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What do you like and dislike about Dark Sun?
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<blockquote data-quote="Najo" data-source="post: 664624" data-attributes="member: 9959"><p><strong>Tactic on the Dragon of Tyr from Valley of Dust and Fire</strong></p><p></p><p>Here ya go - Cazador <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Fighting the Dragon</p><p></p><p>For most parties, confrontation with the Dragon means certain death. Make this explicitly clear to</p><p>players who are unaware of it. Try to stage the uneven battle with many opportunities for heroic death</p><p>scenes. A fighter might rush the Dragon and wound it bitterly as he dies; a mage might engulf</p><p>both herself and the enemy in a colossal fireball; a thief might backstab the Dragon, sacrificing himself</p><p>but distracting it at a critical moment so that a companion can escape. Let the characters damage the</p><p>Dragon severely; it can heal after they are dead, and it makes their passing more dramatic.</p><p>Tactics in an even contest: Campaigns using the Dragon Kings supplement may have characters</p><p>above 20th level. Conceivably a heavily armed and well-organized band of high-level characters could</p><p>match the Dragon™s power. These parties would take the Dragon by surprise; it never expects a mere</p><p>band of intruders to present a true threat! As soon as the party lands a significant blow,</p><p>though, the Dragon sees its mistake. It teleports elsewhere in the Sanctum (usually less than 1,000</p><p>yards away), to one of its many buried caches of potion fruits and treasures, takes as many potion fruits</p><p>of extra-healing as necessary to heal completely, activates its danger sense and other defenses, and de-</p><p>fines a teleport trigger that will take it to the opposite side of the Sanctum from the party when it is re-</p><p>duced to 25 hit points or less. Then the Dragon dons a ring of invisibility and inaudibility, takes a</p><p>wand and staff (roll randomly for type), and teleports within sight of the party. The whole operation</p><p>takes about five rounds.Now the Dragon inspects its opponents closely,searching for weakness or relaxation; </p><p>it may spend many rounds stalking the party this way (letting down most of its psionic defenses if it needs </p><p>to save PSPs). If the party seems ready to leave the City of Doom, the Dragon attacks to prevent this. When</p><p>ready to attack, it first telepathically calls in its kaisharga and a few companies of troops to wear the</p><p>party down. Then, when the party appears weakened, it attacks with life draining or death field, as</p><p>described in the Wanderer™s Journal entry.If the Dragon has gotten a wand of illusion, it us-</p><p>es it to good effect, creating an illusion of itself to draw the characters™ fire before revealing itself.</p><p>If you use the Dragon Kings supplement, the Dragon should also have several psionic enchant-</p><p>ments ready, such as dome of invulnerability or rift (to increase the strength of its kaisharga).</p><p>In any case, the Dragon fights to kill dangerous opponents, but never fights to its own death if it can</p><p>escape to fight another day. What if they win? Even in the unlikely event that</p><p>the PCs encounter and fight the Dragon, they should not be able to destroy it. If properly run, the</p><p>Dragon is able to defeat even a party of the highestlevel adventurers.The Dragon has had thousands of years to pre-</p><p>pare its defenses. It must have many contingency spells, and possibly clones, to ensure its survival.</p><p>The realm of psionic enchantment opens up still more amazing possibilities. You have many devices</p><p>to keep the Dragon aliveŠif you want to.Killing the Dragon is less an issue of firepower</p><p>than of campaign direction. Without the Dragon,the Tyr region™s balance of power changes com-</p><p>pletely. Unless the party demonstrates incontrovertibly that its power surpasses the Dragon™sŠan</p><p>unlikely caseŠchaos ensues. Sorcerer-kings forego the struggle for supremacy long enough to unite</p><p>against the player characters. Scenarios would be much different in this new world, now divorced from</p><p>the established DARK SUN Ž campaign background.Still, that may appeal to you and your players.</p><p>After all, if the issue arises, both players and DMhave clearly demonstrated a sense of adventure.</p><p>There is no other way to survive the Valley of Dust and Fire.</p></blockquote><p></p>
[QUOTE="Najo, post: 664624, member: 9959"] [b]Tactic on the Dragon of Tyr from Valley of Dust and Fire[/b] Here ya go - Cazador :) Fighting the Dragon For most parties, confrontation with the Dragon means certain death. Make this explicitly clear to players who are unaware of it. Try to stage the uneven battle with many opportunities for heroic death scenes. A fighter might rush the Dragon and wound it bitterly as he dies; a mage might engulf both herself and the enemy in a colossal fireball; a thief might backstab the Dragon, sacrificing himself but distracting it at a critical moment so that a companion can escape. Let the characters damage the Dragon severely; it can heal after they are dead, and it makes their passing more dramatic. Tactics in an even contest: Campaigns using the Dragon Kings supplement may have characters above 20th level. Conceivably a heavily armed and well-organized band of high-level characters could match the Dragon™s power. These parties would take the Dragon by surprise; it never expects a mere band of intruders to present a true threat! As soon as the party lands a significant blow, though, the Dragon sees its mistake. It teleports elsewhere in the Sanctum (usually less than 1,000 yards away), to one of its many buried caches of potion fruits and treasures, takes as many potion fruits of extra-healing as necessary to heal completely, activates its danger sense and other defenses, and de- fines a teleport trigger that will take it to the opposite side of the Sanctum from the party when it is re- duced to 25 hit points or less. Then the Dragon dons a ring of invisibility and inaudibility, takes a wand and staff (roll randomly for type), and teleports within sight of the party. The whole operation takes about five rounds.Now the Dragon inspects its opponents closely,searching for weakness or relaxation; it may spend many rounds stalking the party this way (letting down most of its psionic defenses if it needs to save PSPs). If the party seems ready to leave the City of Doom, the Dragon attacks to prevent this. When ready to attack, it first telepathically calls in its kaisharga and a few companies of troops to wear the party down. Then, when the party appears weakened, it attacks with life draining or death field, as described in the Wanderer™s Journal entry.If the Dragon has gotten a wand of illusion, it us- es it to good effect, creating an illusion of itself to draw the characters™ fire before revealing itself. If you use the Dragon Kings supplement, the Dragon should also have several psionic enchant- ments ready, such as dome of invulnerability or rift (to increase the strength of its kaisharga). In any case, the Dragon fights to kill dangerous opponents, but never fights to its own death if it can escape to fight another day. What if they win? Even in the unlikely event that the PCs encounter and fight the Dragon, they should not be able to destroy it. If properly run, the Dragon is able to defeat even a party of the highestlevel adventurers.The Dragon has had thousands of years to pre- pare its defenses. It must have many contingency spells, and possibly clones, to ensure its survival. The realm of psionic enchantment opens up still more amazing possibilities. You have many devices to keep the Dragon aliveŠif you want to.Killing the Dragon is less an issue of firepower than of campaign direction. Without the Dragon,the Tyr region™s balance of power changes com- pletely. Unless the party demonstrates incontrovertibly that its power surpasses the Dragon™sŠan unlikely caseŠchaos ensues. Sorcerer-kings forego the struggle for supremacy long enough to unite against the player characters. Scenarios would be much different in this new world, now divorced from the established DARK SUN Ž campaign background.Still, that may appeal to you and your players. After all, if the issue arises, both players and DMhave clearly demonstrated a sense of adventure. There is no other way to survive the Valley of Dust and Fire. [/QUOTE]
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