Warhammer Quest: Death Below Karak Azgal

Oversoul

The Tentacled One
Round 4
-The power phase is 2 for this turn.
-Kelgar fails to bless anything.
-Dorgath throws another firebomb as he closes in on the mummy, careful to keep the party out of the blast radius. The mummy takes 5 damage from the flames.
-Carrow becomes afraid of mummies. His attacks against them are at -1 to hit.
-Carrow tries to stab the mummy, but the undead monster knocks the sword away.
-The mummy lunges at Throg, but fails to catch him.
-The mummy brings its fists down at Throg, but overreaches.
-Throg attempts to counter the mummy's attack, but can't get his axe ready to swing with the brute bearing down on him.
-Throg kicks the mummy in the chest (2 damage).
-Kelgar's Ring of Command increases the strength of his attack.
-Kelgar knocks most of the mummy's skull away with a blow from his hammer (7 damage). The mummy collapses to the ground, but is somehow still moving.
-Dorgath dispatches the mummy with his great axe.
-Kelgar's Ring of Jade restores 4 Wounds for Throg and 4 Wounds for himself! Praise Sigmar.
-Kelgar collects 120 gold for his healing efforts (lump sum for whole battle because I was lazy).
-Throg (14/19 Wounds) collects 173 gold.
-Dorgath (15/15 Wounds) collects 372 gold.
-Kelgar (14/14 Wounds) collects 212 gold.
-Carrow (12/14 Wounds) collects 173 gold.
 

Mooseman

Isengar Tussle
"What the hell were, they, what the hell?"
"I don't think I want to be here anymore...... can we leave?"
 

Spiderman

Administrator
Staff member
"By Grimnir's Beard! What is this foul undead doing in dwarven halls?! Aye elf, we should probably return to the surface to report on our progress and replenish our supplies."

Dorgath will do what he started to do earlier when we entered the room - search the urns and whatnot for treasure, see if the sarcophogus has any markings on who the inhabitant might have been, and then proceed to search the room for traps and secret doors.
 

Oversoul

The Tentacled One
Throg inspects the mummy. The only thing salvageable seems to be a talisman around the mummy's neck.

Dorgath checks the sarcophagus. It is very old and looks rather sinister, with what seem to be markings related to the Tomb Kings of Nehekhara (which is nowhere near here). Although Dorgath's statement about "dwarven halls" is at least nominally correct (Karak Azgal is a dwarven ruin), it seems that this particular dungeon is different. Perhaps it is older than the rest of Karak Azgal...

Carrow finds a strange sword lodged in the flagstones. Kelgar examines it, eventually prying it free.

"This was some sort of enchantment to keep the dead from rising. Removing the sword would have caused the mummy to break out of the sarcophagus. And apparently attacking the skeletons while they lay dormant had the same effect, so I suppose it doesn't matter now. Well, at least would have had a sword that is especially effective against undead, which we do now."

Kelgar glares at Throg.

"Sometimes I wonder if you aren't trying to get us killed, chaos warrior. Anyone want the sword?"
 

turgy22

Nothing Special
"A dormant foe is still a foe. Better to destroy them where they lie rather than allow them to choose the time of battle. What I cannot explain is how the skeletons knew I was going to crush them before I laid a single blow."

Throg will take the talisman and examine it.
 

Oversoul

The Tentacled One
Carrow takes the sword...

Blade of Couronne: Each undead monster adjacent to the wielder loses 1 Wound at the end of each turn, which does not regenerate.

Throg identifies the talisman...

Lucky Talisman: Once per adventure, this can be used to make a single attack automatically hit.

Clarification: Throg did land multiple blows on what were either old bones or actual undead monsters that just never woke up. Only six skeletons rose and attacked, none of which had been deliberately disturbed beforehand. There are a few more intact skeletons and several fragmentary ones. Throg can get back to smashing them if he wants.

