Tuesday, August 27, 2013

Part the Third!

So our intrepid party washes off in town from their robbery of the dusty old manor just to find out they are going back into the much to hunt slimes.  It seems that yet another moronic wizard has toyed with the very fabric of life itself to try and control weaponized slime.  Spoiler: he failed on the control part!

Thankfully wizards are able to pay for our services (what do we look like goody two shoes heroes?) so we agree to rid his home of these sentient garbage piles.  Apparently his 'house' is really just a hut as the first room leads right into the spiral staircase leading into the least hospitable home we have ever seen!


Right off the bat we are attacked by a slime who is easily beaten into a pile of non sentient goo.  Little did we know that a 50% chance of encounters becoming slimes would turn into more and more of an inevitability during this quest...

We are also playing with the optional room features rules and we roll up a cupboard in this room.  Batman being the greatest detective has to search it resulting in 30 gold being found.  After slaying the slime the berserker's eyes light up at the sight of a gleaming sword which increases his strength and attacks!


Of course our job isn't done since we still haven't found this madman's laboratory so we literally round the corner.


Only to find the jail connected to the crossroads which great us with more sentient goo monsters!  Since the spiral staircase was so early the rest of this dungeon is considered BL2 which is bad enough however this also means that the slimes now have gang up.  Combine that with their Paralyze ability which leads to -1 movement (death at zero movement) and suddenly the slimes are TERRIFYING!

The man of many muscles gets slimed here but survives with only moderate damage.


Batman might be our best detective but McMuscles is certainly not.  He runs to the open jail cell to investigate the body finding, what else, slimes!  He pays for his curiosity only moderately again before dispatching the messy creatures like a master janitor.


The hippy manages to save us plenty of time by s crying every which way and eventually finding the Generator room (or in this case laboratory).



The start of a theme for the rest of the adventure has surfaced in the form of Slimes and Rats!  The battle is fairly nasty with the slimes having gang up and as such the chainsaw warrior is forced to retreat fearing for her movement!  everyone gets a bit of slimming passed around to them but eventually the slimes are dealt with and the rats impale themselves on our shiny blades!

The chainsaw warrior manages to find a cloak of shadows which re-assigns missile attacks randomly protecting her from the random archers and such.  The berserker finds a Death sword and promptly ignores it as his earlier shiny blade is better.  The visionary Glass Eye goes to our hunter which gives him a chance to reveal dungeon cards and finally the hippie finds some warp stone bombs to use in enforcing his peaceful nature on others.


So triumphant we head back to town to wash up but are met by the wizard before hand claiming that his assistant is the cause of the slimes running amok.  Better yet he has escaped to the sewers to create an army of slimes to, what else, take over the old world...

So we say goodbye to hot showers and just jump head long into the sewers.


 Trudging through the non sentient goo we encounter some familiar 'faces' and smash them to bits resulting in the chainsaw warrior gaining a shiny pair of leaping boots allowing her to move up the ledges in the sewers with ease!


Our next room is the rather large and slow to cross (due to water taking 2 movement to cross) Leaky Room.  The theme of rats and slimes re-emerges here only the berserker takes any real damage and from rats no less that he seems unable to hit with his shiny new sword.   After the battle however he finds boots of water walking making his wounds disappear in a haze of treasure induced happiness.


Of course we had to choose the difficult direction as the next room is the bridge of peril.  Gutter runners, skaven clanrats, a champion and a few orcs greet us heartily.  The druid counters with a carnival of death scroll found earlier...


This leads to the monsters happily beating each other to death making the room far less dangerous!

Obviously not content with just one room of death we head further into the sewers to find a crocodile pit!  This room has the potential to kill lost of party members as monsters will throw us onto the ropes which often leads to falling into the pit of doom itself.

However the only thing guarding the room are a handful of plague monks that we manage to make short work of.

As nasty as this path was eat least we choose the correct path as it lead us directly to the spiral staircase.


One more level awaits the party in this adventure.  Soon we shall find greater spoils and with any luck earn names for our meat sacks so attachments can be made and real warriors can die!

Wednesday, August 14, 2013

Part 2: Haunted looting!

So after cleaning off from the sewers and spending/wasting most of our loot our intrepid adventurers heard about a deceased wealthy family and their haunted treasure.  Being the good Samaritans that they are they decided it was high time someone liberated their belongings.

