Firkraag (pronounced: /faɪərkrɑːg/ fire-crag) is a red dragon who bears a grudge against Gorion and, by extension, his ward.
“ | Welcome. You have come as I wanted. It has been an interesting game, but to tell the truth... I tire of it. | ” |
— Firkraag |
Firkraag is known for his trickery and deceptions: he is disguised as Lord Jierdan looking for "help" in the Copper Coronet. He is also known as "Mr. F" a fact that might have already been let slip out by two of his mercenaries, Corhvale and Bregg, who are found outside of the Copper Coronet.
He is also responsible for the deaths of many Radiant Heart members (who he disguised as monsters), should the Ward accept his commission and journey to the Windspear Hills.
Quests[]
- Journey to the Windspear Hills
- Rescue Garren's child from Firkraag
- Paladin Stronghold Duties (Note: leave Firkraag alive until the Order tells you otherwise, or else you will not be able to complete this quest)
- Firkaag's task - when speaking with Firkraag for the first time, offer to bring the deed of the land from Garren (at the end of the conversation option 4); his child dies (unable to complete the quest Rescue Garren's child from Firkraag), kill Garren, bring the deed, get rewarded with cloak of the shield and 40500 XP for everybody.
Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. (Aerie objects and leaves if you proceed)
Gameplay[]
When you enter Firkraag's Hideout for the first time and descend the stairs to get within his detection range, you'll see a Red Dragon, and it will address you automatically (with voice from Jim Cummings). There will be an exchange of dialogue options between you the Bhaalspawn and Firkraag. You might ask him why you were tricked, with "So here I am. Why have you done this? Why have you forced this confrontation?". He will reply:
- "For my amusement, for my curiosity, and for my memory of transgressions long since past - all of this spurred me on, but *Sigh* I grow bored with you."
You will note that there is a mage (Conster) standing nearby the dragon as well.
There are choices that must be made here, and the dialogue between you and the dragon will drive this.
If you are playing the evil path, you can agree to bring back Garren Windspear's deed for the Windspear Hills land to Firkraag. If you do, then leave and pursue that quest.
You can confront Firkraag right now and refute all his statements that allow you to go free and pursue your life unmolested. You will be warned once more, and if you still persist in a a confrontation/fight, then you will face both Firkraag and Conster (a 16th level mage) in battle to the death. The developers have given ample opportunity to back off and not do this now. In case, perhaps you did this quest too early in the Saga, and really aren't experienced enough.
You may also tell Firkraag that you can't leave without Garren's child. After some repartee', Firkraag will send Conster back upstairs (he'll teleport), and Conster will await you in a test to the death. The dragon states that if you defeat the mage, you may take the key to the prison cell from his body and free the child. You can do this without turning Firkraag hostile, and pursue Conster, get the key, and free the prisoner. Then you may decide if you want to leave Firkraag be and never return, or perhaps return at a later time (such as if you are planning on fulfilling the Paladin Stronghold duties). Regardless, Firkraag will be in his hideout, if and when you come back. Do this before you transition to ToB for obvious reasons.
Initial Hostilities: Once Firkraag becomes hostile, through dialogue or if attacked, there are only a few tics on the game clock before his assigned script will kick in, and some or all the sequential abilities and attacks will deploy over the course of the battle, depending how long he is alive and still able to function. These scripted actions are timed, and there is a progression to what the dragon does to kill you, disable you and to try and defend himself. The script is not responsive to the game difficulty setting, and Firkraag will not alter his actions based on what protections, spells, potions, equipment or buffs the party has. In that sense, he isn't particularly intelligent, or adaptable. See the Mod content section below for revisions that will mitigate this tactical limitation and make the dragon behave "smarter".
He opens with a Stoneskin (10 skins). The closest party member that can be detected will then be targeted with an AoE Remove Magic (at caster level 23). Any party members in the area of effect will be subjected to this effect. Most likely , a party at this stage of the saga will have problems not getting their "buffs" dispelled. So beware, because in short order, probably in less than a round, a Dragon Fear aura will radiate from his center mass. After that a Lower Fire Resistance effect, and then a Wing Buffet and or a Dragon Breath attack will occur. If the Wing Buffet is deployed it will disperse any cloud projectiles in the area, such as Cloudkill.
Depending how long the battle rages on, Firkraag has access to a number of other instant cast spells, innately scripted, such as Greater Malison, Haste (for himself), Hold Person and others listed in the Info Box. The longer he survives, the further down the spell repertoire he will go. And systematically like clockwork, the dragon will regularly deploy breath weapon, wing buffet and dragon fear auras, until death. There is no limit to these.
