Heroscapers
Go Back   Heroscapers > Blogs > The Khronicles of Kolakoski and the Gang of Four


Rate this Entry

Isle of the Dragons! - by chas and kolakoski

Posted September 7th, 2013 at 01:28 PM by kolakoski
Updated September 17th, 2013 at 02:06 PM by kolakoski
Well met!

The Gang of Four will be gathering again at my place, on Friday, 9/20. There is a very good chance, I understand, of our having at least 3, possibly 4, improbably 5 players, as opposed to the recent 2.

[As I was asking all and sundry for ideas, chas created a full-blown scenario, complete with back story and Special Rules!]

The Introduction, Special Rules and Armies are by chas (i.e., the entire scenario ). The Map is a sleight modification of my Isle of the Dragon!


ISLE OF THE DRAGONS!

By chas


INTRODUCTION

By the time the First Student ran to the library, the Master’s life was oozing out of the ugly slash in his belly. As the younger monk dropped down on the floor beside the monastery’s Chief Librarian, who held the head of the revered ancient one in his lap, the First Student could see that there was no hope. An Old One’s life was always in careful balance between the forces of death and the elder’s own powers of renewal, and that carefully preserved balance had now been broken by a tragic act of violence. The excited witness who had come to get the First Student back in his own room had reported seeing the Second Student fleeing away to the front gate, holding a bloody ceremonial knife and a large but tattered scroll.

The First Student bent closer as the mortally wounded old man tried to speak, gargling blood. The voice of his beloved teacher came out only in a whisper. “Map…the Isle of the Dragons…221B…” Then with an awful death rattle, the old man’s head fell to one side, as his spirit departed his mortal body. With a shock, his student realized he would never again receive guidance from his favorite teacher!

The Head Librarian surrendered the body sadly to those who came to take it away, gesturing the First Student to follow him over to one side of the large scroll depository where they had seen their Master depart. When they were left alone, the Librarian went to the door the mourners had exited and locked it behind them. Then he strode to the forbidden section that held the oldest documents of all. Taking out the key always kept around his neck as a sacred trust, the keeper of written wisdom unlocked the pigeon hole numbered as the deceased man had indicated with his final words. Then with a grim scowl, he unrolled it back on the main table before the First Student.

“Behold,” said the older man, “The secret location of the Isle of the Dragons! Many centuries ago, when the Great Dragons fled this dimension, they left a focal point where a special mortal could focus the energy of the earth and sky together, and gain great power—for good or evil. Now the map has been stolen. But the Old Master had a copy made, and here it is. You must send a party of brave adventurers to ensure that the location of the Isle remain a secret, lest a Dark Magician or other unworthy person discover the power hidden there. If that happens, they will have the ability to conquer the earth, and all of us upon it.”

“Why are you showing it to me?”

“Who else is there? But be warned. Should you attempt to keep the power for yourself rather than dismiss it, this power will eat into your heart if it is not completely pure, and corrupt your soul. So do not risk this path, or trust others to do so.”

“Why did the Master himself not take the power?”

”He had the opportunity once, long ago. But no pure man who holds the power even for a little while and comes to know it, would risk its dangers. That is the irony of gaining power in this world!”


Map: A version of Isle of the Dragon!, without Teleporters, and with more height in the Shadow Passage.








Armies:
Each player fields an army of 500 points , 24 spaces, on the Isle of the Dragons! map. Multiples of two players (2, 4, 6, 8, etc.) will be in teams, with Start Zones expanded to accommodate them.


Victory Conditions: Victory goes to the side who wipes out the other army(s), or has the most points remaining after 10 turns.

Special Rules:

Minor Dragon Heads (4): Whenever any figure ends its movement on a space next to a column topped by a Minor Dragon (Crocodile) Head, or is moved there involuntarily (by an opponent's unit, through Throw, Knockback, etc.), it must roll one battle die, taking a wound if a skull is rolled.
.


