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Some of My Dragon Strike House Rules

Topics related to Dragon Strike.

Some of My Dragon Strike House Rules

Postby Malcadon » March 9th, 2012, 10:04 pm

Here are some house rules I made for Dragon Strike to make it play more like a simple role-playing game. I'm trying to keep the rules as simple as possible, while trying to enhance game-play. Enjoy! |_P

UPDATE! (touch-up and added ideas)

Set-Up: Dice and Use

There should be at least two sets of dice: one for the Dragon Master to use; the other for the players to share. A dice set is made-up of two six-sided dice (d6), two eight-sided dice (d8), two ten-sided dice (d10), and two twelve-sided dice (d12). The normal ranges of dice rolls uses by heroes and monsters are d8 to d12, but there are some creatures who are largely helpless in the face of adventure, such as commoners and normal animals, so they use a d6 if they try anything heroic. In most cases, players only need to roll one die for an action, but getting an advantage or disadvantage will require rolling two dice. When a hero or monster has a situational advantage, such as being an attacker with the higher ground, the attacker roll two dice of the same type keeping the highest die result, discarding the lowest. On the other hand, if a hero or monster has a situational disadvantage, such as fighting on shaky or slippery ground, the attacker roll two dice and using only the lowest roll.

Loot

There are no money in Dragon Strike, so heroes cant buy anything. Using "Loot Tokens" could help heroes acquire new items, bribe monsters, gain the help or services of monsters or background characters, or to barter or gamble with other heroes or background characters. A Loot Token represents some sort of high value item, like a shinny palm-sized gemstone, a piece of jewellery, a jeweled-encrusted dagger, a priceless relic, a bolt of silk, a stack of fur pelts, a rare bottle of fine elven wine, or even a simple sack of assorted coins; it could be anything! Weight, exact value or details of these tokens are not important as this is an abstract form of treasure used to facilitate barter without the bean-counting that comes with most fantasy games. Loot tokens can be found in treasure chests and on some monsters. While heroes, Orcs and Bugbears do carry some pocket change on their persons, its usually not enough to count as loot. Likewise, common equipment found on heroes, like rope, pack, food and such, are not valuable enough to count as loot. They are so cheap, a Loot Token can restock any or all missing equipment for the entire party (although, there are monsters who are willing to part with a much needed hammer for a tidy sum).

Magic treasure maybe used in place of Loot Token. Some magic treasure are worth more then others. That is, the Gauntlets of Ogre Power has the permanent ability to do 2 points of damage with any weapon while Ring of Spell Turning has limited number of uses, so a magic trader might want more loot than normal. The value of each magic treasure should be left up to the players and Dragon Master and can make for good role-plying opportunities.

Loot Tokens as a game prop is simple: Use cheap plastic coins. You can buy a bag of them at a dollar store. If you can make your own cards, come up with you own Treasure Cards that are nothing but simple but vivid descriptions of wealth along with a note stating that the hero "gains 1 Loot Token" or the card is "worth 1 Loot Token." Loot Tokens should be given out sparingly, as too many tokens could make the game too easy and the novelty of finding specific valuables starts to wear thin.

Equipment

The use of equipment is purely for role-playing. In games with no Dragon Masters, or in "tournament-style" play, these items maybe ignored, or used to trigger effects set in the adventure (like using Enemy Bait to remove some static monsters in The Legend of Zelda game).

All heroes start off with the following equipment: Backpack, Food, Mirror, Rope, Sacks, Torches and three (3) of the following: Bullwhip, Chisel, Cross, Crowbar, Grappling Hook, Hammer, Holy Water, Lantern, Metal Spike, Nails, Net, Pick Axe, Wine Skin, Wooden Stakes, Wooden Pole. Thieves also get Crowbar and Lock-Picking Tools for free. As on option, the Dragon Master can give each Hero a Loot Token that represents a sack of gold coins.

Unless stated otherwise, items "spent" in an adventure are replenished between adventures.

Unlike Loot tokens, a Dragon Master can safely add these mundane items to monsters and in rooms without effecting game-balance too much - unless the players are crafty little MacGyvers.

Equipment List

These are just some of the many things you can do with these items. Some items maybe rigged to work like other items, or used as improvised weapons. In both cases, the player is penalized with a lower dice-type. Players should feel free to come-up with their own ideas to make unique uses for the equipment they have at hand. Dragon Masters should feel free to add additional items to this list.

