Saturday, May 30, 2026

Episode 7: The Late King - finish the objective room

 

Last we left off, the Dwarf Slayer survived by the skin of his teeth in a one on one fight with a Spirit Host. Only room left was the Objective Room. 

 But as an aside, I wanted to talk about Class Books (or booklets). My buddy "Bob the Bobish" and I have re-written the entire Warhammer Quest game from the ground up. This includes a heavy modification of each class (sometimes even ignoring the original rules entirely as they were basically useless). That meant we would have to go into our Google Docs for our changed rules, requiring a computer and/or cell phone to play the game. My goal is to eventually have everything in a Semi-Professional printed form.

When Covid  hit in 2020, I made a passable version of our "Black Hills Warhammer Quest" in a game on steam called "Table Top Simulator" or "TTS" for short. When building that is the first real pass I made at creating Class Booklets. I did the 4 main classes (Barbarian, Dwarf, Elf, & Wizard). I also did Assassin, Bretonian Knight, Imperial Noble, Outlaw, & Pit Fighter as these 5 classes show up frequently as NPCs. I think we played Warhamer Quest on TTS for about 18 months.

After Covid ended, I did a few more Booklets for the two different campaigns we did (Ex-Blood Bowl Player, Swashbuckler, Lord of Aenarion, Dwarf Brewmaster, Kislevite Shaman, and Elf Ranger). Putting me at 15 of 32 Classes have their Booklet made. 

This Campaign is the first I've ran using my "Tiny Quest" miniatures and also with out "Bob" playing. So I made the Dwarf Slayer Booklet about 2 weeks ago, then made the Warrior Priest Booklet last week, and just finished the Halfling Thief Booklet earlier in the day before we attempted this Objective Room. Now up to 18 of 32 Classes have their Booklet done.

Now back to the dungeon at hand. 

The Halfling gets close to the door and with their Scout skill, rolls a 6, we get to know what monsters will be in the room before entering. The group of monsters will be 3 rolls at equal DL. Because we had the Spiral Staircase earlier in the dungeon, that means 3 Rolls of DL 3 + the Late King (Wight Lord). (All 4 party members are currently Battle Level 2). 

 

8 Tomb Guard, 3 Wights, 9 Vampire Bats, 5 Undead Wolves, 9 Plague Monks, Skaven Warlock,
 & the Late King (Wight Lord). I encourage the party that we can take these guys, 
I mean what could go wrong?

Equipment and stats for Wight Lord (the Late King).

The Halfling fails to Negate Ambush, so the Vampire Bats will be using their Ambush (Magic, A) and the Undead Wolves fail to roll their Ambush (6+). The Undead Wolves still get their Cavalry move and get closer, but get bottle necked in the Chasm of Despair. The Bats bring down both the Slayer & the Halfling, with several Bleed Counters on them to deal with. During the first Warrior's Phase the Warrior Priest using their Blessing that spends some of her health to heal adjacent warrior, bringing both the Slayer and Halfling up. Then the Priest using the one time per adventure heal all ability on their Book of Sigmar.

The Halfling starts by using their Spell "Worm Stew" to pin the Undead Wolf up front, and because of the bottle neck, the other wolves won't be able to move until it does.  Between the Halfing, Slayer, and Pit Fighter, we kill 5 Bats, 1 Tomb Guard, & 1 Plague Monk.

Beginning of first full Monster's Phase.


The Skaven Warlock casts Putrefy. Each party member in line of sight rolls a D6, on a result of 3 or less that model can't perform any actions until the Warlock's next Monster's Phase. The Priest, Halfling, & Slayer all fail this test. Then when the monsters attack, they bring the Slayer and Halfling to zero wounds. The Pit Fighter is the only model that can use potions to heal allies before turn ends, but  Fighter can only reach the Halfling (he does potion the Halfling bringing him above zero wound). Turn end, Slayer dies! Turn 2 starts. Pit Fighter kills a few monsters, but no one else can act, until the monster's phase. 

The Skaven Warlock casts Putrefy again. Halfling passes, Pit Fighter passes. The Priest rolls a 2, luckily Priest has a Totem item thats one use and done, to re-roll any die, re-rolls it, gets 4.

