Saturday, May 27, 2023

Lair of the Bear Part 2

 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!

Saturday, April 15, 2023

Lair of the Bear Pt 1

 After a rough start in level 1 everyone has made it to BL 2 and gained new armaments to really start their adventuring career.  Now that they are real warriors they even get names!


The aptly named Tank, the Brewmaster is our stalwart pincushionn soaking up wound after wound for our squishy party!


Bardook the Feminine, the not yet legendary swashbuckler with a legendary mustachio, carries a handcannon that at this point can one shot anything we encounter!


Slim Sickley the Outlaw jewel thief really isn't an innocent man nor is he good at rolling initial wounds.  


Finally Nethtul the Kislev Shaman has seen a slight makeover as his model changed during our adventures!  He specializes in his were forms but can sling a good spell or two as well!

As per always our set of rules can be found here.

After our training and shopping spree it comes to light that the settlement is under attack by a very peculiar group of marauders who seem to undertake aspects of bears as they trash the town.  Without a real promise of profit we normally wouldn't get involved with city disputes but when everything gets set on fire its hard to get a good nights sleep...

This is  the BL2 Epic quest which means it will be a long one (3 parts!) and usually contains custom monsters to encounter or even well known persona from the warhammer world.  During the city raid the whole map will be revealed from the beginning with the corridors representing the streets and the rooms representing the buildings.  no lantern rules apply here but the monsters and city watch will be spread out all over the board so heres the handy dandy map:



The warriors start at the entrance waking up to the growls of marauders and the burning of the city!


each of the numbered rooms will have either a raider encounter on a 1-4 or city watch on a 5-6.  We rolled very well gaining an equal number of city watch to raiders ratio.  room 6 had city watch.


as did room 1, each city watch is a lvl 1 barbarian NPC and will be allied with the warriors.


Room 3 contained our first raider token.  This moves 1D3+1 spaces each turn towards the nearest warrior or city watch.  As soon as they are in line of sight it will spawn monsters!




Room 5 contained both city watch and a prisoner tied to a stake.  Let that sink in...



The nearby snowy courtyard had a strange bookshelf left out in the cold, perhaps its a public library on the honor system?



Room 4 contained raiders and In addition an arcane altar rests ominously within this room.




Finally room 3 contains raiders and completely useless candelabras (they just provide a light source). 


Everyone is on the board and ready to defend the settlement!


We charge into the fray to take the main courtyard revealing 6 chaos cultists.  The main threat of these monsters is their ability to cast magic that (often to their own deaths) summon in daemons.


We easily overtake the cultists however and smash our way through the first line of offence.




Bordook swashbuckles  120 gold from the snow clogged shelves while the rest of us clean their weapons.


in the southern end of the streets the city watch reveal a raider token resulting in 6 bearmen of urslo!  (sorry about the proxy models there are better models painted up for next time!).  These guys just start out as beefy marauders but gain new abilities each power phase and can become very dangerous gaining a bonus based on the power die roll:

Bearmen of Urslo (Type: Chaos, Bearmen)


Wounds

M

WS

BS

S

T

Arm

I

At

Dam

Gold

Bearmen of Urslo

10

4

4

4+

4

3/3/4

0

4

1

1D6

350


Special Rules (Bearmen of Urslo) - 

Ignore Pain(1); Favor of the Bear;


Favor of the Bear


The bearmen are often marked or mutated with aspects of their patron deity emerging during battle, growing claws or dense fur and enormous jaws and teeth!  During the power phase consult the following chart to see what effect the power roll has this turn on the bearmen (note these rolls stack on subsequent turns)



Power Roll

Effect

1

Bestial Speed: Gains Never pinned and +1 Movement

2

Crushing Blow(5+)

3

Strength of the Bear: +1 Strength

4

Thick Fur: +1 Toughness

5

Bestial Fury: +1 Attacks

6

Massive Claws: +1D6 Damage




The shaman ggets his grubby paws on the Arcane altar in search of spells and actually gets lucky gaining the wings of power spell permanently!


While he studies a battle rages in the southern streets with the bearment fighting the city watch.  


The rest of our merry band decide to jump into this fray as well though we aren't able to take these beef cakes out nearly as fast as the cultists!



Slowly but surely we grind through the bearmen and even manage to keep the watch alive in the process!


In the north however the guards clash with 3 bearmen and a chaos chossen!  The less than righteous chaos champion makes short work of one of the city watch.


It's rather obvious that the watch will struggle with this group though they do take out a bearmen.  The good news is that it is unlikely that a band with a known pirate and a jewel thief would be paying taxes so really what business is this of ours?



Meanwhile we roll a '1' on the event die causing a raider token to appear at the entrance, could be trouble but could be sacks of gold attached to monsters!


rather amazingly as the city watch numbers dwindle in the north they manage to fell the chaos chossen!




Speaking of chaos chossen we reveal another one at the entrance.  Our swashbuckler lets ouf their battlecry (YAR) and blows his head clean off with one shot proving chaos chose wrong.


Being a jolly ol drunk Tank draws his Dolorous blade and assists the city watch with their were bear worshipers problem.



The rest of the party follows suit and the bearmen are quickly put down saving the settlement and granting us the title of big ol heroes!


For our t roubles the city breaks open the vault of objective room treasures giving us:


Thigmals Polish Plate (+2 armor, +2 Toughnes and ignore pain1).  This super lucky roll goes right to our brewmaster!

The bow of obliteration - not a bad bow but we have no arrows, this goes to our outlaw.

Life stone of Ashraz - heals D3 wounds per turn

Brooch of Power - stores 8 power for our shaman


Next time we pursue the bearmen back to their encampment for further profit!