Warhammer Quest: Death Below Karak Azgal

Spiderman

Administrator
Staff member
Dorgath swings at the new enemies.

So I closed it in the bathroom and later locked my wife in there with the bat so it could flutter around and scare her.
That's love right there :D
 

Oversoul

The Tentacled One
Round I Cannot Believe This Fight Is Still Going
-Carrow swings at a bat, but misses. Strike one?
-Throg slices a bat in half.
-Throg kicks a passing bat, taking the flying monster down.
-Throg tries to bite a bat, but ends up mostly just looking ridiculous.
-Dorgath hits at bat. The monster is knocked to the floor, where it rolls around a bit. Ground bat?
-Dorgath kicks a bat into a wall.
-Kelgar stumbles and collides with Dorgath instead of actually managing to attack.
-Throg tosses a poisoned provision at the rats. They don't seem to be going for it.

Next Round
-The Power Phase is 3 for this turn.
-Kelgar fails to bless anything.
-A giant bat claws at Carrow. The elf manages to escape the attack.
-A giant bat bites Keglar, but his armor protects him.
-Carrow swats wildly at the bats. He can't seem to hit them.
-A giant rat leaps right at Throg's face. The creature strikes with such ferocity that Throg is knocked to his knees (15/19).
-A giant rat rushes Dorgath.
-The rat's deathleap exposes it to Dorgath's counterattack. The rat is killed.
-Throg almost stabs a bat. But then he doesn't.
-Throg kicks at a bat. The bat flies beneath his bladed boot.
-Throg is still trying to bite bats. It still isn't working.
-Another rat charges Dorgath. The dwarf sidesteps.
-The rat's deathleap exposes it to Dorgath's counterattack. The rat is killed.
-A rat tries to maul Dorgath, but is knocked back.
-Dorgath chops a bat out of the air.
-Dorgath kicks a rat out of the pit. Out of the park? Wait, that was only for the bats.
-One of the rats decides that Throg's provision is easier prey than Throg is. The rat dies pretty quickly because the provision was loaded with poison. The rat eats the poison inadvertently while munching on the delicious food and then, because the rat has ingested so much poison, the rat succumbs to the effects of the poison. So the poison kills the rat and now the rat is dead.
-The skeletons begin descending into the pit.

The Round After That
-The Power Phase is 4.
-Kelgar blesses Throg with Vanquish. Throg gets an extra attack this turn.
-Carrow finishes off the last remaining giant bat. Home run or something? I don't actually know anything about baseball.
-Throg impales a rat on his sword.
-Throg's deathblow disembowels the last of the giant rats.
-A skeleton tries to take advantage of Throg's distraction with rodents. Throg narrowly avoids the undead monster's attack.
-Throg hacks into a skeleton's bones (3 damage).
-Throg kicks a skeleton, finishing it off.
-Dorgath obliterates the last of the skeletons, and the final monster of this overly prolonged fight, with a mighty Great Axe attack.
-Throg collects gold
-Dorgath collects gold.
-Kelgar collects gold.
-Carrow collects gold.
 

turgy22

Nothing Special
-Carrow swings at a bat, but misses. Strike one?
-Dorgath hits at bat. The monster is knocked to the floor, where it rolls around a bit. Ground bat?
-Dorgath kicks a rat out of the pit. Out of the park? Wait, that was only for the bats.
-Carrow finishes off the last remaining giant bat. Home run or something? I don't actually know anything about baseball.
Little known fact about baseball: in the sport, players don't actually try to hit bats. Players use a bat (a wooden stick, not a flying mammal) to hit a ball.

Also, hooray for rat poison! Throg is so smart.

Back to the game: can we go through the door now or what?
 

Mooseman

Isengar Tussle
Carrow follows Dorgath to the necromancer's body. When Dorgath is done searching, I'm giving it a good few kicks in total rage at being beat on by it's minions.
 