Priest wastes no time and casts "Transportation of the Damned" off a Wizard Scroll she got earlier. The Skaven Warlock fails his Magic Dispel (6+). The Priest is automatically returned to the last Settlement, but each other party member only succeeds at joining her on a D6 roll of 2+.  Pit Fighter passes. Halfling fails and is all out of Luck and gets sucked into the warp and dies!

 We ran with our tails tucked between our legs and lost 2 party members! 


Where did the Slayer go?

 I just finished the Halfling Booklet earlier in the day, and now he dies?

In town the Priest & Pit Fighter both level up to level 3. We are joined by two new characters. A level 3 Elf Ranger and a level 3 Wardancer. We added rules for starting out at a level higher than 1. For level 3, you go through level up 2, then level up 3, then you roll up 2 Objective room treasures and can only keep 1, then you roll up 4 dungeon room treasures but can only keep 3, and lastly you get 500 gold.

The Wardancer gets the Daggers(x4) and Gems of Life during character creation. A third item he gives to the Elf Ranger. Wardancer buys Elf Boots, Elf Helm, & Furs from Elf Quarter & Market Place. My Pit Fighter gives him my spare Sword.

Our version of the Wardancer doesn't resemble the original Wardancer at all. Not even sure if I looked at the original rules at all. 

Wardancer starts with 2 basic Swords, Dodge (6+)  and the following two skills: 

Wardance: The Elf may equip a one handed weapon in each hand and gains +1 Attack while they do. Although a Wardancer can fight with one weapon in each hand, until they get the Battle Blades Skill, at the start of each turn you must choose one of the elf's equipped weapons, they gain the benefits and negatives of ONLY  that one until the turn ends.

As long as they have one or more weapons equippped, the Elf gains Parry (6+) at Champion Title, which increases to (5+) at Hero Title, and (4+) at Lord Title. Each time the Wardancer successfully parries an attack, they get +1 Attack during the next Warrior's Phase. 

Sword Master: While a Wardancer has two swords equipped, they gain Parry (6+) or +1 to their Parry rolls. 

At Level 2, the Wardancer gained the following Skills: 

Cut In: The Wardancer may now Parry attacks aimed at allies, so long as the Wardancer is adjacent to either the attacking enemy or the party member being attacked. However, if a natrual "1" to Parry is rolled while using this skill, the Elf is attacked instead of the intended target ( you may not attempt to parry this attack as you already failed to parry it). You can't attempt to Parry attacks your allies have already failed to Parry, and your allies can't attempt to Parry attacks you already failed to Parry for them. 

Dance of Agility (Champion Title Skill): The Wardancer can so easily move through enemies like they weren't even there. The Wardancer has Never Pinned and may attack, move and attack again any number of times per Warrior's Phase, so long as they still have Movement and/or Attacks left.  

At Level 3, the Wardancer gained:

Shadow's Coil Dance: Once per combat, at the end of the Power Phase, the Wardancer may use this dance against an adjacent enemy (this can be activated even during a successful Ambush or Magic Ambush). While active, neither the enemy nor the Wardancer can make attacks, cast spells, or move for the remainder of this turn as the foe is too distracted by furiously attempting to hit the perfect evasion skills of the Wardancer whirling about them.

Ranger gets Helm of Dragonslayer, Time Freeze Ring, Ring of Chesnakk, & Acid Arrows (x24) from character creation. Rapdi Fire Bracelets are a gift from Wardancer. Arrows of Sure Flight (x6), Elven Armour & Elf Waybread(x5 give 3 of them to Wardancer) are purchased at Elf Quarter.

The original Ranger could be a Bad Close Combat Character or a Bad Mage, and good at absolutely nothing. When I think Ranger, I think someone who is good with Bow & Sword. Rangers are often snipers. Even weirder, the model for the Ranger has 2 Swords, even though it can't dual wield. Our version of the Ranger is quite different. 

Elf Ranger starts with a Long Bow, Ranger Sword (+1 to hit, but -1 Str), Dodge (6+),  and the following abilities.

Double Wield: The Elf Ranger can equip both a one handed close combat weapon and a bow. Bonuses from each weapon only affect themselves. 

Striker: If the Elf Ranger has both a one handed close combat weapon, and a bow equipped, each time they successfully hit an enemy with a non-bow weapon, they gain a bonus bow attack this warrior's phase. (Attacks that are parried or dodged are not considered successful, but ones that are warded, tattooed, or ignore blowed still are) 

Bow in hand: The Ranger may make as many attacks with any bow as they have attacks to dedicate to the bow (even if the bow is limited to so many shots per turn). Bonus bow attacks may only be used with a bow. Elf Rangers may only make bow attacks against non-adjacent models, but may do so even while pinned. 

