Saturday, July 18, 2026

Episode 20: Sinister Mansion Second Floor

 

We continue up the stairs to discover Floor 2, that looks similar but not quite the same as the First Floor.

We continue up the stairs to discover Floor 2, that looks similar 
but not quite the same as the First Floor.


We found a Poison Arrow Trap, thankfully the Warrior Priest was able to Disarm the Trap before it could hit anyone. No Magic Door Seal found.

Well of Doom!

 

We get attack by 6 Chaos Warrior Heroes, 10 Bloodletter Champions, and 3 Juggernauts.

The Bloodletter Champions gain the Gift of Khorne : Murderous Intent which replaces their Gang Up (7) with Gang Up (1).

Chaos Warrior Hero equipment. Orc Magic (1), Terror (12), +2 Attacks, +2 Toughness, & +2 Mov.

The Juggernauts get a Cavalry move as part of their Reckless Charge agility. This deals 2D6 Damage with no modifiers to each party member with no modifiers for Armour or Toughness.

Turn 1, My Pit Fighter kills the Juggernaut with easy with help from his anti large monster skill. The Priest kills two Chaos Warrior Heroes, even though she failed her Terror Test as her Hammer has +2 to hit. The Wardancer & Ranger kill 3 Bloodletters.

Bottom of turn 1, Bloodletters and Chaos Heroes move first, then the Juggernauts push guys out of the way. 

My Pit Fighter goes down to being attacked by one Juggernaut, 2 Bloodletters, and 2 Chaos Heroes. Priest gets me back up before the turn ends.


Turn 2, Pit Fighter kills another Juggernaut.  Priest, Wardancer, & Ranger kill 3 Bloodletters and one Chaos Hero.

Bottom of turn 2; The last Juggernaut moves in and attacks.



Turn 3, Pit Fighter kills the Juggernaut and uses his Pit Fist Spike to move into the vacant spot left by it. The rest of the party kills 2 Chaos Heroes and 1 Bloodletter.

Bottom of turn 3. Chaos Hero moves in from Circle of Power room. Everything attacks Wardancer as he is only available target in hallway. Dancer Parries and Dodges with out taking a hit.


It takes one or two more turns to clear out the remaining monsters.  We roll for a normal dungeon room treasure and we find the following for the Ranger to use but again no Magic Door Seal found (that 1/5 rooms so far): 


 As we make it down the hallway to the 3rd room on this floor we roll a 1 on the Unexpected Event die. We get an event. We see Orc Runes on the wall. Each warrior may roll a D6. If anyone rolls a 5 or higher, we can translate the runes. Two warriors do. The translated runes point to a hidden alcove that has one normal dungeon room treasure per warrior in the party!

The Party found some gold and the following items:

The Ranger can make good use out of this Bow (moving from Base Str 4 to Base Str 8) and the Pit Fighter can hold this Axe in their pack and switch over to it when fighting Large Monsters.

After finding the items, we get assaulted by two rolls of monsters for stealing their loot! But we will leave that for the next session!

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

DeMagic Tutor out.

 

 

Episode 19: Sinister Mansion First Floor

 

After Leveling up, we wondered the Harbor Settlement looking for equipment and leads for an adventure. While at the Fighter's Guild my Pit Fighter learned some nifty fighting tricks and will be at +1 WS and +1 Str for the next adventure! The Warrior Priest was blessed by Sigmar and gains Negate Ambush (4+) and Disarm Traps (4+) for the next adventure!

While at the Tavern my Pit Fighter finds adventure: Idol Chamber #2 Sinister Mansion.


 Seems simple enough, clear out a mansion of monsters. The mansion has 3 floors and a basement. Each floor has two passageways making a long hallway. On the far ends of each hallway is stairs either up to the next floor or stairs to the floor below, while on the long sides of each long hallway there are 3 dungeon rooms. This makes for 9 dungeon room across floors 1, 2, & 3. Each room may have a Magic Door Seal, it takes 3 Magic Door seals to enter the basement.

 We head out to the Mansion. I don't believe anything of interest happens for the few weeks of Travel Hazards it takes us to get there.

The Ranger's Scout skill reveals the first 2 Passageways, the Forge, & Torture Chamber. While in these dungeon tiles we gain Negate Ambush (A) and Disarm Traps (A). 

We get attack by 5 Chaos Warrior Heroes and 10 Daemonette Champions.

Chaos Warrior Heroes' Equipment. They lock us in the room until we kill them all, they have reach 3! Chaos Magic (1) and will automatically Ressurect during the next fight.

With the Doors locked we don't have to worry about the Daemonettes outside the room, but the Wardancer does have to be careful of the Daemonettes in this room as they shut off Never Pinned while you are next to them. We do manage to kill 3 Chaos Warrior Heroes in turn 1.

As the first monster's phase begins, the Chaos Warrior Heroes cast 1 Chaos Magic spell. They roll "box cars". Consult spell table, Transformation of Kadon. They roll a 6 on the subtable. Great Dragon! The remaining Chaos Warrior Heroes turn into a Great Dragon (with Green Breath attack). With all Chaos Warrior Heroes gone, the door behind us opens, and we start getting attacked by more Daemonettes.


