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!
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