At Level 2 the Ranger gained the following Skills:

Quicker Reflexes: The Ranger's Dodge increases to a (5+).

Stealthy Approach (Champion Title Skill): The elf is a master of infiltration and avoiding detection and has scouted out the first part of the dungeon ahead of their companions. When the party first enters a dungeon the elf may reveal the first 4 dungeon cards and warns the party about what is ahead. Within these first 4 dungeon cards teh party gains Negate Ambush (A) and Disarm Trap (A). 

At Level 3 the Ranger gained:

Critical Strike: The first time each warrior's phase you gain a Bonus bow attack through the Striker skill, gain 2 bonus bow attacks instead of 1. 
 
Guess I need to make Booklet 19 now. We lost a gold producing vending machine (halfling) and a rather high damage output dwarf, but gained what looks like two powerful Elves.
 
I must say that Putrefy Spell is terrifying. I don't remember it ever being a problem before, maybe it just didn't get rolled in the past or maybe we were always able to prevent it from effecting our Wizard//Healer. I'm tempted to change it to "you can't make any attacks or use aggressive spells until the next monster's phase". So the party can still use heal spells & healing Potions. 

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

DeMagic Tutor out.

 

Sunday, May 24, 2026

Episode 6: The Late King

 

Last we left off we were traveling to a new mission. It happens to have 10 weeks of travel. While traveling we find a Horse and Cart vendor, who sells us two Warhorse & a Cart all at 50% normal cost. In the future our travels will be quicker!


 

This dungeon regularly forces Undead monsters. Unlike the last mission with Orcs & Goblins, I have printed & painted the whole Undead Monster Encounter Table, so when it requires we find the nearest Undead entry, we will instead roll on that Table, which adds things that normally don't appear like Undead Wolves, Spirit Hosts, Revanents, Bat Swarms, Bone Giants, and so much more.

Room 1 we get a Poison Arrow Trap,
 it puts the Slayer at -1 Str & -1 WS for the rest of this adventure.

 
The Spiral Staircase as the 2nd card of a Dungeon?! 
All monsters beyond this point will be at +1 DL!

First monster encounter doesn't become undead, 
instead 4 Clanrat Champions and 2 Rat Ogres.

  

The Clanrats Champs are armed with these
jumping them from 2D6 damage to 4D6 damage
& Ignore Blow (4+)!

 

We are in the Sewer, meaning we are at +1 to be hit, and -1 to hit for most of this combat! 

Turn 1, the Halfling, Slayer, and Pit Fighter all target to kill the same Clanrat, so I can use my follow up move to get to 2nd floor quickly. The Priest takes my old spot, so she can heal any of the 4 of us. I think at the end of turn 1, all but Cleric go down to the onslaught of attacks. Cleric was able to heal everyone back above 0 before turn ends. Turn 2 the Halfling gets frustrated non of his shots are hitting, so he uses a "halfling Spell" that keeps a one Clanrat pinned until the power roll comes up a 1. We also kill 1 Clanrat and 1 Rat Ogre. We have good damage and a fair number of attacks, but Ignore Blow (4+) is just brutal.

 

End of turn 3, we kill 1 more Clanrat and I think everyone stays standing, 
as the only remaining Clanrat is magically pinned where he can't attack.

 Turn 4 we clean up the remaining monsters. (so far Undead Adventure is rats and a trap, no undead).

Guard room we get 4 Wights, this image is end of turn 1, after we killed one.

 I think we killed all 4 by the end of turn 2.

Hard to tell, but this is Flames of Khazla, so some free healing.

 

Normal Passageway followed by a Corner.



Small Passageway led into "the Intersection". Intersection spawns an event like a dungeon Room.
We get attacked by Vampire Bats & Undead Wolves.




The Bats easily bring me (Pit Fighter) to zero wounds during their Ambush, giving me 4 bleed counters. Luckily the Undead Wolves fail their Ambush (6+) , so they don't make it to us before our first Warrior's Phase. And the Vampire Bats Fail their Hit and Run (5+), so they stick around for our first Warrior's Phase.

