Skip to main content

The Polluted Dragon

Every city has sewers and storm drains. This dirty water drains out, leaving the city behind. In ancient times, people in China thought of dragons as the spirits of rivers.
One of these mighty water spirits is Blackwater, the Polluted Dragon. It's hard to imagine the motivations of this powerful being that uses its abilities to remove pollution and waste.
For some, this is absolutely a benevolent act; Blackwater intends to safeguard mundane society despite the fact that most mundanes fear and hate it.
For others, this is a nefarious scheme. Blackwater must be receiving some benefit from his work.
Blackwater is not explaining its goals and motivations.
When magical or mundane forces interfere with its operations, Blackwater has a variety of techniques that it uses to protect its interests.
  • Like all dragons, Blackwater can easily change its shape and appearance, taking the form of any humanoid or creature.
  • Using the concentrated filth and corruption found in waste waters, Blackwater can create thralls that do its bidding.
  • As a dragon Blackwater has an incredible presence that compels others to do its bidding. Only the strongest minds can resist it.

DMs Notes: Using Blackwater in your game

 Blackwater, as a dragon, is intended to be a major force if introduced. It doesn't mean that you need to use him to full effect. Blackwater could instead be subtle, appearing as a minor character, even someone the players pass by on the street.
As an ally or adversary, Blackwater is a Boss NPC for sure. My first impression would be to make him a Level 10 Boss NPC at minimum.
His motivations are left as possibilities, so that you can detemine how he best fits your setting and story. He could be a powerful mentor, a temporary ally, a target, an adversary, the villain of your campaign; your choice.
Here's a simple stat block:

Blackwater (Level 10 Boss NPC)
HP: 100
Guard: 26
Toughness: 25
Resolve: 24

Might 8
Fortitude 8
Presence 8
Creation 10

Boss Edge 4
Multi-Target Attack Specialist (Area, Tier 5) area effect negates disadvantage for up to 5 targets
Terrifying Roar: (Fear Bane) 3d8 v. Resolve, area effect as above
Wasting Breath: (Damaging Attack) 4d8 v. Guard, area effect as above
Summon Thrall (Summon Creature) 4d8 to invoke, typically at level 5 effect with Disadvantage 4 (3 creatures)

Thralls
HP: 5
Guard: 12
Toughness: 12
Resolve: 12

Might 3
Bane Focus(Knockdown)

Rush (Knockdown Bane) 1d8 v. Guard
Sludge Punch (Damaging Attack) 1d8 v. Guard

Comments

Popular posts from this blog

The AstralNet

The AstralNet is a Dwarven creation that parallels the Internet. Using it magicals can communicate without crossing over mundane channels. There are a variety of apps and websites that link to the AstralNet for easy access. The AstralNet doesn't have the same information resources as the Internet but it does support a number of chat and messaging programs, bulletin boards and other information sharing resources. Magic spellbooks and reference guides have been scanned and shared online as well as guides to many beneficial and dangerous magical beasts. The AstralNet is also a source of jobs and tasks for entrepreneurs. These range from legal jobs that require magical skill to illegal black or wet ops. AstralNet servers are large, heavily enchanted computers. They are kept safely and securely deep within the Earth where only Dwarves go. 

Open Legend Character Creation Tips

Having run Open Legend with a few different groups, I have some opinions on how to get character creation going and have fun playing at level 1. To really maximize character creation: Make it an event! Schedule character creation with your group (commonly called a Session Zero), especially if this is the first time the group is playing Open Legend. This works best as a face-to-face session, whether that's in person or over video chat. I have done this through Messenger as well, but time delays and message threads make cohesive campaign prep harder. Explain some of the rules and how they work. My quick list would be: All Attributes, no Skills. Everything is a roll, no modifiers. All dice explode! Explain Banes and Boons. No spell lists, more than just Attacks. Explain the game campaign concept that you have. Hopefully your players know what they are showing up for and are interested, but now take that large concept and allow players to contribute and add to it. Make it i

No Spellbooks - No Limits!

A major benefit of Open Legend RPG over others is the way magical effects are constructed. There are no spellbooks! While I love reading RPG books, I dislike reading and comprehending spell listings. Open Legend gives easy tools to simplify this. The concept of a 'spell' in Open Legend can be one of a few things, generally referred to as 'Favored Actions' in the example Archetypes given in the rules. They can be damaging attacks, just like you would make with a sword or bow, Banes - which are harmful effects, generally placed on enemies, or Boons - helpful effects placed on oneself or an ally. These effects are also not limited by levels of power or slots, so you can use each of them as many times per day/game as you like! Most require a simple action to use, the same as an attack in combat. One of the most fun and creative things to do in Open Legend is take these general, mechanical game effects and transform them into unique actions that describe your character