[B.A.D.D] Red Discussion

WizarDru said:
The party's biggest concern right now is how to get Gelban out and leave, so I may leave them that way...although finding a way to complicate matters beyond his chains might be good. Gelban may be immune to the lava, but they aren't.

Speaking of the chains, there isn't much that could hold a gold dragon. I'd imagine such chains to be heavily enchanted--I'd recommend a localized anti-magic field (possibly acting as Mordenkeinen's Disjunction on anything directly in contact with them--thereby preventing any kind of escape via magic). They should probably also have at least one foot thick adamantium and mithral links making it impossible to break out using brute strength.

Of course, you wouldn't want to weaken the metal by placing it into magma direct from the elemental plane of fire--perhaps boiling water would be sufficient (or boiling acid if the Reds wanted to torture Gelban with it (acid that affects flesh but not mithral/adamantium alloy should be possible to find)--note the acid fumes damage in the DMG too).

That would potentially force the party to fall back to old fashioned ways of removing Gelban from the trap. They might lose one item to the disjunction effect if they tried to cut the chains (pretty hopeless anyway given their hardness and hp) or accidentally touched it but the spell does have a save (for permanent items)and in this case would only effect items directly touching it rather than every item on the character. The party could either find the key to the lock or Valanthe might be able to pick it (but without magical assistance). In either case, it would have to be solved the old-fashioned way.
 

log in or register to remove this ad

Gothmog: That might not be a bad idea for a variation on a theme...but the Meepites are too crafty to fall for something like that directly. A cursed item, though, would be a great short-term inconvienence. I've never stuck them with one, and I don't think they've ever suspected that I would. A sacrificial lamb, one of Infernus' or Ashardalon's brood, would suffice well for that.

EB: You're a right royal bastard*, and no mistake. Mord's Disjunction on the chains! Oh, that's so evil, I HAVE TO DO IT! I wouldn't use it on them directly, but in this capacity, they choose to have it happen. And I could easily make the lava into a poisonous, lava-like acid....that matches the vision the Meepites have already had, makes sense in the context they've seen, and fulfills Infernus' requirement of torture of an old enemy. All in one nice, tidy package.

Making the chains darn near unbreakable, but pickable by Val guarantees that she gets to contribute significantly to the rescue (if they make it that far). Mind you, they're a tricksy lot. :)

* - [In case it wasn't clear, that's a compliment. :)]
 

LuYangShih said:
At this point, one of the Dragons or minions casts Wall Of Force over the river of lava, preventing escape.

It's a great trap, but Wall of Force can only be used for a hemisphere or a VERTICAL wall. Thus, you couldn't bridge it over the river of lava. Though you could achieve a very similar effect with Stone Shape to get a "lid" for the river.

------------------------------

I have to agree with the idea that the Reds have to be offensive to have a shot at survival.

Grappling PCs and then pulling them into lava would work -- especially if the dragon has the Snatch feat. That's just downright mean, though.

If dragons can never be raised or resurrected, a good way to scare players might be to have an "Animate Dead" skeleton of a red dragon. You might scare them into thinking they are facing a dracolich. (Plus it gives something for the cleric to do.)

Misdirection could be a good way to mess with the PCs as well. Have the reds make a deal with a powerful blue dragon. With the application of a little disguise (something non-magical, like paint, would be best) and the blue's own voice imitation powers... let them free the wrong dragon. Then, as they are "rescuing" him, he gets the drop on them with an energy type they probably aren't expecting.

Plenty of protection from cold spells (duh) would help quite a bit. The reds aren't stupid, they know their own weaknesses.

A fun idea for a high-level spellcaster -- hold an action to cast Prismatic Wall if someone charges toward you. That's quite a few saving throws... :)

And, as something to help your players... If Ashardalon has traded his heart for an immense darkness, you might consider what would be needed to get rid of that energy. With a Radiant Servant in the party, a high enough turning check to banish that energy would make for a VERY cinematic moment...
 

wolff96 said:
And, as something to help your players... If Ashardalon has traded his heart for an immense darkness, you might consider what would be needed to get rid of that energy. With a Radiant Servant in the party, a high enough turning check to banish that energy would make for a VERY cinematic moment...

