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<blockquote data-quote="RangerWickett" data-source="post: 5295650" data-attributes="member: 63"><p>For my 11th level party, I ran a custom dragon encounter where the beast's lair was in a lightless cave near the petrified corpse of an elder god. But the dead god's still had a flicker of unnatural consciousness, and any light would disturb its eternal sleep.</p><p></p><p>If a creature started its turn in bright light, it would take 5 psychic damage. For each consecutive turn you started in bright light, the damage would increase by 5, so if you were foolish enough to carry a light source for three turns in a row, you'd take 30 damage (5 + 10 + 15). The PCs quickly figured out they needed to throw away their torches and sunrods.</p><p></p><p>(Dim light was safe.)</p><p></p><p>Problem was, the dragon was a skirmisher with darkvision, and its breath weapon could set people on fire. So it would sneak up through the shadows, breath on a PC from 5 squares away, and turn him into a torch -- ongoing 5 fire and you shed bright light in a 5 square burst (save ends). Then the dragon would flee with its move action and hide.</p><p></p><p>The trick to the combat actually came down to the light cantrip and hurled sunrods, which let the party keep pegging the dragon so it couldn't hide. The party could take turns holding a light source and staying close to the dragon, then relay the light source to another PC. Each PC might take 15 or 30 damage, but the dragon quickly started racking up 25, then 30, then 35 damage per round.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5295650, member: 63"] For my 11th level party, I ran a custom dragon encounter where the beast's lair was in a lightless cave near the petrified corpse of an elder god. But the dead god's still had a flicker of unnatural consciousness, and any light would disturb its eternal sleep. If a creature started its turn in bright light, it would take 5 psychic damage. For each consecutive turn you started in bright light, the damage would increase by 5, so if you were foolish enough to carry a light source for three turns in a row, you'd take 30 damage (5 + 10 + 15). The PCs quickly figured out they needed to throw away their torches and sunrods. (Dim light was safe.) Problem was, the dragon was a skirmisher with darkvision, and its breath weapon could set people on fire. So it would sneak up through the shadows, breath on a PC from 5 squares away, and turn him into a torch -- ongoing 5 fire and you shed bright light in a 5 square burst (save ends). Then the dragon would flee with its move action and hide. The trick to the combat actually came down to the light cantrip and hurled sunrods, which let the party keep pegging the dragon so it couldn't hide. The party could take turns holding a light source and staying close to the dragon, then relay the light source to another PC. Each PC might take 15 or 30 damage, but the dragon quickly started racking up 25, then 30, then 35 damage per round. [/QUOTE]
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