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| Turn 6, we reach the Keeper and put him down in one turn. He had been softened up a little by the Ranger earlier in the combat. |
Once the Keeper died, we have to roll on the following chart:
We don't want a roll of 1-2 for sure. But its hard to say if we can take on a full Keeper of Secrets, so maybe we want the 3-4 result. We give the roll to the Ranger as he still has one point of Luck left (the rest of us have spent all our luck).
He rolls a 4. We can choose to use his Luck to push it to the 5-6 result. The scenario isn't clear if this is a new combat or a continuation of the previous combat. This is relevant for our once per combat abilities and spells, but also relevant if the Keeper gets to Ambush again. I put it to a die roll on a 4+ its a new combat, otherwise a continuation. We rolled new combat. With that knowledge, we decided to push the result to the 5-6 result. The Keeper gets back up, its a new combat. The Keeper rolls his 2+ Ambush, but the Ranger's Mangy Cat negate the ambush.
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| Turn 1 of new combat, we do Ok damage taking him from 84 wounds down to 50 something. Monster's Phase Turn 1, between spells and attacks causes a fair number of wounds but doesn't take anyone down. |
Turn 2 of combat, we do some more damage and get him down below 30 wounds.
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| Monster's Phase Turn 2, Keeper brings down the Wardancer and leaves the Pit Fighter at 2 wounds. |
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| Turn 3, we manage to finish the Keeper off for real this time. |
We set out from here to go back to the Harbor Settlement we came from.
The first Travel Hazard of note: Training Grounds. The Warrior Priest couldn't benefit from this. The rest of us were able to roll 8 or higher and switched one normal class skill for another class skill.
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| My Fighter dropped ambidextrous for Critical Strike (bypass Ignore Pain on a natural 5+ to hit). The Ranger dropped Elven Sight and got Precision Strikes (Assassinate 6+). Wardancer dropped Shadow's Coil Dance for Battle Blades (full benefits from using two 1 handed weapons) |
The 2nd Travel Hazard of note: We got attacked by a Lamassu & a Griffon.
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| Turn 1, the Priest & Wardancer moved up to and we able to kill the Lamassu before it got a turn. |
Monster's Phase turn 2, the Griffon tried to kill the Pit Fighter. Between the Pit Figher's higher WS, Dodge (5+), survived the first turn of attacks.
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| Turn 2, the Griffon gets ganked by the 4 of us. |
We make it to town and everyone has enough gold to level up to LVL 8 so we do. We find an adventure and head out to it.
We will cover that in the next post.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.










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