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Quests & Challenges

Quests, Challenges, and Festival games.
TOPIC | Icelocke [Homebrew Kingdomlocke]
[center][font=times new roman]| Rules | [url=https://www1.flightrising.com/forums/qnc/3213877#post_53526937]Dailies and Drops[/url] | [url=https://www1.flightrising.com/forums/qnc/3213877#post_53526938]Jobs[/url] | [url=https://www1.flightrising.com/forums/cc/3212472]In Action[/url] [/center][/font] [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/199344ffd77e63fa8ee4d7d42b7656c2/04043460471846a8-bf/s250x400/abdbd94a542bfd9dbd7f40df7c1c73d441dc7e14.png[/url][/img][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Icelocke[/b][/size][/font][emoji=snowflake size=1][/center] Inspired by the [url=https://www1.flightrising.com/forums/qnc/3102226]Kingdomlocke[/url] (which was of course inspired by others), the Icelocke is a modified ‘locke for my personal purposes! Meant to be specifically for Ice Flight lore, with some personal interpretations and modifications. Much of this is copy-pasted from the Kingdomlocke, and only posted here to help me keep the things I’ve changed straight in my head. [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/408e395474afdfb2070ab0b272e9092c/04043460471846a8-6f/s500x750/121acf6029351bf6c722c2c732989576e4da08a2.png[/img][/url][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Getting Started[/b][/size][/font][emoji=snowflake size=1][/center] [center]The challenge starts with 3 level 1 adult Ice dragons. You select one of them to be the Warden. You draw a Pinkerton pull each day to decide your dragon's fate. Your dragons also get jobs in the future to decide what else you can do daily. [size=2]Optional Rule (by Folktale): You can do multiple pulls in a day using Crim's collection cart in place of Pinkerton. You still only have to roll for hatchings once a day if doing this. It's very easy to get burnt out this way so please take care.[/size] Dragons will all be ice dragons. If you are not a member of the Ice flight, ice hatchlings can be purchased off the auction house to mimic the act of breeding your dragons. To do so, use a number generator to roll 1-5, and purchase that many hatchlings. You may treat their actual site age as accurate, or wait the 5 days after purchase before they become “active” to mimic aging up. [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/408e395474afdfb2070ab0b272e9092c/04043460471846a8-6f/s500x750/121acf6029351bf6c722c2c732989576e4da08a2.png[/img][/url][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Rules[/b][/size][/font][emoji=snowflake size=1][/center] [left][LIST] [*][b]If a Dragon dies in Coli or in this challenge the dragon is exalted, unless they have extra lives or the rules state otherwise.[/b] Extra Lives mean even if your dragon dies, they come back from the dead once per life. For example, if they die in the coliseum they do not get exalted but lose a life instead. [*][b]If a dragon reaches level 10 it gains an extra life. The same goes for level 15.[/b] [*][b]If a dragon reaches 25 it "retires."[/b] This dragon is unable to die or be affected by challenges, locking its job from being taken, however, it cannot battle in the coliseum or breed due to age. You can still exalt the dragon and keep them alive in the challenge if you want sweet sweet cash. [*][b]Names are generated randomly without a naming scribe in your outpost.[/b] [*][b]You cannot use genes or apparel on any dragon without the appropriate tailor / Alchemist jobs.[/b] If you pick up a gene or apparel in the coliseum, a dragon on your team at the time can use it right away if they want. You may use skins/accents at any time but they cannot be removed unless exalted. You can change battle stones at any time. [*][b]You must flip a coin for each egg hatched.[/b] [indent=1]Heads = Healthy Tails = Exalted[/indent] Likewise, it's dangerous in your outpost's early days. Every day you must roll 6 sided dice for every hatchling in your lair. On a 1 the hatchling does not make it and is exalted. [*][b]When a dragon reaches level 5 it must roll for a job.[/b] ([url=]Job List[/url] is here). More than one dragon can have the same job, but the [b]job rules do not double or stack.[/b] For example = Two Tailors do not equal two apparel a day. [*][b]If a dragon changes jobs through a challenge they keep the lives they have gained from their past job.[/b] Example: Knights get 3 extra lives and keep them if they quit and become a librarian. [*][b]Except for the assassin and engineer, You don’t have to do dragon jobs daily.[/b] Example: You can skip using the Seeker if you don’t want to bring back any shade. [*]If your Warden is the only dragon left in your outpost, you may optionally use your personal dragons during coli battles. It's no fun to battle with a single dragon. [*][b]If any dragon makes it 5 levels above your Warden, they flip a coin.[/b] On heads they challenge the Warden to take the throne. Roll a 1d4 to see what happens. [indent=1]1. Both dragons die in the scuffle. Crown a new Warden. 2. The Warden dies and the challenger is crowned the new Warden. 3. The challenging dragon dies and the old Warden continues their reign. 4. Respect earned. The challenging dragon and the Warden earn respect for one another and the challenge is a draw. [/LIST][/left] [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/408e395474afdfb2070ab0b272e9092c/04043460471846a8-6f/s500x750/121acf6029351bf6c722c2c732989576e4da08a2.png[/img][/url][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Winning[/b][/size][/font][emoji=snowflake size=1][/center] The challenge is won when either two objectives become met [left][LIST] [*][b]Have at least one dragon in all 20 jobs[/b] making a complete full outpost [*]Have a [b]Warden level up to 25[/b]. [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/199344ffd77e63fa8ee4d7d42b7656c2/04043460471846a8-bf/s250x400/abdbd94a542bfd9dbd7f40df7c1c73d441dc7e14.png[/url][/img][/center]

