Sunday, September 6, 2026

Episode 32: Challenge; part 3

 


 

 We had just finished the Dungeon Cell that came with a Challenger. Then we find the Monster's Lair which also has a Challenger.

12 Chaos Warrior Champions, 10 Plague Bearer Champions, 10 Deamonette Champions, a Nurgle Daemon Prince, and the Challenger is a Green Great Dragon (with Double Wounds and a Magic Armour)

 

 

 
 
 
 
168 wounds on this Dragon.
  
 
 
 
Chaos Warrior Champion's Equipment.

Green Great Dragon's Armour. He is reduced to 3 move, but now has Total Defense of 25.

Make Way is a skill we added for the Ogre Kingdom monsters. It allows them to push any model that is not Make Way, Cavalry, or Large, they also aren't pinned by models they can push.

This guy causes serious issues if he brings someone to zero wounds. He has to be killed before he can attack.


Chaos Champions only have 20 wounds. Our Priest used death blows to kill through all 5 around her.


My Pit Fighter easily removes 4 more Chaos Champs.

Ranger concentrates fire at the Nurgle Deamon Prince.

I don't have a picture of this, but I believe the Wardancer, killed off the last of the Chaos Champions and a few of the Plague Bearers in the room next to us, then danced back to the party.

The Plague Bearers, push in and gang up on the War Dancer. Who luckily doesn't go down to these attacks as they have Plague. The Dragon's Green breath is based on a Toughness 7 Test. Which is rather weak, as once you have Toughness 5, only fails on a roll of 1. Dragon's don't even show up until the level 8 table, So think I'm gonna up that to a Toughness (DL) Test.

As the 2nd turn of combat starts we roll an unexpected event, as we are in combat that makes it a combat event. These guys know where this combat was going, and high tail it out of here.

These are the monsters who retreated, and will return during the next combat.

We finish of the few Plague Bearers that didn't escape and open the next doorway. Then bam! another unexpected event with monsters, plus the guys who just ran away.

2 Grey Seers, 2 Plague Lords, 6 Master Assassins, 1 Death-Master Assassins. 

Luckily, everyone either failed their Ambush or it got Negated by our Mangie Cat.

50% of the time, these guys are immune to damage from Magic Weapons, and 50% of hits on them redistribute to a adjacent model!




Death Master was the first to go, he was directly behind the Wardancer and got deleted by the Priest (allow with one Daemonette). Pit Fighter killed 3 assassins and a Plague Lord. Ranger removed 3 Assassins and injured the Great Dragon. Wardancer killed the last Plague Lord and 2 Daemonettes, before returning back to his spot.

Monsters move it, with the Dragon lumbering slowly with movement 3.

Skaven Magic takes down the Warrior Priest, who we heal back up immediately.


Over the coarse of the 2nd Turns warrior's phase, we kill the remaining Daemonettes and the 2 Grey Seers who were immune to Magic Weapons during the first turn, but not this one. The Ranger and Wardancer both put attacks into the Green Dragon but couldn't kill him this turn.

The Dragon pushes through the Wardancer and attacks the Ranger, bringing the Ranger down, who gets healed before turn ends. It takes all 4 of us, but we kill the Dragon on Turn 3 of Combat.




We move forward for a turn, and then the Green Dragon crawls down the hallway after us and sputters a scary but ineffective curse before finally dying.

That's all for this post, may your lantern always stay lit.

DeMagic Tutor out.


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Episode 33: Challenge; part 4

  We make it a few steps away when we get attacked by monsters yet again. Someone please take the Event Die away from our Priest her luck is...