Intrope
First Post
The reds should have a bolthole to withdraw to, if things go poorly. This should be a room with the only entrance through a lavafall; while I'm sure they can get through it, I doubt they can just walk through, so this will force them to burn more magic.
For amusement value: have Ghelban strapped to a large rotissere like device, that dips him in the lava every so often. Won't hurt him, but would likely make freeing him tougher (and prevent him from sleeping at that).
Never underestimate the power of making people waste time on side issues instead of dealing out damage. Deeper Darkness (Clr3) should definitely be in a Dragon's arsenal--it doesn't hurt them, but it cancels the party's ability to see (unless they have an item that sheds daylight continuously). Combine this with Snatch and dunk tactics and Maze spells to seriously divide the Party's abilities.
For amusement value: have Ghelban strapped to a large rotissere like device, that dips him in the lava every so often. Won't hurt him, but would likely make freeing him tougher (and prevent him from sleeping at that).
Never underestimate the power of making people waste time on side issues instead of dealing out damage. Deeper Darkness (Clr3) should definitely be in a Dragon's arsenal--it doesn't hurt them, but it cancels the party's ability to see (unless they have an item that sheds daylight continuously). Combine this with Snatch and dunk tactics and Maze spells to seriously divide the Party's abilities.