Car Wars – The Dragon’s Keep; A Car Wars Uni, IA Arena & Supplement

A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as winged, horned, and capable of breathing fire. Dragons in eastern cultures are usually depicted as wingless, four-legged, serpentine creatures with above-average intelligence. Commonalities between dragons’ traits are often a hybridization of feline, reptilian, and avian features. Scholars believe vast extinct or migrating crocodiles bear the closest resemblance, especially when encountered in forested or swampy areas, and are most likely the template of modern Oriental dragon imagery.

A Native American Piasa Thunderbird

Draconic creatures appear in virtually all cultures around the globe and the earliest attested reports of draconic creatures resemble giant snakes. Draconic creatures are first described in the mythologies of the ancient Near East and appear in ancient Mesopotamian art and literature. Stories about storm-gods slaying giant serpents occur throughout nearly all Near Eastern and Indo-European mythologies. Famous prototypical draconic creatures include the mušḫuššu of ancient Mesopotamia; Apep in Egyptian mythology; Vṛtra in the Rigveda; the Leviathan mentioned in the Book of Job; Grand’Goule in the Poitou region in France; Python, Ladon, Wyvern, and Kulshedra in Albanian Mythology and the Lernaean Hydra in Greek mythology; Jörmungandr, Níðhöggr, and Fafnir in Norse mythology; the Thunderbirds of Native American mythology, and the dragon from Beowulf.

What many humans do not realize is that dragons have always been on Earth, thus their prominent mentions in mythology separated by time and distance. Dragons are also the source of all magick on Earth. During the height of the Dragon’s influence, magick was abundant. The dragons withdrew from the affairs of men as man’s technology grew and man’s reliance on the supernatural waned. Dragons moved from the realm of fact to the realm of myth and legend. As the Dragons withdrew, magick was harder to summon and control. The number of magick users fell considerably as technology blossomed.

Dragons slept peacefully for hundreds of years, resting and supplying just enough magickal energy to satisfy the few practitioning users who were left, at least until man’s technology reached the global destruction level of viability. Dragons worldwide were jolted from their slumber by the World War conflict in 1914 – 1918. Concerned by this unexpected rise in mankind’s ability to destroy themselves, the dragons watched with wary eyes but did not leave their places of rest. The second global conflict of 1939-1945 convinced the dragons that their influence and rule may be needed once more. As the dragons prepared to leave their centuries long slumber, the third full-scale global conflict erupted. The food riots and near collapse of civilization in the early 21st century convinced the dragons that NOW is the time to emerge from their slumber and begin to secretly rebuild their Empires once more. The dragons are cautious and do not reveal themselves to the world at large as they need time to rebuild their keeps, hoards, and armies of minions. Magick users have noticed the rising levels of power available to them for the last 40 years. Rumors of the prophesied return of the dragons are talked about but not yet confirmed.

GAMING NOTES: This arena assumes that all magical material ever written for Car Wars is canon, legal, and part of the game. As such we acknowledge:
Dodges & Dragons (ADQ 6/1 p30)
Full Moon Over Midville (ADQ 7/4 p17)
Magic in Car Wars (ADQ 6/2 p12)
Mutant Zone (ADQ 7/2 p8)
Vampire Cars (ADQ 9/3 p10)
& GURPS Zombietown USA

If you do not want to include the super-natural elements of these sources, we will provide a non-supernatural explanation and scenario at the end of the article.
END NOTE

Welcome to the world of 2073. Auto-dueling has been a fact of life for nearly 40 years. Civilization may not have recovered but it has stopped the slide into extinction. The Dragons believe that mankind is ready once again to cow in fear of their power or bask in their benevolence. Worldwide they have fortified their keeps, built up their treasure hoards and have begun amassing their armies. Though to be able to reign as they did in ages passed, the Dragons need to make their presence known. Just north of Uni, IA is the home of Caraxes, a Piasa Thunderbird, native to the American Plains.

Conrad Johnson is a direct line descendant of Johann Conrad Dippel, German alchemist and the inspiration for Mary Shelly’s Doctor Frankenstein. He was just finishing his Masters of Science at Harvard when the Food Riots of 2012 hit. Conrad left Cambridge and headed west. In addition to his (almost) MS of Biology, Conrad also studied the works and notes of his forefathers. He not only believed in the long lost magicks and alchemy, he actively worked in those fields as well. He sought locations along the ley lines to conduct his work and research. Chased out of location after location by superstitious locals, biker gangs, and all manner of ne’er-do-wells, Conrad finally found the perfect spot near the Effigy Mounds in Northeast Iowa. However, the Ioway/Baxoje tribes had reclaimed these lands with a vengeance and drove Conrad off. Conrad continued further west and found the abandoned Allen Hospital north of Uni, IA. Most of the farmers had fled. Gang activity stayed focused on the ruins of Old Waterloo and seldom ventured north of town. Only the occasional convoy traveling on US63 to and from Rochester, MN ever passed his way.

