A Cultist Owns A Quarry And A Slave Operation

a cultist owns a quarry and a slave operation
Askellon sector, Desoleum world, ? Hive.

Newspaper lead – Traced news that mentioned anti-octavicus pamphlets.

Tony – Workman, paid to insert guns and grenades and weapons into the church.

Holts – The priest contact, anti-Octavicus.

Daemonhost encountered. Face identical to “saint” Octavicus. Terminated.

Conspiracy replaced tear gas grenades with frenzone gas.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Conspiracy assassinated anti-octavicus preists at religious conclave, started riot, frenzone escalated riot, possible warp ritual component.

Daren Andser: Pamphlet author unknown, potentially the conspiracy made it all up to facilitate ritual.

Potentially the pamphlet was correct, but that seems inconsenquential now.

Immediate assistance requested.

Book delivered to the original priest – Spreads the message that Octavicus was a daemon. Priest anonymous, because several priests announced they found the book, etc.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Tomb of Octavicus – Abandoned quarry in the mountain ranges to the south. Go here to check the body? Who is congregating there? Official story – original landing site. Unofficially – coven prays to demons here.

Publishing house lead – Pub. house in mechanicus region of the hive.

2 DoS Underworld – Found a person who could track down ‘Tony’.

Mines out in the wastelands, pamphlets appearing as shipments come in –

First Landing details – Cruiser the Unshakable Faith made first landing on Desoleum. Pre-existing mining town in the mountains. Couple dozen years later, noted as where saint Octavicus was buried.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Stern almost started a brawl at the land crawler trying to discuss the autencity of the pamphlets, intimidated folks to back down using his shotgun.

Found secret entrance – Recent grave pretending to be saint Octavicus’ grave, inside was a dead worker woman (clothes of), stabbed at the back of the neck (knife stab matched the power knife). Found secret passage below wooden coffin, lead to a printing press where we found old copies of the pamphlet.

Original settlement was buried, hidden, fake town and fake commemmoration concrete post with plate/grave built above it.

Sentral dome has a monument of the Emperor to the original landing. Before it is a grave, it is cracked and the grave is empty. Cracked from the inside; engraved is a fine print of an unknown language.

Found archive – received a message from the mining colony.
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Session 2

Captured guy speaking of ‘strange smell’ after the Master has used his powers. Master needing bodies to use. Enemy base somewhere in the region.

Killed sergeant has an Chaos Star symbol.

30-40 men in the wastes at the cult site. Leaders have their own rooms, creepy and weird.

Tony held in Arbites custody.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Session 3

Holt maybe trustworthy.

Daren performed new ritual: miner – priest – writer – architect – priest – merchant – writer – general – closed gate.

Minor noble received the recent autobiographies from a Rogue Trader (Patently false, no major Rogue Trader connections). Noble owned the mining area where the fake (and real) settlement was.

Found mural in the noble’s mansion, demonic-looking saint holding the strings of two chained factions of people, killing one another.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Involved the arbites, involved the anti-octavicus side. Ecclesiarchy showed the evidence in the mansion, now heading to the site.

————–

Session 3

+3 influence from Sisters of Battle and the ear of a Bishop on Desoleum.

————–
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Session 4

Another name being in charge of a specific location, in the underhive. The supply depot.

Ladder down. Arrive in crawlspace. Find a walled compound set against the outside wall of the hive and around a column. A lot of supplies going in and out. Base for smuggling ring. Not just cultists. Where supplies are smuggled in and out of the hive. Loading area, office buildings, down south.

The named person represents a mysterious group that rarely interacts with the smugglers, brings thrones, but don’t trade often. Rented an entire structure. A few gangs have made a truce zone, not fight, representative council.

Three gangs manage the place, minor gangs too, three representatives. One gang larger than the others 40%, more spread out, protection racket deal. Smaller gang 30%, smugglers in and out of desert, originally built the place. Last gang, 30%, mercenaries, muscle for hire, protect the place in exchange for profits.
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Guards, 2 at fence, 2 at the main door, 2 patrolling around, 1 on rooftop. Maybe 8th guard in top floor.

Bought/got aid of mercenary gangs for eviction. One of the captains in charge of security is interested, thinks he’s going to vote yes. Scared farmers straight.

————

Assault on the heretic compound. Homemade obliterator. 0 wounds, -1 crit left leg. Map with locations ‘to be attacked’. Not attacked: ritual sites instead, octagonal shape. Arbites and ecclesiastic forces on the way, kept back by riots, or ambushed and killed. We’re headed to the place with the most resistance, center of the shape. Another +2 influence for Being Right About Everything.

——-
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Killed Daemonhost Octavicus. +2 Influence for doing it in front of Arbites witnesses.

——-

Fixing the needle rifle. 1 thing remains: find a new place to machine a magazine for it (clip from 1 to 6). (a shop in the upper hive sells this to bored nobles).

Got choice of mission.

Frozen world of Gleytis, secessionists a problem? Minor heresy cropping up.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Feudal world of Lanov, the place started exporting strange artifacts of possible xenos origin. Identify the source.

Went with Gleytis. G. not colonized by the imperium, first problem by the secessionist group. Never considered themselves a part of the imperium, accepted paying tribute. Underground hives, has been expanding the last 200 years. Earmarked by Adept. Mechanicus as a mining colony. Started shorting the imperium on the tribute. Imp. sent in IG to show them what’s what, (with Space Marine help), war lasted for 4 years, could have been over in a day. Ice sheet presence hindered orbital bombardment.

Numerous, but small, secessionist groups. Ecclisiarchical cults. Adept. Mechanicus being accused for minor heresies by the main Askellon Sector branch. Multiple heresies not connected to previous rulers.

Liberation of the area completed 6 months ago. “The beliefs of the people coming to the planet are being corrupted” -> “Those beleifs are the things the secessionists were rejecting” -> “There might be a reason the secessionists were specifically rejecting those things” -Daren’s thoughts

Secessionists owns small cube about 10 light years across, 5-6 star systems, has been expanding.
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Navy ship ‘Truth of the Emperor’ – fought in the battle for Gleytis system, planet Gleytis Prime.

16 day warp journey. Cover as bonded bounty hunters. Sworn on our oath-cogs to hunt down a list of criminals. Have trained with our new identities.

Hero-worship of the soldiers appears from a citizen preacher. Had an epiphany. Astartes(?) memory, saved by. Attack by secessionists. Martyn revealed that he could read thoughts. Stern unhappy.

Astartes ship in orbit, coloured red (raven symbol on the side). Has left now.

Arkem knows where the IG command post for the town likely is. Talked to guards, broke up a cult of people kidnapping and sacrificing other people. Another cult sacrificed people, hero worship again. Skinned them and used their flesh to craft representations of the heroes.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Administratum nerve senter. Go here for prisoner location.

Cult scene. Large stains everywhere, used a table as an altar. Most striking thing: large mural on the wall of a large shining figure standing among soldiers. Seems to be an astartes.

Psychic activity decreases the further down we go. Maze of tunnels of at least two or three layers beneath the city.

FK: Warp made with 3 degrees by Martyn suggests calmness either done by Tyranids, Necrons or something caused by the warp itself and this is just the silence before the storm.

Next time. Interrogate ex-cult prisoners. Investigate more cults. Investigate lower layers.
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New Session

Headed to administratum center. Failed Logic checks, spent hours on forms, can’t get claim on the prisoners. May talk to their supervisor, get testimony via those.

Spent rest of evening seeking other cults. Found a jeweler’s workshop with gilded/gold space-marine-like statues. Spike-like extension on one of its shoulders (shop owner says it’s a ‘servo-arm’). Leader wore shiny glowing golden armour. Must’ve been well-liked by the Adeptus Mechanicus. Tech-marine?

Tiny bug, mechanical thing. Miniature storage tanks within, with needle. Storage tanks intact.

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Connection with Adeptus Mechanicus and tech-Astartes?

Small tank: commonly used anasthetic. Larger: unknown variant of cybernetic anti-rejection drugs. Normal anti-rejection drugs, small overnight effect.

Underground city below the top one.

Large mining colony further down, at a rock brought up by glacial activity. Administrator senter, open-spaced. Several mine shafts, 5 of them, a few skitarii guards at each. One has an access gate with four gun servitors and a Secutor. Prisoners put in other shafts.

Prisoner couldn’t tell much. Genuinely seemed to regret actions. ‘Seemed like a good idea at the time’.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Truck coming in at high speed, going to the other mine shaft. Lots of crates unloaded, gotten into the mine shaft in a hurry.

New Inquisitor message: a week, sent ago. More heresies have popped up closer to the ‘front’ of the war.

Bug implanted a piece of silicon. Doctor operated it out, seems to have been a miniaturized cogitator, larger ones are used to ‘program’ servitors.

Goes off-world to a Mechanicus base at the space port. Get in contact with a Mechanicus representative.

Mechanicus says they’re investigating. Doesn’t seem to be related to the secessionists. Appeared here. Found no obvious source. Don’t believe it has any effect on people. Not interested in ‘help’ from outsiders.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Two worlds still fighting, one continent has all but a few strongholds controlled by imperium, other has but one continent controlled. Both have heresies ongoing.

Jeweler has an old bug-scar. Operated out, can’t remember the ‘golden astartes with the servo-arm’.
Brainwashing is taking place. It is involving the golden astartes with the servo-arm. Removing the implant removes the belief.

Telling the Mechanicus of belief removal after bugitator removal has no effect, makes excuses and calls the whole thing a statistical outlier, continues to deny the effect. ‘We’ll get on that’, when suggested to make tests.

Minor tech-heresies. Main Mechanicus not liking the local mechanicus. (reminder of briefing)

——
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Travelled to war-zone world called Ianthe.

Checklist.

-Space marines, is there a golden leader?
-How widespread is the bug thing? (is it on other worlds?) (yes)
-Mechanicus and their secrets, are they involved? (probably yes)
-What’s in mine shaft #2 on Glaytis? (probably lots of secessionist technology)
-Why is there so little psychic activity on Glaytis?
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-Prisoner of war camp to check for bug bites? (ok, found bug bites)
-Check with local cults for heresy and bug bites. (found cult and bug bites)

Warp inconclusive, maybe normal, maybe not.

——

On Ianthe, it’s a very flat world, deepest ocean 50 meters deep, highest mountain, 100 meters tall. Mostly tidal plains, high difference between high and low tides. Slightly larger than earth, slightly less dense. Very abundant life, mostly micro-biological. Small strips of jungle in the ‘highlands’. Agriworld potential, because of algea.

Had small adeptus mechanicus research station on it before the secessionists arrived. Has a large makeshift spaceport. Made large geostationary space station, lots of indirect fire weapons, allows them to control about 3/4 of the planet’s surface. Essentially a space battle at this point.
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Mechanicus were on the planet to study local plants for mass-production of algae. The space marines’ spaceship was seen in space above Ianthe.

New acolyte, Haftor Godmund. Filled him in on our current mission.

Haftor suggests: getting in touch with a tech-priest and convincing him of letting us access local records.

Heading down into a ‘city’ of hab-blocks and ‘support’ staff. Making inquiries of the locals regarding local cults. Found soldiers wearing golden-astartes markings. Found evidence of bug bites, but not bugs. Daren analyzed our bug remains; they’re one-use (or rather, don’t reload their tanks and chips) only.

Bug bites on a quarter of the secessionist prisoners. Imperial guard guarding with the prisoners and delivering them, some have been bitten as well. Some secessionist prisoners found have old bite marks despite being recently captured. Bugs afflicting secessionists society too.
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Haftor found tailor who makes armbands. Tailor has bugbite, in possession of a unique kind of laspistol.

Soldiers fighting to the south of the city. Nearby the space marines. Large chimera variants, transport drop pods back. Lieutenant in the imperial guard, fighting on the Sovereign front. Secessionist laspistol, slightly more triangular and more square.

Spaceship, Mechanicus, flying around. Mechancius attacked/chastise people taking weapons from the secessionist. Taking all the secessionists weaponry and gear for themselves.

Got address of black market dealer, who sells secessionist weaponry. Local bugs are called iron-beetles. Bought secessionist las-rifle.

Message sent off to the Inquisitor re: recent discoveries.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Checklist.

-Approach Lieutenant.
-Approach the space marines.
-Approach the Local Mechanicus, w/Martyn.
-Investigate the old Ad-mech site?

Got attacked by secessionists. Got 500 xp.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
————–

Conical-looking structures = drop pods, near the IG base. Space marine area.

-Reveal who we are to the marines.
-Convince/kidnap the lieutenant.

Heading to the supply depot. Concrete slab dropped in the mud. Two bites, one old, one recent; soldiers very infatuated with the gold astartes.

Only people who have seen the astartes see the golden astartes.
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Another secess attack. See 3 squads of normal marines, one tech-marine, servo-arm and mechadendrites.

Spaceship wreck. Had commandoes. Daren fights on the front line. Arkem and Stern fights commandoes who appear to be searching for something. Daren charges a frontline vehicle full of troops. He sets fire to a guy and a machine gunner.

Commandoes cry out that whatever they’re after is not there, after busting down the door to the space marine command post. Daren captured, identified as ‘not who or what we’re after’ (thick accent).

Arkem searches the marine command post and finds an open ceremite-armored box lined with padding among the tech-marine’s stuff, sixty cm thick, sixty cm long, rod of some kind.

More ships crash to the surface. Secessionist choppers fly in and drop troops on top of them; base entirely surrounded. Space marines call in Thunderhawk to evac the tech-priest and ‘the item’, which is critically important. We get captured by the enormous assault force.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Got 250 xp.

———–

Overheard conversation between secessionist soldiers about ‘didn’t get the scepter or scepter-holder, but got a bunch of people affected by the scepter’. Speaks of a high command, not too happy about getting thrown into the grinder for nothing.

Hover-boats take us to some harbor on the secessionist part of the planet. Guard says ‘why would he have done that’. Reported and told to go to ‘section B’. Prison with, Astropath, colonel, Daren, and us, meeting the others. New prisoner: Another high officer, communications unit guy.

Soldier mentions Imperium started the war in the first place. Soldiers also wonders why we dug out the ‘loyalty thief’.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Taken to the orbital spire on the seccessionist spire of the planet. Taken to a landed spaceship right by the spire.

Nicks: Daren is Lucipher and Stern is ‘Chuckles’. White Bread.

Interview room, left there for half an hour. Officer and many guards arrive. Told we’d been lied to (hah!), offered a deal, go to Olakia to repair relics.

A metallic thing enters, humanoid, speaking perfect low gothic (no accent). Servitor without flesh look-alike. Native to Olakia. Allied to the secessionists. Imperium started the war by stealing something from a joint archeological expedition (with Illegal adeptus mechanicus expedition did this) on Olakia. Item was held on Doristhus, which was attacked by the seccessionists, but the secessionists couldn’t find it before the imperium counter-attacked.

Olakia was a place filled with monuments made by the servitor-thing’s people (Iron Man! Aaaah!).
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

We accept the proposal and are taken to a passenger ship that’s going to Olakia, at the orbital spire.

Mission statements:

-What are they digging up/restoring. Apparently just monuments. Ancient city they used to live in before they went underground.
-Need to find out about the bugs and the loyalty chips. Ancient technology the seccessionists used to control their own populace.
-What was the involvement of the mechanicus. Answered that one.
-Get the fuck off the planet.

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Arkem interviews the other ex-prisoners with us. Soldiers tell that the seccessionists scanned their chips, reading something from them. One soldier mentions that the secessionists that scanned him said that the imperials had no idea to use ‘a thing’ and that they ‘were driving their soldiers insane with it’, and had memories of fighting for some great hero, but the secessionists did something and now he can’t remember that hero.

Daren sets up a ‘sermon’. Doesn’t get a lot of hits, secessionists just shake their heads.

Funny thing: seccesionist ship doesn’t ‘feel’ acceleration when trying to hit warp.

Arrive above the planet after three weeks of transit. Olakia is mostly grey, but has vegetation around the equator. Can see from space many enormous structures. The whole planet is covered in structures that can be seen from space. It’s a dwarf planet that’s quite heavy, has light gravity (0.85).

