Building A Dragon's Den

MortalPlague

Adventurer
EDIT: I now have stats for my green dragon, further down the thread.

Further EDIT: We had the fight. Battle report here.

In a couple weeks, my PCs will be hunting down a green dragon for its treasure hoard. I'm putting together a solo monster using the Angry DM Boss Fight Rules, so this should be a fun, dynamic boss fight.

The green dragon has a fly speed of 14 and a movement speed of 10, so he is surely a quick foe. Pictured below is my lair-in-progress (the layout is complete, but I'm still adding foliage). There is a large main cave, which the dragon can cross entirely with a double move, and a number of small side alcoves (one of which the dragon sleeps in). The circles in said alcoves mark a ceiling tunnel, which the dragon can use to traverse the battlefield out of sight.

EDIT: I should mention the water is shallow enough not to count as difficult terrain.

When the PCs enter the field, there will be an illusion of the dragon sleeping in the cave on the far right, while the real dragon lurks out of sight up one of the other tunnels. The dragon will probably have kidnapped one of the PCs' retinue, and tied her up towards the middle of the chamber. His goal is to get the PCs distracted by his hoard and the hostage, and then pounce on them from behind.

And then the fight ensues. :)

The biggest difficulty I'm having right now is deciding how to classify the terrain. I have a highly mobile party, with the exception of my cleric, who moves at speed 5. All the others are high dex, trained in acrobatics, and have movement abilities. So what I'd like to do is make the coins difficult terrain, unless one succeeds on a DC 20 acrobatics check (I haven't made acrobatics matter enough just yet, so I really want to throw my acrobatics-heavy players a bone). However, I don't want my cleric to be shuffling around the battlefield after the dragon and just spending all his time stuck in difficult terrain.

Thoughts?

The MAP:
dragonlair.jpg
 
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With so much water on the map as well as the piles of coin, there isn't much that isn't difficult terrain if the coins are.

An alternative might be to make the coins slippery, rather than difficult terrain. Anyone that moves more than 2 spaces on the coins must make an acrobatics check or fall prone at the end of their movement. Or something like that.

Can you make the mounds tall? hills of coins in the bigger spots? That could be cool, too -- provide cover, a perch for the dragon, etc.

Do you have plans for any sort of hazards/terrain effects/terrain powers?

Some ideas:


Hazard:
A Dragon's Wealth
You spot something in the mount of treasure that momentarily distracts you from the fight.
Any PC that starts his turn on or adjacent to a treasure space must make a save or be dazed. The PC may add his wisdom bonus as a special modifier to this save.

(this will have the bonus of throwing a bone to your cleric -- he's going to be slow moving around, but far less likely to be distracted by loot.)

Terrain Power
I'm In Ur Base Takin Ur Stuff
(Minor Action; At-Will 1/round)
You pick up a particularly valuable bit of treasure and try to get the dragon's attention
Make a bluff check vs. the dragon's Will defense. If you succeed, you mark the dragon until the end of your next turn.


-rg
 


With so much water on the map as well as the piles of coin, there isn't much that isn't difficult terrain if the coins are.
Oops. I forgot to mention; the water is shallow enough not to count as difficult terrain.

An alternative might be to make the coins slippery, rather than difficult terrain. Anyone that moves more than 2 spaces on the coins must make an acrobatics check or fall prone at the end of their movement. Or something like that.
That's an interesting idea. Less punishing, certainly, and it still uses the acrobatics check.

Can you make the mounds tall? hills of coins in the bigger spots? That could be cool, too -- provide cover, a perch for the dragon, etc.
I was thinking that anyone prone in the water would have cover from the dragon's breath weapon. Both because of the height of the mounds, but also because the water helps block the noxious gas.

Do you have plans for any sort of hazards/terrain effects/terrain powers?
Not quite yet. The ground is hard-packed earth rather than rock, so I might do something where certain spots are weakened and can trap a PC. But nothing concrete just yet.

Hazard:
A Dragon's Wealth
You spot something in the mount of treasure that momentarily distracts you from the fight.
Any PC that starts his turn on or adjacent to a treasure space must make a save or be dazed. The PC may add his wisdom bonus as a special modifier to this save.
It's a really good idea, especially since most of my party is obsessed with treasure. But I'm worried I'd have the rest of the party dazed the whole time. The other thing is I want to scatter certain items of treasure and have PCs pick them up throughout the fight.