Backpack: Used to hold the hero's equipment - if this get taken, the hero loose all equipment (but not any magic items, or any weapons or armor).
Bullwhip: Maybe used to lash at an enemy (no damage, but enemy looses next attack), to disarm an enemy (enemy's attack is one die-type less), or to swing on an overhanging branch or beam like a vine-rope.
Chisel: Used with hammer to carve words or marking into stone, or to brake or deface statues and stone work.
Cross: If an undead or demonic monster is next to a cross-carrying hero, it has to make a successful "Save vs Magic" to attack the hero.
Crowbar: Maybe used to open locked or barricaded door, or combined with rope to make an improvised grappling hook (unlike other rigging, this occurs no penalty).
Food: Once per adventure, a hero may eat food to recover one lost hit point. Maybe use to bait, lure or bribe animal-like monsters.
Grappling Hook: Used to throw line up a cliff or pit. Maybe to trip an enemy snag a flying monster.
Hammer: Used to hammer-in stuff, or pull-out old nails.
Holy Water: Used to attack undead or demonic monsters as a Fireball spell, but only inflicting 1 hit point on a failed "Save vs Magic" roll.
Lantern: Used lite dark rooms, but are not prone to being blown-out like torches.
Lock-Picking Tools: Used (only) by thieves to open locks, disarm traps or rig traps for monsters. Without this, the Thief can roll at one die-type less.
Metal Spike: Maybe used with a hammer to secure rope to a hard ground.
Mirror: Maybe used to signal allies, look-around corners, or to fight monsters with Stone Gaze at one die-type less.
Nails: Maybe used with the hammer to fix a damaged cart or barricade a door with loose wooden boards.
Net: Maybe used to snag an enemy on a successful attack equal to a Feat of Dexterity. (no damage but enemy must spend next attack to cut free from the net at AC 4)
Pick Axe: Used to clear fallen rocks, open locked or barricaded doors, or used as an improvised weapon that attacks at one die-type less.
Rope: Maybe used to tie-up captured monsters, tie-down loose items, throw-down a line for others to climb with, to lasso an enemy like the net (but a one die-type less) or a grappling hook (if enemy is flying - also at one die-type less), rigged as a grappling hook with a rock (roll a Feat of Dexterity at one die-type less) or anything else the players dream-up of - ropes are highly versatile.
Sacks: Use to hold loot, or to shroud the head of a monster.
Torches: Used lite dark rooms or set fires. Torches are easily snuffed-out by wind.
Wine Skin: Like food, but can be used to bribe thinking monsters - by getting them drunk!
Wooden Stakes: Maybe used with a hammer to secure rope to a dirt ground, or to barricade a door.
Wooden Pole: Maybe used to jump pit or chasm at one extra spare, search for traps an an extra space, or to trip adjacent human-size monsters.

Dying Heroes

A hero who runs out of Hit Points is dying, and must immediately uses a magical treasure that restores Hit Points or fall unconscious (can do anything). A dying hero remains on the board for two rounds, face down. If the heroes fail to heal the dying hero within that time, the fallen hero dies, and the body is removed from the broad (its body is picked clean by carrion). An unconscious body maybe moved with a successful Feat of Strength. Looting a dying hero evokes the dragon.

Feats

Although the default rules notes that the player has to roll a 6 or more to succeed at feat, but a Dragon Master may rule that a task is easier or harder then normal. An easy task only needs a 4 or more to succeed, while a difficult task would an 8 or more to succeed.

The standard Heroic Feats (6 or more) should be heroic in nature; the type of actions you see pulled off by pulp heroes and most of the examples account for this. Sneaking past a sleeping monster should be a basic feat.

Basic Feats (4 or more) on the other hand are simple things that normal people would have a hard time doing, like jumping a 1-square gap, rushing past an Orc and the like. This only need to be rolled if a hero has an ability of d8 (or less), otherwise, the hero is just successful.

Legendary Feats (8 or more) are what heroes find fantastic and can only be done by heroes with an ability of d10 or higher and will loose 1 hit point in the attempt or 2 on a failure. This is the sort of over the top action you see in old-school comic books and goes beyond the limits of what the instruction booklet allows. Leaping your full movement, throw a builder a short distance, push around giants and dragons, kick down walls and castle gates, doing two normal feats, or adding a background "in play" element, such a conveniently placed haystack to bake one's fall, are all possible with a Legendary feat.

A hero with a d10 or higher attack can make a powerful Legendary Attack that ether adds an extra point of damage to an attack or allow for two attacks. To do so, make an attack roll. On a success, the hero takes 1 point of damage and pulls off a Legendary attack. On a failure, the hero takes 2 points of damage and pulls off a normal attack.

A hero with a Save vs Magic of d10 or more can roll a Legendary Spellcasting to effectively cast a spell twice. The player rolls a Save vs Magic like it is a Legendary Attack. On a success, the hero takes 1 point of damage and cast the spell with double the targets, effect (damage, dealing), or duration. On a failure, the hero takes 2 points of damage and cast the spell as usual. As an option, a success could mean that the spell is not spent.

Players would only be able to pull off Legendary Feats, Attacks or Spellcasting a hand full of times and can be represented by Legendary Tokens.

