DL1: Dragons of Despair

Milestones

Chapter One: The Road Travels East (Minor)

Chapter Two: City of the Ancients (Minor)

Chapter Three: Descent into Darkness (Minor)

Chapter Four: Lair of the Dragon (Significant)

Approach Cap

Great (+4)

Named NPCs

Fewmaster Toede

Aspects

Fat Hobgoblin Lieutenant; Coward to the Core

Approaches

Creativity +2, Finesse +0, Force +2, Guile+4, Reason +1, Spirit +3

Stress/Cons

Chainmail Armor [1] [1] [1] [1]

[1] [1] [1] [1]

[2] Dazed [4] Hurt

[4] Fatigued [6] Doomed

Size

medium

Stunts

Bully. +2 when trying to force others to obey his will.

Grovel. +2 to creatively beg when pleading for his life.

Hederik the Theocrat

Aspects

High Theocrat of Solace; Power for the Sake of Power; The Opiate of the Masses

Approaches

Creativity +4, Finesse +0, Force +1, Guile +3, Reason +2, Spirit +3

Stress/Cons

[1] [1] [1] [1]

[2] Dazed [4] Hurt

Size

medium

Stunts

Seeker Preacher. +2 when trying to creatively create advantages when speaking to a crowd of people.

Forestmaster

Aspects

Mystical Unicorn-Master of Darkenwood; In Search of Heroes

Approaches

Creativity +3, Finesse +3, Force +4, Guile +3, Reason +4, Spirit +4

Stress/Cons

[1] [1] [1] [1]

[2] Dazed [4] Hurt

Divine Favor (sticky): [x]

Size

Large +1

Stunts

Teleportation. Spend a FP to teleport instantly to any familiar place.

Divine Spellcasting. You have permission to cast spells that fit the scope of Habbakuk's portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.

  • Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.

Aura of Calm. +2 to defend actions made to avoid physical attacks.

Khisanth (Onyx)

Aspects

Adult Black Dragon; Supremely Overconfident; Guardian of the Disks of Mishakal

Approaches

Creativity +2; Finesse +1; Force +4; Guile +3; Reason +1; Spirit +3

Stress/Con

[1] [1] [1] [1] [1] [1] [1] [1]

[4] [4] Dazed [6] [6] Broken

Draconic Nature: [ ] [ ] [ ] [ ] [ ] Mark a box of Draconic Nature to gain a benefit as described by your stunts. Recover one box between scenes or all boxes by marking Exhausted.

Exhausted (sticky): [ ] Mark Exhausted to recover all boxes of Draconic Nature. Recover this condition by eating, drinking, and sleeping uninterrupted for a day.

Size

Huge (+2)

Stunts

Fear Me!. Once per scene, mark a box of Draconic Nature to have a Spirit contest with all creatures in a scene. Those who lose must take the frightened (fleeting) condition until the end of the scene.

Burning Man. Onyx can mark all boxes of Draconic Nature to forcefully spew acid at a single target. If the attack is successful, the target gains burning acid (sticky) as a condition in addition to the stress received from the attack.

Flight. Onyx can move vertically and ignores obstacles that trouble land-bound creatures.

Dragon Tail With a Side of Wings. When you succeed w/ style on a force attack, a target of your choice gains the prone (fleeting) condition with one free invoke until the end of your next turn. This can be the original target or another enemy in the scene. Also, this is in addition to the stress and condition already gained from succeeding with style.

Ring of Darkness. Pay a Fate point to create magical darkness that covers the zone you’re in as well as each adjacent zone.

Bupu

Aspects

Gully Dwarf Spiritual Leader; There's Always a Place to Hide; Clan Healer

Approaches

Creativity +2; Guile +2; Finesse +3; Force +1; Reason +0; Spirit +1

Stress/Con

[1] [1] [1] [1]

[2] Dazed [4] Hurt

Size

Small (-1)

Stunts

Healer. +2 to creative overcome actions intended to tend to physical wounds.

Sneaky. +2 to finesse overcome actions when attempting to hide.

