RangerWickett
Legend
I want an encounter where the PCs chase a dragon down the Colorado River, or the fantasy equivalent. Basically, big canyon, fast river, nasty monster. The party will be 11th level, and I'm thinking the critter will be an adult black dragon (level 11 solo lurker), but with no wings. The hazards of the river should make for a nice climax encounter, and keep the solo fight from getting boring.
But, how should I do the river?
I figure normally they can just stay in the boat with no problems. When they hit rough water, it takes easy Acrobatic checks (which is, what, DC 12 at 11th level?) each round to stay in their boat. If they fall out or get pushed out by the dragon's tail lash, it's an easy, medium or potentially hard Athletics check (depending on how rough the water is) to stay above the surface.
Then people will have to help those who fell overboard get back to the boat, or be left imperiled as the dragon swims around them, attacking them.
I'm thinking in some places, the water should be shallow enough to deal damage if they fail a swim check and get dashed against the rocks. Say, d8+5 damage per round you fail a swim check while in the rapids. Key rules for aquatic combat are on page 45 in the DMG.
I might pace the encounter so that the water starts fairly gentle, gets rough every few rounds, and then goes into rapids when the dragon gets down to 3/4 hp. When he gets bloodied, the water gets back to normal, and then when he's down to 1/4 hp, the fight goes over a waterfall. The dragon keeps his lair behind the waterfall.
I'll need to think of cool stuff to do inside the lair, but I think I want some place big, to let the PCs actually walk for a change. To balance that, the dragon ought to have some help, like traps or minions.
How does that sound? Any suggestions?
But, how should I do the river?
I figure normally they can just stay in the boat with no problems. When they hit rough water, it takes easy Acrobatic checks (which is, what, DC 12 at 11th level?) each round to stay in their boat. If they fall out or get pushed out by the dragon's tail lash, it's an easy, medium or potentially hard Athletics check (depending on how rough the water is) to stay above the surface.
Then people will have to help those who fell overboard get back to the boat, or be left imperiled as the dragon swims around them, attacking them.
I'm thinking in some places, the water should be shallow enough to deal damage if they fail a swim check and get dashed against the rocks. Say, d8+5 damage per round you fail a swim check while in the rapids. Key rules for aquatic combat are on page 45 in the DMG.
I might pace the encounter so that the water starts fairly gentle, gets rough every few rounds, and then goes into rapids when the dragon gets down to 3/4 hp. When he gets bloodied, the water gets back to normal, and then when he's down to 1/4 hp, the fight goes over a waterfall. The dragon keeps his lair behind the waterfall.
I'll need to think of cool stuff to do inside the lair, but I think I want some place big, to let the PCs actually walk for a change. To balance that, the dragon ought to have some help, like traps or minions.
How does that sound? Any suggestions?
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