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Thread: The story continues...

  1. #1
    Chapter Master FarseerMatt's Avatar
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    The story continues...

    Hello again - my mates and I after playing a lot of 40K decided we wanted to get round to doing another =][= campaign. Like the Webway Campaign last year I am also going to be following this one online, so if you want Fenix and Laara’s autographs then please line up in an orderly fashion here As you can probably guess from the title, this will follow on from last year’s Webway Campaign, but before I do so I’d better explain what has happened in the meantime.

    Although my part in the campaign ended when Fenix and Laara escaped from Mar Sara with their prophesised autarch Suriyana, the others went ahead with one more game to tie up their respective storylines. From what I hear, the Phoenix and his wych acolyte Selket cornered Inquisitor Skaarn while he tried to escape the scene, but Skaarn was able to stay their hands with a revelation regarding the Webway portal that the Phoenix’s kabal were using to raid Mar Sara:

    "Wait! Before you take me, consider this."
    "You're in no position to ask me for anything, prey-thing."
    "The two other inquisitors have obtained a webway controller, and right now they're decloaking your portal and preparing to seal it forever. If losing a prisoner will make you look bad, imagine also losing your kabal their easiest raiding route on this planet. But if you were to safeguard it, and eliminate the only ones who know where it is...two inquisitors instead of one will look very good to your masters indeed."


    This led to an uneasy truce, both sides hoping to buy just enough time to complete their objective before double-crossing the other. Skaarn and his Dark Eldar “allies” proceeded to ambush Linklatorvitch and Rodriguez at the webway portal, where Rodriguez was using both the book he’d picked up half a campaign ago and the knowledge of a friend off-world as relayed by the Astropath they’d rescued to try and disable the webway portal. The Astropath went down straight away, one of Selket’s venom-coated throwing knives finding its way into his eye socket with a critical hit. Though Linlatorvitch immediately sent deathwatch Brother Silas rampaging into the fray, the Phoenix cemented his Villainous Legend status and squared his grudge with Silas by taking out the marine who had scarred his face with a freakishly lucky Punisher hit. Despite being set on fire by Linklatorvitch’s pyromancy, Skaarn joined Selket in ganging up on the Monodominant inquisitor and taking him OOA. With his allies gone, sanctioned psyker Sarah Harker cowering in the bushes and acolyte Damien Brax injured by repeated firing of his plasma pistol causing it to explode in his hand, Rodriguez decided to cut and run, shouting something about how he was going to get his Inquisitor Lord big brother on Skaarn the minute he got offworld.

    Skaarn had other things on his mind than charges of heresy and colluding with aliens. The minute Rodriguez turned tail Skaarn turned his guns on Selket, knocking her down stunned. The Phoenix however had been expecting this and drew a special knife of his own, which he hurled into Skaarn’s back with perfect accuracy as he tried to sprint away. Helping Selket to her feet, he strolled over to the temporarily stunned inquisitor Skaarn and treated him to his best evil laugh.

    “Betrayal is an art we have honed over millenia, mon-keigh, did you really think you could outwit one such as me? Still, I find your pitiful attempts amusing. You may go free, for now. The poison coating the blade in your back is a subtle one. The paralysis will wear off momentarily, but you will take several years to feel its true effects. Over time, you will find it slowly destroying your body and mind. And when it has run its course we will come for you, and the true amusements shall begin.”

    The two Dark Eldar left a horrified Skaarn lying there, picked up the unconscious inquisitor Linklatorvitch and Brother Silas, and disappeared along with their previous prize (Guardsman Leingod) through the Webway portal. When he found himself able to move again, Skaarn stumbled away through the forest where he met his one surviving henchman (tech-priest Stead, formerly a prisoner of Linklatorvitch) and together they headed for the spaceport as fast as they could.

    And that’s the story so far. In the wake of this final battle, Rodriguez immediately attempted to have charges brought against Skaarn, but a combination of red tape and the fact that Skaarn himself was nowhere to be found complicated things, and an impatient Rodriguez decided to track down Skaarn and bring him in himself. Skaarn meanwhile had only one thing on his mind - finding a cure for the Dark Eldar poison. With tech-priest Stead in tow, he set course for the rogue trader moon of xxxxxx. The planet below contained an Adeptus Mechanicus research facility who specialised in the study of xenos, and was also hopefully enough of a backwater to keep him under the radar of that over-zealous git Rodriguez until he could explain his side of the story to the Ordo.

    Meanwhile, a long way away on Craftworld Reia-Hal, Fenix and Laara are suffering the after-effects of their mission to Commorragh:

    Fenix stood with his hands resting on the cool crystal that formed the banister of the tower balcony, still as a statue as he gazed out over the tranquil forest standing a stone’s throw beyond the towers and arches of the wraithbone city. His dark, piercing eyes took in the birds circling above the treeline, and the pastel blossoms of the iolar trees that were just beginning to fall, blown into vibrant airborne ribbons and waves by the wind. The same wind tugged at Fenix’s robes as his keen eyes picked out the arboreal creatures darting amongst the trees; survivors, like the Reia-Hal themselves, of a homeworld long since lost to the Eye.
    Fenix blinked. He had explored all of the many forests and nature preserves of his Craftworld in his youth. It was partly the sense of belonging that he felt there, away from the soaring pearl-hued architecture of the cities, that had led him to the Path of Wandering. But this time the sight of his favourite part of the Craftworld brought him no comfort.
    His sense of unease among his fellow Eldar had been growing ever since he and Laara had returned to Reia-Hal. Oh yes, he had felt both relieved and comforted when they had first arrived, put at ease by the familiar spires of glittering crystal and the soothing, ever-present psychic resonance of the wraithbone welcoming him home. He had been overwhelmed when they had been met by Farseer Velora himself, who upon seeing Suriyana had inclined his head to the three of them and made the First Aspect of the gesture of revenance - a genuflection made only to honour an Eldar the host considered worthy of the highest respect. Fenix and Laara had been so awed at receiving such a rare and honoured welcome, and from a Farseer no less, that they had almost fumbled the corresponding gesture of acceptance.
    Suriyana had now been placed in the care of two foster parents, an Eldar couple who had been about to embark on the Path of Maternity. Very few among the Reia-Hal had been told the full story of Suriyana’s origins, and even Farseer Velora did not know everything that had befallen Fenix and Laara. It was the memories that Fenix had not confided in the Farseer that he suspected were troubling him now. The Healers had mended his physical scars without so much as a mark remaining, but the mental aftereffects were as raw as ever, manifesting themselves as a constant sense of restlessness.
    It was not the thought of the Phoenix that troubled him, haunting though the Dark Eldar’s promise of revenge had been. It was certainly not the thought of the human inquisitor, Devoran Skaarn. Fenix and Laara had abandoned Skaarn in the battle that had erupted as soon as they had exited the webway, and Fenix saw it merely as a thing done. Useful though he had been for a time, their mission had been to protect Suriyana; it was Eldar lives that mattered, and Fenix wasted no time in wondering what the inquisitor’s ultimate fate had been. Maybe he had fallen to the rival inquisitors, maybe the Dark Kin had recaptured him, or maybe he had escaped. None of these outcomes concerned Fenix.
    No, it was the other memories which vexed him.
    He had not thought himself capable of lying to a Farseer, but Fenix could not bring himself to admit his true feelings about his time with the Phoenix in Commorragh - the small hateful part of him that, despite its revulsion, had secretly revelled in the freedom of the Dark Kin. If Velora had sensed anything of Fenix’s internal conflict he had said nothing.
    Laara however was a different matter. Since they were children he had never been able to lie to her. In Commorragh they had argued over their methods; an Exodite prisoner, forcibly stripped of all Eldar restraint by the vile narcotics of his captors, had attacked Laara in a mindless rage and Fenix had killed him. Laara had been appalled at what she had seen as an unnecessary death. Fenix, slightly shocked himself at what he had done, had argued that to maintain cover among the Dark Eldar they would have to act as the Dark Kin did until they had completed their mission. Laara’s reply haunted him even now.
    “They took your waystone, Fenix. Have they taken your soul too?”
    That desperate plea, and the discovery of Suriyana shortly after had focussed his mind considerably, but now the dark thoughts were back. The exhilaration of total freedom. The thrill of mastery over another creature. The savage joy of killing.
    Fenix felt a familiar presence touch the back of his mind, and he turned to see Laara step out through the arch onto the balcony, her bare feet silent on the wraithbone underfoot. The fine gossamer material of her gown rippled around her like liquid, flowing over the slender curves of her body as she padded forward to stand next to Fenix. Settling into the easy body stances of close friends, they looked at each other for a long moment. Laara’s face was framed by the long tresses of her raven-black hair, which was held back from her eyes by a silver circlet. Her skin, like Fenix’s own, was slightly darker than the alabaster white of their fellow Reia-Hal as testament to their long travels together on many different worlds, and her delicate features belied an inner strength that Fenix both admired and trusted. They had been friends for nearly two centuries, but this time when Fenix looked into the deep blue pools of her almond-shaped eyes something made him turn away.
    Laara shifted, indicating with her subtle change of posture that she knew something was troubling her friend. Fenix sighed inwardly - once again he found himself unable to lie to her.
    “Memories of the Dark City,” he said in mind-speech.
    “They trouble me also,” Laara replied, placing her hand over his.
    “I think you are dealing with them rather better than me.”
    Laara cocked her head.
    “What makes you think that?” she asked aloud.
    “Doubts still cling on to me. I cannot focus my mind as an Eldar should.”
    “They will pass, with time. The Healers can help council you.”
    “No,” Fenix gestured, a little more forcefully than he intended, “They cannot understand.”
    Laara stepped back, her body stance reproachful, “I understand.”
    “I know.” Fenix said, his gesture of contrition heartfelt, “Forgive me, Laara. I know I should feel supported among my kin, but instead I just feel isolated. I have to leave.”
    “Are you sure that’s wise, Fenix?”
    “The Path of Wandering was created so that we could confront our dark passions, just as the Warrior Path confronts our bloodlust. I feel it is the only way that I can purge my soul of what happened in Commorragh. A pilgrimage, an exploration, another mission…anything. Either way, I have to get off the Craftworld.”
    Laara turned her face towards him and held his gaze as a gentle breeze rustled through the trees below and swirled up to tug at their robes and hair. Fenix suspected that she understood more than his words had revealed. He also knew that she would not try to change his mind. When she finally spoke, her voice was calm and assertive.
    “Then I’m coming with you."
    “As always,” smiled Fenix, pulling her into an embrace.
    Last edited by FarseerMatt; 19-05-2008 at 08:39.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

  2. #2
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    Re: The story continues...

