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Red Wyrmling Encounter Design
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<blockquote data-quote="Quickleaf" data-source="post: 7186010" data-attributes="member: 20323"><p>That's a good starting point. So the wyrmling has already found a steady source of sustenance, has tested itself (fighting siblings to death), and has a "lair." I'd imagine the wyrmling wanting to learn more beyond what the cult has been telling it. In fact, I imagine the wyrmling is quickly outgrowing the cult and either is looking to assert its control over the cult more completely, or to expand its lair, or to seek out older dragons to teach it.</p><p></p><p>Spellcasting is one option to make it a more interesting encounter, but I see it overused a lot & I'm not sure it fits your scenario. Maybe there's lore I don't know about, but from what you shared it doesn't feel like a good fit – even in older editions, wyrmlings had precious little magic.</p><p></p><p>I'd explore the dynamic between the paranoid wyrmling and the overbearing cult more. Maybe the cult is too slowly realizing that the wyrmling can't be controlled? Does the cult want to turn the wyrmling into a dracolich like the Cult of the Dragon in FR? Do they revere it like a god-in-flesh? How does the wyrmling react to being treated as a god? This gives the players a wedge they can lean on to try to drive the cultist and wyrmlings against each other...if not in actual armed conflict, then in terms of gathering intel or easing their way to the wyrmling's lair. Or maybe the wyrmling is revered as a god, but held as a prisoner, and has information for the PCs if they orchestrate its escape from the watchful eye of the cult?</p><p></p><p>Don't know about the cult's lair, but I'm envisioning something subterranean. It would be interesting to give the wyrmling the goblin's <strong>Nimble Escape</strong>, having it hide within the tunnels in a running guerilla battle. You could also give it <strong>Pounce</strong> to represent it taking a short burst of flight when attacking underground. </p><p></p><p>For Lair Actions, I'd look at the cult and the specific setting you're using for the lair. Things like commanding cultists, triggering traps with its breath weapon, etc.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7186010, member: 20323"] That's a good starting point. So the wyrmling has already found a steady source of sustenance, has tested itself (fighting siblings to death), and has a "lair." I'd imagine the wyrmling wanting to learn more beyond what the cult has been telling it. In fact, I imagine the wyrmling is quickly outgrowing the cult and either is looking to assert its control over the cult more completely, or to expand its lair, or to seek out older dragons to teach it. Spellcasting is one option to make it a more interesting encounter, but I see it overused a lot & I'm not sure it fits your scenario. Maybe there's lore I don't know about, but from what you shared it doesn't feel like a good fit – even in older editions, wyrmlings had precious little magic. I'd explore the dynamic between the paranoid wyrmling and the overbearing cult more. Maybe the cult is too slowly realizing that the wyrmling can't be controlled? Does the cult want to turn the wyrmling into a dracolich like the Cult of the Dragon in FR? Do they revere it like a god-in-flesh? How does the wyrmling react to being treated as a god? This gives the players a wedge they can lean on to try to drive the cultist and wyrmlings against each other...if not in actual armed conflict, then in terms of gathering intel or easing their way to the wyrmling's lair. Or maybe the wyrmling is revered as a god, but held as a prisoner, and has information for the PCs if they orchestrate its escape from the watchful eye of the cult? Don't know about the cult's lair, but I'm envisioning something subterranean. It would be interesting to give the wyrmling the goblin's [B]Nimble Escape[/B], having it hide within the tunnels in a running guerilla battle. You could also give it [B]Pounce[/B] to represent it taking a short burst of flight when attacking underground. For Lair Actions, I'd look at the cult and the specific setting you're using for the lair. Things like commanding cultists, triggering traps with its breath weapon, etc. [/QUOTE]
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