Major Dragon Head (2): If one Unique Hero per army reveals an order marker while on a space adjacent to a column topped by a Major Dragon Head, it will get +1 (or -1, for units like Marcu) to any D20 roll it makes. On the second successive turn it fulfills this condition it gets +2 (or -2), and on the third +3 (or -3). This maximum bonus remains in effect for successive turns for this figure only. Should the figure no longer fulfill this condition, another Unique Hero from that army may begin the sequence over again.

Let the contest for Ultimate Power begin . . .



When I fight in Delta+, it just feels right!
Total Comments 15

Comments

Old
kolakoski's Avatar

Army Poll



Well met!

As usual, I have created an army poll for this scenario, which can be found here.



When I fight in Delta+, it just feels right!
Posted September 10th, 2013 at 02:00 PM by kolakoski kolakoski is offline
Updated September 13th, 2013 at 01:49 PM by kolakoski
Old
chas's Avatar
I've made up a list of cards with D20 powers, the numbers they need to hit and their range. Should be useful for this game and in the future.
Posted September 12th, 2013 at 06:47 PM by chas chas is offline
Old
kolakoski's Avatar

D20 List



Well met!

There is a definitive list of units with D20 powers posted here.



When I fight in Delta+, it just feels right!
Posted September 13th, 2013 at 01:32 PM by kolakoski kolakoski is offline
Updated September 13th, 2013 at 01:49 PM by kolakoski
Old
kolakoski's Avatar

Ne-Gok-Sa or Myrddin?



Well met!

In the following army, for this scenario, would you field Ne-Gok-Sa or Myrddin?

Spare the Rod, Spoil the Army
150 Romans x 3
100 Morsbane
100 Marcus
90 Ne-Gok-Sa or Myrddin?
50 Me-Burq-Sa

10 Isamu
500, 18 spaces



When I fight in Delta+, it just feels right!
Posted September 14th, 2013 at 03:26 PM by kolakoski kolakoski is offline
Old
Arch-vile's Avatar
Get rid of Morsbane and field both, IMO. Even with the d20 boost on the map most of the time a single Morsbane activation will be a waste.
Posted September 14th, 2013 at 04:29 PM by Arch-vile Arch-vile is offline
Old
kolakoski's Avatar

Morsbane Must Go? No!



Well met!

Say it ain't so, Archy! As unique heroes with 20-sider powers are encouraged, Morsbane will have plenty of prime targets, and the best and most chances for Myrddin's Sacrifice to be worth the lives, but it's hard to put them both in the same army with Romans points-wise without filler. I'd insert Ne-Gok-Sa for Marcus, below, but then I'd have 20 points left for . . . Marcu?! [I still have nightmares about his Betrayal occurring on the first turn of two consecutive Rounds.] In

Spare the Rod, Spoil the Army
150 Romans x 3
100 Morsbane
100 Marcus
90 Myrddin
50 Me-Burq-Sa
10 Isamu
500, 18 spaces,

Morsbane will eventually Negate on a 16-19 adding the Dragon 3, and/or adding Myrddin's 2, to the roll, and Destroy on a 20 adding the Dragon 3,
and/or adding Myrddin's 2 to to the roll - bad, scary news for any hero - and he out-ranges most other 20-siders like Braxas or Atlaga. I guess I answered my own question.

For an army with both Myrddin and Ne-Gok-Sa, there is

The Mogrimm the Merrier
150 Romans x 3
120 Mogrimm
90 Myrddin
90 Ne-Gok-Sa
50 Me-Burq-Sa
500, 17 spaces.



When I fight in Delta+, it just feels right!


Posted September 14th, 2013 at 11:05 PM by kolakoski kolakoski is offline
Updated September 14th, 2013 at 11:48 PM by kolakoski
Old
chas's Avatar
"Whoa kids, this is scary!"
--Count Floyd, SCTV


Coincidentely, Morsbane is the only one of your proposed cards in your several proposed armies (in the poll thread) that I may use. So since you never decide for sure ahead of time, there may be two of them on the board. He's always been one of my favorite underpowered unique heroes in our old games many moons ago, and the first figure I thought about when designing the scenario.

