Warhammer Quest: Death Below Karak Azgal

Oversoul

The Tentacled One
Dorgath searches the concealed door carefully, detecting no traps. He can't hear anything behind it either. He does discover, however, that this door has a strange lock. It doesn't look like his tools will be able to open this one and the door is too strong and heavy to use brute force...
 

Oversoul

The Tentacled One
The floor of this room falls away to a pit with spiked sides and roughly hewn walls covered in dirt. At the far end is a large door held shut with two identical iron locks and covered with magical sigils and runes.hallsofthedead02.png

 

Mooseman

Isengar Tussle
Let me guess, these spiked walls can't be easily climbed, hence the trap part.
So I guess we have to figure out how to get that door open. Any ideas? Do we have some magic stuff we picked up that might help, or do we just throw the dwarf at it and hope it's enough?
 

Spiderman

Administrator
Staff member
"I think the elf, being lighter, would make a better missile."

Dorgath squints at the runes to determine if they're dwarven or in a language he recognizes.
 

Oversoul

The Tentacled One
Let me guess, these spiked walls can't be easily climbed, hence the trap part.
The walls would very be difficult to scale on their own (more difficult for Dorgath or Kelgar than for Carrow), but Dorgath has a rope and there is a rope ladder on the near side of the pit, so those options should make exiting the pit the way you came feasible. That doesn't mean it's not a trap. I'm not going to tell you that any room isn't trapped, of course. That would take all the fun out of it. But there's no obvious trap here, anyway. :p

Dorgath squints at the runes to determine if they're dwarven or in a language he recognizes.
The lantern only barely illuminates the symbols because the room is so long, but Dorgath does not think these are any symbols he recognizes, dwarven or otherwise.

Throg will rummage through his stuff looking for something that might be useful.
Items:

*Equipped - 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.

*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). *6 uses left for this adventure.

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

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.
 

Spiderman

Administrator
Staff member
Wait, there's a rope ladder going down into the pit on our side? I didn't know that... and what's that on the ground near our side, a trapdoor?

If there's a rope ladder on our side, Dorgath will attach his rope to himself, give the other end to Throg to belay, and start to descend. When he reaches the bottom successfully, he'll first check to see if that is indeed a trapdoor in the floor and if so, check it for traps. He'll also check the rest of the floor for traps until he gets to the rune door.
 

turgy22

Nothing Special
Oooo... I forgot about the lyre.

"Perhaps the doors will only open with a magical tune."

Throg will attempt to play the Doors' Break on Through (to the other side) on the lyre.

Also, don't I still have possession of Skabnoze's book and the scroll?
 

Spiderman

Administrator
Staff member
"We may need to go back and get the other instruments, if we don't have them" (I don't think we took them, maybe we can attempt to speak with the statue first)
 

Oversoul

The Tentacled One
Throg will attempt to play the Doors' Break on Through (to the other side) on the lyre.
It sounds terrible. Either the lyre isn't tuned properly or Throg isn't a very good musician. Also, nothing happens.

Also, don't I still have possession of Skabnoze's book and the scroll?
I'd thought Dorgath had them for some reason, but I looked back and checked. Yes, Throg has those items too. Fixed.

"We may need to go back and get the other instruments, if we don't have them"
Throg correctly deduced that the dragon's warning only applied to the gold. The other items in that room were claimed (Dorgath grabbed a Sword of Might, an Energy Jewel, and a spare set of Boots of Battle). As for the instruments, Throg took the lyre and Carrow took the flute. The tambourine and the lute were never claimed, but we'd been that room for like a million years, so I just left them with Kelgar to expedite things, figuring that Melkor wouldn't mind.

Not that it has much to do with this, but I'll also note that Kelgar has way more money than the other characters, mainly because he collects gold for healing. As long as Melkor isn't around to control Kelgar, I won't assume that he's snatching up all the cool items for himself. It might be a good idea to give him some things if he can equip them (although his class doesn't permit him to wear armor other than his starting armor or to wield weapons other than hammers or to use a shield, so that narrows things down a lot). But items that can normally only be sold for their gold value would probably be put to better use by other characters.


If there's a rope ladder on our side, Dorgath will attach his rope to himself, give the other end to Throg to belay, and start to descend. When he reaches the bottom successfully, he'll first check to see if that is indeed a trapdoor in the floor and if so, check it for traps. He'll also check the rest of the floor for traps until he gets to the rune door.
As Dorgath descends he sees that the floor of the pit is littered with old bones and gold coins. Before he has a chance to check the trapdoor, the bones float into the air and form into seven skeletal warriors. Dorgath is under attack!
 

Spiderman

Administrator
Staff member
I agree with all that about Kelgar

Nice.

Dorgath leaps the attack and yells for the others to get down here.
 

turgy22

Nothing Special
Throg will pull up Dorgath and, once successful, will fight off any skeletons that attempt to climb after him.

"Let the skeletons come to us. I'm not jumping into a pile of angry bones when we have an elf who can shoot them from here."
 

Oversoul

The Tentacled One
Dorgath manages to obliterate two skeletons with his axe just before Throg begins pulling him up. The skeletons attack as Dorgath tries to reach the rope ladder, but his armor protects him. One of the skeletons follows Dorgath up the rope ladder. The other four are apparently armed with bows. They fire on Throg, hitting twice, but failing to damage Throg because of his armor...
 
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