Goblin-King wrote:So... actually using a dragon in HQ?
I would set it up as a campaign. A dragon should not be a chance encounter in a game like this.
The heroes would be expected to be fully equipped, with max mercenaries.
Two of the fire spells have a good chance of inflicting a couple of hits no matter how high defense the target has.
With a few high impact hits and enough small stabs I think it's possible to whittle a dragon down.
12 body
12 defense - What's that? 2 shields per roll? 4 shields if it uses white shields?
So far so good. Seems like a reasonable challenge.
But how should it attack? It must be powerful enough to reflect the monster that it is.
But on the other hand you don't want to one-shot the heroes...
Maybe instead of attacking it will cast spells at random targets.
1st round - 2 ball of flame
2nd round - 2 ball of flame
3rd round - Firestorm
So I play tested a quest last night with my son, The "Dragon's Den".
DragonMap.pdf
Summary:
"The Emperor's nephew has freed XYZ Keep from the Orcs and Goblins who had taken up residence, but he has not been heard from for some time. More troubling are the reports of a red (fire) dragon in the area raiding the trade caravans. Yada yada yada. You must discover what has happened to him and kill or chase of the dragon if possible."
Notes:
There are many "open doors" in this quest. They are represented by doors with slashes through them. Rows of open doors are actually archways allowing the central room to be larger.
There are no treasure search based traps. Cards of this type which are drawn mean NOTHING was found.
The falling block traps are controlled by the dragon. The dragon may smash the wall at ANY time (including as part of a hero's turn and is not counter as an action) and activate the trap but it must be standing at the appropriate adjacent edge of the room (or passes while moving).
A. A grand entry hall. The CW on the side represent statues and suits of armor of former lords of the keep. They are NOT CW and will not come alive.
B. The skeleton in the corner is a fallen soldier, quite dead and not animated. The tomb reads "Here lies…[Emperor's Nephew]."
C. The table is turned on its side as a barrier and the skeletons represent three more dead soldiers. There are goblin arrows in the soldiers and protruding from the table. There was previously a side door but it is barred with debris. Note the door "D" is not initially available (see "D").
D. When this falling block trap is triggered, the wall on the opposite side of the chamber collapses. Represented by the open door.
E. The Dragon:
Move 5 (one pivot counts as a move). Pushes heros out of its way (if pushed during a single space of movement, the hero immediately decides which adjacent free space they will occupy). The dragon cannot be prevented from moving. The dragon cannot double back on its movement.
Attack: Claws and bite: 2 x 6D (must be two separate targets) in front. All rear opponents 3D tail. Breaths fire every 3 turns. 4 dice fire damage front adjacent heroes. 2 dice all heroes in front (45 degree cone) extends down hallways.
Defend: 12D front. 9D side and rear.
BP: 12
Mind: 10
Impervious to fire spell damage.
Spells: All heroes are initially struck by Fear (see spell card) when they first behold the dragon. The dragon may use the command spell (one time, see card) on any hero that is actively afflicted by fear. The fear effect is nullified if the command spell is attempted.
When the dragon has 3 or fewer BP, it will attempt the fly out (up and out of the dungeon). "The dragon begins to flap its wings and lift into the air". The heroes have one remaining turn to kill it. It will be removed from the board on Zargon's next turn.
Consult the treasure tables (not written) to see what you find when searching for treasure. Heroes can search for treasure MANY times.
F. Two turns after the Dragon is defeated (or driven off). These monsters charge (all four groups simultaneously). Heroes investigating this area before this time "see very dark hallways filled with yellow (or red) eyes. You might have better odds against the dragon." If the hero is persistent then the two nearby groups will appear and attack.
E. Four turns after the dragon is killed, these monsters will open the door and charge. If the heroes open the door, then these monsters will hold their ground if the dragon is not dead, or charge immediately (on Zargon's next turn).
Wandering monster : before the dragon is slain, you wake the dragon, tell the heroes nothing, but Zargon may reposition the dragon however he wishes. After slaying the dragon the wandering monster is 4 Orcs.
We used that 2x3 Reaper "Fire Dragon". And newly minted "Champions".
play_test.JPG
Everyone had at least one Healing potion. There was one more healing potion (elf), a heroic brew, and strength potion. The spell ring had "Tempest" stored. They found a few more goodies in the main chamber (healing potion and heroic brew).
The Barbarian was the last to enter the fight!
The 12 BP dragon went down in 5 turns:
Turn 1: Fire breath and block trap (pinning the Elf and Wizard inside the room)
Turn 2: No action (Tempest)
Dwarf rolled an 11 and ran to the side of rear of the dragon.
Turn 3: No Action (Tempest)
Dwarf now has Heroic Brew and Courage, not looking good for the dragon.
Turn 4: Pushes the Dwarf around. breaths fire on him (4 dice) and the approaching barbarian (2 dice)
Barbarian drinks strength potion. Dwarf continues to chop away with courage…
Turn 5: 1 front attack on Barbarian one tail attack on Dwarf. Announced the dragon is taking off.
Barbarian chops him down before he can leave.
Nobody even needed to use a healing potion. When you think about it, the 12 BP just is not enough for this monster (at the scale shown). 12 BP = 1.5 Barbarians against the charged up party of 4... Not nearly enough. That and Tempest 2x sucks!
My son started to cry when the hordes approached (he was tired and being silly). But it was not so bad, I finished it on my own, fun really to see it play out. Searching for treasure as he was… you can be quite spread out in the room and caught totally off guard. And the goblins run 10 spaces! But the barbarian held a spot at the only remaining entrance (the south one) and the dwarf stopped even further out (exposed on 4 sides but diagonal to the Barbarian… fearing the wizard might not make it out). The wizard used "swift wind" and ran right past into the safe area (after dropping a fire ball… he used fire of wrath on the dragon. it laughed). The elf ran into the spot behind the dwarf. They did some rotating (and so did zargon). The Dwarf used his healing potion (2 I think). The Barbarian was healed by the wizard after retreating to the back. The heroes gave ground in the passageway and things were looking good, so the wizard also casted "pass through rock" on the barbarian. Then the Barbarian rolled a 3 for movement!!!! I laughed and thought it was all for naught, but there was actually good spot he could reach (not where I was initially thinking), so he went there. The fimirs were dispatched and the gargoyle was cut down last (after forcing the elf to drink a healing potion!).
All in all, pretty good. I will write it up as a formal quest and post all of the source code.
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