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.
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| We get assaulted in first room by 8 Chaos Dwarf Champions and a Bull Centaur Champion. |
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| 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.
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| 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.
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| Everyone but me failed their fear test against the Dwarves so damaging goes slow. |
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| 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. |
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| 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!
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| 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
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| The Bull Centaurs deal 4D6 Damage instead of 2D6, have Dodge (5+), and cast a Magic Bolt to any model that slays them! |
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| 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.
















































