Monday, September 21, 2026

Episode 35: Challenge; part 6

 

 

 

We start the day off with a roll of 1 for the Unexpected Event. First roll, a 66! So we get 2 rolls of DL 9 monsters. We got a Great Dragon, Wyvern, Hydra,  Cockatrice, and Chimera.


Turn 1, we sat back and let the big monsters come to us. We did have to deal with Black Dragon Breath and Firebreathing from both Chimera and Hydra. The Wyvern tried to Grab the Wardancer with his tail, luckily the Wardancer dodged.

Turn 1, Breath attacks did take down the Wardancer. Who was quickly healed by the Priest.

Turn 2, Pit Fighter, kills the dragon. Wardancer kills the Wyvern that hops back next to us. Ranger kills the Cockatrice with arrows.

Priest & Pit Fighter kill Chimera

 and Wardancer kills Hydra.

We make it to the Objective Room and get tons of monsters to fight. We fail to negate the Vampires Ambush. He steals some life from both Pit Fighter & Priest, and luckily didn't summon any more Undead. Turn 1, the Priest hammered the Vampire into the grave.

Vampire Lord's Equipment.

Necromancer Champion's Equipment.6 Skaven Master Assassins were summoned to protect the
Necromancer.

Wight Lord's Equipment.

Chaos Dwarf Hero's Equipment.

Chaos Dwarf Lord's Equipment.

Chaos Dwarf Sorcerer Lord's Equipment.

Bull Centaur Lord's Equipment 

Super Challenger Chimera at +2 BL, Double Wounds, and +1 Magic Armour. (Rune Plate gives Ignore Pain (3) that can not be bypassed)

Priest manages to also kill one Skaven Assassin.

Pit Fighter kills 2 Wights.

Ranger priority targets the Necromancer. Who keeps getting Skaven Assassins jumping into the line of fire. After all 3 Assassins adjacent to Necromancer "Mr. President" themselves, the Necromancer dies. A few shots left over, Ranger kills 2 remaining Assasins, + 1 Wight. 

Wardancer kills off two Wights,  but has some trouble with High Wounds and Ignore Pain (5) from Magic Armour.

Its at this point the party uses the Time Freeze ring to gain an extra Warriors phase. So while still in turn 1, the Ranger moves over and tries to kill as many Chaos Dwarf Heroes as he can, since they explode harming near by Party Members when they die. 

The Wardancer move in and kills both Bull Centaurs (its at this point we realized we forgot to do their Cavalry Move, but oooh well). Then the Wardancer moves back to us and kills the Wight. The rest of us decide not to attack as doing so would leave us vulvnerable to being attacked by the Zombie Dragon and killing the Chaos Heroes is also kinda dangerous.



Monsters's move up, (the Chaos Dwarf heroes getting stuck against the Priest) the Chaos Dwarf Sorcerer, runs down the hall as he has line of sight to the party and near infinite range for spells.

Between Chaos Dwarf Hero attacks, Zombie Breath, and Great Taurus's Breath Fire, both ranger and Priest go down. Both are quickly healed by Pit Fighter and ranger respectively.

Turn 2, Priest uses Never Pinned to back away from Dwarves, who all 4 get exploded by shots from Ranger.

Pit Fighter leaves Zombie Dragon with a few wounds left. Wardancer finished off Zombie Dragon.

Still being able to move, the Wardancer moves forward, kills Great Taurus, then move back as far as he can.

Chimera moves forward, but is unable to kill the Pit Fighter with close combat or firebreathing.

Turn 3, Pit Fighter kills the Chimera.

Wardancer kills the Chaos Dwarf Lord. Because this dungeon is out doors, line of sight is not limited to Lantern's Light, so Ranger is able to snipe the flee Chaos Dwarf Sorcerer Lord.


This "item" has been giving the team Negate Ambush (4+) for a while, but it decided to run off at the end of this adventure, no more cat warnings.

We picked up our meager treasure, head to town. We have more than enough gold, so everyone level up to level 10.

 

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

DeMagic Tutor out.

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