Last we left off, my Pit Figher had been kidnapped. The remaining party has to try to rescue me from some Dragon Ogres.
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| Up high is the equipment the Dragon Ogre Heroes have, and down low is the equipment the Dragon Ogre Shaggoth has. |
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| Turn 1, the party sits back and waits for the Dragon Ogres to move to them, other than the Ranger doing some severe damage to the Shaggoth. |
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| The Shaggoth, using Necromantic Magic (1), summons 2 Mummy Tomb Kings with this equipment. |
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| Then the Shaggoth uses his Bone Bone Bow to deal D6x9 damage and one shots the Wardancer. Who is quickly healed by the Priest. |
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| The Warrior Priest, uses all her attacks and takes down the first Dragon Ogre Hero. |
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| The Ranger uses two groups of split shots to hit two Heroes and Shaggoth. He manages to kill the first Dragon Ogre with these, but the Mummies keep jumping in the way for the Shaggoth (Guard Necromantic user). Then the Ranger uses all his remaing attacks at Shaggoth, killing each Mummy first because of Guard and then the Shaggoth. |
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| The Final Dragon Ogre Hero moves up, but fails to hit the Wardancer who Parries and Dodges through all the attacks. |
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| The Priest and Wardancer make quick work of the last Dragon Ogre. |
The next turn the Party moves to the Tied Up Pit Fighter and releases him. Then as the next turn starts, we roll an Unexpected Event, Monsters attack. We get a Keeper of Secrets, who Is joined by those to Mummies from earlier as they self Resurrect. They immediately cut off Ranger and Priest with the Orb of Entrapment. This could have been nasty, but the Priest hits like a Freight Train, and kills both. The party then Squares up, to wait for the Keeper of Secrets to move up.
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| Keeper move up and then Begins casting Slaanesh Magic spells. |
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| The Wardancer face plants after the Priest Failed a Willpower test from a Slaanesh spell that forced the Priest to attack her own party! We quickly heal the Wardancer with a potion. |
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| My Pit Fighter, very upset that he hasn't hit anything in a while, takes down the Keeper, in one turn. (This was some crazy good rolls, with only 4 attacks, two came up 6's, which then doubles to four 6's, which the Keeper only ignore blowed only 1) |
We make it part way back up the hallway, and get his again, with another Unexpected Event, monsters! A Dragon Ogre Shaaggoth by itself.
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| Dragon Ogre Shaggoth's Equipment. |
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| The Ranger brings the Shaggoth down to 60 wounds from his starting 100, in a single turn of shooting. |
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| The Shaggoth heals 11 wounds and moves towards the party, but can't quite reach us. |
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| It takes both the Wardancer and the Pit Fighter, but we kill the Shaggoth before he could reach us. |
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| We move into the Hellforge Bridge and the event it spawns is the above trap.The event failed to spawn a 2nd event from the follow up roll. |
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| We let the Wardancer take the full force of the exploding Rune Trap to open the door, heal him and then move into the next room. |
We started this room by rolling a 66 for the monsters. Which means two roll of monsters at level 9.
The 1rst roll contained Chimera, Manticore, Wyvern, and 2D6 Stormvermin Warlords.
The 2nd roll contained Great Taurus, Lammasu, Bull Centaur Lord, and D6 Chaos Dwarf Lords.
The all get joined by a Orc Shaman Lord with Double Wounds and an extra Magic Armour as he is one of the 4 Challenger Monsters from this dungeon.
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| Orc Shaman Lord equipment. |
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| Chaos Dwarf Lord Equipment. |
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| Skaven Warlord Equipment. |
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| Bull Centaur Lords Equipment. |
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| Monsters in the Room with us. |
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| All the Large Monsters and one Cavalry Dude down the hall. |
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| The Bull Centaur Lord, has line of sight, and uses the Black Gem of Gnar to force one v one combat with our Warrior Priest. |
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| This was a mistake. |
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| The Black Gem lets the Priest return to any space of the Tile he left, so re-enters next to the Orc Shaman lords, and use one or two remaining attacks to injure the Orc. The Ranger finishes off the Orc Shaman and injures a few Chaos Dwarf Lords. Sadly both the Wardancer and Pit Fighter, fell to the allure of the Chaos Dwarf leggins and couldn't attack this turn. |
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| The monsters's move up with the Chimera attacking the Pit Fighter, we parry, dodge, and tank the damage from all the monsters in the room and deal with Breath Fire (4D6) from the Chimera and Breath Fire (4D6) from the Great Taurus. |
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| So the Pit Fighter kills the Chimera, the Wardancer kills most of the Chaos Dwarves and Skaven Warlords (by switching to his Chaos Rune Sword to bypass that nasty Khorne Shield), then the Ranger kills a Manticore, Wyvern, and Great Taurus just with ranged attacks. |
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| So this Rune is actually broken. The Ranger has Assassinate 5+, and deals 4D6 damage, (3D6 base at level 9), No armour ever for opponents, and on a 5+ to hit no Toughness either, then double the damage before Str bonus (think he currently has Str 7). I'm thinking I'm going to re-write this rune to Deal +2D6 damage to enemies with Toughness greater than user. Doubling damage is just too good on a rune. |
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| The Lammasu moves forward. |
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| And drops the Pit Fighter with some Chaos Dwarf Magic. Who promptly gets healed by Priest. |
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| Lammasu stand no chance against our Mini-Gun carrying ranger. |
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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