The dungeon has become much more friendly now due to kitty card sleeves.  This has a profound effect in increasing party morale and decreasing party moral responsibility (though to be fair most anything does that!).

  
This particular sidequest involves two floors the first one has five directions with only one leading down to the cellar and its precious loot!   Of course each time a direction is revealed it will trigger any events associated with the revealed board so our druid promptly uses a scry spell to spawn a few pesky skeletons.  The berserker and hunter make short work McMurdering everything before the other half of the party even gets a chance...


 After the not so climactic battle the party finds the staircase and heads down to the cellar.  The former residents seemed to be less keen on safety and more on home security as the stairs end up leading to a giant pit for no discernible reason.  They did at least have several ghouls poised to welcome us so that was a nice touch.

Sadly our new friends were a bit skidish as after the druid killed one by standing next to it with a silver sickle they all decided to run off and leave us confused and lonely again.  So we wandered down a few more empty corridors until....


We found the surprise party!  A pile of skeletons and zombies were just waiting for us to arrive at the tomb chamber (still not sure why they had this built in the cellar).  Unfortunately it would seem that our party is not good with surprises as we immediately enter some kind of combined wartime flashback and start hacking away at our new friends.

That is the only way I can interpret this as the walking dead continuously missed and or failed to do damage.  They did not do Romero proud this day.


Eventually the flashbacks subsided but only after pounding the last skeleton into fine dust through a combined if not manic effort.  After a quick top off on health we looted the chamber of 1500 gold (yay!) and 75 gold worth of fine clothes (wait what? crap!).


Well now it was time to leave with our (ill gotten) loot in hand.  Unfortunately the late arrivals would have none of this as an unexpected event hit us with a few more skeletons.  Apparently these were the elite bouncers of the house as they actually managed to bring the berserker to 4 wounds (out of 15) and hacking bits an pieces out of the rest of the party.  Of course they too eventually fell to our undead smiting ways ans blades, chainsaws and sickles tore through the ranks.  So with our treasures secured we exited the manor whistling innocently...

Back in town the berserker found a few adventure leads but sadly one turned out to be a false lead.  In addition he managed to train with the watch for +1 toughness in the next adventure, find a treasure map in an old shop and generally get wasted in the tavern.

Our witch hunter (batman) enjoyed a bit of aid from the hunter guild gaining a few rare items before getting mugged in a strange house for 60 gold and buying shot and powder that turned out to be fake (he returned the next day to a more reputable dealer).

The chainsaw warrior, priorities firmly in hand, purchased a few casks of beer and some armor to protect herself from danger after drinking it.  Of course this went hand in hand with deciding to blow an extra 50 gold on the best room and board (and wine) for no good reason whatsoever!

So our party has the choice of two different adventure leads for next time:

1) a sidequest (old world side quest number 29) where in a relic was stolen from a dwarven guild hall and they are even willing to part with some gold to gain it back!

or

2) An EPIC (sewers epic quest BL1) quest in which a local wizard has been experimenting with various slimes and after realizing how dangerous they are dumped them into the sewers. 

Obviously our party should risk life and limb in the more dangerous epic quest however I'll leave it up to the forums and comments to decided our fate...

Sunday, August 11, 2013

A time traveller, a muscle man, batman and a hippie walk into a dungeon and...

Time to start up my Warhammer Quest campaign so first off let's introduce our heroes!  We use a highly modified version of the game with a larger emphasis on the long run campaign than the original had and a ton of balance changes.  You can find the rules here:

Warhammer Quest Revision

Up first for our heroes is the mighty batman, er witch hunter.  Seriously though with the amount of situational one use items he has he might as well be batman.  He does have a utility belt FULL of amulets!


Next up is a custom warrior type the Norscan Berserker.  This slab of man meat comes with a double handed axe and claymore and delights in using either one!  With no ability to wear armor outside of furs this is our melee glass cannon!


Our weirdest party member is another custom class the Chainsaw Warrior.  Being a time traveler from the future she is of course equipped with a chainsaw and boomstick like any self respecting modern day adventurer would have.


Last but not least is our Druid the spell caster of the group.  Being the tree hugging hippie that he is he tends to cast more supportive magic but can also summon the trees themselves to crush and or annoy his foes.