Daren senses that the astronomicon is very very faint. The entire planet seems to be a deadzone against the warp. Discovers a psychic signature of a psyker among the shuttle population. Psyker is someone with cheap cybernetic eyes, Daren suspects this to be an astropath. Makes contact on the way to the living zone.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Next morning, we have our first shift. Meeting, gives architect plans, how the building should look. See another metal man thing, introduced as the ‘Royal architect’. Buildings are a very dark grey. Stern is given a large excavator to push rubble with, others are ordered to carry rubble and use it to repair the tower we are arriving.

Daren saw the Royal Architect disappear from thin air. Seccessionist tells us that the metal men live here below ground and have for millions of years. Metal men gave all kinds of technological improvements to the seccessionists. Apparently they live ‘turned off’, because it’s more efficient.

Thirty days contract (40 on planet). Payment will be in seccessionist local currency.

Mechanicus approached the seccessionists for an archeological digs.

-What kind of technological improvements they got: Interstellar travel. Device that bends space around it, so that the two locations are linked. More energy-efficient energy storage. Cogitator improvements. Ancient secessionists technology. Scepter, with the help thereof. Could help keep subjects in line. Metal creatures have caches around in the sector, releases metal bugs that implant mind-control chips. These were used by seccessionists.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
-Chum up with Astropath.
-Make contact with Royal Architect. “Primarily a poop-based cover story. Religion is just encrusted on the top.” – Elukka

Daren spoke with Royal Architect. Didn’t really acknowledge him.

——

Royal architect invited to dinner party. Went south, expedition to mechanicus site, found murder servitors. Ambushed them. Area denial. Mechanicus records called these things Necrons. Learned about scepter: mechanicus are hereteks and deceived Astartes into using scepter, xeno technology. Took pictures of records and necron body the Mechanicus had been experimenting on. We have sent of a report to Inquisitor.

Dinner party happened. Royal Architect tells about long-term plans of conquest of galaxy. Not truly concerned with current affairs. 62 million years old, a great catestrophe (assumed) of some sort made them
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
go into a hibernation state and Mechanicus activities disrupted this routine. There is internal conflict about whether to awaken and take direct action or return to hibernation. Asked about scepter, turns out it’s the tomb-king’s, and he’s awake and wants it back. Gives technology to secessionists. Fuck.

Left Olakia on a ship to secessionist home system, Caleanor. Arrived on capital moon, Drakkan’s Reach. Have pamphlet showing moons and asteroids, not shown on the pamphlet is numerous mining asteroids.

—-

Inertialess drive technology causing high unemployment rate, because miners no longer needed to mine helium-3.

-Foment rebellion/social unrest on Drakken. “Then we’re not fomenting rebellion, we’re fomenting murder.”: Me
-Learn all we can of the system and its defenses.
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-Identify targets of opportunity, to cripple production.
-Build up an intelligence network. (Inquisitor way ahead of us.)

From what we can see, they don’t have a lot of defenses on their colonies. Mostly rely on a mobile fleet of ships.

Inquisitor responds after we send him a message. Tells us to get to a system closer to the warzone, to bring the evidence we have. ‘Astrobuddy’ comes with us after Stern convinces him it’d be a bad idea to stick around for when the Imperial warships come kicking.

Heads to the moon on Lytir to meet with Inquisitorial contact. Naval shipyard there. Biggest ship caps out at 3 kilometers. Their cruisers are of equal size as imperial destroyers. Less staying power. Rumours of super-ships being built with Necron technology.

Deep space naval yard. Closed off refinery ship yard. Places where supership could be.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Plan is formed: We’re going to hire on to a fleet ship, pop out in escape pod, get picked up by imperial ship. We’re on a picket destroyer, enhanced detection and sensor, and larger supply with missiles.

Stern makes a tech use.

Food supplies – Sabotagable.
Sensors – Out of reach.
Necron artifact, makes ship go faster – Sabotagable.

Taken to a light cruiser equipped for espionage. Large astropathic choir. Used to gather intel on the secessionists since the war started. Belongs to a PDF fleet. Originally made to spy on secessionists systems/planets.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Taken to high-class doors. Stormtroopers not permitted within. Inside is a dinner table with food set up, and chairs set up. One person sitting with the symbol of the Inquisition. Few people with Mechanicus robes on. Interrogator introduces himself, came onboard the spy ship. Dragon agents, inquisition of the Mechanicus.

Stop at Dorithus, to arrest the ‘Fabricator’ there. Interrogator’s name is Doesn’t Tell.

+2 Influence for chatting with an Interrogator in person.

—-

Have arrived at Doristhus. Terran-like planet, slightly colder, larger polar caps. Many dig sites and mines. 2-3 billion hive settlement centers. Admech fiefdom. Spent a few days looking around the marketplaces.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Are to be serfs in a goliath-class factory ship, to infiltrate the dig-site at (planet name) where the new ‘fabricator’ is headed, world 7425 UC. Dragon agents are going to incite rebellion.

Loudhailer announcement speaks of ‘there is the traitor among us’, ‘the flesh cannot survive, the xenos lasted for 60 millions years with this tech, think of what humanity could do with it’. The ship starts firing upon the port.

Orders to gather information while on ship. Will be getting assignment from Magos contact.

-Speak to other serfs.
-Spy on targets of opportunity.
-Find out what ‘Fabricator’ looks like.
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-Primary: Find out about Heretek plans.
-Create a ‘corridor’ to the bridge, so we could reach the Heretek ‘Fabricator’.

-Implicate Heretek Skitarii in Fleshling rebellion.
-Identify Heretek Skitarii.
-Which Skitarii should we butter up to?

Got general impression of layout of ship. Bottom parts for laborers. Higher Mechanicus types keep to the top of the ship, on the dorsal ridge. Serfs have no idea of what’s going on.

-Sabotaged the forward lances. (May only fire once before malfunction). Fleshling rebellion, people are still being arrested for ‘supporting’ it.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Daren is being smart. WTF?

Arkem asks around; there is one skitarii, the lead hunter of the fleshling rebellion. Usually found during one of the meal times, in a large room serving nutrition paste.

A biologis got into disagreement with the authorities, got arrested with his apprentices and all of his workforce.

-Does he know of any other spies. = Suspicions, etc. Only knows of he himself; plus people he’s seen entering the office. We know where office is. Knows of two.
-Who did he report to. = Worked for that one ambitious skitarii. A lieutenant.
-Personal information. Figured out.
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Killed the spy, hid his body. Implicated spy in criminal activites, which will eventually be found out.

Exited warp outside planet 7425 UC. 1.5 terran gravity, large planet. Same as Ianthe, except arid. Black dot where secessionist ship got shot down outside it. Astrobuddy is set on signal duty.

Several ships unload several broadsides into the ground. Digging massive pit, sending work crews.

Plan to implicate people: Have Astrobuddy send signal from their rooms/offices.

——
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Session without me. Spent time stalking the spies and incrimating Skiitari. “There was one extremely Daren thing.” Daren had to talk down a Skiitari that had found him; did so by saying ‘Inquisition’, ‘pulled rank’. Arkem blew himself up with a grenade trying to set a trap. Skiitari have necron plasma pistols/rifles.

—–

Daren sends a note to the skiitari, telling him to foment rebellion, and that there’s an imperial fleet coming in 3 days. The party is sent down to the planet along with the rest of the workers. On planet we feel short of breath, only minimally breathable air. Sent to an outpost underground, fortified with turrets, etc. Moving everything into the uncovered necron structure.

Astrobuddy sent another message. One more in twelve hours and the fleet will be close enough to home in on the system through the warp. Same level of non-warp presence as on Gleytis on planetside. Like Olakia going inside the necron structure.

Planet-sized void shields. Fabricator trying to activate them. New intel: around the city, about a few kilometers in the distance, a large sinkhole appears. Security secutor and Fabricator are in the control room of the control room for the defenses of the planet. Trying to activate the defenses. Maps indicating where these places are.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Made some attempts to convince the serfs that they’ve been lied to; leaving written messages around, telling the truth. Astrobuddy sends the final message. 2 days until imperial fleet arrive.

The group finds a ‘secret’ entrance that bypasses the defenses to the place where he’s doing whatever.

Desperado doves happens. Necron Tomb Lord/Fabricator Grauxis killed by the acolytes, killing blow by Arkem with a lasgun.

Turn off everything, destroy all we can, escape to planet’s surface, hang out there for a few days until the imperial fleet arrives. Gunship comes to us; Interrogator meets us, congratulates us on our good work, Inquisitor arrives. ‘Rise, agents of the Inquisition’. Made agents!

1000 xp gained.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

+3 influence.

——-

Tearrial Harmon – Techpriest – Edo Bujis

Grayson Macavoy – IG Hierophant – Werix

Heading to a to-be Agri-World, Salvation – To be used to solve a food crisis. Temperate rock world, denser atmosphere, gravity 1.0, years are short, slightly higher temperature difficulties. 400 million natives needing converting. Ecclesiarchy put a slightly controversial figure in charge of converting. Bishop Arcandius. He does get results, but every other time he’s moved to convert people he ends up short. A to B, 10 million pilgrims, ends up with 8 million.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

What happens to the extra casualties? Inquisition started investigating, spent all their goodwill on tests, but everything done came up pure. Had to release him again. Still suspicious, sending us to observe him in the wild.

Shopping – Backpack ammo supply gotten, with 3×150 autogun bullets (i.e. 3 reloads). Grayson got 6 microbead.

Grayson wants his own mob. Fails a Fel roll. We join smugglers as enforcers instead. Needle rifle fixed, backpack ammo supply mounted.

Heading down with the 1st wave, looking for Bishop Arcandius. Temperature 10 degrees celcius.

Astropath’s office found by Daren. Bishop arrives, Baneblade drives out of Bishop’s shuttle. Covered in soot, have cages filled with charred corpses, labeled ‘heretic’. Stormhammer variant, has a lot of flamers on it. Baneblade and smaller vehicles head towards local settlement. 2 hellhounds, 2 basilisks and 5 chimeras, men at arms. Collection of carapace armor, individuals. 50 most important hangers on. One chimera unloads a sister Dialogus, short conversation, bishop gets agitated, blows up people, drives into the village.
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Bishop definitely an uncompromising zealot on a hair trigger. Lot of collateral damage.

Need an excuse to send an encrypted message. Mechanicus. Archeotech investigator.

-Bugs in Baneblade and Dialogos Chimera. (baneblade bug)
-Win favor with the local ecclesiarchy/bishop. (Grayson’s job)
-Getting to know the Bishop. (bad idea)
-Investigate Sister of Battle presence or lack thereof. (Men at arms ‘Bodyguards’ only, A few bodyguards of the Dialogos Sister who are indebted to the Bishop, not here on order of their Canoness, purged a heresy that was trying to take over one of their convents).
-Have to find translator to aid heathen natives against crazy bishop. (Stern has it down. Linguist genius. 1 on a 5% roll.)
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Inquisition’s investigation lasted for 10 years. Made compromises with the ecclesiarchy. Bishop is at least 45 years old minimum.

Tearrial investigates the tank. See signs of tech-heresy, the Baneblade is not being properly maintained after use. Chained tech-priests inside the tank, because heresy. Seized the tank from its righful owner, because of heresy. Planted a spy-bead inside the commander’s cupola, gave combead to enslaved tech-priests.

3 combeads remain. (1 given to Grayson, 1 in Baneblade, 1 given to Tech-slaves)

Grayson chats up the retinue, most of whom are ex-Guard. Finds out that they’re all insane (7 degrees of success). They believe conspiracy theories about the Adeptus Munitorum and Guard are corrupt and working against them. All IG stuff is seized from ‘heretics’ they’ve purged.

Testimony of the enslaved tech-priests. Bishop got it in his head that ordinary soldier activity was heresy, wanted a purge of them, guard commanders denied, then started civil war between escorted pilgrims and guard. Seized assets from that. 2 million lost pilgrims explained.
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Plan to move out tomorrow again at first light. Don’t know if it’s going to be a big operation or if the command staff is just going to ‘check out the place’.

Somebody desecrated one of the Aquila Shrines by putting it on the same planet as a bunch of heathen temples. Airfield is done enough to support atmospheric craft. Tearrial is needed to convert recon planes into bombers. Get map of the area from aerial reconnaisance. Stern figures out local language.

——

Raid with shuttles, 3 bombers, 3 bishop’s bodyguards, 3 volunteer groups.

Sororitas translating perfectly good enough. Locals decline Bishop’s proclamation to tear down temples, etc. Predictable results. Bishop gets upset, screams that the heretics must die. Captain of the bodyguard yells out pilots for missing the temple so much with bombs.
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-Bug HQ, new goal.
-Flip a village or three to believe in the Emperor.
-Research religion, asks priests around in camp OR get the priests and gangs to get evangelizing.

Party of 20 or so people. 2 trucks assigned to us. 3 and 2 degrees of success.

Once ruled by sorceror-kings.

3 things, deities related to the season. Farmer, King and Craftsmen, 100 to 200 years back this happened.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

News arrived that some strangers from the sky, some of the sorcerors were not killed, but exiled. Not a serious suggestion, but one idea is to sick sorcerors on the expedition. Bad monster-creatures still left behind, and others things. ‘Screaming tombs’, leftovers from sorceror-kings. Long-lived experimentation, captured immortal servant-things, buried in cages.

-Kill all northerners (exiled sorceror-kings).
-Speak with local lord, convince worship emperor. Do not call for bad bad exiled sorcerors. Would incur wrath of Emperor.
-If locals started calling on immortal exiles for aid against over-zealous bishop, bad stuff would happen.
-Leper tower, enclosed structure where the screamers are hiding inside. more monsters to the south, where the sorceror-kings aren’t hiding.

Options:

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
-Inform Bishop of northern exiled sorceror-kings.
-Continue evangelizing locals to dissuade bishop from purges. (put aside for opportunities at camp)
-Inform Bishop of Leper Tower and suggest cleansing.
-inform the Inquisitor of all that’s going on.

On our way back to camp to let off priests to spread news of what’s really going on. +500 xp

Next session, be more quiet, let others’ ideas come to the fore, accept consequences of these. Make fewer suggestions about ‘right’ path. (I WORRY ABOUT BEING TOO CONTROLLING OKAY)

——-
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Message sent to Inquisitor.

-Information on bishop. True facts of the pilgrim loss, with testimony from tech-slaves. Information on asset-seizing tendency. Bodyguard army made out of IG converts.
-History of planet. Sorceror-Kings, chaos servitor creatures.
-Information on general state of affairs. Ease of conversion, but Bishop making it harder.
-Recorded footage of tech-priests in baneblade, recorded footage of 1st village raid. Pictures of mutant-beast.

Wait a week or two. Remote world.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Daren turns himself in for creating a shrine on planet. Leader of bodyguard meets him, called Grimbeald. Grayson volunteers to do the flogging.

Recruit a new batch of priests and successfully train them in a primer on the local language.

We go on a new trip, flip the village to the southeast, close to the city. Send soldiers away from the camp, not cause problems. Promised reparations to the locals (to stop a massacre of them).

Local language now self-sustainingly taught among the pilgrims.

We start from the next morning.

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Bishop a big danger.

Plans: Discuss splitting up to cover more ground. 2 and 2 or 3 and 2.

—–

Daren heads north with priest-pilgrims. Tearriel, Arkem and Stern heads south to speak to local ruler.

City is nestled in river valley, only protruding rock formation being tower of lepers. 2 to 3 stories tall stone walls, inwards-pointing spikes; scaffolding on the outside, patrolled by local guards. City has a palisade, more guards patrolling on top.

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Confrontation with guards at front. Arkem and Stern bring handguns, Tearrial tries to bring power axe, is not allowed.

Essentially, Arkem told the king that we were official representative from the imperium.

Trading city; animal bone, skins traded for food from the south. We head south of the river. King of the realm resides in big longhall structure across the river, meeting place and court house.

Clearing force at Tower of Lepers – Helps slightly with war effort, be propaganda victory for imperial-local relations, prevent Bishop from going spare.

Clear up trade difficulties so locals join the Imperium – No more bishop killing locals.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
History of place. Used to be a place where the sorceror-kings viewed the warp-y skies for ‘angles’. The great clock was below the observatory, but revolutionaries destroyed it. Pit about 10 meters in the side.

