A partial map made by players in my Sunday AM D&D campaign showing the Fazren Hills and the town of Farwater.
I've been using the Rules Cyclopedia and have to say that I've been enjoying it. We're using the optional skill rules, which add a very minimal but useful layer to the game. They're built on top of the "roll-under" system familiar to most B/X players, and add depth without dominating the way the game is played.
A couple of encounters in today's game were interesting even though they didn't result in direct interaction between the PCs and monsters. We've been playing in hexcrawl style, and the PCs were heading out at the north edge of the woods; I rolled an encounter overnight and it was a dragon. The characters had cover from the trees above them, and I only gave the dragon a 10% chance of noticing them and taking interest. The dice didn't show that, so I let the dragon fly over and focused on the incredible noise of its wings as it flew by in the early morning hours.
Later, after the PCs had secured a big treasure, I rolled another encounter in the overnight. This time it came during the dwarf's shift to watch, and a couple of elves were rolled. (Of course the dwarf was up for the elves.) I had them avoiding the PCs' campfire, and it wound up being a case where neither side wanted to approach the other.
Both encounters served to give a sense of depth to the world the PCs are in. Neither was actually about them at all, but instead just things they happened across. It's a richer place because it has things totally removed from the PCs and what they're doing. Also - having a dragon in the second adventure, even just a fly-by, simply feels right in a Dungeons & Dragons game.
One resource I used was the d30 Sandbox Companion by Richard LeBlanc. It's a really nice booklet, although I'm very much tempted to roll up a week or so of weather in advance of next week's game. It's a very good system for having weather actually happen during a wilderness exploration, it's just a thing that takes a minute out of the game when you actually roll precipitation.
Between the two was a short dungeon trip with a significant treasure. It will be interesting to see if the PCs go back next week for more - and if they find out what else was in the ruin they were exploring.
Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts
Sunday, January 15, 2017
Monday, September 14, 2015
More Dragons in the Dungeons
So there's this game you may have heard of called Dungeons & Dragons. It seems to have more dungeons than dragons, which is a shame.
Ancient and medieval depictions of dragons aren't of multi-story lizards breathing out gigantic fireballs. They are generally small, more slender reptiles, comparable in size to large horses, that seek out treasure hoards and guard them. It's a classic underworld trope to have dragons atop a burial mound or ancient tomb, which makes them a natural fit for dungeons.
Dragon inflation has been a constant of D&D, and it has slowly pushed the dragon out of the game, except at high levels. Dragons went up in hit points significantly in the first edition PHB, and much further in second edition, firmly ensconcing them as upper-echelon enemies. They have stayed that way ever since; a party will pretty much have to be 5th level or higher before even thinking about slaying a dragon.
OD&D dragons aren't unbeatable super-beasts. White dragons only have 5-7 hit dice, and are 25% likely to speak, and 60% likely to be sleeping when encountered. A Very Young white dragon only has 5-7 hit points and a similar score on its breath weapon; in my opinion that's not out of the question for an encounter on the first dungeon level. It's a logistical challenge, since the party will want to avoid being hit by the breath weapon, but not one that the party can never overcome. Even at 3 square inches (30 feet), the cone of a white dragon's breath will not necessarily hit multiple party members if they arrange themselves properly, using terrain obstacles or shapes to their advantage. If nothing else, they won't just assume they can kick in every door and slay the monsters.
All OD&D dragons are treasure type H. This is a hoard with literally piles of coins; there is a 75% chance of 10,000-60,000 GP. On average (and not counting magic items), a hoard should be in excess of 80,000 GP, with most of that coming in jewelry and gold pieces. Slaying a dragon and taking this much treasure would be a fine haul, although the reward stops being quite so dramatic after 5th level, when a dragon's hoard is no longer an automatic level gain. But up to level 5 or so, dragons are an efficient way to gain a level.
If you want to picture a hoard, let's say that gold pieces are about the size of a Krugerrand. 60,000 gold pieces would be about 50 gallons of space, which would be larger than the volume of a typical bathtub. This would have about 25 pieces of jewelry and/or 50 precious gems mixed in. Armored PCs could only take out about 1800 coins each; you'd probably want a few wheelbarrows. Transporting gold out of the dungeon should be almost as much of a challenge as slaying the dragon. It's impressive, but not cavernous rooms full of coins. The largest possible hoard would have 184,000 coins, which is in the area of a refrigerator.
By design, dragons should be a low to mid level monster: a hard challenge at level 1 or 2, but able to be handled with much more ease at levels 4 to 6.. If the referee is running OD&D by the book (as it were), it's a poor decision to take on a blue or red dragon. They are more likely to talk, and thus to parley, and less likely to be sleeping. And their treasure will be the same as a white dragon, which could be as much as 6 hit dice lower than its red cousins.
There's another reason to put dragons in your dungeon, though: factions. Dragons will naturally relate to the other denizens, although obviously this relationship may be more of a predator/prey one. But it will always make the dungeon more interesting if there is a dragon sitting on a big treasure hoard. Whether or not the dragon talks is a big factor in this, as a brute white dragon that picks on the goblin tribe would be very different from a crafty green dragon that has a group of gnolls or bandits doing its bidding.
The moral is simple: don't be afraid to add dragons to your dungeon. They are designed in OD&D to be things that you can handle but still have some "badass factor."
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