    This sounds like its going to be good...

    First of all, to Craftworlds really have wind?

    And secondly, is this rogue trader moon/Forge World below intended to be the setting for the next campaign? It should be interesting developing the relationship between the two worlds, both from a narrative and gameplay perspective. If it were me, I'd have some really wacky special rules for the moon and have games shifting between the two locales, just to mix things up and keep interest high.

    Will all players be sticking to the same characters again? When will this be set in relation to Medusa? (insert shameful Obelisks of Galahar plug here...)

    On a more serious note, it's time to start brainstorming ideas for what Fenix' mission can be. The new (I know it's a year and a half old, but I still think of it as new...) Eldar Codex has several really good ideas in there, but if you're anything like me you'll want to create something new entirely. Assassinating a neutral Tau Ambassador for example

    Finally, out of curiositiy, what is Farseer Maté's standing in relation to Velora?
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

  3. #3
    Chapter Master IncubiLord's Avatar
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    Re: The story continues...

    Uh-oh, here we go again...
    Quote Originally Posted by FarseerMatt View Post
    "The two other inquisitors have obtained a webway controller
    I must torture your previous GM. This line is wrong on so many levels...
    “Betrayal is an art we have honed over millenia, mon-keigh, did you really think you could outwit one such as me? Still, I find your pitiful attempts amusing. You may go free, for now. The poison coating the blade in your back is a subtle one. The paralysis will wear off momentarily, but you will take several years to feel its true effects. Over time, you will find it slowly destroying your body and mind. And when it has run its course we will come for you, and the true amusements shall begin.”

    The two Dark Eldar left a horrified Skaarn lying there, picked up the unconscious inquisitor Linklatorvitch and Brother Silas, and disappeared along with their previous prize (Guardsman Leingod) through the Webway portal.
    Bwahahaha!
    The humans got what they deserved for messing with the Webway - slow and torturous death. I approve.
    He had not thought himself capable of lying to a Farseer, but Fenix could not bring himself to admit his true feelings about his time with the Phoenix in Commorragh - the small hateful part of him that, despite its revulsion, had secretly revelled in the freedom of the Dark Kin. If Velora had sensed anything of Fenix’s internal conflict he had said nothing.
    ...
    now the dark thoughts were back. The exhilaration of total freedom. The thrill of mastery over another creature. The savage joy of killing.
    Yeah, you know you want it...
    The Path of Wandering was created so that we could confront our dark passions, just as the Warrior Path confronts our bloodlust. I feel it is the only way that I can purge my soul of what happened in Commorragh. A pilgrimage, an exploration, another mission…anything. Either way, I have to get off the Craftworld.”
    Foolish Craftworlder. Getting another dose of indulgence is not going to make going home easier. Come play some more.
    Quote Originally Posted by Sabbad View Post
    First of all, do Craftworlds really have wind?
    Yes.
    Craftworlds are, by necessity, self-contained ecosystems, and that means that they need their own plants, animals, wind, water, soil, and even light. In order to allow life, the air must flow and therefore an efficient system on a craftworld scale would have wind. Granted, there'd never be tornadoes or other massively-uncontrollable winds, but there would be at least a frequent breeze.
    It should be interesting developing the relationship between the two worlds, both from a narrative and gameplay perspective.
    I concur.
    In fact, it stikes me as odd to have such a trading center in this close proximity to an AdMech world - sounds like plenty of room for some Imperial civil strife.
    Will all players be sticking to the same characters again?
    They can't.
    Two of the Inquisitors are now playthings of the True Kin.
    On a more serious note, it's time to start brainstorming ideas for what Fenix' mission can be.
    ...
    Assassinating a neutral Tau Ambassador for example
    Assassination is too simple. For a good narrative game, Fenix and Laara will need a goal which puts them in frequent conflict with the other players. This means that the goal probably should be built around who else is involved instead of simply being thought up in isolation.


    If there's need for more DE advice, you know I'm game.
    99.47% of all statistics found in forum signatures are made up by the poster.

    The usual:
    Hundreds of grandchildren, utter domination of known space, and the pleasure of hearing that all of my enemies have died in terrible, highly-improbable accidents that cannot be connected to me.

  4. #4
    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Quote Originally Posted by Sabbad View Post
    Will all players be sticking to the same characters again?
    The best way to answer this is probably to do a character list, which I will write out properly later. Very briefly, Rodriguez' team will be the same as he continues his vendetta, as will Skaarn's barring he only has his tech-priest as a henchman right now seeing as Guardsman Neji Leingod got captured by the Dark Eldar. This is still okay however as tech-priest Stead will probably prove useful around the Ad Mech. Fenix and Laara will be the same, with all the additional skills they picked up over the course of the last campaign. So far I haven't got any more involving a reason for them to be at a trading station other than that they might hear something of interest to them or Reia-Hal in general, but I imagine they'll find some reason to get caught up in the other Inquisitors' doings.

    New characters include Inquisitor Crowe, a clone (sorry, replacement) of Linklatorvitch seeing as he is now a prisoner of the Phoenix, that Ian is trying to find a reason to bring into the game - possibly he's investigating his predecesor's disappearance. Colin is going to be heading up the Ad Mech although he's trying to find a reason to sneak his Dark Eldar back in, and Graham has a shiny new Tau Water Caste model and some Kroot that will be getting involved at some point.


    Quote Originally Posted by Sabbad View Post
    When will this be set in relation to Medusa? (insert shameful Obelisks of Galahar plug here...)
    It will be set shortly after the last campaign, putting it round about 601 or 602.M41. And if you can make a decent =][= campaign out of Medusa V then by all means go for it!


    Quote Originally Posted by Sabbad View Post
    Assassinating a neutral Tau Ambassador for example
    It's been done. If I did that I'd probably get sued by Eoheran :P


    Quote Originally Posted by Sabbad View Post
    Finally, out of curiositiy, what is Farseer Maté's standing in relation to Velora?
    Velora is High Farseer of Reia-Hal, the foremost among the Five (the head honchos of the Seer Council). Farseer Maté is, or rather at the time of the campaign WILL BE, another member of the Five and holds the position of Reia-Hal's warmaster Farseer - as he spent the most time on the Warrior Path he is usually the first choice for leading the Craftworld armies (hence his appearance at Medusa V). In fact, when I get home I'll post up a copy of their full bios for you.


    Quote Originally Posted by IncubiLord View Post
    I must torture your previous GM. This line is wrong on so many levels...
    They got the webway controller off a dead Mandrake.


    Quote Originally Posted by IncubiLord View Post
    Yeah, you know you want it...
    If he fails so much as one Wp test I'm retconning his **** right out of the Craftworld background :P


    Quote Originally Posted by IncubiLord View Post
    Foolish Craftworlder. Getting another dose of indulgence is not going to make going home easier. Come play some more.
    Maybe not smart, but sure to generate a good story!


    Quote Originally Posted by IncubiLord View Post
    In fact, it stikes me as odd to have such a trading center in this close proximity to an AdMech world - sounds like plenty of room for some Imperial civil strife.
    Indeed. A few of these particular Ad Mech have been naughty and got too involved in the alien tech they're studying...combining Imperial and alien tech and even consorting with aliens, contrary to the teachings of the Omnissiah. Now the question remains that if these radical tech-priests can indeed synthesise the cure Skaarn seeks, is he willing to co-operate with them? Or will he see it as his duty to set aside his personal needs and report them to the Inquisition and the Ad Mech?


    Quote Originally Posted by IncubiLord View Post
    If there's need for more DE advice, you know I'm game.
    I'm sure we can fit the Phoenix and his crew back in there somewhere (Colin's whining enough...). After all, Selket did warn Fenix "When, not if, we meet again" at the end of the last game
    Last edited by FarseerMatt; 15-04-2008 at 16:06.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

  5. #5
    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Quote Originally Posted by Sabbad View Post
    Finally, out of curiositiy, what is Farseer Maté's standing in relation to Velora?
    I had to wait til I got home from uni to upload this from my laptop, but as promised here it is. The best way to explain Farseer Velora is to start with the ancestors of his house...

    Vandora – The first guiding Farseer of Reia-Hal, revered for steering her kin across the stars and giving them hope after the dark times of the Fall. Though perhaps not as powerful a psyker as Farseer Eldrad Ulthran of Ulthwé, she was still one of the greatest prophets among the Eldar race. In the time of the Eldar empire she devoted much of her life to the study and development of her psychic potential. In a time when the Warp was calmer and the wisdom of the Eldar was deepest, she achieved astonishing feats of psychic prowess and invented over a hundred runes. Some time before the Fall, Vandora forged for herself a psychic ring – an ornate golden loop etched with more than a thousand tiny recesses in which were implanted microscopic psychic runes. Made of the purest and most resilient wraithbone, they represented all of the hundreds of runes Vandora had mastered in the time when the psychic might of the Eldar was at its peak. It acted as a focus for Vandora’s psychic energy and increased her already formidable powers of healing, prophesy and divination. It was through the ring’s power that Vandora first learned of the psychic apocalypse her kin were calling into being in the Warp, a vision that shattered her complacency and revealed to her that her race’s search for perfection in all things had been twisted into a dark obsession with excess. In vain she spoke out against the depravity to which her kin had sunk, but it was already too late. Some heeded her words, most notably the priestesses of Lileath who had been suffering similar dreams, but many more laughingly dismissed her dire warnings. Increasingly tortured by her visions, Vandora travelled to the great conclave, where the few Seers who shared her views agreed that the Eldar civilization could not be saved, and that their only hope was to flee. With heavy hearts, they began to draw plans for the building of the great Craftworlds.