Pulse of psychic energy broadcast that sent a message somewhere when we burned the pit and the cannibal serveants in the tower of the leper.

Convince bishop that locals have converted, we’re making efforts to root out dens of mutants which the locals ask for our help to, news of sorceror-kings to the north somewhere, should investigate further/launch campaign.

Bishop arrives back down. Blew up the captain and a lot of the senior officers and rampaged through the ship. Slight crew shortage, the ship’s confessor is now in charge. Essentially he did this because the ship’s captain refused that.

Ship’s astropath picked up beacon, cry for help, got cut off early in the message. Evil in nature, but not meant locally, but astrally elsewhere; towards the center of the sector. Message sent to the Pandemonium.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
New plan: Unite the planet against potential enemy invaders.

250 xp given.

-Deal with local trade tariff conflict. (Why did opposing side begin tariffin’ aggressively?)
-Send the Bishop off somewhere/make him turn a new leaf. Doubtful last.
-Report to Inquisitor what happened.
-Investigate the remains of the tower.

—–
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Second message to the Inquisitor.

-All tech-priest information from naval boarding battle, plus pictures with signs of baneblade war damage.
-Information on local language.
-Information on Tower of the Lepers, and the event and warp-mechanism. Where the warp message was reported sent Pandemonium.
-Information on efforts to recruit locals. Getting the locals to help us fight against the sorceror-kings.

-Get access to a shuttle. (Through Grimbeald?)

a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
——

Daren and Grayson tells bishop of sorceror-kings to the north. Are ordered to go in-force reconnaisaince, take a shuttle.

A week’s worth of food, full load of incendiary bombs, space for 10 people in the shuttle (pilot and copilot), space for 3 others (3 smugglers, polar dudes). Cold weather gear included in supplies. 10 fire bombs.

1st day of flying.

Discovered Tower of Store (abandoned, found jar full of eyeballs) on the coast, decided to head inland. Found a volcanic block 100 meters tall, similar structure as the Tower of Lepers on top. Decided to disembark 1 km away from the structure and have shuttle fly around in the region. Do not see any tunnel entrance that would lead to an internal staircase. Shuttle can lift off vertically.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Arrived at tower, there is a wall surrounding it 3 meters tall of stacked rock. See a building that seems like a storehouse and an empty courtyard. Across the courtyard, small depression covered by snow, ends in a dead end at the wall.

Daren finds psychic evidence of a powerful psyker having been in this area a long while ago.

What we can speculate here:

Powerful sorceror set up the place.
The sorceror-kings are producing trade-goods/ritual materials.
Store house is in an isolated place.
Psychic gates.
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We bring some smoothened ore rocks with us and head east. Pilot asks for help with long-distance augurs. Can’t see a large blot ahead, big storm. Hailstorm, particles aren’t big, but charged with loightnin’. We’re forced to set down to avoid the storm effects. Hill-to-mountain landscape, small river, temperature is low, visibility is low.

Daren detects the eye of the storm is the origin point of the psychic activity pushing the storm towards us. On top of the nearest slightly higher mountains to the east, 5 kms away.

Tower of Storms. Discover ritual site on top, four dudes channelling lightning, one hooded dude standing by. Stern shoots hooded figure, figure dissolves into pile of rocks. Geomancer summons living earth. Ritual dudes do weather-shenanigans. Stern and Daren finishes off geomancer.

Sorcerors all young. Geomancer has a bunch of rocks and one with weird runes.

Runed stone: Accented voice in salvation-speech says “The strangers have raided a storehouse to the west, take some initiates of the school of storms and go waylay them.”
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Shuttle picks us up.

250 xp get for exploring sorcerors territory.

————

Headed back from the north. Reported in to the Bishop. Found a ‘yellow’ kingdom south of the wizard, allied with wizards. Attacking blue kingdom, blue raised taxes, provoking red. We headed north to yellow, bombing one of their villages, and Daren held a speech to convert them. Then we headed down to blue to speak with them and found out their capital was under attack. Yellow army has a wizard with them who can walk through walls, Daren keeps sensing the echo of a powerful, powerful psyker. Tearriel airdropped himself onto the wall and killed the earth wizard. The group firebombed the north gate into the forbidden palace area, making it burn but good.

Received another 250 experience.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

————-

Arkem and Stern rejoins the fight after having. We train our shuttle’s guns on the barricades preventing the blue army from moving forward into the forbidden palace grounds where they yellows have their base. Yellows have equipped screaming mutants with arms and armour.

Daren senses a new ritual being invoked made as we enter the forbidden palatial gardens. After some discussion, we take our shuttle and go firebomb it and the wizards invoking it. A geomancer has been summened by the yellows and has opened a new gate into the forbidden palatial area.

Weird geometry inside. Place is tainted by warp. Finds weird occulty symbol. Daren wrecks it, carve aquila over it with the chainsword. Find statues of animals we can’t recognize, find ‘broken’ statues without their heads. Missing only their heads. Their proportions look ‘wrong’. Find a star-projection room where warp-tainted crystals paint the night sky. As we shoot the crystals, the stars change.

Eventually we find a large circular room with animal statues without heads and seven humanoid statues with odd proportions. Something broke the heads off (by twisting or levering, not hitting). There’s a large stone support pillar in the middle. Find another glyph.
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Take the stairs down; find a swimming pool with a narrow bridge going above the pool. Another statue, a four-hoofed animal without their heads. Find another star-room. Everything seems similar. Eventually we walk into a large stone room with rough stone hewn walls. In the middle is a large stone pillar of the same rough-hewn material, which does not reach to the ceiling. Pillar is about 4 meters tall, find incomplete human skeletons on top of it. Two heads, with only one who has his jaw. Bits of pieces seem to indicate there were many people rather than just two.

There’s a large complex runic circle on top of the pillar. Occult marks were a part of the larger whole, channeling dark forces.

Hear the sounds of someone running away quickly. We run after it, find a room with a candle, but running thing gets away. Daren sees a shadow lunging to attack me. Nearly graces Stern. Argument ensues, until Daren speaks of what happened. Daren decides to go out into the dark on his own to hunt these shadow-things. As soon as he leaves, the steps return to us. More weird shit happens; Stern loses patience and heads toward the steps, is almost hit by a throwing dagger, suppressing fires the place, the steps run away, Stern suppressing fires it again, and actually hits something. A bundle of sticks and bones (mole creature) falls to the floor where it was ‘running’ away, Daren returns and sees that a wall is bleeding. Daren digs into the wall, we are all horrified, and then realizes that there’s a guy stuck in there, killed by a stray bullet.

Turns out one of the geomancers was following us inside the walls all the time. Less worried, we return to the dark pillar room, wreck it, then continue to search the palace. Find a barred door with two armoured cadavers. Kill the creatures, smack down the barricade (and fire through it with bullet and grenade), Daren and Tearriel are blasted back with magic, before geting up and entering the room filled with three wounded sorcerors and a magister of earth and Sky. The magister is killed with two expertly placed needle rifle shots (right arm, right leg). Tearriel finishes off one of the wounded, while Stern shoots one with an autogun bullet and Arkem headshots one Tearriel is fighting in the back of the head with his trusty laspistol.

250 xp get.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

—–

Two sessions missed:

Group killed the bishop because the bishop was being the bishop (excummunicated people for speaking the local language). We killed him by fire-bombing. Prevented him from razing the city.

We’ve been sent to a paradise world to aid one of the Inquisitor’s associates who had called for help. Found him murdered in a strange way, not warp-tainted. Someone shot him in the head with a plasma weapon from an above angle, presumably from flight. Most of his office got burned down, but papers were retrieved that spoke of the contact trying to convince somebody to work with him, pleas of helping the imperium did not help, mention aid made the difference, mystery party allowed the contact to infiltrate a lieutenant from the third party into some organization.

Goony fuck who lives by himself, we hide in his house now. Arkam’s cover is that he’s visiting noble, and we’re his entourage. Arkem has a personal tech-priest. Contact was a little more active than usual. Found a bunch of logs hidden in a wall, where the final note was that he’d found something new and important so he was starting a new log.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Contact lost an orc in a card-game to another noble, leader of fighting ring, animal fights. Nobles on the planet all want to show off and be ‘best’ in one thing. Orc is broken, not fighty.

Saw counterfeit reverse-engineered xenos tech (dark lances, from dark eldar, Grayson fought them before) being smuggled by the guys who had the fighting arena. Saw it by way of ‘coffins’ being transported from the fighting arena in a boat out into the bay, boat and a shuttle got attacked by a gun cutter. Heretekery abounds, weapons has markings of an order of tech-priests who reverse-engineered stuff and got excommunicated. Rogue trader is in the area, suspected of owning gun cutter. Has reportedly been spoken to by the contact.

“Dearest Bishop,
I hope this message finds you well, but I am afraid I write in
a time of need. I am sure you deduced that my companions and I
were not simple pilgrims. I write about a matter which has
occured in the pursuit of my duties on the frontier of our galaxy.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

I will not speak of the details, but know that it involves a man
of faith who was lead astray and forgot his duties to Emperor and Imperium. I do not ask for myself, but for the cohesion of the Imperium itself. Remember me and my companions, remember our devotion and remember our unwavering determination and know that we explored every other option. We are not enemies. Please, take up our cause and help mend the schism that is developing on the frontier as we helped mend the schism in your church.
The Emperor Protects,
-Your humble “Pilgrim,” Daren Andser

500 xp get + 3 influence.

—–

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Planet is called Thyxia V and is a small paradise world. Most of the world is not habitable, but it’s temperate at the poles.

Stern rolled commerce; rogue trader is coming here from inside the Imperium, is mainly here to score deals. Rogue trader is called Adelmar the VIIth and owns a sword-class frigate.

Gork the orc, spreads spores.

Mysteries: Where did the contact get the orc? Why does one of the local houses have so many astropaths? Who attacked the smugglers? Who killed the contact? Who were the shuttle people? Who were the delivery people?

We set Tearriel to track for orc spores with his auspex.

a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
First-day servant, boss is angry, boss is from a terraforming house (is forest house). Near the docks there is a telltale sign of a secret compartment (fake moss, greener than the rest of the area). Darius of House Aberran. Aberran owns a lot of land on a hive world and own the population. Main wealth comes from compensation at their serfs being given to the Imperium for army service.

Daren speaks with servant; five people disappeared in the middle of the night from the terra-boss’ house. People are expanding their household.

Fighting house has beefed up security. Released a lot of animals to distract the guards. Find a crate in the secret compartment. Covered in hexagrammic wards. Sticky note informing that this is a special commission, telling seller not to accept less than 3 million thrones for it. Stern leaves his pict recorder at the site to take images of whenever someone moves in the area.

“Most Blessed Uncle,

Thank you greatly for sending me to this world, it is exactly as
you described it would be. There are many fascinating families here
a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
– and so much exotic trade! Remember our friends on Alakia? These
people seem to have the same trade, very reasonably priced too –
7425 Universal Crowns! I’ve also run across a man named Darius, he
is apparently come into a great deal of money recently.

A Rogue Trader has arrived as well, this place has so much interesting
traffic! He apparently knew a mutual friend of ours? I don’t
remember the names. There is also a fighting house here, they
have the best animal fights. They even have an… Orruk? Bestial
thing, but it fights well.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

By the way, remember our time on Desoleum? I found that wonderful
knife for your collection – I beleive I may have found something
even better. I’d like you to dispatch an appraiser immediately,
or perhaps even see it yourself. I think you’ll find it fascinating.
Your little Treasure Hunter,
-Arkham”

3 more days ’till rogue trade is available. 1 night before the rogue trader arrives. Interrogator arrives with noble-type equipment for us. Tony returns!

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
We each get 4 sets of Good-Quality noble clothing and 2 sets of Best-quality formal noble clothing. Daren receives a psychic two-handed staff of silvery psycho-active daemon-purified metal. Everyone is dubious.

——

Missed a session: Team dicked around for a while, got to party with rogue trader. Didn’t get a chance to speak with the rogue trader, but noticed there was a group of rag-tag not-noble people hanging around the party (20 dudes), noticed another psyker at the party, which scanned him, got scanned back and ran away. Chased after him, flashbangs got involved, not cool. Eventually ran through the woods and ran into an Inquisitor and his troop of Storm Troopers. Inquisitor told us to fuck off, realized we were acolytes. Inq got his posse and joined with Rogue Trader, went into the fighting house, bloody battle ensued. Noble in the area was the smuggler dude. Inq was the ‘tall man’ who ordered it.

Miles was the original contact, was helping the original inq, got killed by the inq.

Daren got into argument with an Inquisitor. Got told about the agent that got killed and why (Miles, was in the way). Really wanted the box with the chaos bolter back, used in a plot to ‘track’ the chaos taint on people handling the box. When the group left someone said something about getting ready for phase 2.

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Inquisitor is in the governorial palace-city/semi-hive (for nobles without estates). Mob people keep dying now, in suspicious gunfights.

Inquisitor forces:

Inquisitor himself (Named Abraham Highmore)
Rogue Trader
Arch-Militant (RT)
Inq. Psyker
20 storm Troopers (-4 stormtroopers)
+Mysterious Assassins (w/plasma weaponry) (might be arch-militant)
a cultist owns a quarry and a slave operation check more a cultist owns a quarry and a slave operation

We have pictures of all of the ‘assets’, thanks to Tearriel’s pict-mechadendrite.

Investigate:

Send a message to our Inq. informing him of what is going on. x
Need a new hideout. x (in industrial zone)
Establish identity of Inq. (We have a description and a picture).
Investigate the Inquisitor’s presence, figure out schedule, or what he’s doing.
Investigate ‘phase 2’ of Inq’s plans.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Not get killed or captured by Inquisitor (failed).
Investigate who is getting killed. x (potential slaaneshi cultists)

Sub-goals:

Figure out what’s up with the chaos bolter. x (is being turned into a khorne-aligned and possessable bolter)
Figure out a way to keep Inq on planet until assistance arrives. Steal his Rosette?

Sent a message to Inq, referring to ‘Hi honoured uncle! Saw a cousin of yours, has the same crest, at least we think so; here’s what he looks like. Snapped up the artifact we were going to buy for you, apparently he had lost it and had been looking for it…Does this sound familiar?
Love, Arkham’.
a cultist owns a quarry and a slave operation check more a cultist owns a quarry and a slave operation

Inquisitor responds to last letter; will arrive on planet 2 weeks from now.

We find housing in the Industrial sector, below the city-palaces. Pay the landlord, no questions asked.

Day we arrive, another high up criminal has been killed. Reports are he got exploded. We head to shuttle-loading dock, see a staff car of the local PDF standing outside.

Find a bag with narcotics usually used by nobles and slaaneshi cultists. Daren senses disdain and satisfaction from bolter weapon craters (sized like those of a space marine bolter). Seems likely someone is using the Khorne Bolter. Verified that warp is involved by Augur Array. Found lint on the bag, seems like someone kept it in their pocket.

Find a group of Rogue Trader warriors (10) + Arch-Militant. Follow them to an illegal rave basement.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

4 storm troopers carrying hellguns and heavy equipment. Heavy equipment seem to be the framework for a Tarantula sentry turret. Rogue Trader’s group attacks the stormtroopers and kills them. Daren reaveals himself (slow-clapping), and tells the Rogue Trader’s group that he approves; the Inquisitor is bad news. He shows them the evidence of the readings made by Tearriel’s Augur Array and tells them off his sensing chaos taint and the theory that the Inq is creating a daemon weapon. We use Grayson to ask how RT and Inq came to dislike one another; Arch-Militant says there was a disagreement between them after the Inq got the bolter.

We wait until the RT party leaves and find evidence of a noble house’s involvement in the slaaneshi cult inside the rave basement. Small shrine, speech notes (heresy), note-paper had someone’s fancy noble stamp mark.

—-

Rumour from administratum clerk; the sewers below the paper noble house are filled with mutated creepy crawlies (someone dumped a load of toxic something down there).

Noble spire is bordering a large hill at the edge of town, has a big garden halfway up the spire. Daren sensed faint warp emanations in paper noble spire, standing outside. Arkem and Stern go talk with paper noble’s cook-servants in the servants’ quarters. A servant arrives every other week, sees he has seen a locked room on the upper floors, which nobody else enters, and nobody comes out, but it is populated.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Stern asks about the features of the garden: there’s a terrace with a large artificial waterfall coming from spire-side, and a forest at the top of the hill, with a personalized shuttle pad.

