Stripped of their equipment and beaten, the warriors are tossed into a dank cell within the bowels of the Black Ark. Their pets are gone, and the Dark Elf jailers drag off the barbarian and elf for torture.
The heroes waste no time in attempting escape. The drunken Kislevite shaman who has joined the group proves his talents were no idle boast by transmogrifying into an ice demon and kicking the door... but it doesn’t budge. The wizard freezes the lock, but it only makes the door that much more difficult to open. The ruckus brings back the jailers, some of who run off to get back up. The wizard then launches a small fireball at the frozen lock, shattering it with thermal shock. The dumb struck jailers are leapt on by the heroes, who subdue them with fists and feet.
The heroes manage to find their kit pretty quickly (lazy dark elves stashed it in the next room) but still no sign of their compatriots, pets, ship’s captain, and previously rescued imperial noble. As they rekitted, the jailers reinforcements arrived and attacked. During the fight, a dark elf assassin emerged from the shadows, knifed the elf ranger in the spine, and promptly rejoined the darkness.
The group murder the jailers, and press on, taking on a group of frenzied witch elves before discovering another cell, out of which comes staggering Francesco Zappa, the Imperial Noble.
He tells the crew that the sea captain has been executed, and he himself does not know how to navigate the seas. It could be a long sail home should the heroes ever get off the Ark.
Pressing on, the heroes come across a sturdy wooden bridge crossing a murky pool of water. They begin to cross when a Hydra roars out of the water, splitting the party either side of the bridge and bathing them all in righteous fire
The party tackle the hydra, who is a fearsome opponent. His multiple head’s score telling blows on all the adventurers, and is near impervious to damage, so much so that the Elf Ranger could not even harm him, and after yet another fleeting visit from the assassin, decided to teleport away for an all inclusive trip to Ulthuan whilst the rest of the party got stuck in, even Francesco, who does not consider himself a warrior.
Many times the heroes are felled by the beast, but the wizard keeps the party in the game with healing spells. The Kislev shaman flits between human, werebear, and ice demon forms, and the Knight uses everything in his arsenal against the monster. Eventually, after many rounds of combat, the Ice Demon shaman scores the killing blow on the Hydra and it’s carcass splashes into the water. The elf ranger teleported back just in time for his share of the loot.
After briefly considering whether returning to their cell to accept the torture would be better than risking bumping into another hydra, the party heal up and press on. They soon find another room with a Sorceror and his black guard, backed up by some cold one knights who charge the group.
The group slew the dark elves and pressed on. They opened a door and were confronted by 3 dark elves kicking the crap out of a thong wearing monkey. The wizard roared in a rage, rushed in and butchered the elves tormenting his pet. The monkey leapt back on his master’s shoulder and the party found a large opening leading to the outside of the ship. Looking down, they could see a slave ship preparing to sail. The barbarian and elf were being loaded onto the ship as slaves. The warriors decided to leap down onto the boat, their ticket to freedom if they could wrest if from Dark Elf control.
They leapt down onto the boat, the noble unfortunately snapping his ankle. The ship was crewed by some crossbowmen, Corsair champions wearing magical dragon cloaks, and a Sorceress champion with a familiar looking zombie dog.
Battle was joined, and it was brutal. The champion proved tough, and the sorceress cast some terrible spells. Even the peon crossbowmen put down the Shaman with their flimsy bolts. The party tussled back and forth, withering away at the corsairs and eventually wearing their numbers down. The pesky assassin also appeared and was struck down by the elf ranger. The party eventually vanquished the dark elves, and told the galley slaves to row like mad, and worry about where they were headed afterwards. Sebastian the zombie dog was no longer bound to the Sorceress and instead became loyal to the Kislevite Shaman, the first face he saw when snapped free from dark elf control.
The group sailed far enough to be at no more danger from dark elf ships, and took stock. Essentially lost at sea, they decided if they headed west they would eventually hit the Old World. After a few months of rough seas a Dwarven Submarine surfaced out of the water, under the lead of the infamous Captain Nemo. He agreed to lead the group and menagerie back to the Old World for a nominal fee. Arriving back on dry land, the group headed straight to the pub, the wizard ending up with a terrible tattoo, which is becoming something of regular fixture for the group.
