After Leveling up, we wondered the Harbor Settlement looking for equipment and leads for an adventure. While at the Fighter's Guild my Pit Fighter learned some nifty fighting tricks and will be at +1 WS and +1 Str for the next adventure! The Warrior Priest was blessed by Sigmar and gains Negate Ambush (4+) and Disarm Traps (4+) for the next adventure!
While at the Tavern my Pit Fighter finds adventure: Idol Chamber #2 Sinister Mansion.
Seems simple enough, clear out a mansion of monsters. The mansion has 3 floors and a basement. Each floor has two passageways making a long hallway. On the far ends of each hallway is stairs either up to the next floor or stairs to the floor below, while on the long sides of each long hallway there are 3 dungeon rooms. This makes for 9 dungeon room across floors 1, 2, & 3. Each room may have a Magic Door Seal, it takes 3 Magic Door seals to enter the basement.
We head out to the Mansion. I don't believe anything of interest happens for the few weeks of Travel Hazards it takes us to get there.
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| The Ranger's Scout skill reveals the first 2 Passageways, the Forge, & Torture Chamber. While in these dungeon tiles we gain Negate Ambush (A) and Disarm Traps (A). |
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| We get attack by 5 Chaos Warrior Heroes and 10 Daemonette Champions. |
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| Chaos Warrior Heroes' Equipment. They lock us in the room until we kill them all, they have reach 3! Chaos Magic (1) and will automatically Ressurect during the next fight. |
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| With the Doors locked we don't have to worry about the Daemonettes outside the room, but the Wardancer does have to be careful of the Daemonettes in this room as they shut off Never Pinned while you are next to them. We do manage to kill 3 Chaos Warrior Heroes in turn 1. |
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| As the first monster's phase begins, the Chaos Warrior Heroes cast 1 Chaos Magic spell. They roll "box cars". Consult spell table, Transformation of Kadon. They roll a 6 on the subtable. Great Dragon! The remaining Chaos Warrior Heroes turn into a Great Dragon (with Green Breath attack). With all Chaos Warrior Heroes gone, the door behind us opens, and we start getting attacked by more Daemonettes. |
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| Great Dragon, 84 wounds, 19 total defense, Ignore Blow (4+). 8 attacks at 7D6+7 damage each! Being a Large Monster, if he knocks a party member to the ground, he will use remaining attacks on another party member in his reach., so he can possibly kill all 4 party members in one monster's phase.This guy is no slouch. |
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| Turn 2 we kill 5 of the Daemonettes. My Pit Fighter can't reach the Dragon in the corner, the Ranger and Wardancer can't reasonably get passed that much Ignore Pain, Toughness, & Armour. When the monsters attack, the Green Dragon Breathe's Corrosive Fumes. Each party member must pass a Toughness (7) test, if failed they take 3D6 Damage with no modifiers for Toughness or Armour. The Ranger is immune do to his Helmet, the Priest and Wardancer both pass. My Pit Fighter fails, and takes like 10 damage. The Dragon targets my Pit Fighter for combat. Between the Parrying from the Wardancer and my Pit Fighter's Dodge (4+) only one attack injures my guy, however that enough damage to take him down. |
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| Turn 3, we kill the last 2 Daemonettes in the Forge with us, plus 1 more from the hallway. My Pit Fighter finally gets to attack the Dragon. Despite the Ignore Blow (4+), I do some serious damage to him. We determine its too dangerous for the Priest to attack the Dragon. If the Priest attacks and doesn't kill the Dragon, it can than target him with close combat attacks. During the monster's phase, he casts a Chaos Magic spell and makes the Wardancer & Pit Fighter magically change places. This turn everyone passes the Corrosive Breath attack. Then the Dragon changes target and starts attacking the Wardancer. The Dancer Parrys and Dodges all but 1 attack. That attack manages to roll about as low as it possibly can, and the Wardancer remains standing at 2 wounds |
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| Turn 4, the Pit Fighter knocks the dragon below 20 wounds. This puts the Dragon within kill range for the the Priest, so she finally attack him. It takes all her attack but she does kill the dragon. It takes turn 5 to finish off the last 2 Daemonettes. No Magic Door Seal found. |
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| We next visit the Torture Chamber. While in there a sneaky git runs in and steals the Wardancer's Sword. The Sword can only be recovered by clearing this dungeon's Objective Room. To make matters worse, that weapon will be wielded by the highest gold monster that is not a large monster! |
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| Weapon stolen from our Wardancer. We did however find our first Magic Door Seal. |
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| Not Sure who puts a Sewer on the first floor of a mansion, but here we are. |
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| We get attacked by 6 Chaos Warrior Champions and a Griffon. Then the 5 Chaos Warrior Heroes from "The Forge" resurrect to attack us a 2nd time. This locks the room again, so the Griffon can't enter the room until we kill all 5 heroes. |
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| Chaos Warrior Champion's Equipment (the dudes with only 1 Axe). |
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| Even with being down a level (-1 to hit and +1 to be hit), we manage to kill 3 Chaos Champions and 1 hero on turn 1. I think they failed their first Chaos Magic Spell (rolling a 3). |
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| Turn 2, we killed 2 more Champions and 2 more Heroes. |
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Turn 3; While attacking a Chaos Warrior Champion, the Priest gets their attack reflected back at themself, the Wardancer attempts to Parry the attack, critically fails and takes the hit themself. This attack from the Priest can't be Dodges, and hits like a freight train, bringing the Wardancer from full to zero in one hit. |
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| Turn 4; We kill the last champion and kill 1 hero, leaving only 1 hero alive, but keeping the door locked, so the Griffon still can't enter. |
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| Turn 5; We all jump up to 2nd level and kill the last Chaos Warrior Hero. This will allow the Griffon to enter the room during the monster's phase. |
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| Turn 6, we easily kill the Griffon. No Magic Door Seal found. |
Finished Floor 1, seemed like a good place to stop for the night.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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