BADD to the Bone

Bob5th

First Post
I'm looking for tips and tricks to make a dragon encounter extremely difficult and I think you guys will be able to help me. I know Chain Conting is good with Raise Dead and Heal but I'm looking for other tips and tricks.
 

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Bob5th said:
I'm looking for tips and tricks to make a dragon encounter extremely difficult and I think you guys will be able to help me. I know Chain Conting is good with Raise Dead and Heal but I'm looking for other tips and tricks.

What kind of dragon?

Where will the fight take place?

FD

Edit: It would also be helpful to know the level and classes of the pc's.
 
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Wow. O.o

Okay. Here's a suggestion: The dragon has a cohort. A mage specializing in Defensive spells, Counterspelling, and Dispelling (Rod of Greater Chainspell comes to mind). This will allow the dragon to be beefed up, as well as have someone stripping party members of their fire protection. A 10th level caster shouldn't effect the CR much.

Or, have the Dragon have some Iron golems. Two should do nicely. They flank the door, perhaps hidden in recesses. PCs rusn in, the Iron Golems come out, and start laying into the back line of the party. Of course, the dragon is throwing fire down upon them, and in turn, healing the Golems with the fire.

Have the Red swimming in a pool of Lava, or atleast able to receed back in, or near by. This would allow him to snatch a character, and drag him into the lava, or fly above it and drop him.
 
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Fighter, Monk, Cleric, Rogue, Wizard, Druid

Heres what I have in mind so far. To reach the dragon's volcanic lair they will have to traverse a fairly populated dungeon. They tend not to take advantage of teleoprts and such and would be happy to explore the dungeon in order to round up the extra treasure. This will allow the dragon to be forewarned and ready to fight when the PC's arrive.
 

they should die then.

simple as that.
anyone who is not pulling cheesy teleport/scry tricks who walks into a ancient red dragon's lair and expects to survive is a walking dead man, IMO.

The red KNOWS they're there!
He's got all day to buff, and can see them coming.
He can attack them anytime he wants to, and can take advantage of the worst possible situation for the PC's.

Best case scenario is the PC's teleport out after getting hurt..... BAD.
 

Shouldn't that be: Hurt.... BADD :p

How about a nice family of dragons, male +female + possible offspring. Would be original, terrifying and possibly very lethal =]
 

reapersaurus said:


Best case scenario is the PC's teleport out after getting hurt..... BAD.

heh heh. Don't let em teleport out, if they don't take precautions. Set some teleport-scrambling traps, like this:

Trigger: Teleportation spell is used to exit the dungoen
Effect: Caster must make a Will save (DC 10 + 1/2 creator's ranks in Craft (Trapmaking) + creator's intellignece modifier). If they fail, then they and all other creatures being teleported must make a Fortitude save. If a creature fails, they are redirected through an Astral conduit into the heart of the volcanoe. If they succeed, then roll d%: 1-50, the teleport fails, 52-75, they materialize halfway in the volcanoe then return to their original position (Can't act for 1 full round, take half of the lava damage (10d6), can be attacked with a 50% miss chance but loses dex bonus to AC), 76-100 remain trapped in AStral conduit. That should teach 'em to use divinations! (or just get a bunch of save buffs. *sigh*)
 

I like to go with a motiff. Making the dragon a crafter could explain the Iron Golems, and alot of other nasty possibilities.

You could also make him a summoner. Imagine Fire Elementals, or Earth Elementals. They could be protected from fire with spells, but also have them take 9/10ths cover in the ground. Big boost to AC and saves, possible no AoE damage due to cover. Can only attack grounded PC's, tough.

Steam vents, smoke, and toxic gases. Fields of volcanic glass. Effectivley caltrops, which he would be immune to due to DR. Add large amounts of "soft" bedding material like branches and leaves, which are replaced reularly by servants. Put these together with one blast of breath and a flurry of wing beats, and you have the scariest enviroment imaginable.:D

Pits filled with water (steam fodder), spikes, or for the truely evil, grey ooze. Sprinkle liberally with pumice and a good Glammer spell, and it is now all but invisible and fits the surroundings perfectly.

A glaze of metal with a low melting point. After one breath, you get all the goodness of a Heat Metal and an Entangle spell, once it cools. If you want to get really meticules, you could spike it for a caltrop effect till melted.

Just off the top of my head.:D
 

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