Saturday, April 13, 2019

Old Fashioned Grave Robing

When we last left off the bad news was that we were unemployed due to the untimely death of our archaeologist friend.  The good news is the guild didn't get word of this and another intrepid jungle explorer has hired us to clear out an ancient skink priest's tomb so the archaeologists can come in and study in peace!

After a few days in the settlement hover our band of murder hobos have picked up a few dark secrets.  The knight now considers his comrades as 'unworthy heathens' and will no longer share healing items or take damage in lieu of others until the end of the adventure.

On top of that the Ranger has eaten a few too many roasted skinks and is at -1 movement but gains ignore blow 6+ until the end of the dungeon!  The question is what might the other warriors be hiding?



The entrance to the tomb has a lovely cupboard.  Since this is a sidequest we just have to find the Palanquin chamber and clear it of a few monsters.  Should be no problem to get to pay day!


Since things aren't yet random enough we find a secret passage right off the bat from a treasure map found in the last town.  We decide to investigate this later and make our way into the tomb.  Searching the rustic yet lovely cupboards reveals 100 gold in the drawers.


The next room is one of the special trap rooms, The Pit.  once we enter the room the trap is sprung and all the warriors fall for the old collapsing floor trick and are forced into the pit. We all suffer some minor damage and instead of monsters an old rusty trap is 'sprung' or not because it malfunctions and we leave with a bruised ego.


After climbing out of the mildly annoying pit trap we find ourselves peeking into the great hall.  A small portion of the room has caved in though nothing looks to suspicious yet.


Scampering out from behind the pile of rubble a gagle of forest goblins assault the party.  Even at level one these greenies don't pose much of a threat to us and are quickly dispatched. As a side note don't worry next time they will have more color...



The explorers press on and enter a sandstone room with a tomb in the corner.  Oh and snakes, why does it always have to be snakes!  At this point its time to discus the most devilish part of Lustria: Jungle Poison.  Each time a monster with jungle poison simply hits anyone they gain a jungle poison counter.  At the start of each turn for each jungle poison counter you lose 1D3 wounds with no modifiers.  This can be a real pain throughout most of the setting.  Of coarse snakes have it.


As we whittle down the snakes the knight gets bored with choping of snakes and under the influence of that sweet sweet snake venom decides to open up the tomb...


As one would expect, any time a tomb is opened up in the Warhammer world the undead have to pop out and try to murder you!  During the battle the ranger does go down to jungle poison but we do mange to get the better of these rattling bones.


For our troubles we gain the Ring of the North for +1 movement and willpower.  Though the knight has earned it this time he hands it to the elf ranger just to offset his magical fat abilities and maintain a movement of 4.


The next room is a simple t junction leading to the final card of this wing which just happens to be the Palanquin chamber!  Oddly it is infested with pygmies which just love to fire their blowpipes full of jungle poison into our warriors.



Our murder hobos, true to their nature, waste no time in dispatching the little guys and completing the main objective.  For our treasure we roll up a treasure map and begin to find our way towards its glittery spot marked with an X.


Walking back along the familiar path we realize the secret door the treasure map was pointing too was the conspicuously non door clad T-junction!



Not only is the treasure guarded bya rather nasty Fimir but after a choking gas trap some stinky skinkies join in.  They form a nice neat firing line of, you guessed it, jungle poison!


Since the knight really wanted the solo XP (well honor really), we all sat around for several turns as he went toe to toe with it.  Oh yeah and we took care of those backline skinks with some lightning zaps and a bit of stabby stabs!

In the hidden treasure cache we find an enchanted shield (which grants a ward save but explodes eventually!), The amulet of the west (to go along with our ring of the north!), the Rune of destruction to bind to a weapon and and obsidian axe.  This smattering of treasure is a nice start to our collection.


You might have noticed that we haven't had a ton of unexpected events.  This version of WHQ uses a seperate die for the event die that ranges from a D20 at BL1 down to a D6 at the later levels.  This gives the earlier levels a bit of a break but once in a while you still get hit with an ambush or two.

This time a group of savage orcs and forest goblins have decided to ambush us.  As per usual orc special tactics they have decided to attack while we have the high ground...


This works about as well as you might think and we hack through the orcs quickly.  Due to our obvious superiority we decide not to explore the rest of the dungeon and head back before another employer ends up dead with a debt to us!

Heading back to the settlement we grab our paycheck and restock as much as we can.  At this point we really need to save up to get to level two at which point the imperial guild of actual names will grant us real names and possibly new pants.

Meanwhile the Ranger gets into a tif with an assassin who nearly murders him but he escapes death for the day.  The knight decides to go for a skinny dip in the ocean and leans a valuable lesson about swiming with sharks and sudden painful bites.

Our intrepid warriors next hear of a  nearby village that is plagued by Chaos Dwarf slaver raids.  Without asking how the chaos dwarves crossed the big blue wet thing, they immediately see cash rewards and decided to 'help out'.  Next time we get to crack open the Chaos Dwarf expansion for the first time!

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