[net.games.frp] saving dragons final report

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.