Showing posts with label Dragons. Show all posts
Showing posts with label Dragons. Show all posts

Tuesday, June 28, 2022

Knight vs Dragon


The classic trope of the lone knight against a dragon. Is it doable in D&D? I've never seen it happen. Seems like a suicide mission unless you're talking about a super, high level, overpowered character, but where's the fun in that?

Before writing this, I watched the dragon fight scene in the Disney classic, Sleeping Beauty (1959). It's really the only on-screen visual I could think of that matches this scenario.

  • That dragon was black and breathed green fire which had acidic qualities.
  • Wondering if this influenced Gary Gygax's version of a black dragon.
  • The knight (or was he just a prince?) hit the dragon once on the nose and it sounded like metal.
  • The knight (prince) lost his shield to the dragon's breath weapon (saving throw in action?)
  • The knight slew the dragon by throwing his sword (which had just been enchanted by a faerie) into it's underbelly.

Time to roll up a fight... 
  • B/X will be the system.
  • The dragon will be a standard black (7HD).
  • The knight will be a 7th level knight as offered by Old School Essentials Advanced Fantasy, though for all intents and purposes, it is essentially just a regular B/X fighter because none of the knight class features apply here at all, unless the dragon had spell casting capabilities, where-as the knight would be granted a saving throw vs sleep.
  • The knight will have four randomly determined magic items including a magic sword, representing time spent adventuring. I rolled shockingly well for these, see below...
  • Black dragons have a 20% chance to speak, and thus, cast spells. This dragon is a non-speaker, so, no spells. This alone, makes the dragon much less formidable.
  • The breath-weapon will work on a recharge mechanic after the initial use. The rules state there is an equal chance of the dragon using claws/bite as there is of it using it's breath-weapon. Random determination will mean breathing acid on a 4-6 (d6). Maximum 3 times. 


The Knight

Str:15(+1)   Int:10   Wis:13(+1)   Dex:10   Con:12   Cha:11

HP:36    AC:17(plate + shield)   Dragon-Breath Save:10    To-Hit:+7    Damage:1d8+2

Magic Items:

  • Sword+1 (+3 vs Undead)
  • Ring of Wishes (1) (actually rolled this, could be a game changer)
  • Potion of Healing 
  • Boots of Traveling and Leaping (why did OSE rename the Boots of Striding and Springing?) By-the-book these won't help much here, but I might allow advantage on breath-weapon saves or some such thing.  


Black Dragon 

AC:17    HP:31    To-hit:+6    Damage: 2 claws (1d4+1), 1 bite(2d10), or 1 breath (current HP)    

Morale:8 (will check at 16 and 8 hit points)


Round One (assumes no surprise)

  • Dragon wins initiative breathes acid.
  • Knight makes the save and takes 1/2 damage, 16 points.
  • Knight then hits dragon for 9 points.
  • Knight HP:20   Dragon HP:22

Round Two

  • Initiative is tied, combat will be simultaneous.
  • Dragon breathes acid again.
  • Knight fails save and dies while striking the dragon for 6 points of damage.
  • Knight HP:0   Dragon HP:16

That was quick! 

Lets go again with the following caveats: 1. The boots of traveling and leaping will allow the knight to take zero damage if the save vs dragon-breath is made and half damage if it fails. 2. The knight may also sacrifice a shield to avoid breath-weapon damage on a failed save or a killing melee blow.

Round One
  • Dragon wins initiative breathes acid.
  • Knight makes save, using the boots, leaps out of the way taking zero damage then hits the dragon for 6 points of damage.
  • Knight HP:36   Dragon HP:25

Round Two
  • Dragon wins initiative and chooses 2 claw/1 bite... all three miss!
  • At this point the knight could use the ring of wishes any number of ways to win the fight, it's such a game changer that I passed on that for the sake of this exercise. So the knight strikes and hits again for 6 points of damage.
  • The dragon passes a morale check, continues the fight.
  • Knight HP:36   Dragon HP:16

Round Three
  • Initiative is tied, combat will be simultaneous.
  • Dragon breathes acid, knight makes save, jumping away taking zero damage. While jumping, strikes the dragon for 10 points of damage!
  • Knight HP:36   Dragon HP:6

