1. There’s a scandal (or romance) afoot.
Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your clan. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered!
2. Emperor Dragon Slaughter.
Your clan's territory is rampaged by a giant emperor dragon! Rolls a d10 for every dragon in your clan. If they get a 1, the dragon is dead/ loses a life.
3. Brew Gone Wrong.
Someone was experimenting with brewing but the drink was poison not something nice. Some one loses a life. The dice decide who. If it was their last life, they are now dead.
4. Who are you?
A random dragon wanders into your territory. Buy the cheapest dragon off the auction house and they join.
5. Permanent Vacation.
One dragon in your lair decides to go on vacation to never return. Get rid of one dragon of your choice.
6. Train the Newbies.
Take your 3 lowest level dragons and raise them a level. They are invincible for this coli trip.
7. Great Caesar! Beware the Ides of March!
Get rid of your leader. They have been dramatically betrayed by the others a la the ides of march. Determine a new leader from the remaining dragons. The highest level dragon will be it. If there is a tie, the oldest tied dragon shall be the leader. Level the tied dragon one level to make it better than its peers.
8. Leader’s Courtship.
Your Leader is lonely and wants a permanent mate! Use the random number picker to decide who is your Leader’s Mate. After which they can only breed with their Mate and will form a Death Bond with them. If your leader is an Ancient breed, pick from your pool of that breed. If you don’t have any others of that breed, buy the cheapest one from the auction house of that same breed.
9. Playing Favorites!
Add one extra life to any dragon you want!
10. Time for a Hunting trip.
Choose any three dragons in your clan and enter a coliseum area low enough that they won’t gain XP. Use the Meat rules. You can switch out dragons in between battles.
- For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
- If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives.
Roll a 1d6 for each dragon after. If any roll a 1 they are exalted / lose a life.
11. There is Black Magic Abouts?
Someone was playing with black magic and now two dragons have a Deathbond.
Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets booted, so does the other. Death Bonds ignore extra lives.
12. It’s Peaceful….
Nothing happens today. Maybe use an item from the Cache if you feel the need Choose a dragon from your stash and add them to your lair.
13. Trash or Treasure?
Pull an random item from your trash or cache and use it. If you have neither or the item can’t be used, go to Crim and see what the first item she is trying to buy. Then use that item. If none of that works, do nothing. Choose a dragon from your stash and add them to your lair.
14. Dumpster Dive!
Pull an item of your choice from your Trash Pile and use it. Roll a d10 for each of your lowest level dragons. If it is lower than their level, exalt them. Raise the remaining low level dragons by one level.
15. The Plague….
A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Leader. On a 1 the dragon does not survive or loses a life.
16. This Drink Isn’t Right…
Help! The Leader has been poisoned! Roll a d4!
- They succumb to the poison. The Leader loses a life or is dead. If Dead randomly pick a new Leader. If the Leader had a Mate, they die because of the Dead Bond.
- The poison causes the Leader to go mad! Choose a random dragon and flip a coin. On heads, the Leader kills them. Flip an additional coin to see if the Leader is cured of madness. On heads, you target another random dragon. Any tails mean the Leader snaps out of the madness.
- Randomize a dragon for the one who poisoned the Leader. Flip a coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time.
- The Leader just ate something that disagreed with them. Everything’s fine the next morning.
17. Gone Fishing.
Leader is missing, leaving only a ‘Gone Fishing’ sign. Flip a coin. Heads, you pick a new leader of your choice and the old one is dead. Tails, they were indeed just Gone Fishing and come back a few days later.
18. Matchmaker Matchmaker!
Randomly pair two dragons together, they are now mates and have a Dead Bond.
19. Going Fishing?
Pick the Leader and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the water. If the Leader is killed, choose a new Leader from the remaining Coli party.
20. Liar Liar Pants on Fire!
If your Leader had a Mate, the Death Bond doesn’t work. The Mate kills the Leader and takes their place.
If the Leader has no Mate, pick a random dragon to duel with the Leader. Flip a coin. Heads, the Leader wins and but was so impressed that they now are Mates. Tails, the random dragon kills the Leader and takes their place.
|