Warhammer Quest: Death Below Karak Azgal

Oversoul

The Tentacled One
Round 4
-The Power Phase is 1 for this turn. No Unexpected Events during boss fights.
-Dorgath's Lifestone of Ashraz restores 1 of his Wounds.
-Carrow shoots Chaos Warrior #2 in the chest (2 damage).
-Chaos Warrior #1's sword bounces off Throg's helmet, but doesn't actually hurt him.
-Chaos Warrior #1 hefts another blow that is deflected by Throg's armor and the aura from the Sword of Defiance.
-Chaos Warrior #2 chops at Throg's ribs, but his armor and aura protect him.
-Chaos Warrior #2 chops at Throg's ribs, but his armor and aura protect him.
-Chaos Warrior #3 slices at Dorgath, aiming too high.
-Chaos Warrior #3 swings at Dorgath. The dwarf's armor absorbs the damage.
-Chaos Warrior #4 stabs Kelgar (11/14).
-Chaos Warrior #4 hacks into Kelgar's torso (9/14).
-Weakening from his wounds, Throg loses his concentration and collides with Chaos Warrior #2. He loses his attacks for the turn.
-Kelgar attempts to break away and assist Throg, but is pinned in place by Chaos Warrior #4.
-Kelgar blesses himself with Vanquish. Kelgar gains an extra attack this turn.
-Kelgar swings his hammer into Chaos Warrior #3's chest. Chaos Warrior #3's armor absorbs the force of the attack.
-Kelgar swings for Chaos Warrior #4's head. Chaos Warrior #4 sidesteps.
-Dorgath attempts to hit Chaos Warrior #2 with his axe. Chaos Warrior #2 raises his sword and blocks the attack.
-Dorgath attempts to kick Chaos Warrior #2, but overbalances.
-Kelgar's Ring of Jade works in reverse, depleting 2 of his Wounds.
 

Spiderman

Administrator
Staff member
"You sure, elf?" Dorgath shifts his attacks to #3.

Can I get an updated list of my stuff? I forgot what I have
 

Oversoul

The Tentacled One
Dorgath opens his inventory...

Name: Dorgath Rockhammer
Wounds: 13/15 (at the end of the 5th round of this combat)
Move: 4
Weapon Skill: 4
Ballistic Skill: 5+
Strength: 3
Toughness: 4(5)
Initiative: 2
Attacks: 1
Damage: 1D6 (+1)
Pinning: 5+
Luck: 0
Willpower: 4
Gold: 2,176

Items:

*Equipped - Great Axe of Smiting: On a natural to-hit roll of 5 or 6, the hit does an additional 1D6 damage. Cannot be sold.
-Rune of Smashing (DGR): Ignores 1 point of armor when determining damage. Note: the DGR tag is a reminder for me. This rune was inscribed by a dwarven runesmith in a dwarven guildmasters location. The dwarf is limited to 2 DGR runes per battle-level. So Dorgath currently has room for one more such rune and would have room for two more beyond that once he gains a level. This only applies to runes inscribed by the runesmiths available at any dwarven guildmasters. Runes found in dungeon loot or acquired through other means aren't counted in the total and might not even be noted in the inventory. For example, Dorgath already attached a magical Rune of Smiting to his axe. I didn't even list it as a rune, but just changed the name from "Great Axe" to "Great Axe of Smiting."

*Equipped - Chain Armour: +1 toughness. Worth 50 gold.

*Equipped - Boots of Battle: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Enchanted to fit the wearer perfectly. Worth 200 gold.

Rope: Breaks on a roll of 1 or 2. Worth 5 gold.

Dwarven Tankard: No dwarf would part with it. Cannot be sold.

*Equipped - Amulet of Vindication: Magic Resistance 6+. Worth 500 gold.

*Equipped - Talisman of Obsidian: Magic Drain 4+. Worth 500 gold.

*Equipped - Old Helmet: +1 Toughness against blows to the head. Worth 25 gold.

*Equipped - Lifestone of Ashraz: As long as the bearer is above 0 Wounds, this heals 1D3 Wounds at the beginning of each turn. Worth 1,500 gold.

