Last we left off, the Dwarf Slayer survived by the skin of his teeth in a one on one fight with a Spirit Host. Only room left was the Objective Room.
But as an aside, I wanted to talk about Class Books (or booklets). My buddy "Bob the Bobish" and I have re-written the entire Warhammer Quest game from the ground up. This includes a heavy modification of each class (sometimes even ignoring the original rules entirely as they were basically useless). That meant we would have to go into our Google Docs for our changed rules, requiring a computer and/or cell phone to play the game. My goal is to eventually have everything in a Semi-Professional printed form.
When Covid hit in 2020, I made a passable version of our "Black Hills Warhammer Quest" in a game on steam called "Table Top Simulator" or "TTS" for short. When building that is the first real pass I made at creating Class Booklets. I did the 4 main classes (Barbarian, Dwarf, Elf, & Wizard). I also did Assassin, Bretonian Knight, Imperial Noble, Outlaw, & Pit Fighter as these 5 classes show up frequently as NPCs. I think we played Warhamer Quest on TTS for about 18 months.
After Covid ended, I did a few more Booklets for the two different campaigns we did (Ex-Blood Bowl Player, Swashbuckler, Lord of Aenarion, Dwarf Brewmaster, Kislevite Shaman, and Elf Ranger). Putting me at 15 of 32 Classes have their Booklet made.
This Campaign is the first I've ran using my "Tiny Quest" miniatures and also with out "Bob" playing. So I made the Dwarf Slayer Booklet about 2 weeks ago, then made the Warrior Priest Booklet last week, and just finished the Halfling Thief Booklet earlier in the day before we attempted this Objective Room. Now up to 18 of 32 Classes have their Booklet done.
Now back to the dungeon at hand.
The Halfling gets close to the door and with their Scout skill, rolls a 6, we get to know what monsters will be in the room before entering. The group of monsters will be 3 rolls at equal DL. Because we had the Spiral Staircase earlier in the dungeon, that means 3 Rolls of DL 3 + the Late King (Wight Lord). (All 4 party members are currently Battle Level 2).
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| 8 Tomb Guard, 3 Wights, 9 Vampire Bats, 5 Undead Wolves, 9 Plague Monks,
Skaven Warlock, & the Late King (Wight Lord). I encourage the party that we can take these guys, I mean what could go wrong? |
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| Equipment and stats for Wight Lord (the Late King). |
The Halfling fails to Negate Ambush, so the Vampire Bats will be using their Ambush (Magic, A) and the Undead Wolves fail to roll their Ambush (6+). The Undead Wolves still get their Cavalry move and get closer, but get bottle necked in the Chasm of Despair. The Bats bring down both the Slayer & the Halfling, with several Bleed Counters on them to deal with. During the first Warrior's Phase the Warrior Priest using their Blessing that spends some of her health to heal adjacent warrior, bringing both the Slayer and Halfling up. Then the Priest using the one time per adventure heal all ability on their Book of Sigmar.
The Halfling starts by using their Spell "Worm Stew" to pin the Undead Wolf up front, and because of the bottle neck, the other wolves won't be able to move until it does. Between the Halfing, Slayer, and Pit Fighter, we kill 5 Bats, 1 Tomb Guard, & 1 Plague Monk.
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| Beginning of first full Monster's Phase. |
The Skaven Warlock casts Putrefy. Each party member in line of sight rolls a D6, on a result of 3 or less that model can't perform any actions until the Warlock's next Monster's Phase. The Priest, Halfling, & Slayer all fail this test. Then when the monsters attack, they bring the Slayer and Halfling to zero wounds. The Pit Fighter is the only model that can use potions to heal allies before turn ends, but Fighter can only reach the Halfling (he does potion the Halfling bringing him above zero wound). Turn end, Slayer dies! Turn 2 starts. Pit Fighter kills a few monsters, but no one else can act, until the monster's phase.
The Skaven Warlock casts Putrefy again. Halfling passes, Pit Fighter passes. The Priest rolls a 2, luckily Priest has a Totem item thats one use and done, to re-roll any die, re-rolls it, gets 4.
Priest wastes no time and casts "Transportation of the Damned" off a Wizard Scroll she got earlier. The Skaven Warlock fails his Magic Dispel (6+). The Priest is automatically returned to the last Settlement, but each other party member only succeeds at joining her on a D6 roll of 2+. Pit Fighter passes. Halfling fails and is all out of Luck and gets sucked into the warp and dies!
