Saturday, June 13, 2026

Episode 10: Destroy the Hellforge

 

 

We get to town, and if my Pit Fighter sells his Mythic Artifact gun, (worth 8k gold), we will have enough gold for all 4 party member to level up. And who doesn't want to be more powerful? So thats what we do.

My Pit Fighter increases by +1 WS, +1 Attack, and from a skill Ignore Pain (X) where x is equal to his number of titles he has (currently 2). 

Ranger got +1 BS, +1 Initiative, +1 Tou, +1D6 Wounds, & the Skill Blocking Fury.  Blocking Fury the elf gains Parry (5+), if they hit with both a close combat attack and a ranged attack earlier this turn.

 Wardancer got +1 BS, +1 Initiative, +1 Tou, +1D6 Wounds & increased Dodge from (6+) to (5+) with a skill.  

Warior Priest got +1 Attack, +1 Initiative, +1 Willpower, +1D6 Wounds & gained 2 new Blessings. 
Blessing #1
Wound Binding (7+) Heal a priest or ally in line of sight D6+6 wounds.
Blessing #2
Barrior of Faith (6+) Priest and each adjacent ally gains Ignore Blow (6+) until they succeed at Ignoring an attack or the turn ends. 

 While in town I visit the fighters guild and get +1D6 damage on natural rolls of 5+ with close combat attacks (this last only for the next adventure) a rather sweet temporary bonus. 

While in town, I got the following adventure:


 Before we could leave town, I got stuck in town for 6 days to heal from on injury. This put me past the 14 days, causing a Catastrophic Settlement Event. Everyone else had left town, so I was the only one effected. This settlement now suffers from "Hardship" all costs are multiplied by 4, including living expenses. The easiest way to avoid this is to go find a new settlement, but if we want to complete the above mission, we will have to return for at least one day (paying the 4x living expenses for a week). This cost isn't too terrible so, we decide to try to complete this mission, knowing we have to return to this settlement at the end to get our reward.

We take 6 weeks to travel to this dungeon. The only event of note, was our Wardancer suffers -1 Str for the rest of this adventure for touching a Nurgle Shrine. This puts his base Str to 2 (though he gets +1 Str from his Sword, putting him to 3 Str overall). 

 

With the help of the Ranger's Scout skill we know the first 4 dungeon cards of the dungeon. Circle of Power, Spider's Lair, Idol of Hashut, and Torture Chamber. We gain Negate Ambush (A) and Disarm Traps (A) for these rooms.

We get assaulted in first room by 8 Chaos Dwarf Champions and a Bull Centaur Champion.

 
Bull Centaur Champion's Equipment. 


Chaos Dwarf Magic (1) and +6 Armour, are kind of scary, but Fatal Damage is terrifying. We will need to target and hopefully kill this guy before he can attack. 



Chaos Dwarf Champions' Equipment.



As we start most turns, the Priest uses the Prayer Blessing to give all nearby party members +1 Str until end of turn. The Ranger fails to injure the Bull Centaur Champion. There is no open space for the Wardancer to move in. This leaves it up to my Pit Fighter to remove the Bull Centaur. I roll my 4 attacks, I hit with 3, each hitting with either a natural roll of 5 or 6. This means my attacks will deal 4D6+6 damage each attack with no modifiers for armour. ( He still has toughness 4). It takes all 3 attacks, but I kill the Bull Centaur before he can attack with his Death Sword.

The Dwarves attack back, but either fail to hit much or see their attacks Parried by the Wardancer. The first turn, their Fire Breath attack only hits one model, the Ranger who has a helmet making him immune to Fire Breathing attacks.

Everyone but me failed their fear test against the Dwarves so damaging goes slow.

 
By the 4th turn of combat, I think no one in the party has gone below zero wounds, and we have almost finished off the dwarf champs.

5th turn of combat, still have 2 Dwarves left, we finish them off during turn 6.