    In the final years, Vandora continued to gather those of her kin who were still sane enough to be appalled by the deeds of their brethren, fashioning for them the waystones that would become the mark of her kind. They were forced to band together for protection when their intention to leave their homeworld became known, as the hedonistic mob of the majority population turned against those who opposed their ways. Thus is was that Vandora’s disillusioned followers were forced to begin defending their half-finished generation ship by force of arms, and the exodus to board it when it was finally ready to depart became more of a headlong flight as the refugees were pursued by a mob of insane, bloodthirsty creatures who could no longer be called Eldar. During that running battle, Vandora was compelled to turn and fight as she was confronted by the leader of the mob. Though depraved and half insane, the hedonist Eldar were powerful in equal measure, having expanded the limits of their minds to undreamed potential, and by plundering the depths of his mind Vandora’s opponent could command truly awesome psychic powers of his own. The two clashed in a spectacular psychic duel, and though Vandora finally triumphed and smote the mad Seer down, with his last breath he crushed all his psychic might into a roiling vortex of pure energy and unleashed it with a slash of his witchblade. The burning inferno of soulfire shattered Vandora’s psychic wards and cleaved two fingers from her right hand, taking with it her precious ring. Though two of her warriors dragged the unconscious Vandora to safety the ring was lost, trampled into the dust by the refugees’ howling pursuers.

    <The Ring of Vandora does actually reappear, but not until the reclamation of Belial IV and the surrounding planets during the 13th Black Crusade. It was found buried in the heart of a ruined city by Farseer Taldeer of Ulthwe, who was drawn to its psychic call when it sensed that true Eldar had returned to this desolated world once more. The Ring of Vandora was returned to the Reia-Hal Eldar with much rejoicing at this recovery of a shard of their past, and when they brought it before Vandora’s spirit in the Dome of Crystal Seers, she insisted that it be worn by her descendant, Farseer Velora, to use for the good of the Craftworld with her blessing. But at the time of the =][= campaign these events are 4 centuries away.>

    The refugee ship escaped its home star system, and by the semi-mystical wonders of Eldar medical technology the Healers used cloned cells to restore two new fingers to Velora’s maimed hand, but they could not replace the ring. Despite the loss Vandora was undaunted. She had spent the months leading up to the flight in silent meditation, searching the tangled web of possible futures for the right course of action to take. When the psychic implosion of the Great Enemy’s birth tore at the Craftworld, rocking the ship to its core with the physical shockwaves and piercing the hearts of every Eldar aboard, when the glittering star field behind them disintegrated into the roiling purple horror of the giant warp storm which would come to be known as the Eye of Terror, when those around her were stricken with shock and grief, Vandora’s eyes moistened but she never blinked. When she spoke, it was to give thanks for the few who had been saved. She decreed that their generation ship be named Reia-Hal, or “Hawk of the Rising Star”, after the great bird of prey in Eldar mythology who was the son of the Great Hawk and Faolchú. The Eldar legends tell of Reia-Hal the Star Hawk appearing after the War in Heaven as a new star rose in the sky; he gathered up the bodies of the children of Kurnous and Isha whom Khaine had killed and carried them to the sky where they were turned into planets and moons. Eldanesh became the red moon above the Eldar homeworld, and the others were scattered throughout the firmament for the mortal children of the gods to settle. It is this concept of creating new life and hope out of the ashes of tragedy that his name represents and that Vandora meant to carry on in the spirit of her Craftworld. Having escaped the Fall, she began the task of guiding the nascent Craftworld and the million men, women and children it sheltered on their long exile.

    It took over 10,000 years for Reia-Hal to traverse the length of the galaxy towards the star that the Star Hawk rose from in Eldar myth, guided all the way by Vandora until she passed into the Craftworld’s Infinity Circuit. Until then Vandora had been the sole chief consul of the Seer Council, but now with her passing Reia-Hal reorganised their Council to be led by a pentamerism of the Craftworld’s most accomplished Seers, who would be known as the Five. As both leaders of the democratic body of the Council and the Craftworld’s most powerful Seers the Five are the ultimate governors of Reia-Hal. Their sage advice and ultimate judgement is sought in many internal and external affairs, although in turn many of the Five’s decisions involving the Craftworld are taken with input from other bodies (such as the ancestor spirits of the Infinity Circuit, or the Court of Exarches in times of war). Almost traditionally, one of Vandora’s direct-line descendents has always sat on the Seer Council and often reached the honoured position of one of the Five. The House of Vandora’s current representative on the Seer Council is High Farseer Velora, who has inherited his ancestor’s phenomenal clairvoyant prowess and is universally recognised as foremost among the Five. Velora himself is a wise and gifted Seer, but even he sometimes seeks out Vandora’s spirit in the Dome of Crystal Seers for advice in particularly difficult times.


    Velora – Farseer Vandora’s latest descendant on the Reia-Hal Seer Council and, as both the most venerable and most highly psychic of the Reia-Hal Seers, he holds the position of High Farseer of the Five. In his time he has travelled many Paths, including that of the Secret Keeper, where he learned everything about the Craftworld’s history and the deeds of his ancestors. This, when coupled with his vast experience and understanding of so many branches of the Eldar Path, makes him one of the wisest Eldar on Reia-Hal. Velora is the most powerful Seer Reia-Hal has ever seen since his first ancestor, and as mentioned before he is also destined to wear the psychic-amplifying Ring of Vandora when it is recovered from the Belial system, which many of his peers will see as a powerful portent. In game terms, Velora wielding the Ring of Vandora is my excuse to field Eldrad.


    Kamita Maté – The first-born son of Kariadryl Maté, a respected Bonesinger who had directed the construction of the Starspire (a huge and elaborate Wraithbone tower which has served as a hall of learning on the Craftworld for centuries). In his early years of travelling the Eldar Path, Kamita showed little indication of the warrior he was to become; following in his father’s footsteps he became a peaceful Bonesinger, learning to call Wraithbone forth from the Warp and shape it according to the Craftworld’s needs, then turned to the path of the Healer, being imparted with the extensive and mystical lore of Eldar medicine and, later, learning to channel his psychic energy in order to greatly accelerate the healing process in others.

    However, in his early 500s, something happened that would change Kamita’s peaceful outlook on life. It was during the 40th millennium, when Reia-Hal was forced to abandon its galaxy-skirting course and pass through Imperial space to reach its destination that his younger brother Haldir, then travelling the Path of the Mariner, was killed when the vessel he was serving on (the Slid’Isha) was destroyed in a battle with Imperial ships. As he placed his brother’s spirit stone in the wraithbone glades of the Dome of Crystal Seers, a cold fury gripped Kamita and he was drawn for the first time to the Path of the Warrior.

    Kamita fought in many battles defending Reia-Hal, and his desire for revenge drove him to spend more time on the Warrior Path than normal for an Eldar. Over time he assumed several Aspects of Kaela Mensha Khaine, donning the war masks of the Striking Scorpion, the Dire Avenger and the Dark Reaper in turn. His anger could have been his undoing, but at the last he pulled back from the brink and left the Warrior Path. This surprised some of his comrades, who had expected him to take up the mantle of Autarch, but after decades of war Kamita’s rage had burned itself out and instead he chose to develop his psychic prowess through the Path of the Seer. It was on this Path that he met and fell in love with his life-mate, Arwen. Thanks to her support and the guidance of his mentor Farseer Alarielle, he became a prominent member of the Seer Council and many years later a full Farseer, resolving to dedicate the rest of his life to the Witch Path. Both he and Arwen were later to be elected as members of the Five.

    Through Kamita had left the Warrior Path behind, the extensive knowledge he had gained of strategy and tactics remained, as did the mastery of both hand-to-hand and ranged fighting which almost equalled that of the Exarches he had served under. Due to this Aspect Warrior experience, combined with the clairvoyance and potent psychic powers of a Farseer, Kamita was elected again and again as Reia-Hal’s Warmaster to lead his kin on the battlefield. Though all of the Five have lent their vision to the Reia-Hal strike forces at one time or another (with all of them as well as a number of other Seer Council members participating in the particularly dire Medusa V campaign) Kamita is the most often seen on the battlefield, even now that Reia-Hal now has a full Autarch in Suriyana. His once-incandescent hatred has been replaced with a cold, calm fury he now wields in the leadership of his warriors and the annihilation of his enemies.

    So at the time of the campaign he is still on the Warrior Path, and the Reia-Hal strike forces are commanded by Autarch Salorehk (known as the Avenging Angel in the songs of her Craftworld). She is destined to lead her kin in battle for two centuries, until finally being laid low while fighting valiantly against the forces of the Great Enemy (never fear though, she'll be back as a Wraithlord!). The position of Autarch then remains vacant until being filled by Suriyana in 999.M41
    Last edited by FarseerMatt; 15-04-2008 at 16:01.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

  6. #6
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    Re: The story continues...

    Quote Originally Posted by FarseerMatt View Post
    The best way to answer this is probably to do a character list, which I will write out properly later. Very briefly, Rodriguez' team will be the same as he continues his vendetta, as will Skaarn's barring he only has his tech-priest as a henchman right now seeing as Guardsman Neji Leingod got captured by the Dark Eldar. This is still okay however as tech-priest Stead will probably prove useful around the Ad Mech.
    Interesting...Have either of these players considered adding a new character to their warbands? My experience is that a new guy is a good way to add interest to a campaign, especially if it's one that has been brought in naturally as the result of a previous campaign. Unfortunately, that's not likely to be the case in this instance - unless Rodriguez' allied Astropath fancies returning with a big gaping hole where his eye used to be...