*Equipped - Lucky Talisman: Once per adventure, can make an attack automatically hit. Worth 150 gold.

Skull Wand of Kaloth: Can be wielded as a sword. If a hit monster fails an initiative test at 7, the monster dies instantly. 6/6 charges. Worth 300 gold per charge.

Runestone of Destruction: Can be added to a metal weapon. Once per dungeon, wielder gains double attacks. Worth 400 gold.

Lock Tools: Can attempt to open a non-magical lock. Roll a D6. On a 4+ the lock opens. On a 2 or 3 the lock does not open. On a 1 the lock tools break. 2 sets of lock tools remaining.

Firebomb: Can be thrown and affects a 2x2 square area, dealing 1D6 damage to anything in the area with no modifiers for toughness or armor. 1 bomb remaining.

Flash powder: Can be detonated to distract enemies and make them lose attacks. 5 bags remaining.

Stonebread: If a dwarf does nothing else for the turn, except stay where he is and eat stonebread, he regains 1D6 Wounds. 13 loaves remaining.

Ungrun Grunnson's Warhammer: +1 damage per hit. +1D6 damage if to-hit roll is a natural 6. Worth 150 gold.

Incense of Araby: Worth 50 gold.

Nightmantle Shell Orb: Expended. Worth 0 gold.

Ingots of Iron: Three iron pieces worth 150 gold each. Two pieces worth 30 gold each.

Sword of Might: +1 Strength. Worth 150 gold.

Sword of Defiance: +3 toughness when wielded. Worth 600 gold.

Boots of Battle: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Enchanted to fit the wearer perfectly. Worth 200 gold.

Energy Jewel: One-use item with 1D6 power for casting spells. Worth 200 gold.

Tambourine: Worth more gold in larger settlements.

Special abilities:

Great axe attack: When using his axe, the Dwarf rolls an extra D6 for damage, discarding the lowest. If he rolls doubles, he may add the rolls together and use the total as his damage roll.

Round 5
-The Power Phase is 2 for this turn.
-Kelgar fails to bless anything.
-Dorgath's Lifestone of Ashraz fully restores his Wounds.
-Carrow misfires his bow. The arrow bounces harmlessly along the tiles.
-Chaos Warrior #1 swings at Throg. Throg sidesteps.
-Chaos Warrior #1 slashes Throg, but Throg's armor and aura reflect the blow.
-Chaos Warrior #2 hits Throg with what looks like a rather nasty thrust, but yet again, Throg's armor and Sword of Defiance protect him.
-Chaos Warrior #2 lands another strike. It bounces harmlessly off Throg's shoulder.
-Chaos Warrior #3 pierces Dorgath's chest (13/15).
-Chaos Warrior #3 lunges for Dorgath, but is fails to connect.
-Chaos Warrior #4 impales Kelgar through the chest (4/14).
-Chaos Warrior #4 attempts to chop Kelgar's head, but steps too close and collides with Kelgar instead.
-Throg thrusts at Chaos Warrior #3, but his foe expertly parries.
-Throg kicks, but Chaos Warrior #3 hops back, avoiding the attack.
-Throg snaps at Chaos Warrior #3, but still can't quite reach him.
-Dorgath tries to chop at Chaos Warrior #3, but Chaos Warrior #3 turns the attack aside.
-Dorgath kicks. Chaos Warrior #3 sidesteps.
-Kelgar tries to back away, but Chaos Warrior #4 still has him pinned.
-Kelgar swings wildly with his hammer, hitting only air.
-Kelgar's Ring of Jade fully restores his Wounds! Praise Sigmar.
-Kelgar collects 50 gold for his healing efforts.
 

Oversoul

The Tentacled One
Let's just open everyone's inventories...

