Monthly Archives: March 2012

New Art, Late Post

It’s been a long time and I should not have left you without a dope beat to step to. I realized early on that it was likely impossible for me to keep a weekly blog without violating that schedule and here I am, posting quite late. Rest assured the next encounter is almost ready to publish and I’m hoping to be back on schedule by this weekend.

In the meantime, I’ve updated some existing posts with new original artwork! A very talented friend of mine has begun contributing an exclusive line of sketches for Save Vs. Weekend and I couldn’t be happier. Feel free to peruse the old posts to see what’s been beautified, and bear with me as our next two encounter will send your hapless PCs into a burning library, and hot on the trail of a crafty fugitive.

Leave a comment

Posted by on March 28, 2012 in Announcements


Tags: , , , ,

Hijack at Sea

With little room to move, every shift counts

This encounter is intended for five PCs of 5th level

A few years back I started what was intended as a long-running campaign, and wanted to open it with a bang. But more importantly, I wanted to use he fancy viking longship square-grid map I had found on-line. I combined those purposes to assemble the following encounter, which ran pretty smoothly. I’ve updated it, adjusting it to be for a higher level and adding the complication of the sea monster – just to up the ante on the danger level. Naturally I’d pass along the battle map as well but in the intervening years the website has gone done and I foolishly never saved a file of it. I’ll rough out the boat’s dimensions below to approximate it but it won’t be very pretty. In it’s stead, I’d recommend picking up this Game Mastery set for the pretty awesome Longship it features. Its a bit larger than the ship I used at first, but the encounter could probably use the extra space. This might reduce the risk of characters being washed to sea, so keep that in mind if using maps with other dimensions for this encounter.

I know it’s merely a representational thing; but the fact that hazards in 4th edition make “attack rolls” against a player’s defenses always compels me to say things like “the sea attacks!” or “the ice attacks!” I assure you that yelling that over and over will gain you no good will with your players, but is VERY satisfying.

Structure and Goal
While en route across the sea, the PC’s will book passage aboard the only ship available – a sturdy if small longship with a handful of other passengers already prepared to board. During the voyage a large storm hits. To make matters worse, several of the passengers are slavers who are plotting to hijack the ship and sell off their shipmates to the highest bidder. A battle ensues, meanwhile the tossing and churning of the waves threatens to wash passengers, slavers, and PCs alike into the dark and freezing waters. And if that weren’t enough, the boat is being trailed by a hungry sea serpent, intent on gobbling up anyone who gets flushed off deck.

The key here is to keep the passengers alive. With the violent storm waters wracking the ship and slavers not too concerned with roughing up some of the more unruly merchandise, the other passengers (treated as minions) are in serious danger. But keeping them safe will yield an incremental experience bonus for the PCs.

Plot Text
The storm is terrible. Between the sea rocking the longship steeply, the roar of wind and thunder and the cries of the crew you are shocked that sleep is even possible. Still, it has been a long journey and huddled under a few furs you manage to nod off here and there. But as you come to this time, the situation has changed. The urgent yells of the crew are now pained screams, and you see figures struggling about amidst the frequent blasts of lightning and the everburning lanterns bolted to the mast. One of the crewmen is flung off the edge into the furious waves. The captain gurgles his last breath as a blade slides out of his gut. Its clear now – some of your fellow passengers have mutinied. “Stay where you are, meat!” Yells a half-elf with a bandana covering his left eye. “You’re to be fresh product in the slave markets, so keep your seats and close those mouths!” The shouting has alerted your companions and you quickly raise and arm yourselves. There’s a moment of hesitation as the mutineers turn to see you stand fast, their eyes shifting to one another uncertainly, before moving to attack. The other passengers panic, and flee from flashing blades and searing spells.

Starting Positions
The PCs may position themselves in any square to begin with. This is where they were previously huddled sleeping

The Sea Attacks!
As waves buffet the sides of the boat, water surges across the deck, threatening to sweep passengers, hijackers and PCs out to sea. Alternating every other round, a wave will strike any creatures in all squares on one side of the boat or the other. Players, passengers, and slavers are all aware of what side the wave is about to hit on (they can see the swell coming).

On every even numbered round, at initiative 1 make the following attack:

  • Waves Hazard
    +7 vs. Ref

    Target: All creatures in squares to one side of the boat (Roll 1d20: even = right side, odd = left side)- On Hit: The target is pushed out to sea three squares. If a creature falls into the water in this way or any other way, the creature begins to take ongoing 5 cold damage (from the frigid water) and cannot make a save against this damage until they are no longer submerged in water.