Sneaking and Sneak Attack (without cards)

If the Thief is alone and encounters a monster, he/she can sneak-up to the monster by making a Heroic Feat of Dexterity. If successful, the monster is unaware of his/her presence. As long as the Thief maintains the stealth - by doing nothing but moving, opening/closing doors, drinking potions and the like - then he/she can move past the monster or move up to it, to pick its pocket or make a sneak attack. A sneak attack uses a d12 to strike instead of a d8. Once the thief attacks, the stealth is lost.

If a monster is being attacked by another hero in hand-to-hand combat, the Thief can move in and strike the distracted foe. The Thief must make a Basic Feat of Dexterity - no action needed - and if successful, he can make a sneak attack.

Campaign Adventures

When designing an Adventure Book as a series of adventures tied by an overall story arc, there are two ways to approach this:
  • A linear chain of scenarios that leads to a climactic ending.
  • A choose-your-own-adventure styled game that can branch-off in different directions, and can have multiple endings.
The linear rout is simple enough - its like the HeroQuest Quest Book. The choose-your-own-adventure styled game is a little more complicated. It is basically structured like a flow-chart, where each "box" is an adventure, and finding items or triggering events can ether move the heroes in particular direction or open up new paths of adventure. For example, talking with the Gypsy in an adventure set in the City could lead to a side-quest in the Caves to find treasure. Special notes should be taken by the Dragon Master to maintain a degree of continuity, especially if the heroes repeat a scenario or location. An adventure set could be set around the City, where the players have the option of to visit the City in between adventures to find more clues, and acquire more magic items (see Loot below). (if the heroes evoke the Dragon by stealing, or attacking/assaulting allies, townsfolk or non-hostile monsters within the City would also get the heroes banish)

When playing such a game - linear or otherwise - players are going to play the same hero game-after-game, until the hero dies. If a hero dies, the player can choose a new hero, and can (randomly) draw treasure cards equal to the number of magic treasure owned by the dead hero, minus one for every dead hero by that player. The new hero appears by the beginning of the next adventure. Heroes start off with little or no magic treasure, and must acquire them in the course of play. Items acquired by a hero are recorded on a sheet of paper (the treasure cards are just used for reference and random draws), and can be used throughout the campaign, until lost, stolen or are given away. The heroes heal up between adventurers, unless the heroes jump to the next adventure. That is, the heroes might be trying to sneak into the Caste by making their way across the Valley to enter the cave entrance, which leads to the Cavern, which then leads to a back entrance in the Caste. In that case, the heroes have not had the time to heal, as they are just going from one map to the other. On the other hand, if the heroes get captured, then they could start out in the Caste dungeon without any of their stuff (they will have to find it in another room), and are unhealed (or less, if the scenario noted that they were tortured).

Spells

As a rule, the Dragon Master could rule that spellcasters can roll Save vs Magic to avoid discarding a cast spell. A 6 or more is need for First Level Spells; 7 or more for Second Level Spells; and 8 or more for Third Level and Teraptus Spells. Dragon Masters should be mindful with how powerful magic-users will become if they can continue to recast spells until their luck runs out.

First and Second Level Spells can be classified as Lesser Arcana spells, while Third Level and Teraptus Spells are classified as Greater Arcana spells, and are mixed together. That is, the Wizard hero and the Evil Wizard has access to all Greater Arcana spells. So the Elf has 3 Lesser Arcana spells; the Wizard have 7 Lesser Arcana spells and 2 Greater Arcana spells (or 6 LASs and 3 GASs, to make things more balanced); and the Evil Wizard have 6 Greater Arcana spells. Spell cards are used as reference and random draws. As an alternative, players can roll a d12:

Lesser Arcana Spells:
1. Charm
2. Cure Light Wounds
3. Darkness
4. Detect Invisibility
5. Invisibility
6. Knock
7. Levitate
8. Magic Missile
9. Shield
10. Shocking Grasp
11. Sleep
12. Web

Greater Arcana Spells:
1. Cancellation
2. Dimension Door
3. Dispel Magic
4. Fireball
5. Fly
6. Haste
7. Ice Storm
8. Lightning Bolt
9. Stoneskin
10. Teleport
11. True Seeing
12. Vampiric Touch

Spell Clarifications:

Cancellation: The spell destroys one random piece of Magic Treasure held by a hero or monster in sight. Determine which item gets destroyed by drawing a Treasure Card. The targeted hero or monster must "save vs. magic." If successful, the treasure is safe - otherwise, the item dissertations. This spell may also target other magically enhanced items, like magic locks or traps, or on animated monsters, like the Fire Elemental or Living Statues.

Teleport: The caster can move any hero or monster he can see to any other space he can see. If the target is unwilling, then a successful "save vs. magic" will resist the effects. The caster may teleport the target over a trap or hazard.