Name: Throg G'Nflor
Wounds: 7/19
Move: 4
Weapon Skill: 4
Ballistic Skill: 5+
Strength: 3
Toughness: 3(5)(if Sword of Defiance is equipped, then 8)
Initiative: 3
Attacks: 1
Damage: 1D6
Pinning: 5+
Luck: 0
Willpower: 2
Gold: 3,418

Items:

*Currently embedded in wall of Chaos Temple - Axe of Mighty Striking (Chaos artefact): Once per adventure, this weapon will cause 8D6 damage. Toughness and armour may be deducted as normal. The Chaos Warrior must state he is going to make this special attack before he rolls to hit. If he misses, the attack is wasted. At other times the axe causes normal damage (1D6+3), though it does still count as being magical. Worth 0 gold (Chaos artefact).

*Equipped - Lantern: Light source. Worth 0 gold.

*Equipped - Bladed Boots: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Worth 200 gold.

*Equipped - Light Armour: +2 toughness. Worth 350 gold.

*Equipped - Warhelm: +2 toughness against blows to the head.

*Equipped - Amulet of Charadris: Undead monsters adjacent to the wearer regenerate at half their normal rate (rounded down). Worth 300 gold.

Chalice of Night (Chaos artefact): Roll a D6 at the start of each adventure. This is the number of Attacks that will hit automatically this adventure. The Chaos Warrior may choose which attacks hit automatically. Worth 0 gold (Chaos artefact). *3 use left for this adventure.

Dawnstone: Can be used to resurrect someone once. Worth 500 gold.

*Equipped - Sword of Defiance: +3 toughness when wielded. Worth 600 gold.

Healing Potion: Restores 1D6+2 Wounds.

Poison: Enough for six uses on weapons. Deals 1D6+2 Wounds.

Potion of Toughness: +1 Toughness for 1 turn (roll a D6, if 6, then the bonus applies for the rest of the adventure).

Berserker Sword: +1 to Berserk ability roll (Barbarian only). Worth 250 gold.

Lyre: Worth more gold in larger settlements.

Skabnoze's Book: Mostly illegible. Worth 0 gold.

Fireball Scoll: Magic-using characters only. Worth 20 gold.

Key to Secret door in Karak Azgal. Worth 0 gold.

Candle: Light source for 2D6 turns. Worth 0 gold.

Tinderbox. Worth 1 gold.

Potion of Pain: Ignores damage from a single blow that would otherwise be fatal and restores 2D6 Wounds. Worth 300 gold.

Special abilities:

Mark of Chaos: Emblazoned on the Chaos Warrior's flesh, it allows him to re-roll one outcome per adventure (it may be used outside adventures as well if it was not used in the previous adventure).

Poisonous Bite: Once per turn, the Chaos Warrior may make a special bite attack, in addition to his normal attacks. The bite attack is at -1 to hit, and causes 2 Wounds, with no modifiers.

Name: Kelgar
Wounds: 14/14
Move: 4
Weapon Skill: 2
Ballistic Skill: 5+
Strength: 3
Toughness: 3(4)
Initiative: 2
Attacks: 1
Damage: 1D6
Pinning: 4+
Luck: 0
Willpower: 3
Gold: 5,453

Items:

*Equipped - Warhammer: (1D6 + Strength damage, an additional 1D6 if to-hit roll is a natural 6). Worth 100 gold.

*Equipped - Ornate Breastplate: +1 toughness. Cannot be sold.

*Equipped - Ornate Helm: +1 toughness against blows to the head. Cannot be sold.

*Equipped - Holy Book of Sigmar: Used to cast blessings. Cannot be sold.

*Equipped - Ring of Jade: This ring is reputed to contain a fragment of the Grand Theogonst's Jade Griffon, and to hold the power of healing within it.

Whether this is true or not the magic of the ring seems to work. At the end of each turn, if the Priest is not on zero Wounds or dead, then the ring has a chance of healing him and any Warriors who are standing in adjacent squares.

The Priest should roll 3D6. If he scores a double, he may heal a number of Wounds equal to the total of the doubles rolled. So for example. if he scores a double 4, then he may heal 8 Wounds. If he rolls three numbers the same, it still counts as a double.