We move into the Spider's Lair. This room is from our Traps! expansion. It is rough.

At the end of each power phase, if you didn't start the turn webbed you get a Web Counter 50% of the time. Which you can't Strength Test out of until the next Power Phase. While webbed you can't Dodge or Parry, you are reduced to 1 attack, and are at +1 to be hit!


 

After entering the Spider's Lair, we get attacked by Chaos Dwarf Sorcerer, 8 Chaos Dwarfs, 8 Blunderbusses, 3 Bull Centaur Champions, and 5 Plague Monks.

 We rolled a 66 for monsters, giving us 2 rolls at level 4. If should have be 12 Plague Monks, but there weren't enough spaces for them to spawn in.

The Bull Centaur Champions, were the only monsters with equipment

The Bull Centaurs deal 4D6 Damage instead of 2D6, have Dodge (5+), and cast a Magic Bolt to any model that slays them!

 
The Bull Centaurs use there Calvary move and one engages each party member other than the Warrior Priest.

I believe, the Priest, Wardancer, and Pit Fighter each start the turn with a Web Counter.

At some point I got a new Shield. It provides +2 Armour and Magic Resistance (4+). I've been starting each combat with it equipped and if I think I would prefer the +2 Attacks from my Pit Spike Glove, I can unquip the shield (for 1 Mov during Combat). Since I can only make 1 attack this turn anyways, I keep the shield up, for extra Armour and Magic Resist incase the Sorcerer tries to Magic me.

I believe turn 1, we do very little damage. During the first monster phase, the Wardancer & Ranger both go down to the Centaurs attacking them, my Pit Fighter gets seriously hurt, but is still standing. The Sorcerer does try to cast a Magic Spell at me, and I manage to resist it. Then 5 Blunderbusses shoot as one, able to harm only the Priest and Pit Fighter. (as the other two are already down). This takes down the Priest, but I have enough Armour to survive the 3D6 damage they cause. I use a potion to bring the Priest back up, the Priest then uses blessing to bring the Wardancer & Ranger both back up. 

As turn 2 of this combat begins, Priest & Pit Fighter both pass the Str test to brake free of the Web Counter.  The Wardancer frustratingly fails their Str Test. The Ranger then gets webbed.


 I put my shield away so I can make 4 attacks and freely move into spots formerly filled with models I just killed (thx to my Pit Fist Spike), this does mean lower Armour and no more Magic Resist. It takes all 4 attacks, but I kill the Bull Centaur after the Ranger, and move into the spot it used to be in. The Ranger kills one Blunderbuss and injures a normal Chaos Dwarf. Now neither the Ranger or Pit Fighter can be shot by the Blunderbuss as we are out of sight.

Turn 2 monster's phase. The Pit Fighter takes some damage from the Sorcerer's spell. Then both the Wardancer and Priest go down to Centaurs. The Ranger survives the few Chaos Dwarves and Sorcerer attacking him. When the Blunderbusses attack, they only hit with one shot, not dealing enough damage to get around the Warrior Priest's defenses. Priest uses blessings to get both Pit Fighter and Wardancer back up.

 Turn 3  This turn the Wardancer passes thier Str test and can finally do something. I believe Pit Fighter, Priest, and Ranger spend the turn webbed.

We manage to kill the Bull Centaur after my Pit Fighter and reduce the Centaur after the Wardancer to only 2 wounds.  Wardancer uses his never pinned to move out of line of sight of Blunderbusses.

Monster's Phase Turn 3. Bull Centaur follows the Wardancer and a few Plague Monks and normal Chaos Dwarves move into the room with us. The Sorcerer grants +1 attack to all monsters on the board with his spell. I believe the Ranger goes down to combat attacks from the dwarves, before the Plague Monks can attack him. The Wardancer Parries every attack that manages to hit this turn. The Blunderbusses fail to hit with any of their Ballistic Skills checks. 