True Seeing: This spell lasts 4 turns.


Next Post: New Monsters!
Last edited by Malcadon on October 10th, 2023, 12:19 am, edited 1 time in total.


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Re: Some of My Dragon Strike House Rules

Postby Sjeng » March 10th, 2012, 3:42 am

that's one helluva first post on the forum man :O
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Re: Some of My Dragon Strike House Rules

Postby Malcadon » March 10th, 2012, 2:45 pm

Thanks!

This was a rework of a set of posts a made on Old Scratch's forum. I have another post with additional monsters - both good and evil - but I'm still reworking it (adding somethings, changing others). One unique feature is the inclusion of an angry mob. They can be used in The City in place of the Dragon: if the players do something stupid or reckless, the heroes have to deal with an angry lynch mob.


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Re: Some of My Dragon Strike House Rules

Postby Malcadon » March 26th, 2012, 12:49 am

New Monsters

Note: This list is incomplete and subject to change.

Game Notes:

Some abilities are common and take-up too much information on a Monster Card, so here are some special abilities:

Monster Types:

Animal: Animals are not intelligent, so it can not be questioned or reasoned with. When chasing heroes, any dropped food will distract the animal on a failed Save vs Magic roll. Must roll a successful Save vs Magic roll to attack anyone swing a torch.

Construct: This is an inanimate object given life with strange magic! Unless enchanted with intelligence, it will not talk. Unless stated otherwise, a construct is immune to Charm, Fireball, Ice Storm, Shocking Grasp, Sleep, Vampiric Touch, and non-magical weapons. A Cancellation spell will destroy it on a failed "save vs. magic" roll.

Demonic: These are unholy creatures from an otherworldly abyss! They are vulnerable to holy relics, and blessed items (like a weapon dipped in holy water). They are immune to non-magical or non-silver or blessed weapons.

Undead: These creatures are ghosts or corpses raised by dark magic! Being dead, they are immune to disease, poisons, or anything that "stuns" them (like getting stunned by a bullwhip). And being mindless, they are immune to mind-effecting spells, like Sleeping or Charm - although so types of undead are intelligent, and can be reasoned with. They are unholy creatures, so they are vulnerable to holy relics, and blessed items (like a weapon dipped in holy water).

Special Attacks or Abilities:

Bear Hug: If a hero is caught in a Bear Hug, the hero must make a successful Feat of Strength to escape, on the next turn. A hero caught in a bear hug takes 1 point of damage a turn, until escaped or released. If another hero attacks a the monster while it is holding a hero, then the cough hero gets hit on an attack roll of 1 or 2.

Charm: Some monsters are charming, any hero within 6 squares of the monster must make a "save vs. magic." It the roll fails, the hero is caught in a Charm spell, and is under the control of the Dragon Master for 4 turns. If the hero resists or when the effects end, that hero is now immune to any further Charm attempt by that monster. Controlled heroes will defend the life of that monster.

Curse Marker: A Curse Marker lowers all attacks, saves and feats by a die type (d12>d10>d8>d6) and lowers Armor Class and Speed by 2 points. A second marker adds to the effect (dice are 2-shifts down, and points are down by 4), and a third marker kills the hero. Each marker lasts for 4 turns.

Fear of [specify]: Some creatures are afraid of some item or element (whips, fire, water, garlic), or even a type or creature (undead, vermin, fluffy bunnies) - the Monster Card will specify what it fears. They have to make a successful Save vs Magic roll to attack the source of of their fear.

Paralyzing Attack: A successful attack by this creature paralyzes any living target for 1 (or more, if specified) turn, unless the victim rolls a successful Save vs Magic.

Regenerate: Some creatures can heal vary quickly - even regrow severed arms and legs! Each turn, after moving and attacking, this monster automatically regains 1 (or more, if specified) Hit Point it has lost. A dead monster cannot recover Hit Points, however.

Scary: Some creatures are so terrifying, they inspire fear in anyone who sees them. Any ally within sight of a scary creature, must succeed with a Save vs Magic roll, or will flee away from it, until they are off the map or in a hiding spot (out of sight). If they are engaged in combat when forced to flee, the opponent gets a free attack without retaliation. Heroes are immune to these effects.

Stone Gaze: The sight of some monsters could turn a hero (or monster) to a stone statue on a failed "save vs. magic" roll. This magical attack has a range of 6 squares. A hero may attack the monster with a mirror, but must use a lower die type (d12>d10>d8>d6) to attack. Dispel Magic will remove the gaze effect, while a Cancellation spell will blind the creature (cant use range attacks, or target anyone with spells beyond one square). In both cases, it must roll "save vs. magic" to avoid the effects, and if it looses its gaze attack, it cant be blinded by Cancellation.