The Wounds are shared out between the Warrior Priest and any Warriors in adjacent squares to him as the Priest sees fit, with the limitation that all the points of healing from a single dice must be spent on a single Warrior. The Priest should nominate who he is going to heal before he rolls the dice. The Priest could take all the Wounds himself, give them all to another Warrior, or share them out between two Warriors, for instance. The Priest gets 5 gold for every Wound he heals on another Warrior (this is not deducted from the other Warrior's gold, but is a measure of the Priest's healing efforts).

If the Priest rolls a double 1, then the ring is drained for that turn and works in reverse to revitalise itself. Each Warrior nominated for healing suffers 2 Wounds, with no deductions at all. The Priest may use the Ring of Jade once per turn.

Cannot be sold.

*Equipped - Ring of Command: Currently +1 Strength if to-hit roll is 6. Bonus changes with level. Cannot be sold.

Invisibility Spell Scroll: One use. Worth 200 gold.

Lute: Worth more gold in larger settlements.

Special abilities:

Each turn, the Warrior Priest may attempt to cast one blessing on himself or another Warrior. He rolls 1D6 and adds this to the power phase roll for the turn. If this is equal to or higher than the power required for the blessing (which is 7 for all of the initial blessings in the Holy Book), the blessing succeeds. If the Warrior Priest's blessing roll is a 1, the attempt automatically fails. The Priest begins with these blessings already written in his Holy Book...

Scourge of Chaos: As the Priest reads aloud the words from his leather-bound tome, the Warriors feel their swords strike their foes with unprecedented accuracy and precision. The chosen Warrior's Attacks for the turn are all at +1 to hit as his hand is guided by the power of Sigmar.

Call of the Brave: The Warriors' blows miraculously hit their targets despite the Monsters' best efforts to avoid them. The chosen Warrior may re-roll a single Attack which misses this turn.

Vanquish: The power of Sigmar surges through the Warriors, who redouble their attacks upon the enemy. The chosen Warrior gains an extra Attack this turn.

Healing Touch: Healing power infuses the the Priest and he imparts the effects of this power with a single touch. The chosen Warrior is healed of 2D6 Wounds.

Attempting a blessing does not stop the Warrior Priest from carrying out any other actions, such as moving and fighting.

Name: Carrow Darkweald
Wounds: 14/14
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 3(4)
Initiative: 6
Attacks: 1
Damage: 1D6
Pinning: Auto
Luck: 0
Willpower: 2
Gold: 3,337

Items:

*Equipped - Sword of Hoeth: When using, roll 1D6. On a 1, the Warrior trips and falls over and loses all attacks for the turn. On a 5 or 6, he gains double attacks. Worth 750 gold.

*Equipped - Eltharion's Bow: +1 to hit (1D6 + 3 damage). Worth 200 gold.

*Equipped - Elf Helm: +1 Toughness (against all blows). If a blow strikes the head, roll 1D6. On a 1, the helm is destroyed, on a 2-4 the blow is resolved as normal, and on a 5-6 the blow is deflected and does no damage. Worth 750 gold.

*Equipped - Hip Quiver: 5/30 arrows. Cannot be sold.
*Equipped - Shoulder Quiver: 30/30 arrows. Cannot be sold.

*Equipped - Invisibility Ring: Once turn per adventure can turn invisible, still able to fight, cannot be pinned, cannot be attacked or the target of spells. Worth 175 gold.

Healing Potion: Full restoration. One use. Worth 0 gold.

Bow: 1D6 + 3 damage. Worth 20 gold.

Sword (1D6 + Strength). Worth 15 gold.

Provisions: 7

Potion of Strength: +1 Strength for 1 turn (roll a D6, if 6, the bonus applies for the rest of the adventure).

Flute: worth more gold in larger settlements.

Horn of Shielding: Can be blown once per adventure to give the entire party a shield that deflects all hits against them that do not score a natural 6 to hit for one turn. Worth 500 gold.

Blade of Couronne: Undead monsters adjacent to the wielder lose 1 Wound at the end of each turn, which cannot be regenerated. Worth 300 gold.