Turn 4, Unexpected roll is a 1! Combat event is triggered. Roll of 13, Weakness. A party member notices a weakness of one model of the party's choice, that model no longer benefits from their toughness bonus for the rest of the combat. We choose the Chaos Sorcerer as he has toughness 6.


 Turn 4, I think Wardancer and Pit Fighter are Webbed. But despite that we manage to kill Sorcerer (as he has no Toughness), the last Bull Centaur, 1 normal Chaos Dwarf, 1 Blunderbuss, and 1 Plague Monk.

 


 Turn 4 Monster's Phase, the Blunderbusses bring down the Priest. We heal him with a potion. 

 

Turn 5, will kill 4 Chaos Dwarves. The Wardancer moves in and back out of Circle of Power room killing the 3 remaining Plague Monks. 

Monster's phase of turn 5, 1 Chaos Dwarf moves forward, and 6 Blunderbusses take down both Pit Fighter and Warrior Priest. Ranger Potions the Priest back up. Priest heals back up Pit Fighter.


 Turn 6, is spent killing 1 Chaos Dwarf. Between being Webbed and bad roles, we don't do much more.

 Turn 7 & 8 we easily kill the Blunderbusses by moving back into the Circle of Power room. 

We spend a few turns moving back into the Spider's Lair and get ready to enter the Idol of Hashut.

This room will have a normal roll of Objective Room Monsters. So we call it quits here for the night.

Next Blog, an Objective Room full of Chaos Dwarves, Orcs, & Undead  

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

DeMagic Tutor out.

 

 

Sunday, June 7, 2026

Epidsode 9: Golden Shrine - 2nd Half

 

We completed the "easy" half of the Dangerous Quest last session. This was made a bit easier than normal since we were able to use the Rangers Scout skill to bee line directly to the Fountain of Light.

Just a reminder here is the mission we are doing.



 We are here for that treasure pay out, so we go down to floor #2. We lose all our equipment. Every potion, Magic Weapon, Armour, & Trinket.

The Priest importantly here looses her Book of Sigmar, that lets her attempt one more Blessing per turn and has a once per adventure "ohh shit" healing button", looses her magic Collar that makes it so she can't be targeted by enemies she hasn't already targeted, and looses Ring of Jade that heals at end of turn regularly. This means she is way more vulnerable to be attacks, and is not as good at healing.

Also important is no one has a magic weapon. If we fight daemons or ghosts, we will be at -1 to hit them.

 We each get 6 items. My Pit Fighter took a Long Sword (+1 Str), Open Helm (+1 Armour), Light Armour (+2 Armour), Shield (+1 Armour), Rope, and 1 Healing Potion. 

The Priest took Mace (+1D6 damage on nature 6+ to hit), Leather Body Armour (+1 Armour, likely destroys at end of adventure), Leather Helf (+1 Armour, likely destroys at end of adventure), Rope, and 2 Healing Potions.

Wardancer took Long Sword (+1 Str), Sword, Furs (+1 Armour, -1 to hit if worn with Body Armour), Rope, and 2 Healing Potions.

Ranger took Long Sword (+1 Str), Long Bow (fires at Str 4), Furs (+1 Armour, -1 to hit if worn with Body Armour), Leather Helm (+1 Armour, likely destroys at end of adventure), and 2 Healing Potions.

First room after Guard Room is Circle of Power. We get attacked by 6 Giant Rats and 5 Clanrats.
Even with basic equipment, these provide no challenge to us.

The next room after the Circle of Power is the Collapsed Floor.

We are able to pass the Collapsed Floor and us a rope to get across no problem. However the next door gets us the Boulder Trap. Everyone manages to pass the required Initiative (9) Test or dodge the boulder.

We push through the Monster's Lair and before it can spawn an event we explore the other doorway to reveal the Small Passageway.


 

 

 

We get attacked by 8 Skaven Stormvermin. These guys aren't too dangerous.

