Tuesday, April 9, 2019

Welcome Back!

Well here we are.  Several years later.  Its Warhammer Quest time again!  The group is back together and of coarse we had to start a new campaign.  The last group met their end deep below however I've long since lost the pictures and notes. 

Just as before we are playing a VERY involved and customized version of the game that you can find on the google docs link right here!

 We've decided to start out in Lustria and what better way to start out a campaign than getting captured!  That's right we were just assisting an archeologist in search treasures and during the night a raid on the camp ends in our warriors being captured and locked up with nothing but the armor on our back and a few bones as weapons!

Our new group consists of a Bretonian Knight, Elf Ranger (we are working on a new homebrew might get a new name as well), Barbarian and a High Elf mage.  Obviously no one trusts the elves and most likely they will be stabing the humans in the back at some point just out of elfy nature. As per tradition there shall be no names until BL2 as no one wants to get too attached to these meat shields.

Now first order of business is to make a little shopping list in the dungeon.  On the top of that list is Break out through shear force of Initiative tests!


It should be noted that we are playing with several optional rules,  most notably Dark Secrets, Permanent injuries (each time you drop to zero wounds there is a 1 in 6 chance of an injury) and Room Features.  We have also added in the traps mini expansion so some deviously evil rooms will appear throughout the adventures.


After the Ranger picks the lock (presumably with long and evil elfy fingers) we are greated with a long and empty corridor.  Checking the list the next thing to do is rescue our archaeologist friend as we suspect that upon being sacrificed to some jungle god he will no longer be able to pay us...



After the overly long and compensating corridor we come to a fork in the road and take our chances on the right path.  We spy a trap door in the middle of the dungeon room.  We are playing with a few optional rules one of which adds dungeon features to rooms.  What could possibly be in the room and more so the trap door!


Awe rats... Literally!  Steping into the room we are assaulted by a few skaven clanrats and giant rats.



During the first turn we easily carve a path to the much coveted trap door.  The barbarian, without hesitation, throws open the door to reveal what can only be treasure, wealth and...


Regret, or more accurately a roll of BL2 monsters resulting in 10 savage orcs! I do apologize as the unpainted masses tend to appear a few times during our first session.  I will en-devour to remedy this as we go...



Through the efforts of intense meat shielding and Lightning spells the party clears away the skaven and begins smacking around the orcs.  Unfortunately with the skaven cleared away the giant rats rush the front line and drop the knight and barbarian to zero wounds.  Thankfully the mage clutch heals using his special burst power ability (ie roll a 3+ to cast his easy heal spell button!).




Eventually we clear out the rats and focus our zap and bone smakin (remember we don't have real weapons just yet!) on the irritatingly tatoo protected orcs!


Eventually the event die rolled it's inevetable '1' and we get a combat event.  Sure enough the bumbling Orcs realized that they have magic weapons and pull out Demonic Screaming Warhammers as they now cause terror!  Eventually we whittle the green meanies down and continue on our journey.



The good news is those orcs were worth some sweet early money.  Our ranger even got some warpstone throwing daggers and the barbarian a potion of pain (ok not so pleasant sounding but it might taste good).


Unfortunately our mage betrays the party again and rolls a 1 on the event die.  Turns out those orcs we just killed, have reanimated and are now angry, stinky and undead vengeance filled green monsters!


We quickly move to the door to form a choke point and the mage continues zapping while the barbarian and knight hack and or slash all over the place.  It isn't long until the orcs are put down again and we can continue our dungeon based shopping list.



Peering into the next chamber we find the bone pit with a hint of outside light streaming from the pit itself.  Normally this would be great but our shopping list isn't completed and we really want to get paid so its time to do a 180 and find our gear and employer.


Backtracking through the dungeon we end up finding the Spider Lair and nasty room that constantly ends up webbing any warriors that end up moving through the room.  Thankfully there aren't any monsters and instead the barbarian decided to investigate a dead amazon in the corner.  This turns out to be a tasteful spear trap that causes a little damage but all in all nothing we need to fear.


Warhammer quest is a fairly random game.  We take a peak into the next room and find a sacrificial crocodile pit complete with a decorative fireplace.


Oh and upon leaping 'heroically' into the room (except the ranger who is still struggling with the webs in the last room) we find our employer and a handful of skinks with javelins!  Normally this would be super annoying but the mage simply yawns a lightning arc and zaps the whole group saving our archeologist.  He promises that he can pay us when we get back to the settlement and we even find our starting weapons in the room!

We procure a set of Brittle Bone Armor from the skinks which is great armor that will probably explode on us at some point.


It was a long and rather uneventful trip back to the bone pit (which angers the camera auto focus gods to no end).  In hopes of rescuing the fine yet rustic cupboard we prance into the bone pit only to encounter more unpainted masses, Dark Elf executioners! 



These guys come equipped with a bit of armor and hit fairly well.  During the fight both the mage and Ranger go down (honestly not a loss since they are only elves but we might have uses for them later). We still have healing potions and once restored the mage is able to clutch heal a few times to keep the party going.

The battle finishes shortly after and the knight loots 1500 gold from the cupboard (make sure if you have an evil lair to lock up your valuables or knights will steal them).  We even gain the Dagger of Sotek before making our escape to the (terrifying) jungles.

Durring our trip we are ambushed by lizardmen and both the Elf Ranger and our Archaeologist friend are murdered and drug off into the jungle.  On the plus side we instantly encounter the ranger's brother; Elf Ranger II, but on the negative side our employer is just as dead as our payday...

Upon making our way to the settlement we stock up on supplies and ask around about new employment (quest) opportunities.  The knight ends up fighting a duel and winning through legal murder.  The (new) ranger decides to go swimming with sharks and some shark tooth souvenirs.  Latter the ranger decides to get into a fight with pirates, gets WRECKED and is now at -1 toughness for the next adventure.

Most importantly (ie ominously) while our knightly friend is taking a stroll along the docks a murky dwarven prospector emerges from the sea and insists on handing him the key to the portcullis before slowly slinky back to his native seaward home.

Tune in next time to see if the key comes into use or if we simply die before fulfilling our destiny of opening the might PORTCULLIS!

2 comments:

  1. Really enjoyed that, had a good couple of laughs too, Godspeed elf ranger II. Can't wait for episode two!

    ReplyDelete