Sunday, August 23, 2026

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 they are a Weapon, Shield, Body Armour, or Cloak. Then you roll a Rune or Glyph that can be attached to that item, the item comes per-attached to that item and this rune can not be moved off the item ever even by magical means. The item can now have a 4th rune, instead of the usual max of 3.

 

My Pit Fighter got King Axe of Khazak (+2 Str and deals +4D6 Damage, two-handed) with Run of Death (Once Per Adventure {or OPA}, +2D6 damage until end of turn. To use this  won't be able to use my 4+ Magic Resist Shield or use my Pit Fist Spike but damn that i a lot of damage. (My Champion Title Skill allows me to use any Bladed Weapon (Bladed Weapons are swords, blades, sickles, scythes, cleavers, helberds, or axes) so I can use this weapon even though its Dwarf only.


Wardancer got Rending Sword (+2D6 Damage and Ignores Armour on a natural 5+ to hit) with Master Glyph of Battle (Natural roll of 5+ deals +1D6 Damage and OPA +2 Attacks and +1 to hit until end of turn). 

So I'm just now realizing we mess up. Two people got helms. They shouldn't have been able to get helms and the runes can't be attach to helms. We played the rest of this dungeon with these items, next week when we meet we will have to re-roll the helmet items. That is a shame, these were good items. 

 

The Ranger got Crown of Sorcery (allows him to cast one of two spell each turn Spear of Light and Halo of Protection, but each use has a 1 in 6 chance of knocking him down for the turn) with Rune of Defensive Training (wearer may re-roll two Dodge, Parry, or Ignore Blow rolls per turn).

Warrior Priest got Shadow Crown (gain Never Pinned, +2 Mov, and -1 to be hit) with Rune of Slowness (monster are at -1 Mov).

After getting our treasure, the entrance locks, and the 3 attached doors open filled with monsters ready to attack. 

 

After getting our treasure, the entrance locks, and the 3 attached doors open 
filled with monsters ready to attack.


 

Chaos Dwarf Lord Equipment.

Chaos Dwarf Heroes' Equipment.

Chaos Dwarf Sorcerer Lord's Equipment.

Dragon Ogre Shaggoth's Equipment. His Axe jumps him for 5D6 damage to 10D6 damage!

Great Taurus gains Tattoos (5+).

Bull Centaur Heroes' Equipment.

Wyvern has a 50% chance each turn to be immune to Magic Attacks.

Dragon grants +2 Ignore Pain to himself and all his allies if they are on the same dungeon tile.

Turn 1, during power phase the Bull Centaurs use their cavalry move and get 1 free attack. The Wardancer Parrys all 3 of these attacks, gaining multiple bonus attack for the upcoming warrior's phase.


The Wardancer gets Black Gem of Gnar'd but manages to kill the Chaos Dwarf Hero with only 2 attacks. Sending the Wardancer back to fight with us.

Turn 1 Warrior's phase, the Wardancer switches to his Chaos Sword, allowing him to bypass the Shield of Khorne reflecting ability, then unleashes a fury of attacks minus the 2 it took to kill the hero, killing two bull centaurs and leaving one fairly injured.

The Ranger uses all his bow attacks to kill the Chaos Dwarf Lord.


Still turn 1, the Priest uses his Ring to teleport all four us behind the Dragon. The Priest attacks the Wyvern (who failed to be immune to Magic Attacks this turn), putting it to under 10 wounds left.

Still turn 1, my Pit Fighter attacks the Dragon. My Pit Fighter now deals 6D6 Damage with 10 Str and on a 5+ to hit, deals +1D6 and bypasses both Armour and Ignore Pain. Against Large Monster I get +1 to hit, and any natural 6 to hit, spread into two 6 to hit, then the enemy can use stuff like Dodges and Ignore Blows. I hit with two 6's which become four hits, the Dragon Ignore Blow two of those,  I also hit with 2 normal attacks, but my headbutt misses. I overkill the dragon by 2 wounds with one attack left.

My Pit Fighter uses the last attack and manages to kill the Wyvern.

The monster's can't quite reach us during Turn 1.

