Dragon encounter...

You're welcome. I think it would've probably been balanced around two L4 PC's, as you found three L4 PC's plus the L5 drake were a bit much for the L3 solo (L3 solo = 4 L3 characters) .. as you discovered, two L3 solos were a bit much for that party. Three L3 PC's plus the L5 Drake might have been a better match for the one dragon.

The one chunk of feedback I'd give would be "don't deny the players their victory"; in this example, your PC's had the dragon beaten, and he brought in another one, which led to them giving up .. that denies the player the "thrill of victory". Its okay for the PC's to lose every now and then ;) but, primarily, its the DM's job to set up what look like impossible odds, but actually aren't, and then to lose gracefully to the players.

The worst two examples of this I've seen in actual play were:

1. Final battle of the adventure, PC's interrupt a summoning ritual: the bad guys are bringing some otherworldly creature through a gate! PC's have a McGuffin which can shut the gate. PC's are outnumbered and shouldn't be able to win in a straight fight .. or at least, not in time to stop the ritual. PC's get some lucky, heroic rolls, and wind up on the verge of stopping the ritual .. at which point an evil priest grabs the McGuffin from the wizard, and leaps through the gate to the other side.

The ritual was stopped and the party got to mop up the priest's remaining henchmen .. but it denied the PC's their very satisfying resolution to the battle. Especially egregious as the priest wasn't a named BBEG whom we might expect to see as a recurring character, the McGuffin did nothing for him, and the gate closed when he jumped through leaving us no way to chase him .. at that point it just felt "cheap", especially when the DM never did bring us back to a point where we could fight the priest, regain the McGuffin, or anything, so it wasn't even "justified by story".

2. Not that "story" justifies a "railroad" either: Solo adventure, paladin finds evil priest sawing off the horn of a living unicorn, protected by a dozen henchmen, monsters, etc. Paladin gets amazingly lucky with multiple critical hits plus multiple fumbles by the henchmen, and hacks her way to him well before the DM expected it. DM has the priest keep sawing at the horn, and rules that that doesn't even trigger an opportunity attack for the adjacent paladin, even though the priest makes no effort to defend himself from the paladin. Paladin hacks away at him, but he completes his ritual before turning (far too late) to fight the paladin, and dies, severed horn in his hand.

It was pretty clear that the DM had his "script" firmly in mind: "paladin is too late, and the priest saws off the horn!" .. rather than intending for the paladin to ever have a chance of rescuing the unicorn before it lost its horn. At the end of the battle, rather than feeling the satisfaction of having killed the priest, the player felt failure for failing to rescue the unicorn plus resentment that the DM's rulings and suicidal tactical choices had made it impossible even with all the 1's and 20's that had been rolled in what really looked like "divine intervention" in play at the table!

. . .

Not criticising, its just something to keep in mind for the future, especially if you have players who are participating in a multi-session adventure path or campaign.

Glad you guys had fun today!
 

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I get what you are saying about denying them the feeling of a victory, but they were able to retreat and revive their fallen member as well as gaining some hastily grabbed loot in the process. Though they did manage to nearly bloody the second dragon, I probably should have just stayed with one dragon but add on some kobold minions and what not, what do you think about that idea amarog? I think it is time to pull out the monster manual and do some minion recruiting, I will even work up a story on how the kobolds are in service of the white dragon.
 
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Yeah, the kobolds in the service of the white dragon is pretty much a classic - in fact, its the premise of the "Kobold Hall" adventure at the back of the DMG. :D

Did you downgrade the dragon(s) from "Solo" to "Elite", or did you keep it at Solo strength?

Also, did you treat it as one big, continuing encounter, or did you let the PC's have their encounter powers back as though they'd taken a 5-minute rest when the second dragon appeared?

That makes a huge difference in the party's combat effectiveness, even if their Dailies were gone from the first fight - D&D 4e is more of a "resource management" game than previous editions!

My first 4e TPK came when I let a kobold from encounter #1 go warn the kobolds from encounter #2, and bring them into the first fight just as it was finishing up. Since the party were already wounded, and were out of Encounter powers including Second Wind and Healing, they were in real trouble even though the second group of kobolds were an easy Level-minus-1 encounter.
 

I kept the dragon as a solo, and in my encounter the second dragon arrives in under 2 minutes, but I did let them regain their second winds, just no encounter powers were regained.
 

Good, I think solo was the right choice, it was just the addition of PC #3 that tipped the balance. ;)

Your "Second Wind" choice was a good compromise choice. Our group tends to let the DM handwave a "5-minute rest" between any two encounters he feels like .. but we're also a very "story" based group, the kind of group where characters don't really die unless their player opts to kill them off after having a bad night with the dice.
 

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