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Icelocke

Inspired by the Kingdomlocke (which was of course inspired by others), the Icelocke is a modified ‘locke for my personal purposes! Meant to be specifically for Ice Flight lore, with some personal interpretations and modifications. Much of this is copy-pasted from the Kingdomlocke, and only posted here to help me keep the things I’ve changed straight in my head.

121acf6029351bf6c722c2c732989576e4da08a2.png

Getting Started
The challenge starts with 3 level 1 adult Ice dragons. You select one of them to be the Warden.
You draw a Pinkerton pull each day to decide your dragon's fate. Your dragons also get jobs in the future to decide what else you can do daily.

Optional Rule (by Folktale): You can do multiple pulls in a day using Crim's collection cart in place of Pinkerton. You still only have to roll for hatchings once a day if doing this. It's very easy to get burnt out this way so please take care.

Dragons will all be ice dragons. If you are not a member of the Ice flight, ice hatchlings can be purchased off the auction house to mimic the act of breeding your dragons. To do so, use a number generator to roll 1-5, and purchase that many hatchlings. You may treat their actual site age as accurate, or wait the 5 days after purchase before they become “active” to mimic aging up.

121acf6029351bf6c722c2c732989576e4da08a2.png

Rules
  • If a Dragon dies in Coli or in this challenge the dragon is exalted, unless they have extra lives or the rules state otherwise.
    Extra Lives mean even if your dragon dies, they come back from the dead once per life. For example, if they die in the coliseum they do not get exalted but lose a life instead.
  • If a dragon reaches level 10 it gains an extra life. The same goes for level 15.
  • If a dragon reaches 25 it "retires." This dragon is unable to die or be affected by challenges, locking its job from being taken, however, it cannot battle in the coliseum or breed due to age. You can still exalt the dragon and keep them alive in the challenge if you want sweet sweet cash.
  • Names are generated randomly without a naming scribe in your outpost.
  • You cannot use genes or apparel on any dragon without the appropriate tailor / Alchemist jobs. If you pick up a gene or apparel in the coliseum, a dragon on your team at the time can use it right away if they want. You may use skins/accents at any time but they cannot be removed unless exalted. You can change battle stones at any time.
  • You must flip a coin for each egg hatched.
    Heads = Healthy
    Tails = Exalted
    Likewise, it's dangerous in your outpost's early days.
    Every day you must roll 6 sided dice for every hatchling in your lair. On a 1 the hatchling does not make it and is exalted.
  • When a dragon reaches level 5 it must roll for a job. ([url=]Job List[/url] is here). More than one dragon can have the same job, but the job rules do not double or stack. For example = Two Tailors do not equal two apparel a day.
  • If a dragon changes jobs through a challenge they keep the lives they have gained from their past job. Example: Knights get 3 extra lives and keep them if they quit and become a librarian.
  • Except for the assassin and engineer, You don’t have to do dragon jobs daily.
    Example: You can skip using the Seeker if you don’t want to bring back any shade.
  • If your Warden is the only dragon left in your outpost, you may optionally use your personal dragons during coli battles. It's no fun to battle with a single dragon.
  • If any dragon makes it 5 levels above your Warden, they flip a coin. On heads they challenge the Warden to take the throne. Roll a 1d4 to see what happens.
    1. Both dragons die in the scuffle. Crown a new Warden.
    2. The Warden dies and the challenger is crowned the new Warden.
    3. The challenging dragon dies and the old Warden continues their reign.
    4. Respect earned. The challenging dragon and the Warden earn respect for one another and the challenge is a draw.