Nightshade the Refugee

Aspects

Que-teh Plains Warrior; Shaken by the decimation of his people

Approaches

Creativity +1; Guile +0; Finesse +3; Force +2; Reason +1; Spirit +2

Stress/Con

[1] [1] [1] [1]

[2] Dazed [4] Hurt

[4] Fatigued [6] Doomed

Endurance: [ ] [ ] [ ] [ ] [ ]


Sunstar

Aspects

Que-shu Survivor; All draconians must die!

Approaches

Creativity +1; Finesse +2; Force +0; Guile +2; Reason +1; Spirit +3

Stress/Con

[1] [1] [1] [1]

[2] Dazed [4] Hurt

[4] Fatigued [6] Doomed

Endurance: [ ] [ ] [ ] [ ] [ ]

Raven-eye

Aspects

Que-shu Warrior; Sunstar is all that's left of my home

Approaches

Creativity +1; Finesse +3; Force +2; Guile +0; Reason +1; Spirit +2

Stress/Con

[1] [1] [1] [1]

[2] Dazed [4] Hurt

[4] Fatigued [6] Doomed

Endurance: [ ] [ ] [ ] [ ] [ ]

Hugon Barker

Aspects


Approaches

Creativity +2; Finesse +3; Force +0; Guile +2; Reason +1; Spirit +1

Stress/Con

[1] [1] [1] [1]

[2] Dazed [4] Hurt

Fool’s Luck (sticky): [ ] [ ] [ ] [ ] [ ]

Hunted: [ ]

Items of Power

Blue Crystal Staff

(refresh cost: 5)

The Blue Crystal Staff was discovered by Riverwind, the Que-Shu Plainsman, in the ruined city of Xak Tsaroth. The staff is imbued with the divine nature of Mishakal and is one of her holy relics. Rumors of the staff's return have filtered down throughout the dragonarmies and word has gone out to all of the Dark Queen's forces to recover the staff at all cost and to kill whoever gets in their way.

Aspects

Concept. Divine Conduit of Mishakal's Power

Flaw. The forces of evil seek the destruction of the staff and the one who wields it.

Other Aspects. A Beacon in the Darkness; Holy Relic

Stunts

Divine Spellcasting. You have permission to cast spells that fit within the scope of Mishakal's portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects. when

  • Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.

Weapon (2). A successful melee attack made with the staff always inflicts at least two shifts of stress on the target.

Teleport. Once per session, the staff can decide to teleport its wielder and their companions to any location of its choosing.

Dragon’s Breath. Once per session, the wielder may declare that any breath weapon attack made by a dragon in the scene fails.

Discerning. If a neutral or evil creature attempts to wield the staff they receive a shock that effectively marks all of their stress boxes until they relinquish it.

Session 0: Character Creation and Introduction

Players

Tim Shiflet: GM

Terica Shiflet: ???

High Concept. Human Druid Shapechanger

Flaw. Bad with People

Devin Monroe: Drex, the Iron Pillar

High Concept. Human Bodyguard for Hire

Flaw. Simple-minded

Rowynn Shiflet: Kaylin

High Concept. Qualinesti Elven Tracker

Flaw. In Trouble with the Seekers

Nathanael Shiflet: Raquejaw

High Concept. Qualinesti Elven Healer

Flaw. Lost Memory

The Situation

More than three hundred years ago the Kingpriest of Istar angered the gods by demanding they give him the power to wipe evil from the face of Krynn. For his arrogance, the gods cast a fiery mountain upon his kingdom, shattering the continent of Ansalon, in an event that would come to be known as The Cataclysm. Since that time, the gods have remained silent and their clerics, along with healing magic, have disappeared.

In their apparent absence, false clerics known as Seekers have begun spreading word of supposed "new" gods. In an attempt to find evidence of the true gods, the PCs went their separate ways, agreeing to meet again in five year's time at the Inn of the Last Home.

Session Recap

The PCs return to home to find that the Seekers have grown in status. Rather than a common cult, they have grown to become the ruling faction of the region.

Meeting on a hill overlooking their sleepy town, the heroes are quickly surrounded by a group of goblins commanded by the hobgoblin, Fewmaster Toede. When they refuse to allow themselves to be searched, Toede orders the PCs arrested before leaving the scene.

A fight ensues, but the PCs easily defend themselves, killing the goblins. Then they head off into town to meet up with their friends, but not before tracking Toede's overburdened pony to the local stable and setting it free.