 The turn we beat the Stormvermin, the Crushing Boulder hits a wall and destroys itself, giving the next Unexpected Event die roll a -5 penalty. We roll a 4, so we get ambushed by monsters in the Monster's Lair a 2nd time.

The new group of monsters is 6 Goblin Spearmen and 6 Goblin Bowmen.

 
After climbing through the Small Passageway we find "The Shaft". This spans 12 Giant Bats and 12 Giant Spiders. These again don't give us much difficulty.

While still fighting Spiders, we roll a 1 for the Event Die, and get assaulted by 6 Ghouls.

The Torture Chamber brings us Orcs and an Orc Shaman.

Orc Shaman is armed with a Weapon that deals Double Damage!

We target the Shaman as best we can turn 1, but don't kill him. He does a Brain Bursta on the Warrior Priest, who survives. We kill all Orcs on turn 2 of this combat.

 

We reach the Idol Chamber. We get a ton to deal with. 3 Giant Scorpions, 4x Nurglings, 3 Plague Bearers, 5 Bloodletters, 1 Beastmen, 3 Minotaurs, & 3 Trolls.

 Most of the monsters we rolled we at -1 or -2 dungeon level to this point. Here everything was at equal battle level, and we even rolled a 66, to get a 4th roll of monsters.

We have some danger here. Plaguebearers & Nurglings have plague so we have to fear permenant stat reduction. All the daemons are at -1 to be hit since they have Daemonic (-1). Luckily, I think everyone passed all fear tests, except the Ranger who fears the Trolls.

During the Ambush the Nurglings gang up on the Wardancer, they luckily do not bring him down. We lucked out the Scorpions spawned first, I think if all 4 Nurglings had Ganged Up, they would have easily brought down the Wardancer giving a permanent -1 Toughness.

Turn 1, we quickly try to kill as many Nurglings and Plaguebearers as possible. Permanent -1 Toughness is no joke.

Turn 1, we didn't have much luck getting through the -1 to hit, and only kill one Nurgling.

 
Turn 2, we kill the remaining Nurglings, and the Bloodletters have the highest Initative and move into the empty spots.

Turn 3, we manage to kill 2 Bloodletters but not much else. -1 to hit is rough.



End of turn 3, the Scorpions take my Pit Fighter down, luckily not with their Poison Sting attack. The Wardancer goes down to Bloodletter + Minotaur. Both of us are healed back up before turn ends.

Turn 4, we kill a Minotaur & Bloodletter. Allowing a Plaguebearer and a different Minotaur to move in. The Wardancer parries quite a few attacks, but manages to take too many attacks by rolling 1's for the parry roll and goes down to Scorpions an minotaur. The Ranger tanks the Plaguebearer. We heal the Wardancer before turn ends.

Turn 5, we kill one Plaguebearer and our first Scorpion. This allows a 2nd Plaguebearer in and our First Troll into combat.

Turn 6, we kill the remaining Plaguebearers and 1 Giant Scorpion. Removing as much Plague and Poison attacks as we can. 


We intentionally spend turn 7 and 8 killing anything other than the Trolls. Since they have tons of wounds and Regeneration 2D6, we kind of have to gang up on them one at a time to kill them. This does have the disadvantage of being Vomited on by the Trolls. I believe I lose 2 pieces of armour to Vomit and the Ranger losses 1 piece of armour to Vomit.

Turn 9, 10 and 11 of combat are each spent ganging up on and killing one Troll each turn. These guys are meaty (30 wounds 2D6 Regeneration).

We played the combat safe by keeping the Priest hiding in the back. I think in 11 turns the Priest attack once on like turn 10. We lucked out and didn't get any monsters that could push us around or any enemy spellcasters, so we castled up really well and could target down Poison and Plague monsters before they could give a -1 stat permanently. 

Each warrior takes a minute and  meditates at the Idol Chamber's Statue. 

The Priest and I both get rolls on the Mythic Item table.

