Risky plot device, advice appreciated!

Meridius

First Post
First of all, excuses for the vague topic description, but I couldn't manage to convey the situation in that short of a title ;)

Anyway, my players are running a campaign, and one of the players is playing (thanks to my inexperience at the time) an out-of-system character (I play D&D3.5e character is from WoTd20, but for this post, the system is pretty much irrelevant), which nowadays works fine, but some final tweaks are to be done, which require three of her 'weaves' to be adapted into something a little more system-safe (making them less save-or-die).

I decided to handle this change in the campaign, which sounds like more fun than an out-of-campaign change. I plan to employ two dragons for this, who will 'help' her in exchange for a 'bond' with the party, so the dragons have better awareness of what's happening in the world. These dragons will start a ritual, for which the players will have to gather some ingredients (Where else would a dragon stash his valuables than in a ridiculously dangerous dungeon? And what self respecting dragon would fetch it himself?).

The ritual will change her magic slightly so she will no-longer irritate a major earth-god, who is trying to scratch the itch she is (and of course, his scratching is kind of dangerous). It'll also give her access to additional spells.

Thus far, it's all easy. But a lot further on, I have a massive battle planned, this battle involves an evil army, complete with a black dragon, and flying castle with magical protection, which needs to be taken down by the players. I plan to have the mentioned ritual to include a tattoo on the PC first mentioned, which can summon one of the two dragons BY ITSELF, basically, as soon as the Black Dragon appears, the tattoo will engage in auto-summoning, and summon the good Red Dragon, which will lay waste to the poor Black Dragon, freeing the PC's up for the castle.

However, as I've learned, such plots are risky. I plan on describing the dragon-battle in a few sentences, including the auto-summoning, to make it sound like something that's happening 'over there', but I'm still at risk for taking the focus off the players. However, in my campaign, this battle is supposed to be the turning point where the PC's go from nobody's to people pivotal in the victory of this battle. I don't want them to win that battle ALL by themselves however, there will be a few missions, for them, which will be somewhat important, but the real difference for them will be when they destroy that flying castle. That will be THEIR achievement. They will also receive some unspoken credit for making the dragon show up, even though they didn't do that themselves.

Now I'm asking for some advice. I plan to include the OTHER players in the dragon ritual too, they should have some small advantages because of that too. But I can't figure out what would be good.

Also, I while I still think the battle-scenario will work out, I do want some opinion from some other people on this. It does look a bit like 'railroading', but also as a way to show that the PC's are not the ONLY force to be reckoned with.

I'm very curious what you guys think about this... :)
 

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I think the dragon summoning thing will work, but I'd give the PCs the chance of not realizing they can do it, and make them decide to summon him/it. That makes them feel more in control, and keeps the "Deus ex machina" aspect down. You can always have the tattoo itch, burn, swell, etc... to remind them of its presence.

If they choose NOT to summon the dragon to help them, well TPKs do happen...

As far as "dragon powers" for the other PCs; look at the various dragonborn type classes and races. Ability to breathe dragon fire once per day; immunity to fire or some other draconic breath element. Claws that can spring from the hands once or twice per day; Scales grow on the skin and provide natural armor bonus. Dragon senses - darkvision or tremorsense, or a very powerful sense of hearing and smell.
 

Hmm, you gave some inspiration for the dragon summoning. Perhaps it’s an idea to have the dragon tell the players that if that tattoo would ‘send off a specific signal’ (“you’ll know when it sends that signal, trust me”), it would be wise to cast a certain spell into the tattoo (preferably done by someone other than the tattoo bearer, so that it becomes a party-decision, and not a single person-decision), so the summoning will happen. However, the Dragons won’t TELL them it’ll summon one of them. I agree that this will probably work way better than auto-summoning. :D

On the dragon powers; we’re talking a six-PC party, and the campaign is rather high powered (due to my ridiculously dice-lucky players), on top of that, I’m a relatively inexperienced DM, so I’d like to give them something useful, without actually enhancing their power too much, I don’t want to make encounter creation any harder for me. The party is already way more powerful than what the DMG and MM are written for.

Thank you for your thoughts on this! I really appreciate it! (And of course, I'm still open to other ideas and thoughts on this :))
 

A bit of an aside here, but don't be afraid to strip some of that power away from them if things are getting too ridiculous. Maybe the only way the dragons will help is if the party hands over some of those delicious magic items they are carrying around. Or maybe the obscure dragon magic being used drains magic items of their power and they crumble to useless dust.
 

To react to your aside, the problem is in their stats and number. Magic items are few, and mostly either minor, funny (they like that) or useless, or a combination of those. I'm pretty careful about what I give them. That's why I have to find something minor, yet useful for the rest of the party.

They're not really overpowered but I'm just having a hard time finding good encounters for a six people and one animal companion party, all with high ability scores.
 

i hate when that happends. try throwing more difficult challenges at them. a lich or two here some demons there. make them remember how fragile they are. i like the idea with the dragons, but when have red ones ever done anything noce for anyone? at least not for free, theres gotta be an inflated price or some fine print somewhere
 

I personally loathe the concept of 'good' creatures and 'evil' creatures. If it's sentient, it'll make it's own choice regarding it's lifestyle. That also goes for Dragons.

The only exceptions to that may be angels, demons and devils and comparable stuff. And even there I might throw in exceptions in the form of fallen angels and 'ascended demons'.

This Dragon is good. It'll still expect some shiny things, but it's good. It's opinion towards the world is balance. If one army gets a dragon to fight for them, particularly one he dislikes, he'll beat the crap out of that dragon, just to restore that balance. Those two dragons (Red and Silver) formed an alliance and friendship.

Reds don't have a good reputation though. So I do not let all cliché out of the door. In this particular case, the Silver Dragon is grumpier than the Red Dragon though.

I've made use of that 'implied reputation' because D&D-players in general describe Red Dragons as 'nasty'. I've dropped a hint or two, and at least one PC's feels slightly uneasy because of a Dragon's implied presence in the area.
 

You can give one of the players the ability to roar like a dragon or something, if you seek something less powerful. By that he is not able to trick a whole city into flight, but he can use it creatively. Maybe another one gets dragon-like eyes or can cast a cantrip spell x times per day. Instead of fire breath you could allow a ability that coats a weapon in fire for one attack a day.

And don't let player equipment crumble to dust. If you want to be cruel steal their sweets. But don't steal their equipment. THAT would be railroading and simply unfair.
 

In AD&D2.0, we had an awesome opportunity as Clerics to make pleas to the gods for epic battle blessings. This ranged from anything as amazing as getting a temporary spell available for the duration of the battle to Clerics yielding their bodies to their gods and becoming their avatars for five rounds of combat. As a player who loves being a Cleric, it has always been my fun, even now in our 3.5 games, to sit combat out for five rounds while I write a two page prayer and then hand it to the DM with 2d10 and say, "I'm out of options, and we're about to get our butts kicked." Divine Intervention is usually a pretty fun plot device and a great party saver.
 

You can describe the combat of the dragons, as long as you wish, IF the PCs have something equally cool to fight. Like OK, the dragon IS dangerous, but what about those countless/or very strong undead? The players will have to "kill" them, while the good dragon is busy fighting. Make it so that the players aren't less cool for not fighting themselves - the dragon they summoned may win the battle, but not the war...winning the war is PC job. Hell, maybe they should end up saving the good dragon...or the good dragon may die, leaving the glory of the win behind.


Other than that, tell them that the tattoo will work when the time is right, and thats all that one PC will ever need :P
 

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