Challenges for Wyrmlings? [Archive] - Wizards Community

Post/Author/DateTimePost
d-wiz

04-23-07, 04:28 AM
I'm making a wyrmling game and need all the challenges and encounters I can get my hands on.

The game is set in the Forgotten Realms, I'm thinking different starting places for each player unless they are part of a clutch.

Any suggestions or helpful advice is more than welcome.

Thank you in advance.
Fuzzypaws

04-23-07, 04:50 AM
If you are starting them in different places, then your first sessions need to be a bunch of one-on-one games, one session for each player, and that session had better end with all the players meeting up.

If you don't want to run an extra session per player then start them all together. They don't have to be the same dragon species for this. See the old but awesome 2nd edition "Council of Wyrms" setting for ideas - you should give it a look anyway given that you're playing an all-dragon game.

But I must reiterate, if you start them all over the map, you'd better start them in solo sessions. Do not try any split-party-everyone-at-the-session-together BS because I guarantee you everyone will be frustrated, and everyone except you and whatever player you are currently favoring with your attention will be bored.
ShadowDragon8685

04-23-07, 09:13 AM
I highly reccomend you start them as part of one clutch of eggs. This prevents problems where wyrmlings of differing colors are differing powers, and ensures they all have the same basic capabilities (such as the ability to breathe water for Brass dragons.)

As for good challenges for Wyrmlings? Animals - nothing with DR, nothing with magic. Just good, tough animals - sharks, for instance, if you have a clutch of brass dragons.
celtredleg

04-23-07, 10:47 AM
Are they full up wyrmlings, or 1st level 1hd wyrmlings?? If you are starting at first, they are weak compared to a regular party. Breath weapons sound powerful, but in reality are hard to use after the first round or so.

Colar also makes a difference. Any that have to start as small size are not really ready to stand and fight. and thier AC sucks, and is not fixable. So be ready for them to get beat up a lot.
runestar

04-23-07, 01:18 PM
In theory, they could just fly over their foes and spam their breath weapons. So you will definitely want foes with flight capabilities of their own or some sort of ranged attack. However, I don't think they make capable fighters on their own. For their ECL, they would excel more as scouts and skill monkeys. I doubt they can hold their own against a fair fight.

It would be interesting, to say the least. I have no idea how to run a campaign which would sufficiently challenge them based on their unique capabilities...:confused: :embarrass
Shatari

04-23-07, 01:59 PM
Well, if you're looking for a good starting location, you might want to check out the "Fantastic Locations: Dragondown Grotto" for some basic concepts. Having a good hearted kobold that raises orphan eggs can allow you to mix chromatic and metallic dragons in the party.

As for a challenge, I don't really know. Their combined breath weapons can make quick work of most mundane foes, but throwing equal EL critters at them could put them at a disadvantage. Still, if their experienced players (and I presume they are), then they should be able to get by okay.
^Graff_EpsilonIX

04-23-07, 03:06 PM
If they have the same breath weapon type then perhaps a particular elemental type? I believe there was information in the Council of Wyrms second edition setting that may be helpful.
Derren S.

04-23-07, 03:43 PM
The Council of Dragons would certainly be a nice addition even if it is only for the setting (made for PC dragons).

Could you post which dragon types your players are using? That would help as the power level of wyrmlings can vary very much.
d-wiz

04-24-07, 06:13 AM
If you are starting them in different places, then your first sessions need to be a bunch of one-on-one games, one session for each player, and that session had better end with all the players meeting up.

If you don't want to run an extra session per player then start them all together. They don't have to be the same dragon species for this. See the old but awesome 2nd edition "Council of Wyrms" setting for ideas - you should give it a look anyway given that you're playing an all-dragon game.

But I must reiterate, if you start them all over the map, you'd better start them in solo sessions. Do not try any split-party-everyone-at-the-session-together BS because I guarantee you everyone will be frustrated, and everyone except you and whatever player you are currently favoring with your attention will be bored.
It's an online game so different places and one on one threads are no problem, but thanks anyway I know what you mean :)

I'll give the Council of Wyrms setting a lookover, is it available in the archieves (I'm no good at searching this site!)?
d-wiz

04-24-07, 06:19 AM
Are they full up wyrmlings, or 1st level 1hd wyrmlings?? If you are starting at first, they are weak compared to a regular party. Breath weapons sound powerful, but in reality are hard to use after the first round or so.