In general, Firkraag's biggest threats are his Dragon Breath and his ferocious damage dealing claws. He hits with such frequency and ease that armor class alone won't be likely enough protection. Protection from fire is a must, as taking a full-on dragon breath attack could be crippling or fatal, especially if a saving throw is failed.
Other Facts and considerations[]
His undroppable dragon ability ring grants Firkraag invisibility detection by script, immunity to backstab, immunity to stun, sleep, silence, domination, charm, confusion, hold, slow, paralyze, entangle, web, grease, and wing buffet.
For the first in-game hour (5 turns, 300 real-time seconds) after entering the lair, he is also immune to many ranged weapons and ammunition. In the EE versions, he'll be immune to nine separate projectiles during this period. The immunity for certain projectiles can be removed, and if not, those attacks will fail to strike the dragon until the protection expires. Most of the favorite and available projectiles used by a party playing with EE will work against Firkraag. These nine projectiles are:
- Spear (55) - dispellable
- Bolt (297) -dispellable
- Arrow (283) - dispellable (Arrow +1)
- Arrow Heavy (4) - Not dispellable
- Axe Heavy (9) - Not dispellable
- Bolt Heavy (14) - Not dispellable
- Bullet Heavy (19) - Not dispellable
- Dagger (26) - Not dispellable
- Dart Heavy (34) - Not Dispellable
In earlier game editions there were additional projectile protections included, and some of those protections could be dispelled as follows.
- Normal arrows – dispellable
- Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. Arrows +1 – dispellable - Normal bolts – dispellable
- Blessed bolts, Case of Plenty, all Drow and Kuo-toan bolt variants and the Sahuagin's paralytic bolts – dispellable Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. - Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. Bolts of biting, lightning and polymorphing, bolts +1, +2 and +3 – dispellable - Normal bullets, including those fired from the Sling of Everard – dispellable Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. - Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. Bullets +1, +2, +3, +4 and sunstone bullets – dispellable - The darts +5, obtained from the Cloak of the Stars – dispellable Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. - Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. All other variants of darts – dispellable - The Boomerang Dagger, Firetooth and the Boneblade – dispellable Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. - Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign. Normal and poisoned throwing daggers – dispellable - All axes and hammers that can be thrown – dispellable Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
- Note: More items are affected, but those aren't normally available at this point of the game.
- His physical attacks with Dragon Claws inflict 1d12 +12 slashing damage at a speed of 3 and with 1 ft range. The Dragon's strength will modify the damage.
- Dragon Fear (SPIN895): THAC0 +2 penalty, panic for 1 turn in 16 ft radius (bypass MR, ignores spell protections, save vs. Spell at -4 neg).
- Lower Fire Resistance (SPIN682): Reduces Fire Resistance by -50% with a 6-round duration in 16 ft radius (bypass MR, and ignores spell protections, save vs. Spell at -3 neg).
- Wing Buffet (SPIN695): within 16 ft radius blows away for 2 secs (bypass MR, no save), 1d8 + 12 crushing dmg (bypass MR, no save), unconsciousness for 3 secs (bypass MR, save vs. Spell at -10 neg); Zone of Sweet Air effect.
- He uses a Red Dragon Breath (SPIN693.SPL) that inflicts 24d10 fire damage (save vs breath for half, bypasses magic resistance and has a spell Power level of 0, and has a cooldown of three rounds).
- As Firkraag typically begins the battle by casting Remove Magic on any nearby party member with buffs, a useful strategy is to approach him with a single party member, following up with the rest of the party once the Remove Magic is used. This allows up to five fully buffed party members to engage the dragon, making the fight substantially easier.
Gallery[]
Achievements[]
- Main article: Achievements
Red Dragon Slayer[]
Slew the red dragon, Firkraag.
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Mods[]
Sword Coast Stratagems revises Firkraag in many ways. Especially if you install the "Smarter Dragons" component (which is responsive to the game difficulty selection). His SCS AI improves targeting and recognition of opponent's protections, which means he will fight smarter and not waste attacks on someone he cannot hit or damage. It will also influence his tactical options and attack methods. First, some mention of the dragon's stats and abilities. In most cases, all of the unmodded ones are still applicable:
- Firkraag is a 23 Hit Dice dragon (casts spells at level 23)
- 552 Hit Points (depends on difficulty setting)
- 3 Attacks per round (4 with Haste, 6 with Improved Haste)
- Note that with SCS, all Dragon melee weapons (claws/bite) have weapon range reach of 5. They can strike at opponents several rows back.
