Showing posts with label Pit Fighter. Show all posts
Showing posts with label Pit Fighter. Show all posts

Thursday, October 15, 2026

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 Dungeon Event or a Trap. The first door we explored caused a simple trap and then spawned monsters. We got 12x Goblin Big Bosses, 1 Orc Shaman Lord, 1 Giant, and 1 Chimera.

Orc Shaman Lords Equipment.

Goblin Big Boss Equipment.

Priest killed 3 Goblins.

I believe the Ranger killed the Shaman and 9 Goblins.

The large monsters, lumber towards us for a turn.

The Chimera uses flying to get ahead of the giant and attacks the party. Luckily the Wardancer is able to parry away most of the Chimera's attacks. However, the firebreathing from the Chimera nearly brings the Priest down in one shot.

Between the 4 of us, we easily take down the two monsters.


In the Crocodile Pit we get attacked by the 4 Magically Altered Hybrid Reptiles, 6 Wight Lords, 1 Banshee, 1 Liche, 2 Mummy Tomb Kings, & 5 Plague Lord.

 The first M.A.H.P. is a Wardancer, since we have one in our party we are going to use Bertrand. The 2nd M.A.H.P. is a Dwarf Runemaster, the 3rd M.A.H.P. is a Norscan Berserker, and the 4th M.A.H.P. is a Dwarf Brewmaster.

I don't think I've shown how we make NPC Warriors. We have  a level 1-12 chart for NPC Warriors that then gets modified by Bonus and Negatives specific to each Class. (Wizards have -1 Toughness, Barbarains get +1 Str, and so on so forth). To make this go faster I made NPC Sheets for each Class. Here are the NPC Sheet for these 4 classes. The Grey sections of each sheet is cut out so a Slider can move up and down to hi-light the Battle Level of NPC your trying to build.


 

 




This is the slider, remove the white section so stats are visible as
 slider move up and down the NPC Sheet.


This is the back of each NPC Sheet. For Armour roll the number of D6 indicated on front of sheet, total these together and find the Armour on the chart top left. For Weapons do the same with chart on bottom. For items a NPC Warrior gains that many D36 rolls on the table on top right.



Liche equipment.

Mummy Tomb King equipment.

Plague Lord equipment.

Wight Lord equipment, since they got Crossbows of Doom they will set up as ranged monsters.

 


Turn 1, the Ranger starts by killing the Liche. We don't want him summoning more undead. Ranger also kills the Brewmaster and a Wight Lord. The Pit Fighter killed a Banshee and Runesmith.

Still turn 1, Wardancer kills Berserker and 2 Plague Lords.

Priest kills Tomb King she is next to. 

So we noticed we had not yet used the Time Warp Ring that gives an extra combat step once per adventure. So why not steam roll this group.


Turn 1 warrior phase 2, Priest moves up and kills the enemy Wardancer. Ranger kills off the rest of the Wight Lords.

 

Turn 1 Warrior Phase 2, Pit Fighter kills Tomb King and Plague Lord.

Enemies get a Monster Phase (the two Plague Lords still alive) Then we quickly dispatch them.


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

DeMagic Tutor out.








Episode 38: Magically Altered Hybrid Reptiles, Part 3

 

Last we left off a Vermin Lord was out to get us.


The Vermin Lord gets his Ambush, but ends up being 1 space short of reaching us. He does however get to cast his 4 Skaven Magic Spells.

It took only one turn to kill the Vermin Lord between shots from the Ranger and close combat hits from the Pit Fighter.

We triggers the Gate Crashing Trap!

If we need to make our way back to the Stagnant Pond, we will have to push through 3 different closed doors.

The Undergound River room spawns Skaven.  3 Warp Fire Thrower Teams, 1 Ratling Gun Team, 1 Doom-Flayer Team, 1 Poison Wind Mortar team, 1 Warp Grinder Team, and 6 Master Assassins. The only team to successfully Ambush was the Mortar Team. We survived that shooting.

Turn 1, The Ranger killed off the 5 Teams across the River.

Turn 1, Priest killed 2 Assassins.

Pit Fighter and Wardancer, kill off everything else. But ohh no, we cause and unexpected Event and get attacked by Unclean One guarded by 3 Plague Drones. (I don't have these models printed//painted yet, so we used Beasts of Nurgle as substitute models)


I don't have a picture, but this first turn, the Great Unclean one cast spells and used his Stream of Corruption shooting attack at us from down the hallway.

The Ranger attempts to kill the Unclean One but the Plague Drone keep guarding for him. 

