At the foot of Dragonfire Mountain lies a huddled village. Centuries ago, the forefathers of the poor villagers decided to build their futures in the shadow of the majestic mountain, and every day since then, the villagers have paid dearly for the folly of their ancestors. The villagers eke out a meagre living in under the watchful eye of the tyrannical dragon, and are bound to pay horrific tributes, lest the dragon should burn the village to the ground.
The villagers cling to a prophecy proclaiming that in the hour of their direst need, a champion will come to deliver them from the dragon. Perhaps, this time is now.......
When playing a Dungeonquest Campaign, any characters who manage to survive the perils of the dungeon, is allowed to return and attempt to steal more gold from under the dragons snout. While taking a breather from the rigours of battle, the would be champion of the village can also spend his gold on equipment which will prove valuable on future adventures.
When a character returns alive from a trip
into the dungeons, the player should make a note of who played the character,
how much gold he brought back, and that he is now a champion of the village. The
hero donates 90% of the gold he just earned to the thankful villagers, and keeps
the remaining gold for himself.
These 10% of the loot can then be used to buy equipment from the list below, or can be saved for future purchases.
On future adventures he gets to bring any equipment that he has purchased, as well as any rope and left-over potions that he may have found in his previous expeditions. He also gets to either recharge his magic ring, or pick a new one if he wishes, but he may still only bring one magic ring on his adventure.
In time, the hero may even convince the villagers that he is indeed the champion of the prophecy, take up the ancient dragonscale armor, and confront the dragon in a battle to the death!
|Porter||10gp||1 use only. The porter helps you carry your equipment, allowing you to scale Dragonfire Mountain faster. This gives you 1 free turn, before the sun track starts being used.|
|Old Map||10gp||1 use only. The old map allows you to draw and place a room tile next to each exit from the tower you are using. Place the tiles as though you had entered the tiles from the tower, but do not draw any room cards, etc.|
|Flasks of Oil||10gp||1 use only. Burning oil is a great way to clean out a nest of giant Spiders. The Flasks of Oil allows you to pick 5 numbers when fighting a Giant Spider card, instead of the normal 3 numbers.|
|Vials of Holy Water||10gp||1 use only. When you fight a Death Warrior you may douse it with Holy Water immediately after seeing it's combat reaction. Roll a d6. On a 3+ you hit the Death Warrior, and it loses d6 LPs.|
|Rope||20gp||Permanent. The rope allows the hero to climb out of any hole or pit trap that he has fallen into, as described in the Dungeonquest rules.|
|Lantern||30gp||Permanent. The flame inside the lantern is shielded from wind and weather. The lantern allows you to pick 5 numbers when recovering from a Torch Goes Out card, instead of the normal 3 numbers.|
|Axe||50gp||Permanent. When you draw a Door Jammed Shut door card, you may use your axe to hack down the door. Treat the card as a Door Opens card, but roll a d6. On a 4+ the axe is fine, but on a 1-3 the axe needs to be sharpened, and will not work again before you have returned to the village.|
|Bow||50gp||Permanent. The bow works just like El-Adorans bow, as described in the Dungeonquest rules. However, each game that you have used any arrows, you need to buy a new quiver of arrows in the village before you can use the bow again.|
|Quiver of Arrows||20gp||1 Game only. The quiver contains 4 arrows, to be used with bow. You may not carry more than 1 quiver of arrows.|
|Broadsword||150gp||Permanent. When you pick Mighty Blow, and the monster has picked Slash as your combat reactions, the monster loses 3 LPs instead of just 2.|
|Left Hand Dagger/ Buckler||100gp||Permanent. When you pick Leap Aside, and the monster has picked Mighty Blow as your combat reactions, the monster loses 2 LPs instead of just 1.|
|Combat Training||150gp||Permanent. When you pick Slash, and the monster has picked Leap Aside as your combat reactions, the monster loses 2 LPs instead of just 1.|
|Shield||200gp||Permanent. When both you and the monster have picked Leap Aside as your combat reaction, only the monster loses a Life Point.|
|Mail Shirt||300gp||Permanent. When both you and the monster have picked Slash as your combat reaction, only the monster loses a Life Point.|
|Breast Plate||300gp||Permanent. When both you and the monster have picked Mighty Blow as your combat reaction, only the monster loses a Life Point.|
|Dragonscale Armor||1000gp||Permanent. The dragonscale armor makes you immune to the fiery breath of the dragon! This allows you to confront the dragon in the treasure chamber. Treat the dragon as a monster with 20 LPs. If you manage to slay the dragon, and escape Dragonfire Castle, then the village is finally free! The dragon king can not be killed by an arrow or fireball - but will lose d6 life points if struck by one (you need a 3+ to hit as normal).|