Daren hides outside the noble estate (inside spire), Stern hops the fence outside to hide in the forest (w/magnoculars).

Shuttle pad is empty, but there is a small shack (flight control), inside the shack is a log for landings and departures for the last month. Stands out: transport shuttles (w/luxury goods), rogue trader has been here twice. Most recent landing and departure time matches the time the arch-militant was down in the sewers with us.

A wild squig appears! “I hit it with my stick, ‘and my chainsword’, ‘AND MY AXE!'” Easily killed, seemed to have been ‘filtered’ out of the water pump system and dumped in the maintenance tunnels. Orc spores pumped into the forested area.

“Daren, I have some interesting information on the rogue trader.” “SQUEEEEEEEEEEG!” “Hold that thought.” *click*
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*beep* “Ok, that’s dealt with. What were you saying?” “SQUEEEEG! SQUEEG! SQUEEEEEG” *trails off into the distance*

Arkham sees a suspicious hooded figure leave the paper noble estate. Decided to leave his stake-out to follow the guy. Hooded figure has a messenger bag, brings it to an abandoned factory hall in the workers’ district. Lots of people there, low-end factory workers, many who bow to the guy.

Discussion: Squig would have been a few weeks old at least. So RT took orc to water pump plant (and into maint-tunnels?) almost a month ago.

Arkham infiltrates the cult group meet (where a speech is held on workers’ rights) and sees the Arch-Militant providing security. Daren arrives outside, senses another shrine like the one in the slaaneshi rave place, except the kind is different, now that slaaneshi cult-type activities aren’t masking it. It’s a Tzeentch shrine (not Octavicus-type).

Daren fails the deceive check to enter the cult recruitment meet. The arch-militant is seen observing. Daren informs the arch-militant that he has been seen by way of telekinetically knocking on the windows.
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The meet ends, and we follow the shadowy figure and the arch-militant (+soldiers) around. We go to the rave party area, which is in full rave party mood. Orc is spotted guarding the area outside (hidden in a crate). After another speech, the group moves to a mutant meeting place (w/shrine). Ordinary mutants, not chaos.

Looks like someone is trying to connect local movements into their own scheme.

Talked with arch-militant after guard duty over, he told us that the Inq was the bigger threat and that the RT was creating opposition for him to distract him. Told us that there were ten cults (though we’ve only seen three, or four counting shadowy guy’s home). Asked about trader’s motivations to oppose inq; apparently the Inq is planning to repeat the current plan all across the sector if field testing goes well here.

——-

Tentative plan: Tell the Inq. about gathering cults, investigate where the gun might be or be going by way of Daren’s psychic powers. Intercept the gun or infilitrate Inq. base to retrieve the gun, then bug out with the gun.
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Optional quest: Slay the psyker.

-Assets: Two tags. Might help with infiltration or against automated defenses. (Tearriel tech-use.) (9 hours spent, success. We now have additional counterfeit IFF tokens.)
-Assets: Our knowledge of cult gathering spots, and cult leader whereabouts. Psychic activity in noble home.

-Get a getaway vehicle. (Miles’ car is a two-seater.) (Influence check. Daren handles these. Got us an unmarked white van. NOT INQUISITION flower delivery service.)
-Get a bug-out hideout. (Miles’ place out of the question.) (Maybe roll Navigate Surface w/Grayson. Stern gets 6 degrees of success w/help. Hide in the old abandoned governor’s palace on the other side of the space port. Moving to Detroit!)

Go in team:
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

-Watch out for defenses. Watch out for tainted gun.
-Convince inq. of dangerous cultists gathering to oppose him.
-Convince inq. that we’re not onto him or opposing him.

Gets told to meet at a warehouse in the industrial district. Stern scouts, seeing two storm troopers setting up nearby. Stern sets up, as well. Tainted gun begins to move, is also taken to the ind. district, parked in an unused loading bay. 2 storm troopers guarding it.

Inq. turned up for the meeting inside a meeting van; everyone enters, then the talk begins. The group provides information on the cults, inq. accepts their story as likely, leaves them behind.

Inq. then drives to the gun van, they mount it on a tarantula turret inside a large van. They go to a noble house, Inq. goes inside, talks with people. Then the bolter starts shooting people with unerring accuracy through walls. Once everyone is dead or wounded, inq. kills the wounded and walks out, looking smug.
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Party follows inq., takes the gun home, disposes of the van used to do the shooting. We follow the inq. and the other van with the gun, see them heading to their spire home. Find evidence of heresy (artifacts) inside the nobles. Daren destroys the artifacts with his force staff after we take pictures of them. Receives a vision of the RT shooting Inq. then a shadowy figure shooting the RT.

Stern finds another cache of artifacts. We have 14 left.

——

– Rogue Trader’s pet heretic is on the move.
– Mission: Distract Inq right before/when the gun is on the move.
– Mission: Kill the team guarding the gun and steal it.
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– Mission: Find out what the pet heretic is doing.

‘Faces in the cloud.’ ‘Cloud?’ ‘Oh, right, it’s crowd.’

Note from our inquisitor, sent us details of every Inq who should be working within the sub-sector, given us all of the information on inq and their interrogators and what they look like. Xeno Hybris, radical that the Tau reduced warp.

2 Monodominants, 1 Thorian, 1 Xeno Hybris.

Mind-bogglingly sensitive information, what what. We burn the physical evidence, after (trying to) memorize what’s there. Tearriel is told specifically not to take pictures.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Stern spends a day getting a Stummer for acquisition. Werix gets a best-quality flak cloak. Daren procures a Static Generator. Tearriel gets a hand flamer wrist mount.

We ambush the gun car. Mission successful. 2x stormtroopers with their heads lopped off by Tearriel, 1x stormtrooper bled out in van from having his nose rot off and a needle pierce his face, 1x got his arm lopped off by Tearriel. Psyker got pinned to the inside of their van by bullets. 750 xp.

——

-Fallout between the Inq, Rogue Trader and the Cults.

Everything goes fine for a day, second day we see wanted posters being posted for Arkem, Stern and Tearrial. Looks like the Inq. have an “Unknown Heretek, and nameless Stern and nameless Arkem.” So, Grayson and Daren and Tearriel (as ‘Magister’) are maybe safe. Papers tell of terrorist attack by heretek.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
5 days ’till OUR Inquisitor arrives.

Daren, Grayson and Arkem (in disguise) leaves. PDF are rounding up workers to be conscripted into the System Defence ships, reactivating one of the ships to hunt down the unknown heretek.

Group ends up beneath the heretic noble house’s maintenance tunnel. While they plan their next move, a group of house guards move through the tunnels carrying bags of stuff. Head through the tunnels, but after a while head into the residential areas. Head into holding areas where the conscripts are being held. Use an excuse about ‘leftover paperwork’ that the servants need to fill out.

Daren sets fire to the bags as they try to get through with his mind-powers, uses telekinesis to grab a slightly scorched pamphlet, which is anti-imperial heresy, the guards retreat in panic back to the tunnel to discuss what’s setting their bags on fire. Leading theory is someone inside camp is using a laser-magnifying lens to set legal-looking stuff outside on fire in protest against the draft. One house guard goes off to find a new place to deliver papers to, less suspicious, three guards try to sort the wet-burned pamphlets.

Daren blows the lone guard’s head up and sets him on fire with his force staff. The group then goes to sneak up on the three guards, but are spotted. The guards try to act with authority towards the group, but Daren creeps them out and makes them run away when he draws his chainsword. Daren sets the first runner on fire, Grayson charges a guard and Arkhem critically shoots one of the guards. Grayson then decapitates a guard at the hip. The rest of the guards are summarily disposed of.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Arkhem has to leave, the team calls Stern to the area.

We invade the printer noble’s house. Door house guards are swiftly killed by two needle rifle shots to the face. The team grapples up to the hallway beside where Daren senses weird powerful psychic activity. We prepare to capture/kill whoever’s inside, but are met with stiff resistance, as we were expected (damnable chaos). Gunfire attracts house guards, who are locked out of the room for the duration of the fight. Giant mutant attacks, but is chopped and beaten to death by Grayson and Daren, 3 cultists are chopped apart or shot by Stern and Grayson while Daren faces the cult leader, who is calmly sitting by his desk, behind a force field. Cult leader pulls a plasma pistol, Daren uses telekinesis to pull it out of his hands and out of the force field into his own hand. Muchly smug, says he’s here looking for the rogue trader.

Daren walks up to the cult leader but is stunned by the electro-knife he pulls, has the plasma gun grabbed back and pointed in his face. Cult leader points at a radio, says if they wanted the rogue trader, they but need call him, now leave please. We do not look ready to leave, so he pulls the trigger with a sigh. The Emperor intervenes, and the gun malfunctions, hurting the cult leader in the process. Grayson has run up behind him, and starts chopping him to bits. The cult leader is finished off by the combined efforts Grayson’s left blade and right blade, chopping his left leg off. Meanwhile the house guard has shot holes in the door with the bolt pistol Stern left behind, sticking las rifles through it and firing wildly into the lower end of the room. Stern, dodging these, moves out of the way.

Adelmar the rogue trader can be radioed. We knew this, or could have known had we tried. At least we killed the cult leader, but the cult leader told us there were many more facets to the cult (he would).

—–

a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
Um. So… Arkem’s player controlled Stern. Rifled through heretic’s desk, was working on subverting the rogue trader from within by playing on the orc’s mercenary nature. Orc and others are going to be betraying the rogue trader. There is some guy known as the ‘Prophet’, organizing the chaos cults around the sub-sector. ‘No one can stop us now’ note, muahahaha. Tried to get in touch with Rogue Trader, Arch-Militant was not happy with us for killing the dude, but we said we found evidence he was going to betray you. Arch-Militant said ‘no, fuck you, get away’, so we did.

Uprising has occurred, mutants were prevented from joining in. Rave basement rising up, noble tax evaders rising up. Acolyte group killed a bunch of anti-imperial leaders in the mutant group. Daren and Graysen were going to the new gov’s palace where the fighting is, ended up helping pdf babies at the checkpoint between the old palace and new palace not shooting themselves with a chimera.

“Osaxius’ progress report to the Prophet
AdMech Minds closed to enlightenment, must be destroyed. (Help/allies)
House of Mephigrax Worships Prince of Excess already, mostly useless for our purpose. (rave party people, need killing)
Tunnel Mutants Afraid of corpse worshipper’s authority, needs a champion. (dealt with, we hope)
Worker’s Collective Reject the autority of the corpse worshippers, not yet enlightened. (not dealt with)
Governate Contact prevented by Malcador’s lapdogs. (Abraham Highmore dealt with it.)
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Rural Enlightened Afraid of corse worshipper’s authority, Mordegarr dispatched as champion. (Needs dealing with)
PDF conscripts Reject the autority of the corpse worshippers, not yet enlightened (probably ok)
Fleet conscripts No progress, initial contact planned before next report (Inquisitor Highmore has it in hand)
Trade port workers Amenable to our cause but not enlightened, demand narcotics and currency (trade port, maybe dealt with)
Nobles Amenable to our cause but not enlightened, demand positions of power (probably ok)
Rogue Trader Tamed beast subverted, contacting shipboard enlightened tribes before next report (dealt with).

No army on the ground, only noble conscripts and Inquisitor + us. We need an army (has a PDF general platoon) and weapons for that army.

Most opposed noble: Reinfred of Harding. Top of the spire. We go there. See the gun cutter with the rogue trader’s gun cutter. (Gun cutter has side bolters and assault stunner turrets, and air-to-air missiles.) one-two, we’re spotted through the window.
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Chaos dude (Mordegarr?) appears in a 3D holo-projector. Grayson the orc-blender. After a scuffle, RT leaves in a huff.

Convinced the noble to leave. Can be accused of having listened to a heretic = lots of fees and stuff. Tearriel has vid of his confession.

The following day, reports come in that the rogue trader ran the PDF fleet blockade. General transmission test going on, etc. turns out it is a code from our Inq that we need to head to a supply depot and hide in some supplies/cargo that’s being sent up.

Abraham Highmore was declared a traitor after killing another inquisitor, Ordo Malleus of Phenonite faction. Our inquisitor burned him at a pyre.

In the middle of our debrief the interrogator looks in on us (dressed as a ship worker) to say that we’re being boarded by the in-system cruiser. Stern is unsurprised; this would be a ship that could smuggle what the other inquisitor is after away from the planet, and the other inquisitor would probably want to make sure that didn’t happen regardless of us actually being on the ship or not.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

500 experience. +3 influence.

—–

Group left in stealth shuttle, told by the inquisitor to go stop Mordegarr. Left chaos gun with him. We searched around ‘just as planned’ noble, found chemist compound where chaos beasts were created, interrogated locals, who told us about a fortress. We went to the fortress, Werix climbed the walls, but we were seen by a sniper who rang the alarm. 4 large animals in beast cages, heretics has 1 technical w/heavy stubber (2 gunners, 1 driver, 1 navigator), has 1 other truck (4 heretics inside).

—-

Grayson let out chaos beasts. Why why why. Big fight with 2 trucks, the technical and ordinary. Daren sets fire to 1 truck driver, making it crash into the other truck. chaos creatures killed or set on fire (1 halfway mutated beast left, and 1 ordinary beast left). 16 heretics getting into a more armored truck. 8 heretics coming after them.
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—-

Heavy stubber (4×80) 32/80, 3x more belts of 80 ammo. Stern and Arkem stands by heavy stubber. Daren, Tearriel & Grayson drive with their sticks towards the enemy. 1x enemy big truck arrives. Is fired at with fire by Tearriel, and Daren blows up a tire with fire mind magics. Truck veers off course, then corrects to start barrelling towards Stern and Arkem. Grayson truck group drives towards motorpool and is met by 2x buggies, 1 heavy stubber, 1 toxic missile. Grayson jinks and veers, three fast, three furious, ten skill, drives past both buggies, Daren is almost killed by exploding a gunner in the stubber buggy with his force staff. Grayson puts his chainsword out the window and kills a missile buggy guy, Tearriel leaps off truck and charges missile buggy, puts his axe in the engine block. The missile buggy is halted after 7 meters of forward motion by his metal body. The stubber buggy drives off to the warehouses to join gathering cultists, heavy stubber damaged by explosion.

Meanwhile, Stern kills 2x heavy stubbers (same gun) and 1x driver, all behind their metal plates, and hits the engine block of the big truck. The big truck comes to a halt 10 meters in front of him. A smoke grenade is popped, and Stern dismounts from heavy stubber, draws shotgun and walks into smoke. 4x cultists pop out into smoke. Tearriel kills missile buggy crew, and then uses toxix missiles against big truck, nearly hitting Stern, and hitting 2x cultists, who are stricken by a nurgleolonium cloud. Grayson and Daren drive back to give Daren medical attention by Arkem. When they arrive, Stern has killed and incapacitated 2 cultists, Grayson finishes off the other 2. Tearriel runs back south, as numerous cultists fire at him at extreme range.

30 cultists + Chaos champion has now gathered north outside the warehouse. Daren attempts to suppressing fire at them, but the champion is keeping them from panicking. We have an impromptu barricade of vehicles to hide behind, or drive away with should we want to.

—-
a cultist owns a quarry and a slave operation check more a cultist owns a quarry and a slave operation

Written by A-jiko

The heretical leader Mordegarr has been vanquished and most of his cultists slaughtered! The party has earned 2000 xp and 3 influence from this. After meeting with your inquisitor, you’ve also received your Throne Agent rosettes, which increase your influence by another 3, bringing the total values for xp and influence up to 13500 and +27 now. Every also get to make two acquisitions, or one at a +20.

Maximillian used 1 needle rifle round last session, the target, a champion of nurgle, sadly proved highly resistant to the toxin.

The party’s inquisitor re-killed Abraham Highmore again while this was going on but stormtroopers loyal to him stole Abraham’s rosette and sent an encrypted astropathic signal to the Schola Progenium on the sector capital of Juno. Next session(28 november, 19:00 UTC) the party will be on a passenger ship heading that way to find any allies the heretical ex-inquisitor might have there.