Oversoul

The Tentacled One
Carrow finds a small, wooden box that may or may not have been Laranscheld's. It wasn't on his corpse, but it's close enough that he might have dropped it before the fight. Dorgath searches the body and finds the blue sword that Laranscheld tried to use against Carrow and a tattered book. He also finds that Laranscheld seem to be wearing magic boots of some sort.

Before Dorgath can decide whether to remove the boots, Carrow begins kicking the body around.
 

Spiderman

Administrator
Staff member
"Had enough, elf?" When Carrow stops kicking the body, Dorgath will attempt to identify the book and boots.
 

Oversoul

The Tentacled One
Well, that still doesn't make up for being underground....... What the heck is this box? GnomeEx?
The box contains...

...Gems of Life! Wear one and give another to a friend for safekeeping. In the event of your untimely demise, if your gem is recovered from your body and reunited with the other gem, you'll be resurrected. Amazing. Do keep in mind that resurrection comes with a stiff gold penalty and any items not recovered from your corpse will probably be lost permanently. Using this item constitutes agreement that ResurrectionCo is not liable for psychic trauma incurred by traversing the realms of the dead, permanent damage to characteristics resulting from some death due to certain sources (including, but not limited to, poison and plague), memory loss, or any other possible side effects. Offer not valid in Arkansas, the netherworld, the Soviet Union, or the Sea of Dread. Some restrictions may apply. Retail value: approximately 700 gold.


Dorgath identifies the boots as Boots of Swiftness (+1 Movement when equipped, worth 200 gold).

Throg will yoink the sword and attempt to identify it.
As Throg ascends to the ledge to yoink the sword, Dorgath examines the book...

...I'll post the results of both soon.
 

Spiderman

Administrator
Staff member
"Awesome! I guess this guy didn't have a buddy to give the other gem to... uh, there *are* two gems total, right?"
 

Mooseman

Isengar Tussle
Boots? Boot of swiftness? Faster, better, more deadly.... we have the technology, er... tools, er.... magic.... you know what I mean.
 

Oversoul

The Tentacled One
Update. At school right now. Ordered a new computer yesterday (the only one I have at home right now is the one I've been complaining about that has the broken keyboard and broken screen and overheats). I don't plan on letting this sit for too much longer.
 

Oversoul

The Tentacled One
Alberto Laranscheld's grimoire contains various necromantic magics that creep most of the party out. Kelgar is able to use what he knows of magic to determine that the spells are often rather sloppy, either missing key components or containing unnecessary components. Kelgar also claims that the book is evil and that the party should burn it and should definitely not carry it around (Throg can carry it with impunity, if he so desires). There is also this journal...

Entry 1:
Five years. It's been five years. I really only took this job because I was out of money, but dammit, I had some hope that I'd uncover something. Anything. I'm no closer to true power than the day I started here. It's as though every volume containing real magical knowledge was purged from the libraries of Altdorf before I even arrived. All I find are remnants and allusions. I've spent every free hour poring over these dusty tomes, but at this rate, I'll go blind before I unlock the secrets of life and death. I don't know what I'll do if things don't change soon. For now, I must get back to hunting for some mundane book for some priests of Sigmar. Or was it some duke? I forget. It doesn't matter.

Entry 2:
How did Saunhelm do it? He spent most of his life working alone, as I am now. Loathe as I am to admit it, he had more power in his little finger than I've gained here. Oh, what I wouldn't trade for his spellbook. But it's too late for that. At least I'm alive. The old man thought I was the fool for leaving Tartham. Well, now he's dead. Who's the fool now, Saunhelm?

Entry 3:
I've begun my own experiments. Progress has been slow, but what little information I've gleaned from the old books has contributed. I still only have a taste of true power. It's intoxicating. I must remember to proceed cautiously. There are eyes everywhere.