The knight had finally found the sword of heroes that he had been Questing for (side work whilst looking for the Golden Axe) and returned it to the Baron for his honour.
Training, healing, and stocking up the group headed off on foot to find the villa of the Gorgon Queen, who according to local talk has all local beasts and monsters under her control. It may be a tough battle for the next piece of the Golden Axe.
They do the job, and making your own with larger squares helps with the bigger models and bases now. It’s 5mm foamcore (which by happy coincidence fit the WHQ doors perfectly) with the paper removed, tiles and cracks scored in, sprayed black, dry brushed, and agrax earthshade to strengthen the cracks. Added some small 3D details to the tiles that needed it. Nice and simple for playing on.
The heroes plunged into the villa of the Gorgon Queen of the beasts, and tackled Beastmen, monsters and savage orcs. The fights were intense, and poor Sebastian was finally laid to rest by a filthy Gor champion.
The heroes battled through the villa and eventually came to the lair of the Gorgon Queen. A dwarf adventurer who had been tailing the party made his presence known, and charged forward into her lair to tackle the Queen. She wheeled and turned him to stone with but a single glance, leading to the warriors deciding they would have to creep through the shadows and hide amongst the pillars to try and take her by surprise.
Creeping forward, the knight and barbarian ended up pretty close to the Queen before she turned and attacked them. Clamping their eyes shut, they were set upon by the Queen before the Barbarian chose his moment to strike her down. Searching her lair, the warriors found the next fragment of the Golden Axe and set forth to Sylvania for the last piece.
Upon arriving at the settlement near the castle of Count Hasselhoff the warriors were greeted by a cowled populace, living in constant terror of the Count and his hordes. The heroes pledge to rid the land of the foul Vampire. Training up and purchasing provisions, they prepared to march on the castle.
New baby has meant a serious dose of real lifeitis distracting from gaming time, hence the quick update and lack of photos, rest assured the campaign is still going strong!
The knight, Barbarian, shaman, and wizard crept into Castle Hasselhoff through a crumbled wall. It wasn’t long before battle was joined against a wight lord and some grave guard. After chopping through, the party were ambushed by a pack of zombies looming out of the shadows. The meat sacks were no match for the adventurers, who hacked through them in short order. The spirits of the zombie were then animated by the magic of the castle, and the ghosts attacked the heroes, the dread chill of the spirits causing some damage before they too were dispatched.
The party pressed on, and entered a room with the wall torn out, and the night sky before them. With a terrifying screech a Zombie Dragon fell upon them, blasting them with its pestilential breath. The warriors engaged the beast, the wizard wisely backing off to throw spells from afar.
The shaman was put down by the claws of the beast, but a well timed Cure Small Wounds from the wizard brought him back into the fray. The warriors hacked into the beast, and just as they thought they had bettered it, it flew back off into the night. Something told the heroes they hadn’t seen the last of the monster.
The warriors pressed on, and climbed a staircase towards the top of the castle. They entered a room lined with sarcophagi, which promptly cracked open and the party was attacked by a gang of Mummies.
The tough cadavers and their tomb rot had a wearing affect on the party, who eventually bested the monsters and healed up. The wizard opened up an interesting looking sarcophagus, but promptly slammed it shut when he saw the terrors inside. Turning back to the party his hair had turned white and he had appeared to age decades in an instant... his fellow warriors now remarked that he resembled a ball bag. He would be forever weakened by the experience.
The heroes pressed on through the castle, and squeezed along a collapsed room once again open to the night. As they pressed along, a pack of vargheists swooped upon them.
Having to keep one hand on the castle wall to avoid plummeting of the ledge made the fight a tough one, but the barbarian managed to break free and reach stable ground, allowing him to deliver some real damage to one of the fell creatures, sending it dead into the castle moat below. The shaman transmogrified into bear form to deal with another beast, and the warriors managed to subdue the last one and press on, once again winding up some stairs to the higher levels of the castle.