But between Firebreathing, Skaven Magic 1 and Orc Magic 1, they do manage to bring the 
Wardancer down, who get healed before the turn ends.




Turn 2; The Priest manages to take down the Taurus by herself. Originally the thought was to have
the Pit Fighter walk out and attack the Shaggoth, but if the Pit Fighter failed to kill it, then everyone not in the Labrynth would get locked out from the Shaggoth's Orb of Imprisonment. So we opted to sit back and wait for the Shaggoth to come to us. The Wardancer does run out and soften up the Shaggoth a little and runs back into the room with us. The Ranger sets both the Shaggoth and Centaur on fire, but is afraid of getting two many shots reflected back to himself from the Centaur.

Turn 2; The Wardancer parries most of the Shaggoth's attacks, but falls to the one that hits (10D6+9 damage) who gets healed before turn ends.

Turn 3; Pit Fighter takes the Shaggoth down.

Turn 3; Wardancer kills the Bull Centaur, then the Chaos Dwarf Sorcer Lord. Priest follows up for support. Ranger shoots down two Chaos Dwarf Heroes.

The Chaos Dwarf Heores have Bows, but 0 movement because of their armour, so they don't move and can't shoot as no one is in line of sight.

It takes 2 more  turns, but we finish off the Chaos Dwarf Heroes.

 The Sorcerer Lord has an Item that Auto Resurrects him during the next combat. Instead of him showing up during the next settlement event, travel event, or even the next dungeon, we sat around until another Unexpected Even happened, so we didn't have to deal with him later.

We get attacked by 3 Bull Centaur Lords.

This combat took 2-3 turns. But wasn't much of a challenge.

 We return to town, with yet again enough gold for a Level Up. We all hit level 9.

 

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

DeMagic Tutor out.

Episode 28: Wizbang's Fantasical Armory part 2

 

We had just been attacked by Skaven when we last left off.

7 Plague Priest with Crossbows of Doom, that got their Ambush as it wasn't negated.

Plague Lords with all sorts of Magic Spells.

A Grey Seer with Necromantic Magic 1, Orc Magic 1, and Skaven Magic 5. We really need to kill this guy turn 1.

8 Clan Rat Chieftains.


Turn 1, began with the Plague Priests getting a successfull ambush. Since they have Fly and Ranged Weapons, they moved away from us and started shooting. Everyone in the party took some damage, and the Ranger started the turn face down. Because Plague Priests have the skill Plague, when the Ranger gets healed at the start of the first Warrior's Phase, he gets a -1 Toughness until healed at the Temple in town.

Turn 1 warrior's phase, the Ranger tried to snipe the Grey Seer so we didn't have to deal with his 7 Magic Spells. He left the Seer at 3 wounds. Dodge can really keep a rat alive. My Pit Fighter using his Pit Fist Spike killed two Skaven Chieftains, taking their space as he did. Leaving him with one attack for the Seer, it  hit, he didn't dodge, and one dead rat mage.

Wardancer & Priest only manage to kill 1 Chieftain.

Turn 1 Monster's Phase , Plague Lords and Chieftains move in.  

I forgot to take pictures, but turn 2, we mostly cleared out all the Skaven in the T-Junction and the Priest in the Caged Beast room (Bow attacks from Ranger). Turn 3, we move into The Pit room and Ranger kills off the last of the Skaven. We move back into the T-junction, and again roll a 1 for the Unexpected Event die.

 

 

We move back to "The Pit" tile, so when the Giant catches us, we won't get pushed around.

 

 Turn 1 Monster's phase, Giant "yells and bellow", everyone passes the test except the Priest.



We next find the Accursed Treasure room, sneak our way through that no issue. Find the Labyrinth. We walk up to the glowing chest in the center of the room and  . .  .

 That is were we called it for the night. We will pick up from there next blog post.

  

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

DeMagic Tutor out.


Episode 27: Wizbang's Fantasical Armory part 1

 


We found the following adventure from the mini expansion Traps!

The big take away for this adventure is all monster get +1 Magic Item. This means monsters like Giants and Griffins with get a Magic Item and monsters that get 4 Magic Items now have 5 Magic Items. The Final room is forced 3 rolls of +1 Dungeon Level and the room can't be escaped by any means, its win or die. However, we get our objective room reward before we fight the objective room monsters and these items are forced to be Body Armour, Cloak, Weapon, Helms, or Shields then each come with a free random rune of the Runes & Glyph chart already attached!