With the waves as violent as they are, swimming is a Moderate Athletics check, and climbing back into the boat requires 3 squares of movement

  • For opponents who have been washed to sea, for simplicity’s sake, make a saving throw. On a success they spend their entire turn getting back to the nearest square on the boat. On a failure, the NPC is swallowed by the sea serpent – have fun describing the despicable slaver’s screams and desperate flailing as the beast grinds him up into a digestible paste
  • Passengers who fall into the sea likewise disappear beneath the waves or into the sea serpent’s gullet (they have gullets, right?) Passengers get no saving throw or skill roll to escape – if the players fail to prevent the waves from washing them off deck, they are gone
  • PC’s who are dropped to 0 HP or otherwise fall unconscious begin to sink. For simplicity of book-keeping (and to prevent a likely character death) bringing a fallen ally to the surface is a Hard Athletics check that takes a standard action. To do so the rescuing character must be in a square adjacent to the fallen character. Don’t forget the ongoing cold damage from being in the frigid waters

The Sea Serpent
Treat the sea serpent as more of a hazard than a monster. Seeing as how it’s over forty feet in length it would be quite a foe for players of this level. The sea serpent attacks the first target that fell into the water on its initiative. This can be a slaver, but does not include passengers who are considered “dead” as soon as they hit the water, regardless of how you describe their end. Any player may attempt an attack roll against the sea serpent to cancel its attack for the current round by readying an action to attack on the sea serpent’s initiative. The sea serpent remains underwater until it makes an attack.

Sea Serpent Hazard Level 5 (200 EXP)
Initiative: +5

+10 vs. AC 2d8+6 damage and the target is slid 1 square further from the boat
AC 20 Fort 22 Ref 15 Will 12
Targets: First creature to enter the water in a round
Countermeasures: Successful attack roll cancels attack for the current round
Range: Moves fast enough to make it to any square near the ship

The Passenger’s Actions
There are 5 passengers who are merely bystanders. None of these passengers are particularly bold or have any experience in battle. Their goal is to keep clear of both the slavers and the sea. When possible they will shift rather than provoke opportunity attacks. If the sea is poised to make an attack roll, they will risk the opportunity attack in order to avoid the waves.

A PC may shove a passenger to safety Sliding them one square) as a move action

Passenger Medium Humanoid (40 exp)
Initiative: Act on initiative 10 Speed 6
HP: 1
AC 12 Fort 12 Ref 12 Will 12

Slaver’s Tactics
Though the slavers goal is to take all of the passengers alive, they accept that the crew is likely to fight back and are happy to dispatch a few of them. This was supposed to be a lucrative smash and grab, but the PC’s have thrown their plans into chaos. As such, when the PC’s put up resistance the slavers won’t take any chances – even though they are worth more alive. The Bandits and Captain thread they way through the safe sides of the ship doing their best to flank opponents. The duelist is the most dangerous, happily immobilizing PC’s along the edge of the ship to let the sea or the serpent take them.

If a passenger provokes an opportunity attack the slavers will make the attack. Overcome by the adrenaline rush of battle and concerns that the meek might be emboldened by the PC’s resistance, they will strike at their prey (against their better financial judgement)

The unmarked tokens represent passenger’s starting positions. The mast (black circle) is impassable terrain.

x4 Human Common Bandits B (Monster Vault pg.170)
x1 Human Duelist D (Monster Vault pg.173)
x1 Half-Elf Bandit Captain C (Monster Manual 2 pg.138)
x5 Passengers

Experience Rewards
Each of the 5 passengers still alive at the end of the encounter grants the group 40 exp

Grant the players an additional 40 exp if all passengers survive the encounter.
(I determined this value by taking a minor quest’s exp value and dividing it between the passengers)

Experience for the sea monster and rocking waves are calculated together under the sea serpent’s hazard stats.

Total Monster and Trap Experience (Excluding Quest): 1,300 — Though technically a 6th level encounter, attack and defenses are intended for 5th level, and this is purposefully a difficult encounter.

