Everyone level up to level 10 since the end of last adventure. We lost our pet cat. And I've made a few executive decisions. The Rune for the Ranger is too good, its needs Nerfed. One of the Blessings for the Priest is too good, and also needs Nerfed.
So I've talked more about this on my other blog, but my buddy "Bob the Bobarian" and I have written tons of extra content for Warhammer Quest. We added a Norsca Expansion (nearly as big as Old World), Lustria Expansion (also nearly as big as Old World), Sewer Expansion (about half the size of Old World) and Lost Caverns Expansion (slightly smaller than Sewer). Each of these expansion adds some number of new dungeon tiles, new adventures, new treasures, and new monster.
In the last month, I finally got the Dungeon Tiles for all 4 of these expansions made. The only issue is, we still really can't play Norsca or Lustria as I'm missing for too many of the monsters (about 90% missing). The Lost Caverns I'm missing about 50%, but Sewers I'm missing only about 20%. So I added the Sewer Objective Rooms to the possible rotation of Adventures.
As luck has it, we pulled a Sewer Objective room for our first Level 10 Adventure. The Stagnant Pond.
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| Room 1 is the Crossroads? Dick move. We pull the lever, is turns clockwise and we are attack by a Chaos Spawn & 2 Pestigor Lords. |
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| Chaos Spawn and his starting mutation. As this is DL 10 that means 10 WS, 5D6 damage, 10 Str, 5 Attacks, 10 Toughness, 10 Ignore Pain, and 100 wounds. |
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| I don't actually have the Pestigor models yet (they are set up to be printed once I finish the Orc & Goblin stuff already printed but waiting to be painted). So I just used my normal Beastmen models. |
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| Chaos Spawn makes 5 attacks against all 4 of us, since all 4 are with in his reach of 2. Between Dodges, Parries, missed attacks, and/or being tough, each of us survived the turn. |
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| The Chaos Spawn's mutation changed as the monster's phase began. He might reanimate! |
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| Pit Fighter was able to finish off the Chaos Spawn, and luckily, he did not reanimate from his new mutation. |
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| Between Ranger and Wardancer, both Pestigor die. |
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| We are still in the first 4 rooms of dungeon, so we get Negate Ambush (A) from Ranger's skills. |
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| We get a Black Emperor Dragon. |
We make it into the Watery Pit tile and get attacked by Skaven! 12x Clanrat Chieftains and one Poison Wind Mortar Team.
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| Clanrat Chieftain's Equipment. Wards of Hashut means each Chieftains rolls a D6 each turn and on a 4+ they are immune to attacks from Magic Weapons. (we put a gold coin under them while immune). |
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| Priest kills 2 Chieftains. |
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| Wardancer kept his Magic Swords and killed the 3 Chieftains not immune to Magic Weapons. |
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| The two remaining Chieftains have never pinned and gang up, and try to gang up on my Pit Fighter. |
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| Ranger kills the last two chieftains, and Wardancer makes space for Pit Fighter to climb up to top level with other party members. |
We move into the Slime Pumps room, which triggers a Sewer Trap.
66 FLUSHED ROOMS (Evade Traps; no) (Disarm Traps; no)
The sewers launch a torrent of sewage up ahead and flood down towards the warriors. Immediately explore the nearest two dungeon cards. If either are dungeon rooms or objective rooms they automatically spawn monsters. If there are no monsters spawned one group of monsters was washed in from farther away. Instead of spawning in their respective rooms the monsters spawn in the room with the most warriors.
After spawning all non-flying models on the board are knocked prone until end of turn.
This reveals the Stagnant Pond Objective room and the Festering Pit Special room. This means "The Skaven Lord" and an objective room worth of monsters will now spawn on top of us, but then all non-flying models will get knocked prone until end of turn.
I will save revealing these monsters for next session.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.























