Swarm: Some creatures are so small or weak, they cluster together in a 2 by 2 square patch. A swarm patch can form into a 4 square-long line to move through 1 square-wide corridors. Anyone caught in a swarm patch is attacked - no action required.

Non-evil People

These are non-aggressive characters. In the normal game, noncombatants (townsfolk and such) have no stats, nor are they represented by a miniature. For a semi-role-playing game, Dragon Strike has limited utility with Non-Player Characters, as they are are treated as background scenery. Even if they have to be represented by simple tokens or fold-ups figures, they should be represented in the game.

Townsfolk
Hit Points: 1
Speed: 6
Attack: d6 (club)
Armor Class: 4
Save vs. Magic: d8

This is a normal person - one of the many commoners from the City. He or she do not attack unless forced to defend his or herself, and will flee or hide from the sight of monsters. Like any ally or noncombatant, harm or theft by a hero will summon a Dragon or Angry Mob. They are generally unarmed, but attack with anything at hand.

Angry Mob
Hit Points: (2d6)
Speed: 3
Attack: d8 (beating); d10 (thrown stones)
Armor Class: 4
Save vs. Magic: d8

This is a group of Townsfolk that formed into a lynch mob. (this could be an alternative to triggering the Dragon in The City) They move as a Swarm, and anyone caught in the mob is attacked (not an action) and is subject to a Bear Hug. As an action, they throw stones at a single target. A hero can ask questions for one turn, but after that, they are too irrational to be reasoned with.

Archer
Hit Points: 1
Speed: 6
Attack: d8 (weapon); d8 (bow)
Armor Class: 4
Save vs. Magic: d8

This is a non-evil soldier who uses a bow.

[warrior]
Hit Points: 1
Speed: 6
Attack: d8 (weapon)
Armor Class: 5
Save vs. Magic: d8

This is any type of non-evil warrior (Town Guard, Soldier, etc.) who are armed with hand-to-hand weapons (swords, spears, etc.).

[heavy warrior]
Hit Points: 2
Speed: 6
Attack: d10 (weapon)
Armor Class: 6
Save vs. Magic: d8

This is any type of non-evil heavy-armored soldier (Heavy Infantry or Knight).

Nature Spirit
Hit Points: 1
Speed: 8
Attack: none
Armor Class: 5
Save vs. Magic: d12

Nature spirits goes by many names: Nymphs, Dryads, Sylphs, Nixies, Forlarrens, etc. They appear as beautiful nude women, clad in only a wisp of gossamer silk, and have features based on their type. They all can move freely in forests, are immune to non-magical attacks. They are so beautiful, any male hero within 3 squares away are subject to Charm (see above). They do not attack unless forced to defend herself, and will flee or hide from danger.

Nymphs are nature spirits that live in lakes and ponds (place Water Marker on the campfire in The Valley map for a pond). They are so beautiful, they can blind someone like a Charm effect, but with the effects of a Darkness spell as the outcome.
Dryads are forest spirits who are covered by leaves like pasties, and they change color with the season. They can cast a Dimension Door to any forest.
Sylphs are air spirits, who have dragonfly wings. They can fly with a speed of 12.
Nixies are blue-green skinned water spirits, who can move freely in water.
Forlarrens are aggressive fire spirits that love to dances in fire. They are immune to fire, and can attack as a Fire Elemental.

Evil Minions

These are generic minions. The stats are just templates, and the names are placeholders, so it is up to the Dragon Master to name them as needed.

[evil archer]
Hit Points: 1
Speed: 6
Attack: d8 (weapon); d8 (bow)
Armor Class: 4
Save vs. Magic: d8

This is any type evil minion (Orcs, Hobgoblins, Bandits, Raiders, etc.) who uses a bow.

[evil warrior]
Hit Points: 1
Speed: 6
Attack: d8 (weapon)
Armor Class: 5
Save vs. Magic: d8

This is any type evil minion (Orcs, Hobgoblins, Bandits, Raiders, etc.) who are armed with hand-to-hand weapons (swords, spears, etc.).

[evil brute]
Hit Points: 2
Speed: 6
Attack: d10 (weapon)
Armor Class: 5
Save vs. Magic: d8

This is any type of large brutish minion (Bugbear, Gnoll, Berserker, Chaos Warrior, etc.).

Animals

Bear
Hit Points: 2
Speed: 6
Attack: d8+d8 (claws)
Armor Class: 5
Save vs. Magic: d8

If both attacks are successful, the hero ether takes normal damage (2 points), or is caught in a Bear Hug.

Bat Swarm
Hit Points: 1d8
Speed: 8 (flies)
Attack: none
Armor Class: 4
Save vs. Magic: d8

This is a cloud of bats. They are treated as a Swarm (see above). They do not attack, but they make it hard to see through - the swarm patch is treated as a Darkness spell. A Fireball spell will 1d6 points of damage to the swarm. They are immune to Charm spells.