Terrain Power
I'm In Ur Base Takin Ur Stuff
(Minor Action; At-Will 1/round)
You pick up a particularly valuable bit of treasure and try to get the dragon's attention
Make a bluff check vs. the dragon's Will defense. If you succeed, you mark the dragon until the end of your next turn.
Now THAT I like a lot. That works well with my whole 'picking up loot' thing. I might mix up the skills a bit so there's something for the cleric, too. I might allow him to make an intimidate check instead.

LOL. Or this one:

Scrooge McDuck And Cover
When you are prone in a treasure space you gain an additional +2 bonus to AC and Reflex defense.
Being a lover of puns as I am, I think I'm obliged to use this one, fowl or not. It might just be a better ability than my prone in a water space one.
 


If there are stalactites or columns (I don't see stalagmites on your map, but these could work, also), it might be fun to have the dragon rip them off and throw them at PCs--at which point, they would become difficult terrain.
 

Nice MAP!

I like that it's got an ambush setup - fighting unfair is the hallmark of a green dragon side they're like the Biblical serpent - cunning decievers who make others the implement of their own doom. Clearly the treasure hoard should have some surprises... creeping coins... cursed objects ...an illusion hiding a bubbling pool of poison.

Thinking about the dragon's strategy and the layout youve got... Maybe it tries to make flyby attacks from one perch to another? Maybe give it a "swooping grab" power to drag a PC away from the rest of the group? What if the dragon could ensnare a PC in it's tail and then use that PC as a club to fend off the intruders? Just some ideas for re-designing the stat block for a phase boss.

Also I think of green dragons as having a weakness for riddles, hide and seek, and challenges of wit since they're obsessed with outsmarting "lesser mortals". You've established the dragon has some illusion magic so you could incorporate that into some kind of a "game" as it toys with the PCs. A canny PC might be able to beat the green dragon at it's own game and gain the upper hand.
 

If there are stalactites or columns (I don't see stalagmites on your map, but these could work, also), it might be fun to have the dragon rip them off and throw them at PCs--at which point, they would become difficult terrain.
That might be a good idea. I always have a plastic sheet on top of the map so we can draw in zones with dry erase markers, so I could put the stalactites down with that. That way when they get ripped free, they're gone.

Also, my sorcerer is a thunder sorcerer. So he could blast them down himself.

Nice MAP!

I like that it's got an ambush setup - fighting unfair is the hallmark of a green dragon side they're like the Biblical serpent - cunning decievers who make others the implement of their own doom. Clearly the treasure hoard should have some surprises... creeping coins... cursed objects ...an illusion hiding a bubbling pool of poison.
That's a delightful idea. I'd love it if the initial initiative roll was when the hoard itself attacked. Then the dragon can come in at them when they're already engaged.

Thinking about the dragon's strategy and the layout youve got... Maybe it tries to make flyby attacks from one perch to another? Maybe give it a "swooping grab" power to drag a PC away from the rest of the group? What if the dragon could ensnare a PC in it's tail and then use that PC as a club to fend off the intruders? Just some ideas for re-designing the stat block for a phase boss.
That might be a good idea for a phase power. Maybe in phase one he's all about snatching one PC and mauling them in the corner (very cat and mouse), while phase two is more about hitting them with the breath weapon and stalactites (once he sees them as a threat).

Also I think of green dragons as having a weakness for riddles, hide and seek, and challenges of wit since they're obsessed with outsmarting "lesser mortals". You've established the dragon has some illusion magic so you could incorporate that into some kind of a "game" as it toys with the PCs. A canny PC might be able to beat the green dragon at it's own game and gain the upper hand.
I'm hoping my PCs do a bit of research next session. They know they're going up against the green dragon. So if they read up on him, I'll give them some information they might be able to use against him.
 

Thanks for the great suggestions I've received thus far! Taking the advice into account, I've statted up Aggrondaxilis, my elder green wyrm. Bear in mind that my PCs are 20th level.