    Fenix and Laara will be the same, with all the additional skills they picked up over the course of the last campaign. So far I haven't got any more involving a reason for them to be at a trading station other than that they might hear something of interest to them or Reia-Hal in general, but I imagine they'll find some reason to get caught up in the other Inquisitors' doings.
    OK. Perhaps it'll be refreshing not to mess around with babysitting this time round.

    New characters include Inquisitor Crowe, a clone (sorry, replacement) of Linklatorvitch seeing as he is now a prisoner of the Phoenix, that Ian is trying to find a reason to bring into the game - possibly he's investigating his predecesor's disappearance. Colin is going to be heading up the Ad Mech although he's trying to find a reason to sneak his Dark Eldar back in, and Graham has a shiny new Tau Water Caste model and some Kroot that will be getting involved at some point.

    Lol'ing at Inquisitor Crowe. Identical twins and cheapskate Inquisitor gamers, the perfect tag team...

    Wouldn't it be great to get the Phoenix back in as the super-villain who doesn't reveal himself until the end of the campaign?

    It will be set shortly after the last campaign, putting it round about 601 or 602.M41. And if you can make a decent =][= campaign out of Medusa V then by all means go for it!
    You serious? I'm sure I can try and think of something (bet you regret asking me now...)

    It's been done. If I did that I'd probably get sued by Eoheran
    I hate to break it to you...but Eoheran is dead.

    Nifty, lengthy background post
    This is all very cool... I'm guessing that most of it isn't "official", but its put across in such a compelling and authentic way that its easy to beleive that some bits (the legend of the Star Hawk in particular) are lifted our of GW canon.

    It's good to hear more about specific characters whose names I remember vaguely from Medusa (shame on you for the names Haldir and Arwen though...). I think my favourite bit though would be Suriyana - not only have you established a lengthy back story to justify including an Autarch in your army that the last Codex prohibited you from taking to Medusa, but you have gone back and played an Inquisitor campaign to justify the established storyline! Brilliant!
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

  7. #7

    Re: The story continues...

    And if you can make a decent =][= campaign out of Medusa V then by all means go for it!
    Did that. It's called Architecture of Hate, available for download from the SG website. It doesn't, technically, involve any Eldar, but I suppose you could shoehorn one in - it was designed to be as flexible as possible.

    R.

  8. #8
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    Re: The story continues...

    Right, I started off by thinking of a campaign that would allow me to somewhere tie in the Obelisks of Galahar, Council of Eldanesh or Farseer Garrar. Then I remember that prioritising fanboi coolness over a genuinely good story is stupid and accidentally came up with an idea for an Inquisitor campaign. Figured I may as well share...


    CAMPAIGN TITLE: PHANTOM OF THE FIRE

    The Forge World of Andrix Omicron is an isolated bastion of the Adeptus Mechanicus, settled by Explorator fleets 6500 years ago during the drive of Lord Solar Graemos across the Eastern Fringe. Graemos' ill-fated "Light Crusade" ultimately culminated in military failure, but the conquest and establishment of the Andrix system as an Imperial bastion was considered to be a rare but considerable achievement of his war. After the scourging of Gorgile colonies from the system's most habitable planet, pioneering Mechanicus teams were delighted to discover one of the fabled Standard Template Constructs abandoned there by antiquity - a variant design of prefabricated bomb shelter that still sees use in the Imperium today. The Priests of Mars raised their own "temple" of research and illumination upon the world, a vast tower that eventually gave birth to a sprawling city. As the Light Crusade met stiff opposition against the Orks of Warlord Stikk-Dat, and supplies and wargear began to run low, pressure was placed upon the colonisers of Andrix to maintain the production of weapons and ammunition for the front line. When the Imperial Guard retreated to the system, the pursuing Orks found Andrix to be a fortified stronghold that defied the xenos aggression. With such considerable Martian effort now invested in the world, it is little surprise to learn that despite its isolation Andrix remains an Imperial protectorate today.

    The third satellite of the Forge World, Andrix Sigma, has been inhabited by Mankind for far less time. The first cities upon the moon arose a mere 300 years ago, as Techpriests were employed to reactivate the pre-Imperial atmospheric generators beneath the surface. Whilst the suggestion of settling the moon had certainly been a possibility millennia earlier, the fact was that few had considered the meagre resources and bleak landscape of Sigma worth justifying the cost of expansion.

    The decision to settle upon the moon was in fact enforced by the esteemed Rogue Trader Atholf Lutindorf, and indeed much of the costs for his "little project" were financed by the profits of his own business ventures. The motivation behind this move is subject to much speculation, but some whisper that its isolation from Imperial authorities who might otherwise prove an irritation to Lutindorf's shady dealings was partially responsible. Others argue that the Rogue Trader was intrigued by the possibility of contact with a new resurging alien species that had begun to expand their influence throughout the Eastern Fringe. Though this "Tau Empire" was not expected to establish itself as any meaningful power in the Segmentum, its inspired technological achievements certainly piqued Lutindorf's interest enough to provoke further contact.

    These days, Andrix Sigma has become the backwater hideout for adventurers, mercenaries and pirates seeking concealment from Imperial power. The Magos Technocrats of Andrix Omicron permit the presence of these lowlifes on their moon only because they supply so constant a stream of "volunteers" for manufactorum labourers and explorator crews as to make their existence tolerable. Tension between these two factions can often range from "unstable" to "armed conflict", but most of the people in power are content to maintain the status quo of cold acceptance.

    To fledgling Rogue Traders, the Andrix system is a haven of opportunity, providing as it does total seclusion, plentiful recruits and the potential for Mechanicus backing. Many harbour their own dens and hideouts upon the moon, as do other leaders of men with even less altruistic motives.


    THE DRADARY CORSAIRS

    In recent years, a new threat has begun to pray upon those sectors in the vicinity of Andrix. Attacks upon Imperial trading vessels are on the increase, fleets of Pirate ships emerging from the Warp to wreak havoc on commerce barges and satellites directly under sector control. These ambushes do not seem to be part of any long term plan - the targets appear random, but for the invariable concentration on stealing the most valuable cargo borne upon the subdued vessels. But the efficiency and perfect execution of these raids suggests some level of hierarchy amongst these pirates. These are not the typical attacks of an undisciplined, desperate rabble - the raiders are well-equipped and skilled combatants, capable of out-witting and defeating fleets with twice their own numbers and armament. To the terrified citizens of these afflicted sectors, this institution of merciless bandits have become collectively known as the Dradary Corsairs.

    Such open opposition to Imperial Law has not gone unchallenged, and so great is the problem acknowledged to be that the Adeptus Arbites are no taking action against these human renegades. Clashes between Arbites patrol ships and Corsair vessels have resulted in victories for both sides. But the Imperial Enforcers know that victory for them will be impossible until the location of the Corsair headquarters is discovered and so far, to their frustration, their base remains hidden.

    The Corsairs are in fact acting out of Andrix Sigma, taking advantage of the Cult Mechanicus' disinterest in the matter to consolidate their forces and construct a fleet of considerable force. The Tech-Adepts, in fact, have plenty to gain for the location of this base to remain hidden, as the last thing they want is the Arbites interfering in "Martian business". On the other hand, the Corsairs have been very careful to remain neutral in their interaction with Mechanicus fleets and have therefore avoided the ire of Andrix Omicron.

    Some even suggest that the actions of the Corsairs are sponsored by men of influence and power, whose goals are directly served by the ongoing chaos. Upon the moon of Andrix Sigma, it is suggested that a cartel of Rogue Traders has pooled their resources to sponsor the pirates, taking a share of the bounty in return for their investment. At the head of this supposed conglomeration is said to be Richein Lutindorf, great-grandson of the pioneering Atholf Lutindorf.


    LARINAWE

    Unbeknownst to most Imperials, and certainly the Arbites, the actions of the Dradary Corsairs are not focussed solely against the Imperium of Man. Far upon the edge of the known galaxy, in regions of space where most maps appear blank, is the Eldar Maiden World of Larinawe. Seeded mere decades before The Fall, it has nonetheless now emerged as a world of tranquil paradise and bounty. It was once also inhabited by a small colony of Eldar Exodites, tending to and protecting the valuable treasures of ancient days from thieving interlopers - but no longer. Less than a year ago, Larinawe felt the full force of the Dradary Corsairs. The Exodites, bewildered as to how their innocent world had been discovered by the Mon-Keigh, were in little position to fend off the ruthless murderers. The whole colony was annihilated and the relics of the Eldar past torn from their resting places to be sold on by greedy thieves. Such audacity from the lesser race of humanity has not gone unnoticed by the Farseers of Reia-Hal.

    What drove the Corsairs to descend upon Larinawe and butcher its people is a question even the Seers cannot answer. What is known is that Larinawe is famed amongst wandering outcasts for the miracle of its plant life - from the carnivorous plants of the wild jungles that secrete the most toxic of venom, to the tanglefoot plants of the southern continents whose unique properties have even been weaponised by the Craftworld Eldar. Must most wondrous and rare of all are the blossom trees of Isha, towering arboreal monoliths who appear to hold up the northern sky. It is said that the wood sap of the very highest branches contain the secrets to life itself and can cure any ailment, undo the effect of any poison. The Exodites have remained respectful of such wonders and never dared abuse the properties of the trees themselves, but if the Mon-Keigh were ever to learn of these legends it is doubtful they would show such wisdom.