Great Dragon, 84 wounds, 19 total defense, Ignore Blow (4+). 8 attacks at 7D6+7 damage each! Being a Large Monster, if he knocks a party member to the ground, he will use remaining attacks on another party member in his reach., so he can possibly kill all 4 party members in one monster's phase.This guy is no slouch.

We next visit the Torture Chamber. While in there a sneaky git runs in and steals the Wardancer's Sword. The Sword can only be recovered by clearing this dungeon's Objective Room. To make matters worse, that weapon will be wielded by the highest gold monster that is not a large monster!


Weapon stolen from our Wardancer. We did however find our first Magic Door Seal.


Not Sure who puts a Sewer on the first floor of a mansion, but here we are.

We get attacked by 6 Chaos Warrior Champions and a Griffon. Then the 5 Chaos Warrior Heroes from "The Forge" resurrect to attack us a 2nd time. This locks the room again, so the Griffon can't enter the room until we kill all 5 heroes.

Chaos Warrior Champion's Equipment (the dudes with only 1 Axe).

Even with being down a level (-1 to hit and +1 to be hit), we manage to kill 3 Chaos Champions and 1 hero on turn 1. I think they failed their first Chaos Magic Spell (rolling a 3). 

Turn 2, we killed 2 more Champions and 2 more Heroes.


Turn 3; While attacking a Chaos Warrior Champion, the Priest gets their attack reflected back at themself, the Wardancer attempts to Parry the attack, critically fails and takes the hit themself. This attack from the Priest can't be Dodges, and hits like a freight train, bringing the Wardancer from full to zero in one hit.


Turn 4; We kill the last champion and kill 1 hero, leaving only 1 hero alive, but keeping the door locked, so the Griffon still can't enter.

Turn 5; We all jump up to 2nd level and kill the last Chaos Warrior Hero. This will allow the Griffon to enter the room during the monster's phase.

Turn 6, we easily kill the Griffon. No Magic Door Seal found.

Finished Floor 1, seemed like a good place to stop for the night.

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

DeMagic Tutor out.





Episode 17-18: Bloody Heart 5 finished

 


Last we left off, we were just about to enter the Objective Room.


 


We are attacked by 2 Dark Elf Master Sorcerers, 1 Dark Elf Lord, 12 Dark Elf Heroes, 6 Witch Elf Mistresses, 1 Black Orc Warboss, 1 Orc Warboss, 1 Orc Shaman Lord, 12 Goblin Big Bosses, and 1 Lammasu. 

Only 1 goblin fit in the objective room, the rest spilled out into the hallway, and the Lamassu hiding down the hallway.

Both Dark Elf Master Sorcerers have the same equipment and cast as one.

Dark Elf Lords Equipment. He grants Ignore Pain (2) to all models in the objective room.

Dark Elf Heroes equipment.

Black Orc Warboss Equipment.

Orc Shaman Lord Equipment. 4 spells per turn, 3 Orc and 1 Chaos Dwarf.

Goblin Big Boss Equipment

Witch Elves jump to Dark Elf Magic (2), but have Frenzy (3+) twice (which is redundant).


So there is Dark Elf Magic (5), Orc Magic (3), and Chaos Dwarf Magic (1) in the Objective Room, plus another Chaos Dwarf Magi (2) down the hallway attached to the Lamassu. If we can move the team into the hallway, we can bottle kneck the attacks, and be out of line of sight for most of the spells.

My Pit Fighter picked up this potion earlier in this dungeon and the Wardancer has never pinned and can hapily prance away from enemies. Only one Dark Elf currently is pinning any of us (as the rest are all up a level or on stairs).

During the first round of combat, we were able to kill 2 goblins then move the Wardancer & Pit Fighter into the hall. However, the spells and attacks were far too much for the Warrior Priest and Ranger. Luckily, those of us standing hand potions to get them back up before the turn ended.

Turn 2; Wardancer & Ranger kill the few Goblin Big Bosses between the Lamassu & Pit Fighter. Pit Fighter makes quick work of Lamassu with his specialty skill for attacking Large Monsters.

Monster phase turn 2; spells take down Warrior Priest and goblin fail to do any real damage to Pit Fighter.

Turn 3; We finally get everyone out of objective room. But the Wardancer goes down to the hatred of Dark Elf Heroes. Warrior Priest heals him back up before the turn ends.

Turn 4; We move across the rickety bridge letting the objective room chase us.

Monster Turn 4; they give chase.


Turn 5; Not much progress is made. Maybe kill 1 or 2 Dark Elf Heroes.

Turn 6, the whole team hugs one wall in the Guard Room, keeping us all out of line of sight. Forces the spell casters to run after us.

Monster's Turn 6, they give chase. This is the last picture to have the 2nd Dark Elf Sorcerer. Not sure how she died, she appears to have only 17 wounds.

Monster's Turn 7; they take down the Ranger. Who is easily healed back to standing by the Priest.

Turn 8, we take out the last of the Dark Elf Heroes.

Monster Turn 8; The Witch Elves, first Dark Elf Sorcerer, and Dark Elf Lord move in. 



