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| We left off being attacked by some Dragon Ogres. |
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| Dragon Ogre Hero's Equipment. |
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| Dragon Ogre Lord's Equipment. |
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| Turn 1, the Dragon Ogres run to us, but don't quite make it. |
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| Turn 2 Warrior's Phase, Ranger peppers shots at all 3 Dragon Ogre Heroes, but doesn't kill any. Turn 2 Monster's Phase, one dragon Ogre reaches the Pit Fighter but fails to kill him. |
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| Turn 3, Pit Fighter easily kills first Dragon Ogre Hero. Wardancer kills 2nd Dragon Ogre Hero then dances back to his starting position. Ranger kills the last Dragon Ogre Hero, but only slightly injures the lord. |
Turn 3 Monster's Phase, Dragon Ogre Lord makes it to us, but doesn't kill anyone. Turn 4, we turn him into a Dragon Scale Rug.
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After defeating the Dragon Ogres, we run down the unexplored Hallway. |
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| Dungeon is split by another T-Junction. Before we get to explore more, we get another unexpected event of monsters. A Liche, Banshee , and Wraith Lord. |
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| Liche's Equipment. |
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| Because this was a T-junction, the Liche spawned right next to us. We easily killed him, the Banshee, and Wraith Lord, they never got a monster's phase. |
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| We make it into the Firechasm, where the Keeper of Secrets is immobile and waiting for us across the room. But he is in addtion to a full roll of objective room monsters. First roll is +1 DL, 1 Vampire Lord, 6 Wight Champions, 6 Wraith Champions. 2nd roll is equal DL, one Giant. |
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| Vampire Lord's Equipment. |
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| Wight Lord's have Necromantic Magic (1). They can summon Wight Champions. To make things simpler, when multiple monster groups of the same type and title show up, we give the new ones the same equipment as the original set (so you don't have to indicate these 3 Wight Champ have this equipment and those 3 Wight Champs have this other equipment). This however means, the Wight Champions can summon more of themselves with the same equipment who can also summon more of themselves. |
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| The Giant starts two rooms away, but will catch up to us quickly. |
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| So I'm just now realizing we placed Tomb Guards on the table and treated them as Wight Champions. It works out the same, just looks wrong. |
We did manage to Negate Ambush both the Keeper of Secrets and the Vampire Lord. The Stray Cat item the Ranger has has been quite useful giving us Negate Ambush (4+). However, at the end of each adventure there is a 33% chance it runs away forever.
Turn 1, we quickly put a stake through the Vampire's heart. He is very dangerous.
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| While still in turn 1, we kill 5 Wight Champions and 4 Wraith Champions. |
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| So Turn 1 monster's phase, we realize the dangerous part about that Keeper of Secrets. Although he can't move he has Slaanesh Magic (4) and gets +1 to its D6 roll as its a Greater Daemon. These spells are dangerous. |
Songs of Seduction targets our Ranger, who then fails the Willpower Test, and shoots down our Wardancer easily. We intentionally leave the Wardancer down during this rest of the Monster's Phase so he won't get attack by a Wraith Champion. Those guys bypass all mitigation and cause Fatal Damage. My Pit Fighter can tank that damage way better than the Wardancer.
The one Wight, summoned 6 more Wight Champions, putting us up to 7.
The Giant moves up and rolls for his special attack. He rolls a 4:
As it turns out, no warriors were on the same dungeon tile, so the attack failed to do anything.
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| The remaining monsters didn't seriously injure any of the rest of us and before the turn finished, the Priest healed the Wardancer. |
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| Turn 2 Warrior's Phase, we kill 3 Wights and the remaining Wraith Champions. |
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| Turn 2 Monsters's phase we manage to Resist most of the spells from the Keeper of Secrets (Both Priest and Pit Fighter have Magic Resist (4+)). The Giant moves in and swings club. The Wights, summon 6 Crypt Lurker Ghouls. |
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| This isn't a very dangerous attack. I'm thinking I may re-write this to be more deadly in the future, but for now with our stats we mostly ignore this little of damage. |
Turn 3, we get another Unexpected Event. Our Wardancer apparently bought a whole pile of expired potions, as they again get -2 Toughness, -1 to hit, and lose one wound at the end of each monster's phase for the next D6 turns.
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| Turn 3 Warrior's Phase, we focus our attention on killing the Giant, we do a little damage, but between mitigation 21, 64 wounds, and Ignore Blow (5+), we can only do so much. We do kill the 2 Crypt Lurkers near us. After this picture was taken, will killed 2 more Wights. |
The Giant decides to drop kick the Ranger directly into a wall:
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| Because the Ranger was already against a wall, he just takes 7D6 damage and goes down. Luckily the Priest could heal before the turn ended. |
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| Turn 4, we manage to kill the Giant. |
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| Still in Turn 4 warrior's phase, we kill 6 of the Wight Champs. We end up enduring more Slaanesh Magic, and the Necromantic Magic spell this turn finally didn't summon, just -1 Attack for each warrior. |
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| Turn 5, we kill the last of the Wights. Endure more Slaanesh Magic. |
It was getting late in the real world, so we will start top of Turn 6. Hopefully we can kill this Keeper of Secrets quickly with out getting interrupted by more monsters.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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