    As the Dradary Corsairs return to their stronghold on Andrix Sigma, the scene is set for an epic clash between the secret warriors of humanity and xenos. Driven by the thirst for vengeance and to complete their own hidden agendas, the Throne Agents of the Inquisition have arrived individually within the Andrix system. The operatives of the Adeptus Mechanicus are troubled by this development, for their relationship with the Inquisition has always been strained. If the Inquisition is allowed to exert to much authority over Mechanicus affairs, it will signify the death of the Machine Cult's quasi-independence and its unique privileges and status. As the Magi convene to discuss this issue, aliens make planetfall upon the worlds of Andrix - a pair of Eldar Rangers, searching to recover the relics of their forefathers, and a foreign ambassador for a species destined to rise far beyond the wildest dreams of their future enemies.

    And against the backdrop of this brooding conflict, a malevolent genius centuries old plots the final stages of his scheme - his chance for delicious vengeance the shortest of moments away...


    CAST

    Inquisitor Skaarn

    Tortured, crippled and struggling to survive his life of constant pain, Inquisitor Skaarn has suffered greatly since his betrayal by the Dark Eldar on the world of Mar Sara. Xenos poison taints his blood and drains his strength, each day bringing with it fresh agonies. Pain drives rational thought from the Inquisitor's mind, and now he has no motivation but to find a cure for the monstrous toxin destroying his body.

    Skaarn has spent the last couple of years following any leads he can to this end, but all have ended with failure. Now though, he hears news of an ancient legend otherwise disregarded as fictional alien propaganda. The myth speaks of an ancient tree whose sap is the antidote to all toxins, the one last hope for the dying Inquisitor. Following up on these whispers with his agents, Skaarn has now learnt that tavern gossip boasts that pirates upon Andrix Sigma have discovered the Elixir of Life, the secret to all life's mysteries. Desperate to the point of psychosis, Skaarn has convinced himself that these rumours are nothing less than concrete truth and has turned his ship towards the Andrix Sector.

    Inquisitor Rodriguez

    Humiliated by his defeat and forced flight upon Mar Sara, Rodriguez has vowed to see the traitor Inquisitor Skaarn suitably punished for his crimes - trial before an Inquisitorial Conclave, followed with execution by fire. Unfortunately, subtle manipulations by the agents of Skaarn have mired Rodriguez in bureaucracy, whilst Skaarn's alleged "disappearance" in battle have made sentencing the aging Inquisitor impossible until he is brought forward in person. Thoughts of vengeance weighing heavily upon his mind, Rodriguez has set off in pursuit, hunting his arch-foe across the stars relentlessly.

    Tracing the actions of Skaarn and his agents had revealed a pattern to Rodriguez - the traitor Inquisitor is investigating rumours of powerful xenos artefacts with powers of healing or rejuvenation. He has also heard through his own operatives that Skaarn has recently become remotely implicated, or at least connected, to the actions of the Dradary Corsairs. Rodriguez now presumes Skaarn to be the true mastermind behind the recent pirate attacks and considers it is sacred duty to bring the heretic in, dead or alive. Following up on his most recent lead, Rodriguez' ship has now arrived within the Andrix system.

    Inquisitor Crowe

    The one-time Interrogator of the revered Inquisitor Linklatorvitch, Crowe has himself established a glorious career for himself, though he has ever lived in the shadow of his former master. Crowe's respect for Linklatorvitch extends so far that he has never felt any glimmer of jealousy for this - he would defend the honour of his master as firmly as he would defend his own. It is this fact that explains why the disappearance of Linklatorvitch has affected Crowe so deeply, and he has vowed to discover the truth about what happened to his master on Mar Sara.

    Crowe has recently learned of a link between the Mar Sara incident and the man named Richein Lutindorf - a Rogue Trader whose subtle involvement in the conflict following Linklatorvitch's self-appointment as Imperial Commander seemed curiously contrary to the interests of the Imperium. Intrigued by this, but with little more information to go on, Crowe has decided to confront Lutindorf himself and has discovered the location of the Rogue Trader's headquarters. He journeys to Andrix looking for answers.

    Fenix and Laara

    Haunted by his memories of the Dark City, Fenix has been unable to find piece amongst the beautiful gardens of Craftworld of Reia-Hal. His wanderlust urges him to explore the mysteries of the galaxy once more, to be entrusted by the Seers with a mission of true importance. The recent attack by the Dradary Corsairs upon the Maiden World of Larinawe has forced the Five to respond in kind, by seeking the aid of the Hero of Mar Sara.

    Fenix' mission is simple - teach the Mon-Keigh the folly of abusing the goodwill of their elders and superiors. The Rangers must locate the stolen artefacts of Larinawe, return them to Eldar safekeeping and execute those Mon-Keigh judged to be most responsible for the crime. Only then can justice for the Exodite deaths on that Maiden World can be considered satisfied. What Fenix does not know, and the Five have not forseen, is that events within the Andrix system are soon to escalate wildly and resurrect the shadows of Fenix' past once more.

    The Adeptus Mechanicus

    The Magi of Andrix Omicron are split on how best to respond to this brooding discontent. The arrival of the Inquisition within their world cannot possibly be considered good, as it is sure to herald interference in matters that the Cult Mechanicus would far rather keep hidden from their prying eyes. Since the birth of the Imperium the Priesthood of Mars has maintained its independance and they will not tolerate any erosion of their power-base in reaction to a petty Corsair insurrection.

    Upon Andrix Omicron, the Magi agree to deal with the Dradary Corsairs themselves - but opinions are split on how best to handle this. Some suggest a policy of appeasement, making no attempt to destabilise the bandits if only to ensure no risk of retribution from them. Others argue that they pose an equal threat to the colonies of Mars as they do the colonies of Terra and that a harsh unforgiving purge of Andrix Sigma is necessary, even if just to be rid of the thrice-cursed Inquisition. But others still, those less vocal but far more active behind the scenes, have a definite interest in protecting the Corsairs - for their co-operation with the bandits and the xenotech they return to them means that any Inquisitorial investigation will implicate the Mechanicus as well...

    The Tau

    Very important note: According to the current Tau Empire Codex, the Imperium's first contact with the Tau took place around year 650M41 - about 250 years after the start of the campaign. Whilst it's perfectly reasonable to expect that an individual Tau Ambassador might make contact with the some humans in some way before this specified date, you will still need to be careful. Human characters will not recognise Tau as being Tau and, arguably, Tau characters will not recognise humans as being human. It's also questionable whether the Kroot will have allied with the Tau by this time.

    Upon the borders of Imperial space, far across the Eastern Fringe, a new dynamic race has begun to expand, furthering its utopian ideals of mutual co-operation and "The Greater Good". These xenos creatures now seek to establish an Empire of their own, one they aim to build through peace and diplomacy, but with firearms and battlesuits if needs be. As they reach out across the galaxy, every new contact with an alien species is a fresh experience for them and they are especially eager to greet the species they have heard others refer to as "Man".

    A high ranking member of the Water Caste has been set a very important mission by the Ethereals themselves, to learn more of these humans and their "Imperium". They have heard mention of a man called Richein Lutindorf, a very important individual who appears to hold a rank of great significance to the humans. Perhaps if this one man could be taught the virtues of the Greater Good, the entire Imperium might join the Tau Empire. Entrusted with the task of learning about these humans and their ways, and enlightening them of the Tau path as well, the Ambassador has hitched a lift on a human free captain vessel through some kind of "warped-space". The human starvessel has now arrived within the Andrix system.

    Richein Lutindorf

    Rogue Trader Lutindorf is a greedy, power-obsessed meglomaniac, driven by a paranoid desire to establish himself as even more influential than his great-grandfather and to leave a lasting mark upon history. It is he who has formed a cartel of Rogue Traders, who collectively finance the actions of the Dradary Corsairs. However, despite Lutindorf's vehement declarations to the contrary, the Rogue Trader is in fact nothing more than a puppet of the Dark Eldar.

    Through a stroke of misfortunate, Lutindorf was trapped upon Mar Sara during those fateful days of the Dark Eldar raiding sweep. However, the Rogue Trader saw opportunity in the chaos and actively engaged in dialogue with the merciless xenos to see if there was any way in which he himself could profit from them. Whilst the Dark Eldar would normally be inclined to painfully torture and kill such an upstart Mon-Keigh, Lutindorf's life was spared by an aspiring Dark Eldar Sybarite who saw in the Rogue Trader a useful pawn he could abuse to achieve his long term goals. The same Dark Eldar Sybarite continues to prop up the Rogue Trader, at least until his use has been exhausted.

    The Phoenix (dah duh DAAAAH!)

    Despite his successful capture of an Imperial Inquisitor, who even now experiences endless torment within the dungeons of his Archon master, The Phoenix' reputation following the Mar Sara affair was far from glorified. Mocked for his loss of the fateful child Suriyana and his inability to defeat those foes who opposed to him, his standing within the Dark City has taken a blow. Infuriated that the incompetence of his henchmen has robbed him of the adulation he deserved, The Phoenix has turned his dark and formidable intellect towards the delicious revenge he shall serve to each enemy he made on Mar Sara.

    Through his puppet Lutindorf, it is The Phoenix who has authorised the Corsair massacre on Larinawe, the attacks upon Imperial shipping and the rumours of the blossom trees of Isha. Each of these actions has been designed with the whole purpose of luring his enemies - Fenix, Rodriguez, Skaarn - to the Andrix system, where he will revel in capturing and punishing them in a single extravagant gesture. Any side effects to this plot, such as the wholesale slaughter of Exodites and Mon-Keigh that happen to oppose him along the way, are entirely inconsequential irrelevances to him.


    And so the stage is set...
    Last edited by Sabbad; 17-05-2008 at 15:27.
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

  9. #9
    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Firstly, sorry for my absence but I had to attend my Grandma's funeral :/

    Secondly...wow How long did it take you to come up with that lot? We only have 7 players (if you count the GM) for the 8 teams, but the Phoenix probably won't play his hand until later on this shouldn't be a problem. We'll get working on the first game this week - general consensus seems to be everyone wants a good old fashioned bar-room brawl
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

  10. #10
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    Re: The story continues...