Special abilities:

Dodge. Whenever an attack would hit the Elf, he attempts to dodge it, rolling 1D6. If he rolls 6, he successfully dodges the attack and takes no damage.
 

Spiderman

Administrator
Staff member
Thanks Oversoul. I did not know that about the Runes, so if I understand correctly, I could use the Runstone of Destruction on my Axe and I can still get a Runesmith to inscribe one more Rune?

Dorgath roars "Enough!" and pulls out the Skull Wand of Kaloth and attacks Warrior #3 with it.
 

Oversoul

The Tentacled One
Thanks Oversoul. I did not know that about the Runes, so if I understand correctly, I could use the Runstone of Destruction on my Axe and I can still get a Runesmith to inscribe one more Rune?
Correct. In fact, Dorgath could attach the Runestone of Destruction, level-up, and then get up to three more runes inscribed by a runesmith (because he'd then be Level 2, and he gets two DGR runes per battle-level).
 

Oversoul

The Tentacled One
Round 6
-The Power Phase is 1 for this turn. No Unexpected Events during boss fights.
-Dorgath's Lifestone of Ashraz fully restores his Wounds.
-Carrow nails Chaos Warrior #3 with an arrow to the chest (2 damage).
-Chaos Warrior #1 thrusts at Throg, but Throg parries.
-Chaos Warrior #1 stabs again with an attack that fails to penetrate Throg's defenses.
-Chaos Warrior #2 slices at Throg. Throg's armor protects him.
-Chaos Warrior #2 slashes upward, hitting Throg's helmet. Throg's helmet and aura shield him.
-Chaos Warrior #3 swings at Dorgath, but isn't close enough to connect.
-Chaos Warrior #3 pierces Dorgath's torso (3 damage).
-Chaos Warrior #4 stabs Kelgar in the gut (4 damage).
-Chaos Warrior #4 strikes Kelgar's head (6/14).
-Kelgar blesses himself with Healing Touch. Kelgar is healed 7 Wounds (13/14).
-Throg attempts to hit Chaos Warrior #3, but loss of blood causes him to stagger.
-Throg kicks at Chaos Warrior #3, but his attack is way off the mark.
-Throg bites thin air.
-Dorgath draws the Skull Wand of Kaloth and swings. His foe evades the attack.
-Dorgath anticipates the chaos warrior's next move and lands a sharp kick to Chaos Warrior #3's ribs (2 damage).
-Kelgar is still unable to break from pinning.
-Kelgar lashes out with his warhammer and smacks Chaos Warrior #3 on the top of the head (7 damage). All four chaos warriors stagger in unison. Blood begins dripping down the front of Chaos Warrior #3's face.
-Kelgar's Ring of Jade is depleted and works in reverse, sapping Kelgar and Dorgath each of 2 Wounds.
-Kelgar collects 35 gold for his healing efforts.
 

Oversoul

The Tentacled One
Round 8
-The Power Phase is 5 for this turn.
-Dorgath's Lifestone of Ashraz heals 3 of his Wounds.
-Carrow shoots Chaos Warrior #3. The arrow lodges in the enemy's armor.
-Chaos Warrior #1 swipes Throg's head with his blade (5/19).
-Chaos Warrior #1 his Throg's torso with another swing (3/19).
-Chaos Warrior #2 hits Throg's helmet, but again, Throg takes no damage, protected by his armor and his sword's aura.
-Chaos Warrior #2 strikes Throg in the sternum, but Throg's armor absorbs the force of the blow.
-Chaos Warrior #3 delivers a crushing strike to Dorgath's clavicle (9/15).
-Chaos Warrior #3 slices Dorgath's arm wide open (8/15).
-Chaos Warrior #4 stabs Kelgar in the stomach, just barely penetrating his armor (10/15).
-Chaos Warrior #4 tries to drive his blade through a weak point in Kelgar's armor, but only does minor damage (9/15).
-Kelgar blesses himself with Healing Touch. Kelgar fully restores himself.
-Throg slashes at Chaos Warrior #3, but is too slow to hit.
-Throg kicks at Chaos Warrior #3, but is too slow to hit.
-Throg feints, then dives onto Chaos Warrior #3. Both men collapse to the floor. Throg bites, ripping his opponent's throat out.