Official print version:
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Imperium declares decisive victory, taking two planets directly from the rebels and are now sending missionaries to the others. Planets 8154 Olakia and 7425 UC revealed to be a hoax created by secessionist propagandists to make the rebellious territory look bigger. Spreading enemy falsehoods is considered an act of subversion and is punishable by death.

As told by the crew of the ship taking you to Juno:
-Faith(ecclesiastical colony, pop: 58) is no longer considered a colony and it’s leader now holds the dual rank of deacon-governor, the planet is now considered a shrine world.
-Gleytis, Imperial world all but name, paying tribute instead of tithe and lacking a governor position, now has a governor and with that, formally became a tithe-paying Imperial world.
-Caleanor rebels takes Ianthe and everything beyond it, effectively expanding their territory by 50%.
-Pre-war treaty reinstated, Caleanor recognizes Emperor on Terra but remains outside direct authority of Imperial institutions. Continues to pay token amounts of tribute and war reparations.
-Secessionist propaganda offices have been playing a very long con, 8154 Olakia and 7425 UC appear on star charts drawn centuries before the conflict started.
-Missionaries heading out had very unorthodox transport, several armed warships under strict vox silence instead of usual passenger transports broadcasting hymns and prayers on all channels.
-When last seen, missionary ships seemed to be plotting course to where 7425 UC was thought to be before it was revealed as a hoax.
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—-

Group went into single combat with Mordegarr. Group took a tank and brought it to Miles’ house, stayed there until things calmed down in the city.

—-

We’re on a ship going on a trade route to Juno. Arkem is asked a coded challenge, whether we’d lost someone on the planet we were on, Thyxia. Asker gestured at another group of crewmembers, suspicious people, when the wrong codeword was given. Daren checks them for chaos, no go. Stern and Arkem follows them, Arkem loses them, Stern successfully follows them. The crewmen go to a bunch of pipes near the Navigator’s quarters, Stern confronts them, fails to intimidate and scrutiny and comes away thinking they’re ordinary crewmen and that Arkem is paranoid. Tearriel also confronts them, and goes away with the same conclusion.

Arkem and Daren goes to them and asks them to be honest. They say it was so that they could have an excuse to drink, since the captain has shortened the booze ration, but drinking at wakes is still acceptable. Daren sees through their lies, the group are confronted again. They indicate, eventually, that they are smugglers who are going to smuggle illegal lho-sticks from Juno. This has no relation to why they were asking people from Thyxia codewords. Daren is suspicious.
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They are arrested with the help of the ship’s bo’sun and Stern being an Arbites. They are interrogated. One cracks under pressure.

-Who do you work for, really: A crew collective people, who wanted to pick up someone coming from Thyxia.
-Who are these crew collective people. Don’t know.
-How were you going to get in touch with these crew collective people. Don’t get in touch, dead drop, but were going to send people to a meeting place. Most recent one is still current.
-The contact, described, a guy in cargo handling.

Stern has the guy in cargo handling arrested for interrogation.

a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
Meanwhile, Daren and Tearriel go to the meeting place, are brought back with a couple of crewfolk deep into the depths of the ship, find a chaos cult area, and are told they will be met by ‘The Harbinger’. They promptly call for H E L P. Arkem runs to help the two, while Stern stays behind to convince the captain to give him access to his naval ratings.

Stern fails, the bo’sun only gives him vox access to the captain, and Max can only wield his Arbite authority, gets less naval ratings with him for the raid against the cult stronghold in the bowels of the ship.

Daren and Tearriel reads the notes at the Harbinger’s desk: Found a note from someone in charge of Osaxias and The Harbinger, from the right hand of the prophet, told the Harbinger to bring cultists from Thyxia aboard and include them in his own cult to prevent the imperium from learning more about the cult.

The Harbinger, Chrozor, enters. Tearriel hits him in the face with the flat of his axe, breaking his nose. He keeps beating him in the face as the Harbinger keeps recovering from being stunned, while Daren suffers his requests for restraints while desperately holding off 4 cultists with fire and staff.

“Daren, the rope!” *KLANG* “Daren, the rope!” *PANG* “Daren, the rope!” *KLANG* “WHAT DO YOU WANT FROM ME THERE IS NO ROPE!” *KLANG*

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Maximillian told Tearriel to take the leader alive, which is why he’s doing this. Meanwhile, Arkem arrives and stun grenades three shotgun guard cultists and is fired upon by the one unstunned one. Is hit in the right leg twice, then stun grenades again and coup the graces the stunned shooter with lasgun fire.

Time until Maximillian 5. All the Maximillians. There will be Maximillians everywhere. For the Stern. A-hujiko: “You couldn’t get all the armsmen you wanted, but you could get the ones called Maximillian.” Max: “It’s a legal loophole.”

Simulated formation of Maximillians Stern – https://youtu.be/kVrrt-nvDnQ?t=4m40s

After 6 rounds of nose-breaking pain, the Harbinger is Ko’d more permanently, just as the Maximillians arrive and start arresting downed, stunned or weapon-jammed cultists. This has been a good day.

Achievement unlocked: Not The Face! – Captured the Harbinger without aid of the Maximillians.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
The others get 10 IP, Inquisition Points.

———

-Are there other assets of yours on the ship?
-Where are the Prophet’s people, that you know of.

-What do you know of Inquisitor Highmore.
-Who is the Right Hand.
-Where are the Prophet’s people, that you know of.
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-What is the aim of the Prophet?

Thugs:

Gives up people on the ship. The prophet is on a world hidden in the Pandemonium or just in the warp. ‘Right Hand: The person who handles earthly matters.’ ‘Aim of the prophet: Tear down Empire, get Chaos dunked.’ ‘Harbinger: Picked him up a few years back, established the cult on the ship, preaching about Chaos. Crawl into a pipe like a cat.’

Chrozor:

Knows about Inquisitor Highmore. Fatal flaw; wanted to be on top, controlling demons, rather than be controlled. Would’ve been useful, but ended up in the middle. The Right Hand is a fallen astropath, handles communication between the Prophet and his people. They reside in the Pandemonium.

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New attempt: -Where in the Pandemonium? How do we find them?

The prophet makes his home on a planet way back, very deep in the warp. Only way to get there is to sacrifice a bunch of crew to a greater daemon.

Planet is called Jorus. Chrozor is decap’d by chainsword.

We arrive in Juno. Bureaucratic center Vesuna Regis. Go to some libraries of the Administratum. Jorus was united during the Great Crusade, colony from the Dark Age of Tech. No references after that. Pandaemonium, close to the center.

Who trained the storm troopers of Highmore?

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Get access to the massive massive stacks. Elukka narrows down the papers (5 degrees), Tearriel makes logic (5 degrees).

3 groups of people given over to Highmore over the years. 1st, a dozen storm troopers, reported killed in some fight somewhere. 400 years of nothing. Around the time of original Highmore’s death, 20 years back, he recruits a new group of stormtroopers, recruited through intermediaries (list the throne agent’s names). Recent storm trooper, requisitioned gradually over the last few months (lists the throne agents’ names, one of them is a storm trooper from 1st wave promoted).

Where did the first group die? Tried to control a warp artifact, died in action, along with Highmore.

Cause of death for most of the 2nd wave, skirmish with the Mechanicus ‘misunderstanding’ and casualties in the field or when Highmore was arrested.

Makes copies, picts of the people of interest (all recruited by Highmore and associates). We have names of all the recruiters.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
We are directed to a hidden fortress out in the desert. It is a decoy base. We are checked out, rosettes and such, all is good. Sent back to an Administratum fortress, secret base in the basement. Guided in by elevator, 1 kilometer underground. Guard: ‘What inquisitor do you serve with?’ Daren: *eyetwinkle* Everyone: “No!”

Nameless inquisitor. Our inquisitor gave up his name when he began serving the Emperor.

Current staffing: 2 current inquisitors, 11 throne agents (including us), 6 low-ranking (acolyte cell and plain serveants) and the staff (mostly guards). 1 staff inquisitor.

“479-484.M41
Highmore recruits 71 stormtroopers over 5 years, personally
8 killed by miscellaneous
9 killed by admech, “misunderstanding”
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54 killed by demonic artifact

981-982.M41
Highmore recruits 105 stormtroopers over 2 years, personally
7 killed by miscellaneous
89 killed during Highmore’s arrest

982.M41-now
Highmore recruits 64 stormtroopers over 19 years, through throne agents/inquisitorial servants
46 killed by miscellaneous”
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9 remain of the 2nd wave, 1 is throne agent.
12 stormtroopers of 1st wave remain.

Ordo Malleus vs Ordo Hereticus.

Googling ourselves. Progress reports on Olakia and Salvation. Then we google Highmore. Find a few notes about original Highmore, short log of existence. Found something, took it from Mechanicus, made the Mechanicus angry. Juno, local event, Mechanicus thing. Chaos artifact found an asteroid belt.

2nd one, apparently was trying to, part of the Phenonite group of the inquisition, believes they can control demons, replace the ordinary imperium with the ‘better kind of humans who can control demons’.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Need access to an Ordo Malleus facility. By the space port, hidden in a large storage tank near the shipyard that makes geller field components.

We head to the Mechanicus compound. “Not enough murder, too much bot.” (Tearriel disappears OOC.) Tearriel gets access to logs of an excavation of an ancient hospital on Juno, there was a firefight (the Inquisition) over the thing they found there. Made inquiries for 120 years, but gave up then. Daren goes to a tech-priest who is important enough to have a line to a higher office, we ask them about the incident. Given a video of a magos listing the objects, dimensions of the things that were stolen, definitely medical technology. Confirms Highmore did the stealing. Names of the tech-priests who were at the dig, none of them survived. 1 and a half meters wide, 2 meters tall, 4 meters long.

Only option left: find someone with archeotech.

Next session: Ordo Malleus base visit.

—–

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
“Arkem definitely thinks Daren is competent for this.” – For running the interrogation. Was eventually decided that he wasn’t competent enough for that.

“Arkem no longer qualifies as adult supervision.”

Group went inside the Malleus base, told them of someone using Highmore’s inq access codes. They were surprised and claimed not to know why those still worked. Tracked down the stormtrooper turned throne agent, Bazzalth , the one recruiting for Highmore. Found him, was here as an instructor at the Schola. Rifled through the guy’s room, found a secret compartment w/5 books that was a code book. One of the books was Highmore’s secret code. “Another Inquisitor has discovered us, A is attached there, but is unable to delay or distract. Expecting Figurehead to be killed or captured very shortly. Raise new Figurehead. A will attempt to recover the Figurehead’s credentials.”

Daren sent a message:

“Remember Salvation?
Even from this lessons can be learned.
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The Bishop might have had _A_ point.”

Don’t know what the unknown tech is. Tried finding antique archaeotech dealers, doesn’t know, suspects it’s something that reconstructs a new Highmore, somehow. Captured the storm trooper Highmore’s agents, caught him lying. Brought him to the desert.

Nabu-Zar-Adan, received a message from the stormtrooper. Was lying, but the group had nothing on him, so didn’t arrest him. Storm trooper instructor is held at the desert site.

—–

-To do, figure out some way to inform Inq of broken cipher. (secret roll was made)
-To do, track down Nabu, figure out his deal. X (detained)
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-To do, break the storm trooper instructor. X (working on it)
-To do, find random instructor who showed up with Bazzalth.

Nabu-Zar-Adan is a weapon maintenance instructor. Talked with another wep-maint instructor, told us Zar-Adan had taken a convoy of his trainees and brought them out into the desert for training. Gave us three locations where it was likely the convoy had headed for training, since those were the usual spots in the area.

Arrested Nabu when he came back, put him in detention in the desert base.

-To do, cross-reference our Inquisitor’s stormtroopers with stormtroopers trained by Highmore conspirators. May have culprit A.

Nabu and Bazzalth both got recruited by Inquisitor Antrias, Ordo Malleus. Antrias disappeared less than 1 year before Highmore disappeared. Presumed KIA just before Highmore reappeared, disappeared on Junos. A bunch of storm troopers disappeared with him, the rest got picked up by Highmore. Hereticus version: Antrias got ambushed by cultists who killed him and a bunch of the stormtroopers.
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Antrias was killed about a day’s march from the storm trooper training grounds.

We go to the Ordo Malleus. Antrias was in some asteroid field, found the remains on an Inquisitor killed by a precursor cult, who worshipped a demonic artifact. Tracked the cult back to Juno, got ambushed and killed.

Ruin. Contact gave him the information.

-Who does he work for, really. (His group only works for the good of the imperium, united by a common purpose. Nameless group.)
-Where is the facility that’s going to raise a new figurehead. (somewhere here on Juno)
-Who are the other agents who work for your group. (gives up Nabu)
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-How does recruiting new members to their group go? They approach them if they suspect they share the same ideals.
-What are those ideals? Must protect the Imperium.
-Who recruited you, if not Highmore? Somebody within the order.
-Did you betray Antrias? No.

-Where is the facility; it’s well hidden away.

We inquiry the stormtrooper trainees. Instructors went to check up something they’d set up for a different group, then one of them didn’t show up again. We go to the Hereticus main base to drum up support. Archaeotech expert reports back, describes a guy looking for spare parts for the thing we asked about, describes the storm trooper who was with Bazzalth.

Lord Inquisitor is tired of two Inquisitor wanting each other excommunicated, and sends them along with us to prove their worth.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

+1 Influence (for revealing the broken ciphers).

—-

The two Inquisitors and their party:

Inquisitor Numerius Lucilius Gregorius (power sword, infernor pistol))
-Interrogator Edmias (Thunder Hammer)
-Throne Agent Vacteus (longlas)
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
-Throne Agent Yeigrim (combat knives)
-Throne Agent Ithiel (hellpistols, servo arm)
-Murder Servitor (power fists)

Inquisitor Hagas (plasma cannon)
-Battle Sister Katicia (heavy flamer)
-Battle sister Repentance (heavy flamer)

Go out into the desert, Inq help us. We find a shuttle in the mountains, tarantula turret w/pressure pads, Tearriel disables it. Found an empty box with foam imprint of an inq. rosette inside the shuttle. Enter facility, find chaos ritual site, guarded by stormtroopers, kill stormtroopers, kill minor summoned daemon, capture KO’d renegade astropath. Kill KO’d renegade astropath, go search facility, inquisitors go around killing daemons in storage, we go find where the conspiracy is decanting a freshly made Highmore.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
—-

+1500 xp and +3 influence.

Blender Group killed the enemy. Threat extinguished. Called the Mechanicus to retrieve the cloning device. Went back to the safe base. Got told by our inquisitor to hunt down the Prophet, knew on what planet he was on. PLanet officially owned by the Mechanicus. Mechanicus has to pay tithe on it, the tithe was to be conscripts for imperial guards, to increase the fighting ability of the conscripts, they brought in a number of different people from different cultures, taught them the ecclesiastical creed, but with minor significant differences, told everyone else that they are the heretics. Started a massive decades-long civil war, then recruit from the battle-hardened survivors.

Obvious flaw finally occurred, one faction is openly worshipping chaos. Suspicion is that the Prophet has something to do with this chaos rebellion. Plus side, all the other factions have united, on the down side, on the down side, soldiers are battle-hardened and fanatics who get packed together in regiments regardless of where they came from. Usually half of them are dead by the time they arrive at the battlefront.

Looking for the right hand of the Prophet, don’t have to win the battle. Meanwhile, the party’s inquisitor has uncovered a lead that might bring you to the Prophet of Chaos, a heretical uprising on the war world of Magnant VI.

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Contains 6 inhabited planets (of 12), 2 just listening posts, 1 barely an asteroid (outermost). Populated core are 3 planets, Magnant 5 a mining world (also capital world), Magnant 6 a large pop center under attack by Chaos, and 1 gas giant that they’re mining for gas stuff. Technology levels on Magnant 6 used to be feudal level, increased to industrial to maintain a larger population. Mangnant 6 is mostly temperate, fairly mountainous (2 billion years of age).

Daren and Grayson spent their acquisition rolls on getting a Chimera (w/autocannon, heavy flamer, heavy stubber). Tearriel gets synthmuscles and poor-quality refractor field. Stern tried for sniper rifle and bionic heart and got nothing. Chaos pirate fleet in the area, local fleet is keeping them back. Currently losing ground, but waiting for reinforcement.

