prufock
2014-06-30, 10:27 AM
Reading this (http://www.giantitp.com/forums/showthread.php?358962-quot-This-encounter-is-dumb-quot-apparently-one-player-didn-t-like-my-Dragons-venting) thread got me thinking about my own upcoming dragon encounter, and how fair it will be to my party. If you have a moment, I'd like thoughts on how brutal this will be.
The party level is currently 11, but they will be reaching 12 before the dragon encounter. The party consists of:
Ser Leon: Human Knight 12. He has a few extra bonus feats including Wild Cohort, though that will be useless here. Also has Leadership and a halfling healer 9 for support. He's quite tank-y, usually draws the majority of the damage and keeps kicking.
Ser Maleera: Human Warlock 3/Wizard 3/Eldritch Theurge 6. She's playing a more "blasty" wizard rather than "batman/god" wizard. Great at clearing mooks, not so great against anything with SR and high saves, though she has a few backup options. Fragile, though.
Whitebranch: Elven Druid 12. Versatile with wild shape, prefers cave T-rex form for combat. Has a fleshraker companion and usually selects pretty good spells.
Nom: Lesser Earth Genasi Warblade 12. The party's heaviest hitter, capable of dishing out quite a bit of damage per round using Power Attack, Shock Trooper, and Leap Attack along with his maneuvers.
Optimization level varies, and the party doesn't always think the most tactically. The druid player is the least experienced, but has the most potentially powerful character. I have warned them that a dragon is powerful for its CR, that it can fly, that it has terrain advantage, etc; I want them to be sure they know what they're getting into here.
Huge Mature Adult Spellhoarding White Dragon
Defense: 240 hp; AC 34, touch 28, FF 34; FORT +18, REF +13, WILL +13; Immune to Cold, Sleep and Paralysis; Resist Fire 10; DR 10/magic; SR 22; Blindsense 60'
Offense: Bite +27 (2d6+8), Claws +22 (1d8+4), Wings +22 (1d6+4), Tail +22 (1d8+12); Breath 40' cone of cold 7d6 (Ref DC 25 half); Frightful Presence DC 21 vs shake 4d6 rounds; Grapple +37
Spells/SLAs: Gust of Wind, Fog Cloud, Scintillating Scales, Resist Energy, Mage Armor, Instant Diversion, Resistance, Detect Magic, True Strike, Grease, Ray of Enfeeblement, Expeditious Retreat, Invisibility (last 5 are in spellhoard)
Feats: Wingover, Snatch, Flyby Attack
Skills: Climb +25, Notice +25 (houserule combined skill), Intimidate +25
She's fairly brutal. The full BAB characters should be able to hit her on a 14 or so, if they can get to her. The theurge will have trouble hitting her touch AC, but has area affect spells and other options like party buffs and summons. The dragon reserves her spellhoard, focusing on the buffs she has active (which don't apply if the PCs miraculously surprise her).
The dragon is at a big advantage here. First, its den is on a mountain, about a day's climb. By level 12, the eldritch theurge should have teleport; however, that will only get them on the mountain near the den, not inside (since it has never been viewed). The dragon does patrols, and will have a pretty good chance of knowing they're nearby. The mountain is icy and snowy, and while some members of the party have ways to fly, others will be climbing.
The dragon's basic tactic will be flyby breath weapon; fly away to cool down, then do another pass. If breath weapons don't work (the party may have their own cold protection spells), she can snatch and drop the poor suckers down the mountain if they don't have flight or some other way to save themselves. I'll probably rule that they hit the mountain 1d20x10 feet down, so they have a chance of surviving and returning to the fight (no falls from a mile high). Two of the party can outright fly, and two probably have the HP to deal with the fall. She'll only stand and fight if she can get one alone.
If reduced below half HP, the dragon will retreat to her den to lie in wait and hopefully pop off a quick breath weapon as the party enters. In this more confined space, she'll focus on ground attacks to stand and fight, probably spreading out her attacks so I don't massacre one of the PCs. If reduced below 1/4 HP, she will retreat again, this time to a smaller den where her eggs and small hoard are located, and collapse the entrance. The PCs will have to dig or melt their way inside. Here she makes her last stand, going all out.
The mountain itself may be their biggest enemy in this. While there are trails on the lower portion, the upper area is pretty bleak, and they will basically be hugging the rock face for a while if they are limited to climbing the old fashioned way. They have the equipment for it, and if they're smart enough to tie off their ropes, they won't fall unless the ropes break (though that's easy for a dragon). The dragon's retreats will give them a chance for a bit of healing, re-applying buffs, and perhaps re-evaluating tactics.
The party won't necessarily be alone, nor will the dragon. There are NPCs nearby that can be of some assistance (another adventuring party, a band of stone giants) if the party seeks the help. This would give them greater access to flight and more bodies to take on the dragon. However, there are also a succubus (without teleportation) and a kobold trapsmith - both of which are ECL 12 - attempting to reach the dragon first. This is almost a 0-sum situation - to get the help, they have to waste time during which the succubus and kobold can get a head start. If they go on they can intercept the succubus and kobold first, but will be on their own. The EL could therefore vary, but I'm specifically looking at the dragon itself.