Vermin Swarm
Hit Points: 1d8
Speed: 3
Attack: d8 (biting)
Armor Class: 4
Save vs. Magic: d8

This is a swarm of rats or bugs. They are treated as a Swarm (see above). A Fireball spell will 1d8 points of damage to the swarm. They are immune to Charm spells.

Wolf
Hit Points: 1
Speed: 8
Attack: d8 (bite)
Armor Class: 6
Save vs. Magic: d8

A wolf is a normal animal, so it can not be questioned.

Monsters

Beholder
Hit Points: 5 (or 1 each eye-stock)
Speed: 4 (flies)
Attack: d10 (bite)
Armor Class: 8
Save vs. Magic: d12

A beholder is a large spherical monster with a big toothy mouth and cycloptic eye, and six eye-stocks. The big eye can see with the True Seeing spell, and it moves by levitation. Each eye-stock can attack a hero with a spell-like effect. They are: Cancellation, Charm, Sleep, Levitate, Magic Missile, and Teleport. A hero can ether attack the beholder's body or one of its eye-stocks. If an eye-stock is hit, it loose one power. They are intelligent and can answer questions... if the heroes have treasure for it.

Demonic Diva
Hit Points: 5
Speed: 4
Attack: d10 x6 (swords); d12 (bear hug)
Armor Class: 6
Save vs. Magic: d12

This type of demon in known by a few names within wizardry circles: Aishapra, Kevokulli, Marilith, Rehnaremme, ets. A Demonic Diva looks like a beautiful six-armed woman, with a snake-tail instead of legs. She is demonic, powerful, and can charm men. She can make 6 attacks a turn with their swords, or grab and squeezes someone with her powerful coil. She can cast 6 Greater Arcana spells.

[color] Dragon
Hit Points: 8
Speed: 12 (flies)
Attack: d10+d10 (claws), d12 (bite); Breath Weapon
Armor Class: 8
Save vs. Magic: d12

Dragons are large scary winged lizards-like beasts. They are scary! On each turn, it can make multiple attacks (2 claws & 1 bite), or fire with it's breath weapon. They are as smart as the heroes, and can talk, but they rarely do. They have leaned some spells in their long years of life - they know 3 Greater Arcana spells. Their Breath Weapon is based on type:

Red Dragon: Shoots fire as in the Instructions booklet. They live on mountains, and are generally aggressive.
White Dragon: Shoots a blast of frost as the Red Dragon, but count as an "ice" attack. They live in cold regions, and are generally aggressive.
Blue Dragon: Shoots a blot of lightning (as the spell) out to 10 squares. They live deserts, and are generally aggressive.
Green Dragon: Shoots cloud of poisonous gas as the Red Dragon, but counts as poison. They live in forests, and are generally aggressive.
Black Dragon: Shoots a blast of acid as the Red Dragon, but counts as an "acid" attack. They live in swamps, and are generally aggressive.
Gold Dragon: Shoots cloud of burning, poisonous gas as the Red Dragon, but counts both as an fire and poison attack. These are good creatures who protect human communities, by taking human form. They know 6 Greater Arcana spells.

Gargoyle
Hit Points: 3
Speed: 10 (flies)
Attack: d8+d8 (claws)
Armor Class: 4
Save vs. Magic: d10

This hideous gray-skin creature looks like a statue that came to life. It looks so convincing, a Gargoyle can ambush unwary victims in a city or castle environment. The gargoyle can talk, but it's not vary smart. Many gargoyle are cowards.

Ghoul
Hit Points: 2
Speed: 4
Attack: d8+d8 (claws)
Armor Class: 5
Save vs. Magic: d10

Ghouls were once men who engaged in murder and cannibalism, and have degenerated into zombie-like creatures! They haunt graves and tombs, feasting on the living and the dead alike! They are cowardice, and fears fire. Few of them talk--they just stalk their pray. Although somewhat living, they are treated as undead creatures, and they have a paralyzing attack.

[type] Giant
Hit Points: 6, 7, or 8
Speed: 8
Attack: d12 (fist); d12* (club); or d10 (boulder)
Armor Class: 7
Save vs. Magic: d8

These towering creatures stands over 12 feet tall! Although their fist packs an awesome blow - doing 2 Hit Points a hit - the use of a massive weapon allows them to roll two d12, discarding the lowest die (also doing 2 points of damage). Another favored attack, is grab and throw a boulder... or some unfortunate creature within arms reach. To throw a creature (a monster, hero, or otherwise), the Giant must make a successful unarmed attack to grab a victim. The target takes damage if the attack is successful, and the victim takes damage regardless. Giants are pretty dumb, but can talk (Although, much of it is about eating... especially the heroes!). There are a number of types of Giants:

Hill Giants: These are the most common type, and the weakest. They wield tree-trunks as clubs.
Stone Giants: These hairless, stone-skin giants live in caves. They wield stalactites/stalagmite as clubs. They have an AC 8.
Fire Giants: These iron-clad giants live in volcanoes, and are immune to fire. They wield giant battle axes. They have 7 HPs, and an AC 9.
Frost Giants: These viking-like giants live in cold regions, and are immune to frost attacks. They wield giant battle axes. They have 7 HPs, and an AC 8.
Cloud Giants: These giants live in the clouds, and are the strongest and smartest of giants. They wield massive clubs and can cast 3 Greater Arcana spells. They have 8 HPs, and an AC 8.

