| drsparnum |
Looking for ideas as a DM....
In a prior session my party of L10-11 PCs was attacked by a huge blue dragon. It looked like a hard encounter but it was in the Adventure Path, and the party had the assistance of some monster allies (per the AP plot).
My group was running with 7 players that day so I also through a L10 sorcerer on the dragon's back, which allowed me to use my sorcerer on dragon mini.
The dragon/sorcerer got the jump on my players. The dragon and sorcerer killed THREE pcs, including all 3 primary spellcasters. The players killed the sorcerer.
With the sorcerer dead I had the dragon decide to run away (although it is quite possible if he stuck around we would have had a TPK). On the way he scooped up the body of the dead PC cleric and left, permanently killing that PC barring true resurrection.
Since that encounter we've played two 12 hour sessions, and the game clock has advanced a couple weeks. The PCs have not let this go. Every day they scry on the dragon - which usually fails due to SR. However, it recently worked and they saw the dragon resting in a non-descript desert cave. Hard to pinpoint but it is something.
I just threw the party a bone (or bait?) and let them find a map leading to this cave. Now they are hell bent on getting the dragon. It should go better now - they could surprise the dragon and the dragon will lose the flight advantage in a cave. But I don't want it to be boring or a push-over, as this creature has emerged as public enemy #1 for my players.
Thoughts on things I could add to a natural cave in the desert with a huge blue dragon to make it an interesting and challenging small dungeon?
I'm looking for ~4 hours of gametime here.
| BlarkNipnar |
Maybe it's a big enough area that it can fly to *get in* and it's actually got loads of obnoxious terrain obstacles, pits, etc. These tend to eat up time while being a non-combat thing that increases the tension of getting to the big bad.
Consider having a Dust-Digger like monster that has been increased in size a couple times and while they are going through the cave one of the giant pits is filled with row after row of teeth and long tentacles grasp at them as they pass through. You can just use the Stats for a Roper and the image of it be this massive pit of nastiness.
Maybe since it's his area, you have a puzzle area (and a way to drop hints or bypass it if it's taking too long.) Simple puzzle areas would be runes that may imply types of spells, and they have to cast that type of spell on each rune in the area to open the massive door. Something easy for a dragon to manipulate, but the PCs will probably look through their lists for spells that fit the right thing. (NOTE: I realize a lot of your casters died; so maybe you have wands lying around the cave of different sorts.)
Make it dark so they can't see everything perfectly. It could be labyrinthine and they have to explore around.
Could make it a parent and have a pack of 3 baby dragons as a fight at some point; maybe shortly before the big fight.
Most importantly:
The Big Reveal
You may have an encounter that looks difficult right before the big dragon, you begin the fight but make too much noise! Now the giant dragon rouses and the first fight simply runs away knowing that the real predator is coming. The PCs are now in the real fight and didn't mean to be.
EDIT: Finally, do consider having it roam around a bit so every once in awhile you hear it wandering and get yourself into trouble trying to follow the (echoing) sound. This adds constant tension for when the fight will occur and frustration to the players that will get released when they get to finally fight.
| Mark Hoover 330 |
Blue dragons excel at a few things: turning water to sand in 10' bursts, burrowing, and radiating electricity. They can also mimic sounds and voices.
Consider an invisible, burrowing dragon that has structurally weakened the huge cave he resides in by sucking all the moisture out of the first few inches of stone. He's then scorched the brittle sandstone with lightning. Finally key supports have been left in place making a collapse imminent IF those supports are removed.
The PCs hear the voice of their fallen cleric and see them at the far end of the cavern. A Minor Image and Ventriliquism spell are ensuring that the PC cleric has the appearance of some kind of life, attempting to lure the PCs closer. The burrowing dragon meanwhile, hiding a few feet under one of the sand pits of the cave, is waiting to cause a cave in.
This will undoubtedly not slay the party, but if it manages it's cave in the only way into the dragon's ACTUAL treasure hoard is through the loose sand and earth below. Not only do the PCs have to figure out how to swim through sand but then there might be some monsters along the route to deter them.
Once inside the dragon's final hideout the showdown should pull out all the stops. The creature has warded the area with Alarm spells so it knows the party is coming. The cave ceiling should be tall enough for the dragon to fly up; in doing so it reveals it's fangs (Dazzling Display) to demoralize its foes and make them Flat Footed. If this succeeds, the dragon drops a Deadly Stroke bite attack on said foe; ontherwise lots of breath weapons, perhaps a Fog Cloud effect caused by the dragon hovering over huge piles of sand it's kicking up with its wings, and have it use a Wing Buffet to Sunder chunks of Sandstone from the ceiling doing AoE damage to those foolish enough to stay on the ground.
All of this is an effort to do as much to the PCs from a distance as it can. Once in melee the PCs will have to deal with it's electrical aura (1d6 Electricity for remaining w/in 5' of the dragon for a round), plus it's many natural attacks.
This dragon will die, hovering over it's hoard, but it will sell its life and treasure dearly.
| The Sideromancer |
While I can't tell you about D&D, neither the Lighting Bolt spell nor a Blue Dragon's breath weapon reflect at all in PF.
Primarily because it wouldn't make a whole lot of sense for them to do so. If the endpoints with the charge difference are changed, there's no reason for the bolt itself to go over to the mirror and then to the final space, and if the plasma is meaningfully affected by hitting the mirror, it would be much more likely to scatter than keep to a thin channel going in a different direction.
| tonyz |
Have some minor obstacles floating around the lair.
Shocker lizards are not much of a threat at this level but their electric blasts might erode some protection from energy spells if the PCs had cast them. A resetting lightning bolt trap might be fun, too (the dragon uses it to polish its scales in the morning). Either way, something that gives the dragon a chance to detect incoming enemies if the PCs aren't careful. (It might have alarm spells up in a few places, too -- at least some of the dragon's spells should be long-term ones it cast earlier today, since it won't likely get the chance to use many spells in combat.)
Some quicksand traps for PCs on foot (admittedly at this level all PCs should be able to fly), or weakened areas that can collapse.
A princess from a desert tribe who's here to fulfill a bargain with the dragon (the tribe sends someone every couple of years to do scutwork around the dragon's cave, and in return it doesn't eat their herds), possibly friendly with the dragon, possibly eager to escape, but certainly has a high Bluff check. Could be an apprentice of some sort, or a captive; lots of possibilities.
An item that's a plot point for further in the AP.
Some kind of guardian monster that watches the lair while the dragon is absent (could be undead, or an elemental, or something that you think the PCs might not be prepared for), probably hiding in the sand and dust, and only emerges after the PCs pass it. (For some reason many parties are NOT expecting an attack from the rear during combat.) Maybe an invisible stalker? Maybe a golem the dragon salvaged from some ruins somewhere out in the desert?