team plus editions
A host of danger, treasure, and death.
Complexity Complex
Stealth DC 22 (trained) to notice the focusing crystals and shifting earth that move to face potential intruders.
Description A cave opens to a herd of floating crystals orbiting around the central horde like planets to their star, hollowed out tafoni weathering face all directions.
Disable DC 27 Athletics or Crafting to break apart key components to the lair or a DC 25 Arcane or DC 29 Nature, Occultism, or Religion to disrupt the magic floating the crystals, shattering as they landm or a DC 22 (Expert) Astronomy Lore to make sense and unravel the simple physics that underline the lair's magic.
Start Reaction Trigger The Adult Barrage Dragon rolls initiative; Effect The Lair uses Mass and Acceleration, then rolls initiative.
Routine (2 Actions) The lair gains two actions at the start of it's turn. Each time the lair is disabled, it loses an action. It can use it's actions on the following abilities:
Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.
Complexity Complex
Stealth DC 29 (trained) to hear the rapid subliminal chanting hidden under the jeering crowd and to spot the hypnotic patterns in the faux tent fabric.
Description This massive bigtop tent complete with tightrope, rows of creaky wooden stands with a blurry crowd on the edge of it's seat in constant applaust, all framing the clown-like dragon with claws standing on the flattened dirt.
Disable DC 34 Performance or Acrobatics for the lair to see you as performers rather than intruders, a DC 32 Occultism or DC 36 Arcana, Nature, or Religion to counterchant and dispel the illusions, or a DC 29 (expert) Circus Lore to steal the spotlight.
Echoes from the Crowd Trigger A creature is affected by the dragon's Humiliating Mark; Effect The crowd laughs at the mark, reopening emotional insecurities. The creature removes any immunity to the Dragon's attempts to Demoralize them from it's own ability.
Step right up! Trigger The Ancient Mocking Dragon rolls initiative; Effect The Lair uses Shine the Spotlight on the Ancient Mocking Dragon, then rolls initiative.
Routine (2 Actions) The lair gains two actions at the start of it's turn. Each time the lair is disabled, it loses an action. It can use it's actions on the following abilities:
Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.
Complexity Complex
Stealth DC 35 to spot the carefully sculpted tunnels of magma, swirling incensed smoke that burn the very soul, and chiseled gold lattice that spread heat all around you.
Description A monument to pride built at a volcano's heart, magma ebbs and flows like the tides wile smoke lazily pools around your feet. Gold glistens and the Archdragon lays on it like a glutton.
Disable DC 40 Athletics or Crafting to break the gold lattice and funnels, a DC 38 Nature or DC 42 Arcana, Occultism, or religion to quell the fire.
Burn Forever (aura, fire, misfortune) Flames burn underwater in this lair and cannot be doused by non-magical water. When a creature within this lair attempts a flat check to end persistent fire damage, it must roll twice and take the worse result.
I am Fire! I am Death! Trigger The Cinder Archdragon rolls initiative; Effect The Lair uses Eruption, then rolls initiative.
Routine (2 Actions) The lair gains two actions at the start of it's turn to use between the following abilities:
Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.
Level A Dragon's Lair level is 2 less than it's dragon owner, all DCs mentioned here are intended to be level based DCs based on the Lair's level.
Traits A Dragon's lair gains traits that match the tradition of it's dragon owner. It might gain others based on other factors, such as the Water trait for a Coral Dragon's reef lair or the Unholy trait for the Diabolic Dragon's firm.
Complexity Complex
Stealth Very Easy DC.
Disable Normal DC non-magic skills related to disabling the lair, an Easy DC skill tied to the Dragons tradition or a Hard DC skill outside the tradition, or a very easy DC using an appropriate Lore skill.
Lair Passive An Ancient or older dragon's lair gains a passive ability to support the dragon.
Start Reaction Trigger The Dragon Owner rolls initiative; Effect The Lair uses a ability two from it's routine, then rolls initiative.
Routine (2 Actions) The lair gains two actions at the start of it's turn to use between three abilities, four for an archdragon.
Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.
You must be logged in to vote.