Sunday, September 6, 2026

Episode 33: Challenge; part 4

 

We make it a few steps away when we get attacked by monsters yet again. Someone please take the Event Die away from our Priest her luck is atrocious this dungeon.


8 Beastmen Lords and a Beastmen Lord Shaman.

A giant and a Hydra.

Beastmen Lord's Equipment.

Shaman Lord's Equipment.

Ranger Wasted no time and kills the Shaman Lord first, we are not dealing with his Cursed Box. We happily kill 5 Beastmen Lords, and let the Monster's have their phase.

Monster's Move in, the Giant gets slowed down by the Hydra. Who does Breath Fire on us.

The Ranger kills off the Beastmen Lords which lets the Pit Fighter moves up and kill the Hydra underhandedly. Ranger does take a few post shots at the Giant too.

The Wardancer uses everything he has, and just barely kills the Giant with his last attack.

We move our way back to the Hellforege Bridge, which still has Exploding Door Traps to set off. We again let the Wardancer set it off with his face, who promptly goes down and we heal him again.


We find a Torture Chamber and get attacked by monsters. The Wardancer gets pulled into the Black Gem of Gnar and has to 1v1 fight a Orc Warboss. This was easy enough for him.




Turn 1, we easily kill all the Orcs and Goblins in the room with us. The Dragon moved forward and froze the Pit Fighter, he is reduced to zero movement and can only hit with 6's until his next turn.


Ranger takes down the Dragon with shooting.

Priest moves forward and kills a few Orcs. Then the Wardancer finishes off the last of the Orcs.

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

DeMagic Tutor out.


Episode 32: Challenge; part 3

 


 

 We had just finished the Dungeon Cell that came with a Challenger. Then we find the Monster's Lair which also has a Challenger.

12 Chaos Warrior Champions, 10 Plague Bearer Champions, 10 Deamonette Champions, a Nurgle Daemon Prince, and the Challenger is a Green Great Dragon (with Double Wounds and a Magic Armour)

 

 

 
 
 
 
168 wounds on this Dragon.
  
 
 
 
Chaos Warrior Champion's Equipment.

Green Great Dragon's Armour. He is reduced to 3 move, but now has Total Defense of 25.

Make Way is a skill we added for the Ogre Kingdom monsters. It allows them to push any model that is not Make Way, Cavalry, or Large, they also aren't pinned by models they can push.

This guy causes serious issues if he brings someone to zero wounds. He has to be killed before he can attack.


Chaos Champions only have 20 wounds. Our Priest used death blows to kill through all 5 around her.


My Pit Fighter easily removes 4 more Chaos Champs.

Ranger concentrates fire at the Nurgle Deamon Prince.

I don't have a picture of this, but I believe the Wardancer, killed off the last of the Chaos Champions and a few of the Plague Bearers in the room next to us, then danced back to the party.

The Plague Bearers, push in and gang up on the War Dancer. Who luckily doesn't go down to these attacks as they have Plague. The Dragon's Green breath is based on a Toughness 7 Test. Which is rather weak, as once you have Toughness 5, only fails on a roll of 1. Dragon's don't even show up until the level 8 table, So think I'm gonna up that to a Toughness (DL) Test.

As the 2nd turn of combat starts we roll an unexpected event, as we are in combat that makes it a combat event. These guys know where this combat was going, and high tail it out of here.

These are the monsters who retreated, and will return during the next combat.

We finish of the few Plague Bearers that didn't escape and open the next doorway. Then bam! another unexpected event with monsters, plus the guys who just ran away.

2 Grey Seers, 2 Plague Lords, 6 Master Assassins, 1 Death-Master Assassins. 

Luckily, everyone either failed their Ambush or it got Negated by our Mangie Cat.

50% of the time, these guys are immune to damage from Magic Weapons, and 50% of hits on them redistribute to a adjacent model!




Death Master was the first to go, he was directly behind the Wardancer and got deleted by the Priest (allow with one Daemonette). Pit Fighter killed 3 assassins and a Plague Lord. Ranger removed 3 Assassins and injured the Great Dragon. Wardancer killed the last Plague Lord and 2 Daemonettes, before returning back to his spot.

Monsters move it, with the Dragon lumbering slowly with movement 3.

Skaven Magic takes down the Warrior Priest, who we heal back up immediately.


Over the coarse of the 2nd Turns warrior's phase, we kill the remaining Daemonettes and the 2 Grey Seers who were immune to Magic Weapons during the first turn, but not this one. The Ranger and Wardancer both put attacks into the Green Dragon but couldn't kill him this turn.

The Dragon pushes through the Wardancer and attacks the Ranger, bringing the Ranger down, who gets healed before turn ends. It takes all 4 of us, but we kill the Dragon on Turn 3 of Combat.




We move forward for a turn, and then the Green Dragon crawls down the hallway after us and sputters a scary but ineffective curse before finally dying.

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

DeMagic Tutor out.


Episode 31: Challenge; part 2

 


 
 Last we left off, my Pit Figher had been kidnapped. The remaining party has to try to rescue me from some Dragon Ogres.


Up high is the equipment the Dragon Ogre Heroes have, and down low is the equipment the Dragon Ogre Shaggoth has.




