The Castle of the Threefold Dead . The final battle from my February custom Heroica game that began in Croftwater village. After the old road, the heroes visit the Walled Town and a room from Kastlerock before reaching the Dark Druid's stronghold. This was the final battle that inspired the rules for the month 5 heroica map contest that I judged. . This is the front of the castle, the main doors protected by a demon statue.
To pass, the heroes must combine clues and resources collected through the game and give the demon food and water. This puts out the fire and allows them to enter.
This is the rear of the castle. It doesn't do anything but I thought I'd show it anyway.
The Dark Druid (Strength 3) floats above his pedestal, protected by magic shields. He can only be attacked from three of the squares around the pit of molten lava. But when any hero attacks him, he immediately turns to face them. The shield repels any attack, save for a shield roll, which causes half of the shield to be lost. Immediately after the druid is attacked, he strikes back, attacking every hero in the room with a two dice roll (the best outcome for the druid counts). Heroes then each roll for defence (see my two-dice battle rules for details). This battle would be impossible for the Heroes to withstand save for one thing.
With magical staffs, collected throughout the game, when a hero makes an attack, any other hero that holds a staff may move one square and if they move into an attacking position, can join the attack. Now it is possible to combine the heroes efforts and hit the Dark Druid from his vulnerable sides. Anyone who attacks the Dark druid from an unshielded side rolls to attack as usual with the Druid rolling two dice to defend. However, if they roll a shield, the Druid still makes a defensive 1 die roll and can block the attack by also rolling a shield.
While it is still theoretically possible for a hero with a staff to join an attack, roll a shield, the druid not roll one and the game be over, the chances of this happening are much, much smaller than the quick victories that plague standard-rule games and as every hero is attacked several times between turns, there's a good chance several heroes will have to recover from defeat before they can finish the Druid off. Depending on how you define the terms of how the monsters win determines how likely it is but giving every hero two or three lives makes victory possible, but by no means, certain.
A plan view of the castle. While only three heroes can attack at once, there is sufficient space for more to join in and all of them to move around to vary their attack position. This was designed as a co-operative final battle where the heroes all win, or all lose.
Finally, a plan view of the entire map that was played. A bit fiddly in places but great to work through and the kids loved the puzzle solving and really got into the teamwork aspect which was mostly the point of this map.
Thank you for viewing.