Note: Unlike the normal game, giants are large, and occupies two squares.

Harpy
Hit Points: 2
Speed: 10 (flies)
Attack: d8+d8 (claws)
Armor Class: 4
Save vs. Magic: d8

A harpy has the lower body of an eagle and the upper body of a hag. The sing of a harpy is bewitching, and has the effect of Charm.

Living Statue
Hit Points: 4
Speed: 4
Attack: d10+d10 (fists)
Armor Class: 8
Save vs. Magic: d10

This is a stone statue animated with magic! It will appear as a normal statue until it stats to move. Unless enchanted with intelligence, it will not talk. A living statue is immune to Charm, Fireball, Ice Storm, Shocking Grasp, Sleep, Vampiric Touch, and non-magical weapons. A Cancellation spell will destroy it on a failed "save vs. magic" roll.

Manticore
Hit Points: 5
Speed: 8 (flyes)
Attack: d8 x2 (claws), d10 (sting)
d10 (bow); d8 (snake bits)
Armor Class: 7
Save vs. Magic: d10

This is a savage man-eating lion-like creature, with a beastly humanoid head, wings, and scorpion-tail. They can talk, but they are rarely talkative.

(I use the Manticore figure form Dark World to replace the crappy Manscorpion from the DS set)

Medusa
Hit Points: 3
Speed: 4
Attack: d10 (bow); d8 (snake bits); d12 (bear hug)
Armor Class: 4
Save vs. Magic: d12

A medusa looks like a woman with living snakes for hair, and a snake-tail instead of legs. She is so hideous, the sight of her has the effect of a Stone Gaze. She can shoot with a bow, attack with snake bites, or grab and squeezes someone with her powerful coil.

Minotaur
Hit Points: 4
Speed: 6
Attack: d12 (axe)
Armor Class: 6
Save vs. Magic: d10

Minotaur is a large man with a head of a bull. It it a simpleminded brute, but can still talk (but its not much on small talk). If disarmed, it can still attack with with its horns (also d12).

Ogre
Hit Points: 3
Speed: 4
Attack: d10 (club)
Armor Class: 7
Save vs. Magic: d8

This human-like brute stands over 8 feet tall. Like the Giant, they are simpleminded, and take as such.

Owl Bear
Hit Points: 3
Speed: 6
Attack: d10+d10 (claws)
Armor Class: 6
Save vs. Magic: d8

This horrid creature is a large bear with the head of an owl. It is an animal, so it can not be questioned. It is highly aggressive and will attack the closest hero or monster. If both attacks are successful, the hero ether takes normal damage (2 points), or is caught in a Bear Hug.

Shadow
Hit Points: 2
Speed: 4
Attack: d10 (life drain)
Armor Class: 6
Save vs. Magic: d12

A shadow is an evil spirit--counted as undead. It can move through solid walls and living creatures. It it moves through a hero or living monster, it is attacked with a special attack that weakens a hero. This is not an action, but apart of movement. This attack dose no damage, but the hero recessives a Curse Marker (see above). If a hero gets 3 markers, the hero become a shadow (monsters just die). It is immune to Charm, Sleep and Vampiric Touch spells, and non-magical weapons. They don't talk.

Succubus
Hit Points: 2
Speed: 8 (flies)
Attack: d8 + d8 (claws) + life drain
Armor Class: 6
Save vs. Magic: d12

A succubus appears as a normal woman, but this is an illusion. A succubus actually appears as a nude demoness, with horns and bat-like wings. She is so seductive, any male hero within 6 squares away are subject to Charm (see above). If both claw attacks are successful, she may plant a deadly kiss. The victim must make a "save vs. magic," or becomes subject to a Vampiric Touch spell, recessives a Curse Marker, and is caught in a Bear Hug.

Troll
Hit Points: 3
Speed: 6
Attack: d8+d8 (claws); d10 (bite)
Armor Class: 6
Save vs. Magic: d8

A Troll is a nude, nasty, wart-covered creature, that like to hide in caves or under bridges. A Troll can regenerate 1HP a turn. If both attacks are successful, the hero ether takes normal damage (2 points), or is caught in a Bear Hug. If caught in a Bear Hug, the Troll can bite the immobile victim.