Leave a comment

Posted by on March 18, 2012 in Combat Encounter, Playtested


Tags: , , , , , , ,

Dogfight on Dragonback

This encounter is intended for five PCs of 9th level

Look up some 80’s-90’s fantasy art. Go ahead, I’ll wait. What did you see, other than big haired women in chainmail bikinis? Butch dudes riding dragons you say? Of course. It’s a staple of fantasy art but how many times have you been in a game where someone (other than the occasional conniving wizard) ACTUALLY rode a dragon?

The obvious argument against is that as cool as it is, dragons tend to be more powerful than the players (much more in fact, in 4th edition). Not to mention that the prospect of a flying mount with tiny claws and no breath weapon is already rather destabilizing to power balance.

In spite of this, Draconomicon 2 features a few variations of Drakkensteed that fill this role: but those are high level mounts and even then, don’t really work mechanically the way I always envisioned a riding dragon. Well that didn’t sit right with me at all, so this week’s encounter is all about getting the PC’s into a complicated saddle and letting them take wing.

If you want to blame anything for this recent “dragon boner” I’ve gotten, you can aim your sights at my overly extensive play through of Skyrim.

The premise of this encounter has the PC’s borrowing some dragon mounts and assaulting an isolated enemy fortress. Before they can secure a landing zone however, they’ll have to deal with entrenched archers (ye olde Surface-to-aire-missiles) and enemy riders on winged mounts. Other than that this is a straight up fight.

Each player is given a Riding Dragon. The beast is well trained and obedient, responding to their commands within reason.

Aerial Combat Rules
It’s definitely worth your time to refresh your memory on the rules for combat in 3D and with mounts in general. See page 45-48 in the DMG. If you’ve got a D&D Insider account, it might also behoove you to investigate Dungeon issue 180’s article regarding aerial combat as well.

Special Dogfight Rules
As cool as aerial fights are, the ins and outs of three dimensional movement can be a real pain. I’d advise leaning towards whatever decision makes the game more fun, and that often means being a little imprecise according to the rules. Dogfights are all about tricky maneuvering, but nobody wants to sit there and watch someone count out spaces on two axes in excruciating detail – and not every group longs for a complex list of maneuvers and rules that take inertia and acceleration factors into account. Thus I propose the following when attempting maneuvering stunts:

-Stunt: Move ActionTargets an enemy flier within 3 squares of the attacker – The attacking rider or mount attempts an Athletics, Acrobatics, or Nature check opposed by a DC of 10+ the opponents Athletics, Acrobatics, or Nature total skill bonus (choose the highest among both mount and rider). On a success, the player accomplishes the stunt and may shift to any unoccupied space within 2 squares of the target

With a little guidance from my old love, the Alternity Gamemaster’s Guide, I’ve compiled a list of some sample stunts and the benefits they confer:

  • Barrel Roll/ Evasive Maneuvers: Gain a +2 to all defenses until the start of your next turn
  • Immelmann Turn: Shift 4 squares
  • Crazy Ivan: Make a charge attack and negate Combat Advantage against you
  • Loop-the-loop: Gain combat advantage until the start of your next turn
  • Match Speed: Keeps pace with a flying opponent, letting the rider jump to the other mount with no Athletics penalty
  • Buzz the Target: Opponent takes a -2 to attack rolls until the end of its turn
  • Sun at Your Back: The target is blinded until the end of its turn

This is hardly an exhaustive list (and I’m a little fast and loose with my aerobatics terms) but you get the jist. Do your best to represent the spirit of the maneuver your players describe.

Quest Text
You soar past escarpments and mesas as you approach your target: a black stone tower jutting up from the red rocks below. You nudge your mount to an attack altitude. Even this much lower to the ground the height and your mount’s speed are dizzying. Unbidden you find your knuckles white on the dragons reins. The creature below you lets out a long, anxious roar. It smells foes ahead. Through gouts of the volcanic ash drifting by the hills and rises you see them: five gnolls, each atop a rangy looking griffin and armed with shield and spear. They let out a battle cry and out of a corner of your eye you see movement. Below, and then ahead on the tower, their allies – more of the wretched hyena-faced fiends – string longbows, eying you with hungry ferocity.