Round Four
  • Knight wins initiative and hits the dragon for 8 points of damage, slaying it.
  • Knight HP:36   Dragon HP:0


Thoughts...
  • Simultaneous combat has interesting consequences.
  • In either fight, the knight never missed an attack roll, had to roll 10+.
  • House ruling the magic boots gave the knight a nice edge, seriously helped by making both saves. This makes sense though, and is probably how these boots would work in sword & sorcery fiction.
  • The knight took zero damage in the four round second fight mainly due to the dragon rolling very poorly.
  • I initially rolled morale at the end of the third round. The dragon failed and flew away (realistic.) Then I remembered that initiative had to be rolled first, which the knight won, then proceeded to slay the beast. Rolling initiative every round has dynamic effects.
  • The ring of wishes could have been used to nullify the dragon-breath, blind the dragon, put it to sleep, etc. Not the best item for this exercise, that's why I didn't use it.
  • Great little fight, easy to visualize, quick and dramatic not unlike the scene in Sleeping Beauty.

I think the knight's chances of success in this scenario diminish further and further with every edition following B/X & AD&D due to the fact that dragons keep getting bigger and bigger, though I'm not about to put that to the test.

XP & Treasure
  • Slaying the dragon: 1,250 XP
  • 58,000 SP (GP value: 5,800)
  • 20 gems (GP value: 2,610)
  • 40 pieces of jewelry (GP value: 48,000)
  • Total GP value: 56,410. Slightly under the average of 60,000 for a black dragon.
  • Total XP: 57,660. 
Enough for this knight to ascend to 8th level!


Wednesday, December 4, 2019

Have You Ever Subdued A Dragon?


Until recently, I forgot that subduing dragons was a thing.  Imagine fighting a gargantuan, pissed off, winged cat with a flame-thrower in it's throat, while trying not to seriously hurt it.  Good luck.  In years past, subduing dragons was largely a joke to us, but we lacked imagination.  By 3rd edition (and maybe even 2nd) this notion wasn't even a part of our lexicon.  The beauty of this thing we call the OSR lies in the rediscovery of such ideas, even if these ideas are rules that we kind of ignored in the first place.

It's much easier to subdue a dragon in AD&D than it is in BECMI.  AD&D gives you a growing percentage chance every round that the dragon is subdued.  BECMI requires that it be knocked down to zero hit points (non-lethal damage) before it capitulates.  Attacks must be made with the "flat-of-the-blade" thus no missile weapons and no spells.  Also, the subduing damage doesn't lower the damage of the dragon's breath weapon.

The results of the subduing vary.  Maybe the dragon forfeits it's treasure and tells you where to find more.  Maybe you capture it and sell it in some kind of black market (at 1,000 GP per hit point.)  Or maybe you make it serve you.  Why would a dragon serve you and not fry you to first chance it gets?  Is this an honor thing?  Is it broken will?  Where did this notion of subduing dragons actually come from?  Fiction?  Mythology?  I'm drawing a blank.  The Rules Cyclopedia states that a captured dragon will try to escape "if given a reasonable chance."  So, what's your plan for restraining this beast?  Consider this.....

Dragon-Sized Restraining Equipment

  • Iron Muzzle:  Prevents the dragon from speaking clearly, using their breath weapon, and casting spells.  Cost:  25 GP per hit point.
  • Collar and Chain:  For leading the beast around and/or anchoring it to a cell.  Cost:  35 GP per hit point.
  • Leg Irons (4 legs):  Only allows staggered movement and prevents the dragon from clawing/stomping.  Cost:  100 GP per hit point (25 GP per hit point, per leg.)
  • Wing Cuffs:  Keeps the dragon grounded.  Cost: 40 GP per hit point.
  • Tail Iron:  Prevents a tail slap as this cuff is usually attached to leg irons.  Cost:  25 GP per hit point. 

