We just cleared room one, open the door into the next room, then roll for Unexpected Events. We get a 1, roll for event type, monsters, roll to see if they must be Dark Elves. They must be Dark Elves.
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| 12 Dark Elf Heroes (spearmen), 6 Witch Elf Mistresses, 6 Dark Elf Assassins, & 1 Dark Elf Lord. |
This whole group other then the Dark Elf Lord fits in the first room.
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| Dark Elf Lord's equipment. |
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| Dark Elf Heroes equipment (Accidentally labeled Master instead of Hero on monster card). |
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| Turn 1 Warriors phase we kill 3 Heroes. The Dark Elf Lord was vulnerable to Magic Weapons this turn, but manage to evade every attack with his Dodge (4+). |
The Priest's hammer is insane. It has 3 Runes. With total stats of +1D6 Damage, +7 Str, can't be dodged, and +2 to hit. Additional, for this adventure only the Priest got a blessed at the Temple for +1D6 damage. That means with here base damage of 2D6 Damage, each attack she has Deals 4D6+10 that can't be dodged and +2 to hit. She only has 2 base attacks.
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| The Dark Elves move in, cause some wounds but don't bring anyone to zero bottom of turn 1. |
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| We are still in the room with the baby kraken, he will grab at only non-dark elves. So unlike with the Daemons, this can only harm the party. The Wardancer gets grabbed and loses all his bonus attacks from Parrying the turn before. The Dark Elf Lord again fails to make himself immune to Magic Weapons, but the few attacks we can send his way aren't able to kill him. Pit Fighter and Priest kill 3 more Heroes and the Ranger is shooting down Witch Elves as they have Dark Elf Magic (1). |
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| The party holds up to turn 2 rather well, no one goes down to damage. |
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| Turn 3 the Dark Elf Lord failed again to make himself immune to Magic Weapons and the Wardancer finishes him off. The Priest gets grabbed by Kraken and reduced to 1 attack. Ranger kills 1 Hero and Pit Fighter kills 1 Witch Elf. |
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| Dark Elves move forward, aren't able to bring any of the warriors down. |
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Turn 4,the Baby Kraken grabs Priest, Pit Fighter, and Ranger. As a team we don't do much damage this turn. |
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| Turn 5, We kill 1 Witch Elf, 1 Hero, and 2 Assassins. There numbers are getting low enough, they aren't putting us in any danger. |
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Turn 6, we mop up all but one witch elf. Turn 7 she gives up the ghost. Two combats and like 13 turns, we are still in room one of this dungeon. |
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| We make it into the 2nd room of Dungeon. Attacked by 1 Beastmen Shaman Champion, 8 Beastmen Champions, and 1 Beastmen Lord. |
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| Beastmen Lord's Equipment. |
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| Beastmen Champions' Equipment. |
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| Beastmen Shaman's Equipment. |
We have Negate Ambush (A) for these first 4 rooms, so their throw spear get pushed off until the first monsters phase. We get locked in the room by the Orb of Imprisonment, but thats not too scary with this group.
Turn 1, we kill 2 Beastmen Champions. The Beastmen Lord, casts the Orc Spell Brainburst, targeting our Priest. Luckily the Priest rolls higher on 1D6 than the Lord rolled on 2D6. For the most part we take a few lumps but nothing to dangerous. It help that the Lord is stuck in the back and can't reach us.
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| Turn 2, we kill 3 more Beastmen Shaman. do small amounts of ranged damage to the Beastmen Shaman. |
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| Turn 2 monster's phase the Beastmen Lord again cast the Orc Spell Brainburst at our Priest. This time the Priest goes down and has to be healed by the Pit Fighter. |
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| Turn 3, we kill all but 1 Beastmen Champion. Little bugger survived the turn at 1 wound. Turn 4 we clean up and move toward the Hellforge Bridge. |
Each turn while in "The Forge" we had to test not to fall into the molten pit to our doom. Luckily we kept rolling well to avoid that fate.
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| After entering the Hellforge Bridge, we get assaulted by a familiar sight. 12 Dark Elf Heroes, 6 Witch Elf Mistresses, 6 Dark Elf Assassins, & a Dark Elf Lord. |
Luckily equipment changes each time the same monster group shows up, so they feel different from the previous fight.
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| Dark Elf Heroes's Equipment. Ouphfta, thats a combo. |
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| Fear (9) for level 5 warrior could be hard to pass, except we all get +3 to Fear Test from the Rune the Ranger has. |
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| Dark Elf Lord. And he has that Warpstone Staff giving that scary Skaven Magic. |
We probably should have cornered up better when we entered this room. Us near the center surrounded by Dark Elf Heroes with Reach (3), is a ton of attacks to deal with. Also something I didn't mention last fight against Dark Elves, they all have Hate (Elves) and we have two Elf Warriors in the Party. That means double attacks but at -1 to hit. So many attacks.
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| Turn 1, we manage to only kill one Dark Elf Hero. They have 7 mitigation, 5+ dodge, 25 Wounds, and we don't get our Strength Bonus when attacking them. They are meaty. Monster's Phase the spells knock the Priest down, and all the Reach (3) attacks take down Wardancer. Luckily, Ranger and Pit Fighter can use potions to bring the other two warrior back up before the turn ends. |
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Turn 2, we kill 2 Heroes & 1 Witch Elf. The Priest used a once per combat making us -1 to be hit for the turn. The Dark Elf Lord flew into an empty space and attacked the Ranger. |
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| Turn 4, we only kill one Heroes. Man these guys are hard to kill. |
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| Turn 4, monster's phase the 4 of the Witch Elves cast Transformation of Kadon and turn themselves into a Chimera! |
Turn 5 we have the Ranger move to a spot where all 4 of us our one line, so when the Chimera chooses its target, he won't push anyone of around as he can reach us all for one spot. We don't kill a single monster during turn 5.
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| The Breath Fire (4D6) from the Chimera immediately face plants the Priest. |
The Ranger Potions the Priest back up, and we manage to survive the bottom of turn 5.
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| Turn 6, the Hellforge Bridge's heat triggers and the Chimera and 3 Assassins get knocked prone from the overwhelming heat. They can't take actions this turn and are at +1 to hit. |
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| We gang up on the Chimera as best we can while its knocked prone, during turn 6, we kill it and one Hero. |
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| Turn 6, the Assassins move in, we manage to fend off these attacks. |
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| Turn 7, we kill 6 Assassins and 3 Dark Elf Heroes. |
Turn 8, we clear out that last 2 Heroes.
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| The turn after, the Hellforge bubbles up some intense heat. The Pit Fighter, Wardancer, and Ranger all collapse in the heat for a turn. |
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After pulling ourselves back up, we head to a new doorway to explore more of the dungeon. This reveals the intersection. |
It was getting late, so we decided to call it a night. We will continue from here next time.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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