Werewolf
Hit Points: 2
Speed: 8
Attack: d10 (bite)
Armor Class: 6
Save vs. Magic: d8

Werewolver looks like a normal Townsfolk until the curse takes effect, then they becomes bloodthirsty beasts! They can also turn into a wolf to blend into a normal rack of wolves. In any form, they have the same stats. If bitten, the victim must roll a Save vs Magic each turn to resist the Curse of the Werewolf. If the victim fails, then he becomes a monster, under the Dragon Master's control (Hit Points and Magic Save are retained, but the victim attacks with a cursed bite with a d10).


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Re: Some of My Dragon Strike House Rules

Postby zacharygibsn » November 3rd, 2012, 3:25 am

I really admire Your way of play and the rules design. But I don't think I can follow it that way as I am habituated to play in lots more different way out.
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Re: Some of My Dragon Strike House Rules

Postby Daedalus » November 8th, 2012, 1:58 pm

I posted in the other thread, and I'll just repeat that these are some very nice add-on rules for a good Hero Quest alternative.

I like the Mob--very thematic for a town while providing variety. The swarm and bearhug abilities are also nice expressions of how it operates. How many figures comprise a Mob? I'd say use double the Hit Points worth of figures (they swarm anyway) and it disperses after half are gone. Have you discovered any problems fitting 2 Mob figures into one square (perhaps there is a scratch-build solution)? Also, have you playtested it yet as a beat-down for errant "Heroes?"
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Re: Some of My Dragon Strike House Rules

Postby Malcadon » December 17th, 2012, 9:05 am

zacharygibsn wrote:I really admire Your way of play and the rules design. But I don't think I can follow it that way as I am habituated to play in lots more different way out.

Daedalus wrote:I posted in the other thread, and I'll just repeat that these are some very nice add-on rules for a good Hero Quest alternative.

I like the Mob--very thematic for a town while providing variety. The swarm and bearhug abilities are also nice expressions of how it operates.

Thanks, guys!
Daedalus wrote:How many figures comprise a Mob? I'd say use double the Hit Points worth of figures (they swarm anyway) and it disperses after half are gone. Have you discovered any problems fitting 2 Mob figures into one square (perhaps there is a scratch-build solution)? Also, have you playtested it yet as a beat-down for errant "Heroes?"

A Mob is about equal to it's Hit Points, and then some. Destroying a Mob (knocking them down to 0 HP) dose not mean you killed them all, but it weans you cause them to scatter and disband. If you to make a miniature out of them, you would need a 2 square by 2 square base (2", 40mm or 5mm), and a 4 square long strip (when they need to move down narrow allies or corridors), with a few "townsfolk" figures placed on them (about five or so per base - Or how many you can pile on each base). The figures should look like something out of an old horror film, with angry villagers holding-up sticks, torches, pitchforks and nooses. Possibly even with buckets of hot tar and bags of feathers.

With their high hit capacity, and the ability to automatically swoop-up wayward Heroes, they are a real threat by their own right. So only one Mob is needed is a single adventure - anymore would be overkill.

I have yet to find anyone willing to help playtest these rules.


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Re: Some of My Dragon Strike House Rules

Postby Malcadon » November 5th, 2013, 1:44 am

I have been looking around for some gaming icons to make custom cards with, and I thought about testing them out on one of my Dragon Strike monsters. This is a rough-draft, thrown together with MS Paint, so it is not much to look at, but it is a start.

It is measured at 3.5 x 2.5 inches. I change the names of the stats because I have been thinking about making my own Dragon Strike retro-clone game, with new art and all the serial numbers filed-off. It is a lot of work, so I have been putting it off. XP The card is meant to have a uniformed back for random monster draws. The icons are:
  • Heart = Life (Hit Points)
  • Foot = Movement (Speed)
  • Sword = Melee Attack (Attack)
  • Bow = Range Attack (icon not included in this card)
  • Shield = Defense (Armor Class)
  • Head = Willpower (Save vs Magic)
So, how does this look?

Image

(monster pic is an Ogre miniature from an old Ral-Partha catalog - this is not the final pic)

Malcadon wrote:Ogre
Hit Points: 3
Speed: 4
Attack: d10 (club)
Armor Class: 7
Save vs. Magic: d8

This human-like brute stands over 8 feet tall. Like the Giant, they are simpleminded, and take as such.

(from list above)


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Re: Some of My Dragon Strike House Rules

Postby Sjeng » November 5th, 2013, 1:49 am

I think this will work well, it's plain and clear. Perhaps some color?
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Re: Some of My Dragon Strike House Rules

Postby knightkrawler » November 5th, 2013, 11:15 am

Full color, or a grayish background behind the drawing.
I like this so far. Has an old-school splendor to it and fits the game's props and materials.
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