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Winning


The challenge is won when either two objectives become met
  • Have at least one dragon in all 20 jobs making a complete full outpost
  • Have a Warden level up to 25.

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progen kid sales
FpPzpsF.png -duck
-he/him
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art shop
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wishlist
[center][font=times new roman]| [url=https://www1.flightrising.com/forums/qnc/3213877/1#post_3213877]Rules[/url] | Dailies and Drops | [url=https://www1.flightrising.com/forums/qnc/3213877/1#post_53526938]Jobs[/url] | [url=https://www1.flightrising.com/forums/cc/3212472] In Action [/url]|[/center][/font] [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/199344ffd77e63fa8ee4d7d42b7656c2/04043460471846a8-bf/s250x400/abdbd94a542bfd9dbd7f40df7c1c73d441dc7e14.png[/url][/img][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Dailies[/b][/size][/font][emoji=snowflake size=1][/center] [b]Daily 1:[/b] Check current dragons with jobs. Some of them have daily things you can do. Remember to roll for assassins and engineers if you have any. [center][b]|[/b][/center] [center][b]V[/b][/center] [b]Daily 2:[/b] Check nests and roll for any hatchlings in your outpost. [center][b]|[/b][/center] [center][b]V[/b][/center] [b]Daily 3:[/b] Pull from Pinkerton and follow the draw of fate for whatever you get! [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/408e395474afdfb2070ab0b272e9092c/04043460471846a8-6f/s500x750/121acf6029351bf6c722c2c732989576e4da08a2.png[/img][/url][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Drops[/b][/size][/font][emoji=snowflake size=1][/center] [b]Food: Coliseum time![/b] [indent=1][b]Plants:[/b] 10-20 matches [b]Insects:[/b] 20-30 matches [b]Seafood:[/b] 30-40 matches [b]Meat:[/b] 40-50 matches You must select coliseum challengers in your lair using a random number generator.(If a knight is in your outpost then any dragons can be selected) Then, select the coliseum arena that corresponds to the lowest level dragon of that group. (If a scout is in your lair then any venue can be selected.) If your dragons level up while in an area, you can still stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.[/indent] [b]Material / Trinket: Roll for a challenge[/b] (Mostly Edited from Kingdomlocke) Roll a 20-sided die. Your challenge is as follows: [quote=Material / Trinket rolls] [b]1. There’s a scandal (or romance) afoot.[/b] 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 outpost. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered! [b]2. There’s Romance/Friendship in the air.[/b] Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death Bonds ignore extra lives. [b]3. Hunting trip.[/b] Choose any three dragons in your Kingdomlocke and enter a coliseum area low enough that they won’t gain XP. (If you have a scout you can enter any coli venue.) Battle 40-50 matches under meat rules. You can switch out dragons in between battles. [LIST] [*]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. [/LIST] Roll a 1d6 for each dragon after. If any roll a 1 they are exalted / lose a life. Alternate: Take any two of your dragons into a coli venue that is too low for them to gain experience. Go until you get a familiar drop. [b]4. Freeloader.[/b] Some random dragon is hanging around the outpost. Who is this guy???? Grab the cheapest adult level 1 dragon off the AH. They join your outpost. [b]5. Studied the blade[/b] Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the auction house with that level to join your outpost. If you don't want to spend treasure, you can simply buy the cheapest dragon off of the auction house and train them yourself using your personal dragons to level it up! Optionally, if you don't have time to level or treasure to spend you can treat this Roll as a quest time. [b]6. Large Quest time![/b] Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die in coli. [b]7. Quest time![/b] Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die in Coli. [b]8. The Plague![/b] A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Warden. On a 1 the dragon does not survive or loses a life. [b]9. Backstabbing.[/b] Choose a dragon at random who is not the Warden. Exalt them. Bye. Alternate Honorable Duel Option (inspired by a suggestion by TheAwesoMew): Flip a coin, if heads, take two random not-leader dragons into the coli, and exalt whoever faints first. If tails, do the backstabbing as above. [b]10. Train the Newbies.[/b] Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. [b]11. I quit.[/b] Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Warden is exempt from this. [b]12. A coup![/b] Roll 3 d20s. If you roll a 1 with any of them then your outpost has decided someone else will make a more competent Warden than the current one and you must exalt them. The dragons elect a new Warden. Randomize a dragon from your outpost to become the new Warden. [b]13. Bloody Duel[/b] Choose two dragons at random, excluding your Warden. These dragons now fight! Roll a 1d4 for the results. 