If that happens, who will negate the other first?
Posted September 15th, 2013 at 07:27 AM by chas chas is offline
Updated September 15th, 2013 at 07:35 AM by chas
Old
chas's Avatar
I've noticed that a couple of D20 Unique Heroes would rather lower than increase their D20 rolls! Therefore, Unique Heroes can add or subtract to their D20 rolls as appropriate in this scenario.
Posted September 15th, 2013 at 11:39 AM by chas chas is offline
Old
kolakoski's Avatar

Morsbane Negated



Well met!

"Whoa kids, this is scary!"
--Count Floyd, SCTV

Coincidentely, Morsbane is the only one of your proposed cards in your several proposed armies (in the poll thread) that I may use. So since you never decide for sure ahead of time, there may be two of them on the board. He's always been one of my favorite underpowered unique heroes in our old games many moons ago, and the first figure I thought about when designing the scenario.

If that happens, who will negate the other first?

No problem, chas! I still have plenty of other units to augment the Romans with.



When I fight in Delta+, it just feels right!
Posted September 15th, 2013 at 12:26 PM by kolakoski kolakoski is offline
Updated September 15th, 2013 at 01:12 PM by kolakoski
Old
chas's Avatar
K. asked me if units involuntarily placed next to the Minor Dragon Heads have to roll for damage, such as when thrown by Jotun or knocked back by Shurrak. I say yes!
Posted September 16th, 2013 at 09:39 AM by chas chas is offline
Old
kolakoski's Avatar

Rewrite



Well met!

chas approved rewrite:

Minor Dragon Heads (4): Whenever any figure ends its movement on a space next to a column topped by a Minor Dragon (Crocodile) Head, or is moved there involuntarily (by an opponent's unit, through Throw, Knockback, etc.), it must roll one battle die, taking a wound if a skull is rolled.

Posted September 16th, 2013 at 11:11 AM by kolakoski kolakoski is offline
Updated September 16th, 2013 at 05:45 PM by kolakoski
Old
chas's Avatar
Another edit, Major Dragon Heads: "...will get +1 or -1 as desired (+2 or -2; +3 or -3).
Posted September 17th, 2013 at 01:11 PM by chas chas is offline
Old
kolakoski's Avatar

In the Hat



Well met!

"The days dwindle down . . . "

"I'm so excited . . . "

Name Those Tunes!

As usual, I have so many armies for so few games. What to do? What to do? What to do?

Emails sent to the Gang:

Hey guys

Who all is coming on Friday? Would you like to join Charley and I for breakfast at 11:00 AM at Riverwalk Sportsbar?

As you know I have a myriad of army choices. If I knew who my teammate was going to be, I could choose based on what he was bringing. Failing that, I think I'll assign them numbers and roll a die!

* * *

Hey guys

Here is my list, to avoid or build against.

Into the Hat:

Marro Over Lodin
160 Su-Bak-Na
150 Romans x 3
90 Ne-Gok-Sa
50 Me-Burq-Sa
50 Marro Warriors
500, 21 spaces

Shurrly you Jest
160 Shurrak
150 Romans x 3
90 Ne-Gok-Sa
50 Arkmer
50 Me-Burq-Sa
500, 18 spaces

Spare the Rod, Spoil the Army
150 Romans x 3
100 Morsbane
100 Marcus
90 Ne-Gok-Sa
50 Me-Burq-Sa
10 Isamu
500, 18 spaces

Beyond the Pale
150 Romans x 3
100 Morsbane
100 Marcus
90 Ne-Gok-Sa
60 Elaria
500, 16 spaces

The Mogrimm the Merrier
150 Romans x 3
120 Mogrimm
90 Myrddin
90 Ne-Gok-Sa
50 Me-Burq-Sa
500, 17 spaces

The Runa Way
150 Romans x 3
120 Runa
90 Myrddin
90 Ne-Gok-Sa
50 Me-Burq-Sa
500, 17 spaces

Death, Where is Thy Sting?
150 Romans x 3
120 Stingers x 2
90 Myrddin
90 Ne-Gok-Sa
50 Me-Burq-Sa
500, 22 spaces

Grab & Go
200 Romans x 4
100 Wyvern
100 Marcus
50 Arkmer
50 Me-Burq-Sa
500, 22 spaces

P.S.: chas just emailed me, and told me that, contrary to his earlier comment, he is using none of the units listed above!

