Daniel (@dungeondive) closes the solo Exorcist run on a predictably brutal note. Faith and stamina spent, cursed-heart charges burned to keep him standing, the dread worm rolls a critical melee — full damage, armour bypassed in the rules-as-written — and even after he spends his last stamina to evade and dumps a heal off the cursed heart, the lurkers’ two-square spears finish the job.
The episode is a clinic in why this game divides the hobby: a single bad darkness roll spawned the ambushing lurkers mid-boss-fight, and the rules-as-written critical hit (auto-maximum damage, armour ignored) means even a well-played hero can be deleted in one swing. Daniel flags the critical-hit rule as something he’ll likely house-rule in future plays (rolling double damage dice and taking the highest, while still applying armour). He also notes how few effective tools the Exorcist has against a single high-endurance boss when Control Evil can’t make a target attack itself.
Total tally for the doomed run: cursed heart drained, several heirlooms gathered, all souls forfeit on permanent death. Cue the channel sign-off, mid-shrug.
Permanent death from a single bad roll in the boss room — Warhammer Quest tradition or design flaw? Where do you draw the line between brutal but fair and the dice ate my character?