1. The dragons kill each other. 2. The first dragon kills the second. 3. The Second dragon kills the first. 4. The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted / lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting. reroll the 1d4 and follow the results. [b]14. Shade Slaughter.[/b] Your outpost is rampaged by a horde of shade beasts! Roll a 10 sided dice for every dragon in your outpost. On a 1, the dragon is exalted / loses a life. [b]15. Warden’s Illness[/b] Your Warden has taken ill. Roll a 4 sided dice for an event. [indent=1]1. Your Warden succumbs to horrible sickness and is exalted / loses a life. A new Warden is chosen. 2. Your Warden is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Warden kills them. Flip an additional coin to see if the Warden is cured of madness. On heads, you target another random dragon. Any tails mean your Warden snaps out of the madness. 3. The Warden is poisoned! Randomize a dragon for the one who poisoned your Warden. Flip a coin. On heads, the Warden survives. On tails, the Warden is killed. If the Warden survives, flip an additional coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time. 4. Your Warden's “illness” is they’re sick of being the Warden. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Warden.[/indent] [b]16. The Sacrifice[/b] The IceWarden is angry with your outpost and demands a blood sacrifice. Roll for a 1d4 for an event. [indent=1]1. You offer a random dragon as a sacrifice. The IceWarden is pleased and takes the dragon into their care. Choose a dragon at random who is not the Warden. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing. 2. You offer a familiar sacrifice. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling off of the auction house. 3. You offer a drop of Warden’s blood as a sacrifice. The IceWarden is not impressed. Flip a coin, on tails they force you to battle under deathstreak rules. On heads they begrudgingly accept the paltry sacrifice. 4. For whatever reason you offer nothing. The IceWarden is enraged and sends a horrible onslaught of disasters. Plague, earthquakes, floods… Roll an 8 sided dice for every dragon in your outpost. On a 1 the dragon does not survive and is exalted / loses a life.[/indent] [b]17. Assassin discovered![/b] Roll a random dragon in your lair, regardless of job or level they now have the job of an Assassin. Yes, your Wardens can be discovered as Assassins. [b]18. Warden Quest time![/b] Pick your Warden 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 mission. If your Warden is exalted, choose a new Warden from the remaining Coli party. During Quests, dragons are invincible and cannot die in coli. [b]19. Nature's Gambit.[/b] Take two dragons in coli and level them up once under quest rules. Flip a coin. [indent=1]Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your outpost. Tails - These two dragons are exalted / lose a life.[/indent] [b]20. Festival![/b] The outpost celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing. [indent=1]1. Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life! 2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your outpost. 3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die/lose lives while you level. 4. Your Warden is filled with pride in seeing the outpost thrive. They gain one extra life.[/indent] [/quote] [indent=1][size=2]Optional: for an easier mode you can follow standard Pinkerton draws / alternate between the two. Write lore = Material Draw / Commission art = Trinket[/size][/indent] [b]Familiars:[/b] Buy the cheapest level 1 [b]Ice[/b] dragon in the auction house of a specific breed. Roll 1d6. On 4-6 that dragon is a gaoler. On 2-3 that dragon is a tundra. On a 1, roll a d20 to determine which breed you will get. 1. Fae 2. Guardian 3. Mirror 4. Pearlcatcher 5. Ridgeback 6. Tundra 7. Spiral 8. Imperial 9. Snapper 10. Wildclaw 11. Nocturne 12. Coatl 13. Skydancer 14. Bogsneak 15. Obelisk 16. Gaoler 17. Banescale 18. Veilspun 19. Undertide 20: Aberration [size=2]If not playing with ancient breeds, roll a 1-15. You may reroll if you do not want a tundra/gaoler on this roll.[/size] [b]Apparel[/b]: Romance! If you are in the Ice flight, breed two of your dragons. The dragons you pick are up to you. If you are not in the ice flight, roll a four-sided dice and buy the cheapest hatchlings in the auction house for the resulting number. [b]Battle items:[/b] UhOh. Flip a coin and follow the result. Heads = Shade Attack. The shade beasts attack your gaol in a full onslaught! Roll a 1d12 for every dragon including your Warden. Any dragon who rolls a 1 is exalted or loses a life. Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies. [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/199344ffd77e63fa8ee4d7d42b7656c2/04043460471846a8-bf/s250x400/abdbd94a542bfd9dbd7f40df7c1c73d441dc7e14.png[/url][/img][/center]
| Rules | Dailies and Drops | Jobs | In Action |
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Dailies