Note: I don't know how I managed to wait until now to bring this up, but Throg wouldn't actually be able to activate the Lucky Talisman, although he can easily carry it around. There's a rule for the Chaos Warrior character that he isn't supposed to be able to use any magic treasure (excepting potions), presumably to balance the fact that he gets chaos artefacts, which no one else can use. I didn't include that paragraph in the brief description of the Chaos Warrior I posted way back, so there's basically no way Turgy would even have known about it. I actually did remember it, but didn't enforce it initially because the Hellfire Sword is hilarious. Also, since the Hellfire Sword's spell is triggered by the to-hit roll, it's not technically even "using" a magic item. It's more like swinging a sword and having it sometimes incinerate everything all on its own. However, I later lapsed and let Throg wear the Amulet of Charadris, which hasn't actually done anything so far anyway (that I can recall, since the party hasn't faced a lot of regenerating undead), as well as wield a Sword of Defiance, which is also a bit of a grey area, as the sword's enchantment isn't really being "used" by the warrior (he just holds it and the sword creates a protective aura on its own). So what I'm going to do now is modify this rule...

At Level 1, the Chaos Warrior can use any magic items that the Barbarian can use. As the influence of Chaos within him continues to grow when he gains levels, the Chaos Warrior becomes more restricted in his use of magical items that are not blessed by Chaos.
 

Spiderman

Administrator
Staff member
I didn't know we were in a "different/older" dungeon than when we descended from Karak Azgal part. Is there a place where I could have identified where the dwarven workmanship ended and this began, or would I have had to consciously been looking for differences?

Before Throg smashes the rest of the skeletons, Dorgath will try to identify their races, if able. After that, he'll search the sarcophogas for any traps and if he doesn't find any, search it for loot.

"Hey, I could always use some Luck." Dorgath will take the Lucky Talisman if no one else objects.
 

Oversoul

The Tentacled One
I didn't know we were in a "different/older" dungeon than when we descended from Karak Azgal part. Is there a place where I could have identified where the dwarven workmanship ended and this began, or would I have had to consciously been looking for differences?
The only big difference between this level and the level above it is that this one noticeably displays signs of factions that the local dwarves would consider enemies. Earlier, Throg noted that the large, magically locked door had symbols used by chaos sorcerers (bad guys) and would lead to another level of the dungeon if anyone managed to open it. And this sarcophagus, if it is an original part of the dungeon, was placed here by servants of the tomb kings (bad guys). But the level above this one, Skabnoze's Lair, also lacked any obvious signs of dwarven heritage, despite being physically surrounded by dwarven ruins. It is still possible that these levels were originally built by dwarves (the stonework looks the same), like the rest of Karak Azgal, but if so, they've been isolated and occupied by hostile forces for a long, long time. Also, all of the warriors, including Dorgath, would realize that there is something strange about the apparent presence of chaos forces here. Karak Azgal was overtaken by orcs and goblins, not by chaos forces or tomb kings...

Before Throg smashes the rest of the skeletons, Dorgath will try to identify their races, if able. After that, he'll search the sarcophogas for any traps and if he doesn't find any, search it for loot.
The skeletons all seem to have been human. The sarcophagus is now empty.

While the others are examining the room, Kelgar heals Throg and Carrow. The entire party is now fully healed.
 

Spiderman

Administrator
Staff member
"Wait".... Dorgath does a last check of the rest of the room, searching for loot, traps, and secret doors.
 

Oversoul

The Tentacled One
Because it's been a while, I thought that it would be a good idea to post the full map of the deep so far. The party are currently in the westernmost room. Secret doors that have been discovered are marked as such and non-secret doors that have yet to be opened have red borders. All other doors are grey. The northernmost unopened door (the one in the pit) is magically locked. The easternmost secret door was locked, but the key to it was obtained earlier. No other doors have been found to be locked so far. The bluish-colored room is the sand trap, which is now inaccessible (on account of sand). This leaves four potentially explorable pathways: directly north through the door in the mummy's lair, back into the adjacent corridor and then north through the door at the end of that corridor, back into the corridor, then south through the door at the far end of the corridor, and finally all the way back through the dungeon to the chaos gateway (assuming that a method for opening it can be found).

hallsofthedead07.png

Dorgath's search doesn't reveal anything new in the room.
 

Oversoul

The Tentacled One
The brief trek to the northern end of the corridor is uneventful. The party is positioned by the door (Carrow and Kelgar standing behind Dorgath and Throg, as usual).
 
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