The Priest gets Hammer of Ancients. This Item is nuts. I get the Great Rifle. I can use it, but for the most part its a one shot per combat, but it does hit like a truck. However, my current Ballistic Skill is 6+, so I may have to invest in better BS to get good use out of this.

 The Wardancer got two permanent stat increases, +1 WS and + 1 Toughness.

The  Ranger got +1D6 wounds (he kinda got hosed by bad luck, originally rolled a 1, used his last Luck and got a 2 for wounds.

 

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

DeMagic Tutor out.

 

Epidsode 8: Golden Shrine - Dangerous Quest


 We have half new members to the party. What to do first? My Pit Fighter found a Dangerous Quest. We added 6 of these to every region (Old World, Lustria, and Norsca) and 6 more for Lost Caverns and Sewers expansions.  Dangerous Quest are more hazardous then normal adventures, but usually have better treasure pay out. I found "Golden Shrine".


 

It starts out simple enough, complete what would be a normal adventure, 12 Dungeon Cards with a full a full Objective Room at the end. However, you only get normal dungeon treasure for completing that Objective Room.  You can continue if you with, however the next floor is 11 Dungeon Cards with a full Objective room, but you have to do it, with only a limited list of equipment from the Market Place. Monsters with be 1/3 of the time equal level, 1/3 of the time -1 DL, and 1/3 of the time -2 DL.  You are aloud to bring un-bounded runes to the second floor, but if you bond them to anything, you lose them at the end of the Quest. This was added so that if your healer is the Dwarf Runesmith, the party has a chance to complete this mission. 

Dungeon Card #1, Intersection. Splitting the deck into 3 halls. And giving us a dying Orc dungeon event.

 The Elf Ranger has a skill that reveals the first 4 Dungeon cards of a Dungeon deck, (Scout), giving us Disarm Traps (A) and Negate Ambush (A) for those rooms. The Elf decides to point this down the hall that only has 3 cards, revealing one whole hallway. This will either reveal the Objective Room or, save us from going down a dead end. 

The dying Orc is easily dealt with and gives us a Magic Key for unlocking locked chests or doors.

The Scout skill reveals the most direct path to the Objective Room on floor #1.

Straight shot, through Chasm of Despair, Passageway, and ending in the Fountain of Light.

 

  

Objective Room is filled with 3 Gigantic Spiders, 6 Wild Cave Squigs, 2 Giants Scorpions, 5 Daemonettes, 5 Plague Monks, Skaven Warlock, and 3 Fiends of Slaanesh. Turn 1, we don't have to deal we use the Negate Ambush (A), to keep the Cave Squigs from being to dangerous. I dedicate most of turn 1 to kill the Skaven Warlock as not respecting him killed half the party in a previous mission.

By end of turn 2, we have killed most Cave Squigs, a Giant Scorpion, and a few Plague Monks, but now we are being attacked by a Fiend of Slaanesh, that can cause you to turn on the party if you get hit too many times with its Tongue.

Luckily the first Fiend of Slaanesh wanted to target our Wardancer who has both Parry (5+) and Dodge (6+), allowing quite a few attacks to be ignored.

Turn 3, we whittle down a few more enemies. We prioritize killing Plague Monks as they have Plague. 
Permanent stat reductions is bad, so kill the Skaven. 

 



Turn 4, we are down to a few Daemonettes, a Scorpion, and the 3 Fiends.

I forgot to take pictures for the next few turns, but we make quick work of the none Fiends, and it takes about a turn per fiend to kill. I don't think the Fiends ever reduced a party member by more than -2 Initiative so we never had to deal with a party member turning on us.

We got some normal dungeon room treasure, but nothing of importance. Half the players needed to go home for the night, so we called it here. We will try to finish the dungeon next session. 

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

DeMagic Tutor out.

 

Episode 10: Destroy the Hellforge

    We get to town, and if my Pit Fighter sells his Mythic Artifact gun, (worth 8k gold), we will have enough gold for all 4 party member to...