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Nargalothus, The Flame of 1000 Sorrows

Adversaries Designed by Chapo the Dog • Art by Reparatus Art

Adversary overview

A red dragon of immense proportions, with a deep, festering anger and propensity for rampaging.

Ancient and wholly evil, Nargalothus went by many titles but preferred the following: The Flame of 1000 Sorrows, The Fire of Endless Screams, and The Inferno That Burns the Hallows Above and Melts the Circles Below.

Stat block

Tier
4
Type
Social
Difficulty
20
HP
8
Stress
8
Attack mod
+8
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
40
Major Damage — Mark 2 HP Major
Mark 2 HP
70
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Terrible Claws
Range: Close
Damage: 4d10+10
Attack Mod: +8
Damage Type: Physical

Features

Passives

  • The First Meeting

    If the PCs freed Nargalothus, he will think it rude to eat them. He will spare their lives...for now. Begin a consequence countdown (12). Once it triggers, Nargalothus leaves to rampage the countryside, targeting the closest settlement. On subsequent meetings, replace this adversary with Nargalothus, The Fire of Endless Screams.

  • Ancient

    Nargalothus is very old. You may mark a Stress to use any of his Experiences instead of spending a Fear.

  • Dreadful Aura

    All PCs within Far range use a d10 for their Hope die until they succeed with Hope.

Actions

  • A Deal with a Dragon
    stress 1

    Mark a Stress to have Nargalothus demand a tribute. The PCs may attempt a group Presence roll to offer something. They gain advantage to the roll if they offer riches, power, or a chance at revenge. On a success with Hope, they can ask Nargalothus for a favor in return. On a failure, advance The First Meeting countdown by 3 and have each PC mark a Stress.

  • Entertain Me

    Nargalothus may demand entertainment from the PCs: a performance, a story, or even catching up on current events. They must all make a group Presence roll or another roll that aligns with the type of entertainment they are attempting. On a success, they can each gain a Hope or clear a Stress. On a failure, they mark a Stress and The First Meeting countdown advances by 3.

Reactions

  • I Did Not Say You Could Leave
    fear 1

    If any PC tries to leave before the countdown triggers, spend a Fear to have Nargalothus cut off their exit, such as by breathing a wall of fire, collapsing an entrance, or attempting to grab the PC. The PC must make a reaction roll (Agility or another that fits the situation). On a failure, they take 4d12 damage and are Restrained. On a success, they take half damage but may continue their escape.

  • Pitiful, Disappointing Creatures
    fear 1

    If any PC attacks Nargalothus, the countdown immediately triggers. Spend a Fear to have him fly into the air and breathe fire on all the PCs before flying away. Each PC must make an Agility reaction roll. On a failure, they take 4d20 magic damage and must expend an armor slot without gaining its benefits. On a success, they take half damage and do not expend the armor slot.

Evolutions

Motives & tactics

Rampage Collect gold Be entertained Acquire tribute

Experiences

  • Deceptive +4
  • Violent and Greedy +4
  • Wisdom of Longevity +4
  • Terrifying +4

Nargalothus, The Flame of 1000 Sorrows

Tier 4 social

A red dragon of immense proportions, with a deep, festering anger and propensity for rampaging.

Motives & Tactics: Rampage, Collect gold, Be entertained, Acquire tribute

Difficulty: 20 | Thresholds: 40/70 | HP: 8 | Stress: 8

ATK: +8 | Terrible Claws: Close | 4d10+10 Physical

Experience: Deceptive +4, Violent and Greedy +4, Wisdom of Longevity +4, Terrifying +4

HP:

STRESS:

Features

The First Meeting - Passive: If the PCs freed Nargalothus, he will think it rude to eat them. He will spare their lives...for now. Begin a consequence countdown (12). Once it triggers, Nargalothus leaves to rampage the countryside, targeting the closest settlement. On subsequent meetings, replace this adversary with Nargalothus, The Fire of Endless Screams.
Ancient - Passive: Nargalothus is very old. You may mark a Stress to use any of his Experiences instead of spending a Fear.
Dreadful Aura - Passive: All PCs within Far range use a d10 for their Hope die until they succeed with Hope.
A Deal with a Dragon - Action: Mark a Stress to have Nargalothus demand a tribute. The PCs may attempt a group Presence roll to offer something. They gain advantage to the roll if they offer riches, power, or a chance at revenge. On a success with Hope, they can ask Nargalothus for a favor in return. On a failure, advance The First Meeting countdown by 3 and have each PC mark a Stress.
Entertain Me - Action: Nargalothus may demand entertainment from the PCs: a performance, a story, or even catching up on current events. They must all make a group Presence roll or another roll that aligns with the type of entertainment they are attempting. On a success, they can each gain a Hope or clear a Stress. On a failure, they mark a Stress and The First Meeting countdown advances by 3.
I Did Not Say You Could Leave - Reaction: If any PC tries to leave before the countdown triggers, spend a Fear to have Nargalothus cut off their exit, such as by breathing a wall of fire, collapsing an entrance, or attempting to grab the PC. The PC must make a reaction roll (Agility or another that fits the situation). On a failure, they take 4d12 damage and are Restrained. On a success, they take half damage but may continue their escape.
Pitiful, Disappointing Creatures - Reaction: If any PC attacks Nargalothus, the countdown immediately triggers. Spend a Fear to have him fly into the air and breathe fire on all the PCs before flying away. Each PC must make an Agility reaction roll. On a failure, they take 4d20 magic damage and must expend an armor slot without gaining its benefits. On a success, they take half damage and do not expend the armor slot.

Discussion

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