Daily 1: Check current dragons with jobs. Some of them have daily things you can do. Remember to roll for assassins and engineers if you have any.
|
V
Daily 2: Check nests and roll for any hatchlings in your outpost.
|
V
Daily 3: Pull from Pinkerton and follow the draw of fate for whatever you get!
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Drops

Food: Coliseum time!
Plants: 10-20 matches
Insects: 20-30 matches
Seafood: 30-40 matches
Meat: 40-50 matches

You must select coliseum challengers in your lair using a random number generator.(If a knight is in your outpost then any dragons can be selected) Then, select the coliseum arena that corresponds to the lowest level dragon of that group. (If a scout is in your lair then any venue can be selected.) If your dragons level up while in an area, you can still stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.

Material / Trinket: Roll for a challenge (Mostly Edited from Kingdomlocke)
Roll a 20-sided die. Your challenge is as follows:
Material / Trinket rolls wrote:

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 outpost. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered!

2. There’s Romance/Friendship in the air.
Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death Bonds ignore extra lives.

3. Hunting trip.
Choose any three dragons in your Kingdomlocke and enter a coliseum area low enough that they won’t gain XP. (If you have a scout you can enter any coli venue.) Battle 40-50 matches under 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.
Alternate: Take any two of your dragons into a coli venue that is too low for them to gain experience. Go until you get a familiar drop.

4. Freeloader.
Some random dragon is hanging around the outpost. Who is this guy???? Grab the cheapest adult level 1 dragon off the AH. They join your outpost.

5. Studied the blade
Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the auction house with that level to join your outpost.
If you don't want to spend treasure, you can simply buy the cheapest dragon off of the auction house and train them yourself using your personal dragons to level it up!
Optionally, if you don't have time to level or treasure to spend you can treat this Roll as a quest time.

6. Large Quest time!
Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in coli.

7. Quest time!
Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in Coli.

8. The Plague!
A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Warden. On a 1 the dragon does not survive or loses a life.

9. Backstabbing.
Choose a dragon at random who is not the Warden. Exalt them. Bye.
Alternate Honorable Duel Option (inspired by a suggestion by TheAwesoMew): Flip a coin, if heads, take two random not-leader dragons into the coli, and exalt whoever faints first. If tails, do the backstabbing as above.

10. Train the Newbies.
Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll.

11. I quit.
Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Warden is exempt from this.

12. A coup!
Roll 3 d20s. If you roll a 1 with any of them then your outpost has decided someone else will make a more competent Warden than the current one and you must exalt them. The dragons elect a new Warden. Randomize a dragon from your outpost to become the new Warden.

13. Bloody Duel
Choose two dragons at random, excluding your Warden. These dragons now fight! Roll a 1d4 for the results.

1. The dragons kill each other.
2. The first dragon kills the second.
3. The Second dragon kills the first.
4. The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted / lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting. reroll the 1d4 and follow the results.


14. Shade Slaughter.
Your outpost is rampaged by a horde of shade beasts! Roll a 10 sided dice for every dragon in your outpost. On a 1, the dragon is exalted / loses a life.

15. Warden’s Illness
Your Warden has taken ill. Roll a 4 sided dice for an event.
1. Your Warden succumbs to horrible sickness and is exalted / loses a life. A new Warden is chosen.
2. Your Warden is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Warden kills them. Flip an additional coin to see if the Warden is cured of madness. On heads, you target another random dragon. Any tails mean your Warden snaps out of the madness.
3. The Warden is poisoned! Randomize a dragon for the one who poisoned your Warden. Flip a coin. On heads, the Warden survives. On tails, the Warden is killed. If the Warden survives, flip an additional coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time.
4. Your Warden's “illness” is they’re sick of being the Warden. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Warden.


16. The Sacrifice
The IceWarden is angry with your outpost and demands a blood sacrifice. Roll for a 1d4 for an event.
1. You offer a random dragon as a sacrifice. The IceWarden is pleased and takes the dragon into their care. Choose a dragon at random who is not the Warden. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing.
2. You offer a familiar sacrifice. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling off of the auction house.
3. You offer a drop of Warden’s blood as a sacrifice. The IceWarden is not impressed. Flip a coin, on tails they force you to battle under deathstreak rules. On heads they begrudgingly accept the paltry sacrifice.
4. For whatever reason you offer nothing. The IceWarden is enraged and sends a horrible onslaught of disasters. Plague, earthquakes, floods… Roll an 8 sided dice for every dragon in your outpost. On a 1 the dragon does not survive and is exalted / loses a life.