Features of the Area
-Altitude: The tower and clifftops are 14 squares (70 feet) from the ground. For ease of viewing, any blank squares are a straight drop down

-Debris Pile: The stones are treated as rough terrain and provide partial cover to any creature occupying such a square

-Stairs: Lead down into the tower

-Smoke: Clouds of smoke from a nearby erupting volcano have drifted into the area. These clouds grant total concealment, but also deal 5 Fire Damage to any creature that starts its turn in or passes through a square of smoke

The riders will work to their mount’s advantage, charging when possible. Three of the mounted gnolls will try to stay locked in combat with any willing melee combatants (Remember that they still must move at least 2 squares or else fall – the griffins, unlike the player’s dragon mounts cannot hover). While these three hold the PCs at bay, the remaining two riders will reposition for another (and subsequent) charges. Meanwhile, the Far Fangs stay in cover (when possible) and rain arrows onto their enemies from below. Even if the gnoll riders are killed or dismounted (likely to their deaths below), the griffins are too ferocious not to fight to the death.

Don’t forget that gnolls being knocked prone will tumble off their griffons.

Things will eventually get cluttered but don’t sweat it, you will inevitably want to give your players a chance to use their Riding Dragon’s breath attack to good measure.
*Note: For the purposes of using the Gnoll “Pack Attack” abilities, do not count the griffin mounts as an ally

Sh%# Gets Real
If this combat seems too straightforward, try using some terrain or environmental features to mix it up. The encounter presumes that the smoke wisps are moving so slowly as to remain static for the battle, but moving these along a set path could add an interesting dynamic (a threat to players and their enemies, though not the Riding Dragons themselves). I’d also recommend investigating the “lightning strikes” described in Dragon 180 (Alas I cannot reproduce them here) as a means of adding a disinterested and dangerous third party.

New Monster Stats

A few notes about the Riding Dragon: I specifically made it’s Flyby Attack equivalent very open ended to let the creature and player behave as narratively as possible. By permitting the player to make an at-will attack on the go they have the option to bull rush or grab, as well as using any of their normal attack powers (ranged and melee) or sub out inferior melee damage for their mount’s rather potent bite attack. I’d encourage flexibility here – this encounter is about being, looking,and feeling awesome. If a guy on a frigging dragon could attempt it, let the player roll for it. The inherent danger of mounted combat at great height is damage from a fall – so the Riding Dragon’s mounted combat trait seeks to alleviate that to an extent.


  • x5 Deathpledged Gnolls (D) – (Monster Vault pg. 144)
  • x5 Griffons (D) – (Monster Manual pg. 147)
  • x3 Gnoll Far Fang (F) (Monster Vault pg. 146)

My preferred way of representing height is to use those dice boxes you have at least two of, and use dry-erase marker to indicate altitude. Guys on the ground get to live inside your little clear box!


Tags: , , , , , , ,

Fury of the Legion Dragon

This encounter is intended for 5 PCs of 8th level

Like all kids who watched television ads in the late 1980’s and early 1990’s, I was creeped out and intrigued by the commercials for Time-Life’s Mysteries series. Eventually, I found these books at my local library and read the everloving crap out of them. In particular I was in love with he artwork featured at the begging of Mysterious Creatures. The book opened with a spread depicting some classical monsters of mythology: a kraken, the hydra, manticore – and of course a dragon. In a book full of more bizarre monsters, it was easy to page of the entry for the dragon, but what always stuck out in my mind was this weird bit at the end of its description:

The Legion Dragon: What a douche

“…and its teeth, planted in the earth, sprang up overnight as armed men.” (Page 9 – Mysterious Creatures)

Yeah, I had never heard that kind of legend before. So for a while now I’ve had it in mind to play with that idea in creature design for D&D. Like most 4e DMs I’ve found that often solo creatures don’t quite serve to be the epic “boss fights” they are intended to be, but often adding a handful of minions can go a long way to extending a solo’s life and increasing the threat of facing one. So the idea of a solo that can constantly produce minions to support it during a battle really appealed to me. Granted, this business about burying teeth and waiting overnight was a bit impractical, so I’ve taken some liberties with the inspiration for this creature for the sake of practicality. In place of teeth, its the dragons armored body scales which come off and transform into an armed and able fighting force. And thus I give you: The Legion Dragon

Arcana DC 15:
Little is known of the Legion Dragon. Green of scale and glassy of eye, it is said to breathe fire like some of its kind, and to travel with groups of automaton like creatures made out of a dragonscale material.

