WizarDru
Adventurer
Okay, if you're one of my players, you know the Drill, and you can figure out what this is about, so beat it.
Don't make use the breath weapon.
Thanks.
Anyhow, I figure that if people are passionate enough about B.A.D.D., they can offer me some Dragon ideas. My players, in an effort to confound me, appear to be opting for a quest I hadn't planned on for them for a little bit.
Namely this: For the first 13 or so levels of the campaign, they worked for a patron known as Lord Gelban, influential Greyhawk Merchant. Gelban was, in fact, a gold dragon, and known among his kind as the Gilden, speaker for the golds on the Scaled Council, an organization of Dragons dedicated to keeping stability in the Flanaess.
Long Story Short: The council shatters when the evil dragons decide to spoil the party, and the Infernus, speaker for the Reds, manages to best Gelban in battle (while the PCs are in full retreat, protecting his daughter).
Infernus takes Gelban back to Durance Vile, a demi-plane created by Ashardalon (from the adventure path series) as a private 'fortress' of sorts for the Reds. Ashardalon still dwells there, but no longer rules it, as it passes to the dragon who holds the title of Infernus. Gelban is being held prisoner, and constantly tortured with lava and other inducements of pain, primarly for the amusement of the reds against a most hated enemy. Durance Vile is adjacent to the Plane of Fire.
The party wants to rescue him. What I need are suggestions for the defenses of said demi-plane. What kind of beasties would Infernus have to patrol the place? What's to stop the players from just teleporting in, casting a Heal, and getting out of dodge, once they find a way onto the demiplane?
The Reds are arrogant, but not stupid. I also don't want to cheapen them by throwing a bunch of red Dragons at the party. There are six characters of 17th-18th level, a 14th level NPC (possibly two), mounts, an animal companion and most likely some help from some rogue coppers, bronzes and perhaps a silver or gold (the remaining good dragons being somewhat snafued in political problems).
So, what kind of ideas do you folks have? I want this to be an adventure worthy of the heroes, and possibly even one to force them to turn back, to try again later. I don't want to metagame the situation though, nor make it an unwinnable battle. I'm the DM, I can always do that. What I want is a logical set of defenses and strategies that Reds, including a ancient wyrm, might construct.
Fire me up!
Don't make use the breath weapon.
Thanks.
Anyhow, I figure that if people are passionate enough about B.A.D.D., they can offer me some Dragon ideas. My players, in an effort to confound me, appear to be opting for a quest I hadn't planned on for them for a little bit.
Namely this: For the first 13 or so levels of the campaign, they worked for a patron known as Lord Gelban, influential Greyhawk Merchant. Gelban was, in fact, a gold dragon, and known among his kind as the Gilden, speaker for the golds on the Scaled Council, an organization of Dragons dedicated to keeping stability in the Flanaess.
Long Story Short: The council shatters when the evil dragons decide to spoil the party, and the Infernus, speaker for the Reds, manages to best Gelban in battle (while the PCs are in full retreat, protecting his daughter).
Infernus takes Gelban back to Durance Vile, a demi-plane created by Ashardalon (from the adventure path series) as a private 'fortress' of sorts for the Reds. Ashardalon still dwells there, but no longer rules it, as it passes to the dragon who holds the title of Infernus. Gelban is being held prisoner, and constantly tortured with lava and other inducements of pain, primarly for the amusement of the reds against a most hated enemy. Durance Vile is adjacent to the Plane of Fire.
The party wants to rescue him. What I need are suggestions for the defenses of said demi-plane. What kind of beasties would Infernus have to patrol the place? What's to stop the players from just teleporting in, casting a Heal, and getting out of dodge, once they find a way onto the demiplane?
The Reds are arrogant, but not stupid. I also don't want to cheapen them by throwing a bunch of red Dragons at the party. There are six characters of 17th-18th level, a 14th level NPC (possibly two), mounts, an animal companion and most likely some help from some rogue coppers, bronzes and perhaps a silver or gold (the remaining good dragons being somewhat snafued in political problems).
So, what kind of ideas do you folks have? I want this to be an adventure worthy of the heroes, and possibly even one to force them to turn back, to try again later. I don't want to metagame the situation though, nor make it an unwinnable battle. I'm the DM, I can always do that. What I want is a logical set of defenses and strategies that Reds, including a ancient wyrm, might construct.
Fire me up!