Monday, September 21, 2026

Episode 36: Magically Altered Hybrid Reptiles, Part 1

 

Everyone level up to level 10 since the end of last adventure. We lost our pet cat. And I've made a few executive decisions. The Rune for the Ranger is too good, its needs Nerfed. One of the Blessings for the Priest is too good, and also needs Nerfed.

Battle Prayer used to always give each adjacent party member, +2 attacks, and on natural roll of 6 also give +2 attacks to Priest. This was allowing our first turn of combat to be too destructive. The Master Rune of Might was dealing double damage instead of +2D6 damage to monsters tougher than the Ranger, He felt like a Machine Gun shooting RPGs. These changes still make for a great Rune and Blessing, but don't make combats easy mode.

 So I've talked more about this on my other blog, but my buddy "Bob the Bobarian" and I have written tons of extra content for Warhammer Quest. We added a Norsca Expansion (nearly as big as Old World), Lustria Expansion (also nearly as big as Old World), Sewer Expansion (about half the size of Old World) and Lost Caverns Expansion (slightly smaller than Sewer). Each of these expansion adds some number of new dungeon tiles, new adventures, new treasures, and new monster.

In the last month, I finally got the Dungeon Tiles for all 4 of these expansions made. The only issue is, we still really can't play Norsca or Lustria as I'm missing for too many of the monsters (about 90% missing). The Lost Caverns I'm missing about 50%, but Sewers I'm missing only about 20%. So I added the Sewer Objective Rooms to the possible rotation of Adventures.

As luck has it, we pulled a Sewer Objective room for our first Level 10 Adventure. The Stagnant Pond.


 

Room 1 is the Crossroads? Dick move. We pull the lever, is turns clockwise and we are attack by a Chaos Spawn & 2 Pestigor Lords.

Chaos Spawn and his starting mutation. As this is DL 10 that means 10 WS, 5D6 damage, 10 Str, 5 Attacks, 10 Toughness, 10 Ignore Pain, and 100 wounds.

I don't actually have the Pestigor models yet (they are set up to be printed once I finish the Orc & Goblin stuff already printed but waiting to be painted). So I just used my normal Beastmen models.

The Pestigor have very good defense, and my Pit Fighter is unable to kill even one during turn 1. The Ranger concentrated fire power on the Chaos Spawn, although he hurt it, he couldn't kill it. With no open spaces, the Wardancer & Priest couldn't get involved it the first turn of combat.

Chaos Spawn makes 5 attacks against all 4 of us, since all 4 are with in his reach of 2. Between Dodges, Parries, missed attacks, and/or being tough, each of us survived the turn.

The Chaos Spawn's mutation changed as the monster's phase began. He might reanimate!

Pit Fighter was able to finish off the Chaos Spawn, and luckily, he did not reanimate from his new mutation.

Between Ranger and Wardancer, both Pestigor die.

Ranger finds a new Bow. Priest uses her staff to move the nasty rune from original bow to this one (once per adventure chance to move or destroy rune). We push the lever, and rotate back to entrance.  So push lever next turn and swing close wise into the same spot. We are met with a Warp-Grinder team and 4 Master Assassins.

We are still in the first 4 rooms of dungeon, so we get Negate Ambush (A) from Ranger's skills.

What makes these rats dangerous is Ambush, so with out that they are a push over. We hit the lever again, and again is turns back to the entrance. We go yet another time, it again goes clockwise to the same location.

We get a Black Emperor Dragon.

The Dragon gets taken to below half life by the Ranger, than finished off by the Wardancer, who hops 
back on the crossroads platform. We pull the lever and finally turn correctly to face the next corridor.


We make it into the Watery Pit tile and get attacked by Skaven! 12x Clanrat Chieftains and one Poison Wind Mortar Team.

Clanrat Chieftain's Equipment. Wards of Hashut means each Chieftains rolls a D6 each turn and on a 4+ they are immune to attacks from Magic Weapons. (we put a gold coin under them while immune).


Priest kills 2 Chieftains.

My Barbarian put away  his Magic Axe, and equipped a non-Magic Sword so he could punch down some immune Chieftains. Ranger swapped to a non-magic bow as well and targeted the Mortar Team. A few shots got guarded to a nearby Chieftains who died along with Mortar Team.

Wardancer kept his Magic Swords and killed the 3 Chieftains not immune to Magic Weapons.

The two remaining Chieftains have never pinned and gang up, and try to gang up on  my Pit Fighter.

Ranger kills the last two chieftains, and Wardancer makes space for Pit Fighter to climb up to top level with other party members.

 

 We move into the Slime Pumps room, which triggers a Sewer Trap.