    How long did it take you to come up with that lot?
    A lot longer than I'd expected when I started. That's one night of my life I'm not getting back...

    We only have 7 players (if you count the GM) for the 8 teams, but the Phoenix probably won't play his hand until later on this shouldn't be a problem.
    Indeed, that was the plan.

    One thing I did take the liberty of adding in was the Corsairs of Dradary. This was mainly because, when creating an alternate faction to the Mechanicus on Andrix Sigma, I wanted something that stayed trued to the "Rogue Trader place" you described it as earlier. HOWEVER, I have no idea if your gaming group have the models to make this possible...thoughts?

    general consensus seems to be everyone wants a good old fashioned bar-room brawl
    Hee hee, they can be great fun. I remember one right back in the very first campaign I ever GM'ed that was great fun - we used the 2D plan for the old Ork Bar Room Brawl game that came free in White Dwarf many years ago. You might struggle to justify having 5 (6? 7?) player warbands in the same bar at the same time though...
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

  11. #11
    Chapter Master IncubiLord's Avatar
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    Re: The story continues...

    Quote Originally Posted by FarseerMatt View Post
    They got the webway controller off a dead Mandrake.
    Wrong on so many levels...

    Let's just say that what they thought was a 'webway controller' wouldn't have had the desired effects and leave it at that.

    If he fails so much as one Wp test I'm retconning his **** right out of the Craftworld background :P
    Bah! He stays part of the Craftworld, a cankerous sore of DE 'morality' that causes a schism in the ranks, leading to an offshoot band of Reia-Hal Dark Eldar.
    Quote Originally Posted by Sabbad View Post
    And so the stage is set...
    Except for the part you forgot:

    THE COURT OF THE DARK PRINCE

    The Dark Court has always sought an uneasy peace between the various factions of Eldar-kind, and often their raids are orchestrated to benefit the Eldar race as a whole. Upon hearing of the the genocide upon Larinawe, the Dark Prince himself decreed that the mon-keigh who would perform such actions cannot be allowed to exist.

    Unfortunately for the local populace, the Dark Eldar aren't overly discriminatory when it comes to humans. Rumors of a connection to the moon-colony and being based on the forge-world have resulted in every human being considered a potential ally of the perpetrators. Already the revenge has begun.

    Thus far, three armed vessels have been ambushed by Eldar craft, disabled, and towed off into a non-space where no Imperial craft could go of its own volition. Strangely, it's only the armed spacecraft which are attacked - in one case, this resulted in the 'rescue' of a merchant vessel as the pirate ship attacking them was itself ambushed by Eldar raiders.

    On Andrix Sigma, tales have begun spreading of men slain by the shadows, their half-eaten remains found in the dark places when the morning light reveals what has transpired at night. A rare few claim to have seen the shadows become cloaked men who turned upon their victims as though feral beasts. Those taken are invariably armed.

    And finally, upon Andrix Omicron, worrying reports are surfacing of an incurable sickness that originated near the Dradary base - a sickness which causes pain and paranoia in equal measures, turning each infected into an unpredictably violent element. Three servitors have already acted in manners defying their programming due to this ailment and were summarily destroyed. Only time will tell if the pirates have been infected, how the sickness spreads, or how far it will reach. No discrimination appears to have happened here, at the den of murderers...

    Yes, the Dark Prince is most displeased, and he's brought Mandrakes and Haemonculi to play with these mortals so they will learn who not to agitate.



    The Court of the Dark Prince offers an interesting roleplay potential. They're actually sociable with Craftworlders and wouldn't bat an eye at the idea of a meeting with a couple of Rangers. They might even offer the two Craftworlders some help - since they're after the same prey and all that.

    It would be like Fenix and Laara are allowed into the most decadent palace they've ever seen and not asked to sample anything - the setting is all the encouragement a True Eldar would need. Your GM shouldn't have any trouble with the concept of an evil-yet-polite nobleman, and that's exactly how my DE are. Sure, we might ask for one of Laara's ovaries if she needs us to help rescue Fenix, but that's just a proper payment for services rendered - and the Haemonculi can always give her something to grow a new one.

    Plus, it presents an interesting moral qualm for the Craftworlders - the Dark Court is attacking the people who mass-murdered the Exodites, but they may also be killing random innocents and they're apparently going to torment this area until the name Andrix is a byword for house of horrors...

    The Dark Court has always been my army of anti-heroes - we're totally evil, but somehow we're on the right side (as long as you're an Eldar). It should drive Fenix and Laara completely over the edge.
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  12. #12
    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Sorry for long delay...damn uni work...


    Quote Originally Posted by Sabbad View Post
    One thing I did take the liberty of adding in was the Corsairs of Dradary. This was mainly because, when creating an alternate faction to the Mechanicus on Andrix Sigma, I wanted something that stayed trued to the "Rogue Trader place" you described it as earlier. HOWEVER, I have no idea if your gaming group have the models to make this possible...thoughts?
    Not a problem - it's all good stuff. Just don't sue us when we plagiarise it all And yes I think we have some models that could stand in for rogue traders. The bar-room scenario will probably be played in 28mm scale anyway due to the number of characters, and our 28mm collections are varied enough to represent just about anyone.


    Quote Originally Posted by Sabbad View Post
    Hee hee, they can be great fun. I remember one right back in the very first campaign I ever GM'ed that was great fun - we used the 2D plan for the old Ork Bar Room Brawl game that came free in White Dwarf many years ago. You might struggle to justify having 5 (6? 7?) player warbands in the same bar at the same time though...
    We have several locations planned out (the station and a mechanicus facility for example) and we'll randomly dice warbands between them. The game's this weekend at the local GW and I'll write it up when I can.


    Quote Originally Posted by IncubiLord View Post
    Bah! He stays part of the Craftworld, a cankerous sore of DE 'morality' that causes a schism in the ranks, leading to an offshoot band of Reia-Hal Dark Eldar.
    If they let him back on the Craftworld. But even if they didn't he could make a return leading a DE raiding party, making use of webway gates onto Reia-Hal that only an ex-resident would know about...


    Quote Originally Posted by IncubiLord View Post
    THE COURT OF THE DARK PRINCE
    Intriguing...please keep me updated as to the Dark Court's behind-the-scenes activities as the campaign progresses for additional plot driving
    Last edited by FarseerMatt; 23-04-2008 at 18:45.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

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    Chapter Master IncubiLord's Avatar
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    Re: The story continues...

    Quote Originally Posted by FarseerMatt View Post
    If they let him back on the Craftworld. But even if they didn't he could make a return leading a DE raiding party, making use of webway gates onto Reia-Hal that only an ex-resident would know about...
    Speaking of Craftworld security, did they ever find the subdermal transmitters that Laara and Fenix were implanted with? All of the True Kin could know where Reia-Hal is by now...
    Intriguing...please keep me updated as to the Dark Court's behind-the-scenes activities as the campaign progresses for additional plot driving
    That was the idea. No active participation per se, just another element of the story to get people thinking. Heck, one of the Inquisitors may find out it's DE causing the illness on Omicron or the murders on Sigma and then have a heck of a time tracking down a contact to the right batch of Eldar.

    Plus, if you need some generic villains for the Inquisitors to fight, some Mandrakes or Haemonculi (and Grotesques) from the Dark Court might get into trouble. I wouldn't be too upset to see that a few of my DE got hurt/killed when I went on a killing spree - just remember that they're not suicidal - my Haemies and Mandrakes have the good sense to get out of town when things get uncontrollable...

    Besides, it seemed odd to me for an Eldar population to be massacred and no Eldar response (besides two wandering Rangers - the Eldar aren't usually that quiet).
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    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Quote Originally Posted by IncubiLord View Post
    Did they ever find the subdermal transmitters that Laara and Fenix were implanted with? All of the True Kin could know where Reia-Hal is by now...
    Probably not soon enough to prevent the backstory I'm invisioning for my next Eldar vs Dark Eldar 40K game.


    Quote Originally Posted by IncubiLord View Post
    Just remember that they're not suicidal - my Haemies and Mandrakes have the good sense to get out of town when things get uncontrollable...
    Of course. Are the Dark Court mainly comprised of Haemunculi and Mandrakes then, or are you just referencing them because you know that Sean and Graham have the models for them?


    Quote Originally Posted by IncubiLord View Post
    Besides, it seemed odd to me for an Eldar population to be massacred and no Eldar response (besides two wandering Rangers - the Eldar aren't usually that quiet).
    You underestimate what two of the Eldar race are capable of This is all the effort we are prepared to spend on a rabble of mon-keigh for the time being...but should the subtle knife prove insufficient to punish the desecrators of Larinawe, we shall bring forth the firestorm.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

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    Chapter Master IncubiLord's Avatar
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    Re: The story continues...

    Quote Originally Posted by FarseerMatt View Post
    Probably not soon enough to prevent the backstory I'm invisioning for my next Eldar vs Dark Eldar 40K game.
    You're welcome.
    Of course. Are the Dark Court mainly comprised of Haemunculi and Mandrakes then, or are you just referencing them because you know that Sean and Graham have the models for them?
    Actually, the Dark Court is a hodge-podge of everything DE.

    You see, early on I decided that my DE weren't going to be the crazy variety and that I'd want to have my options open to play any style DE army I want at the time. So I came up with the Court of the Dark Prince as my way of getting around it all.

    The Dark Court is not 1st-generation DE, but rather was founded by a small trading vessel which returned to the area of the Eye some time after the Fall. Unlike most craftworlds, my own Eldar embraced the idea of consuming the mon-keigh for their own immortality and freedom of lifestyle. Over time, they began to specialize and form into distinct elements, becoming a Kabal, Cult, and Coven. The Dark Court is a little less rife with self-destructive tendencies, and slowly accumulated other Eldar who wanted to live their way. Thus, there's now also Incubi and Mandrakes (I've left whether any of the original Eldar became Incubi and/or Mandrakes vague on purpose).

