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.

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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...