Entry 4:
A breakthrough! Those college mages were thorough, but I've finally found an oversight. Over a century ago, some researcher collated all items relating to certain dwarven clans, and for some reason that collation ended up between major sections of imperial tax records and, well, it doesn't matter. I've found a clue that no one else alive today would know: Karak Azgal. There lies the Star of Dawn. I'm still not sure exactly what it is. Some jewel or other bauble. But I am convinced that it has powerful life-controlling properties that I can harness. Apparently some eons ago, the high elves of Ulthuan were close allies of the dwarven clans. Different times, I suppose. The dwarves lost the Star of Dawn, and the disgraced clan responsible for the loss gave up their Book of Grudges in recompense. It seems that this began a chain of events that produced the friction between those two races that persists to this very day. How amusing. The Star of Dawn was lost in the now-ruined halls of Karak Azgal. More recently, descendents of the disgraced dwarves that lost the Star in the first place attempted to mount an expedition to recover it, but the attempt was postponed because of the Skaven invasions that ravaged the area. This would have been a little over a hundred years ago. All I need to do here is find everything I can on Karak Azgal to pinpoint the Star's last-known location. It might not have gone far: that section of the ruins is deep and is populated by orcs. They won't be able to touch the artifact without suffering painful burns. I should be able to manipulate them into giving me the Star. Orcs are excellent tools if one knows how to deal with them.

Entry 5:
I still can't find that elusive map of Karak Azgal. There are newer ones, but they're no good. I need the old one. Where is it? At least my other, more involved research has been paying off. Meager as my necromantic talent is, even I should be able to wield great power if I can acquire the Star of Dawn.

Entry 6:
I've just taught my last history class to the arrogant spawn of Altdorf's nobility. My colleagues discovered my necromantic studies, leaving me no choice but to flee earlier than I'd planned. I still haven't pinpointed the Star. That means I'll have to do more work on-site.

Entry 7:
They sent a witch-hunter after me! Are things so uneventful for the empire these days? I think he's lost my trail. I convinced some local goblins to waylay him while I doubled back. I'll be out of the Empire soon enough.

Entry 8:
Unbelievable. The witch-hunters are still pursuing me. I don't know how many. I've tried to cover my trail. Nothing works. They'll be on me tomorrow.

Entry 9:
I have arrived at Karak Azgal. It turned out that the witch-hunters weren't after me for my workshop in Altdorf, at least no primarily. They were pursuing me because one of the old tomes I grabbed had once belonged to an infamous necromancer named Orm. I'd never have figured it out. If I'd known, I'd have ditched the book. While hiding in a cave, I met Orm, face-to-face, quite unexpectedly. He said that he was preparing for the return of his master. Even though a mere aspirant such as myself is of little use to such a powerful being, Orm said that by retrieving his book, I'd passed some sort of test. He said that the next step was to uncover the Star of Dawn, and that if I succeeded, he'd make me a real necromancer.

Entry 10:
I've been busy with the locals. There are some old necromantic powers in part of this place, and my ability to unlock them has given me something of a bargaining chip. The orcs are the major power here, but they're not quite united. From what I gather, there was a group of powerful goblin shamans running the show, but they left for some reason. They didn't have the Star. One of the bosses, Skrunch, seems willing to negotiate. He doesn't know about the Star and he's more interested in some dwarven axe. The other boss is a problem. Skabnoze, a shaman, has taken control of the level above me. And then there are the forces of Chaos. They have their own interests here, but I don't know what those are yet. I don't want to get in the middle of an orc civil war, so I'm covertly collaborating with the Chaos forces for the moment.

Entry 11:
Damnation! That Magrak Manbane betrayed me. I don't know what Skabnoze offered him. Maybe nothing. Maybe they just wanted to get me out of the way after I completed my work on their magical gate. And we were so close to reaching my goal. The Star is down there. It has to be. But now I'm locked in a tiny cell and my equipment is in my room.

Entry 12:
Perhaps the dark gods of this place are favoring me. Some clueless adventurers freed me from my prison. It's so simple. They fight Skabnoze and the chaos warriors. Everyone kills each other. I take my key back. I take Magrak Manbane's key (he won't be needing it if he's dead). Then I go through the gate and deal with Skrunch.
 
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