Moving forward the hippie scries doors early and often to reveal the dungeon without use of the usual encounter phase.
Unfortunately the hippies inpatients leads to the festering pits which trigger events every time a doorway is explored. Being a rather impetuous hippie he scries the far door revealing the smuggler's den and triggering a cave in! We all make it out of the corridor before being crushed however it is obvious that the only way out is through the objective room now...
The smuggler's den is a special room that when found creates a special side quest much like the jail. In this smuggler's den is the undermarket a sort of underground black market filled with outlaw NPCs (which sadly are not painted). If we decide to enter we risk being attacked however we can also find some good deals on items and equipment.
Knowing the parties lack of people skills however we decide to not massacre, er interrupt, the outlaws unless absolutely required to go that way.
Once again our hippie activates his hippie eye to explore another room in the festering pits bringing another dungeon event our way. This one happens to open the flood gates in the dungeon reveal the next 2 cards in a random direction which just so happens to be the objective room!
Unfortunately because of this the flooding waters also send all of the rooms contents into our room meaning that we have to fight the objective room monsters on far less stable ground!
The evil wizard that stole the foolish but less evil wizards plans for slime domination accompanies the tide of 6 slimes, 3 rat swarms and 12 giant rats. The rat swarms are a new type of enemy that is able to engulf its target warrior into the swarm when being attacked. Due to this any spells, abilities and attacks that would normally target that warrior have a 50/50 chance of targeting the swarm and vice versa! It becomes clear that we are about to have a bad time...
Everyone spends the next turn getting up and shaking off the sewage while the evil wizard casts a few magic missiles causing negligible damage.
The hippie throws a warpstone bomb and casts banishment to damage one of the swarms and kill a giant rat. Seeing the threat our hunter fires his gun and a holy fire amulet into the wounded swarms killing one.
The chainsaw warrior leaps across a pit and into battle with the swarms causing little damage to the tide of rats and suddenly realize just how alone she is...
The berserker engages his rage and promptly misses with all 4 attacks, this is a theme from now on.
It's
the vermin tides turn now and the rat swarms engulf both the chainsaw
warrior and the hippie as swarms are able to move like large monsters
pushing other models aside to get to combat! The evil wizard unleashes
his magic causing minor damage to the berserker and accidently hitting
the rat swarm engulfing one of the warriors as well.
It becomes apparent as well just how much of a threat this room is as
the giant rats get lucky and nearly kill the chainsaw warrior. Along
with the burst damage from the giant rats and the nickle and dimes from
everything else we are in for a nasty fight for once.
Back to our turn the berserker still sucks at hitting the broad side of a slime. The chainsaw warrior takes out a giant rat while smaller rats continue to engulf her biting and tearing away. Meanwhile batman pull out a perfect shot and saves the hippie from the rat swarm!
During the monsters turn the giant rats bring our chainsaw warrior to her knees requiring healing from the hippie druid to stay alive. This time a slime takes revenge on batman's killing spree by throwing him into the slime pit and causing minor damage.
Before tentacles can further drag him away batman climbs up to the top ledge to slay a few giant rats. The berserker finally figures out how to harness his anger and HIT both slimes near him slaying them instantly. The chainsaw warrior is badly wounded still and chugs a few potions between rat bites trying to stay alive.
Batman continues to take magic missiles to the face this time in the monster's phase. The chainsaw warrior gets tossed into the slime next and giant rats nearly finish off batman. Everyone is fairly badly hurt at this point, we need to finish this fast!
Between batman and the muscle man the slimes are quickly dropped to one more left. The chainsaw warrior surgically removes the rat swarm with her chainsaw.
The remaining slime decides to dirty our hippie by tossing him into the pit while the evil wizard panics and fails his spell casting for the first time!
Both batman and the chainsaw warrior rush the evil wizard putting him down and retrieving the wizard plans! Meanwhile the berserker stays behind and finishes bashing the slime into the ground. Grabbing the plans we use the hippie's magical egress dust to escape the dungeon instantly and safely return to the settlement above it.
at this point we had a not so difficult descision of selling the plans for 7000 gold or gaining a mythic treasure by returning the plans to their rightful owner. Morals did not figure into this as the mythic treasure is WELL worth it. We gain the Heathen Dispatcher for our troubles giving it to the witch hunter. This weapon has the following bonuses:
+2 damage (+3 against chaos or undead), +1 to hit (+2 against chaos or undead). Wielder is healed 1D3 wounds per turn during the power phase.
A mighty sword indeed!
On top of getting the mighty mythic treasure batman reveals that he has a dark secret which reads as follows:
Your warrior doesn't believe that he has been getting his fair share of the gold lately. At the end of the next adventure before the gold is divided up take (BL)D6*500 gold off the top. This is the amount of gold that your warrior has skimmed off the top as his own share. Then divide the remaining gold equally amongst the Party as usual (including your warrior).
As mean as that was he was kind enough to give most of it back to allow us to level up to BL 2! Sadly we only found one quest this time so there will be no vote for quests this time. Stay tuned for the next report as we delve for a game into the world of Warhammer 40k....
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