MadMickyG wrote:And I know the Cultists can attack diagonally, but only with 1 CD. Thought it was worth the risk at the time. Happy for her to stay put.
Two if they don't move.
Winds Of Magic.
Gold Bearer rolled 1 6-sided dice:

Event.
Gold Bearer rolled 2 6-sided dice:

Stone Chaos Warrior swings at Luther.
Gold Bearer rolled 2 6-sided dice:

Luther falls and drops the Tzeentch Staff.
All three Cultists attack Salvo.
Gold Bearer rolled 2 6-sided dice:

Gold Bearer rolled 2 6-sided dice:

Gold Bearer rolled 2 6-sided dice:

Gold Bearer rolled 2 6-sided dice:

Gold Bearer rolled 2 6-sided dice:

Gold Bearer rolled 2 6-sided dice:


Monsters.JPG
Stone Chaos Warrior:
ChaosChaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.
Tzeentch FollowersFollowers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.
Tzeentch CultistsIf three or more Tzeentch Cultists are in the same room or corridor then between them they are able to cast one random Chaos spell per turn as level zero Magicians. If four or more Tzeentch Cultists are in the same room or corridor then between them they are able to cast up to two random Chaos spells per turn. If five or more Tzeentch Cultists are in the same room or corridor then between them they are able to cast up to three random Chaos spells per turn. If six or more Tzeentch Cultists are in the same room or corridor then they can cast up to three random Chaos spells per turn as level one Magicians and can discard any spells that they initially draw for random replacements. Any Tzeentch Cultists involved in casting use up their attacking action.
Chaos WarriorsChaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.
Winds Of Magic Power: 2
Party Luck: 158Pit Fighter Bravo RACE: Human CLASS: Pit Fighter | Blacksmith bRuno RACE: Dwarven (Dwarf) CLASS: Blacksmith | Paladin Salvo RACE: Human CLASS: Warrior-Priest | Frost Wizard Vladimir Stormbringer RACE: Human CLASS: College Wizard |
MOVE:  | MOVE:  | MOVE: (Max Run 8) | MOVE: (Lowest two) |
ATTACK: +/ (Reroll s) (Flail) | ATTACK: -/~ (Two Knives) | ATTACK: + (Spiked Club) | ATTACK: (Ice based) (Broadsword) |
DEFENCE: (Tough Skin) | DEFENCE: (Very Tough Skin) | DEFENCE: (+1^) (Padded Armour, Helm) | DEFENCE: (Counts s as s) (+1 for Magic Aura) |
BODY:  | BODY:  | BODY:  | BODY:  |
MIND:  | MIND:  | MIND:  | MIND:  |
| INVENTORY: | RUNES:  | SPIRIT:  | SPELLS:  |
| INVENTORY: Potion Of Resilience. | INVENTORY: | INVENTORY: 100gp, Potion Of Magic Defence, |
| | | 15 Arrows, Ice Bridge Scroll. |
Ranger Halt RACE: Human CLASS: Ranger | Monk Sifu RACE: Human CLASS: Monk | Rogue Kai RACE: Human CLASS: Thief | Bright Wizard Luther Flamestrike RACE: Human CLASS: College Wizard |
MOVE:  | MOVE: (Lowest two) | MOVE: (Max Run 8) | MOVE: (Lowest two) |
ATTACK: (Sword) | ATTACK: +/ (Pole) | ATTACK: or -/ (Evil Broadsword, Dagger) | ATTACK: or +/(Fire based option) (Broadsword, Tzeentch Staff) |
DEFENCE: (Leather Armour) | DEFENCE: (+ Evasion) (Martial Skill) | DEFENCE: (+ Dodge) (Evil Padded Armour) | DEFENCE: (+1 for Magic Aura) |
BODY:  | BODY:  | BODY:  | BODY:  |
MIND:  | MIND:  | MIND:  | MIND:  |
| INVENTORY: | KARMA:  | INVENTORY: | SPELLS:  |
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| INVENTORY: | | |
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