parks@kpno.UUCP (12/05/83)
presenting:
Report to the Natural Fantasy Wildlife Preservation Society
special report on Dragons
moderated by Jay Parks
Some time ago, this moderator presented a call for papers on the
preservation of the rapidly decreasing species know collectively as Draco
Horriblis. With the profusion of adventurers, treasure seekers, and other
so-called "sportsmen" (or sportsbeings, depending on species), the once
proud dragon is swiftly becoming an extinct species. Once these majestic
creatures filled our skies, as they joyfully flamed villages and ate
peasants. In days gone by, dragons were as common as witch burnings and
smallpox, now they are as rare as books.
The problem seems to be that in many areas, dragons are fairly weak
creatures, which guard enormous treasures. When a typical party of 8th
level adventurers goes out after one, they usually reap great benefits in
experience, and more loot than they can carry. An average dragon has as
many hit points as an average 7th level fighter, and the poor lizard is
usually outgunned, outpowered, and outnumbered. In the standard AD&D world,
what is the unfortunate reptile to do? Here then, are the committee's
recommendations:
I. Always Hide Your Lair. A dragon is most vulnerable in the lair. This
where he sleeps, its easy to ambush him here, and this is where the
treasure is. If they don't know where it is, they can't steal it.
Why will they bother to kill the creature if he's not in his lair. He's
not going to lead them to the treasure if he's dead, is he?
II. Protect Your Lair.
a. A dozen or so compatible creatures can often brighten up an otherwise
dull and drab cave. Fire lizards, poison snakes, stirges, and such
things will never steal the dragon's treasure, but they will get along
with him. If they are in the same cave, they can give advance warning
of intruders and attack --simultaneously-- with the dragon to divide the
party's strength in its most critical moment.
b. Traps, both normal and magical are a definite asset to any lair. No
doubt the cultured dragons have competitions to produce the most
interesting and effective traps.
c. Smart dragons will have intelligent assistants. These assistants will,
of course, be much weaker than the dragon (to prevent challenges of
authority, and to keep them from stealing any treasure). Some good
assistants are: younger dragons, young dragons of a different color (but
similar alignment - sort of a 'fostering'), lower level humanoid races -
a fourth level wizard or fighter will never challenge our drake, but he
can do wonders in an emergency. Charm spells, proper treatment, and
rigid discipline should keep them in line.
d. Many dragons should have mates. Two dragons with a few young are
several times more dangerous than a single dragon. Not only will the
invaders have to fight several defenders at once, but the parents might
actually fight at a higher level (+3 to hit/damage?) if their young are
threatened.
III. Always Behave In A Proper Fashion. A drake should follow all the
proper rules of etiquette for his species: Ambush your target, Always
attack those weaker than yourself, Run from any strong antagonist, and
Take revenge on innocents. The last is a particularly fine point, as it
sets the public mood against dragon hunters.
IV. Keep To The Air. A dragon should come to land very infrequently.
Only in his lair (which is hopefully hidden), and to loot or eat. The
ground is, after all, the home of many pesky humanoids. Usually,
though, they can't hurt you if they can't get at you.
V. Cast Spells Intelligently. Some of the best (low-level) spells are:
Charms (to keep the creatures in the lair happy and docile, also, to use
against intruders), Haste (cast on the dragon! They don't care about
age), Invisibility (to hide the path to the lair, and for attacking from
ambush), Polymorph Self (to investigate any trouble in nearby towns).
It is quite amusing to see a spell-laden party, overflowing with magical
protections, have a Dispel Magic cast on them right before a breath
weapon is used. There are many more, but the idea should be clear.
VI. Become A Pet.
a. If all else fails, the dragon can become a pet of some much higher level
monster (wizard, lich, evil king). This usually gives the dragon a safe
lair and someplace to run to. It's demeaning, but it means survival.
b. A maliciously clever drake might use his natural charm, wisdom, and
incrediblely impressive ..uh.. personality to awe the locals. He could
become an object of love and worship. Heck, they might even sacrifice food
and loot to him. It sounds like a pretty cushy life. When the dragon-
hunting infidels do come to town, he could have his locals lead them on.
Picture a brave party sneaking up to the cave mouth, at the head of a mob
of bow-wielding villagers. Suddenly, the dragon appears, and as he breathes
the villagers begin to shoot at the *party*!!
Even worse, the party might secretly attack and (woe!) kill the dragon.
The canny old drake would still get the last laugh, though. The proud
party is sure to stride into the town (which they have just saved) bearing
as a trophy, the severed head of the 'evil' dragon. The townspeople would
look up in shock...and the rest should be quite satisfying, even if
somewhat predictable.
c. A type of dragon could also be a legally protected species, like our
state birds, or bald eagles. The government would be quite harsh with
violators. Of course, dragons are a common motif in flags and decorations
and visitors to a new area would probably not realize the significance of
all these dragon decorations. That is, not until the posse sets out.
VII. Moves Of Extreme Desperation.
a. If the slaughter of dragons becomes too outrageous, the species is
likely to forget personal differences and band together to hunt down the
killers. Even a party (or a nation) which can do away with an entire
family of dragons is going to be hard pressed to deal with a dozen of
them, then two dozen, then fifty, then two hundred, then . . .
b. The "I'll just take my marbles and leave" option. Dragons decide that
it's just too dangerous here, so they leave. Now, no one knows where
they really came from in the first place, so it should be possible for
them to return there (another continent, another world, another
dimension?). Of course, they'll take all their magic and treasure with
them, and they will travel together (see 'a' above).
c. The "You'll be sorry when I'm gone" scheme. A variation of 'b'. The
dragons leave. It will then be discovered what an important part of the
ecology they were. With the predators removed from their environments,
large and ferocious monsters should begin to multiply at an alarming
rate! With infestations of purple worms,
tyrannosaurus, and umber hulks, the populace will quickly (and
hopelessly) wish for the return of those quiet and polite dragons!
Those are the recommendation of the Preservation Committee (subgroup
dragons). It is your responsibility to see that the material reaches the
dragons which so desperately need this help. Finding the dragons, dropping
this off, and escaping are all left as an exercise for the reader.