We ran with our tails tucked between our legs and lost 2 party members!
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| Where did the Slayer go? |
I just finished the Halfling Booklet earlier in the day, and now he dies?
In town the Priest & Pit Fighter both level up to level 3. We are joined by two new characters. A level 3 Elf Ranger and a level 3 Wardancer. We added rules for starting out at a level higher than 1. For level 3, you go through level up 2, then level up 3, then you roll up 2 Objective room treasures and can only keep 1, then you roll up 4 dungeon room treasures but can only keep 3, and lastly you get 500 gold.
Our version of the Wardancer doesn't resemble the original Wardancer at all. Not even sure if I looked at the original rules at all.
Wardancer starts with 2 basic Swords, Dodge (6+) and the following two skills:
Wardance: The Elf may equip a one handed weapon in each hand and gains +1 Attack while they do. Although a Wardancer can fight with one weapon in each hand, until they get the Battle Blades Skill, at the start of each turn you must choose one of the elf's equipped weapons, they gain the benefits and negatives of ONLY that one until the turn ends.
As long as they have one or more weapons equippped, the Elf gains Parry (6+) at Champion Title, which increases to (5+) at Hero Title, and (4+) at Lord Title. Each time the Wardancer successfully parries an attack, they get +1 Attack during the next Warrior's Phase.
Sword Master: While a Wardancer has two swords equipped, they gain Parry (6+) or +1 to their Parry rolls.
At Level 2, the Wardancer gained the following Skills:
Cut In: The Wardancer may now Parry attacks aimed at allies, so long as the Wardancer is adjacent to either the attacking enemy or the party member being attacked. However, if a natrual "1" to Parry is rolled while using this skill, the Elf is attacked instead of the intended target ( you may not attempt to parry this attack as you already failed to parry it). You can't attempt to Parry attacks your allies have already failed to Parry, and your allies can't attempt to Parry attacks you already failed to Parry for them.
Dance of Agility (Champion Title Skill): The Wardancer can so easily move through enemies like they weren't even there. The Wardancer has Never Pinned and may attack, move and attack again any number of times per Warrior's Phase, so long as they still have Movement and/or Attacks left.
At Level 3, the Wardancer gained:
Shadow's Coil Dance: Once per combat, at the end of the Power Phase, the Wardancer may use this dance against an adjacent enemy (this can be activated even during a successful Ambush or Magic Ambush). While active, neither the enemy nor the Wardancer can make attacks, cast spells, or move for the remainder of this turn as the foe is too distracted by furiously attempting to hit the perfect evasion skills of the Wardancer whirling about them.
The original Ranger could be a Bad Close Combat Character or a Bad Mage, and good at absolutely nothing. When I think Ranger, I think someone who is good with Bow & Sword. Rangers are often snipers. Even weirder, the model for the Ranger has 2 Swords, even though it can't dual wield. Our version of the Ranger is quite different.
Elf Ranger starts with a Long Bow, Ranger Sword (+1 to hit, but -1 Str), Dodge (6+), and the following abilities.
Double Wield: The Elf Ranger can equip both a one handed close combat weapon and a bow. Bonuses from each weapon only affect themselves.
Striker: If the Elf Ranger has both a one handed close combat weapon, and a bow equipped, each time they successfully hit an enemy with a non-bow weapon, they gain a bonus bow attack this warrior's phase. (Attacks that are parried or dodged are not considered successful, but ones that are warded, tattooed, or ignore blowed still are)
Bow in hand: The Ranger may make as many attacks with any bow as they have attacks to dedicate to the bow (even if the bow is limited to so many shots per turn). Bonus bow attacks may only be used with a bow. Elf Rangers may only make bow attacks against non-adjacent models, but may do so even while pinned.
At Level 2 the Ranger gained the following Skills:
Quicker Reflexes: The Ranger's Dodge increases to a (5+).
Stealthy Approach (Champion Title Skill): The elf is a master of infiltration and avoiding detection and has scouted out the first part of the dungeon ahead of their companions. When the party first enters a dungeon the elf may reveal the first 4 dungeon cards and warns the party about what is ahead. Within these first 4 dungeon cards teh party gains Negate Ambush (A) and Disarm Trap (A).
At Level 3 the Ranger gained:
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.







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