Native American Piasa illustration near the Mississippi River in Alton IL

Conrad’s early experiments resulted in some strange cryptids being released into the Wilds, a Zombie out break that spread nationwide when a trucker was infected, and the successful installation of a bootleg Gold Cross brain download into the onboard computer of a dueling vehicle. Conrad’s alchemical and magical experimentations attracted the attention of Caraxes, a piasa (thunderbird type dragon from Native American mythology). Caraxes had been quietly rebuilding his fortune in the area due to the proximity of Ley Lines. The dragon revealed himself to Conrad and agreed to channel the local area magick to the scientist/alchemist in exchange for Conrad’s work in increasing Caraxes’ hoard and army.

With the new partnership solidified, Conrad continued his work out of the Allen Hospital. Caraxes settled down in cavern he dug beneath the abandoned Tri-County Head Start building. The dragon’s minions occupy the building. And things north of Uni, IA continue much as they did before. Campers still attempt to brave the Wilds and will occasionally go missing. Bikers, tourists and the occasional lone truck have also gone missing from US63 North. Crazy Carl, owner of Crazy Carl’s Convenience Store, Autoduel Emporium and ‘Fortified’ Truckstop, swears he has “seen things” at night, “things that will curdle your blood.”

Last week a large billboard appeared near US63 across the road from Crazy Carl’s. The billboard was surrounded by flames, and declared in all of its tourist trap-like graphics “Defeat the Dragon”, “Gain Powers and Riches Beyond Your Wildest Dreams”, “No Entry Fee, Come One Come All”, “Eternal Glory Is Yours for the Taking” 1,500 feet that way, with an arrow pointing down Donald Street. (need Billboard art)

The Local Area:

Allen Hospital, Conrad Johnson’s domain. Imagine a cross between Frankenstein’s castle, a state-of-the-art research lab, and Merlin’s lair, this is Allen Hospital. If it is borderline science, science-run-amok, or magical in nature, Conrad or one of his followers is most likely dabbling in it inside this structure. Although Conrad (or one of his subordinates) will make you a clone at half the going rate of Gold Cross, there is 75% chance of getting the memories and skills down-loaded correctly and a 100% chance of Conrad using your memories and genetic material for some nefarious purpose.

NOTE: If it’s a hare-brained notion that can be explained in a plausible X-Files/sciencey or mystical way. It can be found SOMEWHERE in the facility. Giant Ants? yup. Sentient Goo? yup. Automatons with Lazer Eyes? yup. The Roswell Aliens from Area 51? Possibly. The Necromomicon? The ACTUAL book probably not, but Conrad probably has a copy.

Crazy Carl’s Autoduel Emporium and Truckstop – Carl has carved his business out of the remains of the old Hy-Vee grocery store just to the north of the hospital. He bills the establishment as “The Greatest Truckstop between Uni and Rochester” and “Home of the BEST Chili North of I-80”. The fortifications for the Truckstop are an Earthen wall 20′ tall and 7.5′ wide. Surrounding this wall both inside and out is a quite visible line of road salt. Beyond the line of road salt outside of the wall is 20′ deep trench 7.5′ wide with silver tipped spikes jutting up from the bottom. Carcasses of unidentifiable animals can be seen sticking to some of the spikes. The only way in or out is via the bridge and gate. One turreted VMG guards the north side of the gate and a turret that seemingly crackles with electricity guards the south.

In addition to the standard recharging stations for vehicles of all sizes, convenience store items and lunch counter inside (Where does Carl get the actual meat for his Chili? Failed experiments from the hospital need to be disposed of somewhere), there is also a section of the store that looks like Dr. Strange’s basement, or garage sale. Magical items (personal and automotive) of any kind imaginable are found here.

Low Price Guns & Recharge Station – Robert Eugene “Bear” Tackleberry runs his business at the corner of US 63 and Donald (katty-corner to the hospital). Bear, has a wide array of pedestrian small arms and reload ammo for most vehicular weapons systems (1.5x – 2x going rate in Uni). Bear is taciturn with folks who seem to be passing through. However, if you ask him about the photos of footprints, crop circles, or Weekly World News articles tacked up on the wall, Bear will bend your ear about “The things I’ve seen that you won’t believe.” He will also attempt to sell you silver bullets (5x normal ammo cost) for your personal and vehicular weapons while your vehicle recharges.