You read my mind, there. I should point out that, as of this writing, the players are unaware that Dragons cannot be raised or ressurected. There's never been any information to tell them otherwise, so they may assume that they can. It's never come up to be asked, quite honestly. (I have this horrid vision of them killing Gelban so they can True Res him somewhere else...only to find out what they've done. Yikes.)

The party mage tends to go invisible and polymorph into a grick during battles. They would know this. The question is, what to do about it. Force Cage is one tactic, but you need to see the target. Perhaps a wind spell to buffet the party, and a glitterdust effect, or something more powerful?
 

WizarDru said:
The party mage tends to go invisible and polymorph into a grick during battles. They would know this. The question is, what to do about it.

Why do anything about it?

Powerful dragons have a huge radius Blindsight. You're invisible? So what? :D

I do have to ask... Why a grick? It's okay, I guess, with five attacks per round and +4 natural armor. But since you don't get DR and it doesn't even grant flight... what's the point? Why that particular form?

Another possibility for splitting up the party is Maze. No save and the less intelligent party members won't be back for a while.
 

Two points:

1) Remember that reds can also choose cleric spells. While Heal might be too much for some parties, at least remember to take the lower level spell, if the same spell is available both for cleric and sorc, but at different levels.

2) Book of Eldritch Might III has some nice dragonic magic. For example a spell that lets the dragon ritually eat a fresh corpses heart. As long as that dragon is alive, said corpse cannot be resurrected. Nice book, best of the BoEMs, IMHO.
 

Ice Assassin
Illusion (Shadow)
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Area: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The ice assassin spell is in many ways an improved version of simulacrum. Developed by powerful frost mages who have more than their fair share of enemies to fight, an ice assassin is an effective way to destroy an enemy without putting yourself at risk.

An ice assassin spell creates a living, breathing creature that is a near perfect duplicate of an already existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself. The ice assassin possesses all of the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. It also constantly uses locates creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original. In addition, the ice assassin has the cold subtype, which makes it immune to cold damage but imparts a weakness to fire damage (on a failed saving throw against a fire attack, the ice assassin suffers double damage). Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.

At all times, the ice assassin remains under your absolute command. You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying on it. Further, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of "You" only. These benefits persist as long as you and the ice assassin remain within a mile of each other. If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.

An ice assassin has no ability to become more powerful; it cannot increase its level or abilities. Damage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory. If the ice assassin is reduced to 0 hit points by any damage save for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every other caster level you possess; a successful Reflex saving throw halves the damage done. An ice assassin slain by fire damage simply melts into a pool of water.

Material Component: This spell is cast over the ice statue of the creature to be duplicated. Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed. In addition, the spell requires powdered diamond worth 20,000 gp.

XP Cost: 5,000.

---------

Make that Lava Assasin instead of ice and then make a duplicate party and set them at the gate. You really really really want to see the look in your parties faces when they face themselves with their own powers... spells and the works....
 

wolff96 said:


Why do anything about it?

Powerful dragons have a huge radius Blindsight. You're invisible? So what? :D

I do have to ask... Why a grick?

Whoops. Did it again. I meant GriG, not Grick. Little flying faerie guy. Very hard to see, especially when improved invisible and mirror imaged. Mind you, it doesn't matter...blindsight for Dragons.

Yeah, I've considered Maze, too. Good way to get the paladin or the arcane archer out of the way. Changes things dramatically.
 

Use Dismissal on some of the less likely to save, less likely to get back characters. Out of sight, out of mind.

Have Ashardalon send an emissary to ally with the party. In the middle of a big throw-down when it looks like the tide is turning, Ashardalon switches back. He should have a shadowdancer lava/fire Mephit like the one from Lord of the Iron Fortress.

If the Reds are the leaders of the Chromatics, they would surely have a few minions from other colors.

I'd love to see a fire elemental with fighter levels (ala Imix from RtToEE) mixing it up with the party.

mypetrock
 

WizarDru said:


Whoops. Did it again. I meant GriG, not Grick. Little flying faerie guy. Very hard to see, especially when improved invisible and mirror imaged. Mind you, it doesn't matter...blindsight for Dragons.


With the character being that small in grig form could the Red not swallow him whole. Gulp one wizard out of the way. :)
 

Remove ads

Top