    In early 3ed, I played a Kabal force with no Wyches. After the codex update, I played a Wych Cult with almost no Warriors. These days, I like to play my Coven (Haemonculi army) for a change of pace. I've got it all now.


    The reason I mentioned Haemies and 'Drakes is because those are the forces that seemed appropriate for the situation. The mad-scientist Haemonculi can release their creations upon the Forge World and the Mandrakes can stalk the shadows of a trade-moon for human prey - both in a manner that's violently fluffy and yet not overt enough to spoil the setting for your games.

    Oh, and for the record, my DE aren't usually masochistic. Even my Haemies tend to have disturbingly perfect skin...
    Also, my Haemies prefer hooded cloaks.
    You underestimate what two of the Eldar race are capable of
    Nah, I just don't believe in moderation. If they're worth attacking, they're worth massacring.
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    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    FIRST GAME

    As discussed, our first game took place over two tables, dividing the players between each with storyline and some random dice rolling determining the distribution. Down on Andrix Omicron, Inquisitor Skaarn left tech-priest Jonathan Stead to go and speak to the Ad Mech while he himself checked out one of the rogue trader outposts on Andrix Sigma, reasoning that by dividing his team he maximised his chances of finding out something interesting, and also that the Ad Mech might be more friendly towards a fellow servant of the Omnissiah than some meddling Inquisitor.

    Unfortunately, shortly after Stead went inside to explain his presence over a cup of hot machine oil Inquisitor Rodriguez and his band touched down, thinking that the forge world would be the logical first stop for their investigation given that the Ad Mech’s satellites monitored most of the travel to and from the system, with the additional possibility that Skaarn might be seeking them out for weapons or supplies.

    Rodriguez, interrogator Brax and telepath Harker were met by the senior tech-priest of the station, Magos Otheym Theyd. The Magos was co-operative enough (Pete reasoning that he wouldn’t want to arouse unnecessary suspicion) but managed to deflect most of the Inquisitor’s questions with half-answers, keen not to hint at any trouble within Andrix or to get involved in any Inquisitorial shadow games. Matching their Sg against each other and rolling off as Rodriguez asked about Skaarn, Theyd replied that he had heard nothing of him, covering all bases with the excuse that despite the best efforts of the Mechanicus to bring order to the system the rogue traders of Omicron Sigma were disdainful of proper protocol and it was difficult to keep track of all the ships entering and leaving the system; hence it was possible that Skaarn had landed without their knowledge.

    A frustrated Rodriguez left with no real leads and only unsubstantial suspicions about the Ad Mech’s willingness to comply, until Sarah Harker did her usual psychic gymnastics and passed a chance detection test to recognise a familiar mind among the stranger tech-priests around them. Doubling back, they started to tail tech-priest Stead, successfully evading the surveillance cameras and the tech-priests moving about for a time. However when they confronted Skaarn’s henchman, a shocked but quick-thinking Magos Theyd immediately arrived on the scene to defend a fellow servant of the Machine God. Rodriguez’ insistence that Stead was a known fugitive was met by Theyd’s declaration that the hunch of a warp-tainted psyker was not proof, and that they would perform DNA tests and investigate Stead’s background themselves in due course if the Inquisitor wished, but that in the meantime the tech-priest was under his protection and that by the Treaty of Mars an Inquisitor had no authority over the Ad Mech without more conclusive evidence.

    A squad of tech-guard arrived with lasguns primed, and a shootout was only narrowly avoided. Holding their Nv, Rodriguez and his acolytes backed down and retreated from the Ad Mech facility for the time being. Theyd however was not impressed - it was for the protection of his own secrets that he had warded off the Inquisitor, and he was aware that appearing to be harbouring a known heretic would attract just the kind of Inquisitorial attention he wanted to avoid. Calculating the pros and cons of handing over Stead vs. getting in touch with Lutindorf and getting some of his rogue-trader assassins to “take care” of Rodriguez, he rounded on Stead and demanded that he explain himself.



    Well, not much action but plenty of conspiracy! We’ll leave the first gaming table on that dramatic note and cut to Andrix Sigma, specifically the RT port where Skaarn is looking to get in touch with a member of the Dradary Corsairs to see if there is any truth to the rumours about healing sap from some Eldar Exodite world. Coincidentally, this was the same port that Fenix and Laara had decided to start their search, hoping to observe quietly and overhear some clues from the mon-keigh tavern gossip. The rogue traders were used to seeing the occasional Eldar outcast on Andrix Sigma, and not sharing the same hard-line anti-alien policy of the Imperium they only nominally served most of them figured that as long as a xenos out there still had something valuable worth trading then they might as well leave them alone for as long as they returned the favour. The exception would of course be the Dradary Corsairs, who would be wary of any Eldar activity following their pillage of Larinawe…

    Another surprise that character knowledge prevented us acting upon was the presence of Inquisitor Malakai Crowe and his two henchmen, who were undercover looking for members of the Corsairs to apprehend and interrogate. Adding in the fact that weapons were supposedly forbidden in this port (so all characters had to leave their more obvious weapons at home), but that anyone who believed that everyone and his mother wasn’t packing concealed pistols and knives was suicidal naïve, made this scenario a lot more potentially explosive than its counterpart.

    Skaarn, by now withered and crippled in body but still possessing formidable psychic talents, successfully located a Corsair and began talking in a corner. Fenix and Laara stayed on the outskirts of the port, the number of people milling about penalising their I tests enough that they did not notice their old adversary for now. They approached a human with a long overcoat and an eye patch, who when asked about the Dradary Corsairs took Fenix aside into one of the port’s secluded booths (provided specifically for rogue traders to meet and clinch deals in private). The human also seemed interested in the Corsairs, and on his guard but conscious of a potential lead Fenix left Laara to keep watch outside while he and the stranger talked.

    While a somewhat amusing scene developed across the port as Inquisitor Crowe got sidetracked trying to rebuff the advances of a tavern prostitute, Laara scanned the area more carefully and to her shock recognised the face of a crippled man on the other side of the port.

    Inquisitor Skaarn is here, she alerted Fenix in a quick burst of mind-speech. Fenix himself might have been very interested had not the human sitting across the table from him suddenly turned hostile. Producing a snub-nosed revolver from inside his jacket, the human cast off his eye-patch to reveal the bionic eye incorporating a bio-scanner beneath it and revealed himself as desperado gunslinger Kerr Locke, in the service of Inquisitor Crowe. Scans of Fenix’s DNA matched him with one of the Rangers catalogued as being present during the Mar Sara Incident, and he told the Eldar that he was coming with him to be interrogated about the Dradary Corsairs and the disappearance of Inquisitor Linklatorvitch.

    I was pretty sure that Fenix would be doing no such thing. With a glorious I roll-off, Fenix whipped a knife from inside his cloak and in the same motion slashed it in a silver arc across the gunslinger’s throat. Unfortunately his I test to dodge out of the way as Locke fired his pistol was not so glorious, and the bullet winged him as he twisted aside, smacking into his arm with enough force to cause a Heavy wound. Locke was down stunned (unfortunately a knife was not half as lethal as Kiamdeng) and at the GM’s discretion, since I had specified his neck as a target and passed the requisite WS modifier, bleeding from his throat as well, but even though choking on blood prevented him from crying out the gunshot was heard.

    People started looking around in confusion and Crowe (subtle as his predecessor…) broke cover, flashing his Inquisitorial rosette. Seeing little further point in stealth, Fenix turned to Eldar agility instead. Taking a massive leap upwards he caught the gantry overhead with his good hand and hauled himself up. Laara followed, the two Rangers ducking behind the railing as they drew their shuriken pistols. Thrown by the unexpected arrival of a second Inquisitor they began to run along the gangway, trying to keep an eye on Skaarn. Skaarn himself, along with the Corsair he was talking to, were not too pleased at the new Inquisitor’s appearance either and they bolted in the confusion. Crowe ignored them, instead drawing his twin autopistols and opening fire on my Rangers, yelling “Stop those xenos!” as his other companion, cultist Ezekiel Brand, ran to help Locke.

    Predictable panic ensued. Flashing the old Inquisitorial rosette might have proved to be a bit of a mistake for Crowe, as though one or two armed rogue traders drew guns on Fenix and Laara, more than a few RT bodyguards pulled guns and knives on each other or even on the Inquisitor himself. Crowe escaped injury when the poor tavern whore got between him and a shotgun-armed pirate at just the wrong moment. Ian’s response was “that was my RnR for this evening, you bastard!”, while Crowe himself let his actions speak for him and nailed the Corsair between the eyes.

    Bloodboiling a would-be assailant into obivion, Skaarn followed the other members of Lutindorf’s crew as they ran for it. Fenix and Laara both took hits, retaliating with the combined fire of three shuriken pistols before making a break along the gantry, Fenix executing a spinning kick to send a human in their way flying over the railing as they did so.

    Crowe started cracking heads as everyone got in his way, bystander players Adam and Graham cheerfully helped the GM out and took control of random brawlers to start slapping each other around, and general chaos reigned. Crowe and his two henchmen lost sight of Fenix and Laara as they dropped off the gantry and sprinted away, but the two Rangers did not have it all their own way as they in turn lost sight of Skaarn as he made his escape with the Corsairs, who were willing to protect their potential customer until they could make a proper deal with Lutindorf himself. As the dust settled, Crowe smacked the inept Locke over the head before pondering his report with interest, and Fenix and Laara dressed their wounds while considering the implications of Skaarn’s apparent involvement with the Dradary Corsairs.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

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    Re: The story continues...

