This is one of my favorite D&D paintings |
That got me thinking about dragon encounters. I really like the 5e concept of lair actions. Attacking a dragon in it's lair is a big deal. The lair itself can harm the invaders!
I noticed that the dragon in Hoard doesn't have lair actions, and neither does Arauthator in The Rise of Tiamat. I wonder if that is because the adventures were written before lair actions became an official thing?
I decided to read up on some "famous" Dungeons & Dragons dragon lairs to get a feel for how they're done and to satisfy my curiosity. I'll stick to stuff from 3rd edition and back, though I implore you to check out the 4e Draconomicon books. They are full of cool lairs, treasure advice and fantastic maps!
This article will contain major spoilers for some pretty prominent adventures. As it turns out, almost all of the dragons in this article are red dragons.
Flame (Dungeon Magazine #1: "Into the Fire")
Flame |
A prince vanished 15 years ago (his ship.. the entire ship!.. was stolen by the red dragon known as Flame). The prince's necklace was recently found in some snowy mountains. The heroes are to head there and find out what happened to the prince
Flame's lair is protected against scrying by an amulet of proof against detection and location.
Random Encounters: Along the way the heroes might have the misfortune of running into 20 ogres led by an ogre mage, or a lone grey elf looking for shelter and "some companionship" (well!). There's fire giants out there too, and an avalanche, and a volcano has a 10% chance of erupting. There's even a wolfwere that tries to join the party to steal their magic items.
The Fallen Tower: The dragon lives in a crater at the top of a long-dormant volcano. The crater contains a lake filled with magma-heated water rising from old lava vents. Long ago a wizard had built a tower in the crater, with the lake acting as a moat. Flame tipped it over and killed the wizard!
Flame's Trap: Flame is ready for interlopers. As PCs wander down his hallucinatory corridor, it hits the fan:
- A portcullis drops, possibly splitting the party and impaling someone on the sharp gate as it plummets.
- A pit opens up under the feet of the rear of the party, which drops them about 20 feet.
- Flame breathes down the corridor. The fire hits everyone in it, though the people in the pit take half damage (the corridor was designed for this effect).
- The idea here is that only the PCs in the front of the portcullis can fight the dragon. Flame hovers over a huge open cavern. The PCs will have to either walk out onto a side ledge or jump down 30 feet to engage Flame.
- Flame casts haste on himself!
Flame can see invisible, polymorph other, has a necklace of frost resistance and an ioun stone which allows Flame to not need to breathe!
Flame's Escape Plan: Flame will flee if he has to. There's this cool note that he'll probably fly right through the party to get out, giving each PC a free attack at +2 to hit.
Once Flame is dead, the heroes get to search his lair for his mighty horde
Flame's Sleeping Chamber: Great flavor for his sleeping chamber: "You enter the chamber to see what was obviously the sleeping chamber for the great dragon. Tons of assorted clothes, furs, and cloth lie heaped on the ground, fully 20 feet thick at its deepest point. You can't help but think about all the beings that have been slain just to make this beast's bed. A large headboard, that appears to be made from the outer wall of a house, has the word "Flame" crudely burned into it."
The Treasure Hoard: This is the perfect flavor text for a dragon hoard:
"At last, you see the treasure of treasures, the dragon's hoard. The ransom of a king pales in comparison. The incredible might and ancient age of the dragon becomes apparent as you try to drink in the hundreds of contrasting period pieces. An imperial coach rests atop a massive pile of coins, its strong box precariously balanced on the roof. Even from this distance, you can see a pile of jewelry within.
Now your eye catches a silver-tipped beam of wood jutting away from you. You follow it back to its source and see the entire hull of a merchants' ship on one side of the cave. Scarred and battered, it lies tilted toward you with its masts broken off. Out of the ruptured hull spill the jewels of a thousand royal houses. Hundreds of similarly interesting artifacts duel for your attention. For a few moments, the sheer immensity of wealth holds you in a trance."
There's some awesome loot:
- A pot of gold with a pile of little bones (yes, Flame killed a leprechaun and stole his pot of gold)
- A large platinum chess set. The pieces are shaped in the forms of various creatures of good and evil.
- A royal carriage made of oak with a tiara in it (maybe he killed Cinderella?!).
- The boat! A "slightly crushed" merchant ship.
- Chunks of adamantite stolen from a dwarven mine.
Utreshimon (Return to the Temple of Elemental Evil)
Utreshimon |
In the original Village of Hommlet adventure, there's a bunch of giant frogs outside the moathouse and a dude named Lareth the Beautiful lurking in the dungeons below.
This time, yeah there's a cult down below, but a young blue dragon showed up and decided to live in the moathouse, and it's eating cultists and heroes alike.
Utreshimon's Plan: He lives in the courtyard. When a fight breaks out, he uses his wings to fill the air with dust, blinding the party and making spellcasting difficult. He flies up onto a tower and breathes lightning.
This is an encounter for 4th level characters, so this is a young dragon with very little treasure. It's just setting up shop, so to speak. I can imagine this being quite shocking. I haven't seen too many adventures that actually start off with a dragon fight.