The warriors encountered a crossroads on the next level, and eventually decided to head straight forwards. They encountered a Necromancer surrounded by a horde of skeletons and graveguard.
The room was clogged with old bones animated with dark magics... but not for long as the shaman wiped them all out with one spell. Now exposed, the Necromancer was quickly despatched. Raiding his stores the warriors found some potions, and all decided to drink one. It was poison and they all took some severe gut damage.
The warriors tried a different corridor, and after (re)slaying some wraiths, headed up some more stairs.
The party were ambushed again by a wight lord and his retinue, and handily destroyed them. Trying a door, they found if locked, and tried a different route. Once again the came to the crumbled section of castle, and the wounded zombie dragon lay on the ground, near death. The warriors struck while they could, and the barbarian delivered a killing blow to the beast at last. Finding the key, the warriors returned to the locked door, and entered the throne room of Count Hasselhoff.
The vampire lord was surrounded by his retinue, and cast the ageing spell on the barbarian. Now the party contained two ball sacks. The warriors joined the battle, the Count handily dispelling all the attempts at magic. Frustrated by this, the barbarian used his once per adventure flight scroll to float over the skeletons and deliver a thunderous axe blow that killed the Count many times over. With their liege killed the minions were soon felled and the warriors retrieved the final fragment from the Count’s blood fountain (the barbarian contracting a particularly nasty infection in the process)
Returning back to the city, the warriors presented the axe fragments to Alderman Fritzl, who was ecstatic to see the warriors return after so many months. He told them he needed a few days to have the axe reforged, and so his accountant could prepare the funds and land deeds promised to the party. The warriors were to return in a week and receive their reward.
The wizard and shaman entered training, the knight sought out the baton as usual, and the barbarian sort of mooched about, and eventually the week was up and the warriors returned to the Manse of Fritzl to get their hefty prize. As they approached the estate a titanic explosion of magic blew the roof off of the estate, and a dark winged figure flew off into the distance. Screams filled the air as all manor of evil creatures spread through the Alderman’s mansion butchering those inside. The Alderman’s consigliere came staggering out, bloodied, and told the warriors that the Golden Axe had been used to slay a daemon prince and bind its soul, which is why it was shattered and spread across the world. Fritzl had no idea reforging it would release the Daemon, and has now been taken prisoner by the beast and abducted.
The warriors help the militia subdue the daemons running riot in the city, and set off to confront the daemon prince atop its black mountain lair, rescue Fritzl, and claim their long promised reward.
Once you’re through the first few games the heroes get pretty powerful as they level up and get plenty of magical loot. It’s a challenge to take them on if anything! But yeah the first few dungeons are utterly brutal, mighty heroes getting merked by goblins is the order of the day.
Along those lines, I remember a WD feature in which the author greatly stressed the importance of buying rope after your first quest. He'd lost a character in his first adventure due to having no way to get out of a pit.
The full party of heroes trudged up the mountain to confront the Daemon Prince and eventually reached the monster’s lair. The minions of the Prince were assembled ready before them, ready for battle.
The warriors soon got to work, tackling a Beastman Lord and Shaman with their Bestigor and Tzaangor henchmen. They proved tough, with the Lord’s Axe of Doom knocking a point of toughness off of the Shaman, but the heroes won out. Pressing on, the heroes battled some Flamers of Tzeentch and Daemonettes.
Growing weary of the Elf Ranger’s trick of teleporting away to Ulthuan after making all his attacks the Daemon Prince used the magic of the mountain to scatter the Elf once teleporting back. After dropping off a cliff but surviving the message still didn’t get through so the Daemon Prince mutated the Ranger’s ghoulies into something akin to a bag of satsumas. The handicap would mean reduced movement forever.
The heroes battled on, making short work of some Marauder champions. After discovering they couldn’t fire arrows up stairs the party rushed up some steps to tackle some Dragon Ogres and Ogre champions. They were tough, but eventually the warriors put them to grass.