    I've forgotten how much I enjoy reading your Inquisitor battle reports. I don't know if it's just good fortune or the work of a good GM, but they seem to always turn out in a way that makes for a great story.

    The "battle" on Andrix Omicron does a great job of highlighting the tension between the Inquisition and Mechanicus - a really interesting part of the 40K mythos imo, and something I did my best to emphasise in the original background a few days ago.

    I'd love to be a fly on the wall during Theyd and Stead's next chat. It really could go either way - if Theyd takes Stead hostage, then Skaarn might have to hire a few disreputables on Sigma and come to get him back, destroying any hope of Skaarn getting support on Omicron but perhaps better endeering himself better to the Rogue Traders. On the other hand, Stead might persuade the Mechanicus to assist Skaarn, on the understanding that their own indiscretions will be tastefully ignored. Skaarn will then gain more allies in his hunt for the sap/elixir. What's more important right now is Stead getting the word out to Skaarn that Rodriguez is here and looking for him!

    Speaking of which, I wonder what Rodriguez' next move will be. The gunfight on Sigma might reach his attention, possibly prompting a new line of enquiry, but really, how rare would firefights on Sigma really be? He might simply go right back to Theyd with a full company of armed men, risking the danger of open confrontation only when the odds are more stacked in his favour...

    As for the fight on the moon, sounds as though no-one really came away with anything of great value. At least everyone knows everyone else is here now. Fenix and Laara have learned little, but the presence of Skaarn in particular is significant; Crowe is probably just confused, but the connection between Andrix and Mar Sara is pretty much confirmed by the presence of the Eldar. I kinda pity Crowe in this campaign - his mission is to find Linklatorvitch, and unless HE makes a journey to the Dark City too (<snigger> Ah, the very thought...) he's got no chance of achieving that mission.

    Whatever Skaarn might have achieved from this mission is likely to be irrelevant, since he'll have to investigate the disappearance of Stead now anyway.

    The absence of Tau is notable...
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

  18. #18
    Chapter Master IncubiLord's Avatar
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    Re: The story continues...

    "Hey, I know how to start a good relationship with a bunch of questionable characters in a bar, I'll tell them I'm a cop!"
    Quality.

    Now that Laara and Fenix have been seen (and picked out by an Inquisitor's minions as the Eldar from last time), it's only a matter of time before the Phoenix and the Dark Court learn about their presence. You should ask your GM to roll some dice every game to see if the news has reached each. I'd start with 30% chance for the Phoenix (he's actively looking for them - sort of) and 20% for the Dark Court (news of Eldar in an area that's recently waged genocidal war on an Eldar world is still likely to seem interesting), increasing both 20% per game until they've taken note of the Craftworlders' general location.

    The Phoenix also needs a roll to notice the Dark Court - reports of Mandrake attacks might be seen for what they are, and then the question arises as to what the Phoenix does when he realizes other DE have moved into the area. There's a chance that the Dark Court would notice the Phoenix (they're not looking for him, but both groups use the Webway to move about), but it sort of relies upon him being more active in the area than he seems. In fact, most of the Inquisitors involved may recognize the signs of a Mandrake attack - there were a few of those last time around...

    If another Inquisitor comes into the Webway, it should be even worse than before. He's not going to just waltz his way over to the webway-city that the Phoenix is from without fighting a crapload of DE - both from the Phoenix's minions and from the Dark Court. I'd hope that your GM can come up with something a little more satisfactory than another overly-dangerous trip through Eldar territory for a human.

    I wonder what the AdMech will do if the Xenos control and hunting of their pet pirates comes to their attention...
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  19. #19
    Chapter Master FarseerMatt's Avatar
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    Re: The story continues...

    Quote Originally Posted by Sabbad View Post
    I've forgotten how much I enjoy reading your Inquisitor battle reports. I don't know if it's just good fortune or the work of a good GM, but they seem to always turn out in a way that makes for a great story.
    Once again I have to thank our GM Pete. Our gaming group is a pretty imaginitive bunch, but Pete's the one who accepts just about any idea we come up with, while assigning fair modifiers to each (Fenix slashing Locke's throat comes to mind) and also coming up with all kinds of twists that none of the rest of us saw coming. Thus even when we plan a fair bit of the game, there's always surprises.


    Quote Originally Posted by Sabbad View Post
    I'd love to be a fly on the wall during Theyd and Stead's next chat. It really could go either way - if Theyd takes Stead hostage, then Skaarn might have to hire a few disreputables on Sigma and come to get him back, destroying any hope of Skaarn getting support on Omicron but perhaps better endeering himself to the Rogue Traders. On the other hand, Stead might persuade the Mechanicus to assist Skaarn, on the understanding that their own indiscretions will be tastefully ignored.
    Off-table dealings between Sean (Skaarn) and Colin (Ad Mech) seem to make the latter option the most likely as Stead gets on the vox to Skaarn and sorts it all out, with Skaarn probably in the frame of mind to make a slightly heretical deal in order to further his primary goal. In which case Skaarn's probably the one in the most promising position at this stage of the game.


    Quote Originally Posted by Sabbad View Post
    Speaking of which, I wonder what Rodriguez' next move will be.
    Oh, his next move will be to get jumped by a bunch of Lutindorf's Corsairs at the request of Skaarn and Magos Theyd With Rodriguez' investigations threatening all of their interests, it shouldn't be too hard to convince them.


    Quote Originally Posted by Sabbad View Post
    The absence of Tau is notable...
    Don't worry, Por'el Tau'n Kovara will be turning up next game - Skaarn will have been brought aboard Lutindorf's ship, but will have to wait for the rogue trader's attention while the vessel is diverted to go and meet the alien envoy who is asking for Lutindorf in person (someone as egotistical and ambitious as Lutindorf will no doubt be keen to explore this potential opportunity). Meanwhile, Fenix and Laara will be wanting to discover what Skaarn's connection to the Corsairs is (at this point, they probably think he is behind the Larinawe massacre) and will have stolen away aboard the ship too...


    Quote Originally Posted by IncubiLord View Post
    "Hey, I know how to start a good relationship with a bunch of questionable characters in a bar, I'll tell them I'm a cop!"
    Quality.
    Ian always was the least subtle member of our gaming group Seems like Crowe is just as much of a gung-ho monodominant as his predecessor.


    Quote Originally Posted by IncubiLord View Post
    You should ask your GM to roll some dice every game to see if the news has reached each.
    Got him to roll them now instead to give maximum planning time. None of the groups have thus far become aware of the others.


    Quote Originally Posted by IncubiLord View Post
    If another Inquisitor comes into the Webway, it should be even worse than before.
    Nah, we've got no plans to go down that route at the moment. Rather than actually rescuing his mentor, I guess Crowe could claim victory if he finds out where he's being held and punishes all the miscreants from Mar Sara (the ACTUAL rescue attempt will probably comprise a whole other campaign, where we can do justice to the mammoth task)


    Quote Originally Posted by IncubiLord View Post
    I wonder what the AdMech will do if the Xenos control and hunting of their pet pirates comes to their attention...
    Probably something along the lines of:

    "Magos Theyd, my scanners have detected elevated stress patterns in your bio-functions. Explain."
    "My lord, it has come to our attention that the Dradary Corsairs have been corrupted by xenos forces."
    "Explain further."
    "Lutindorf is a puppet of the Dark Eldar. Our continued relationship with the Dradary Corsairs is no longer tenable."
    "Then logic dictates that the relationship must be terminated."
    "By my calculations, full mobilisation of military assets offers the highest statistical probability of a favourable outcome."
    "Define 'a favourable outcome', Magos."
    "They all die."
    Last edited by FarseerMatt; 27-04-2008 at 09:46.
    The story of craftworld Reia-Hal (recently updated, but please don't necro the thread)

    My =][= campaign logs:

    The Mar Sara Incident
    Phantom of the Fire

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    Re: The story continues...

    Quote Originally Posted by FarseerMatt View Post
    Don't worry, Por'el Tau'n Kovara will be turning up next game - Skaarn will have been brought aboard Lutindorf's ship, but will have to wait for the rogue trader's attention while the vessel is diverted to go and meet the alien envoy who is asking for Lutindorf in person (someone as egotistical and ambitious as Lutindorf will no doubt be keen to explore this potential opportunity). Meanwhile, Fenix and Laara will be wanting to discover what Skaarn's connection to the Corsairs is (at this point, they probably think he is behind the Larinawe massacre) and will have stolen away aboard the ship too...
    The chat between Kovara and Lutindorf should be interesting. Lots of opportunities for misunderstandings and confusion, based on their complete lack of understanding for each other's cultures.

    KOVARA: "Who do you represent?"
    LUTINDORF: "I represent the Imperium of Man."
    KOVARA: "And who is your leader?"
    LUTINDORF: "Our leader is the Emperor."
    KOVARA: "May I see him?"
    LUTINDORF: "..."

    Is it fair to say that Kovara has learnt Low Gothic from his human patrons on the voyage to Andrix? Or perhaps he has a translator drone with him?

    Probably something along the lines of:

    "Magos Theyd, my scanners have detected elevated stress patterns in your bio-functions. Explain."
    "My lord, it has come to our attention that the Dradary Corsairs have been corrupted by xenos forces."
    "Explain further."
    "Lutindorf is a puppet of the Dark Eldar. Our continued relationship with the Dradary Corsairs is no longer tenable."
    "Then logic dictates that the relationship must be terminated."
    "By my calculations, full mobilisation of military assets offers the highest statistical probability of a favourable outcome."
    "Define 'a favourable outcome', Magos."
    "They all die."
    MY FICTION:
    Eoheran, A Hero's Death - The tale of an Eldar Ranger, set a mission on an Imperial world.
    Phanta Claws - Evil stirring in the Underhive of Necromunda.
    Perfect World - A Norse Champion of Chaos, fighting for his vision of utopia.
    Sithian's Jewel - A horror story told through Inquisitorial reports.

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