17. Assassin discovered!
Roll a random dragon in your lair, regardless of job or level they now have the job of an Assassin. Yes, your Wardens can be discovered as Assassins.

18. Warden Quest time!
Pick your Warden 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 mission. If your Warden is exalted, choose a new Warden from the remaining Coli party.
During Quests, dragons are invincible and cannot die in coli.

19. Nature's Gambit.
Take two dragons in coli and level them up once under quest rules.
Flip a coin.
Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your outpost.
Tails - These two dragons are exalted / lose a life.


20. Festival!
The outpost celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing.
1. Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life!
2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your outpost.
3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die/lose lives while you level.
4. Your Warden is filled with pride in seeing the outpost thrive. They gain one extra life.
Optional: for an easier mode you can follow standard Pinkerton draws / alternate between the two.
Write lore = Material
Draw / Commission art = Trinket



Familiars: Buy the cheapest level 1 Ice dragon in the auction house of a specific breed. Roll 1d6. On 4-6 that dragon is a gaoler. On 2-3 that dragon is a tundra. On a 1, roll a d20 to determine which breed you will get.

1. Fae
2. Guardian
3. Mirror
4. Pearlcatcher
5. Ridgeback
6. Tundra
7. Spiral
8. Imperial
9. Snapper
10. Wildclaw
11. Nocturne
12. Coatl
13. Skydancer
14. Bogsneak
15. Obelisk
16. Gaoler
17. Banescale
18. Veilspun
19. Undertide
20: Aberration

If not playing with ancient breeds, roll a 1-15. You may reroll if you do not want a tundra/gaoler on this roll.

Apparel: Romance! If you are in the Ice flight, breed two of your dragons. The dragons you pick are up to you.
If you are not in the ice flight, roll a four-sided dice and buy the cheapest hatchlings in the auction house for the resulting number.

Battle items: UhOh. Flip a coin and follow the result.
Heads = Shade Attack. The shade beasts attack your gaol in a full onslaught! Roll a 1d12 for every dragon including your Warden. Any dragon who rolls a 1 is exalted or loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.