The building is your standard late 20th century Mom & Pop Convenience store. Though the plate glass windows have long since been replaced with sheet-metal and bars. It sells ration packs, minor first aid medicinal wares, AMMO (did we mention the AMMO and guns) and a wide variety of “paranormal survival” gear. The facility is not fortified, but it is protected eight large wattage light towers (one at each corner of the lot and each corner of the building) that make it look like daytime in even the darkest depth of the night. Heavy Duty Flamethrowers are on the roof linked to motion senses. Closer examination of the “Graffiti” on the building will reveal protective wards and arcane runes all spray-painted on every available part of the walls.

The Arena:
The Arena is constructed of Packed Earth and run on dirt (Automatic D1 Hazard). The Black Areas are 15′ high packed earth and require a climbing skill +2 to make it to the top. As the sides are packed earth, they will naturally absorb damage from small arms fire, lasers, flamethrowers and most vehicular mounted guns. Caraxes has magically reinforced the walls to absorb damage from rockets and collisions. Missed rocket fire will continue in a straight line until it impacts with a wall and then will cause a (1″ game scale) fireball equal in damage to the rocket’s damage. Fireball lasts for 1 second and affects any vehicle that runs into it.

There is one entrance into the Arena. It mystically seals and becomes a wall once the duel starts and will not open until the criteria of the duel has been met.

Caraxes’ Keep is located in a cavern 5 stories below ground and is accessed via a winding staircase in the old Head Start building in the Northwest corner of the map. Caraxes houses his minions and members of his army in the various rooms on the first floor

Why does a Dragon need parking outside his arena?
Figure 1

Scenarios:
Caraxes’ Challenge – for 1 – 8 Duelists and Ref.
Duelists start in the outer arc equidistant from each other and out of line of site if at all possible. Duelists are at 0 MPH to start. Ref determines the Build parameters (Div, magical equipment or not, etc.). Each intersection is numbered 1 – 10 [FIG 1]. Duelists have to run over each number (in a unique, random, per-determined order *REF* distribute list to each duelist and initial when they run-over their next intersection)

The door opens mystically for each duelist that completes his/her list. (i.e. Duelist A completes his list but is down in the SW area of the Arena. The door is open for Duelist A but NOT for Duelist B who happens to be next to the door but still needs to go through one more intersection).

There are ALWAYS at least four cars in the Arena, (for 1 -3 Duelists the REF will run vampire cars of similar build to the duelists). Vampire Cars (VC, detailed rules in ADQ 9/1) will drive STRAIGHT for a non-vampiric car (NVC). The VC prefer to take tire shots to disable and will attempt to pin the NVC against a wall or other obstacle. VC regenerate 1 point of damage per second (interior to exterior). VC have magical bumper spikes that will penetrate any armor as soon as the Vampire’s front end comes in contact with the NVC. Once “bitten” the Vampire will drain one hit-point / second off the NVC power plant (2 points if “bitten” near the power plant). NVC is non-function once power plant is drained. If a NVC can maneuver and has more than half it’s power plant’s HP, it has a 1-in-6 chance of escaping the VC.

First duelist to exit wins the challenge. Any others leave with their lives and what’s left of their vehicles if they can drive out. If your vehicle was disabled inside the arena, you better hope your Gold Cross paid in full and updated as the VCs will surround you to prevent any pedestrians escaping the arena. Caraxes is as good as his word, win his challenge and you will receive (1 D6 x 100) gold bars, one magical vehicle item, and your vehicle will get a “ghost decal” that will glow at night proclaiming your victory (+5 prestige anywhere someone knows of Caraxes’ Arena)

Dragon’s Hoard – for 2 – 8 Duelists. Caraxes has promised riches and this scenario will give it to you, if you survive. There are ALWAYS at least four cars in the Arena, (for 1 -3 Duelists the REF will run vampire cars of similar build to the duelists).

Duelists start in the outer arc equidistant from each other and out of line of site if at all possible. Duelists are at 0 MPH to start. Ref determines the Build parameters (Div, magical equipment or not, etc.). Each intersection is numbered 1 – 10 [FIG 1]. The difference is that the numbers need to be run over the random order but can be hit by any duelist, once the last number has been checked off, doors open on the inverted pentagon revealing the “Dragon’s Horde,” gold coins. Drivers must come to complete stop, exit their cars, fill up the remaining available space (and weight allotment) with all the gold coins they can carry get in back in their cars and hightail it for the exit. (Ref Note: Hand weapons are allowed in the Hoard Area, however if some enterprising duelist decides to cap his opponents and have an easy drive back to the exit, Caraxes will mystically transform the now dead duelists into Zombies and the cars into VC)

First one out keeps the gold. Two turns after (s)he exits the door slams shut and seals the remaining duelists inside. Anyone who makes it out after the first duelist, escapes with their lives and car.

