We make it to the basement. First room is the Dungeon Cell.

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| We get attacked by 6 Chaos Warrior Heroes! We deal one less D6 damage when we hit them, each model has a 50% chance to be immune to Magic Weapons for the Turn, and natural roll of 6's to hit them fail to hit. This will make these guys "meaty". |
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| Turn 1, we fail to kill any Heroes, lots of missed attacks and low damage. |
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| Ranger goes down in Turn 1 Monster's Phase. Priest heals him before turn ends. |
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| We manage to kill 2 Chaos Warriors, but 4 of them were invulnerable to Magic Weapons this turn. |
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| Wardancer parries for the party, keeping everyone standing, during monster's phase turn 2. |
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| We cut our way through 2 more Chaos Warriors during Turn 3. |
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| Turn 4, we only kill 1 Chaos Warrior. |
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| We easily dispatch the last Chaos Warrior during turn 5, but not before our Wardancer injures their Chaos Runeblade, they will have to fight with other weapons the rest of this adventure. |
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| We finally make it to the objective room! |
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| We get attacked by 3 Minotaur Heroes, that both have paralysis & Petrify, |
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| 3 Ogre Champions, |
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| a Chaos Dwarf Lord, |
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| 8 Chaos Dwarf Heroes, & 8 Chaos Dwarf Blunderbusses. |
The box the Chaos Dwarf Heroes are carrying, is kinda dangerous so we prioritize killing them (and the Blunderbusses).
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I think this is the end of Monster's Phase Turn 2. Luckily the Cursed Box failed to Grab a Warrior, and we killed all the Chaos Dwarf Heroes before Monster's Phase turn 2. Things are looking up, we should be able to win this easily now. |
End of Turn 3, we have killed all but one Chaos Dwarf Blunderbuss hiding in the corner. Move to turn 4.
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| The Unexpected Event Die rolls a 1, causing a combat event. That means we now have to roll on the Trap Events table! |
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| We get set upon by two rolls of monsters that enter from two hidden rooms on either side of the Objective Room! |
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| Dark Elf Lord Equipment. |
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| Dark Elf Sorcerer Equipment. |
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| Dark Elf Heroes equipment. |
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| Witch Elf Mistresses Equipment. (Accidentally covered Mistress's Stats) |
I forgot to take a picture of the equipment for the 8 Beastmen Heroes.
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| Ok, lets do this Objective Room a 2nd time. |
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| All of these monsters gains Ambush (6+) from the Trap. Only the Dark Elf Heroes succeed. (The Sorcerer has Magic Ambush A, but she was stuck behind Beastmen and couldn't see the party). Heroes move forward and attack, but more importantly pin the party in place. This picture is still turn 4 after the Warriors phase and the monster's have moved in normal monster's phase, but have not yet attacked. |
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| The Wardancer goes down, parry too many attacks of which several he takes to the face. |
Turn 5 warriors phase, we make a plan, we need to funnel the enemies into the next room a few at a time. To do this we need to kill the 3 Dark Elf Heroes & 1 Beastmen that are pinning the Warrior Priest and the Pit Fighter. We concentrate all attacks at these monster then the Ranger uses his Time Freeze ring, and we take a 2nd Warriors phase, and are able to finish the monster's pinning us, and run into the next room.
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| We successfully run into the other room. |
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| Turn 5 Monster's Phase, the monster's move in. |
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| Still Turn 5 monster's phase, the Beastmen can see the party, so they use Necromantic Magic and summon 6 Mummies! |
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Still turn 5 monster's phase, the Dark Elf Heroes in the doorway attack the Pit Fighter and Wardancer. Wardancer goes down, but is easily healed before turn ends. |
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| Turn 6, the Wardancer and Ranger kill the two Dark Elves in the doorway, allowing the Pit Fighter to move to the side of the door. Now all 4 Warrior's are out of sight from both Dark Elf Magic and Black Gem of Gnar, (atleast until the Witch Elves and Sorcerer move into the doorway). |
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| Turn 7 Ranger & Pit Fighter kill Elves that walked into our room and some in the doorway, then Wardancer prances in and out of the Objective Room killing a few more monsters as he does. Only two monsters can get into the room with us at a time as they get pinned once passed the doorway. |
Turn 8, roll for another 1 for the Unexpected Event die, check table to see what happens.
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| Ooof, this could be bad. Lets see who gets caught. Ooooh crap, they got the Warrior Priest, we have no healer. |
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| As the Power Phase ends, one Witch grabs the Pit Fighter for a one on one combat with the Black Gem of Gnar. |
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| As Turn 7 Warrior's Phase ends, you can see the Warrior Priest in her "dice Jail", Pit Fighter easily kills the Witch Elf Mistress and return to the Dungeon. Ranger and Wardancer kill a few more monsters near the doorway. |
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| The Beastmen move in and before attacking cast Nercomantic Magic Summoning Ghosts. The attacks do bring down the Wardancer, the Ranger is there to drop a potion on him. |
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This is turn 8 warrior's phase. We kill off all but one ghost and one beastmen. |
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| Turn 8 Monster's Phase, beastmen cast Necromantic Magic, makeing each warrior lose 1 attack for the next turn. |
Turn 9 Warrior's Phase, we kill the last Ghost, the Last Beastmen, and our first Mummy.
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| Turn 9 Monster's Phase, Witch Elves move in, cast a Dark Elf Magic spell, but don't manage to kill anyone. |
Before moving onto turn 10, we realize its rather late in the real world and have to call it for the night. We still have quite a few monster, no healer, limited potions. But thats a problem for future us.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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