In order to continue up the mountain the heroes had to cross a stream of lava flowing from the summit. The Ranger decided to teleport to the other side and was promptly charged by a vicious Chimera. On his own he was no match for the beast and the Ranger was incapacitated.
The Kislev shaman vaulted the magma stream and healed the Ranger, who promptly teleported out of danger leaving the Shaman staring down the multi headed monster. Reinforcements would have to come quickly.
Roll the barbarian summoned his courage and made his leap. Anything but a roll of one would lead him to land safely on the other side... obviously a one was rolled. Fortunately the wizard has cast winds of fate so everyone had a free reroll that turn... and yet again a one was rolled. As the rest of the party prepared to say farewell to their courageous leader he remembered he has one point of luck left... and promptly rolled another one. With no lifelines left the barbarian plunged into the lava and was incinerated. Some say his last action was to give a thumbs up as he sunk into the magma, and somewhere fickle god were laughing heartily. RIP Rolo.
The knight jumped across and between him and the shaman in bear form, along with some sharp shooting from the Elf, they managed to put the Chimera down. The rest of the party made it across the lava and battled a Chaos hero and his Bloodletter Cronies. They were tough but in the end just another speed bump on the way up the mountain for the heroes. Next up was a Minotaur Lord and his Champions who landed some telling blows but soon too fell to the heroes’ blades.
The party had reached the peak, and came face to face with the Daemon Prince and his Bloodletter champs on Juggernauts. The battle was mighty, with several heroes needing some timely healing and confusing magics to survive. The group eventually butchered the bloodletters and were able to turn their attention to the Daemon Prince, the Elf putting the killing blow to the creature. But the beast possessed cursed armour, which reanimated him and renewed his assault. Impervious to damage as the Prince now was, the heroes had to battle it until the foul magic of the armour wore off. Which it did pretty quickly.
Having slain the Daemon Prince and his retinue the heroes freed Alderman Fritzl and took him back to the city. Unfortunately the locale populace were none to happy with the Alderman’s clumsy summoning of a horde of daemons that rampaged through the streets, and decided to run him out of town, and his heroes who they had deemed guilty by association. The Alderman was now penniless, and the promised lands and riches the heroes had been expecting were now not to be had. The heroes trudged on to new horizons to continue to seek their fortune.
That was the final battle of this campaign, and it was a blast. Taking a hiatus now to get some more Quests made up and start our Age of Sigmar map campaign. We shall return!
To celebrate Papa Nurgle’s grip loosening we had an honest to goodness Dungeon Bash, taking a rare opportunity when everyone was available.
The party were a bunch of unemployed hired swords, mooching about in the settlement that is the basis of our mordheim campaign, the Jesters Court. The party overhear a battered ne’er do well saying he and his brother had found some wyrdstone, but as they were making their way back to town, they were ambushed by ratmen who stole the stone and kidnapped the brother... seeing an opportunity for some coin, the heroes teemed up and plunged the sewers to hunt some rat men. There was a wizard, a barbarian, an elf ranger, a dwarf, and a pirate.
The dungeon was savage, with the diseases the skaven beasties were riddled with taking a particular toll.... luckily the heroes found a vial of the cream of sum-yung-guy, all the way from Cathay, which soothed the most virulent of the rashes.
The party eventually battled through the dungeon and encountered a plague monk who was sitting on a stash of wyrdstone. After a titanic battle, the heroes slew him and his cronies... at which point a hell pit abomination burst forth from a pit in the ground, shaking the walls and crashing the ceilings down. The heroes had to flee, vaulting over the rubble as the giant beast gave chase. Unfortunately, only the geriatric wizard was able to get over the first rubble pile and the beast flattened the rest! Fortunately Randalf the wizard was insanely spry and managed to lead the beast to a pool of stagnant water, drowning it. He dragged his companions out of the rubble and they emerged from the dungeon badly injured, riddled with disease, and with next to no gold or treas