Colar also makes a difference. Any that have to start as small size are not really ready to stand and fight. and thier AC sucks, and is not fixable. So be ready for them to get beat up a lot.
1st level wyrmlings? Is it from Savage Species?

I was just thinking I'd start them off as wyrmlings from MM, but levels might be a good idea and would be helpful for advancing them.

Tanx buddy :thumbsup:
d-wiz

04-24-07, 06:26 AM
The Council of Dragons would certainly be a nice addition even if it is only for the setting (made for PC dragons).

Could you post which dragon types your players are using? That would help as the power level of wyrmlings can vary very much.
Since it's online and the game haven't started yet I really can't say, except I think at least one of them will be a Silver Dragon (I would too, just for the alternate form ability) and another mentioned Crystal Dragon.
d-wiz

04-24-07, 07:02 AM
Perhaps I should elaborate a little (was in a hurry yesterday and wanted to get the ball rolling). The game will be pretty free form when it comes to the story; meaning they can go anywhere and do anything, but every action has a reaction and dragon hide is valuable :devil:

Here is what I've got so far:

I was thinking I'd start them off differently, and here are a few of those ideas:

1. In a cave with challenges made by their mother to help them learn their capabilities.
2. With a tribe of goblins worshipping them.
3. In hidden cave (boring but realistic)
4 With a father who protects them for a little while.

Here are few different things I was thinking of throwing at them:

5. A herd of sheep and if they eat one an angry mob of villagers will be hunting them.
6. Dragon hunter(s), I was thinking a sturdy dwarf with net and everything that wants to catch them alive because they are more worth alive. As a dragon hunter he will of course be prepared for their breath weapon and abilities, so they’d have to outsmart him.
7. Other dragons who are territorial.
8. Cult of the dragon - haven't quite worked out how that is going to work yet.
9. Challenges according to race and capabilities.

Need a lot more of these!

A few funny instances:

10. A bard telling tales of dragons, but terrible exaggerating.
11. Mad man thinking he is a dragon (perhaps in heat :love: :schemes: )

In the long run I'd like to come up with a story arch that would involve all of them, perhaps something in the dragon community:

12. Evil wizard gathering dragons as pets.
13. Something with the cult of the dragon and undead dragons.
14. Their mums are gone from the beginning and there are no grown dragons on sight, so they have to figure out what happened to them - not sure what happened, but something threatening dragons existence.

Again thanks in advance for any answers :)
Derren S.

04-24-07, 11:44 AM
1st level wyrmlings? Is it from Savage Species?


Do not get Savage Species. There are two dragon magazines which have a 20 level progression for dragons (good and evil ones).

One Magazine is 320 I think.
d-wiz

04-24-07, 01:17 PM
Anyone remember the other magazine number? It could be a good solution for progression.

No suggestions people, You guys are usually so creative?
Derren S.

04-24-07, 01:39 PM
So, now I have more time...

Good Dragons: Magazine 320
Evil Dragons: Magazine 332

All classes go from lvl 1 to lvl 20 (Young or juvenile stage depending on the dragon). After that you are on your own.
By now bouth issues should be availiable as pdf.
d-wiz

04-24-07, 01:54 PM
Great, thanks you are lifesaver.
Drachasor

04-24-07, 02:12 PM
I like the idea of tribe of humanoids revering them (maybe not quite worship). Make them Kobolds though, since that's what Kobolds are about (and look at the Races of the Dragon web enhancements to help you design some unique kobolds).

As others have said, make sure the enemies have ranged attacks so they can handle air-borne adversaries. Get the Draconomicon if you don't have it too (the 3.x version, as I think there was a 2E version).

With the raised-by Kobolds idea, you can have them be different colors, since they'll have to figure out where they came from. Obviously the Kobolds will have found the eggs, but have little idea where they came from.

-Drachasor
d-wiz

04-26-07, 04:13 AM
I agree revering would be better and Kobolds sounds much better :)

I've decided to start them of in a clutch and I might both make an evil and a good.

And I think I'm going to go with the search for their past/origin hook, so any suggestions on what might have happened to their parents would be greatly appreciated.
d-wiz

05-03-07, 10:06 AM
:bump:
Rutabaga

05-03-07, 11:09 AM
I highly recommend involving the artifacts out of the DMG, the orbs of dragonkind. Perhaps the Cult of the Dragon (or some other powerful organization/individual) has discovered the orbs and enslaved their parents with them? Using the orbs pisses off all of dragonkind which you could use as a reason for chromatic/metallic uniting together against a common enemy. I used the orbs in the last campaign I ran to good effect.