Farcluun (Greyhawk Ruins)
Farcluun |
I wrote so much about the actual Castle Greyhawk that I thought it would be cool to check out the dragon in "Greyhawk Ruins", a version of Castle Greyhawk published after Gary Gygax left TSR. This dragon's lair isn't exactly given the deluxe treatment.
Tricky Entrance: You get to Farcluun's lair through a sinkhole in an underground river. It's a large cavern with stalactites and stalagmites and a huge pit full of treasure.
Sometimes He's a Bird: Farcluun is an ancient red dragon who sometimes turns himself into a wren so he can fly around incognito.
His Clever Scheme: Here's how he deals with adventurers: He pretends to be asleep and then breathes fire on them. It's a classic trope, I guess.
The Hoard: His treasure hoard is gigantic (120,000 gp plus a slew of magic items). None of the magic items have any fun gimmicks. There is a wand of fireballs and a shield +5 among many other things. Not too shabby.
This is by far the worst of the dragon lairs that I have read. Not awe-inspiring or creative in the least.
Dragotha (Dungeon Magazine #134: "Into the Wormcrawl Fissure")
Fabulous Riches! |
Greyhawk With Some Serial Numbers Filed Off: Dragotha is a big part of the Age of Worms adventure path. This path is very highly regarded. It was set in Greyhawk, but due to certain legal issues, certain characters had to be re-named. I believe Tenser was code-named "Manzorian" and the City of Greyhawk was referred to as "The Free City".
Why doesn't Eva Widermann do more D&D art? |
Bucknard's soul can bounce from PC to PC and give them stuff like:
- Immunity to fire
- The ability to overcome spell resistance
- A +10 to attack rolls (!)
Dragotha's lair is inside, past a mini-dungeon |
The room that Dragotha resides in is a "vast cavern lit by the undulant green glow of a huge ziggurat built of worm-infested stone." There's a hole in the top of the ziggurat. Green liquid gushes from it, "cascading down the front stairs of the ziggurat in a chain of miniature waterfalls."
There's two ledges, one of which has massive piles of treasure.
Dragotha |
Dragotha is Arrogant: When the PCs arrive, Dragotha is atop the ziggurat. He roars. He mocks the PCs, calling them "lapdogs".
Dragotha's Many, Many Powers: Dragotha is ridiculously powerful. He has an AC of 58! He can cast spells of up to 8th level, including dominate person and forcecage.
He has two breath weapons. One does fire, and the other is a "death wind". He has a paralyzing gaze, paralyzing all within 40 feet, and all of his physical attacks paralyze as well.
Dragotha's Treasure: Dragotha's Hoard takes up a full page.
- He has 2.5 million copper pieces.
- A dinosaur skull inscribed with brand new druid spells of your own making.
- 7 paintings of deities being tortured and dismembered.
- A "scandalous dress of scarlet silk" worth 3,500 gp.
- Then there's a pile of magic items that includes a sun blade, a folding boat, Daern's instant fortress, a staff of the magi and an apparatus of Kwalish (I believe in 5th edition, there is only one apparatus in existence).
Infyrana (Dragon Mountain)
Infyrana |
So the set-up is simple. Dragon Mountain appears in your world. Cue adventure music.
Not So Great: We sat down to play this in high school and It was a major let-down. I had visions of all sorts of exciting dragon encounters, but it turns out that this dungeon is all about kobolds. We quit after one or two sessions because the adventure was such a disappointment - and we almost never quit any module (except Vecna Lives, but that is because of the stupidest inter-party squabbles of all time).
Infyrana by DiTerlizzi |
The Encounters: After braving endless waves of kobolds (there's something like 12 different clans) through three 64-page booklets, you finally fight the dragon.
Along the way there is a trapped room that fills with boiling water. There's almost no way to escape this one. The water does 6d6! But mostly your heroes will spend many hours coming upon lots and lots of thrilling storage rooms, studies, chambers and multiple barns (?).
Infyrana's Lair: Her lair in Dragon Mountain is in a cavern that glows red. Treasure is piled into huge hills. "Atop this sea of wonders, this desert of valuables amid the dunes of minted treasure, lies a beast."
Portion of a 2e poster map of Infyrana's lair |
When the heroes enter, they see a red dragon sleeping. They think it's Infyrana, but it's not Infyrana. It's a kobold who drank a potion of polymorph self and a potion of invulnerability (immune to non-magic weapons). Seriously.
The actual dragon has polymorphed herself into a kobold. Her plan is to have the PCs waste resources on the polymorphed kobold/dragon. She has some items on her, including a potion of human control and a wand of paralyzation. Those poor, poor PCs. Clan Wyrmguard, elite kobolds, will be firing arrows at our heroes, too.
These are just the potions! |
- There's a magic elven sword +3 called Anduvar.
- There's a melted pile of steel - the remains of a dragon slaying sword! What a great detail.
When researching this article, I found a few good inspiring stuff on dragons and dragon lairs that I thought I'd share:
The Magic Tree has a list of famous dragons from Dragonlance, Greyhawk and The Forgotten Realms.
There was a great thread on RPG.net a few years ago where people shared their crazy stories about fighting dragons in their lairs. Some really awesome, funny stuff.