Immunities in addition to the unmodified dragon version:
- Intelligence Modification (Feeblemind will still work)
- Blindness
- Imprisonment
- Slay
- Kill target
- Most Fire based spells (Incendiary Cloud, Sunfire etc.)
As stated in the article above, Firkraag has access to several innate Dragon abilities. They are uninterruptible. A little bit more on what SCS does with the following:
- Dragon Fear (SPIN895): Moderately sized 16 ft radius aura centered on the dragon, ticks every round. No MR resistance apply or spell protections apply. Save vs. Spell at -4 or be affected by Panic. Fear protection can prevent, or remove the panic effects, but dispel magic will not remove it. Duration 1 turn.
- Lower Fire Resistance (SPIN682): Moderately sized 16 ft radius around the targeted area or creature. Bypass MR. Save vs. Spell at -3 penalty or Fire Resistance is reduced by -50%. No spell protections can block and cannot be dispelled. Duration 6 rounds.
- Wing Buffet (SPIN695): as described in main article. It is a moderately sized 16 ft area of effect around the dragon. Victims within are knocked back 30 feet way from the source (no save), then go Unconscious for 3 seconds (save vs. spell with -10 penalty to negate) and are hurt for 1d8 +12 crushing damage (no save). If you place a cloud spell on or near Firkraag, at least one that is recognized by his AI, he will employ a buffet to clear the air. This means that cloudkill or death fog won't be a winning option.
- Protection from Magical Weapons (SPIN686): As per the wizard spell.
- Silence, 15' Radius (SPIN692): As per the spell.
- Stoneskin (SPIN694): As per the Wizard spell with 10 skins are applied.
- Minor Sequencer (DW#DT11): Magic Missile and Magic Missile (a total of 10 missiles).
- Spell Sequencer (DW#DT10): Stoneskin, Spell Deflection and Remove Magic.
Spells: Firkraag is scripted to use the following spells, as determined by the AI's need, and your party's protections: Magic Missile (×4), Melf's Acid Arrow (×3), Remove Magic (×2), Haste, Slow, Greater Malison, Improved Invisibility, Secret Word, Breach (×2), Death Spell, Improved Haste, Power Word, Silence, and Khelben's Warding Whip.
SCS looks for the party preparing for battle, simulating that Firkraag and Conster would be forewarned of an imminent hostile action. Any trap setting, creature or demon summoning or certain spells will possibly trigger a hostile reaction. I won't spoil the spells it looks for, but it includes many of the favorite party-wide buffs from wizards and clerics such as Haste and Draw upon Holy Might, Protection from Fire and many more. You just can't buff in the presence of Firkraag without triggering a response. Forget setting a trap near the dragon or within visual range. If you summon an elemental, or some cannon fodder from the wand of summoning of any kind, he will become hostile. Buffing and summoning must occur out of sight from the dragon. If a summoned creature moves into visual range that will also trigger a hostile reaction.
Firkraag will deploy a Death Spell if able, if the party summons an Elemental, Efreeti, Mordenkainen's Sword and similar - and banish them from the area.
On "Insane" difficulty, Firkraag has better saving throws (probably will not fail any, unless a Greater Malison is used, and then, rarely). Regains use of Red Dragon Breath quicker than the unmodded game. Could potentially by percentage, have a 50% chance each round to blast with it.
For the greatest challenge, fight Firkraag and Conster at the same time, with SCS's smarter mage component. It is pretty tough for a typical party at this stage of the saga.
With the installation of the Spell Revisions mod, some of Firkraag's arcane memorized spells will be the SR version. The innate abilities mostly are not revised.
Note that the BuTcHeRy Mod makes some changes to the order of things that occur with Firkraag. When you first enter Firkraag's lair, there will be a cut scene, then an ambush is prepared for the party, that you must overcome before Firkraag and Conster are even present. This mod works with SCS like a champ.
Golem Construction for Spellcasters mod places special golem building components in Firkraag's lootable treasure, should he be defeated.
Gallery[]
- Portraits from Portraits Portraits Everywhere
External links[]
- Firkraag on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
References
- ↑
DRAGRED.bcs
- ↑ 2.0 2.1 2.2 While this item can theoretically be stolen, it cannot because dragons are too big to get close enough for pickpocket's range.