The Slayer uses two healing potions on me to get me above zero wounds and to heal away all my bleed counters (saving the Cleric Blessings for end of turn). Between the Halfling and I, we kill all four Vampire Bats. These guys have Hit & Run, so we want to kill them before they disappear. The Slayer is no longer pinned, so he moves forward and kills one Undead Wolf and seriously injuring the 2nd. The Priest finishes off the injure wolf.

 


 With Cavalry as an ability, the Undead Wolves are never pinned by and can push models that take up 1 space. This allows them to move through one or more warriors to get to their target. They evenly distribute between us (can't target the cleric because of her Collar), I got down quite easily as I was at like 3 or less wounds, but the Slayer & Halfling stay standing, and the Cleric heals me before the turn ends. We easily dispatch the 3 remaining wolves on the next turn.

We know the last card is the Dread King's Throne, but with this mission, the Chasm of Despair will put itself as the next room. This room forces Single combat between one party member and 1 random Monster (of Dungeon Level 3, since we are passed the Spiral Staircase).  We decide the Slayer has the best chance at winning this fight, so I hand him a Scroll I got that has a one time effect of +2 Attacks until end of turn, the Halfling gives him the last Vial of Blade Venom, thats a one time effect of +1D6 damage until end of current combat, and we hand him 4 Healing Potions & 3 Lab Potions that have random effects. Hopefully between these he can defeat the King's Champion.

The Slayer walks into the Chasm, and we roll up the monster. 3+, it moves to the Undead list. He gets Spirit Hosts. It gets +1 Str, +1Toughness, +1 WS, a Monster Magic Weapon, and a Monster Magic Armour for being the King's Champion.

The Spirit Host gains these Magic Equipment.

 


Something of note, the Slayer has a temporary Rune on his axe that means he deals damage with no modifiers for Armour bonus (this Rune fades at the end of this adventure he got it from Slayer Shrine Table).  This still puts the Spirit Host at 7 Total Defense (3 base Toughness, +1 Toughness, and +3 Ignore Pain) and Ward (6+).

The Spirit Hosts doesn't do normal damage. It causes its target to reduce it's Starting Wounds, then deals 1 damage with no modifiers. The Starting Wounds only return after all Soul Drain monsters on the board are killed. The Spirit Host getting +1 Str here is scary, it now reduces the Slayers Starting Wounds by 1D3+2 each hit, instead of 1D3+1. The Vampiric Mace only helps the Spirit Host a little as it only deals 1 wound per attack at best. The Swarm ability doesn't help the Spirit Hosts, since no one but its target will either attack it or try to help the Slayer as the mission forces "One Vs One" combat.

 


 

Fighting a Spirit Hosts in Single Combat, makes healing potions useless. At most you will only ever be down 1 wound, but that will get reduced away as soon as the Slayer gets hit anyways. 

Luckily, the Spirit Host fails its Ambush roll, so the Slayer can go first. He starts by pour Blade Venom on his blade, then reading the scroll  for +2 Attack for a turn, and chugging 1 Lab Potion (healing wounds, so no use). The Slayer has 4 attacks this turn, at 3+ to hit, dealing 2D6 damage, with Str 6 (or 8 if he hits with a 6).

(Slayers base Str 3, +2 from Hammer, choose +2 from Champion skill, but -1 from Poison Arrow from room 1 of this dungeon).

He hits with 3 Attacks, 1 getting +2 Str. Spirit Hosts fails to Ward any of those attacks. Host takes 9 damage, is down to 13 life. 

Host attacks, hits with one, reducing Slayer's Starting wounds to 19, then putting him to 18. Healing itself 1 wound, back to 14.

Turn 2 of combat, Slayer tries another Lab Potion, gets +3 Toughness for D3 turns (useless in a fight against Spirit Hosts as they bypass Toughness). Slayer attacks with only 2 Attacks now, hits with only 1 and gets no bonus Str. Host takes 6 damage, is now at 7.

Host strikes back, Hits with all 3, reducing Slayer's Starting wounds to 10, then puts him at 9. Healing itself 3 wounds, back to 10.

Turn 3 of combat, Slayer tries last Lab Potion, gets -1 to be hit  for D3 turns, now the Hosts needs a 5+ to hit Slayer. Slayer hits back hitting with only 1 Attack through the Ward save, dealing 7, Host is now at 3.