The Ranger attempts to kill the Unclean One but the Plague Drone kept guarding for him. 

Unclean One moved forward, cast spells including making some Plaguebearer Champions to guard for him. and then used his stream of corruption again.

Had the Ranger and Priest Kill the Plaguebearers first, so the Pit Fighters big attacks would go to better use against the Unclean One.

I didn't take pictures of this, but this hall turned out to be a dead end, so we turned around, easily knocked down some locked doors to find our way to the Festering Pit we didn't enter earlier.

This was kinda of a light session as we got distracted by talking and food, but this is where we called it for the night.

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

DeMagic Tutor out.


 

Episode 37: Magically Altered Hybrid Reptiles, Part 2

 

We had just triggered a trap that dropped the Objective Room monsters on us, with the "Skaven Lord" included. The Skaven Lord being a Exalted Skaven Lord. These are dangerous. 

 

Good Guys and bad guys alike got knocked down until the next turn, so this negated all ambushes.
This was rather helpful as Exalted Skaven Lords are terrifying.

 In the room with us is one Stormfiend (with Warp Grinder arms), 4 Wight Lords that locked the door, one Liche, one Exalted Skaven Overlord, and a Skaven Engineer mounted on Doomwheel.


The excess monster that couldn't fit in the room with us.

 

Outside the room we have two more Stormfiends (WarpFire Thrower Arms and Ratling Gun arms), 5x Skaven Master Assassins, 12 Plague Priests, 1 Plague Lord, 12 Stormvermin Warlords, 2 Mummy Tomb Kings, 2 more Wight Lords, a Banshee, and a Doom-Flayer.


The Wight Lord's Equipment. The important part here, is they locked the doors with the Orb of Imprisonment. No one gets out or gets in until all the Wights are killed.

Liche's Equipment.

Mummy Tomb Kings Equipment.

Plague Priests Equipment

Plague Lord's Equipment.

Stormvermin Warlord's equipment.

 


The Vermin Lord Skitterleaps next to his target the Wardancer. The 4 Wight Lords and the Skaven Engineer move around the side through the Slime to attack the Pit Fighter and Warrior Priest.

Exalted Vermin Lord has Skaven Magic 4 and Nurgle Magic 2. We don't have a ton of Anti Magic but the priest uses his Magic Dispel (2+) once per combat to stop the scariest of the Skaven Magic Spells "Putrefy" which makes each warrior roll a D6 and on a 1-3 result makes that warrior useless for a turn.

Between the Wardancer's Parry (3+) and Dodge (5+), it takes all 7 of the Vermin Lords attacks to face plant the Wardancer. One Wight attacks the Warrior Priest, and the Engineer uses his Reach (3) to attack the Pit Figher. Both warrior's survive these attacks. Before the turn ends, the Priest heals the Warcdancer back up.

 



Start of turn 3, Pit Fighter still angry with the help of Priest and Ranger, takes down the Vermin Lord.

Ranger take out 2x Wights.

The two remaining Wights move up, but fail to kill any party members.

After the party kills the two remaining Wights, the Priest uses a once per adventure Teleport the team item. We move just out of line of sight, so the enemies have to move towards us, with only a few at a time being able to make it through the door at a time.

The monsters start running down the hall after us.

The Doom-Flayer and two Storm Fiends made it to us first. They did some damage, but didn't bring anyone down.

Warrior Priest & Pit Fighter retaliated, quickly killing the Doom-Flayer and one Stormfiend.

Still in the same turn Wardancer hopped down and killed the last Stormfiend. 

A few Skaven made their way into our room, but quickly found them selves in a deadly mouse trap.

On the following turn, several Assassins, some Wight Lords, and Banshee make it in.

So this is like turn 8 of the combat, Priest killed the one skaven in her range.



Ranger killed the Banshee and a Plague Priest with bow attacks.

Still turn 8, the Wardancer hopped down and killed both Wights (this re-unlocked the doors so more monsters could filter in).

Turn 9, more monster filtered in.

And then they died.

Turn 10, more monsters.

Our Priest kills one of their Priests. 

Pit Fighter kills another Priest.

Ranger kills a Plague Lord hiding in the back rank.

Then Wardancer kills 4 Stormvermin in the room.

Turn 12, the last of the Stormvermin move in to their doom.

The sluggishly slow Tomb Kings finally make it into the room of death, for their turn 
to die a few turns later. (Pit Fighter kills one)

Wardancer kills a 2nd.

After that long fight we decide to head down the hall we were closest too. We get hit with 
an Unexpected Event. Which spawns a Vermin Lord, but that is a fight for next time.

 

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...