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Help me design a Dragon's Lair
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<blockquote data-quote="Jack7" data-source="post: 4677414" data-attributes="member: 54707"><p>Ele, if there is to be a Volatile Haze then I would suggest turning it into a trap in a way that the dragoon can employ without endangering itself.</p><p></p><p>One thing you could do is make it a low-lying haze (maybe only a few feet off the ground) and make the entrance way into a cross-sectional maze (it would be a Haze-Maze) with stone walls that were built by the troglodytes. Once the characters enter the maze, and it would have walls about 8 to ten feet high, then the dragon could ignite it from the other end (the maze exit) and it could remain beyond any toxic effects of the could, even from bleed off as the gas dissipates above. (Don't have her above the gas because then she absorbs toxic vapors as it burns or reacts. Rather have her at the other end of the maze. The characters can if necessary climb atop the 8 to 10 feet walls to escape some of the damage, but it would still be debilitating and damaging to them without her having to directly engage them.)</p><p></p><p>Another thing you could do is line the maze wall and floor with electrical conductors so that occasionally, if she knew they were there, she could discharge her breath weapon through the conductors without fear of retaliation. This would be an interesting trap from both her point of view and theirs. Because both she and the maze are the trap.</p><p></p><p>Such a maze would limit their advance and then she could use the troglodytes to engage when she wished, and since the maze would have restricted width this might very well mean players have to take turns holding the front, one man at a time. This would be an interesting tactical challenge as well as weaning them by slow attrition.</p><p></p><p>Personally I would use treasure bits strewn along the way as trap-triggers, though maybe not in a noticeable manner. For instance one side in the maze has an obvious magic treasure at the end but as they approach they trigger a collapsing trap or a pit trap. Another "trap treasure" might be an illusion, another a monster disguised as something else. This will lure the players and provide interesting side diversions as well as attriting them and you can track how long it takes them to realize that such "treasures" are really little more than "trap-triggers."</p><p></p><p>In keeping with the vein of the Haze, and of the lighting breath being disruptive to sight and sound, you might put in things like mirrors which give strange perceptual effects, distorting sight or leading into false avenues or even into traps. And mirrors which give the dragon a tactical advantage, such as making her appeared slightly out of phase, or out of place, so that when they shoot at her the mirrors are actually distorting her true position.</p><p></p><p>I would also position the corpse of the other dragon and the treasure in such a way as it provides a tactical advantage to the dragon.</p><p></p><p>Otherwise I like the idea of her having "lair perches" but I would have more than one, so she can reposition in relation to the party and in relation to her position relative to the maze. This gives her an escape opportunity if that is necessary, and potentially provides cover during nay combat encounter.</p><p></p><p>Hope that helped.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4677414, member: 54707"] Ele, if there is to be a Volatile Haze then I would suggest turning it into a trap in a way that the dragoon can employ without endangering itself. One thing you could do is make it a low-lying haze (maybe only a few feet off the ground) and make the entrance way into a cross-sectional maze (it would be a Haze-Maze) with stone walls that were built by the troglodytes. Once the characters enter the maze, and it would have walls about 8 to ten feet high, then the dragon could ignite it from the other end (the maze exit) and it could remain beyond any toxic effects of the could, even from bleed off as the gas dissipates above. (Don't have her above the gas because then she absorbs toxic vapors as it burns or reacts. Rather have her at the other end of the maze. The characters can if necessary climb atop the 8 to 10 feet walls to escape some of the damage, but it would still be debilitating and damaging to them without her having to directly engage them.) Another thing you could do is line the maze wall and floor with electrical conductors so that occasionally, if she knew they were there, she could discharge her breath weapon through the conductors without fear of retaliation. This would be an interesting trap from both her point of view and theirs. Because both she and the maze are the trap. Such a maze would limit their advance and then she could use the troglodytes to engage when she wished, and since the maze would have restricted width this might very well mean players have to take turns holding the front, one man at a time. This would be an interesting tactical challenge as well as weaning them by slow attrition. Personally I would use treasure bits strewn along the way as trap-triggers, though maybe not in a noticeable manner. For instance one side in the maze has an obvious magic treasure at the end but as they approach they trigger a collapsing trap or a pit trap. Another "trap treasure" might be an illusion, another a monster disguised as something else. This will lure the players and provide interesting side diversions as well as attriting them and you can track how long it takes them to realize that such "treasures" are really little more than "trap-triggers." In keeping with the vein of the Haze, and of the lighting breath being disruptive to sight and sound, you might put in things like mirrors which give strange perceptual effects, distorting sight or leading into false avenues or even into traps. And mirrors which give the dragon a tactical advantage, such as making her appeared slightly out of phase, or out of place, so that when they shoot at her the mirrors are actually distorting her true position. I would also position the corpse of the other dragon and the treasure in such a way as it provides a tactical advantage to the dragon. Otherwise I like the idea of her having "lair perches" but I would have more than one, so she can reposition in relation to the party and in relation to her position relative to the maze. This gives her an escape opportunity if that is necessary, and potentially provides cover during nay combat encounter. Hope that helped. [/QUOTE]
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