Saturday, April 15, 2023

Lair of the Bear Pt 1

 After a rough start in level 1 everyone has made it to BL 2 and gained new armaments to really start their adventuring career.  Now that they are real warriors they even get names!


The aptly named Tank, the Brewmaster is our stalwart pincushionn soaking up wound after wound for our squishy party!


Bardook the Feminine, the not yet legendary swashbuckler with a legendary mustachio, carries a handcannon that at this point can one shot anything we encounter!


Slim Sickley the Outlaw jewel thief really isn't an innocent man nor is he good at rolling initial wounds.  


Finally Nethtul the Kislev Shaman has seen a slight makeover as his model changed during our adventures!  He specializes in his were forms but can sling a good spell or two as well!

As per always our set of rules can be found here.

After our training and shopping spree it comes to light that the settlement is under attack by a very peculiar group of marauders who seem to undertake aspects of bears as they trash the town.  Without a real promise of profit we normally wouldn't get involved with city disputes but when everything gets set on fire its hard to get a good nights sleep...

This is  the BL2 Epic quest which means it will be a long one (3 parts!) and usually contains custom monsters to encounter or even well known persona from the warhammer world.  During the city raid the whole map will be revealed from the beginning with the corridors representing the streets and the rooms representing the buildings.  no lantern rules apply here but the monsters and city watch will be spread out all over the board so heres the handy dandy map:



The warriors start at the entrance waking up to the growls of marauders and the burning of the city!


each of the numbered rooms will have either a raider encounter on a 1-4 or city watch on a 5-6.  We rolled very well gaining an equal number of city watch to raiders ratio.  room 6 had city watch.


as did room 1, each city watch is a lvl 1 barbarian NPC and will be allied with the warriors.


Room 3 contained our first raider token.  This moves 1D3+1 spaces each turn towards the nearest warrior or city watch.  As soon as they are in line of sight it will spawn monsters!




Room 5 contained both city watch and a prisoner tied to a stake.  Let that sink in...



The nearby snowy courtyard had a strange bookshelf left out in the cold, perhaps its a public library on the honor system?



Room 4 contained raiders and In addition an arcane altar rests ominously within this room.




Finally room 3 contains raiders and completely useless candelabras (they just provide a light source). 


Everyone is on the board and ready to defend the settlement!


We charge into the fray to take the main courtyard revealing 6 chaos cultists.  The main threat of these monsters is their ability to cast magic that (often to their own deaths) summon in daemons.


We easily overtake the cultists however and smash our way through the first line of offence.




Bordook swashbuckles  120 gold from the snow clogged shelves while the rest of us clean their weapons.


in the southern end of the streets the city watch reveal a raider token resulting in 6 bearmen of urslo!  (sorry about the proxy models there are better models painted up for next time!).  These guys just start out as beefy marauders but gain new abilities each power phase and can become very dangerous gaining a bonus based on the power die roll:

Bearmen of Urslo (Type: Chaos, Bearmen)


Wounds

M

WS

BS

S

T

Arm

I

At

Dam

Gold

Bearmen of Urslo

10

4

4

4+

4

3/3/4

0

4

1

1D6

350


Special Rules (Bearmen of Urslo) - 

Ignore Pain(1); Favor of the Bear;


Favor of the Bear


The bearmen are often marked or mutated with aspects of their patron deity emerging during battle, growing claws or dense fur and enormous jaws and teeth!  During the power phase consult the following chart to see what effect the power roll has this turn on the bearmen (note these rolls stack on subsequent turns)



Power Roll

Effect

1

Bestial Speed: Gains Never pinned and +1 Movement

2

Crushing Blow(5+)

3

Strength of the Bear: +1 Strength

4

Thick Fur: +1 Toughness

5

Bestial Fury: +1 Attacks

6

Massive Claws: +1D6 Damage




The shaman ggets his grubby paws on the Arcane altar in search of spells and actually gets lucky gaining the wings of power spell permanently!


While he studies a battle rages in the southern streets with the bearment fighting the city watch.  


The rest of our merry band decide to jump into this fray as well though we aren't able to take these beef cakes out nearly as fast as the cultists!



Slowly but surely we grind through the bearmen and even manage to keep the watch alive in the process!


In the north however the guards clash with 3 bearmen and a chaos chossen!  The less than righteous chaos champion makes short work of one of the city watch.


It's rather obvious that the watch will struggle with this group though they do take out a bearmen.  The good news is that it is unlikely that a band with a known pirate and a jewel thief would be paying taxes so really what business is this of ours?



Meanwhile we roll a '1' on the event die causing a raider token to appear at the entrance, could be trouble but could be sacks of gold attached to monsters!


rather amazingly as the city watch numbers dwindle in the north they manage to fell the chaos chossen!




Speaking of chaos chossen we reveal another one at the entrance.  Our swashbuckler lets ouf their battlecry (YAR) and blows his head clean off with one shot proving chaos chose wrong.


Being a jolly ol drunk Tank draws his Dolorous blade and assists the city watch with their were bear worshipers problem.



The rest of the party follows suit and the bearmen are quickly put down saving the settlement and granting us the title of big ol heroes!


For our t roubles the city breaks open the vault of objective room treasures giving us:


Thigmals Polish Plate (+2 armor, +2 Toughnes and ignore pain1).  This super lucky roll goes right to our brewmaster!

The bow of obliteration - not a bad bow but we have no arrows, this goes to our outlaw.

Life stone of Ashraz - heals D3 wounds per turn

Brooch of Power - stores 8 power for our shaman


Next time we pursue the bearmen back to their encampment for further profit!