66 FLUSHED ROOMS (Evade Traps; no) (Disarm Traps; no)


The sewers launch a torrent of sewage up ahead and flood down towards the warriors. Immediately explore the nearest two dungeon cards. If either are dungeon rooms or objective rooms they automatically spawn monsters. If there are no monsters spawned one group of monsters was washed in from farther away. Instead of spawning in their respective rooms the monsters spawn in the room with the most warriors. 


After spawning all non-flying models on the board are knocked prone until end of turn.

 

This reveals the Stagnant Pond Objective room and the Festering Pit Special room. This means "The Skaven Lord" and an objective room worth of monsters will now spawn on top of us, but then all non-flying models will get knocked prone until end of turn.

 

I will save revealing these monsters for next session. 

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

DeMagic Tutor out.

 

 

 


 


 


Episode 35: Challenge; part 6

 

 

 

We start the day off with a roll of 1 for the Unexpected Event. First roll, a 66! So we get 2 rolls of DL 9 monsters. We got a Great Dragon, Wyvern, Hydra,  Cockatrice, and Chimera.


Turn 1, we sat back and let the big monsters come to us. We did have to deal with Black Dragon Breath and Firebreathing from both Chimera and Hydra. The Wyvern tried to Grab the Wardancer with his tail, luckily the Wardancer dodged.

Turn 1, Breath attacks did take down the Wardancer. Who was quickly healed by the Priest.

Turn 2, Pit Fighter, kills the dragon. Wardancer kills the Wyvern that hops back next to us. Ranger kills the Cockatrice with arrows.

Priest & Pit Fighter kill Chimera

 and Wardancer kills Hydra.

We make it to the Objective Room and get tons of monsters to fight. We fail to negate the Vampires Ambush. He steals some life from both Pit Fighter & Priest, and luckily didn't summon any more Undead. Turn 1, the Priest hammered the Vampire into the grave.

Vampire Lord's Equipment.

Necromancer Champion's Equipment.6 Skaven Master Assassins were summoned to protect the
Necromancer.

Wight Lord's Equipment.

Chaos Dwarf Hero's Equipment.

Chaos Dwarf Lord's Equipment.

Chaos Dwarf Sorcerer Lord's Equipment.

Bull Centaur Lord's Equipment 

Super Challenger Chimera at +2 BL, Double Wounds, and +1 Magic Armour. (Rune Plate gives Ignore Pain (3) that can not be bypassed)

Priest manages to also kill one Skaven Assassin.

Pit Fighter kills 2 Wights.

Ranger priority targets the Necromancer. Who keeps getting Skaven Assassins jumping into the line of fire. After all 3 Assassins adjacent to Necromancer "Mr. President" themselves, the Necromancer dies. A few shots left over, Ranger kills 2 remaining Assasins, + 1 Wight. 

Wardancer kills off two Wights,  but has some trouble with High Wounds and Ignore Pain (5) from Magic Armour.

Its at this point the party uses the Time Freeze ring to gain an extra Warriors phase. So while still in turn 1, the Ranger moves over and tries to kill as many Chaos Dwarf Heroes as he can, since they explode harming near by Party Members when they die. 

The Wardancer move in and kills both Bull Centaurs (its at this point we realized we forgot to do their Cavalry Move, but oooh well). Then the Wardancer moves back to us and kills the Wight. The rest of us decide not to attack as doing so would leave us vulvnerable to being attacked by the Zombie Dragon and killing the Chaos Heroes is also kinda dangerous.



Monsters's move up, (the Chaos Dwarf heroes getting stuck against the Priest) the Chaos Dwarf Sorcerer, runs down the hall as he has line of sight to the party and near infinite range for spells.

Between Chaos Dwarf Hero attacks, Zombie Breath, and Great Taurus's Breath Fire, both ranger and Priest go down. Both are quickly healed by Pit Fighter and ranger respectively.

Turn 2, Priest uses Never Pinned to back away from Dwarves, who all 4 get exploded by shots from Ranger.

Pit Fighter leaves Zombie Dragon with a few wounds left. Wardancer finished off Zombie Dragon.

Still being able to move, the Wardancer moves forward, kills Great Taurus, then move back as far as he can.

Chimera moves forward, but is unable to kill the Pit Fighter with close combat or firebreathing.

Turn 3, Pit Fighter kills the Chimera.

Wardancer kills the Chaos Dwarf Lord. Because this dungeon is out doors, line of sight is not limited to Lantern's Light, so Ranger is able to snipe the flee Chaos Dwarf Sorcerer Lord.


This "item" has been giving the team Negate Ambush (4+) for a while, but it decided to run off at the end of this adventure, no more cat warnings.

We picked up our meager treasure, head to town. We have more than enough gold, so everyone level up to level 10.

 

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

DeMagic Tutor out.

Episode 39: Magically Altered Hybrid Reptiles, Part 4

  We made it back to the Festering Pit. This room is like an inverse of the Hall of Death. Each of the 3 doors in the room spawn either an D...