Turn 9; we kill only 2 Witch Elves and then all the Orc Characters move in.

Turn 10; we kill 2 With Elves and Orc Shaman. 

Turn 11; is rather uneventful as we kill only 1 Witch Elf.

Turn 11 Monster's Phase the Orc Warboss and Black Orc Warboss move in to help the Dark Elf Lord fight us.

Turn 12, we kill the last Witch Elf and the last Goblin Big Boss jumps into the fray.

I apparently forgot to take picture over the next several turns. But it took another 3 turns to whittle down the remaining enemies. Upon kill the last enemy we got the "Blood Ruby" item, that can cast any Wizard level 12 spell, but may only be used once per adventure (Firestorm, Transmute, Vortex of Destruction, & Transport of the Damned).

We still need to exit the dungeon. As we are all low on luck, we didn't wan to use Transport of the Damned as it could kill anyone who is not the Priest.

Looks like it should take us around 5 turns to get out of the dungeon. As we enter the starting room (Caged Beast), on the last turn before leaving, we roll a "1" for the Unexpected Event die. We get attacked by monsters!

12 Plague Priests, 6 Skaven Assassins, and 3 Stormvermin Warlords. Plague Priest would normally get to Ambush but thanks to the Rangers Scout skill, we have Negate Ambush (A) while in the first 4 rooms of this dungeon (this is room #1).

 
Plague Priests get Chaos Hammer, and can destroy body armour!

These Warlords are rough. Dodge (5+), Ignore Blow (4+), followed by a Reflect Attacks (4+) from the Wand of Pain.

The Warrior Priest's Hammer is terrifying, she is one shotting these Plague Priests if she connects, this is her killing 3 with only having 3 attacks (base 2 attacks, +1 attack from a Spell//Blessing). 

Wardancer & Pit Fighter kill 5 more Plague Priests.

Ranger kills one Plague Priests, got to get him a better bow (still using Long Bow that can be purchased in the Market Place). Its at this point we remembered the Baby Kraken hiding under the Floor Boards, the only models it grabs are 2 Assassins and 1 Warlord. (If it had grabbed one of us we would have rewind'ed the whole turn).

Warrior Priest gave us a -1 to be hit, plus with the Parry the Wardancer can do for allies and the Pit Fighter having a Dodge (5+). No attacks from the Skaven cause damage this turn.

As turn 2 begins, the Baby Kraken grabs the Wardancer. The Wardancer can't move and is at +1 to be hit this turn.

Turn 2, Pit Fighter, Warrior Priest easily kill 3 Plague Priests and 1 Assassin in the front row. The Ranger kills 3 Assassins with ranged attacks.

Turn 3 Pit Fighter and one Warlord get nabbed by the Baby Kraken.

I again stopped taking pictures, but I think it took 2 more turns to finish off the 3 Warlords and 1 Assassin. 

We make it out of the dungeon. We already have our prize for completing the Objective Room. We don't have to go back to the previous settlement. We decide to head to our first Harbor Settlement. These have a slightly better find roll for Settlement Locations and Item Rolls.

On the last day of travel, we get assaulted by 4 Equal Level NPC Warriors, who mistake us for Thieves that are following them, and decide to attack us before we could attack them.

The NPC Warriors end up being a Dwarven Brewmaster, Elf, Witch Hunter, and Thief.



Turn 1 the Warrior Priest kills the Elf easily, and the Wardancer kills the Witch Hunter.

 Bottom of Turn 1, they remaining two NPC Warrior don't do much and on turn 2 we easily remove them.

We make it to the Harbor and everyone has enough gold to level up. Time for level 6!

The Pit Fighter spends his Training Points to learn +1 Str, +1 Luck, and +1 Skill. The skill rolled is Ambidextrous.  The Pit Fighter can now wield two different 1 Handed weapons at once, but each weapons bonuses and negative only effect the attack that come from that weapon and atleast 1 attack each turn must be to each weapon and gains +1 Attack while wielding two weapons at once.

Ranger gains +1 Willpower, +1 Luck, +1D6 Wounds, and 1 new Skill. The skill rolled is Spread Shot. The Ranger can use 2 Ranged Attack to make 3 Ranged Attack that must each target a different enemy. This ability can only be used twice per turn.

Wardancr gains +1 Mov (now Base 6 Movement), +1D6 Wounds, +1 Initiative, +1 Attack, +1 Luck, and +1 Skill. The skill rolled is Leap. The Ranger can Leap over one square ignoring Pinning when they do, or can move up one level at a cost of only 1 movement. If the space they move into is occupied by a monster, they get a bonus attack that automatically hits, if the monster isn't killed it will be pushed out of that space so the elf can occupy it.  

Warrior Priest gains +1 WS, improves to 4+ Pinning Test,  +1 Str, +1 Tou, +1 Willpower and gained the following 2 Blessings: 

 

At the Priest current level, she only succeeds at casting these on a D6 roll of 4+.

 

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

DeMagic Tutor out.


Episode 29: Wizbang's Fantasical Armory part 3

  Lets start with the loot. We get the objective room treasure before we fight the objective room monsters. Each treasure is re-rolled until...