Party looks like this:
Narissys - Eladrin Tempest Fighter (AC 37, routinely boosted)
Will Straum - Human Cleric (melee focused, good group buffs)
Jaski - Human Rogue (highly mobile, very good single-target damage)
Brandon von Redding - Human Ranger (highly mobile, very good single-target damage)
Virgo Blaze - Human Sorcerer (highly mobile, great multi-target damage, good single-target damage)


Phase One
His first phase is a playful, cat and mouse snatch-and-grab keep-away type of combatant, where he'll try and snatch one PC, carry them off, slow the others with his breath, and eat the lone target. His main tools here are his incredible speed, his flyby attack (which as written allows him to snap someone up and carry them off), and his swat (to prevent someone interfering with his meal).

Aggrondaxilis the Playful -- Level 23 Solo Controller
Huge natural magical beast (green dragon) -- XP 25,500
HP 360 -- Initiative +18
AC 39 F 34 R 36 W 35 -- Perception +22
Speed 10 (forest walk), fly 14 -- Darkvision

Traits
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

Instinctive Flyby
On an initiative of 10 + its initiative check, Aggrondaxilis can use a free action to use flyby attack. During the movement from flyby attack, he gains a +4 bonus to all defenses against opportunity attacks. If he cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Standard Actions
:bmelee: Bite (poison) * At-Will
Attack: Melee 3 (one creature); +28 vs. AC
Hit: 3d10 + 18 damage, and the target is grabbed. The target takes ongoing 15 poison damage until they escape the grab. When the dragon moves, the target moves with him.
Miss: 10 poison damage.

:close: Breath Weapon (poison) * Recharge [5] [6]
Attack: Close blast 5 (enemies in the blast); +26 vs. Fortitude
Hit: 2d12 + 16 poison damage, and the target is slowed and takes ongoing 20 poison damage (save ends both).
Aftereffect: The target is slowed (save ends).

:melee: :close: Flyby Attack * Recharge [5] [6]
Effect: Aggrondaxilis flies up to 10 squares and uses bite or breath weapon (if the power is recharged) at any point during the move.

Minor Actions
:close: Luring Glare (charm) * At-Will
Attack: Close blast 10 (one creature in the blast); +22 vs. Will
Hit: Aggrondaxilis slides the target up to 3 squares.

Triggered Actions
Reflexive Swallow * At-Will
Trigger: Aggrondaxilis reduces a creature to 0 hit points with his bite.
Effect (free action): Aggrondaxilis swallows the target. While swallowed, the target has line of sight only to Aggrondaxilis, and no creature has line of sight to the target. The target takes 15 poison and acid damage at the start of each turn until they are no longer swallowed.

:melee: Swat * At-Will
Trigger: An enemy attacks Aggrondaxilis while he has a target grabbed.
Effect (Immediate Interrupt): The dragon makes the following attack against the triggering creature:
Attack: Melee 3 (one creature); +28 vs. AC
Hit: 3d8 + 16 damage, and the target takes a -4 to the attack roll. Following the triggering attack, Aggrondaxilis slides the target up to 4 squares.



Phase Two
Once Aggrondaxilis sees the PCs as a genuine threat, he takes things more seriously. He brings his claws into play, and he stops the grabbing game and tries to inflict some damage. His bite is used more to knock people off balance, creating opportunities for combat advantage. He is focused on using his breath weapon as much as possible.

He crits more often, attacks more, he doesn't move around as much, but his breath hits much harder and more frequently.

Aggrondaxilis the Fierce -- Level 23 Solo Controller
Huge natural magical beast (green dragon) -- XP 25,500
HP 360 -- Initiative +18
AC 39 F 34 R 36 W 35 -- Perception +22
Speed 10 (forest walk), fly 14 -- Darkvision

Traits
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

Fearsome Assault
On an initiative of 10 + its initiative check, the dragon can use a free action to use claw. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

No Longer Playing
Aggrondaxilis scores a critical hit on a roll of 19 or 20.

Standard Actions
:bmelee: Bite (poison) * At-Will
Attack: Melee 3 (one creature); +28 vs. AC
Hit: 3d10 + 18 damage, and 15 poison damage.
Effect: The target grants combat advantage (save ends).

:melee: Claw * At-Will
Attack: Melee 3 (one or two creatures); +28 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature
Hit: 3d8 + 16 damage, and the dragon shifts up to 2 squares.