Turn 1, the party sits back and waits for the Dragon Ogres to move to  them, other than the Ranger doing some severe damage to the Shaggoth.

The Shaggoth, using Necromantic Magic (1), summons 2 Mummy Tomb Kings with this equipment.

Then the Shaggoth uses his Bone Bone Bow to deal D6x9 damage and one shots the Wardancer. Who is quickly healed by the Priest.

The Warrior Priest, uses all her attacks and takes down the first Dragon Ogre Hero.

The Ranger uses two groups of split shots to hit two Heroes and Shaggoth. He manages to kill the first Dragon Ogre with these, but the Mummies keep jumping in the way for the Shaggoth (Guard Necromantic user). Then the Ranger uses all his remaing attacks at Shaggoth, killing each Mummy first because of Guard and then the Shaggoth.

The Final Dragon Ogre Hero moves up, but fails to hit the Wardancer who Parries and Dodges through all the attacks.

The Priest and Wardancer make quick work of the last Dragon Ogre.

The next turn the Party moves to the Tied Up Pit Fighter and releases him. Then as the next turn starts, we roll an Unexpected Event, Monsters attack. We get a Keeper of Secrets, who Is joined by those to Mummies from earlier as they self Resurrect. They immediately cut off Ranger and Priest with the Orb of Entrapment. This could have been nasty, but the Priest hits like a Freight Train, and kills both. The party then Squares up, to wait for the Keeper of Secrets to move up.


Keeper move up and then Begins casting Slaanesh Magic spells.

The Wardancer face plants after the Priest Failed a Willpower test from a Slaanesh spell that forced the Priest to attack her own party! We quickly heal the Wardancer with a potion. 

My Pit Fighter, very upset that he hasn't hit anything in a while, takes down the Keeper, in one turn. (This was some crazy good rolls, with only 4 attacks, two came up 6's, which then doubles to four 6's, which the Keeper only ignore blowed only 1)


We make it part way back up the hallway, and get his again, with another Unexpected Event, monsters! A Dragon Ogre Shaaggoth by itself.

Dragon Ogre Shaggoth's Equipment.


The Ranger brings the Shaggoth down to 60 wounds from his starting 100, in a single turn of shooting.

The Shaggoth heals 11 wounds and moves towards the party, but can't quite reach us.

It takes both the Wardancer and the Pit Fighter, but we kill the Shaggoth before he could reach us.

We move into the Hellforge Bridge and the event it spawns is the above trap.The event failed to spawn a 2nd event from the follow up roll.

We let the Wardancer take the full force of the exploding Rune Trap to open the door, heal him and then move into the next room.

We started this room by rolling a 66 for the monsters. Which means two roll of monsters at level 9. 

 The 1rst roll contained Chimera, Manticore, Wyvern, and 2D6 Stormvermin Warlords.

The 2nd roll contained Great Taurus, Lammasu, Bull Centaur Lord, and D6 Chaos Dwarf Lords. 

The all get joined by a Orc Shaman Lord with Double Wounds and an extra Magic Armour as he is one of the 4 Challenger Monsters from this dungeon.


Orc Shaman Lord equipment.

Chaos Dwarf Lord Equipment.


Skaven Warlord Equipment.

Bull Centaur Lords Equipment.


Monsters in the Room with us.

All the Large Monsters and one Cavalry Dude down the hall.

The Bull Centaur Lord, has line of sight, and uses the Black Gem of Gnar to force one v one combat with our Warrior Priest.

This was a mistake.

The Black Gem lets the Priest return to any space of the Tile he left, so re-enters next to the Orc Shaman lords, and use one or two remaining attacks to injure the Orc. The Ranger finishes off the Orc Shaman and injures a few Chaos Dwarf Lords. Sadly both the Wardancer and Pit Fighter, fell to the allure of the Chaos Dwarf leggins and couldn't attack this turn.

The monsters's move up with the Chimera attacking the Pit Fighter, we parry, dodge, and tank the damage from all the monsters in the room and deal with Breath Fire (4D6) from the Chimera and Breath Fire (4D6) from the Great Taurus.

So the Pit Fighter kills the Chimera, the Wardancer kills most of the Chaos Dwarves and Skaven Warlords (by switching to his Chaos Rune Sword to bypass that nasty Khorne Shield), then the Ranger kills a Manticore, Wyvern, and Great Taurus just with ranged attacks.

 

So this Rune is actually broken. The Ranger has Assassinate 5+, and deals 4D6 damage, (3D6 base at level 9), No armour ever for opponents, and on a 5+ to hit no Toughness either, then double the damage before Str bonus (think he currently has Str 7). I'm thinking I'm going to re-write this rune to Deal +2D6 damage to enemies with Toughness greater than user. Doubling damage is just too good on a rune.

 

The Lammasu moves forward.

And drops the Pit Fighter with some Chaos Dwarf Magic. Who promptly gets healed by Priest.

Lammasu stand no chance against our Mini-Gun carrying ranger.



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

DeMagic Tutor out.


Episode 33: Challenge; part 4

  We make it a few steps away when we get attacked by monsters yet again. Someone please take the Event Die away from our Priest her luck is...