Lets start with the loot. We get the objective room treasure before we fight the objective room monsters.
Each treasure is re-rolled until they are a Weapon, Shield, Body Armour, or Cloak. Then you roll a Rune or Glyph that can be attached to that item, the item comes per-attached to that item and this rune can not be moved off the item ever even by magical means. The item can now have a 4th rune, instead of the usual max of 3.
My Pit Fighter got King Axe of Khazak (+2 Str and deals +4D6 Damage, two-handed) with Run of Death (Once Per Adventure {or OPA}, +2D6 damage until end of turn. To use this won't be able to use my 4+ Magic Resist Shield or use my Pit Fist Spike but damn that i a lot of damage. (My Champion Title Skill allows me to use any Bladed Weapon (Bladed Weapons are swords, blades, sickles, scythes, cleavers, helberds, or axes) so I can use this weapon even though its Dwarf only.
Wardancer got Rending Sword (+2D6 Damage and Ignores Armour on a natural 5+ to hit) with Master Glyph of Battle (Natural roll of 5+ deals +1D6 Damage and OPA +2 Attacks and +1 to hit until end of turn).
So I'm just now realizing we mess up. Two people got helms. They shouldn't have been able to get helms and the runes can't be attach to helms. We played the rest of this dungeon with these items, next week when we meet we will have to re-roll the helmet items. That is a shame, these were good items.
The Ranger got Crown of Sorcery (allows him to cast one of two spell each turn Spear of Light and Halo of Protection, but each use has a 1 in 6 chance of knocking him down for the turn) with Rune of Defensive Training (wearer may re-roll two Dodge, Parry, or Ignore Blow rolls per turn).
Warrior Priest got Shadow Crown (gain Never Pinned, +2 Mov, and -1 to be hit) with Rune of Slowness (monster are at -1 Mov).
After getting our treasure, the entrance locks, and the 3 attached doors open filled with monsters ready to attack.
After getting our treasure, the entrance locks, and the 3 attached doors open |
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| Chaos Dwarf Lord Equipment. |
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| Chaos Dwarf Heroes' Equipment. |
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| Chaos Dwarf Sorcerer Lord's Equipment. |
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| Dragon Ogre Shaggoth's Equipment. His Axe jumps him for 5D6 damage to 10D6 damage! |
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| Great Taurus gains Tattoos (5+). |
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| Bull Centaur Heroes' Equipment. |
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| Wyvern has a 50% chance each turn to be immune to Magic Attacks. |
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| Dragon grants +2 Ignore Pain to himself and all his allies if they are on the same dungeon tile. |
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| Turn 1, during power phase the Bull Centaurs use their cavalry move and get 1 free attack. The Wardancer Parrys all 3 of these attacks, gaining multiple bonus attack for the upcoming warrior's phase. |
The Wardancer gets Black Gem of Gnar'd but manages to kill the Chaos Dwarf Hero with only 2 attacks. Sending the Wardancer back to fight with us.
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| The Ranger uses all his bow attacks to kill the Chaos Dwarf Lord. |
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| My Pit Fighter uses the last attack and manages to kill the Wyvern. |
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| The monster's can't quite reach us during Turn 1. |
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| But between Firebreathing, Skaven Magic 1 and Orc Magic 1, they do manage to bring the Wardancer down, who get healed before the turn ends. |
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| Turn 2; The Wardancer parries most of the Shaggoth's attacks, but falls to the one that hits (10D6+9 damage) who gets healed before turn ends. |
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| Turn 3; Pit Fighter takes the Shaggoth down. |
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| Turn 3; Wardancer kills the Bull Centaur, then the Chaos Dwarf Sorcer Lord. Priest follows up for support. Ranger shoots down two Chaos Dwarf Heroes. |
The Chaos Dwarf Heores have Bows, but 0 movement because of their armour, so they don't move and can't shoot as no one is in line of sight.
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| It takes 2 more turns, but we finish off the Chaos Dwarf Heroes. |
The Sorcerer Lord has an Item that Auto Resurrects him during the next combat. Instead of him showing up during the next settlement event, travel event, or even the next dungeon, we sat around until another Unexpected Even happened, so we didn't have to deal with him later.
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| We get attacked by 3 Bull Centaur Lords. |
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| This combat took 2-3 turns. But wasn't much of a challenge. |
We return to town, with yet again enough gold for a Level Up. We all hit level 9.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.

























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