Dragons, Dragon Lairs, And Defenses


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I always say dragons are the biggest, the baddest, and the oldest things on the block. They didn't get to be big bads by being stupid. No, they find a niche and take it over. Example: The red wyrm from my campaign Razinus Peralin. He lives in Mount Etna (you know the one, in Sicily - the one that's still occasionally active). Somewhere in the middle, at the heart of a labyrinth of lava caves and bridge complexes that put Fellowship Of The Ring to shame. He's been there for centuries; he wiped out a Roman Legion when they started getting uppity, and he considers himself the absolute ruler of the nearby port city Catania.

The PCs sailed into town, bold crusaders for justice, and before their first night was out they were working for him. Razinus loved his town (whether or not it realised it was owned, like a jewel only smellier), and when something threatened it he took action, not by burning it to the ground but by using his vast intelligence to set adventurers on the track. Really, anything more would be beneath him.

Proactive, well-protected, connected yet remote. Is that what we're looking for?
 

As an example, I'll detail the last dragon that my group faced.

It was a tough old black, master of the swamp the group was trying to get through. She had set her lair up on an island in the marsh. In fact, the lair was only accesible by navigating under the black, brackish, foul water and reaching a cave inside the island. She would always approach from underwater, meaning that it was extremely difficult to even find where her lair was, since she was careful to always submerge some distance away and swim in.

Around the lair she had dominated a tribe of lizardfolk, who worshipped her as an aspect of their goddess. They would harry and harass any intruders, while runners told their goddess what was happening.

She'd then ambush from the water, with spells up to protect her. She was a rather savage opponent.

Unfortunately, for all that work, first round the sorceress cast a disintegrate, rolled a 19 on her SR check, I rolled a 2 for the save. Poof.

They neve did find the lair.
 

maddman75 said:
Unfortunately, for all that work, first round the sorceress cast a disintegrate, rolled a 19 on her SR check, I rolled a 2 for the save. Poof.


Reminds me of the young adult red in my campaign - got turned into a frog. :)

I think dragons would invest heavily in spell-turning magic...
 

It seems that Dragons should have highly developed defenses for their lairs, as well as themselves.
Why? As you say, they're "such horrifying creatures that they can destroy entire armies, and loot huge cities." Who's going to mess with that? How many adventuring parties has a typical dragon effortlessly roasted before the party comes along and wins?
 

I think a typical dragon will want a lair that's easy to exit, so a nice big entrance, typically vertical. All but the dumbest dragons will also want some way to ensure they're not taken by surprise - my young adult red used shriekers. Hideously convoluted traps, endless pre-lair mazes and myriads of minions don't seem very dragonish to me, though, although this will vary by dragon type - blues are more conniving than reds, for instance.
 

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