Monday, April 3, 2023

Paymaster's Payback Pt 2

 After tricking a living statue into falling down a pit our intrepid warriors continue on in hopes of a big pay day!




A simple T-Junction leads out from the snowy field with only one icy room behind it.



In spite of allegedly being able to read we had forgotten that the only monster's we were supposed to not encounter would be ogres per the adventure rules, oops!  This must just be  the mastermind behind the fall of the paymaster's lair, that's it for sure!  The Room contained an ogre bull and his gnoblar friends.


The outlaw heroically leapt into the fray hoping to cleave through the gnoblar's however he only manages to hit one and stand there like a fool.


This results in learning a lesson about the gang up rules and just how much they hurt!  Don't worry he got better...


It takes a few turns to whittle down the ogre and even the brewmaster goes to zero wounds at one point but eventually the task is done and our first ogre is taken out of the picture!  For our troubles we gain a Blood Chalice which can be used as a power source however for each point of power taken from the chalice the spellcaster loses one permanent wound until the end of the adventure.

After much debate it was later decided to sell the accursed artefact.


Heading back to the snowy fields door number two contained another T-Junction with just one room leading off of it.


This dead end just happened to have yet more evil artwork in the form of a Darkness Statue.  We quickly decided not to mess with that room however...


The dungeon was happy to mess with us as we rolled an unexpected event watching four nurglings sneak up behind us as we ponder the paymaster's art collection.  Being armed with magical weapons we made short work of the tiny sacks of poo

As a reward we find 10 Throwing Daggers of the Eagle, a Tzeentchian item that for each dagger that hits a monster takes damage in the power phase equal to the power roll with no modifiers.  A perfect collection of daggers for the Outlaw to use later.




With no other options remaining we were left to cross the frozen river in search of the objective room and an exit.


The outlaw still had his luck point so after handing one end of the rope to the dwarf and tethering the other to himself he made the leap to the first ice block easily while the Shaman created more floating platforms to easily make it across.  On the other side the rope was tied to make a makeshift bridge line and make it easy for the rest of the party to get across.

We now had no rope however so any pitfalls would be instant death!


Opening the next door we encountered a perfect Easter surprise as a rolling boulder trap was released with everyone on a precarious icy ledge lined up for a perfect strike!


Only the swashbuckler managed to somehow dodge the boulder with everyone else taking damage.  At this point we begin to ponder why the paymaster never bothered to warn us about the plethora of traps that he had left in his lair to maim, crush and smash our poor party.  

The giant egg smashed into the far wall revealing another room but we soldier on laser focused on our real goal, the paymaster's chest!



Beyond the boulder trap we find the objective room!  It's time to pray to the dice gods of old that our streak of terrible luck is finally over.


We roll three rolls of equal level monsters (not at all that bad!) first up is a wolf.  Being cavalry it has to start out of line of sight which just so happens to force it to make a leap over the river.  The poor dogo promptly fails this roll and falls right in (falling monsters really is the theme of this dungeon)


This left us to deal with 3 beastmen, 6 ungor and 6 harpies!  The ungor with their skirmish rules still setup in close combat with a few out of range to use bows for now, they will also have the threat of reinforcing bringing their numbers back unless we can quickly dispatch them.

The harpies are yet another layer of danger as they have the harass rule meaning they will stay two squares away and attack with their reach 2 ability, quite annoying!


The brewmaster downs some of his best ale and powers up like a drunken Popeye, deathblowing his way through the ungor with his goblin poker spear.  The harpies aren't the only ones with a reach weapon!


As the outlaw continues to fail to hit and finish off a beastman at one wound the harpies attack back downing all but the kislevite who is left to heal the party!  Needless to say we are running low on healing potions at this point.



The theme of missing attacks breaks after a few rounds but the jumping jacks of going to zero wounds does not!   We ask only for a chance to hit and smite our most hated foes who poke and jab us to the death!

The brewmaster again responds smacking the harpies out of the sky along with a shot from the swashbuckler!


With only one beastmen left we quickly acquire the paymaster's chest after a long hard fought battle.  It is time to finally find a way out of this Gygaxian nightmare of a dungeon.




Sure enough the next room is the chamber of mists which leads to the final card, the spiral staircase (our only exit!).


again a horrible piece of evil artwork has been left here but we have no choice, we must test the merit of it's artistic worth!


Nine ghouls leap from the shadows to convince us that the wizardly statue is beyond our understanding both aesthetically and artistically.  It doesn't take long for us to tell them how uninterested we are in purchasing their statue and we finally clear a path to the exit!


On the way back home we encounter another blizzard and a sacred grove for the Kislev Shaman to train up to level 2!

Back at the city we cash in our paychest by giving it back and taking the objective room treasures.  The outlaw gets the Etherion quiver, not having a bow he sells this.  The Swashbuckler gets a Daemon Frost Bite Revolver which deals chill damage, lowers enemy movement and drops their to hit value by one for each hit!

The Brewmaster scores the Dolorous Blade of Bretonnia somehow boosting his killing power by a metric ton!  Finally t he Kislev Shaman finds a Brooch of power to store some excess power.  Overall a very big pay day indeed.

Everyone levels up now gaining new skills and stats (soon we will even name them so we can get attached when they die).  The Outlaw is quickly challenged to a dual and skips town, the Shaman finds  an epic quest (more on that next time) and gets swindled in the tavern and we stock up on a few supplies (including new rope!).

Join us next time as we take on a very special tribe of marauders.