So, a large 80 hit point dragon would cost 18,000 GP to fully restrain and would sell for 80,000 GP at market, and a small 30 hit point dragon would cost 6,750 GP to fully restrain and fetch 30,000 GP at market.  Obviously these numbers can be tweaked as per your campaign.  Then you need to find a buyer if you don't already have one lined up.  Locating a black market and how such a place operates is a topic all to itself, but assuming you already know of one, how about a Black Market reaction roll to represent the bargaining process.....

Black Market Reaction Roll.....roll 2d6 +/- Charisma Bonus (only 1 roll allowed per sale.)
 
    2-3.   -30%   (700 GP per hit point)
    4-6.   -15%   (850 GP per hit point)
    7-9.   Standard market price (1,000 GP per hit point)
10-11.   +15%  (1,150 GP per hit point)
     12.   +30%  (1,300 GP per hit point)

It seems that dragon-slavers would target young dragons as much as possible as there's less risk involved and still plenty of profit.  Dragon-slaving would still be hella dangerous, though, as some parent dragons would show ZERO mercy to those who took their young and to those communities that harbored them, annihilation would follow.....

There's also the question of where you would hold the dragon.  You could use a cave, ruins, a keep, etc.  Regardless, you need a strong anchor for the chains, so figure that might cost an additional 15 GP per hit point.

Anyway, I love the notion.  So many possibilities here.  It's an adventure waiting to happen.  Hunt the dragon.  Capture it.  Bring it to justice.  Sell it.  Break it.  Imagine a party of Chaos trying to subdue a Gold or Silver.  I would rule that if a PC managed to single-handedly subdue a dragon, then that dragon, regardless of alignment, would serve that PC for life.  Instant dragon-rider.

Mechanically, I would add this:

  • A critical failure on an attack roll means that you cause actual damage to the beast, nullifying an amount of non-lethal damage done equal to the real damage inflicted, thus prolonging your gambit of subduing. 

So, what's your experience with this subject, have you ever subdued a dragon???


Wednesday, November 27, 2019

Somebody Made A Generator...




Just a quick post (and an excuse to draw a dragon.....)

Somebody out there created a generator based on my 10/24/19 post on customizing dragons.  Whoever you are............very cool! 

So, I must be in the mood for dragons seeing as I have another post on them coming up.....




Thursday, October 24, 2019

Customize Your Dragons!



Use these tables to customize Dragons and make them unique to your campaign world.

Note:  The first descriptor is regional and that's primarily up to you----It's your game, where are they from?  Real-world regional examples are:  English, Mongolian, Scandinavian, Saharan, Pacific, Carpathian, Himalayan, Atlantic, etc. The first table has generic regions if you prefer.  Choose which tables to roll on or roll on them all.  Don't be afraid to re-roll results you don't like.  In a matter of moments you should have something much more interesting than say, blue.

Results will look something like this:

Desert Gray Razor-Back (similar to a Young White, +2 Hit Dice; breathes an Acidic Cloud, animal-intelligence, chaotic, hoards only coins, 400 years old, Lairs in Ruins.)

Solamnian Yellow Mud-Mane (similar to an Adult Red, +1 Hit Dice; breathes Lines of Fire or Acid, average-intelligence, neutral, half the standard treasure, 700 years old, never sleeps, Lairs near Rivers.)

Coastal Copper-Fang (similar to a Young Green, -1 Hit Dice, breathes a Cone of Lightning, low-intelligence, chaotic, hoards only bones, 600 years old, has a tail like a Manticore, Lairs in a Swamp.)

Generic Regions, Roll 1d12...
1.  Northern
2.  Polar
3.  Desert
4.  Southern
5.  Eastern
6.  Highland
7.  Western
8.  Coastal
9.  Lowland
10.  Astral
11.  Abyssal
12.  Celestial

Color, Roll d%...
    1-3.  White
    4-6.  Golden
    7-9.  Gray
10-12.  Albino
13-15.  Red
16-18.  Silver
19-21.  Dark
22-24.  Tanned
25-27.  Bronze
28-30.  Brown
31-33.  Yellow
34-36.  Purple
37-39.  Cyan
40-42.  Black
43-45.  Bright
46-48.  Onyx
49-51.  Blue
52-54.  Spotted
55-57.  Jade
58-60.  Ebon
61-63.  Pink
64-66.  Amber
67-69.  Brass
70-72.  Orange
73-75.  Striped
76-78.  Copper
79-81.  Green
82-84.  Ivory
85-87.  Ochre
88-90.  Pale
91-93.  Azure
94-96.  Violet
97-99.  Rustic
   100.  Platinum