One group subjugated a bunch of other groups, backed up by pirate mercs. 4 major groups worth, 20 major groups left.

Waystation people know who we are. Can spare us a personal shuttle and pilot. We decide to go with supply drop plan.

Magnant System
I Small, Uninhabited
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
II Small, Uninhabited
III Small, Uninhabited
IV Small, Listening Post(Chaos)
V Large, Mining World(Contested)
VI Medium, Populated(Contested)
VII Medium, Listening Post(Imperial)
VIII Gas Giant, Mining World(Imperial)
IX Gas Giant, Uninhabitated
X Small, Uninhabited
XI Ice Giant, Uninhabited
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
XII Small, Waystation(Imperial)

Chaos Corsairs
BC Abyss of Valxihr
14 iconoclast destroyers
19 smaller raiders

Imperial Fleet
CA His Will
CL Pious Nomad
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CL Idestructible
C Duke Marius
C Hull 771
C Blessed Chariot
C Furore Divino
8 cobra destroyers
6 smaller raiders

We land, head to IG major’s office. Grand Theft Chimera. We head into office.

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Offworld mercs deployed near island to northwest, recently taken over a peninsula, or amphibious infiltration (supported by a local assault), or go by way of pole. The enemy is winning due to infighting, and the enemy has better guns. One of the locals is in charge of the peninsula theater. 4 people have different commands in the peninsula. Army groups are large groups of conscripts, smaller groups of trained soldiers on horse.

Biggest disagreement is where you put aquilas on the temples. Grayson requests promotion to captain. Stern cashes in the Promethium chip, we get a few extra barrels of fuel promethium.

2 drums of ammo for autocannon 80, 2 cannisters of heavy flame. We can get a ship, either a warship (better armour) with better armour, merchant ship with better weapons. We choose to sit on warship/escort.

Port town side mission: weak psyker got arrested and sent back for processing.

We head off, near enemy coast, one small island, one deathstrike missile assault going down, enemy orbital shuttle takes off, awesome. Stern starts shooting, Grayson spots. Tearriel and Daren heads over to the merchant ship. The merchant ship gets shot up with lascannon, Tearriel jetpacks into the shuttle, chops and grabs hold and climbs inside after more chopping. Stern shoots up the shuttle’s laser weapons, killing gunners and slightly damageing Taerriel. Tearriel successfully commandeers the vessel, which is on fire due to the lascannons exploding. Daren extinguishes merchantship fire and shuttle fire, Tearriel lands vessel on warship.

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28/40 autocannon rounds remaining.

—-

Quick summary of 2 sessions:

1st session, we successfully landad at the city we were going to save. Kind of a shit show, 4 different command structures, we said ‘fuck it’ and had Grayson yell at people. Tearriel and Daren went to the naval ships, for artillery bombardments. Found a merc base, assaulted it, went really well. Captured mercs, didn’t do much with it, infiltrated main HQ during the attack, found an address, a location for the person who hired the mercs was from.

Found on the planet, deep behind enemy lines. Plan to take the shuttle, fix it, fly around the pole and attack the place on the location. We did this, was an old ye olde style star fort. Had hydra batteries, we avoided them, infiltrated on foot, by chimera. Infiltrated the compound w/grapnels and lines, Daren did a psyniscience test, almost went crazy. Arkem argued discretion, had people get up on the wall and disable one of the hydra batteries, went inside. Right hand of the propher and a harbinger guy is inside the compound, Daren/Grayson attacks, right hand prophet skedaddles through portal, Tearriel and Daren follow and kill him. Arrive in a small room inside a chaos gun cutter, Tearriel kills the pilot crew by jetpacking up. Frees the people from the room, people get outside and Tearriel rolls poorly, sets of a timer. Killswitch activated. Grayson and Daren run away screaming ‘fix it you bastard’. Tearriel jetpacks away. “You better hope this kills me you son of a bitch” in Grayson’s words.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
After the fusion reactor explosion, a sole servo-skull stolen by Tearriel shows that the right hand of the prophet is based from the chaos battlecruiser.

Current state of confusion: We have a shuttle and a high-ranking prisoner. We know where the gun cutter is supposed to go. Send a coded message to the imperial system.

Tearriel shuttle kills x2.

—-

We embark on our mad mission. Mercs respond to distress signal, send a raider to escort us, we insist on not being borded, we’re headed for a boarding dock. The Right Hand’s honor guard awaits. We slay them as they misunderstand our intentions as punishment.
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We capture one, force him to tell us where the Right Hand’s quarters are. It’s a luxurious mansion built into the Astropath quarters. Daren has a key he stole from the dead Righ Hand body, it fits. Daren psynisciences, Tearriel uses his chaos-finding auspex, finds main source of taint outside, and some anomalies inside the mansion as well.

We enter, Daren tells us to not touch anything. Find his study and a lot of parchments in high gothic, looks like reports. Lots of progress reports from various Harbingers. A perfect sphere of highly reflective materials. A liquer cabinet filled with not-amasec. Has a dagger collection. A scale model of a desolator-class battleship, started construction roughly a century ago, a dark forge world, done within 1-2 years, to be the flagship of the prophet.

Find a keyring marked with ‘storehouses #1-5’. Cabinet of curiosities upstairs, weird stuff inside. Find a holographic projection filled with a starmap, has an overview of planets influensed by the prophet, 1 dozen planets inside the Pandemonium, list the location of where the flagship is being constructed. We interrogate the prisoner, ask him about where the storehouses are (2 are on the ship, 1 in a random location, 1 near the bridge). Prophet is in the capital of the mini-empire on Jorus in the Pandemonium. Righ Hand visited the lower storehouse when he finished negotiating, the security was less going on the lower levels. He also visited the one near the bridge, after negotiating.

Roars in the darkness, super-large tracks worn into the steel floor. Knight-mini-titan chaos tainted, has tainted warp faces all over it. Shoots it with 9 autocannon bullets, semi-fire, but it does nothing. Daren lights it on fire with a barrel of spare promethium, manipulates fire in the shape of an aquila, Stern makes the shot of his Emperor-granted life (rolled 3 out of 102, Eye of Vengeance, +11 damage, +11 Pen). One of the most tainted faces on the Knight gets blasted to oblivion, and the creatures stops, confused and hurt. We manage to make it away. Daren gets credit, doesn’t feel like he deserves it.

Shot to the face, pen 14, 46 damage (10+7+7+11+3).
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Find a bunch of slaves in stasis pods and a ritual site where blood is supposed to be spilled, beyond are a bunch of footsteps carved into a set of winding corridors. We figure out some footsteps have miniature rods running between them. We pour promethium where one would normally spill blood, and it fills the footsteps. We find the real storehouse.

Storehouse like crazy. Prisoners in stasis (20 people), including some eldar. Filled with drugs and precious metals. Noble who only speaks High Gothic (wears suspiciously old robes). Stern finds bank notes, takes it for evidence. Daren decides to free the eldar. We kill our honor guard prisoner (or have the bounty hunter, who’s found an astarted power sword and taken it). Noble has a super-rare breed of dog with him on a leash. We drive back to the hanger.

Enemy tech priest arrives w/murderbots.

——

Killed the tech-priest, prevented him from calling us tech-priest.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Picked up a dataslate from tech-priest’s corpse. Raiders mostly here to get paid. Iconoclasts part of the prophet’s fleet. Mentions some ships heading off to the dark forge world. Has total technical intel on the cruiser.

High gothic notes: Heretical bookkeeping, apparently there’s a harbinger of Juno and Desoleum. Incoming messages the other way, the prophet giving instructions to his main lieutenants. Focuses on Magnant system, because need metals and manpower.

We do things, then fly to the fleet headquarters by the listening post, meet our interrogator, dump all our intel/things/people on him. We have our new marching orders, we’re going to a dark forge world. Munitorium message, Grayson was in a ‘battle’ and is getting a commendation and a promotion to retired major.

+3 influence, +500 xp. 1 acquisition for the next time.

——
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Got: Bionic Heart.

We prepare for departure. We get a bunch of cash, pretend to be ex-imperial stormtroopers/recent pirates. We bribe/trade our way onto the mercenery ship heading to the dark mechanicus forge world where the prophet’s ship is being built.

We arrive without much problem to the planet. Station 47 (used to be a research station/outpost). Scrooge McDuck vault of gold and archeotech (ancient geller field components, identified by Daren).

World is mostly barren planet with a few places of build-up, w/orbital spire and shipyard factory, kind of orbital shipyard below. 2/3 hives equivalent world.

Mission: Sabotage ship, and gather intel.
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We head to the biggest hive, where the space elevator is. Are told to not fly over it, due to security, but are allowed to land on a shuttle pad just inside the wall. Stern gets 6 degrees of success on navigating the forge world hive, wow. Makes sense of transportation issues of ship parts. Find the ruling class/factory district. Find checkpoints manned by prophet followers and not-skitarii.

We head to a bazaar. Surprisingly normal. Mining houses exist, stragglers in the waste (ex-mercantile). Ruling caste lets people be so long as you don’t upset their favorite client (the prophet).

-Finding the stragglers and getting in touch.
-Alienate the prophet’s followers/employees on planet.
-Destroy/sabotage the engines so ship can’t achieve liftoff.
-Employ archeotech parts to infiltrate the shipyards.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Slaver and shipbuilder houses control the main hive, mining houses are closer to their actual operations out of the city. Met with a rep from one of the shipbuilding houses, presented archeotech, said he’d get in touch, 2 days later meeting arranged with top dogs from house.

We head out into the desert, meet with some guys who said they were from the ex-house, said they didn’t want any trouble, refused to offer any aid or information. Daren sensed a weird warp phenomenon a horizon’s distance away. We find an abandoned village (tracks about a week old), and there’s a storage bay for large vehicles inside. Used this building to build about an air raid shelter beneath it. Stern pops the lock, and the air inside is curiously cold. Frost covers the floor. We find the center of the bunker, and there’s a load of arcane scribbling over the floor and the walls, there’s a large pile of corpses in the floor, and a weird crystal sticking out of the pile. Daren figures it’s part of a ritual to attract attention from the warp. Potential faceless trade point? We destroy it.

We investigate another ritual site, finding a crystal who has drained its corpse pile more than the previous one. Investigation of the area reveal a central gathering place. There we find a discarded drill bit, small chairs, weird seating. Xenos drill bit? Daren makes contact with the crystal, seems like it’s preventing something rather than destroying it. Arkem informs us that a shuttle is arriving from afar.

——–

We attacked the prophet’s people when they came to investigate us alien pylons. Talked it out with both, then went back to prophet’s people. Harbinger/Prophet’s people are waging war against chaos-xenos human plague. Good thing we didn’t kill the prophet’s people, since that would have brought out a full-scale invasion for.

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We got hired by the prophet’s people. Discussing what we were going to do with the maybe-heretics. We have 8/9 months until ship is done. Prophet’s doomfire bomber, dropping pamphlets and transportable chaos shrines. Went to a village where they suspected chaos xenos psyker heretic mutant faction. The Quints. Pandemonium refugees who don’t like the Prophet. Local guerillas working with the Quints? Sold archeotech parts, interested in archeotech weaponry and archeotech construction equipment.

We have a lot of local currency.

Quotes: “You approach on the Chimera, they’re still wary of you, but at least you don’t get shot by muskets.” “Look Arkem, these are your people!” “Yo dawg, you have a musket, what the fuck was that?” -> Taurus, belonged to the quints.

We’re staking out a Quint village, buncha quints here now, they came back in the Taurus after having left. Quints have warp drugs that turn people into mutants (prophet wanted sole control of drugs). Quints really just heretic chaos xenos psykers.

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-What is our plan? We them to cooperate with us in sabotaging the Prophet’s operation.
-What can we offer them? We can give them insider knowledge. We can NOT DESTROY THEM.
-What do the Quints have? A smuggling operation that can bring things into and out of system (crystals we found designated meeting places).

Daren tracked down an old crystal and listened to its message, it said to meet in a mining city where the Prophet’s people were based. Quints were supposed to meet somebody.

We enter the settlement, disturb a surgery going on (brain alteration, mind control?) a human being brain surged by a xenos, get contact details for a meeting spot. Stern has his strength drained by one of the xenos. We go to the meet, find a bunker, inside the bunker is a glass and a vox. Identifies us as Imperials real easy? Stern denies, lies, Tearriel goes ‘yeah, we’re totally not Inquisition’. Xenos heretics wants an item, grocery list. A means to sabotage the ship.

List is full of warp ritual components. Lots of holy shits, heresy.

a cultist owns a quarry and a slave operation check more a cultist owns a quarry and a slave operation
-Get things from the list. Get presumed help with sabotage.
-Kill the Quints. Increase our rank inside the Prophet’s.
-Sell the Quints plan out. Angle it like ‘we can help, with our psyker we can detect sleeper agents and keep them out of the shipyards’.
-Start a war against the Quints (drain effort away from shipyards at expense of increased security?)
-Procure relevant archeotech and give it to a merchant house, gets us into the shipyard.
-Investigate abanonded Quint-cultist-owned factory. (fight likely, will also sabotage Quint efforts)

Quints do have the means and the knowledge to sabotage the battleship.

We head to the area where Daren’s old crystal said there was to be a meet. Soup kitchen. Arkem asks around, identifies a head-brain surged guy. He shows up every now and again to help out. Volunteer, is going to show up in 2 days. We stalk the guy. Goes to the soup kitchen. Main chef goes to oversee the clean up of something, the brain-surged guy goes to the counter with the food, takes something out. Only one customer waiting, something is handed off. Stern and Grayson follows the guy with the stuff, the rest sit out near the soup kitchen. The guy with the stuff gets to an area owned by a mining company, see him driving out in a surveyor vehicle.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Daren and Stern are left by the soup kitchen. Grayson, Tearriel and Arkem follows the surveyor vehicle. suddenly disappears under a sand-colored tarp. A taurus comes out from under the tarp and goes back to Cult Village. The weird worker stays in the industrial level, and goes to an otherwise abandoned factory, makes vehicle components, stopped making those components, so it’s not used. Has a key for a gate outside, has a group of large guard dogs, they smell the guy and get calmed down. The guy crosses the yard and heads into the factory proper. There’s an untrained psyker inside the factory.

Stern-wipe.

—-

Daren’s notes for last session:

Find two guys in factory with chemical setup. Drug dealer making a drug, psyker is sleeping. Captured both,
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interrogated the drug dealer.

How did you get the scar:
1. Gave him a special implant that lets him detect special frequency not detectable by normal vox sets.

What were you dropping off?
2. Product clients are asking for.

What was the product/what were you making?
3. Drug – one of the super heresy drugs that: 3/5 superheresies – summary executions ones.
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Red Hibamunite

Where did he learn?
4. Former regular drug maker, was taught to make the superheresy drugs and also got the vox decoder implant.
Contact – description of guards that shadowy figure was using as intermediary.
Told to acquire psyker because that’s required to make it correctly.

How long has he been doing this?
5. ~6 months or so.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
OHHHHHH The implant in his head probably catches the messages from the crystals that tells him what to do,
a bit mind controlly and also basically impossible to track unless you are a psyker yourself.

Later we made friends with Dr. Buddy who treated our “friendly fire” incident – Daren paid him for that treatment
and said “sorry, that was our bad.” Dr. Buddy is now our friend, and he seems to like us. We used his operating
equipment and expertise to extract two crystal implant things that lets the implantee received messages from
crystal beacons that even a regular psyker can’t detect unless they are nearby. Implant lets it work over
enourmous distances. Psyker was in early stages of being converted into quint-mutant thing.

-The lt is concerned about the list when we show him – he knew about the mind control bits already and wasn’t
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
concerned, seemed convinced the ship isn’t at threat. Worried about the knowledge of Elixir of the Unclean,
there is a shipment coming in soon. Give them nooseweed and ixiseed to quints, show them psyker heart to convince
them that we can get the “hard stuff” – demand if we get hard stuff, next meeting will be in person. Agreed, in exchange alien hooded figure pushes button on communications device and suddenly an old imperial cult that was hiding in the wastes launches Tet Offensive v.41k with artillery somehow.

