Darklight Memento Mori - Let's Play - Part 3

Daniel (@dungeondive) reaches the Necros Stream quest room: a bridge-tile death-trap (any accursed crossing more than one bridge square per turn must pass an agility test or fall and die permanently), with a dread worm boss and two deviants spawned on the far bank. The Exorcist arrives at six faith, six cursed-heart charges and the new throwing daggers.

Combat opens with stacked Control Evil + Hold Evil casts that freeze the boss and force one deviant to attack the other, but the deviant fumbles its forced roll. He kills one deviant with a maxed femur-of-faith critical, then tumbles a stamina away from the dread worm’s two-square-reach melee. A second ambush triggers on a darkness-roll 1 — a lurker scout and two melee lurkers with two-square reach spears spawn directly adjacent. He clears one lurker with the throwing daggers (perception bonus + a six), uses retribution-on-kill to bleed back health, and survives one more round of dread-worm melee on tumble-and-evade before the episode breaks.


The boss-room ambush mid-fight is exactly the kind of cascade Warhammer-Quest derivatives are famous (or notorious) for. Do you want crawls to keep that escalating-pressure trick, or does spawning fresh enemies during a boss fight feel like the designer cheating?