Descriptive Features, Roll 1d20 Once or Twice (the first column is optional)...
1.  Ridge- /  Claw
2.  Razor-/  Tail
3.  Shadow- /  Thrasher
4.  Great- /  Wing
5.  Long- /  Wyrm
6.  Mud- /  Scale
7.  Blood- /  Back
8.  Hook- /  Biter
9.  Saber- /  Neck
10.  Day- /  Glider
11.  Swift- /  Horn
12.  King- /  Mane
13.  Thunder- /  Serpent
14.  Doom- /  Drake
15.  Sin- /  Raker
16.  Lean- /  Screamer
17.  Sky- /  Stalker
18.  Iron- /  Fang
19.  Moon- /  Cutter
20.  Night- /  Tooth

Stats Similar To, Roll 1d20...
1.  Red, Young
2.           Adult
3.           Ancient
4.  Green, Young
5.              Adult
6.              Ancient
7.  Black, Young
8.              Adult
9.              Ancient
10.  White, Young
11.              Adult
12.              Ancient
13.  Blue, Young
14.            Adult
15.            Ancient
16.  Gold, Young
17.            Adult
18.            Ancient
19-20.  Choose

Hit Dice Adjustment, Roll 1d4...
1.  -2
2.  -1
3.  +1
4.  +2

Breath Weapon, Roll 1d6...
1.  Fire
2.  Poison Gas
3.  Ice
4.  Lightning
5.  Acid
6.  Fire + Another Roll

Breath Shape, Roll 1d6...
1-2.  Line
3.4.  Cone
5-6.  Cloud

Alignment, Roll 1d6...
1-2.  Lawful
3-4.  Neutral
5-6.  Chaotic

Intelligence, Roll 1d8...
1.  Animal
2.  Low
3-5.  Average
6.  High  (Magic-User level 1-4, roll 1d4)
7.  Genius  (Magic-User level 5-8, roll 1d4)
8.  Supra-Genius  (Magic-User level 5-8, roll 1d4, and Cleric level 1d4.)

Unusual Features, Roll 1d12...
1.  Arm-less, it's wings are it's arms, no claw attacks, wing attacks do an extra damage die.
2.  Two sets of wings, can fly twice as fast.
3.  1d6 extra eyes, has advantage on initiative and stealth against it has disadvantage.
4.  Extra pair of arms, gets twice the number of claw attacks.
5.  Two tails, two tail attacks.
6.  Manticore tail.
7.  Serpentine body, agile, +2 to Armor Class.
8.  Wingless (50% chance it can still fly.)
9.  Gaze petrifies.
10.  Wyvern tail.
11.  Displaced in space/time, +4 to Armor Class.
12.  Never sleeps.

Treasure Hoard, Roll 1d20...
1.  None, doesn't hoard, could care less.
2.  Only Coins.
3.  Only Gems and Jewelry
4.  Only Weapons and Armor.
5.  Only Mundane Items.
6.  Only Art Objects.
7.  Only Magic Items.
8.  Only Books.
9.  Only Bones.
10.  Half Standard Treasure.
11.  Double Standard Treasure.
12-20.  Standard Treasure.

Lairs in/on/near, Roll 1d20...
1.  Mountaintop
2.  Colossal Web
3.  Cloud
4.  Swamp
5.  Dungeon
6.  Waterfall
7.  Ruins
8.  Jungle
9.  Canyon
10.  Island
11.  Glacier
12.  River
13.  Forest
14.  Cliff
15.  Lake
16.  Moon
17.  Dune
18.  Sea
19.  God Corpse
20.  Volcano

To determine the dragon's age roll 2d6 x 100.

Remember to adjust XP based on additional Hit Dice and abilities.


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