Help from BADD? --Updated with Account of Resolution

Garmorn said:
...can only move a part of its hord at a time. The old lair is being guard by other undead that are subservant to the dragon. Let them hit that lair or the new one while the dragon is away and gain some treasure and the items that they need...

Good idea. That way they still have someone to fight (say, their old comrade in wight form), they get a little reward (maybe his stuff back which in effect just gets them to where they were - a level, but to them will seem a victory) and I still get the dragon out of there so they can get what they need done without getting wiped out.

hong said:
Why would the dragon want to move its hoard? It won the fight, didn't it? If dragons moved house every time someone came knocking on the door, well, the world would soon run out of dungeons. ;)

Because in this case, the dragon took a severe beating in gaining its victory and it had surprise and the advantage of home turf. If they come back prepared and take him by surprise, he could be dead before he can escape. ((He doesn't know how good a job he did of crippling the party, and doesn't have the means to scry them and find out.))

As for fighting in the town they are in, the town is kinda the whole reason they are in this mess. They are in New Galdamond which is currently being defended by two separate groups of NPC's that were intended to start out more powerful than the party and then be surpassed to give them a feeling of accomplishment. Unfortunately, the party level has gone down (considerably) since they first me them, so if the battle comes to the town, the dragon will get driven off, but it won't be by the party. That'd be ... insulting? It shouldn't be, but it would be.

kkoie said:
...If so you could have this villain create a "party" of his own, for the purpose of going after the same dragon and horde...

I've currently got 4 loose end baddies running around, unfortunately, three of them would trounce the dragon (two of them have a vested interest in the dragon staying alive--er, sorta), and the third I need to reintroduce to the party at least once more before this manuever will produce anything more from the party than "So what?"'s. Good input though. Extenuating circumstances and all that jazz. :(
 

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Re: Help from BADD and experienced DM's please?

Jeremy said:
... the PC's have managed through some good RP to persuade some strained NPC's to teleport in with them, kick ass, and teleport back out (in return for PC services of a similar nature). Now these combined forces may be enough to take out the dragon, or it may not. The dragon has the advantage of a superheated lake that provided cover and a killing environment for it last time, but their preparations might offset that...

What sort of NPC reinforcements are we talking about? IMC I don't see anything wrong with PCs (occasionally) running up against encounters they should run away from if they want to live. But, if they're resourceful enough to recruit reinforcements, you could let them return to the fight with the players running the NPCs (as a one-off) while you concentrate on the opposition. Even if they only win because of the NPC assistance, it gives the players the feel of a personal victory because they recruited the NPCs & controlled their actions. If you like, this option also lets you be particularly brutal by targetting the NPCs with the dragon's most lethal attacks.

Naturally, the return of services called in by the NPCs (& the share of loot they claim) should be arduous enough to discourage the PCs from considering NPC recruitment a regular option.
 

Re: Re: Help from BADD and experienced DM's please?

Errant said:


What sort of NPC reinforcements are we talking about?

Rassafrassin sunuva blinkin hoobastank...

Lost my reply to a cannot find page. Hit back, no post. :(

To sum up.

NPC's 10th level. Want to avoid PC's feeling upstaged.

But good suggestion. If PC's do manage to force a confrontation with the dragon, I'll hand over the NPC's so at least the Players have some accomplishment to celebrate (their negotiation, planning, and strategy).
 
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Dragon options.

How about this ...

When the party drops in for their second visit on the wright-dragon's lair it is away attacking a town. Not the town they come from, but another town. (That sets up the tale of how the dragon rebuilt the wight servants they'll later face in round 3).

Meanwhile in the lair, some remaining undead (their fallen companion) and a few wyrmling or very young wight-dragons (the lair was hit after the brood hatched and the whole family are undead) are there to welcome the party to the dance.

The party will still have a tough fight, but should be able to come away with plenty of loot and a feeling of having won a big fight.

That might be enough to cause the dragon to move to a new location and plan revenge. Meanwhile the party can grow strong while being paranoid wondering when the undead wyrm is coming back for them.
 

Very nice!

I like that a lot.. Now a few modifications, the dragon is away from his lair when they come back, a broodling dragon is still there along with what hasn't been moved of the horde and some undead guardians.

The PC's teleport in with the NPC support and procede to annihilate all the undead present (including their former comrade, I love psychologically torturing the consciences of my PC's). When the dragon returns from scouting/building/establishing/furnishing his lair, he finds what has happened and retreats to plot vengeance. Of course, with three clerics and a seer they'll probably scry him... And may teleport after him again...

But they write the story, not me. If they can't be happy and go charging into a vengeance minded dragons new trapped lair, they'll learn a second time not to come for him half-cocked. :)

Thanks for the help!
 

Update:

So the party gets up the next morning and instead of looking in on the lair via clairvoyance, or scrying their fallen companion, they cast Darkvision upon the Seer and she Remote View's the dragon.

The dragon makes his intelligence check and notices her, cursing to himself at her timing, he ceases the tunnel he is excavating and pauses to watch "her".

Meanwhile, she is speaking what she sees to the party--a excavated underwater tunnel--who is buffing and preparing to teleport in and dispatch the dragon.

The dragon is in the middle of excavating an escape route after the prior day's caveat, and has hidden most of his horde, and has assembled all his wights, including his most recently created wight (whom he enjoys roughing up), defending the entrance to his escape route as the geothermically heated water would slowly destroy them.