What do you think? Is this going to wipe my party?
The party level is currently 11, but they will be reaching 12 before the dragon encounter. The party consists of:
Ser Leon: Human Knight 12. He has a few extra bonus feats including Wild Cohort, though that will be useless here. Also has Leadership and a halfling healer 9 for support. He's quite tank-y, usually draws the majority of the damage and keeps kicking.
Ser Maleera: Human Warlock 3/Wizard 3/Eldritch Theurge 6. She's playing a more "blasty" wizard rather than "batman/god" wizard. Great at clearing mooks, not so great against anything with SR and high saves, though she has a few backup options. Fragile, though.
Whitebranch: Elven Druid 12. Versatile with wild shape, prefers cave T-rex form for combat. Has a fleshraker companion and usually selects pretty good spells.
Nom: Lesser Earth Genasi Warblade 12. The party's heaviest hitter, capable of dishing out quite a bit of damage per round using Power Attack, Shock Trooper, and Leap Attack along with his maneuvers.
Optimization level varies, and the party doesn't always think the most tactically. The druid player is the least experienced, but has the most potentially powerful character. I have warned them that a dragon is powerful for its CR, that it can fly, that it has terrain advantage, etc; I want them to be sure they know what they're getting into here.
Huge Mature Adult Spellhoarding White Dragon
Defense: 240 hp; AC 34, touch 28, FF 34; FORT +18, REF +13, WILL +13; Immune to Cold, Sleep and Paralysis; Resist Fire 10; DR 10/magic; SR 22; Blindsense 60'
Offense: Bite +27 (2d6+8), Claws +22 (1d8+4), Wings +22 (1d6+4), Tail +22 (1d8+12); Breath 40' cone of cold 7d6 (Ref DC 25 half); Frightful Presence DC 21 vs shake 4d6 rounds; Grapple +37
Spells/SLAs: Gust of Wind, Fog Cloud, Scintillating Scales, Resist Energy, Mage Armor, Instant Diversion, Resistance, Detect Magic, True Strike, Grease, Ray of Enfeeblement, Expeditious Retreat, Invisibility (last 5 are in spellhoard)
Feats: Wingover, Snatch, Flyby Attack
Skills: Climb +25, Notice +25 (houserule combined skill), Intimidate +25
She's fairly brutal. The full BAB characters should be able to hit her on a 14 or so, if they can get to her. The theurge will have trouble hitting her touch AC, but has area affect spells and other options like party buffs and summons. The dragon reserves her spellhoard, focusing on the buffs she has active (which don't apply if the PCs miraculously surprise her).
The dragon is at a big advantage here. First, its den is on a mountain, about a day's climb. By level 12, the eldritch theurge should have teleport; however, that will only get them on the mountain near the den, not inside (since it has never been viewed). The dragon does patrols, and will have a pretty good chance of knowing they're nearby. The mountain is icy and snowy, and while some members of the party have ways to fly, others will be climbing.
The dragon's basic tactic will be flyby breath weapon; fly away to cool down, then do another pass. If breath weapons don't work (the party may have their own cold protection spells), she can snatch and drop the poor suckers down the mountain if they don't have flight or some other way to save themselves. I'll probably rule that they hit the mountain 1d20x10 feet down, so they have a chance of surviving and returning to the fight (no falls from a mile high). Two of the party can outright fly, and two probably have the HP to deal with the fall. She'll only stand and fight if she can get one alone.
If reduced below half HP, the dragon will retreat to her den to lie in wait and hopefully pop off a quick breath weapon as the party enters. In this more confined space, she'll focus on ground attacks to stand and fight, probably spreading out her attacks so I don't massacre one of the PCs. If reduced below 1/4 HP, she will retreat again, this time to a smaller den where her eggs and small hoard are located, and collapse the entrance. The PCs will have to dig or melt their way inside. Here she makes her last stand, going all out.
The mountain itself may be their biggest enemy in this. While there are trails on the lower portion, the upper area is pretty bleak, and they will basically be hugging the rock face for a while if they are limited to climbing the old fashioned way. They have the equipment for it, and if they're smart enough to tie off their ropes, they won't fall unless the ropes break (though that's easy for a dragon). The dragon's retreats will give them a chance for a bit of healing, re-applying buffs, and perhaps re-evaluating tactics.
The party won't necessarily be alone, nor will the dragon. There are NPCs nearby that can be of some assistance (another adventuring party, a band of stone giants) if the party seeks the help. This would give them greater access to flight and more bodies to take on the dragon. However, there are also a succubus (without teleportation) and a kobold trapsmith - both of which are ECL 12 - attempting to reach the dragon first. This is almost a 0-sum situation - to get the help, they have to waste time during which the succubus and kobold can get a head start. If they go on they can intercept the succubus and kobold first, but will be on their own. The EL could therefore vary, but I'm specifically looking at the dragon itself.
What do you think? Is this going to wipe my party?