The Beholder – for 2-8 Duelists (Ref plays the Beholder)

Duelists start in the outer arc equidistant from each other and out of line of site if at all possible. Duelists are at 0 MPH to start. Ref determines the Build parameters (Div, magical equipment or not, etc.). The Beholder starts at #9 on FIG 1.

This is a pure survival scenario. The Beholder has been trapped inside a Semi-Tractor (no trailer). His goal is to destroy each duelist. No Weapons, all magical attacks a/o collision tactics. The door opens when the Beholder has been beaten. (Beaten means the Power Plant has 0DP left. (Ref note: Duelists can “loot” the body. 1 D6 x10 gold coins and 1 random magical item / duelist)

Survivor – for 2 – 8 Duelists. Caraxes is just pissed at these duelists. He has shut them in the arena (Ref Note and Caraxes has disabled all offensive weapons). Winner is last vehicle rolling. If the “winner” can limp their vehicle out of the arena, Caraxes will have the vehicle restored to pristine condition.

Rescue the Maiden – for 2 – 8 Duelists. Caraxes has promised riches and this scenario will give it to you, if you survive. There are ALWAYS at least four cars in the Arena, (for 1 -3 Duelists the REF will run vampire cars of similar build to the duelists).

Duelists start in the outer arc equidistant from each other and out of line of site if at all possible. Duelists are at 0 MPH to start. Ref determines the Build parameters (Div, magical equipment or not, etc.).

Essentially the same as Dragon’s Horde but there is a kidnapped Maiden in the center Pentagon. First duelist to the center ‘rescues’ the maiden (Ref note The Duelist MUST have room for a passenger lose weaponry if necessary). Winner is the first duelist to bring the maiden (alive) out of the arena. Her father is the Mayor of Uni and will reward you for her return. She on the other hand would just as soon leave the area with the duelist.

Summon the Daemon (Monster Truck) – for 2 – 8 Duelists. Ref tell the duelists this is a Dragon’s Horde scenario and start it exactly the same way. But for one reason or another these duelists have p!$$ed Caraxes off. Once they have run over the last intersection, the center doors will open but instead of riches, the Duelists have unleashed The Daemon (a Monster Truck [see ADQ 8/4]). This Monster Truck is sentient (like the Beholder) and will attack with tactics (not like the VC). This Monster Truck takes 1/2 of any damage and is immune to flame or laser attacks. Its weaponry is ALL fire-based and does double damage. Duelists will need to work together to defeat it.

Addressing the Rumors vs. the Reality This section addresses whether you are playing in a Magical world or not. If not, disregard ALL references to magic in this article. Carl is actually Crazy and NONE of the “Magical” item for sale at his truckstop are anything more than expensive forgeries designed to separate tourists from their money. Conrad has taken the ‘fictional’ aspects of his ancestry too close to heart. Anything going on at the hospital is the result of a lunatic tinkering with science he doesn’t understand. Caraxes is a fabrication of the Flaming Skulls and CRUD and the new arena is their way of luring fresh victims to their side of town as the locals no longer venture close enough to harass and the truckers are too well armed to try and take down. Any hint of the supernatural is gang members employing Hollywood SFX and the power of suggestion.

If you elect to run this arena as described: Many of the Cryptids in the Wilds are the result of Conrad’s genetic tinkering. Others have always been out and about, they are just more at ease venturing forth in this new world. If your PCs stop in the Wilds they have a 1-in-6 chance of meeting a cryptid during the day and 1-in-2 chance of meeting one at night.

Caraxes is waiting for his moment of BIG reveal. He is every bit the dragon described in ADQ 6/1. Caraxes cares little for the winner of his challenges. Yes the winner will be rewarded with riches and power (and the occasional maiden) but Caraxes wants the losers. IF possible the brains of the losers are downloaded into their vehicles and they become part of Caraxes’ army.

The Flaming Skulls and CRUD are thralls of Caraxes. They are usually left to their own free will but all come when summoned and do Caraxes’ bidding.

There are Zombies and Zombie vehicles about that do come out at night. They spend the daylight hours roosting in one of the many abandoned homes that are still standing. They are also the reason why Carl’s fortifications consist of Earth, Salt, and Silver-tipped Spikes in the trench.

Run with the scenario. Invoke bands of Zombie Bikers. Fight off vampires and their vehicles. Run from sentient dueling cars.

Thank you Michael Owen @carcombat on Twitter for the Arena Idea, the name Low Price Guns, and Caraxes’ Challenge & Summon the Daemon scenarios.

Thank you, Michael Foster for Crazy Carl’s Autoduel Emporium and Truckstop.

Thank you to @CloudCage for the 18-Wheeler Beholder idea.

Thank you to Mica Fetz for beta reading this piece and his many suggestions.

Files are (c) 2023 Alien Graphics and are provided for your use. Compatible with Car Wars 1st-4th Editions TM Steve Jackson Games.

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