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Special Events Dagon's Breach

Aspects, trials and portents

Name Kind Effect Notes
Burning Aspect His elemental blows carry fire and the ground they leave is Burning ground: Hellfire, Flame Nova, Meteor of Oblivion, Spokes of Dagon. Omen: "Dagon's fire burns in him." The Warden as the court first knew him. A struck player's saving throw is against the aspect's element, so resisting it helps. His blade, slam, charge and leap stay plain, and Dagon's Wrath is Dagon's fire whatever he wears.
Rime-Wrought Aspect His elemental blows carry frost and the ground they leave is Rime: Rimefall, Frost Nova, Hailstone of Oblivion, Spokes of Rime. Omen: "His fire burns cold." A struck player's saving throw is against the aspect's element, so resisting it helps. His blade, slam, charge and leap stay plain, and Dagon's Wrath is Dagon's fire whatever he wears.
Storm-Crowned Aspect His elemental blows carry shock and the ground they leave is Storm-scorched ground: Stormfall, Thunder Nova, Thunderbolt of Oblivion, Spokes of Storm. Omen: "Lightning crowns him." A struck player's saving throw is against the aspect's element, so resisting it helps. His blade, slam, charge and leap stay plain, and Dagon's Wrath is Dagon's fire whatever he wears.
Venom-Blooded Aspect His elemental blows carry poison and the ground they leave is Venom: Venomfall, Venom Nova, Plague Star of Oblivion, Spokes of Venom. Omen: "Venom runs in his veins." A struck player's saving throw is against the aspect's element, so resisting it helps. His blade, slam, charge and leap stay plain, and Dagon's Wrath is Dagon's fire whatever he wears.
Colossal Trial Larger and tougher: his body a quarter larger, his health ×1.25, and his Ground Slam reaches 8.5 m. Every reach and walk is measured from the larger body.
Unyielding Trial His ward at each phase turn lasts twice as long (6 s), and blows on him land 15% lighter.
Vengeful Trial His blows and his ground deal 25% more. Also applies to his host's blows.
Scarring Trial His Ground Slam scars the floor at his feet (3 m) and his Crushing Leap where it lands (3.5 m), and all his ground lasts 50% longer.
Grudge-Bearer Trial He hunts whoever hurts him most (85 times in a hundred) and threat never fades.
Soul-Hungry Trial Each challenger who falls, having played a real part in the fight, heals him 3% of the health he stands for. Once an account a fight, at most five feedings a fight, never past his whole health.
Dagon's Favoured Trial Hellfire and the Meteor come from the first phase, and the Spokes from the second. The Brand and the Torment also come a phase early.
Echoing Trial Every meteor falls twice: a breath after the first, on the fighter it fell for (where they stand now), or where the first fell if they have fallen. An echo has no echo; a phase's turn clears it.
Legion-Lord Trial His host fights beside him: Imp Harriers in the first phase, Atronach Sappers in the second, Ward-Bearers rising at each new court. Harriers run at the fighter standing farthest from him and Bite (a 2 m disc).
Sappers walk straight at him and heal him if they reach him (a few feedings a fight); they strike nobody.
Ward-Bearers hold his ward at a new court while they stand, and Pulse (a 3.5 m disc) at anyone near.
The host crumbles at every phase turn and at his fall. A night with this trial never carries a portent.
The Vanguard Portent His vanguard holds the approach: fighters arrive on the Bridgehead and he waits across the fire. Clear both platforms (three waves of Imps, Brutes and Casters on the Bridgehead, then three on the Muster, the last led by the Markynaz) to open the way to him. Each next wave rises when a quarter or fewer of the last still stand, or 30 s after it rose.
The Markynaz Rends and calls two Imps every 15 s. Four minutes after the first wave, a stalled court is bombarded by his Meteor every 15 s.
His own health is lower on this night by the waves' share, so it costs no more of the clock. Pays one more piece of Magic or better.
The Sundering Portent At the second phase (66%) he tears in two: Ruhn's Blade (steel and reach) and Ruhn's Flame (his aspect's fire made flesh). With four or more living challengers the Blade bounds to the second court and the Flame to the third; with fewer, both fight together in the second. Bring both halves down within 20 s of each other. A half whose pool is spent kneels (no step, no blow, no blow taken); if the other is not brought down in time it rises again, level with the other.
A half with nobody in its court for 10 s mends 1% of its pool a second.
Once both kneel they rejoin at the first court's heart (The Rejoining) and he stands whole at 26% for his last stand. Pays one more piece of Magic or better.
The Captive Portent A knight of the Covenant lies chained in the Pen, east of the first court. Cut down the gaolers (Ward-Bearers chained to him) to free the knight, whose ward then takes the next Dagon's Reckoning that lands. The Reckoning the ward takes lands on nobody, but its crystals still grow and still break for the stun. A Reckoning broken before it lands does not spend the ward.
Pays one more piece of Magic or better only if the knight is freed.
The Dire Breach Portent The Vanguard and the Sundering on one night. "Dagon's Breach runs deep." Each is fought as described for it, the Vanguard first. Pays two more pieces of Magic or better.
The Tithe-Imp Portent One night in five, unannounced, a gold Imp rises at the court's rim 50–150 s after his wake (in his first or second phase), flees the nearest challenger at 6.8 m/s and dives into the fire after 22 s. Every challenger who landed a blow on it when it is caught is handed gold and a gem. Strikes nobody and costs nobody anything. Never announced, and it can come on any night, a Legion-Lord's too. Portents are drawn on every other eligible night from a bag of six (Vanguard twice, Sundering twice, Captive once, Dire Breach once); a Legion-Lord night carries none.
Sources (11)

Last edited 27 Oct 2026. View history · What links here.