As we enter the dungeon, the Ranger scouts out the first 4 rooms. Due to a Skaven we killed during a Travel Hazard on our way to this dungeon, the first group of monster's fails to spawn.

We snake our way down the shorter hallway, hoping the Accursed Treasure room will appear quickly making this a short adventure. We find a Boulder Trap, which luckily everyone survived. We explore the rest of this wing of the dungeon and find nothing of interest, but just as we turn around to go back to the other wing, we roll a 1 on the unexpected event die, and get attack by monsters.

3 Goblin Mystik Shamans (each acting independently with different equipment), 12 Goblin Big Bosses, and a Wyvern.

Here are the equipment for the 3 different Gobo Mages. The important one here, is the Middle Shaman failed his Ambush roll.

Goblin Big Boss equipment.

Not only did the Wyvern get a Magic Item, but because he started and/or entered the Blood Bath room, he gained a mutation as well.


So as a party, we are a bit powerful, and goblins are not. Ranger kills Big Boss with his Sword, then kills all 3 Shamans and the 4 Big Bosses farthest from us with his bow. The Priest & Pit Fighter kill off the remaining 6 Big Bosses. This leaves the only monster left being the Wyvern. The Wardancer currently has Movement 9. He dancer over to the Wyvern, kills it and then jumps back into the room with the rest of us.

 


 





The Pit gives us the following dungeon event instead of monsters.



We enter the Dungeon Room Caged Beast and get attacked by Orcs.

Black Orc Big Boss Equipment.

Black Orc Warboss equipment.

Orc Big Boss Equipment.

Orc Warboss equipment.

Black Orc Big Bosses equipment summoned a Chaos Giant to Guard them.

Wardancer gets immediately Black Gem of Gnar'd into another demention with the Black Orc Warboss. During the first turn, both models cause serious damage, but neither goes down.

Turn 1, we kill only 3 Orc Big Bosses. You can see gold coins underneath some models, these mean the model was grabbed this turn by the caged beast under our feet, these models can't move and are at +1 to be hit. This can happen to us too, but we kept getting lucky and not grabbed.

 

Bottom of Turn 1, we survive the attacks.


However, the Giant does drop kick the Pit Fighter to the other side of the room. Displacing a Back Orc infront of the far doorway. I forgot to take a picture of this.

Turn 2, the Wardancer fails yet again to kill the Black Orcwarboss and is still hanging out in another demention. The Ranger softened up, but tried not to kill several orcs along the side of the dungeon room, so my Pit Fighter could use his Pit Fist Spike to move along the Orcs as he killed them to get back to the party. The Pit Fighter gets stuck surrounded by Orcs. We decide its best to use the Rangers Time Freeze ring to get an extra warrior's phase this turn to get the Pit Fighter out of a likly die situation. With this extra phase the Pit Fighter does make it back to the group. We killed 6 Orcs across two warrior's phases.



Turn 2 Monster's Phase, the Wardancer reflects one of the incoming Warboss attacks back to the Orc killing him, during the monster's phase. As the Warboss has higher initiative, this means the Wardancer returns in time to Parry attacks for the party.

Turn 2 Monster's Phase, the Black Orcs move in, causing some damage but bring no one down. The Giant jumps up and down on the Wardancer, bring him to zero. He then gets to jump up and down again, choosing the Priest this time, luckily he only rolled one attack and the Priest survived. Before turn ends, we heal the Wardancer.

Turn 3, It takes the Wardancer, Priest, & Pit Fighter to fell the Giant from full to zero in one turn. The Ranger kills one Black Orc Big Boss and softens up another. 

It takes another 2 turns, be we finish off the Orcs. We explore the far doorway, its leads to a dead end we don't need to enter, so we turn around to go down the last hallway available.

We get attacked yet again because of Unexpected event while in the T-Junction. This time Skaven!

It was getting late in the real world, so we decided to call it here, we will cover this fight in the next post.

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...