Saturday, July 4, 2026

Episode 15: Bloody Heart part 3

 

We were about to enter the crossroads when we rolled a "1" for the unexpected event die. 
We are being attacked by a Lamassu!

Lamassu moves forward, and takes down our Priest with Chaos Dwarf Magic spells.
We potion the Priest back up before tun ends.

Between the Priest and Wardancer, they took down the Lamassu.

We changed a few rules about gold. We simply removed the rule about getting gold for healing wounds. Its obnoxiously tedious. The 2nd, is shared gold for the adventure. Instead of the gold going to the warrior who caused the killing blow, its the party's gold until we get to town. We just set one player to track all kills and gold dropped. Then when we reach town, we split the gold evenly among the surviving party members. (Though if the gold keeper dies, and we can't loot the body, we lose all the gold too). After killing the Lammasu, the Priest who is keeping track of the gold notes "We only need a little over 10,000 more gold and everyone can level up the next time we go to town!"



There were only dungeon cards attached to Two doorways in the crossroads. We didn't need to enter either, but we can use the spiral staircase as an exit if we need or want to.


We double back, and cross the Hellforge Bridge looking for the objective room. We find the Deadman's Cove.



Every turn someone gets grabbed, and if the same person stays grabbed for 3 turns you can die! Allies can give up attacks to help you overcome being grabbed. We will want to spend as little time in this room as possible.


Upon entering the Cove we are attack by 3 Gorgons and a Cockatrice. All 4 have -2 to to be hit, 4+ Magic Resistance, and  Petrify!

We manage to kill all 3 Gorgons, but doing so caused the Priest to go down to the Petrify damage and -1 Mov for the rest of this dungeon.

The Cockatrice enters the room attacking the Wardancer, who masterfully Parries away the dangerous attacks.

Dead Man's Cove has complex rules. 



With all 4 of us attacking we are able to kill the Cockatrice, but not before it give both the Wardancer and the Pit Fighter -1 Mov for the rest of this dungeon.

We start exploring the doorways in the Cove, hoping to find the Objective Room.



We find no objective room, guess its time to head back towards the start 
where there are more unexplored doorways.

Another unexpected event!, We get attack by 12 Executioner Heroes! (I was getting bored of only 2 dark elf options at this level, so I started using my Dark Elf Themed encounter list, I don't have most of the monsters on it printed yet, but I figured it was better variety) We are using Naggaroth Black Guard to stand in for Executioners.

The Executioners get Crossbows of Doom, they set up as Ranged.

We didn't like fighting both Executioners & the Cove's Squid. So we decide to duck around the corner, forcing the Dark Elves to follow us.

Because the Cove is a water room, it takes the Dark Elves a little while to cross the room.

We thought we were making good time, but the heat exhaustion of the Hellfire Bridge causes both the Priest & Ranger to collapse for a turn. Not to get separated, we all stay close to each other.

The Crossbowmen Executioners poor into the room and begin firing.



We finally make it to the safety of the Crossroads. No exhaustion from Hellforge, no Squid in Cove, plus we can stand out of sight, forcing the Dark Elves to move into close combat.

Dark Elves give chase, just as we planned.

Only 4 Dark Elves can make it into the room. Three can see and shoot my Pit Fighter, but they can't target the Priest, so the forth has no where to shoot. I survive the onslaught.

The following turn we move in and kills 2 Dark Elves, and pin two more. The Hellforge burps up some heat, causing one Dark Elf to take a one turn face nap.

Now that they Dark Elves have a target, 5 of them move away and all start firing at my Pit Fighter.

We kill the two dark elves that were pinned, but rest push further back into the dungeon to be as far away as they can while still seeing the Priest.

The next turn, we move every one back out of sight again. Causing the Dark Elves to give chase.

The Wardancer can move into the hallway, kill a dark elf, and move back in the same turn do to his Champion skill.

It takes two or three turns of this, but we eventually take out all the Executioners.



So far this dungeon we pickup up two notable treasures. Darting Steel Dagger & Black Amulet. The Ranger takes the Dagger, making his now 4 close combat attacks auto hit (giving him 6 shots with his bow). I take the Black Amulet as both Ranger & Wardancer already have Dodge, and give the Holy Symbol Amulet to the Ranger to use. 

Its about this time the Priest notes, "We now have enough gold for everyone to level up next settlement visit!"

We trudge our way to the other side of the dungeon and find "The Pit"  Upon entering, we fall into the trap door pit and take damage. The event trigger is the Crushing Ceiling Trap. We have 3 turns to unset the Trap by having 2 players both pass a Str 9 test. The First turn I succeed, but the Ranger fails. The 2nd turn we both fail (stupid natural "1"s always fail). On the third turn we both pass! The trap has been defeated, we can move on.


Before we can enter the next room, we get yet another unexpected event. Its another trap. "Illusionairy Gold" The party notices that their gold sacks aren't nearly as heavy as they should be for all the treasure they have found. They notice hat half of their gold that was gained in this dungeon was simply an illusion and no longer count towards their gold amount. 

We lose 41,045 gold.


Guard Room fills with Skaven. This fight will take too long to finish today.


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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