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[center][font=times new roman]| [url=https://www1.flightrising.com/forums/qnc/3213877/1#post_3213877]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3213877/1#post_53526937]Dailies and Drops[/url] | Jobs | [url=https://www1.flightrising.com/forums/cc/3212472] In Action [/url]|[/center][/font] [center][url=https://rasa-rising.tumblr.com/post/699566368105873408/i-redid-all-of-my-bios-and-needed-dividers][img]https://64.media.tumblr.com/199344ffd77e63fa8ee4d7d42b7656c2/04043460471846a8-bf/s250x400/abdbd94a542bfd9dbd7f40df7c1c73d441dc7e14.png[/url][/img][/center] [center][emoji=snowflake size=1][font=times new roman][size=5][b]Jobs / Careers [/b][/size][/font][emoji=snowflake size=1][/center] Roll a 1d20 when a dragon reaches level 5 to get them a career. [quote=Jobs List] [b]1. Assassin[/b] - [i]Can you trust them?[/i] The beast clan hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. [indent=1]1. The target is killed / minus a life. A new target is selected when no more lives remain. 2. The Assassin/Spy failed and was killed. 3. The Target got away. 4. The Target convinces the Assassin/Spy not to go through with the hit and redeems them into your clan.[/indent] Assassins cannot enter the coliseum unless they have been redeemed into your clan. 2. [b]Sentinel[/b] - [i]The elite guard.[/i] Personal body guard of the Warden. In any situation where the Warden would be losing a life, flip a coin. [indent=1]Heads - The Sentinel takes the fall instead, and loses a life / is exalted . The Warden does not lose their life. Tails - The Sentinel fails in their job, and the Warden still loses a life / is exalted.[/indent] 3. [b]Sentry[/b] - [i]The last line of defense.[/i] These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking at random. Sentinels can not pick dragons for DEATH STREAKS. 4. [b]Seeker[/b] - [i]Hunt and capture[/i] Dragons dedicated roaming the Glacier to capture and contain shade creatures. Once a day, the Seeker may set out to capture a shade beast to bring back to the gaol. Flip a coin. Heads = they are successful. Tails = they fail and lose a life / are exalted. 5. [b]Doctor[/b] - [i]Keeper of the mighty bandaid.[/i] When a dragon dies on a coliseum team with the Doctor/Nurse/Healer you can flip a coin and see if you can heal them. Heads = Live Tails = Die. If the doctor dies they cannot heal themselves. The doctor also gives any dragon who reaches/has reached level 20 two extra lives. 6. [b]Familiar Caretaker[/b] - [i]I hope you’re not allergic to pets.[/i] can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge. If you don’t have a familiar caretaker you cannot give the kingdom familiars. 7. [b]Nesting-Helper[/b] - [i]This egg is cuter than that one![/i] Increase your hatchl[/b]ing's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. Instead of rolling a six-sided dice daily for each hatchling who isn’t aged up, you roll a twelve-sided dice. On a 1 the hatchling is exalted. 8. [b]Record Keeper[/b] - [i]Let’s see here…[/i] Dragon in charge of keeping all the occupants of the gaol straight. Lets you choose the names of your dragons instead of generating them. You can also rename one dragon a day now! 9. [b]Matchmaker[/b] - [i]Pairing all dragons together![/i] Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted. 10. [b]Scout[/b] - [i]What is that over there?![/i] Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS. 11. [b]Librarian[/b] - [i]Nerd.[/i] If you have a librarian and a scout in your kingdom, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians. 12. [b]Artist[/b] - [i]Paint everywhere![/i] Artists are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once. 13. [b]Gardener[/b] - [i]Nature holds the key.[/i] If you have a gardener and a doctor in your kingdom, you’ve discovered good plants that can act as medicine and can cultivate it! During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague! 14. [b]Necromancer[/b] - [i]Death is nothing more than the other side of a coin.[/i] A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. If you try to bring back a Warden, you must roll a 4 sided dice and only succeed on a 4. Ghosts are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives or breed. If the Necromancer is exalted, flip a coin for each shade. On heads, the ghost is fully restored as a normal dragon. On tails, the ghost is exalted with the Necromancer. 15. [b]Blacksmith[/b] - [i]Iron and Gold[/i] The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Teacher, you can use your teacher's ability twice a day. 16. [b]Keeper[/b] - [i]Careful with that![/i] Dragon dedicated to dissecting and studying the power of shade beasts. Flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing. This check is repeated any time a Seeker returns with a shade beast. You must roll a d20 for them each day. On a 1 they manage to cause an accident. Roll a 1d4 to see what happens. [indent=1]1. They are attacked by a shade beast in their care and are exalted or lose a life. 2. They release a minor shade beast. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and is exalted / loses a life. 3. They release a shade horror. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon is exalted / loses a life. 4. The shade beasts are kept in check, nobody is injured.[/indent] 17. [b]Messenger[/b]- [i]Reporting to the Icewarden.[/i] Messengers can make the journey back to the Fortress of Ends to fetch new recruits. Roll a 1d4 to see if they are successful. [indent=1]1. Is attacked! Flip a coin. On tails, the Messenger is exalted / loses a life. 2. Is unsuccessful 3. Is successful! Buy the cheapest Ice dragon from the auction house to join your gaol. 4. Is successful! Buy the cheapest Ice dragon from the auction house to join your gaol.[/indent] 18. [b]Teacher[/b] - [i]Learn from the best.[/i] Having a teacher allows you to pick two dragons lower leveled than your Warden and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower leveled than the Warden the teacher can instead train the Warden themselves to gain a single level. 19. [b]Fortune Teller[/b] - [i]What do the cards say?[/i] A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted. 20. [b]Warden[/b] - [i]The one in charge.[/i] There can only be one. If another dragon rolls for the Warden while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens. [indent=1]1. Both dragons die. 2. The Warden dies and the new Warden is crowned. 3. The challenging dragon dies and the Warden continues their reign. 4. Misunderstanding. They choose not to duel and the Warden lets them reroll for a career.[/indent] The Warden is immune to death ONLY in the coliseum. If your Warden is killed and there are no dragons to take the place, the challenge is over. Dragons who become Warden must quit their previous jobs. [/quote]
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Jobs / Careers

Roll a 1d20 when a dragon reaches level 5 to get them a career.
Jobs List wrote:
1. Assassin - Can you trust them?
The beast clan hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result.
1. The target is killed / minus a life. A new target is selected when no more lives remain.
2. The Assassin/Spy failed and was killed.
3. The Target got away.
4. The Target convinces the Assassin/Spy not to go through with the hit and redeems them into your clan.
Assassins cannot enter the coliseum unless they have been redeemed into your clan.

