Sunday, June 7, 2026

Epidsode 9: Golden Shrine - 2nd Half

 

We completed the "easy" half of the Dangerous Quest last session. This was made a bit easier than normal since we were able to use the Rangers Scout skill to bee line directly to the Fountain of Light.

Just a reminder here is the mission we are doing.



 We are here for that treasure pay out, so we go down to floor #2. We lose all our equipment. Every potion, Magic Weapon, Armour, & Trinket.

The Priest importantly here looses her Book of Sigmar, that lets her attempt one more Blessing per turn and has a once per adventure "ohh shit" healing button", looses her magic Collar that makes it so she can't be targeted by enemies she hasn't already targeted, and looses Ring of Jade that heals at end of turn regularly. This means she is way more vulnerable to be attacks, and is not as good at healing.

Also important is no one has a magic weapon. If we fight daemons or ghosts, we will be at -1 to hit them.

 We each get 6 items. My Pit Fighter took a Long Sword (+1 Str), Open Helm (+1 Armour), Light Armour (+2 Armour), Shield (+1 Armour), Rope, and 1 Healing Potion. 

The Priest took Mace (+1D6 damage on nature 6+ to hit), Leather Body Armour (+1 Armour, likely destroys at end of adventure), Leather Helf (+1 Armour, likely destroys at end of adventure), Rope, and 2 Healing Potions.

Wardancer took Long Sword (+1 Str), Sword, Furs (+1 Armour, -1 to hit if worn with Body Armour), Rope, and 2 Healing Potions.

Ranger took Long Sword (+1 Str), Long Bow (fires at Str 4), Furs (+1 Armour, -1 to hit if worn with Body Armour), Leather Helm (+1 Armour, likely destroys at end of adventure), and 2 Healing Potions.

First room after Guard Room is Circle of Power. We get attacked by 6 Giant Rats and 5 Clanrats.
Even with basic equipment, these provide no challenge to us.

The next room after the Circle of Power is the Collapsed Floor.

We are able to pass the Collapsed Floor and us a rope to get across no problem. However the next door gets us the Boulder Trap. Everyone manages to pass the required Initiative (9) Test or dodge the boulder.

We push through the Monster's Lair and before it can spawn an event we explore the other doorway to reveal the Small Passageway.


 

 

 

We get attacked by 8 Skaven Stormvermin. These guys aren't too dangerous.

 The turn we beat the Stormvermin, the Crushing Boulder hits a wall and destroys itself, giving the next Unexpected Event die roll a -5 penalty. We roll a 4, so we get ambushed by monsters in the Monster's Lair a 2nd time.

The new group of monsters is 6 Goblin Spearmen and 6 Goblin Bowmen.

 
After climbing through the Small Passageway we find "The Shaft". This spans 12 Giant Bats and 12 Giant Spiders. These again don't give us much difficulty.

While still fighting Spiders, we roll a 1 for the Event Die, and get assaulted by 6 Ghouls.

The Torture Chamber brings us Orcs and an Orc Shaman.

Orc Shaman is armed with a Weapon that deals Double Damage!

We target the Shaman as best we can turn 1, but don't kill him. He does a Brain Bursta on the Warrior Priest, who survives. We kill all Orcs on turn 2 of this combat.

 

We reach the Idol Chamber. We get a ton to deal with. 3 Giant Scorpions, 4x Nurglings, 3 Plague Bearers, 5 Bloodletters, 1 Beastmen, 3 Minotaurs, & 3 Trolls.

 Most of the monsters we rolled we at -1 or -2 dungeon level to this point. Here everything was at equal battle level, and we even rolled a 66, to get a 4th roll of monsters.

We have some danger here. Plaguebearers & Nurglings have plague so we have to fear permenant stat reduction. All the daemons are at -1 to be hit since they have Daemonic (-1). Luckily, I think everyone passed all fear tests, except the Ranger who fears the Trolls.

During the Ambush the Nurglings gang up on the Wardancer, they luckily do not bring him down. We lucked out the Scorpions spawned first, I think if all 4 Nurglings had Ganged Up, they would have easily brought down the Wardancer giving a permanent -1 Toughness.

Turn 1, we quickly try to kill as many Nurglings and Plaguebearers as possible. Permanent -1 Toughness is no joke.

Turn 1, we didn't have much luck getting through the -1 to hit, and only kill one Nurgling.

 
Turn 2, we kill the remaining Nurglings, and the Bloodletters have the highest Initative and move into the empty spots.

Turn 3, we manage to kill 2 Bloodletters but not much else. -1 to hit is rough.



End of turn 3, the Scorpions take my Pit Fighter down, luckily not with their Poison Sting attack. The Wardancer goes down to Bloodletter + Minotaur. Both of us are healed back up before turn ends.

Turn 4, we kill a Minotaur & Bloodletter. Allowing a Plaguebearer and a different Minotaur to move in. The Wardancer parries quite a few attacks, but manages to take too many attacks by rolling 1's for the parry roll and goes down to Scorpions an minotaur. The Ranger tanks the Plaguebearer. We heal the Wardancer before turn ends.

Turn 5, we kill one Plaguebearer and our first Scorpion. This allows a 2nd Plaguebearer in and our First Troll into combat.

Turn 6, we kill the remaining Plaguebearers and 1 Giant Scorpion. Removing as much Plague and Poison attacks as we can. 


We intentionally spend turn 7 and 8 killing anything other than the Trolls. Since they have tons of wounds and Regeneration 2D6, we kind of have to gang up on them one at a time to kill them. This does have the disadvantage of being Vomited on by the Trolls. I believe I lose 2 pieces of armour to Vomit and the Ranger losses 1 piece of armour to Vomit.

Turn 9, 10 and 11 of combat are each spent ganging up on and killing one Troll each turn. These guys are meaty (30 wounds 2D6 Regeneration).

We played the combat safe by keeping the Priest hiding in the back. I think in 11 turns the Priest attack once on like turn 10. We lucked out and didn't get any monsters that could push us around or any enemy spellcasters, so we castled up really well and could target down Poison and Plague monsters before they could give a -1 stat permanently. 

Each warrior takes a minute and  meditates at the Idol Chamber's Statue. 

The Priest and I both get rolls on the Mythic Item table.

The Priest gets Hammer of Ancients. This Item is nuts. I get the Great Rifle. I can use it, but for the most part its a one shot per combat, but it does hit like a truck. However, my current Ballistic Skill is 6+, so I may have to invest in better BS to get good use out of this.

 The Wardancer got two permanent stat increases, +1 WS and + 1 Toughness.

The  Ranger got +1D6 wounds (he kinda got hosed by bad luck, originally rolled a 1, used his last Luck and got a 2 for wounds.

 

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

DeMagic Tutor out.

 

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