Sunday, January 29, 2023

Sewer Level!

 When we last left our intrepid heroes they had saved the town from a bunch of green skinned squaters (oof that doesn't sound heroic!) and the dwarf was crippled by a whoping -3 permanent toughness penalty from plague bearers!

As a house rule no warriors are to be named before BL2 to avoid getting attached.  As such, the dwarf is being retired and replaced by a shiny new dwarf!  Be not confused as to why this new dwarf looks the same, likely they are twins and this is some kind of parent trap situation I'm sure of it.


As always the rules we use can be found right here.



Everyone restocked in town, did a little gambling and bought as many healing potions and gear as we could with out surprising amount of gold gained (over 500 per warrior from a starting quest!).  We did encounter a slight issue with the swashbuckler having to knock out a random barbarian in the tavern.

We did flub the rules a little after having started on an old world starting quest we decided to relocate the town to Norsca to try out the new expansion.  As such buying a few fur boots and ice spike shoes were essential to avoid some frostbite and stay standing in the ice caverns.

This would all be pointless as our first quest was in the sewers below town: Forgotten Temple, Quest 1:



Per normal operations the skaven have been building war machines beneath the city streets and are readying for a surface invasion.  The city watch know of this and are readying to wipe them out right away.  The engineers guild however have asked the warriors to steal the bluepritns for the skaven warmachiens first before the watch enact their scorched earth policy!

Like a good child my son rolls for the number of turns we get before the watch begin 'helping' (2D6+4.  He gets a roll of 4 leading to only having 8 turns to get in, steal the bluepritns and get out!  If the city watch catch us down here they will consider us traitors and should we slay them we'll only be proving their point.


The good news is we roll up a War Party side quest for the smugglers den meaning that there are 3 extra cards added on to this room with the guard room containing explosives.  In theory we should get these explosives to blow up the boat and stop enemy reinforcements from coming whenever the event die rolls a '1'.  However the shaman has the bright idea of leaving it be meaning when the watch come down on us there's a 50/50 chance they have to clear out that passage first buying us some time!




We find the leaky room next and promptly roll up an unlucky double encounter.  Since everything in this dungeon is skaven you'll be seeing a lot of rats down here.  This time we get a few clan rats, some giant rats and worst of all nine stormvermin!

The biggest change made to the dwarf for this version is the inclusion of his taunt ability which allows all adjacent enemies to not only be forced to target him but have a 4+ chance to be mad and suffer a -1 penalty to hit.  This would prove invaluable through this dungeon yet again.




The shaman started of summoning a wolf and a few clanrats and giant rats went down (several jumping right into the wolve's open mouth with deathleap!).  However combat would soon grind to a standstill when the stormvermin stepped in!



With only four turns remaining until the city watch comes down to 'solve' everything the dwarf finally manages to get a lucky set of deathblows and cleave a swath through the stormvermin!  The amount of bad to hit rolls that this party gets during this session is unbelievable and stalled us out in every combat!



Two turns later despite holding out for some time while taunting nearly all the stormvermin, the dwarf goes down!  Unlike his predicessor though there's not plague effects so he is quickly healed before being brought low again then ext turn.

We call this dwarf jumping jacks!



So most of the way through our very first combat the city watch barge into the sewers!  There are 7 BL2 barbarians.  Our two saving graces are the extra passage way formed by the Smuggler Side Quest and the fact that the leaky room locks both it's doors as soon as the monsters spawn!  Now the watch will have to explore the three rooms on the other side of the docks before they can come say hi to a few adventurers who really shouldn't be medling in this affair.



While we continue to fail at taking out the last stormverming the city watch break down the door to the guard room and immediately encounter a Wolf rat that charges in being a moderate threat even to a party of 7!



As the Wolf rat sat outside attacking the watchmen piece meal it manages to take one down.  At the same time we finish off the stormvermin and move deeper into the dungeon.  Keep in mind at this point the only exit is the spiral staircase so we are soon to be locked into a battle to the death with the watch should an escape route not be found (this would brand us as enemies of the town for sure!).

After clearing the leaky room it unlocks and we gain a Goblin poker (reach 2, double damage against goblins) and  an ornate rusted armor (+3 armor but -1 movement)  We consider the armor but advised against it favoring speed instead.



Good news then because the next card was the Spiral Staircase which per the adventure rules causes us to draw the next card and attach the stairs to it as an extra room.  




The watch continued to hack the wolf rat down to 9 wounds now almost as an artificial clock.



So running into the temple means attacking the majority of the skaven invasion force.  Which in this case are 5 clan rats, 10 giant rats, 10 skaven slaves and all lead by one assassin!

Nothing in this room is all that concerning except the assassin (note its not a gutter runner but a full on assassin!).  This guy does 2d6 damage, has two attacks and with his assassinate ability can ignore both armor and sometimes toughness!



This may be a bad sign though as we go back to the watch who have defeated the wolf rat.  Though it did eat two of them they are still a formidible force, hopefully something in the next room will slow them down.  The ral hope is that monsters do away with them leaving us free to complete our mission.



We take out a few of the riff-rats but it isn't long until the dwarf is brought to zero wounds from the weeping blades suffering -1 Strength permanently! Only a turn later the summoned wolf is eliminated as well.  This battle caught us chugging healing potions left and or right to stay alive!

Meanwhile the City watch proceed through the Slime Channel to find some old bones.  Much like the armor stand in the guard room they decide to just leave it be and continue on their raiding way!


In an attempt to cause some damage the Shaman turns into his Were-Wolf form while we continue to try to survive the assassin's onslaught.  Every so often we get lucky and hit the dodgey thing causing minor damage while also clearing the giant rats and slaves.  I wasn't kidding when I said our luck was HORRIBLE this whole dungeon when rolling to hit!



The city watch finally make it to the end of the passage and encounter a few giant rats, so much for hoping the dungeon would take care of them!  Over a few turns they destroy the rats (or the rats jump on their flails with deathleap either way works).



Finally the shaman strikes the final blow on the assassin and calls forth another wolf.  Now we can just mop up the enemies and get out of here!




Though our rat friends managed to wound the city watch there was no way they would stop them at this point.  After clearing out the enemies in the temple it was clear that we should cut our losses (ie tons of healing potions!) and flee.


But not before we do a few more jumping jacks!  The dwarf and outlaw both go down due to our supplies being low and healing spells just not cutting it against the overwhelmingly bad to hit rolls.

Everyone survived and we did get lucky on the treasures from this encounter since everyone received a dungeon room treasure!  By the end just about everyone got a new present!

The outlaw picked up the Muck Dweller sword which grants him +2 strength and if he's in water or slime +2 to hit! as well as gaining from another warrior Verminous Furs granting +1 Toughness but all skaven gain the hatred rule against him.

The Dwarf Gained the Blood Drinker Sword which whenever it causes damaged deals -1 permanent strength to a montser and can even heal back his lost strength!

The shaman gained an elven dager granting +1 attack as well as regaining his stolen cloak (apparently the Assassin had it!) that was stolen during the end of the last adventure. perhaps the Verminous fur's the Outlaw took were an act of revenge?

With out tails firmly between our legs we get out of there leaving the city watch to wonder who cleared out the skaven in those two rooms?








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