Arcana DC 20: The legion dragon is a rare kind of its breed, brought about when Tiamat was fashioning her children at the dawn of the world. She desired a follower who was an army unto itself, capable of spawning loyal servants to lock down the masses of foot soldiers present during the climactic battles of the dawn war. The Legion Dragon was her answer. When a solid scale drops from the Legion Dragon’s hide – either by shedding during its growth or through damage from attack – the scale slips beneath the ground and quickly transforms into a humanoid construct composed of dragonscale. These constructs come armed with shield and sword and sometimes bow, and fight relentlessly for the Legion Dragon without thought of their own safety. Though humanoid in form, these “scalespawn” have no faces.

Arcana DC 25: The scalespawn is not an independent creature but a fragment of the Legion Dragon. They have a supernatural sense of sight and sound and share what they see with the Legion Dragon that spawned them. They have no thoughts or opinions, and are essentially disembodied limbs of the Legion Dragon who has complete control of his spawns. Part of their magical nature is the ability to manipulate their bodies in a way that allows them to “create” weapons out of their own scale bodies. Often these soldiers can switch effortlessly between melee and ranged combat by “morphing” a blade into a bow and a shield into a quiver of sharp arrows.

Encounter Background
Like all dragons, the Legion Dragon is covetous and conniving, collecting a hoard of treasure for its own delight. This Legion Dragon in particular has an ongoing five year racket, where he threatens to destroy a town if a virgin is not delivered to him for sacrifice. He demands the most attractive woman available to be the sacrifice. Usually he waits for a few gallants to attempt her rescue, intent on robbing any would-be heroes of their valuables once they are burned to a crisp.Later, once the villagers have abandoned the girl for dead or worse, the dragon ransoms the girl to slavers, or noblemen looking for some lovely thing to marry.

Usually the dragon rests in its lair – a large underground cavern beneath the bluff. The cavern is accessed through a flooded tunnel on the surface. It is not natural but a carved chamber that was originally the home of a demon of one sort or another, who tended to a cult of followers in far gone days. Both sets of standing stones were erected for the demon: the older set to make sacrifice and pay homage to the monster, the second set as a focus for a ritual to banish it. The Legion Dragon uses the newer stones simply because it intimidates the townsfolk, and because the lingering sense of evil left in the area from long ago unnerves the already startled peasants.

Story Text
Of course they mention it happening all the time in the tales; but since you began adventuring, you have never once heard of a dragon ACTUALLY demanding that a town ransom a virgin girl. But the rich merchant who hired you to rescue his young daughter from the townspeople’s “madness” is taking this very seriously. It seems that every five years a dragon threatens the town with obliteration if they fail to deliver a virgin sacrifice to a ring of standing stones many miles out in the wilderness. But this time the girl picked belonged to a man with money – the man who hired you to slay the dragon and bring her back. Other parties have tried to bring the beast down over the years, though none have been heard from since setting out after the monster.

Approaching the standing stones from the south and west you see mere feet away a second set of stones, much older and cruder in their construction. What their original purpose was is hard to say. Beyond the stones is a high bluff where you can make out the sleeping form of the dragon. Though green scaled, it looks dissimilar to dragons of the usual variety.

Your attention is drawn back to the stone circle by the hoarse sobbing of the girl you were sent to rescue. She is bound by iron chains laying face up on a podium erected atop a low hill amidst the stones. As you approach, two figures step around the northeastern stones. They are bizarre things, in humanoid shape but made out of a scale carapace and devoid of a face. They bear sword and shield and brandish their weapons as the dragon rises up on the rocky bluff above you.

“Took you long enough to get here,” he grumbles, stretching his great leathery wings. “Come to claim the girl then? Well I hope you brought the best equipment money can buy to slay a dragon. I do so have an eye for expensive arms and armor.” The dragon chuckles, and launches forward!


-Evergreens: Standing in one of the trees squares grants partial concealment

-Tree: The trees trunk is blocking terrain that could be used to grant cover. The tree can be climbed with an Athletics DC 12 and once a creature is perched in the branches, it grants partial concealment

-Standing Stones: All of the standing stones are blocking terrain that can be used as cover. It should be noted that they are big enough that creatures cannot move diagonally past them but must “corner around” the same as a wall. The newer stones (Rectangular black top) are 3 squares high (fifteen feet) and inscribed with runes and glyphs. The older stones (Brown stone) are 2 squares high (ten feet) and are carved with foreboding runes and images of demons and humanoids suffering. A Religion DC 15 check reveals these stones were used long ago for the worship of Azmodeus(or a campaign appropriate entity). Grooves in either set of stones aren’t very deep and require an Athletics DC 20 to climb.

