So last post, I realized two of the 4 items we get from the Wizbang's Quest, were wrong. We should have only been able to get Rune Enchanted Weapons, Body Armours, Shields, or Capes. I forgot Helms can't have runes enchanted on them (this is under our rules system). When we met to start this session, I gave the Warrior Priest & Ranger each the choice between:
A) Keep the helm, but they lose the rune it had.
B) Re-roll the Wizbang Special treasure from the beginning, so new item and new rune.
The Priest really liked her Shadow Crown, so she kept it and lost the rune.
The Ranger didn't care that much about his Crown of Sorcery, so he opted to re-roll it and got the following:
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| The Ranger got his same Bow and then a rather powerful Master Rune. |
While in town we each leveled up and got a new quest.
This dungeon is in open day light, so the party can see farther then one dungeon room away. The cheering crowd can make it easier for us to hit the enemies or easier for the enemies to hit us, depending who they favor at the time. Three rooms in the dungeon are joined by a extra beefy monster (+1 Dungeon Level, with double wounds, and an extra Monster Armour). The Objective Room gets a beefy monster at +2 Dungeon Level, instead of +1 Dungeon Level.
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| The Ranger uses his Scout skill to reveal the first 4 dungeon cards. In these rooms we gain Negate Ambush (A) and Disarm Trap (A). |
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| While in the Red Room we get attacked by monsters. While we know the next room is the Molten Room, it hasn't been opened or explored yet, so no models can enter that room yet. |
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| Chaos Dwarf Sorcerer Lord's Equipment. |
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| Chaos Dwarf Lords' Equipment. |
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| Skaven Warlords' Equipment. |
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| My Pit Fighter, deleted the Lammasu. The Priest injures, but doesn't kill the Sorcerer. The Wardancer kills the Sorcerer and one Dwarf Lord, |
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| then dances his way back behind the Priest |
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| The Ranger kills 3 Skaven, but two get back up from their items. |
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| The Skaven Warlords have Never Pinned and higher initiative and move in to surround us before the Hydra moves in and pushes several of the out of the room. Hydra attack the Pit Fighter, nearly puting him down in one turn. The Skaven and one Dwarf Lord gang up on the Wardancer, who goes down, but gets healed by Priest before turn ends. |
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| Turn 2, Pit Fighter easily deletes the Hydra, and we kill one Dwarf Lord, but the Skaven keep getting back up. |
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| Turn 3, we actually kill 3 Skaven Warlords. |
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| Turn 4, we finish off the encounter. |
We mostly let the Ranger kill the Warlords. As they had Petrify, his being able to re-roll misses with his bow shots, he was far less likely to roll and keep Natural '1' to hit, and suffering a -1 Mov for the rest of the dungeon.
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| In the Molten Room, we get attack by monster. |
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| Chaos Sorcerer Lord's Equipment. Damn, this is a tanky Wizard. -1D6 damage against him, Tattoes (5+), Parry (4+), and natural rolls of 6 to hit him are misses. |
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| Chaos Heroes's Equipment. |
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| The Ranger used every shot he had at the Sorcerer Lord, taking him to half wounds. Pit Fighter and Priest, opened a hole for the Wardancer to get through by killing 3 Chaos Warrior Heroes, one stood back up (gold coin). Wardancer was able to kill the Sorcerer. |
I apparently forgot to take picture of monster's phase turn 1, and all of turn 2. Looks like we killed several heroes and survived blue dragon attacks.
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| Turn 3, Ranger & Priest kills 3 Hereoes. All three getting back up as armour (gold coins). My Pit Fighter tries killing the dragon, only bringing it to half wounds. |
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| Still turn 3, The Wardancer uses his Castle skill to swap places with my Pit Fighter . . . |
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| and is able to finish off the dragon. |
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| Then dances into the Red Room to soften up some CW Heroes. |
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| It takes quite a few turns, to kill off all the Heroes, who then reanimate into Armour with 1 attack, that we can't attack back, just waiting for the animating magic to wear off. |
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| and more time. |
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| They do at one point take down the Wardancer. Even with one attack a piece, they still hit for 6D6+5! |
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| Ohh look, Uneventful die rolls a 1, we get "Lost and Found" again and the Pit Fighter gets stuffed in a sack and captured. |
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| Wardacncer goes down, one more time before the last Animated Armour falls apart. |
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| The remaining party corners up and just waits for an event to get the Pit Fighter back. |
The first unexpected event they get is a dungeon event, not monsters like they need.
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| We add 5 more cards to the dungeon deck! |
The next Unexpected Event, does indeed spawn monsters, with my Pit Fighter tied up and guarded by the enemies.
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| 3 Dragon Ogre Heroes and 1 Dragon Ogre Shaggoth attack! |
So we were unable to get further than 4 dungeon cards deep into this dungeon before we had to call it quits for the night. Two different mobs with self re-animating enemies and a captured party member, still needing rescue.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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