P.P.S.: From chas:

"Another edit, Major Dragon Heads: "...will get +1 or -1 as desired (+2 or -2; +3 or -3)."

Fixed. It now reads:

Major Dragon Head (2): If one Unique Hero per army reveals an order marker while on a space adjacent to a column topped by a Major Dragon Head, it will get +1 (or -1, for units like Marcu) to any D20 roll it makes. On the second successive turn it fulfills this condition it gets +2 (or -2), and on the third +3 (or -3). This maximum bonus remains in effect for successive turns for this figure only. Should the figure no longer fulfill this condition, another Unique Hero from that army may begin the sequence over again.





Posted September 17th, 2013 at 01:11 PM by kolakoski kolakoski is offline
Updated September 17th, 2013 at 02:09 PM by kolakoski
Old
chas's Avatar
I am always ridiculously secretive about my army builds before a game--because after originally teaching K. Heroscape the hard way many moons ago, he now wins most of the games. But I will say that my attempted "solution" to my own scenario is extremely unorthodox, and should go either very well or very ill. My guess is that it will go badly for me due to the overly complicated execution required; and that I'll look forward to a rematch with a totally different army in the second game-- which will attempt to win through an equally difficult, but hopefully also unexpected strategy.

We'll see...

My previous private email comment was: "Are you sure you're including enough Romans?" As for my own attitude about K.'s Romans, let's just say I'm currently watching Season Three of Spartacus: War of the Damned!
Posted September 18th, 2013 at 09:03 AM by chas chas is offline
Old
kolakoski's Avatar

Romans Redux



Well met!

Although the Romans have fallen out of favor, compared to Gruts, Knights, etc., they are my favorites, because of the greater diversity of Bonding heroes (Warlords) available to them. In this scenario, since so many Warlords have 20-sider powers, they were a natural choice. That they are cheap - the standard core (Romans x 3/Marcus/Me-Burq-Sa) is 300 points - and can be easily augmented with other, complementary units (primarily Morsbane and Myrddin, in this case) makes army building with them a joy.

[Through the kind auspices of nyys, I will have in my possesion (not in time for this game, unfortunately) 3 squads of Knights, so I'll soon be taking a Roman Holiday, mixing and matching Champions (all of which I now have, including the Flagbearer (thanks to chas), except for the latest VC guy).]

"Overly complicated execution" means too many places for OMs, too long to set up the units involved, and too easy disruption (by killing) of links in the synergy chain. The army below

Spare the Rod, Spoil the Army
150 Romans x 3
100 Morsbane
100 Marcus
90 Ne-Gok-Sa
50 Me-Burq-Sa
10 Isamu
500, 18 spaces

requires OMs on only 2 cards (Isamu, as filler, doesn't count), Romans and Morsbane. If I substitute Myrddin for Ne-Gok-Sa, it's 3 cards. If Morsbane dies, it's not the end of the world. Compare to

150 Romans x 3
100 Morsbane
100 Haduc
90 Ne-Gok-Sa
60 Elaria
500, 16 spaces,

which has 4 cards (Romans, Morsbane, Haduc, and Elaria) requiring OMs. Even worse:

150 Warriors of Ashra x 3
100 Morsbane
100 Haduc
90 Myrddin
60 Elaria
500, 13 spaces

requires OMs on all 5 cards. If Morsbane is killed, Haduc (and, to a lesser extent, Elaria) is dead weight.



When I fight in Delta+, it just feels right!

Posted September 18th, 2013 at 12:35 PM by kolakoski kolakoski is offline
Updated September 18th, 2013 at 01:38 PM by kolakoski
 
Recent Blog Entries by kolakoski

All times are GMT -4. The time now is 09:45 PM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2020, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2020 DragonByte Technologies Ltd.