Help a Great White Wyrm beat this group (Wee Jas keep out! Wee Jas' DM come on in!)

Larry Fitz

First Post
BADD member powers ACTIVATE!!!

Here is the group and Wee Jas' initial plan:

Lvl 14 cleric / Lvl 1 Fighter Domains: Death and Magic
Lvl 14 half orc fighter (+5 Greatsword)
Lvl 13 Sorcerer (all her stuff got melted recently)
Lvl 13 wizard
Lvl 14 Cleric
(1 additional lvl 14 character - unknown)

I don't think we have the firepower to take it. So give me suggestions!

This is my only plan so far: I'd cast anti-life shell on myself so it couldn't melee me. I'd attempt a spell battle with it. I have 4 Destructions memorized so I'd pray (get it? I'm a cleric) that one of those would sneak through. The only other spell that might be effective would be blindness. Maybe my mask of the Skull. I'd never close in for the Harm or Slay Living cause the dragon would rip through my hit points. If all that fails I'll word of Recall back to Spellforge to live to fight another day.


For starters since they are attacking the dragon in its lair (Imagine, the little thieves are trying to sneak into its home, kill it, and steal its hoard!) he could have Improved Invisibilty and haste up, use his special abiilty to walk on the icy ceiling of his cave (say about 30-40 feet above the party) cast a fireball on the party and ready an action to breathe as soon as anyone in the party begins casting a spell. The effect would be that the fireball could melt the ice they were carefully walking on to say a depth of two to four inches, then he breathes solidifying te water again, and causing the caster to make a concentration check that includes the damage from the breath weapon.... then jump in and kill them with tooth and claw...anyone else have any ideas?
 

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Hi there! :)

Its up against a lot of spellcasters; a Ring of Spell Turning would do wonders I imagine (or even a scroll of the spell). Also (obviously a bit of a no-brainer) make sure it has some sort of fire protection. ;)

The lair could be built on a frozen lake/glacier - the whole floor is one big swimming pool with the dragon hoping the PCs forgot their water wings. Also the dragon could have some huge ice stalagtites (or White Piercers the Dragon has charmed?) ready to fall on the PCs (treat as Ice Storm Spell?). The entire cavern floor could be an icy slope with a spiked pit at the base. There is certainly a lot of possibilities you could do with the lair.
 

I appreciate the goo, Mr. Fitz, but if they want to keep their plan away from me, that's fine and I'll respect that. I'll prepare the dragon as best as BADD can take me... just without knowledge of things they don't want me knowing.
 

What are you trying for? TPK?

Is this the final battle, after which you 'break up the band?'

Up to you to decide whether or not they should win, I guess, but let's say you want to make them EARN it:

There's two things you can use to your advantage: the fwuffy widdow white wyrm in question, and his crib. Sounds like you're well on your way to using both to your advantage.

By all means, that breath weapon (cold) has to be in full effect. You won't have to melee Wee Jas' cleric with anti-life shell if you turn him into a popsicle, and the cold damage that seeps through his protections (if you haven't dispelled them already) plays havoc with Concentration checks.

For that matter, wing buffet does some pretty nice area-effect subdual when you slam the party into a wall. Maybe you'd get actual damage, too, if the walls of your lair are lined with razor-sharp icicles.

The ceiling of a white wyrm lair is made of ice, right? What happens when it melts?

Any protective wards on the passages into the lair? What if they contained dispel magics?

I'm out of ideas, but...

Good luck!
 

Here's some nasty tactics.

A permenant Olituke's Greater Dispelling Screen from T&B (Invisible of course) cast on the entrance to the Dragon's main cave. Players walk through, and get smacked with a targeted Greater Dispelling. That'll loosen their bolts.

A Globe of Invulnerability will atleast hedge out fireballs and other low level fire spells (I'm not sure if metamagiced spells count as upped in level).

There's a spell in the Book of Eldrich Might II that not only protects against a designated element, but allows the caster to fire the damage right back. THat'll be a shock: Fire damage right back on them.

Or, you can always exploit the Immunity to Energy (Fire) 7th level T&B spell.

I have always liked the Frozen lake at the bottom of the cavern; Burst the ice, and pull the PCs into it. DRowning rules, subdual damage from Instant frost-bite, and they can't stand to fight. Of course, the slanted floor with spikes in a pit is also sneaky; a Wall of Iron or Fire down in the hole will certainly cramp their style.

Here's another nasty trick: Have the dragon select a target (Likely one of the mages). Swoop down, Snatch one of them, then cast Wall of Force (Sphere) around itself and the PC. Even if the PC would have had a save, he's grappled, and thus cannot resist. The dragon rips him a new one, and by then the Sphere of Force will likely be dispelled.

Also, Snatching/Breathing/Hurling (The Big Bad Fighter type), then following up with a wall spell that seals the person up against a wall is a good method of getting them out of the Dragon's hair.
 

Three books you REALLY need.

Monster's Handbook and Draconic Lore both by FFG. Get them.

Book of Vile Darkness. NEVER underestimate the power of great evil spell. :D
 

There's also that spell in the BoVD that makes you check SR twice.

Oh, and, Reverse Gravity + spiked ceiling makes for a good place to pin people. :D
 
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