re: inventive fight against Dragotha


Age of Worms Adventure Path


Dragotha killed two of my players last time. They planeshifted to Magepoint and resurrected two of them.

Tonight, they went in with "Hide from undead" potions, which are 50 gp each. The wizard snuck in, cast dimensional anchor, and then opened up a gate in the ceiling above Dragotha. The gate opened up a portal at the bottom of the ocean in Acadia, which is an ocean of Holy Water (2d4 damage per quart).

On the fly, I didn't know if I should finish the battle or if they would have fun with more combat. I just subtracted half of his hit points before Dragotha seals the gate with a wall of force. The dwarven fighter teleported inside Dragotha's rib cage and attacked from there, where the breath weapons wouldn't really reach. Ultimately the dwarf severed Dragotha's spine with his axe, having two halves of the dracolich fall into the pool of holy water (they put a wall of force stopper over the chasm leading down into the wormdrake lair.


What a clever idea! Though I'm pretty sure it shouldn't have really worked quite like hat. Dragotha has True Seeing constantly active. :P


Kobold Cleaver wrote:
What a clever idea! Though I'm pretty sure it shouldn't have really worked quite like hat. Dragotha has True Seeing constantly active. :P

Hide from undead is supposed to overrule true seeing.


Er, it doesn't say that.

The PRD wrote:
Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.

If it meant anything like true sight, I think they'd have the sense to bring it up. Instead, it just mentions different types of senses—good hearing, good sense of smell, good sense of touch, sixth senses.

If you want to debate it further, head here.


But, equally, true seeing makes no mention of being able to negate hide undead. I think it's very much open to debate.


Yeah, hence my linking the thread—it's not as black-and-white as I first thought.

That being said, I am a bit surprised Dragotha failed his Will saves against the spell. With potions, the save DC should have been 11. Talk about an unlucky dracolich!


Yes, I agree! I guess there's always rolling a 1.


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But, in fact, Dragotha would get to save against each of the potions, making it even more unlikely!

Casting dimensional anchor on Dragotha is an attack and would reveal the wizard before he casts gate.

Personally, I wouldn't have the ocean come rushing through the gate - too many silly things can happen if you rule it that way.

But it's an entertaining story, in any case!


What silly things would happen? Holy clams from the bottom of the ocean join the fight? I wanted to reward them for a reasonably good idea.


Actually, I think holy clams joining battle would be great!

What I meant was that if you decide that's how a gate works, then there's nothing to stop it becoming a significant "weapon" - wizards opening gates to the elemental plane of fire over a castle and flooding it with magma, etc. I believe that a gate spell is intended to allow travel to and from other planes, not to facilitate the importing of large quantities of extra-planar material.

Having said that, I think it's great to reward your players for a good idea, and whatever works in your campaign is up to you to decide. I just know that my players would immediately start working out what else they could do with that power...


Given that this is approaching the end of the campaign, I don't think the precedent will matter much. Besides, wizards can already do that kinda stuff with other tricks. That's why castles don't try to piss off archmages.


I would think that some goodly powers (a solar or two) would come and "investigate" any group that had the temerity to redirect the holy waters of the Ocean of Arcadia. I think they'd be righteously indignant; similar to how honked off

Savage Tide:
Charon was that Demogorgon redirected the River Styx at the Well of Lost Souls.

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