If the Legion Dragon perches atop the newer standing stones, he can make reach attacks at creatures on the ground who would be unable to attack from melee in turn (without a reach weapon), however with such precarious footing, he grants combat advantage when doing so.

-Bluff: This steep cliff can be climbed with an Athletics DC 17 check, and due to its steepness, requires 4 squares of movement.

-Pond: This pond is not natural, and in fact, is a flooded passage to the chamber below the bluff that contains the dragon’s hoard as well as the resting place of the long since banished demon. A PC gazing into the water can see stone steps leading down.

An Athletics DC 15 check is required to swim down through the tunnel to the grotto below without incident. If the PC fails the roll they will have to turn back, or else risk an Endurance DC 20 check or lose 1 healing surge due to near suffocation.

-Virgin: Blond, pretty, scantily clad, and helpless, this poor girl is chained to a stone pedestal. She has 20 HP and all her defenses are 11. While chained up she is considered restrained. She will not fight, but will obey the PC’s commands. To unlock her chains requires a Thievery DC 17 check. The hill upon which the pedestal sits is not sufficiently steep to cause movement penalties

Being a brute, the Legion Dragon isn’t afraid to wade in and start pounding the heroes. After all, taking damage only lets him add to the number of allies he has on hand. At first he might fly in and hover at a distance of 3 squares, attacking any melee combatants from the safety of the air using his reach. At least two scalespawn soldiers will stay near the dragon if possible to serve as body guards and permit the use of the dragon’s immediate attack. Spare scalespawn will likely chase down any ranged attackers in an attempt to lock them down, seeing as how they are the best threat to a dragon on the wing.

The dragon has no interest in the captive virgin whatsoever – she’s a means to an end, a lure for rich PC’s and desperate or devious men with coin to buy her safety. While it will not go out of its way to harm her, it has no qualms about letting the poor girl cook in its flame breath. After all, once he’s killed the PC’s he has all their gear and coin to pile on his hoard, and the purpose of the girl has been fulfilled.

If your players are wise, they’ll use the standing stones as cover against the dragon’s breath weapon. They are wide enough to completely protect a PC against such an attack, assuming the dragon has no line-of-effect to the PC.

Reward Suggestions
Seeing as how this is a dragon fight, you’d be remiss to forget about the dragon’s hoard. I’m personally a traditionalist, and see this as a good a time as any to give your players three monetary only parcels worth of gold coins. Or, if you want him to be a glutton with flair for the aesthetic, all silver coins (so that his coin pile is bigger. If you’d like a more precise measure of a dragon’s wealth, Forbes has crunched the numbers for you. As such, the dragon’s hoard is in the underground chamber – the sole entrance to which is flooded. The chamber needs no additional mapping lest you aim to make it the site of further challenges or the entrance to a bigger dungeon.


Some Legion Dragon’s scalespawn take the form of the dragon itself

Special Considerations
— Seeing as how those standing stones are at the perfect height to allow (likely a halfling or gnome) PC to jump onto the dragon’s back, I figured it might speed things along to add some impromptu rules for mounting beasts that would prefer not to be mounted.

A player attempting to leap on the dragon’s back makes an Athletics vs. Dragon’s Reflex Defense roll (This roll must also meet the DC required to make a long jump into one of the dragon’s squares. The PC is considered to be in that same square as the dragon, and as such is subject to burst attacks that target that particular square. Being on the dragon’s back provides combat advantage against the dragon. If the character does not move, they stay atop the dragon.

As a part of any move action the dragon makes, it can attempt an Athletics vs. Reflex Defense roll against the mounted PC (You might elect to let the PC forgo any immediate actions this round to “hold on tight!” and raise their defense by +2). If the dragon succeeds the PC falls to the ground and is prone. While the dragon is on the ground the PC takes no damage, but if this occurs while the dragon is in flight, the PC may have to contend with some falling damage as well. I’d recommend using the rules outlined for falling during a climb, and give the PC one last shot to grab hold of the dragon’s tail before plummeting to the ground.

–PC’s might attempt to avoid the dragon’s fire by diving under the water. It’s not a bad thought, but dragonfire is hot, and will cook the water. Still, some cover is better than none, and you may elect to grant the PC resist 5 fire while submerged in water.


Tags: , , , , , , ,

%d bloggers like this: