After defending the city the warriors decide to seek further fortunes by taking the fight directly to the bearmen. Their camp is nearby and their leader is likely less than happy with his recent loss at the warriors hands.
Bjorn's younger brother Oreal is in this dungeon as well meaning any bearmen will be continually gaining new transformations permanently while we explore until we finally get to him and bring his banner low.
The entrance to the glacial camp was certainly well defended but one must thing that an ice gorge followed by an enchanted accursed treasury trap room would be terribly inconvenient as your only way in or out...
Our adventurers made it past the ice gorge just fine and crossed the treasury room without falling for any of the cursed treasure until the second turn.
The servants of chaos were not at all amused that we didn't fall for the obvious traps and just attacked us after we dared to roll a '1' on the event die! Four bearmen, Four marauders and a chaos chosen gave us a nice warm greeting!
We did uncover the grand alcove with a nice cave in, apparently due to a lack of glacial cavern keeping skills. Perhaps they should hire a glacial engineer in the future should they successfully drive these home invaders out.
It didn't take long for the Swashbuckler's boomstick to make life unbearable for the bearmen and the dwarf took out the chosen leaving the rest to mop up the marauders.
We received a scroll of daemon summoning for our troubles which will summon a daemon of higher level that will aid us for a set number of turns before turning against us.
Being that our greeter were so adamant that we at least try the treasure trap we dip our hands in and partake triggering an alarm! Responding to said annoying sounds are a group of flamers of Tzeentch. These can easily wipe a party if you aren't able to whittle their numbers, and damage, down a bit before their turn!
Thankfully with a well equipped party and these close quarters there aren't many flamers left to set the room ablaze in the monster's phase. Sure hope this doesn't singe the nice curtains or melt any of the fake gold...
After extinguishing the flames we found a high level scroll of Firestorm which might come in handy soon.
Pushing forward to the Grand Alcove we are greeted this time by 6 Bestigors, 1 Gor, 10 Ungor and 1 ungor halfhorn.
The ungor have a combination of Skirmish and opportunists meaning that they will rush in to combat but do have bows as well. To make things annoying opportunists means they will pick on the easiest target meaning they keep knocking the outlaw out with arrows each turn while the shaman tries to keep him alive.
Eventually we push through the uphill battle and bring down a righteous beating to the ungor who keep trying to reinforce until they eventually break with one ungor remaining!
After slogging through a very warm greeting we finally get a break in the action and our path, the T-junction asks us a simple question, left or right?
We chose right but is it really right? Next up we uncover a simple corner, so far so good.
After uncovering a warp gate we briefly debate going the other way but instead decide that whatever comes out of that gate should be something we can take on. Since its just a plague bearer with double wounds we are more than correct in our theory.
The shaman picks up a nice ritual ring (regenerate 1D6) for our minor inconvenience.
Despite warning the shaman that we won't tolerate further unexpected events he still rolls a '1' summoning chaos warriors and a really nasty Fiend of Slaanesh! This is a really tough monster to take down at level 2 with modifiers to hit and other special rules that will really complicate things.
Honestly a good time to read that scroll of Firestorm!
Ok so it still wasn't killed by that but after two lucky hits with Tzeentch enchanted throwing daggers and a good smack from the dwarf it finally goes down!
Apparently we did select the right way though as the next room is the objective!
Oreal, Bjorn's brother is here along with his magic banner that has granted the bearmen all of their special transformation bonuses!
He is accompanied by a full contingent of chaos warriors and bearmen and he himself is a force to be reckoned with.
Or he would be if the swashbuckler didn't buckle his swashes with two shots, one for each eye, ending his last stand in the first round of combat!
What follows is a long battle as we attempt to keep everyone healed and slowly push through the armoured chaos servants.
Eventually we roll another unexpected event granting the chaos warriors Chaos Magic(1). It is too little to late on the dark gods end as the warriors go down before being able to cast a spell.
Our spoils of home invasion are a ramming helm of Gorthor (granting bonus armor and a headbutt attack for the swashbuckler), Myamar's short bow (still no arrows but that can be fixed in town), and the Earthquake hammer (given to the dwarf) for maximum smash!
Our next goal is to take out the leader Bjorn himself!