THE AWAKENING OF DAGON – A Dracula’s America Scenario for the Church of Dagon

Something has been found beneath the old mission.

For generations there had been stories about the place, although sensible folk treated them in much the same way as they treated tales of haunted mines, lost Confederate gold and things seen moving beneath the water after dark. The Church of Dagon knew better. Beneath the ruins, half submerged in black water and surrounded by stones carved long before Europeans reached these shores, they found the enormous form of something that should not exist.

The priests recognised their god.

Dagon sleeps, but the Shadow War has weakened whatever power once kept him dormant. The Church has gathered around its master and begun the rites that will awaken him. Another posse has learned what is happening and arrived with the rather sensible intention of making sure that he remains asleep.

THE TABLE

Place Dagon in the centre of the table within a suitable Sleeping Place, perhaps a flooded ruin, ancient shrine, abandoned chapel or stone circle.

Place three Ritual Markers around Dagon, each approximately 6 inches from him and roughly evenly spaced. These might represent altars, standing stones, braziers, sacrificial tables or other suitably unpleasant religious furniture.

The Church of Dagon deploys within 12 inches of Dagon.

The opposing posse deploys within 6 inches of any table edge.

The game lasts six turns.

Dagon remains on the table throughout the game but begins dormant and cannot be attacked.

SCENARIO RULES

Summoning Points

The Church is attempting to accumulate supernatural power over the six turns of the game. This is represented by Summoning Points.

The Church may gain a maximum of one Summoning Point per turn.

Place each Summoning Point beside Dagon so that both players can see the progress of the awakening.

At the beginning of the game, only the Church Arcanist can generate Summoning Points.

The Arcanist

The Arcanist does not require a Ritual Marker to conduct the Awakening Ritual. Dagon himself is the focus of the ceremony.

To attempt to gain a Summoning Point, the Arcanist must be within 6 inches of Dagon.

The Arcanist must use:

Action 1: Concentrate.

Action 2: Cast.

The Awakening Ritual has Difficulty Rating 3.

Make the Casting Test normally, including the +1 modifier gained from Concentrating.

If successful, the Church gains one Summoning Point.

If unsuccessful, nothing is gained that turn. The ritual continues and another attempt may be made during a subsequent turn.

Only one Summoning Point may be gained during each turn.

The Emissary of Dagon

While the Arcanist remains in play, only the Arcanist may attempt the Awakening Ritual.

If the Arcanist is taken Out of Action and the Emissary of Dagon remains alive, the Emissary may continue the ritual.

Like the Arcanist, the Emissary does not require a Ritual Marker and need only be within 6 inches of Dagon.

The Emissary follows the same procedure:

Action 1: Concentrate.

Action 2: Cast.

The Awakening Ritual remains Difficulty Rating 3, with the normal +1 modifier for Concentrating.

A successful Casting Test generates one Summoning Point.

The Blood of the Faithful

If both the Arcanist and the Emissary of Dagon have been taken Out of Action, the Church can no longer generate Summoning Points through sorcery.

Any remaining Church model may instead voluntarily sacrifice itself at a surviving Ritual Marker.

The model must begin its activation in contact with the Ritual Marker and use Action 1 to make the sacrifice.

Remove the model from play immediately and add one Summoning Point.

No Casting Test is required.

Only one sacrifice may generate a Summoning Point each turn, and the normal maximum of one Summoning Point per turn still applies.

Ritual Markers

Ritual Markers are not required by either the Arcanist or Emissary. Their primary purpose is to provide sacrificial sites should both ritual leaders be killed.

An enemy model in contact with a Ritual Marker may use an Action to attempt to destroy or desecrate it. Make a Difficulty Rating 3 Fight Test.

If successful, remove the Ritual Marker.

A destroyed Ritual Marker cannot be restored.

The markers may be attacked from the beginning of the game, even though their real importance may not become apparent until much later.

If all three Ritual Markers are destroyed and both the Arcanist and Emissary are Out of Action, no further Summoning Points can be generated.

Dagon Stirs

1 Summoning Point: The water surrounding Dagon begins to ripple.

2 Summoning Points: Dagon moves. Every model within 6 inches must make a Courage Test.

3 Summoning Points: The ground trembles. The area within 6 inches of Dagon counts as Difficult Ground for the remainder of the game.

4 Summoning Points: Dagon begins to breathe. Every model within 8 inches must make a Courage Test. Church models receive +1 to this test.

5 Summoning Points: Dagon opens his eyes. Every non Church model with line of sight to Dagon must immediately make a Courage Test.

6 Summoning Points: Dagon begins to rise.

Dagon Cannot Be Attacked

Dagon has no game profile and cannot be targeted by shooting, close combat or Arcane Powers.

The battle is about preventing his awakening, not fighting him after it happens.

THE FINAL AWAKENING TEST

At the end of Turn Six, calculate the Church’s Awakening Number.

Begin with the number of Summoning Points accumulated during the game and apply the following bonuses:

+1 if all three Ritual Markers remain intact.

+1 if both the Arcanist and Emissary of Dagon are still alive.

Then roll 1D10.

If the result is equal to or less than the final Awakening Number, Dagon awakens.

If the result is greater than the Awakening Number, Dagon remains asleep.

Example

The Church has accumulated 4 Summoning Points.

All three Ritual Markers remain intact, giving +1.

Both the Arcanist and Emissary are still alive, giving another +1.

The Church therefore has an Awakening Number of:

4 + 1 + 1 = 6

Dagon awakens on a D10 result of 1 to 6.

If one Ritual Marker had been destroyed, the first bonus would be lost and Dagon would awaken only on 1 to 5.

If the Arcanist had also been killed, neither condition would be satisfied and Dagon would awaken only on 1 to 4.

The maximum Awakening Number is therefore 8, giving the Church an 80 percent chance of success if it gains all six Summoning Points, keeps every Ritual Marker intact and somehow manages to keep both ritual leaders alive.

VICTORY

If the Final Awakening Test succeeds, Dagon awakens and the Church of Dagon wins.

If the Final Awakening Test fails, the opposing posse wins.

This makes every part of the battlefield important. The attackers can reduce Dagon’s chances by disrupting the ritual, destroying even a single Ritual Marker, killing either ritual leader, or forcing the Church into increasingly desperate blood sacrifices.

The Church, meanwhile, cannot simply concentrate on accumulating Summoning Points. Keeping its three Ritual Markers intact and protecting both the Arcanist and Emissary can provide another two points towards the final Awakening Number.

By Turn Six, every casualty, every destroyed altar and every successful ritual has contributed to the final moment.

Then someone rolls the D10.

And everyone discovers whether Dagon wakes.

Thanks to ChatGPT for assistance with the illustrations.

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