| NihilsticBanana |
It's all been leading up to this, My players have dealt with so much and now it's all coming to an end, The final dungeon. I have just about everything set up, the majority of it not involving any combat except for the one I have them heading towards
They were given warnings of a powerful beast that lurked in here, locked away behind one of the most mighty of doors guarding the artifact they need to reclaim before it could fall into the hands of an evil cult that's been plaguing the lands.
Once they get the key things will kick off as soon as they enter, it'll be up to them to defeat the mighty dragon I have planned for them.
So here's the deal, What they'll be facing is an Adult cave dragon (CR 11), I thought in this case that would be the most narratively and visually interesting choice. Its CR being one of the lower ones for an adult dragon I thought it be decently good. But there are a few problems
I want to figure out a way to lower its CR by one but I'm not sure how exactly I should go about doing that, I ideally want this encounter to be their APL+3 (Average Party level currently is 6 but I was thinking of giving them an NPC companion to boost it up to 7 (Currently have 5 levels 6 and with the NPC it would be 6 level 6's) I don't want to have to shoot for a young dragon just kind of based on I only have the stats+CR for an adult or a young cave dragon)
So it be great if someone could help me figure out how to lower that or something, But outside of that I also am a bit worried in how much I should prepare them for this fight, should it be a little? A lot? Part of me was thinking if I made the NPC a cleric I could go ahead and help them out against its DR 5/Good by having them align their weapons but idk.
In all honesty, I've never used anything as intense as a dragon before so I'm a little nervous about doing it right, I want it to be an intense and fitting final encounter but at the same time I don't want it to be something where they would go "That fight was super unfair" or anything like that. Really any suggestions or tips on just actually how I should fight with this dragon would be great, how to handle a cave dragons kinda.. fighting strategy I guess? I still have plenty of time to adjust its lair in any way I need too in order to make it a proper battleground I just need all the help I could get here because out of everything this is the one thing in the campaign I have to get absolutely right.
If anyone needs more info from me in order to help figure things out feel free to ask me anything and I'll try to respond as soon as I possibly can.
Thanks in advance for all the help.
| Quixote |
Normally the weird monster has the advantage on it's home turf. But if you want to throw a CR11 encounter at a lvl6 party, you're going to want to give them an edge.
First, I'd forgo any NPC's; running a dragon is enough.
For the dragon itself, I'd tweak some stats here and there. Look at some CR9 monsters and their attack bonuses, saves, DPR and DC's. That breath weapon looks like a TPK to me, as-is.
Now, the important part: the actual encounter. I'm imagining...crumbling ruins alongside natural tunnel systems? I'd map out some areas where the dragon would need to squeeze and some where the characters would need to and the dragon couldn't get to at all.
You could dust off the cave-in rules so the PC's can't just stay holed up forever and give them the means to trap/injure/finish off the beast.
Add in...some bats or shriekers (to help them hide from the sightless dragon's other senses), some old traps they can try to use against it, and...I don't suppose they can get suited up beforehand, with a few last-minute consumables or whatever? Potions of Bear's Endurance, Align Weapon, Darkvision, etc. A dragonbane weapon might be a little too Zelda-y, but something like that.
*Khan*
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It could be a really dumb dragon by dragon standards. And that is why it was fooled and looked up as an guardian.
Dragons are mostly deadly because they are super intelligent and strong, and have a devastating breathweapon and cast spells and live long and have multiple plans and allies.
If this specimen are hatched dumb, then you would really give your players an edge.
| Rennaivx |
As Khan says, how you play a monster and use their abilities can have as much impact on the true difficulty of the encounter as any mechanical changes. Dragons especially have personalities and individual quirks, being intelligent and sapient. Maybe this one is unintelligent and not good with spellwork; maybe it ran afoul of a powerful witch and was on the bad end of a bestow curse spell that renders it unable to use its breath weapon. Even pride can weaken it, making it think the party too incapable to be worth smarter tactics like staying off the ground or using terrain to its advantage.
An NPC can be a good way to give some tailored support if you think they need it, although as was previously mentioned you'll have a lot on your hands already without having to run one. A cache of potions/oils like align weapon or protection from energy gifted to them would serve much the same purpose without creating more burden on yourself. A spectacular source of information they can use to figure out their foe, such as a hidden library or a diviner NPC, could also strengthen them a great deal while giving them more agency in their preparation, since they're the ones seeking out that information.
| Quixote |
Playing a monster true to it's nature is important. A normal bear isn't going to charge headlong into combat, maybe even after it's been attacked once.
But all this talk about dumb dragons and effectively pulling punches doesn't sit very well with me. Better to just present a more appropriate encounter than to pretend at a super-hard one and coddle your players. Design the encounter fairly, play it ruthlessly.