HeroQuest
Scenarios

DragonLord

A new threat to the Empire has appeared. A mage calling himself "The DragonLord" is wrecking havok on the country side. You have been summoned by the Emperor himself to rid the countryside of this menace.
These are not easy maps, as the main enemy is Dragons, and some boards will have two or three or more. Make sure your Heroes are well equipped.

1. Meras-Dan: After journeying many days, you have reached the fortress of Meras-Dan, where the DragonLord is supposedly hiding out. Your job is to go in and destroy him.

DM Note: This board is a humbling board. The idea is when they reach the DragonLord he casts a summoning spell which summons up every single reptilian creature you own (Lizards, Jabberwocks, Cocktrices, Dragons, Fimirs, etc.). The Heroes are told to surrender or die. When they surrender, the game ends. If they do not, it continues until they die. As Zargon, you should do whatever it takes to get the Characters to surrender and keep the DragonLord alive. I would suggest being able to "resummon" killed monsters. The DragonLord should have 8 or 9 Chaos spells (including "Escape"), and has the following specs.
Move=10, Attack=5, Defend=6, Body=5, Mind=5.
The DragonLord also has a potion which will restore 3 Body Points that should be drunk if the Heroes actually get lucky enough to hurt him. He can only be hurt by the Following: Flying Kris, Magical Throwing Daggers, DragonSword, Fire Spells, Dagger of Spells, Sting, MageBane, & the Vorpal Sword. Also, you want to put some preventive work on things such as "The Ring of Return" and such. The way I worked it was that any teleportation spells used only moved the Heroes a few rooms away. This is a great board if you have Heroes that are too powerful.

2. Fortress of Lagan: You have been captured by the minions of the DragonLord. When you awake, you find that all your money, weapons, and armor have been stolen. You must find what has been taken from you and reach the Spiral Stairway!

DM note: If you have a Dwarf, he should be the one to pick the lock. If you do not have a Dwarf in your party, have Mentor cast a spell to unlock ONE door. Allow play to start with One character who must then free his companions. Most characters start out with 1 attack die and whatever their natural defend is (an example of an exception would be the Cyborg--see description for reason--and the Unicorn, who fights with his/her horn). However, the Magic users on this board have not had thier Manna affected, and may cast spells as normal. I also placed the Heroes Artifacts in a treasure chest on this board.

3. Return to Meras-Dan: Rumor has it that the DragonLord has abandoned Meras-Dan and you have returned in hopes of claiming some of your lost treasure.

DM note: Real simple game, the objective is money, but it would not be in bad taste to include a weapon or two.

4. The Halls of Cirith-Doran: These halls were once hallowed halls, and are the resting place for many of the ancient Elvish Lords. These halls have now been taken over by a band of the DragonLord's lizard soldiers. The Elves will pay each Hero 100 Gold coins for the death of all those who dare defile thier halls.

DM note: Any treasure found may be kept. Simple sweep and clear plotline.

5. Citidel of Veran: This small fortress was built by the Dwarfs many hundreds of years ago, but now stands as a border fortress on the edge of the Chaos Mountains. The DragonLord attacked and took over this fortress not long ago, and you have been asked to clear the fortress of its new inhabitants. It is rumored that the DragonLord took this fortress in order gain access to the secret treasure chamber that lies somewhere within, but this chamber is well hidden and has never been found.

DM Note: Sweep & Clear

6. Questok's Tomb: Questok was a great warrior and ancient Dragonslayer. You have saught out his tomb in hopes of finding his magical shield, which is supposed to be impervious to dragon flame.

DM note: The Artifact "Flame Shield" should be on this board.

7. Hunt for the DragonLord: The DragonLord is rumored to have taken refuge deep in the keep of Turak-Van. Your mission is to go in and destroy him.

DM note: Turak-Van has four floors. The objective of this map is to find the spiral staircase which will take the Heroes one floor deeper into the keep. Also, on map #11, there are several locked items, doors, treasure chests, etc. The keys to these items should be found on the various floors of Turak-Van. These maps have a very reptillian feel, and you should use as few non-reptillian monsters as possible.

8. The Treasury (2nd Floor): This floor is where the ancient Dwarves of Turak-Van kept thier treasures. These chambers are heavily guarded by the DragonLord's minions. The DragonLord lies deeper in the keep. You must seek the iron exit door which will take you deeper into the keep.

DM note: The Dragonsheild should be found on this map, as well as a Dragon or Lightening Lizard or two. Don't forget to include the keys!

9. The Dragonhold (3rd Floor): You have reached the Dragonhold, the place where the DragonLord keeps and tends his dragons. This level is filled with danger, so tread carefully. Loretome has revealed to me that the key to the DragonLord's defeat lies in the Dragonhold.

DM note: You should have at least 3 green dragons on this level, as well as a few Lightening Lizards, & the DragonSword. Don't forget about the keys!

10. The Inner Chambers (4th Floor): You have now reached the bottom level of Turak-Van. Seek the iron exit door which will lead you to the DragonLord's private chambers. You have safely come this far; all our hopes are riding on you!

DM note: you should put at least one Blue-Green dragon on this map, as well as a green or two. A Lightening Lizard would also be a good idea. Don't forget about the keys!

11. The Final Chapter: Through many trials and dangers you have forged a path into the very heart of Turak-Van. Now you stand ready to face the DragonLord, now that you have killed many of his dragons. He awaits your arrival with eager pride, hoping for an easy defeat. All depends on you, now. Tread carefully!

DM note: Locked (secret) doors, treasure chests, and tombs all over the place. The puzzle is to figure out what key opens what, and how to use those keys to get to the DragonLord. The map should have one blue-green and one green, as well as a lightening lizard. When you reach the DragonLord, he has the following specs:
Move=10, Attack=6, Defend=6, Body=5, Mind=6
When the DragonLord's Body Points are reduced below 2, he immedaitely casts a spell that Transforms him into a blue-green dragon, and the specs go up to reflect that change. He can only be hurt by the Following: Flying Kris, Magical Throwing Daggers, DragonSword, Fire Spells, Dagger of Spells, Sting, MageBane, & the Vorpal Sword. He also has 8-9 Chaos spells, which can be cast in either warlock or dragon form, plus once in Dragon form he gains the dragon abilities also. The DragonLord is also immune to DragonBane. Once defeated, the Heroes should recieve sufficient treasure &/or artifacts for a job well done.

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