To deal with artillery and wasteland stuff.
Retasking propaganda bombers to load explosives to attack imperial artillery
-Mobilization took about a day to get all the bombers ready.
-Approximately 50 bombers on hand, mobilized everything flying so that should most/all of them.
-Takes about a week to completely suppress attack.

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Prisoners taken say that their “self proclaimed bishop” was telling to hide for the right opportunity and then
the night of our exchange with the quints received “glorious vision” saying tonight was the night.
-Idea: bishop had crystal mind control implant, received vision from Quint alien hooded guy.
-Idea 2: Find bishop, show the Harbinger’s people he has crystal thing in head. If he doesn’t, put a crystal thing
in his head one of the ones we got from the drug dealers we captured and then executed for possessing illegal substances.
-Idea 3: is meet with the actual alien and decide at the time to trust the quints or full on harbinger/prophet when we have the more expensive ingrediants.

NOTE: if we try to come back without expensive ingrediants, they will feed us to demons. Or try. Probably succeed.

—-
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Current location: we are at our temporary offices given to us by the Harbinger lieutenant. Stockpile of old imperial weapons and armour? The rebels have a stockpile and the Quints are using the rebels? Current theory for where weapons are coming from.

-Work our way up the chain and find the bishop of the Imperial cult. Convince him that we’re rightous imperials?
-Steal the shipment of Elixir of the Unclean (the shipment arrives in 2 weeks). Harbinger needs it for the 1st of 7 great rituals to Nurgle.
-Archeotech and get in through the merchant house. Find librarium. (Alt option: Steal it from someone who has it.)

Side mission archeotech. Go to a merchant house’s librarium, bullshit our way in. 4 degrees of success. Earthshakers came from an imperial transport, equipment-moving, of an artillery regiment. Several thousand vehicles. Merchant house rebels want this, maybe? (nah) We have this location. Also, earliest location was a sensor outpost, if there’s anything left, we need to go to the Underhive. We head towards the underhive.

We see a bunch of workmen being driven out to the Wastes to create a ritual site. (We’ll have to look into this later.) We meet a bunch of guards (enlightened and a few locals), near an underh entrance, smoke pouring out, they’ve cleared a few tunnels, set up checkpoints to prevent ‘imperials’ from infiltrating.
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We drive down, find a burned-out town and a massive shaft (a hole in a support structure for the hive above). We discuss whether to go down the hole, but decide Tearriel going down on his own with the jetpack isn’t worth it. 6 tunnels around, 3 leading down. We drive down tunnel 3 of 3 down. Bunch of settlements on the way down, fungus farms. Scrap metal wall blocks the tunnel, blocks the tunnel further down, weapons emplacement, including a flame thrower.

Tearriel refuses to be awesome. (joke)

“Dancing skeleton bears who live in caves. Now with chain swords.” <— The fear mongering spreads.

"Oh, you're using the wrong setting." – Stern beats/ties with Tearriel in making the auspex detect. Tearriel spends a fate to tie.

We head past a mine field/barbed wire field, head down further, find footprints. Two kinds of footprints, small and pointy, lots of them, one set of very heavy boots. Tunnels, one too small for the chimera, had someone walking through it. Eventually we get to a locked door. Small sign in high gothic. Stern can translate several words. "… support 61 … … access port".
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Tearriel unlocks the door; here are the joints for various support columns, sensors and stuff. There's a door on the far side. We find support room 62 beyond it. Networks of supports, with the sensors to monitor them. Would involve a whole lot of walking. Stern thinks we could blow up the supports.

5 or 6 melta bombs to the chamber. Ordinary shells = A full chimera load for each chamber. Need 14 or 15 chambers to take out the shipyard. We press on, find a few more chambers, then head back. We return to the chimera and head further down. Go through older and older areas, end up near a large underground cistern, with a catwalk running over it. A large walking figure, either a servitor or a mechanicus dude. Arm replaced with a melta gun. Wears metal armour plating. Combat servitor has data from various terminals and is relaying it to Tearriel in techna-lingue and High Gothic. Sends data from various logs, inspections, incursions of unsanctioned habitation, recent unsanctioned additions. Ran out of data 400 years ago, dates 600 years back, last got rebooted 550 years ago. Less than a hundred active. Unknown amount of replacement, automatically produced by an automated servitor. Sentral hub, located a lot further down. We find in a large undeground area an enormous augur array, fucking huge, at the bottom.

Large elevated road going across the cavern floor, heading into the machine. At the end of the road there are several large turrets. According to servitor memory banks there's a repair facility for all the servitors. We cannot figure out the password. Carved into the rock around the array. Several empty stasis pods, logs in place, lots of servitors awaiting parts and repairs. Lose a bunch of servitors to the underhive villages.

We head back up. There's a bad smell in the air, due to the ritual pit being prepared outside the city.

-Turn the ancient augur array to our needs (including servitors). Research the password needed to get access.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
-Investigate the Earthshaker graveyard, procure 14 or 15 chimera-loads of earthshaker shells. Use to collapse hive under shipyard.
-Find a secret route into the underhive from outside the hive to facilite explosions.
-Kill the Harbinger at his Nurgle ritual. Alternatively, steal the elixirs in 2 weeks.

We go to the merchant house again to research the password.

——-

-Tearriel gets cyberlegs, slightly heretical 8% ish. Took 6 days to replace.
-Talked to the 'imperial' remnant. Spiritual leaders locks himself into a room and has visions all day. Priests very agreeable to us. There are water pipes running out into a canyon east of the hive, pipes go to underhive, 7000 people in the location. War-deacon leaders. Immunize them against the Quints.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
-Daren went and got a bunch of Dark Eldar writing and a bunch of books on technology. (learned Tech Use)
-Planning to take out plague ceremony. 4 days left until.

——-

Plan sabotage ritual.

Step 1: Find out when and where the elixir is being transported.
Step 2: Procure the elixir, leave no evidence of our involvement.
Step 3: Sell our services to the Prophet's people as hunt for Quints intensifies.
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Plan sabotage shipyard:

Step 1: Wait for the shipyard plans to reach fruition
Step 2: Blow up shipyard.
Step 3: ???
Step 4: HIDE UNDERGROUND

Stern steaks into the lieutenant room, overhears progress report on the Quints. Harbinger unhappy with lack of progress.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
List of forces his settlement is expected to send to guard the ritual site, no exact arrival date. Being kept on the ship, which is in transit. Hope is that ship gets here in time for the anniversary of a great plague starting. Directly being brought by shuttle to the ritual site.

New space ship arrived, lots of supplies and stuff. News from Magnant, Imperium counter-attack hasn't showed up at all, this is good news, thinks the Prophet's people. Captain is keeping the warp-disease container in his quarters.

We are headed up onto the ship.

Bad things happen. Stern is near the captain's quarter. The others are in the mutant-infested bowels, near an Enlightened stronghold, which just escaped their wrath.

———-
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The team got the elixir of the Unclean more or less successfully off the ship. Snuck into the cap's cabin and stole the elixir and left. Said they were investigating electrical issues. Killbots sabotaged the hangar (Tearriel's work), party snuck onto a shuttle, which landed at the ritual site and then prophet's people wanted them to work at the site. Party refused, intimidated them down and went back onto the ship, threatened the shuttle pilot who brought them to the city, and then they let him leave unscatched, with a warning not to tell anyone.

The party then headed out into the desert, strapped melta bombs to the elixir, dug a hole, threw the thing into the hole, then blew it up, then Daren went in and hit it with his force staff.

Daren's notes:

We dodged to a side passage to avoid the convoy, found an old abandoned chapel. The back of the chapel
had an elevator shaft that leads upward to other chapels. Apparently all the chapels are arranged
vertically and this elevator leads up to the confessor's room. We repelled up the elevator shaft
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
and Daren cut into the bottom of the elevator.

We left the confessor's old quarters (he was hidden and the shrines dissassembled when the captain
accepted the job from the Prophet). We were in the lower officer's residential area and we tried to
make our way to the captain's quarters. We were stopped by a man in a security booth who demanded
to see our ID to let us path. Grayson tries a "I didn't need it earlier, I must've left it on the
other side. Can I go get it?" The guy says no but says he'll send someone after it. We give him a
fake name (Harold Mars) and then he asks for a desk number and so forth.

Daren decides that this is a boring conversation that isn't going anywhere and sets a big stack of
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papers in the mans booth on fire. This confuses and freaks out the man and the two guards who were
standing around. Grayson takes advantage of the confusion and starts ordering them around "Why the
fuck are we just watching this happen, go, go get some fire extinguishers! Move it!"

They all leave to go get fire extinguishers. We enter the higher class area, until the smoke from
the fire behind us starts being overwhelmed by the smoke from the fire in front of us. We quickly
determine that Stern must've set some kind of fire and we decide to take advantage of this. We
walk up the captain's house and say "We think these were electrical fires, we're gonna get our
cog-boy here to take a looksee and make sure the captain's quarters are good."

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We walk right in. Daren leads us to the hall of oddities the captain has. Daren determines the
elixir is behind a wall, which Stern securities open and disables the alarms. We find the
elixir in a stasis vault, and move it to our container and walk out saying that everything
looks good.

The cargo bay is heavily guarded now with lots of checks on the cargo and the people leaving.
We make ourselves look busy and Teariel sets up a system to make the fuel loading explode at a
signal. We wait until a shuttle is mostly full, then set off the fuel system. We all jump into
the shuttle as anti-fire foam goes everywhere. The shuttle takes off and decides to head on.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
We land in the Chaos Nurgle Swamp and are surrounded by enlightened who aren't happy the shuttle
isn't full. We help unload the cargo, and then hurriedly try to get back onto the shuttle but the
Enlightened start herding everyone further into the swamp saying "There's more work to do."

Teariel throws back his cloak and powers up fully, with lots of moving parts unfolding. He towers
up to full height, and starts revving his jetpack and powers up his power axe. Daren and Grayson put
their hands on their weapons as well, and the Enlightened realize that we're much better armed than
they thought. Despite significantly outnumbering us they do slowly back off muttering about "heathens and
not understanding the work…" We walk confidently (but briskly) to the shuttle and tell the pilot
that it's time to leave.
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We then intimidate the pilot into surrendering the controls to Teariel. We discuss killing the pilot
but as a player I don't really like cold-blooded murder so we scare him some more and let him go after we
land in the middle of the desert and start walking to our shuttle hide-out place. He takes off in a hurry.
(+5 Paragon)

We then decide that, after I get a proper look at this shit, that we're not risking this falling into
anyone's hands. I can't track it very easily either, so we take it out to the desert. We dig a hole and
put the elixir vial in the hole sandwiched by melta bombs. Daren is standing just out of the blast
radius to psychically fight whatever supernatural shit remains after the bombs do their thing.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

After the explosion we hear an ominous moaning coming from the newly formed crater…

———-

"This was a terrible idea."

Area starts transforming into fetid swamp by thousands of maggots; only the melta-fused rock at the center is left, upon which stands the pestilent emissary. 7 plaguebearers surround it and 2 swarms of locusts fly up the sides of the pit.

"Maximillian damage." Maximillian flash-fries a daemon by Grayson. Maximillian follows up by air-bursting a cloud of daemon-insects with a melta (DOUBLE RIGHTEOUS FURY, DIES FROM FATIGUE). "Also "Stern was right" – proverb of the day".
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Battle goes against the party; Tearriel is struck twice, ends up bleeding, from plaguebearers, then finishes off both daemons by him, but cannot retreat due to frenzy. Grayson struggles with insects, who are eating him alive, but manages to fend off plaguebearer hits. Stern flash-fries a daemon by Tearriel, then drops the melta gun to shoot the needle rifle and open up a rent in the pestilent emissary's chest, hurting it terribly. Tearriel charges Grayson's daemon, to no effect, but Grayson then blends it. Tearriel jetpack-charges the pestilent emissary, chopping into it hard and dropping it from its rocky perch.

A daemon Daren kept occupied is sent after Stern, but Grayson intercepts it. Stern and Tearriel then takes turns doing chip-damage to the emissary, and though its vitality is unnatural, the onslaught forces it to fall time and again, until eventually Tearriel jumps fromt he rock and does an overhand swing downward slash that hits center mass of the creature, with the power field of the axe charring it from the inside out. The remaining two plaguebearers and locust swarm is dragged back into the warp and the landscape turns back to normal.

Stern, unaware of the danger, approaches Taerriel, who is still in murderbot.exe mode. Tearriel chops into him, setting him on fire and nearly killing him outright, before managing to stop himself, and then falls promptly unconscious from the lack of sacred machine fluids, having bled all over the area. Daren puts out the Stern-fire, while Arkem is called to the scene with the shuttle, and he swiftly performs medicae assistance, stopping Tearriel from bleeding out. Stern is upset with the whole situation, and once he manages to stop groaning and rolling on the ground from his massive burning chest wound, chews out both Grayson and Daren for thinking 'this went well'. Tearriel is too unconscious to be shouted at. The party gets out of dodge, as all the daemonic power has been detected and we need to not be here when the air force arrives.

+1500 experience.

———-
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We head southeast with the shuttle, land it, then take our chimera and drive off northeast. We hit up the vehicle graveyard, steal some promethium and head northwest.

Convice Deacon of potential of Quint manipulation of Bishop. Sit around outside base for a couple of days, waiting.

Get stuck outside Imperial camp.

Servitor piggybacking is effective. Only gets us to gate, though, and bypassing main gate is hard, but Tearriel figures out there are a number of service hatches further up. He uses jump pack and the rest of us use grappling hooks. We get into the archeotech auspex array.

Base looks abandoned, local crew had to leave for some reason or another. Have a barracks area, abandoned. Servitor store rooms. Battery rooms. Main Magos office. Finds a ship exit/entrance log. Number of ships leaving more than those coming, so planet's built several ships, but this stopped 100 years ago when they started building the battlecruiser.
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Daren can figure out archeotech array, make it track the Quints' crystals. Remains behind to sort that out while we return to the Imperial base. We sit on our ass for 4 days, healing, waiting. Stern decrypts some communication, turns out the prophet's people are bombing random guerilla groups.

Daren's efforts net him the location of the Prophet's Pandaemonium world. Then detects multiple crystals in a few of the wasteland villages. We decide to bring Deacon and a few of his soldiers with him. We head to the closest of three villages we found.

We arrive at the closest village, two guards spot us, ring a bell to warn the village on top of a cliff. Stern guns one down, then the session ends.

———-

Quints wiped out the village (big explosive in the plascrete pillar the village was built upon) after party took out occupying force. Ordinary villagers surrendered. Went to the village hall where a quint was hiding. Quint added to blend. Got a message over the vox that they could blow us up, but wasn't going to because we were better bait for the prophet's people. They blew up the village after we left. Tearriel fucked up the vox network they were using by "never gonna give you up". Went back to the imperials, convinced them the bishop wasn't what he seemed. Walked to the bishop's personal cathedral/chapel/hermitage. Daren detected warp ritual in the main room. Party walked in, note from the Quints that we were expected, bishop a warp projection, actual bishop mummified. Someone had been eating the food, right? Goes to the Speaker, who has an armoury and a vox caster. Speaker was gone, had left who knows how long ago.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Battle Bishop-Major Macavoy. Ordered the bomb-thing to continue. Sand-covered landing pit thing, detected ship traffic in and out from the augur array. When people are there they're there for 24 hours straight. Arvus lighter makes a bunch of trips to ferry contraband back up. Daren walked up to the lifter, asked the guards what's in the crates being lifted out. A random smuggling trading house, selling (dark eldar?) pulse rifles. Chimera w/autocannon aiming at the lighter.

—-

We decide to 'borrow' the lifter and head to a radio-village.

See 2 chaos claws (guncutters) in the village. Number of prophet's guards at the village, medium collection of corpses in a row, photographing them.

Sub-Tearriel (bury Tearriel in sand so that he can only watch with his mechadendrite).
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Corpses, look like they were shot by small arms fire, not the bolt pistols the enlightened are carrying. Stern sneaks up to the gates, looks like they were rammed by something big. Guards coming to investigate talk about an alien base beneath the village, and them probably not wanting to be discovered, which is why they let the village get slaughtered.

Mystery present, corpses are recent, signs of battle are not. Tracks indicate the place could have been one of the Quints' tauruses.

