spicing up dragon encounters?

I like that fighting from the cieling trick, sounds like it could easily make a comparatively weak dragon into a truly terrifying encounter for the PC's.

I played a campaign once in which we were asked by a priest of Bahamut to put a Silver Dracolich out of its misery and destroy the necromantic laboratory that had been set up in its cave.
Our group had a few dragons under its belt, but the DM was somewhat novice-or so we thought. He blossomed in this fight.
The dragon used several devious tricks.
The first trick he used was a simple net of good rope, about 50x50, spread out under the loose gravel that covered the only accessable path into the caldera in which the dracolich laired. When we were pretty much in position, the dracolich broke off from the fight, grabbing a strong chain that was lying in the scrub on the near-vertical wall around the pass. By simply taking off the dracolich snared 3 out of 5 PCs and carried them into the air. Luckily the cleric was among them and was feeding heals as fast as he could cast as the dracolich dashed its sack of hapless PCs 4 times against a few choice boulders. The dracolich then climbed into the air with them and dropped the players from a great height and returned to do battle with the remaining PCs who were racing down the pass.
Later, the monster lured the 4 living PCs into its lair (with the rogue's body in its mouth). Inside, they were faced with an underground lake within a massive cavern...with a dracolich sitting on an island in the middle. waiting.
The wizard cast fly on himself, but only had 1 casting. The ranger, fighter, and cleric were forced to swim (the wizard pulled a tow rope to aid the swimmers). As the swimmers got about 3/4 of the way toward the dracolich, it opened fire with its cone of cold bw. Everyone but the fighter and wizard made the reflex save by diving. In seconds, the ranger and cleric were trapped under a triangular sheet of foot thick ice, the fighter was entombed within the ice, and the wizard was summarily pummeled in between repeated bw attacks on the surface of the lake. The ranger drowned, wizard teleported out, cleric found a potion of water breathing in his inventory and was eventually able to get to the surface and cast wind walk to retreat. The fightercicle met with a common fate for fighters.
 

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MoogleEmpMog said:
their saves (and, later, SR) make spells next to useless.

That's a point where I disagree. Let's take the Chromatic Dragons as an exemple since I think they're probably the most commonly used "evil" dragons. First a Dragon SR is usually between 6 and 8 points greater than the spellcaster level of a full spellcaster whose level equal the dragon CR. That's a very good SR (an not all non true dragons are blessed that way) but not outstanding enough to negate spells, I see it more like a dragon huge AC vs fighters, an efficient but far from perfect protection.

Secondly, a CR 10-11 dragon saves usually range from 10 (Ref) to 15 (For) (a Great Wyrm saves range from 20 to 30 but that's a CR 20+ beast). From experience I can tell you that a lot of spells aimed at a dragon will force him to do Ref saves, an that's often less than a 50% chance to see a successfull save. My players also use spells that require Will saves (Know Protection for exemple) but stay away from spells that require For saves like plague. Even regarding Will saves, until a Dragon reach Old age, they're far from safe.
All of that to say that once players have a hint about the energy the dragon may fear, spells tend to be one of the greatest threats. And I won't take into account the ranged touch/no SR orb spells from Complete Arcane. These short ranged spells are threatening since whatever you do, if your dragon intend to hit or grapple someone even during a flyby attack, or even if its breath is a cone, it will probably come in reach of a readied spell.

Btw I think the Resist Energy + Practiced Spellcaster combo and the Iron Will/Supress Weakness/Overcome Weakness feats chain are both interesting choices for a dragon (the second for the older dragons able to afford so many feats).
 
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If dragon is flying, just have it run away and wait for the party to leave the lair (what's their encumberance?). from then on it just starts dropping large rocks and trees on them from about 300' in th air. Something like a 5d6 touch attack ( I dn't think that cahin or even plate mail will protect you from a large tree dropped frm 300' up) every 15 minutes until the party or the dragon are dead.
 

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