Saturday, July 4, 2026

Episode 16: Bloody Heart part 4

 



Last we left of, we had been attacked by a Skaven Warlock Champion, 3 Warpfire Thrower Teams, and 12 Plague Priests.

The Warlock gained Petrify and Magic Resistance (4+).

The Plague Priests now can disarm us as we attack them!




Plague Priests & Warpfire Throwers both Ambush. The Priest slightly injure the Pit Fighter and nearly bring down the Wardancer. The Wardancer and Priest both get taken down by the Warpfire Teams. We potion the Priest, who then heals the Wardancer back up, so both can participate in the first round of combat.

The Priest attacks a Plague Priest, the attack hits, the skaven doesn't disarm the Priest. Priest one shots the skaven. Deathblow, hits, no disarm, one shots the skaven. Deathblow fails to hit. Next attack, hits, no disarm, one shots the skaven. Deathbow fails to hit. Last attack, hits, gets disarmed, but does manage to one shot the skaven. No enemies left to deathblow into.

Next up Ranger moves next to Waprfire team, gets 4 auto hiting attacks. Kills it. Then uses his shooting to kill one Warpfire Team and slightly injure the Warlock. 

Next Pit Fighter, kills one Warfire Team, and leave the Warlock at 1 wound.

 Wardancer finishes off Warlock, dances into the other rooms, kills 3 priests in "The Pit", but losses two weapons in the process. Has to grab a Magic Axe out of his pack.

There are 3 Priests left.

Being disarmed of most of our good weapons, we only manage 2 kill Priest on the 2nd turn of combat. 3rd round of combat, we let the Ranger finish the last Priest, while the rest of us pick up our weapons off the floor.


We get yet another unexpected event. 12 Dark Elf Heroes and 1 Dark Elf Master Sorcerer.


Dark Elf Master Sorcerer Equipment.

Dark Elf Hero equipment.


My memory is a little fuzzy, but this is turn 2 after killing several heroes. The Dark Elf Magic was getting dangerous. we used a scroll of dispel, to stop Arnizpal's Black Horror.

By turn 3 the Sorcerer was dead, and only a few Dark Elf Heroes were left.

We finish off the last of the Dark Elves and head into the unexplored parts of the dungeon.

We find the Rope Bridge. As we cross it, the Wardancer can't help but give a little yelp of fear as the bridge sways over the deep cavern (this give a -5 penalty to the unexpected even roll on the next turn). Next turn, we roll a 9 for the Unexpected Event die, no one heard the scream!

 

A turn later we find the objective room. This will quickly fill with monsters, and likely take a few hours of real world time to clear. Its here where we call it. Hopefully we finish this dungeon next session (and don't die to party wipe).

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

DeMagic Tutor out.


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