Friday, June 26, 2026

Episode 13: Bloody Heart

 

Last episode, we had just failed to destroy the Hellforge, so we decide to head to a new city. I don't think any of the travel hazards were super relevant. Although we failed the mission, we gained a ton of gold. Enough that everyone could level up to Battle Level 5.

My Pit Fighter gained a Luck, Str, and Attack by using training points. Then +1D6 wound, now deals +1D6 Damage, and gains the Title Hero. This increases my Ignore Pain to 3 from my "No Pain, No Gain" class skill. It also got me the Hero Title skill "The Bigger they are. . . .". 

The Bigger they are . . . : The Pit Fighter is at +1 to hit large monsters. If the Pit Fighter rolls a natural 6 to hit a large monster, that attack splits into two successful hits.

The Elf Ranger gained +1 WS, +1 Attack, now deals +1D6 Damage, and the Title Hero. The Ranger gained the normal class skill "Herblore" and the Hero Title Skill "Crack Shot".

 

Herblore: The Elf may attempt to make D6 Herblore Potions at the start of each adventure. For each potion attempted, roll a D6. For each result of 5+ creature a Herblore Potion.

Herblore Potion: Drinker heals 2D6 wounds. 

 Crack Shot: Ranger can re-roll each failed ranged attack once each. 

The Wardancer gained +1 WS, improved to Pinning (3+), now deals +1D6 Damage, and the Title Hero. The Wardancer gained the normal class skill "Parry Mastery" and the Hero Title Skill "Parry Deflection". Because the Wardancer has the Title of Hero, his Parry increases to Parry (4+) so long a he uses two one handed swords.

Parry Mastery: Wardancer may re-roll three failed parry rolls per combat.

Parry Deflection: On a natural roll of 6 to Parry, the incoming attack hits the attacker instead.

The Warrior Priest gained a Luck, now deals +1D6 Damage, and the Title Hero. The Warrior Priest gained the "Rune of Inquisition" for their Hero Title. The Warrior Priest gained the following blessing :


 

Rune of Inquisition: Bonds to Hammer, Club, Mace, Scepter or Flail. Wielder is at +1 to hit and their attacks can't be dodged.

While in town, we bought enough healing potions to make sure everyone had 4, a few bandages, a few provisions, 2 Warhorses, a cart, and a handful of Elf Waybread.

While hanging out it town both the Priest and Pit Fighter got hit by run away beer carts on different days each spending D6 days in the infirmary recovering. My Pit Fighter finally got his Spike Pit Armour from Pit Fighter Store, so I put the Body Armour Rune I'd been hanging on to for quite some time on that. 

The Ranger got approached for doing a mission by a stranger. The stranger offered to pre-pay him 850 gold, if we would undertake the Mission Bloody Heart at +1 Dungeon Level. So since we are BL 5, that means the Dungeon Level would be base level 6.

This mission is from our Dark Elf mini-expansion, Blood Temple.


 Corrupted Items are obviously of evil origin and may cause you to be prevented from entering a settlement. Each warrior rolls a D6 for each corrupted item they are carrying as they try to enter a settlement. For each warrior that rolls a 1, they are refused entry.

This is too enticing a reward to refuse. We agree to undertake this mission. As it turns out, the adventure was just outside town. Zero weeks of travel needed.

 

The Ranger's Scout skill auto reveals the first 4 rooms, during these rooms 
we gain Disarm Traps (A) and Negate Ambush (A).

The first room is the "Cage Beast" dungeon room. Each power phase, each non-Dark Elf in the room has to roll a D6, on a roll of 1, that model is grabbed by the Baby Kraken hiding under the floor and is reduced to 1 Movement & and is at +1 to be hit until end of turn. Then we get attack by monsters!


We get attack by 3 Beast of Nurgle, 10 Bloodletter Champions, and 10 Daemonette Champions. None of the other rooms are open yet, so 8 Daemonettes don't spawn as there are not enough spaces for them.

 During turn 1, the Priest, 1 Bloodletter, and 1 Daemonette get grabbed by the Baby Kraken.


During the first Warrior's Phase, we kill 4 Bloodletters and injure one Beast of Nurgle to 41/50 wounds.


The Beast of Nurgle push past the other monsters and the Priest, one attacking my Pit Fighter, the other attacking Wardancer. Since the Priest has not attack anyone yet, no monsters will attack her. But she still takes damage from the Beasts Slime Trail as its area of effect.

Turn 2, only one Bloodletter gets grabbed by the Baby Kraken. Turn 2 Warrior's phase it takes all attacks from Pit Fighter, Wardancer, and Ranger to kill two Beasts of Nurgle.

Turn 2 Monster's Phase. Because of initiative order, Bloodletters and Daemonettes got first (they were all pinned or couldn't move around the Beast), then the beast moves. He attacks the Wardancer, who parries all the Beasts attack.

Turn 3, the unexpected event die rolls a 1. The combat event, has a random warrior get knocked prone until end of turn from a sucker punch. The Wardancer goes down! 

The Baby Kraken Grabs the Beast and one Bloodletter.

The Ranger and Pit Fighter fail to kill the Beast despite getting +1 to hit it. The Ranger uses range to finish off one Bloodletter, and the Priest decides with her insane damage (4D6+11 with no modifiers for Toughenss), that she should be safe to kill some bloodletters. She kills one, but fails to hit the 2nd one. That Bloodletter can now attack her. 

The Beast keeps attacking the Wardancer who can't dodge or parry while prone. Luckily, the beast only had 2 attack this turn and only hit with 1, Dancer survives at 5 wounds. The Bloodletter brings the Pit Fighter from 34 wounds to 15. The Bloodletter puts the Priest to zero wounds with its mighty 4 attacks.

We look on in horror, did our Priest just die? No one is adjacent to the Priest so no one can use a healing potion on her. The Ranger remembers last adventure he got a Wizard Scroll of Healing, which can heal D6 wounds at range. Use that to get the Priest to 4 wound.

Turn 4 we kill the last Beast and 2 Bloodletters. Over the next 3 turns we kill the remaining daemons easily enough with them no longer being dangerous.


We move to the door and call it a night.

 

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

DeMagic Tutor out.



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