The three chaos warriors still standing are enveloped in eerie shadows. They levitate out of reach, unleash several painfully loud anguished screams, and seem to rapidly evaporate, leaving behind no evidence of their existence other than the corpse of the real chaos warrior. As Throg rises to his feet, he disappears in a puff of smoke, his sword and lantern clanging lightly as they drop to the floor.
 

Spiderman

Administrator
Staff member
"Whew! What is an orc doing with Chaos Warriors?" Dorgath muses aloud as he collects the iron key (hopefully that remained as well).

He'll search the room for traps and secret doors or compartments (including the altar).
 

Oversoul

The Tentacled One
Dorgath removes the key from the chaos warrior's neck. Dorgath and Kelgar move forward to search the room while Carrow stands guard. Dorgath finds a compartment hidden at the base of the altar. Kelgar retrieves an iron key from the fallen orc. Then the eyes of the bronze statue above the altar glow brightly as an otherworldly voice hisses...

"Who dares slay my champion? Die, vermin!"

Round 9
-The Power Phase is 5 for this turn.
-Kelgar fails to bless anything.
-Dorgath's Amulet of Vindication allows him to resist the daemon-statue's spell.
-Dorgath's Lifestone of Ashraz heals 1 of his Wounds (10/15).
-Carrow's actions...
-Kelgar's actions...
-Dorgath's actions...

[Lucky roll there, Dorgath. Try it again.]
 

Oversoul

The Tentacled One
-Carrow charges the statue with his Blade of Courrone, but still hasn't closed the distance.
-Kelgar bashes the statue (3 damage).
-Dorgath strikes the statue with his axe (3 damage).
-Dorgath kicks the base of the statue (3 damage).

Round 10
-The Power Phase is 3 for this turn.
-Dorgath's Lifestone of Ashraz restores 2 of his Wounds.
-Kelgar blesses himself with Vanquish. Kelgar gains an extra attack this turn.
-The daemon-statue blasts Dorgath with a bolt of lightning (10/15).
-Carrow chops the statue with his sword (1 damage).
-Kelgar hits the statue with his hammer (2 damage).
-Kelgar strikes the statue (1 damage).
-Dorgath smashes the statue (10 damage).
-Dorgath kicks the statue (1 damage).
-Kelgar fully heals Dorgath with his Ring of Jade! Praise Sigmar.
-Kelgar collects 25 gold for his healing efforts.

Round 11
-The Power Phase is 5 for this turn.
-Kelgar fails to bless anything.
-Dorgath's Amulet of Obsidian drains the power from the daemon-statue's spell.
-Carrow chops into the statue (2 damage).
-Kelgar swings his hammer, but the statue's magic reflects the blow back at him. Kelgar sustains 2 damage.
-Dorgath swings his axe, but the statue's magic reflects the blow back at him. Dorgath sustains 2 damage.
-Dorgath kicks the statue (2 damage).
-Kelgar's Ring of Jade is depleted and works in reverse, sapping 2 Wounds each from Kelgar and Dorgath.

Round 12
-The Power Phase is 2 for this turn.
-Dorgath's Lifestone of Ashraz restores 1 Wound (12/15).
-Kelgar fails to bless anything.
-Carrow's blow shatter's the statue, revealing a single gem inside.
-Throg reappears in the room, still heavily wounded, right beside the slain chaos warrior.
-Throg collects 240 gold.
-Dorgath collects 240 gold.
-Kelgar collects 240 gold.
-Carrow collects 240 gold.
 

turgy22

Nothing Special
"Yes! I defeated the daemon. No need to thank me."

Throg will use a healing potion. Then get his axe back out of the wall. Then pick up and equip the sword and lantern.
 

Spiderman

Administrator
Staff member
"Throg! What happened?" Dorgath inspects the gem.

LOL... I totally missed Throg disappeared... for some reason I read it as the chaos warrior #3's body disappeared...
 
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