve played Inquisition as an attempt to prime myself to write an adventure in the setting.
I want a Tevinter Mage to assault a Qunari-held Fortress with the aid of magic shell-loaded gunpowder cannons. In essence, it’d be Magical Spellslinging, except mortar-sized… with a potential endgame being a rush to prevent the development and application of Artillery-sized weapons. … Possibly, "Big Bertha" level arms’ race escalation.
My question is this: I’ve seen that Rebel Mages in Inquisition would carry spellbooks upon which they had trapped spirits of the Fade and commanded them. Could spirits be bound to a cannon? Or to the shells themselves? What sort of repercussion would the developer of such devices have to contend with? Would the Chantry put a Holy Crusade against him/her/it? Would Tevinter back, either officially or unofficially, such an idea? And would the Qunari in particular employ any and all methods to cease such research, due to their innate distrust of all things magical?
I’m running Dragon of Icespire Peak, and my players have encountered the Dragon Barrow.
This question relates to the mechanics of a specific part of the quest, so I’ve liberally used spoiler blocks to avoid spoiling this for any players of the campaign who might find this question.
If you’re playing DoIP in any group (not just my players), don’t read this question or the answers.
Section D5 is described as (emphasis mine):
Am I missing something, or is this likely to lead to a TPK, with no particular warning for the players?
Obviously as DM I can overrule and say that
but nothing in the module as written suggests this. I suspect I’m missing something?
My group of 8 level 3 players are about to run through the Thundertree Ruins and will probably have a hand at fighting the dragon. My question stems from the fact that a single poison breath attack from the dragon will outright kill all but 1 player assuming they fail their saving throws.
I understand this encounter is supposed to be ridiculously deadly, but I don’t want to be punishing my players for testing the lengths at which they can fight stuff. A fight should be challenging and they should be able to try and run away, but instant obliteration seems a bit much.
All PCs are level 3 (HP in parenthesis):
- Wood elf moon druid (27)
- dwarven frenzy barbarian (44)
- fire genasi archer ranger (37) (pseudodragon companion (12))
- wood elf assassin rogue (27)
- human wild magic sorcerer (22)
- dragonborn fighter (29)
- human monk (24)
- human fighter (32)