You might have noticed that our warriors have no names.  This is simply because they have not earned a name as our house rules prevent this until BL 2.  At that point they are given names and attachments are allowed.

With the party gathered all they needed was a quest.  Well turns out that some beast has been killing hapless beggars in the sewers.  Not a big deal but once the city watch went down and didn't come out now there's a price on that monster's head!  Time to start on a low point with the sewer level...


The sewer entrance was a nice corner with a relaxing pool.  Unfortunately there were no potted plants to fill the voids within the room and help it flow a little more so we hurried onwards. Our prey within the sewers is a giant killer crocodile so our batman knew well what to do in this situation.


 The festering Pit was up first after the nice pool corner.  The water here seemed more slimy and less inviting therefore we decided not to jump in.  Unfortunately due to this rooms special rules each time a doorway is explored (magically or otherwise) it will trigger an event. 

As our hippie cast scry he was able to see into the next hallway and from it a snottling appears.The little bugger decided to follow us around and even guide us though the witch hunter eyed him with suspicion...


Using his magical wizard eye of scrying spell throwing the druid once again explored another doorway leading to the very lair of the beast: The Under Warrens.  At this point you would think our luck had run out since we were able to find the lair so quickly but you might be surprised.


We merrily strolled into the lair, stacked up on the door, threw flash bangs and proceeded to assault the room. Or some fantasy equivalent of that.  Either way the crocodile charged out of the darkness, took a sampling of our hippie (who cast pan's impenetrable pelt to save himself) and quickly got a double helping of sword, sword and CHAINSAW!  Needless to say the beast was stunned.

At this point the snottling realizes that turning traitor on this group would be bad for his health and scurries off down the dungeon corridors.  Our prize for felling the beast is a botched gold roll (also known as nothing) and a ring of shielding giving our witch hunter 6+ dispel, +1 armor or +3 against daemon.  Batman is happy with his new prize.


Of course our berserker decided to all out on the croc and entered RAGE MODE which gave him not only hatred but a need to find more victims and as such decided to charge into the next room.  Oddly enough the cool polluted sewage water was all he found.



Odd though since we rolled a monster...  Wait how to crocodiles spawn again?


Oh ya just a ways away charging in and attempting to eat batman!  Unfortunately he only got to the berserker and took a nice chunk out of him giving the hippie someone to heal up.  Of course we are already crocodile slayers at this point and make short work of the beast yet again.

The beasts drops a nice helm of encompassing protection when slain which grants +1 armor to whoever wears it and +1 armor to a single adjacent friend as well!


After a quick bonfire and hippie healing we are free to explore whats left of the dungeon assured in our awesome might by having already completed the main goal.  Upon scrying the next room in the festering pit a goblin boss, goblin spearman and goblin bowman jump out from the darkness.  Since this is a starter dungeon there are only half the number of monsters (rounding up) and since our rolls are terrible for them the monsters quickly realize how bad of an idea this was...


The bowman was at least smart enough to be further away from the murder machines and for his reward his life was lengthened by a few precious seconds.  After stepping through the tiny helpless goblins the warriors shuffled onward to more 'glory'.


Their next 'obstacle' was a small group of giant spiders.  Its true that they were more scared of us than we were of them so we squashed their helpless eight legs and looted the corpses.

The berserker finds a nice pouch of gold after the battle but quickly fumbles it down the sewer drain...


The warriors explore one final room in the sewers finding an underground natural river.  Though they are tempted to settle down here and put up a few potted plants to make the space more inviting it appears the dark elves have already taken up residence here.

After two more counts of aggravated assault with a chainsaw the warriors decide that its time to leave before the authorities arrive.

Back in town batman gets a few amulets and then hangs out with another hunter who may be a bit crazy as he keeps whispering strange tales into his ear...

The berserker goes to the tavern to quell his rage and thirst finding out about a haunted mansion in the town that may contain some loot and communing with a norscan brother to learn a battle cry for the next dungeon that makes him terrifying to monsters!  To bad he's going up against undead who fear not the shouting.

The chainsaw warrior wishes she could shop smart as S-Mart but there is only a market place where she buys a helm in case the chainsaw misses in a most horrible way...

Stay tuned for more tales of insanity, danger and rampant stupidity in the next installment when we renovate a happily haunted mansion in the name of looting!