Host returns the favor, still manages to hit with 2 Attacks! Reduces Slayer's Starting wounds to 2! Then puts him at 1. This heals host back to 5 wounds.

Turn 4 of combat. Slayer has to kill here or he dies. One attack hits, but no extra Str for this hit. Need a damage roll of 6 or higher on 2D6 to kill. Rolls a 7, Slayer kills the Host.

This is were we had to stop for the night, Priest and Slayer players had to leave to give a family member a ride. We will pick back up from this point next time.

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

DeMagic Tutor out.


Episode 5: Stop the Waaaaagh!


 In town, the Slayer gets a few temporary Runes on his axe from the Shrine, I buy some minor equipment for some more Armour bonus, Halfling gets some food from the Kitchens, and the Priest prays to Sigmar but goes unheard. We do find the full adventure "Stop th Waaaagh!. So we head out of town, and takes us like 6 weeks to get there. Along the way, the Halfling gets cursed with -1 Attack until healed at the Shrine in a Settlement for 1000 gold. 

One of the Uneventful days in town, the Halfling ends up stealing an objective Room Treasure - The Delorius Blade. Halfling even rolled the 2 or under needed for the blade to be small enough for him to use. Probably the best sword not on the Mythic Treasure Tables. 

 

Of the 4 items we got for the last Objective Room, 2 we sold as not be useful, while the Gauntlets and Ring both seemed used best by the Halfling. While in town the Halfing purchased the Furs at the Market Place.

 

Since this is a Dungeon Level 2, we will have to hunt down and kill a Black Orc Boss who is equipped with a Monster Magic Armour in addition to its normal equipment. Regularly through this dungeon, monsters will get shifted to the nearest Orc or Goblin on the monster chart. For Dungeon Level 2, there are only 10 of the 34 results are Orc or Goblin.

The first dungeon room gives an Event instead of monsters.

 

We get Ambushed by Hobgoblins in the Shaman's Den.

 

These "goblins" gang up on the Pit Fighter, knocking him to zero wounds easily. The Priest heals the Pit Fighter and over the next 3 turns we defeat the Hobgoblins.

After defeating the Hobgoblins, we reveal the next dungeon card, Claustrophobic Tunnel from the Twisted Tunnel's mini expansion.

 

The Dungeon split.


The dungeon split again!

Asteroth dead end, we did not enter.

The Forge dead end, we also didn't enter here.

Bridge of Peril brought us Snotlings, Black Orcs, & a Black Orc Boss.

I think it took us 3 turns to kill all the Orcs & Goblins. Snotling are only really dangerous during their Ambush and the Bridge of Peril basically negates that.



A normal passageway.


A passageway with stairs.


Last card of the dungeon, and our object room.

We get three rolls of +1 Dungeon Level. 3 Goblin Fanatics, 7 Orc Bosses, 10 Black Orcs, 1 Black Orc Boss.

The Black Orc got both  Cursed Shadow Cloak & Sword of Distortion. 
While Orc Bosses got Daemonic Screaming Warhammer.

The Black Orc boss unable to use his Ambush as he was stuck behind allies. However, I believe the Priest & Slayer failed their Terror Tests (so -2 to hit) plus in this room you are regularly attacking up a level so another -1 to hit.

We didn't negate ambush, so the Fanatics did reasonable damage to all 4 party members during their Ambush. Popping all 3 during the first warrior's phase was easy enough. Also managed to kill 3 normal Black Orcs.


By end of Turn 2 of Combat, the 3 of us were up on the 2nd level, while Halfling was shooting up at stuff. Slayer went down during monster's phase but was healed back up by cleric.

On Turn 3, we killed the Black Orc Boss and a few more Black Orcs, this turn both Halfling and Slayer went down in monster's phase, again Cleric was able to heal them.

Turn 4, we actually start killing some Orc Bosses. That -2 to hit is rough.

Turn 5, we kill all but one Orc Boss. Turn 6 we finish the last orc.

Between dungeon & objective room treasure and time spent in town we get many items 
to sell and keep only these 3. Slayer got boots, Halfling put Snorri's Rune on his Bow, 
& Priest put Alaraic's Rune on her Hammer.

We travel to town, pick up a few supplies, get a new mission, then head off to that mission.

Next episode Undead! 

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

DeMagic Tutor out.

 

Here's a look at the full dungeon. Sadly I need to print//paint some more doors.

 

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...