Peace
hunter007

05-03-07, 11:13 AM
Ahh Darastri. My favorite of the DnD Universe. :)

Well now, for startes and much like has been said, you'll want to keep the following in mind:

1) If you're starting them off together, it will get them more aquainted and to the mission quickly (that is, assuming they're all metallic, chromatic, etc. and not killing each other). If you make them all the same kind in a clutch, they're going to be a bit more likely to see things eye to eye. If you're looking for them to be greatly differing individuals though, this is not the path you want to take.

2) Obviously, if you want to start them off seperate, it's going to take them longer to meet up and start with the real big mission you want them to take on. They also don't have each other to rely on, so they're going to have to be careful about what exactly they take on. The good side to this is that there will be more variety of personality, abilities, and maybe even, types (should multiple types be allowed). In the long run, having several different dragons with different types could be a good thing IF played carefully.

3) Newly born wyrmlings are, quite simply, weaker than several things surrounding them. You're not going to want them to be going up against an Illithid right after they emerge from the eggs. What is suggested is to start them of with very low CR's (much like you would a set of normal characters), and work your way up from there. Kobolds do nicely, for instance. In reality, your small animals are the way to go because they provide a lower challenge, and also, give a good meal to your new wyrmlings.

Here are few different things I was thinking of throwing at them:

5. A herd of sheep and if they eat one an angry mob of villagers will be hunting them.
6. Dragon hunter(s), I was thinking a sturdy dwarf with net and everything that wants to catch them alive because they are more worth alive. As a dragon hunter he will of course be prepared for their breath weapon and abilities, so they’d have to outsmart him.
7. Other dragons who are territorial.
8. Cult of the dragon - haven't quite worked out how that is going to work yet.
9. Challenges according to race and capabilities.

Good ideas, but as stated before, you want to keep the levels appropriate...unless of course you're trying to challenge them or kill them off real quick.:)

Now then, on to another part I wanted to mention.

I was thinking I'd start them off differently, and here are a few of those ideas:

1. In a cave with challenges made by their mother to help them learn their capabilities.
2. With a tribe of goblins worshipping them.
3. In hidden cave (boring but realistic)
4 With a father who protects them for a little while.

Perhaps another interesting option would be to start them off in a foster family of a non-dragon? It's entirely possible, and would present an interesting twist to things. Rare as it is, it's not unheard of. Many times if a Dragon needs to attend an important errand, or even if the parents are killed, a Sourceror/wizard or another trusted caretaker may be given the eggs or find the eggs to take care of themselves.

For this one, I'd suggest reading the section in the Draconomicon that speaks about rearing a dragon so you might get an idea of exactly whom you'd be making the caretakers.
d-wiz

05-09-07, 06:06 AM
Thanks guys, I've started them of as a clutch in a cave tended to by a Goblin that told them (while they were inside the egg!) how they rained from the sky inside stones so that they wouldn't be hurt. The Goblin left just as they were about to hatch and wished them good luck (hook for later).

I have 9 dragons:

1 Red, 2 Silver, Mercury, 1 Fang, 1 Bronze, 2 Gold and 1 Shadow.

I have allowed them to take one step away from their original alignment because they aren't hatched or raised under normal circumstances.

They started out at level 1 in the Dragon Magazine progression.

I was thinking I'd start them out on top of mountain in Silver Marches, and let them move down and into a Dragon revering kobold society, might use this:

(and look at the Races of the Dragon web enhancements to help you design some unique kobolds)

But since their caves are placed at such an exposed site (to dragons) they are prepared and has lots of traps to catch them. They'll want them alive because they revere them. Still haven't worked out the exact details.

I highly recommend involving the artifacts out of the DMG, the orbs of dragonkind. Perhaps the Cult of the Dragon (or some other powerful organization/individual) has discovered the orbs and enslaved their parents with them? Using the orbs pisses off all of dragonkind which you could use as a reason for chromatic/metallic uniting together against a common enemy. I used the orbs in the last campaign I ran to good effect.

Peace

I like this idea and I'll definitely be looking at this later on, specially since I was thinking I'd love to involve the Cult of the Dragon ;)
d-wiz

05-20-07, 03:20 PM
:bump: