Thursday, September 6, 2007

Fantasy Smackdown 2007 Part II

So a few weeks back I introduced you to a fantasy board game I like to play called Warhammer Quest. It fulfills the geeky little kid side of my brain that calls out to me, screaming for attention, like a spoiled little brat kicking and crying on the ground demanding a piece of candy. So I thought I would follow up that post with the conclusion of the adventure. A couple weeks ago John, Mike and I got back together to try and finish up the adventure.


Mike decided to add some paint to Thorgrim and created a new model to represent Garin the Bold (and the married).


The party was tasked with the quest to return an ancient dwarven crown…


"Between the Dwarf hold of Karak Izor and the Dwarf Sea Fortress of Barak Varr lies a small realm, a border principality known as Heldegrad. Normally allied to the cause of the Dwarfs, the rulers of this small state have been thrown into turmoil by the discovery of the ancient and long-lost tomb of their ancestor-Kings, renowned to contain the true crown of the realm. This labyrinthine burial ground lies near Karak Izor, and the king demands that the crown of his forefathers is returned to him by the Dwarfs or he will shut down all the trade routes from Barak Varr to Karak Izor. Not wishing to plunge the longstanding allies into bloodshed, and acknowledging the king’s right to the ancient crown, the Dwarf Lord of Karak Izor has allowed the your party to descend into the long forgotten tunnels in search of the ancient relic… "

Upon entering the dwarven tomb the party soon discovers a heavily bound chest that was locked and secured to the floor by massive iron chains. With raised eyebrows, the party concludes that likely their booty lies within. But without a way to open it, they venture deeper into the dark, dank tomb in hopes of discovering a key to its intricate lock.



The party finally makes it to the Tomb Chamber (Objective Room).

After dispatching seemingly endless hordes of undead and legions foes tainted and possessed by chaos, the stalwart party finally makes it to the tomb chamber of the ancient dwarven king.

Putting shoulder to door, Sigurd breaks the seal to the long forgotten tomb, as a rush of bitter cold air rushes past. Pushing the heavy iron bound door aside, the party cautiously steps into the ancient chamber, only to beset upon by a host of undead guardians.

Finally, with the undead put to rest, the party retrieves an old iron key from around the inhabitants neck (along with some sweet, sweet loot), and fights its way back to the chest they found early on in their campaign.


Using the key they found in the Tomb Chamber, the party unlocks the heavy chest, and much to their relief, find the ancient dwarven crown they had be in search for. Adding it to their already bountiful booty horde, they hastily exit the tomb and begin their journey back to the dwarven town of Karak Izor.


I forgot to take an overview picture of the dungeon, so I layed out the areas the party explored here.

Upon reaching Karak Izor, the heroes of the realm are welcomed back with much fanfare, returning the crown to its rightful owner. With a hearty handshake, the dwarven king thanks them and throws a huge banquette in their honor.

The End



~Michael


4 comments:

Anonymous said...

Awesome play by play and pics. I had a blast playing this adventure. It was my favorite so far, a really nice challenge and with great spoils to boot!

Lookinf forward to the reports from our next mission in Norsca...against the foul and terrible Ice Witch of Norsca!!!

Anonymous said...

Makes me miss playing WQ. Looks like you guys are having a ball with it.

Bill

Michael said...

@ John

Yeah, that was a pretty good game. I thought you guys did a good job in the use of your 1x items and abilities.

Michael said...

@ Bill

Too bad you didn't live closer Bill. We would love to have you in our games for sure!