:close: Breath Weapon (poison) * Recharge [4] [5] [6]
Attack: Close blast 5 (enemies in the blast); +26 vs. Fortitude
Hit: 3d10 + 16 poison damage, and the target takes ongoing 20 poison damage (save ends).
Aftereffect: The target takes ongoing 10 poison damage (save ends).

:melee: :close: Flyby Attack * Recharge [5] [6]
Effect: Aggrondaxilis flies up to 10 squares and uses bite or breath weapon (if the power is recharged) at any point during the move.

Minor Actions
:close: Luring Glare (charm) * At-Will
Attack: Close blast 10 (one creature in the blast); +22 vs. Will
Hit: Aggrondaxilis slides the target up to 3 squares.

Triggered Actions
Master Of Illusion (illusion) * Recharge [4] [5] [6]
Trigger: An enemy attacks Aggrondaxilis.
Effect (Immediate Interrupt): The enemy takes a -4 penalty to the attack roll.
Special: An enemy may make a DC 30 Arcana check as a minor action to exhaust this power.



Phase Three
At this point, the dragon is enraged. These PCs have become a mortal threat. He smashes the floor of his lair, and the hard-packed earth drops away; the PCs and the dragon fall into a lower cavern. Throughout this stage of the fight, heavier pieces of the hoard (art objects, weapons and armor) will rain down in random places across the battlefield.

Aggrondaxilis will be hitting harder. His tail is lashing about, dealing damage to anyone nearby. And he is bringing the brute power of his jaws to bear in a big way. He's exhausted much of his breath weapon, however, so his natural poison is greatly diminished. But what remains is a powerful stun, which gives him a fighting chance.

Aggrondaxilis the Enraged -- Level 23 Solo Controller
Huge natural magical beast (green dragon) -- XP 25,500
HP 360 -- Initiative +18
AC 39 F 34 R 36 W 35 -- Perception +22
Speed 10 (forest walk), fly 14 -- Darkvision

Traits
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

Furious Devouring
On an initiative of 10 + its initiative check, the dragon can use a free action to use bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Lashing Tail * Aura 3
Any creature who enters or begins their turn in the aura takes 10 damage (unless they are grabbed by Aggrondaxilis).

Fury Of The Green Dragon
Aggrondaxilis may score a critical hit on a roll of 18-20.

Standard Actions
:bmelee: Bite (poison) * At-Will
Attack: Melee 3 (one creature); +28 vs. AC
Hit: 2d10 + 25 damage, and the target is grabbed and pulled adjacent to the dragon. The target takes ongoing 10 poison damage until they escape the grab. When the dragon moves, the target moves with him.
Miss: 15 poison damage.

:melee: Claw * At-Will
Attack: Melee 3 (one or two creatures); +28 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature
Hit: 3d8 + 16 damage, and the dragon shifts up to 2 squares.

:melee: Savage Desperation * Recharge [6]
Aggrondaxilis uses bite and claw.

:close: Breath Weapon (poison) * Recharge [6]
Attack: Close blast 5 (enemies in the blast); +26 vs. Fortitude
Hit: 3d10 + 16 poison damage, and the target is stunned and takes ongoing 10 poison damage (save ends both).
Aftereffect: The target is dazed (save ends).

Minor Actions
:melee: Chew * At-Will
Attack: Melee 3 (one grabbed target); +26 vs. Fortitude
Hit: 2d10 + 16 damage.

Triggered Actions
Reflexive Swallow * At-Will
Trigger: Aggrondaxilis reduces a creature to 0 hit points with his bite.
Effect (free action): Aggrondaxilis swallows the target. While swallowed, the target has line of sight only to Aggrondaxilis, and no creature has line of sight to the target. The target takes 15 poison and acid damage at the start of each turn until they are no longer swallowed.
 
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There is one other thing that I may add to make things more fun. I'm considering a second group trying to slay the dragon. My party isn't above a bit of killing, but I figure if they wind up battling the dragon together, they won't need to worry about doing the killing directly. They could help the dragon pick off the other slayers during phase one of the fight.

So initially, it's PCs vs NPC Slayers vs The Dragon. Thoughts?
 

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