The sensation of being watched goes away and the dragon casts mage armor, and divine favor just in case. He already has an endure elements: fire on for working in the water.

The party sure enough buffs and teleports in two groups on either side of him, I rule that init will decide who is fastest on the draw, because both sides were expecting to see the other. The dragon rolls a 1 and goes dead last.

But being underwater ruins the spells of a couple casters, SR ruins a couple others, and mage armor and a high natural AC ruins most of the attacks. Why? Because in this quasi-surprise round my Players manage to roll NINE natural 1's and fail to make a single roll above 9.

The dragon is amused by the mewling children.

He let's blast with his breath weapon on the group in front of him and the acidity of the water increases dramatically causing some damage to them, when the murk clears, they see the dragon has burrowed into the wall beside him (and turned around to face out into the narrow channel).

Then a good roll on a twinned summon monster spell summons 8 lantern archons who proceed to fire down the tunnel in a laser light show that the dragon does not appreciate. Again, everyone else is rendered ineffectual by either bad rolls or a lack of ideas what to do in reaction to this situation.

The dragon burrows up only a little so there is only about a 5' cube beneath him in the little channel, hoping to minimize the number of celestials that can injure him. He maneuvers himself around, taking cover as best he can, waiting for his viscous anatomy to produce enough acid for another gout.

The twinkling archons pursue and do their best to injure the creature, though one is eaten in the attempt. 4 more replace it as an empowered summon monster spell is also successful.

Let me tell you, lantern archons attacking with touch attacks 2 shots per archon for a d6 each add up.

Quickly.

A well placed gout of acid comes sooner than expected by the party (and the dragon rolls another 1 on his d4 for the reset time for the next attack as well----the dice were decidedly one-sided in this encounter) and most of the archons are dissolved instantly. The wounded dragon retreats further into the rock as the party stands idle back in the main tunnel with nothing to do but watch the summoner fill the narrow channel with celestials.

This behind the screen combat continues for a while with the dragon shifting shape to heal himself at one point. The lantern archon's report this back to the summoner who grimly proclaims that this is what the dragon has been doing everytime he has tunneled out of sight (this is actually in fact, the first time he has done it).

The PC's feeling defeated and drained of every spell with little to no effect (save for the lantern archons) decide to flee down the tunnel feeling outmatched before the dragon can dispatch the rest of the celestials and pursue.

The dragon actually only narrowly defeats so many taking around 30-40d6 points of damage over the lifespan of the celestials. But again, this is not known to the PC's, and the dragon's (perceived?) invincibility is (unfortunately?) preserved in the minds of the PC's.

Of course, the end of the underwater tunnel opens into the room with all the collected wights who are guarding the entrance to the tunnel from the other direction. A firebrand, an enlarged web spell, and many turning attempts later (combined with masterful to pathetic swordsmanship from trained warriors and drained spellcasters) clears the entire room of 49 wights.

An interesting development is a keen-eyed PC's noticing of a beaten wight wielding a familiar staff that is embroiled in the combat to slaughter the PC's. Another PC imprisons this wight for further study in a resilient sphere and after the combat is over begins rolling the poor wight like a gerbil down the hallway out of the shifty-floored antechamber.

Of course, during this time, the dragon has used the rest of his transformations to restore him to most of his health, and has additionally used inflict light wounds to finish the work on himself. He is very much looking forward to repaying a certain sorcerer who has twice beaten him into a corner.

He rushes down the tunnel after the party who has just come across the scraps of his horde that have not been relocated or hidden as yet.

A keen of hearing PC hears a great rushing of water and assumes the worst as PC's scrabble for gold and then to one of the two teleporters. At this point the wizard realizes, just as the sphere protects them from the wight, so too does it protect the wight from them. And she has no method of dropping the sphere.

Problem.

The dragon bursts forth from the water and evades a resilient sphere with his name on it and pauses to whisper menacingly, "Allow me the summoner to snack on and I may let the rest of you leave here alive..."

They do not take him up on his offer and actually manage to ensnare him by filling every dimension of the room with a triple-size web spell. Though it looks like it will do more to further anger the dragon then to actually hinder it for long.

And then one of the PC's re-reads the possible shapes for a wall of force spell. And he causes a 10' sphere of invisible invincible force to pop into existance around the dragon.

No save.

The dragon inhales and breathes forth his acid but it hits the invisible barrier harmlessly. The webs inside the forcesphere are instantly annihilated, but the dragon remains there, impotent.

And then the PC's proceed to pick up every remaining piece of his treasure, right under his nose and teleport out.

Somebody is going to die. OOOOOooooo somebody is gonna PAY!

:D
 

Alright, there was no save for the wall of force, but you did check to see if it beat the Dragon's SR, right?

[edit]
Oh... damn. That can be a real game-buster then...
[/edit]
 
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:(

Copied from the System Reference document.

Wall of Force

Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
 

Yeah, they're gonna have one tremendously pissed dragon on their tales. I think that's second only to the one in Doc Midnight's now on hiatus "Knight's of the Silver Quill".
 

Jeremy said:
Update:
And then one of the PC's re-reads the possible shapes for a wall of force spell. And he causes a 10' sphere of invisible invincible force to pop into existance around the dragon.

Huh? Just how on earth did the dragon fit into a 10' radius sphere? Taken directly from the description of the spell - If any part of a creature or object breaks the plane of the Wall when it is created, then the spell fails.

Don't get me wrong, I think you ran the encounter very well, but that wall should have popped.
 

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