Wednesday, May 20, 2026

Episode 4: Raider's Again?

 

We arrive in town and we have enough gold for everyone to Train to level 2. The Slayer passes his "Must go to the tavern and drink" test, so all 4 of us can begin training on day 1. Something we added to most non-wizard classes are "Title Skills". At Level 2, every class gains the Title Champion, than at Level 5 the Title Hero, and at Level 9 the Title Lord. At each of these Title's the warrior gains 1 of 3 Title Skills and each Title has 3 different skills available, making for 9 skills that you get at most 3. All 4 of our classes get Title Skills. (The Warrior Priest is a bit more of a fighter and their Blessing aren't nearly as Powerful as Wizard spells).

My Pit Fighter's Champion Title Skill was "Blade Specialist", I can now equip bladed Weapons (Bladed Weapons are any Sword, Blade, Sickle, Scythe, Cleaver, Helberd, or Axe) and gain +1 WS with them and Ignores the Target's Armour bonus if I hit with a Bladed Weapon on natural roll of 5+ to hit. As part of my level up, I gained +1 Str, +1 WS, some Wounds, and 1 random Class Skill. The Class Skill gained me Ignore Blow (6+).(bladed weapon are swords, blades, sickles, scythes, cleavers, helberds, & axes)

The Warrior Priest's Champion Title Skill granted her a Relic. (All Title skills for the Warrior Priest are Relic items from the Church, a Warrior Priest will never willing sell, trade, or give away a relic, if a relic is ever destroyed, stolen, or lost, the Church will give the Priest a new copy of the same Relic the next time  they visit the Temple). Her Relic was "Rune of the Order" that grants +3 Str to a weapon. The Priest gained 2 new Blessings, +1 WS, +1 Willpower, and some Wounds.

The Troll Slayer's Champion Title Skill was "Relentless" each power phase the Slayer gains their choice of +2 Str or +1 Attack until end of turn. The Slayer gains +1 Attack, some Wounds, and a random class skill. The Class Skill gained him "Unbridled Ferocity" this skill give enemies the Break ability if their gold value is 1/20 or less the gold value of the Slayer's Current BL gold cost. Since the Current BL gold cost is 2000, that means all monster worth 100 or less gold will now have Break.

The Halfling Thief's Title Skill was "Crack Shot" each ranged attack that rolls a Natural 1 to hit, can be re-rolled once. The Halfling Thief  gained +1 WS, some Wounds, and a random class skill. The Class Skill was "Cling Tightly" the halfling wraps themselves around an adjacent enemies legs, arm, or head and while doing so neither can move, attack, or cast spells. Each turn there is a chance ( D6 roll on a 1 or 2) the enemy flings the Halfling off hurting the Thief and knocking them out until the next turn. The Halfling Thief Training is different from most Warrior Class, they must spend those days performing Burglaries and Shoplifting.  Note: Items the halfling steals can't be used, given away, or sold to anyone but the Fence, this man removes enchantments that make stolen items useless and also removes marking that mark the items as stolen. The Fence will also purchase stolen goods at a random % of their normal value. 

We end up going back to the Tavern several times trying to find a good Adventure. The first adventure was a Side Quest - Raiders Again, but I think we can handle a full adventure now so we try for another the next day. The 2nd adventure is a Dangerous Adventure, these can be quite scary compared to a normal adventure, so we try yet again the next day. On the third day we get shut out of rolling for adventure for the rest of the week. I guess we go do the Raider's Quest so when we get back to town we can try for a full normal adventure.


 

 The "Raiding Party" this time are rolled at Dungeon Level 4, and we get D3 Dragon Ogres.

 The one week of travel is uneventful, so we enter the Cave to find our foes.

First room of the dungeon, we are immediately attacked by 6 Chaos Warriors.

 These guys are meaty. Lots of wounds and +2 Armour & Toughness 4. It takes several turns to whittle them down.

The next dungeon card is a T-Junction and splits the dungeon in two directions.

 
We find the Torture Chamber and edge up against the back wall.
 

The Dragon Ogres are even meatier than the Chaos Warriors having 5 Toughness, 2 Armour, and 40 wounds. The two Dragon Ogres do manage to face plant both the Halfing and the Pit Fighter, but luckly the Priest can reliably heal us.

We do manage to beat the Dragon Ogres, but the exit for this dungeon is also the entrance so me need to walk back. Upon re-entering the Well of Doom, we roll a 1 on the Event Die, and get ambushed!

6 Skaven Assassins, 8 Clanrats, and 1 Clanrat Champion.

  The Skaven Assassins have Ambush (4+), if successfull they would get to attack before us. Luckily, they fail the Ambush roll with a 2. The Slayer on his first turn kills 5 Assassins, the Slayer only has 2 attacks, but easily kills them in one hit, gaining a death blow. He gets quite lucky, needing to hit on a 3+ each time. The Halfling still only has 1 Attack, but does manage to hurt the Clanrat Champion but not quite kill him. My Pit Fighter kills the last Assassin and 1 Clanrat. The Priest tries using his staff to mind control one clanrat to kill another, and fails the 5+ roll.

The Clanrats move in and Gang Up on the Slayer (Gang Up 2 is now in effect). They bring the Slayer to low wounds, but don't manage to bring him to zero in the first turn. 

Turn 2 of combat, we only manage to kill 3 of the Clanrats. But the Clanrats now have "Break" because of the Slayer's "Unbridled Ferocity" skill,  if they roll 5 or 6 on 2D3, the remaining Clanrats will flee. They pass their Break test and remain. (I don't have a picture for turn 2).

 

Picture of the start of turn 3.

 The Slayer kills the three Clanrats next to him to start of the 3rd turn of combat. The Halfling does a little more damage to the Champion but doesn't kill him. I suggest a gamble, have the Priest attempt to Break Pinning, so the Pit Fighter can move up and take out the Champion. Worst case the Priest falls down and we have to heal the Halfing using Potions, best case we can end this combat faster. The Priest succeds her 5+ pinning test to get out of the way. It takes all my Pit Fighters attacks, but I kill the Champion. The last Clanrat makes one last desperate attack at the Halfling, before auto failing its Break test and runs off into the dark.

What should be 1 week to return to the settlement, some how turns into like 12 weeks of travel. We keep getting lost, add a week here, add a week there, end up back at the cave we just left. But we do finally arrive back at the City we got the Raiders Quest in. 

As the next session starts, we will be in Town and now have the Settlement's Favour, a Tavern Coin, and some treasure.

 

Rules for Tavern Coin, Innkeeper's Jewel, and Settlement's Favour

 

That's all for this post, may your lantern always stay lit.

DeMagic Tutor out.

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