2. Sentinel - The elite guard.
Personal body guard of the Warden. In any situation where the Warden would be losing a life, flip a coin.
Heads - The Sentinel takes the fall instead, and loses a life / is exalted . The Warden does not lose their life.
Tails - The Sentinel fails in their job, and the Warden still loses a life / is exalted.

3. Sentry - The last line of defense.
These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking at random. Sentinels can not pick dragons for DEATH STREAKS.

4. Seeker - Hunt and capture
Dragons dedicated roaming the Glacier to capture and contain shade creatures. Once a day, the Seeker may set out to capture a shade beast to bring back to the gaol. Flip a coin. Heads = they are successful. Tails = they fail and lose a life / are exalted.

5. Doctor - Keeper of the mighty bandaid.
When a dragon dies on a coliseum team with the Doctor/Nurse/Healer you can flip a coin and see if you can heal them. Heads = Live
Tails = Die.
If the doctor dies they cannot heal themselves. The doctor also gives any dragon who reaches/has reached level 20 two extra lives.

6. Familiar Caretaker - I hope you’re not allergic to pets.
can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge.
If you don’t have a familiar caretaker you cannot give the kingdom familiars.

7. Nesting-Helper - This egg is cuter than that one!
Increase your hatchl[/b]ing's chances for survival!
Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted.
Instead of rolling a six-sided dice daily for each hatchling who isn’t aged up, you roll a twelve-sided dice. On a 1 the hatchling is exalted.

8. Record Keeper - Let’s see here…
Dragon in charge of keeping all the occupants of the gaol straight. Lets you choose the names of your dragons instead of generating them. You can also rename one dragon a day now!

9. Matchmaker - Pairing all dragons together!
Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted.

10. Scout - What is that over there?!
Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS.

11. Librarian - Nerd.
If you have a librarian and a scout in your kingdom, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians.

12. Artist - Paint everywhere!
Artists are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once.

13. Gardener - Nature holds the key.
If you have a gardener and a doctor in your kingdom, you’ve discovered good plants that can act as medicine and can cultivate it! During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague!

14. Necromancer - Death is nothing more than the other side of a coin.
A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. If you try to bring back a Warden, you must roll a 4 sided dice and only succeed on a 4. Ghosts are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives or breed. If the Necromancer is exalted, flip a coin for each shade. On heads, the ghost is fully restored as a normal dragon. On tails, the ghost is exalted with the Necromancer.

15. Blacksmith - Iron and Gold
The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Teacher, you can use your teacher's ability twice a day.

16. Keeper - Careful with that!
Dragon dedicated to dissecting and studying the power of shade beasts. Flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing. This check is repeated any time a Seeker returns with a shade beast.
You must roll a d20 for them each day. On a 1 they manage to cause an accident. Roll a 1d4 to see what happens.
1. They are attacked by a shade beast in their care and are exalted or lose a life.
2. They release a minor shade beast. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and is exalted / loses a life.
3. They release a shade horror. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon is exalted / loses a life.
4. The shade beasts are kept in check, nobody is injured.

17. Messenger- Reporting to the Icewarden.
Messengers can make the journey back to the Fortress of Ends to fetch new recruits. Roll a 1d4 to see if they are successful.
1. Is attacked! Flip a coin. On tails, the Messenger is exalted / loses a life.
2. Is unsuccessful
3. Is successful! Buy the cheapest Ice dragon from the auction house to join your gaol.
4. Is successful! Buy the cheapest Ice dragon from the auction house to join your gaol.

18. Teacher - Learn from the best.
Having a teacher allows you to pick two dragons lower leveled than your Warden and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower leveled than the Warden the teacher can instead train the Warden themselves to gain a single level.

19. Fortune Teller - What do the cards say?
A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted.

20. Warden - The one in charge.
There can only be one. If another dragon rolls for the Warden while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens.
1. Both dragons die.
2. The Warden dies and the new Warden is crowned.
3. The challenging dragon dies and the Warden continues their reign.
4. Misunderstanding. They choose not to duel and the Warden lets them reroll for a career.
The Warden is immune to death ONLY in the coliseum. If your Warden is killed and there are no dragons to take the place, the challenge is over. Dragons who become Warden must quit their previous jobs.
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