We decide to get out of dodge.

We go to the other Quint village, sneak into it, find the town hall. Appears to be abandoned (village is not), there was a storage area, we found crystals (auspex-detected) in a crate.

Fancy-looking crate, with screaming daemon head who has a smoke thing that goes off.
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We booby-trap it with 24 bolt pistol rounds. Then we leave.

We decide to go to the secret area we had our meeting in near the 'last' Quint village. We go to the village, sneak into the village center, find a desk with surgical tools and crystals. We take them with us and drop them from several thousand feet's height.

Quints are in cover-up mode.

We go to the guerrillas. Convince the patrol we meet to give us a vox encounter. Rebel leader tells us we don't want to mess with those people. We convince him we have to, he tells us nothing new, operated with smugglers and space port people.

-Talk with chief logistic guy of the space ship smuggling. Denies having smuggled with the quints.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
-Get list of people with the influence to potentially smuggle something out of the space port in the hive.
-List of ships who have been here at least a week. (because that's when we started hunting the Quints)
-Which trade house has been co-opted by the Quints?
-Been around for at least 100 years, has influence enough to possibly pull smuggling.
-See through the auspex array records, find ships who had been present a hundred years ago.
-While browsing, we overhear a radio message from the Enlightened. Psykers are needed urgently to the Harbinger's office.
-There were a few ships present a 100 years ago, but none of them are on the list.
-Quint-infiltrated trade house, one that used ships 100 years ago and are using smuggling ships now.

-Pretend to be food delivery, pretend to be psykers headed to harbingers office, pretend to deliver mechanical parts, these are the hoops we must run through.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

*Plan: Go after Quints, continue the endless quest chain.
*Plan: Disrupt the Harbinger's psyker whatever plan.
*Plan: Go back and protect the Explosives Plan.

—-

Go to food delivery place, bully them and take the van to the upper spire.

"All of our money is in the form of melta bombs."
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Failure to sneak into the hive. We then go steal a delivery food truck and attempt to lie our way past a checkpoint. We then drive to close to the Harbinger's place. Main media center/vox center, taken over by the Harbinger and his people. Daren psynisciences. Sizable amount of psychic energy going about. Multiple psykers, use of powers, not so good at shielding. Stern cases out the building, it's an office area, where the higher ups live nearby. Prophet's banners hanging from the window. Source of psychic energy: there's a 'special mission' sign hanging in the lobby, there's a queue of psykers.

Daren can try and detect Quints. Fails to detect any Quints. Daren is going to go in the front door, pretends to be a different psyker. Daren gets past the guards and goes to the Lobby. Is taken into a desk area where they ask questions, like how good he is at being a psyker and specialty. Daren can't resist bragging. One guy is reading Imperial tarot w/blasphemous symbols and tells a guard doing intervies that the man who will kill him is in this room. Daren is asked if he has any experience reading navigator warp maps. Daren says no, and the guard says 'oh well, you'll have to do' and tells him to report somewhere else. Open the letter and it says he's the best warp chart reader this planet's got.

We sneak into the building, using a psyker distraction. we move to the biggest office, break into it, rifle through the documents and find some intel. Actual broadcast station info is found.

Intel indicate that the Prophet's people found something from their enemies (presumably the Quints) and need psykers to investigate it.

Stern spent 1 fate to auto-succeed on disguising people (thanks to Cover Up). Stern brings 1 Shotgun, armor, chainsword and Hand cannon. We convince the guards to allow the rest of us aboard along with the psyker transport. We arrive to the southern base the Prophet's people had found, get taken to the underground base there. At some point the Prophet's people can't progress further. There's glowy crystals on top of pillars, and people get killed who walk into the area. Daren walks into the room, feels something detecting him and gets hit by an enormous static charge thing. Denies the witch against it.
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Daren finds a small rift in reality, recharges the warp lightning attack gradually. A gateway on this side keeps the hole open. We find a bunch of people who bled out after getting hit by the trap. x2 people made it further in. We progress further and find a sort of barracks area. We also find a recharge area for an energy weapon that we don't recognize, it's electricity based. Eventually we find a control room of this base, area was left in a hurry. Most large objects like cogitators were left behind. Last 2 Prophet's people are floating in the room. Daren walks into the room. Lightning crackles and the guards fall to the ground.
Daren detects that one of the larger pieces of machinery in the room is the source of the energy levitating and lightning-es at people.

Tearriel has detected an irregularity with the guard corpses. They start twitching. Grayson races over to partition them, but one produces an energy blade that blocks his weapon. A fight ensues it. A force of nature local to the warp going through a conduit, Daren determines. Daren attempts to disrupt the flow. Unauthorized use detected, countermeasures deployed. We manage to shut down the techno-arcane rift thing that powered everything, Daren suffering some fatigue.

We access the cogitator banks and find a large amount of spreadsheets related to their purchases. Last access was around the same time as we attacked the village. The Quints seems to have legged it. Invisible ships? Tracks where all ships have been. Direction of the imperium, large amount of Imperial ships, a few months away. Large bins of metallic powder inside (tainted metal?). Finely ground iron dust, tainted with the warp. We destroy the databanks and leave.

We head back to the Hive and the Imperials.
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*Look over the spreadsheets (Heresy Juice caches).

——-

*Group collapsed the workyard around the enemy battleship.
*Took advantage of the situation to upload scrap code (Rick-roll) into the enemy communications network.
*Ambushed the armored convoy and attacked the Harbinger and his men, but Grayson got hit hard in return and had trouble healing. Also, turns out the Harbinger had an escape ritual set up.
*Group sat round for 6 weeks waiting for Grayson to heal. Then went back underground, monitoring broadcasts. 2 things happened.
*In the immediate aftermath, Harbinger top lieutenants thought he was dead and reported in everything to the Prophet. Then a raider operating way out in the system discovered a massive imperial fleet and came back. Haven't reported this to the prophet yet.
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*Group trying to get help from desert guerillas, told them there's an imperial fleet coming. Beginning a propaganda campaign. Desert guerillas agreed to do so on the condition we use our inquisitorial influence to get a less firebrand-y.
*Harbinger's people get a return message from the Prophet, not pleased. Going to Magnant instead, where Chaos has been winning the war (since we did so little to change the tide?). Prophet's also sending the best mercenaries he knows to hunt us down.
*Ritual swamp, apparently the prophet's people were able to get their 7777777 million bodies out there for the chaos swamp. Now only needs an elixir of the unclean.

6/12 Weeks

-Killed the Harbinger
-Chaos raider Discovered the Imperial Fleet
-Guerillas fully informed/onboard since the fleet was discovered
anyway.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
–The deal is they help us spread word about approaching Imperials
to the wider populace to incite civil resistance/unrest to delay
shipyard repair/fortification. In exchange we use our pull to
have ecclessiarchy send moderates to slowly/gently convert instead
of trying to forcibly do it.
-The nurgle bog is complete, has 7,777,777 corpses inside. Just
need the Elixir of the unclean to complete ritual.

1. Harbinger not actually dead, did maggot-teleportation to
save himself. Has been fired, if he doesn't bring OUR heads
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specifically to the Prophet, the old-harbinger is going to be
executed.
2. Because of delays of ship, this world isn't where the Prophet
is coming out of the Pandamonium to. Instead he's going to
Magnum 6. The big Imperial fleet being drawn here has openned
an opportunity for the Prophet's people to push back. The Prophet
is going to go to that planet to meet with the Harbinger there.
He's going to be there after we get done here – the plan was
he was going to come here and pick up the ship, so it must've been
a month or more from now.
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-*Investigate swamp, seek ex-Harbinger, kill, and foil swamp ritual.
-*Infiltrate and scout Main Prophet base, kill Lieutenant in charge if able.

6 weeks.

Head into the swamp, clouds of flies everywhere, Nurgle shrines everywhere, bodies everywhere. We find papers to the ritual site. Burned a major ritual site. We rest 7 days to heal Daren for his 1 crit and 3 wound damage. We head out to spy on the Enlightened main base.

3 days observing the enemy base. Figure out the timeline of the bombers, explode a bunch of autocannon shells on the runway and probably get a bomber.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
*Infiltrating the propaganda ministry. Access the upper hive. Access the propaganda building itself. Climb up through a previous route, pipe collapsed, but got out through a hole. We disguise up, bring some gear in a box, Stern gets bolt ammo for his bolt pistol. We bluff and Suggestion our way past. Stern Intimidates a tech who blows past Daren's Suggestion, we insert Grayson's speech into a timed broadcast.

We head into the ex-harbinger's house, we take a detour, nice destroyed shipyard view. Grayson has an epic speech. Lieutenants start throwing blame at each other for who messed that up.

The mercenaries are here, space port lieutenant reported. A new ship has arrived, looks like it sent out a lot of shuttles.

—–

Last time we stole a tank, Grayson got a bunch of his toes shot off, robotic left foot. Captured an enemy tank, found out that the enemy is going to retreat with the battleship after emergency repairs. Activating warp drives close to the planet.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Guerillas join us with a heavy tank squadron 200-300 heavy infantry, imperial infiltrators join us w/about a 100, and a number of murder servitors with melta guns.

We drive on a chaos tank w/a main battle cannon with three heavy bolters on a tank. Initial underground battle goes well, w/servitors melting enemy vehicles. 3 Enlightened, then more enlightened slave-driving workers in front of them, then limpet targeting array rocket shooter throws track of tank, we have to go into ship without the tank. Go for engineering first, but realize we should go for the bridge to better get away once the Imperials attempt to torpedo the battleship.

Big battle with merchant guards, workers and a few enlightened. Ex-harbinger turns up, is promptly killed after nerve-gas farting a merchant guard to death and slightly damaging Grayson. Bunch of servitors comes along, wielding plate hull shields and dragging a box.

—-

The box is damaged, reveals a device of nuclear fire. A code is sent to use from the Navy fleet through the auspex crew. The Navy fleet has sent missiles to kill the grounded ship, can't recall them. Also, code will undo the box. Stern leaps on top of the box, disables the nuke with the code received.

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We clear the ship, stop the warp engines from blowing/being activated. We leave, ship blows up when the nuke hits, engine explosion takes the hive with it.

We meet Tony and the Interrogator at a forward base. Interrogator doesn't want the report, just says it's very important that we tell the Inquisitor. We get shuttled to a transport ship taking. Sisters of Battle on the way to the planet to cleanse it.

A small rebellion occurred, crew fighting crew, captain hit town on it. Offship.

Appearance/what did he look like – A description that matches none of the party members. Carapace armor, like us. Desert camouflage.
What were they doing – Wanted to smuggle things, are given a location of things the guy wanted to smuggle.

Possibly the Golden Talon infiltrator merc? Using the distraction from the fight to enter the engine area?
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Got a description of the smuggled cache, rip out the hidden cache, found wrappers for plastic explosives. We set the tech-priests on searching for explosives, then get called by a crewman saying one of our party member wants to meet us in the warp engine area. Description matches the guy hiring crew. Guy steps around the corner, explodes device, warp portal opens.

We fight off a bloodcrusher, while a bloodthirster watches. The bloodthirster is pleased, and hits the portal with his axe, which then implodes, dragging everyone into it.

We wake up in a forest near a graveyard. Imperial guard gravestones, blank, generic script, name and date gone. Gravekeeper shack is looted. Overgrown road, overgrown chapel. Signs of missing metal all over the small chapel nearby. Daren remembers being dragged into the rift, then another rift opened and we were told our prey was near, and we should slaughter them in the name of the blood good.

We follow the road, there are graveyard areas everywhere. Everything looks new but overgrown, never used. We camp for the night. We see smoke in the distance. A dot of light in the sky is a spaceship. Find more burial sites and workers barracks and places of worship, nothing is used, all metal is looted. Crusader's Rest, halfway between the monitoring station area, and the civilized worlds of the Processional. Supposed to be a Shrine World where everyone used in the Crusade conquering the Pandemonium were supposed to be buried. Then the Pandemonium expanded and ate the first advance fleet and the invasion got called off and the nearby region abandoned.

We find a fancier graveyard, there's a primitive hovel nearby. Animals nearby, get spooked make noise. Out of the hut a ragged individual comes out with a spear. Primitive man with spear, asking questions, wanting to know who we are.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

—-

Ship in orbit was in orbit, Quints was on board, took over the ship, putting crystals in people's heads. There's a town, there's a king, but we helped the Quints put a crystal in his head, but we're not sure, we gave him antibiotics. They know we're offworlders too, but think we're from another ship that crashed. Deal is we put crystals in the heads of every king in the area. Last plan was to put a crystal in the head of the king next ship over, bring the king to the ship, get on the shuttle with the king, land on the ship above, kill the Quint. Majority of the crew seems to be regular merc people.

We are a travelling group of princes, some of the most heavily armed motherfuckers.

Are presently onboard the shuttle on our way to the next kingdom over. New city – built on top of the roof of a giant cathedral, 100 feet of vertical wall as their main defensive feature, plans to land behind a row of buildings on the far side. Friar's cells used to be prisons, something went wrong down there, locked up some mutants, psyker mutants. Given flag to wave as we leave the quarantine area.

Head into the tunnels, find a guard house in the tunnels, piece of parchment w/map, names and list of people who've gone down. We sign it and then head into the tunnels. We encounter some dead mutants killed by a cave-in. Mutations: unusual number of digits and finger bones in each hand. Very poor dental hygiene. Lose most of the day being lost, human-sized thing gnawing on something it found. Mutant with facial mutations, Grayson kills it. Where the dead mutant bits fall into the water, it turns black.
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Some taint of the warp is affecting Daren. Daren rolls 2 out of 73. Misfortune'd. The effect of the power is getting stronger the deeper we go. Ripples of the water is drawing up tiny white particles from the bottom, the water deeper is reflecting the stars. Daren sticks his staff into the water, the view twists to Pandeamonium, then the water casts Smite upon everyone. Water pools in the sarcophaguses. Misfortune power fades as well. Find 1x cart of metal grates escorted by a city patrol, ambushed and killed. Leave it to pick it up later.

We begin noticing our wet boots are getting heavier and heavier. Daren senses a big dark psychic signature, but we're in a big empty corridor. Supply corridor out of the Cathedral to wherever they imperium. Endless corridor, Daren fires an exterminator at where the psychic presence is sensed. 1x heavy metal door, lots of city guard weapons, 5 swords, 20 spears, 2 las carbines. Many chunks of plasteel. 1 ton of the stuff left stacked up.

Audience with the king for commendation, benevolent wanderer. Palace located on the top of the Cathedral's clocktower. 'Imperial Governor' of this place. Honor guard has lasguns, autocannon set in stone at the entrance. 2x bodyguards w/bolters. Clocktower has all that's left of the production capacity, technomats. We arrive to the audience, attempt to convince the king to come with us, lying about being representatives from the Imperium. We leave through a back elevator. King calls to his servants, brings us muskets for a hunting trip he wants to take us on.

Advisor of king is an Acolyte of Malleus, one of a long line of acolytes, been here for 40 years. Keeping an eye on the warp-breach below the cathedral. Big talk of admission and stuff, we get a vox repeater, we send the signal. We go out into the forest, tell the Quints we've pretended, get a shuttle back to the ship.

Havoc-class ship, 24K people aboard. Obsidian Scythe (painted bright yellow). We enter somewhere near the bow. Captain had a big party celebrating a new contract, disappeared for a week. Captain returned after having been away with a number of 1 thing (Quint), black-cloaked things (4) and mercs (30), a bit changed, shot people who disagreed with him. Things don't follow schedule. Quartered near the warp engine.
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We find where the Quint is going to return. Battle stations call, alarms blaring, emergency warp jump in progress. Actual quint, 4 legs, 3 of them hooved, mutated, storm by, mercs nearby also all heading to bridge. We follow them to the bridge.

Great big argument between the officers and the Quints, given that an Imperial fleet is nearby, Quints want to wait for leader, pirates want to run away, killed their mind-whammied captain. Quint shoots an officer. Daren fireballs.

"No, you're both wrong. Nobody is leaving." -Stern

Grayson:

1 – Mutant.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
1 – Lots of mutants.

Stern:

0 – Nothings.

Daren:

1 – Psyker mutant.
1 – Dark Water (KO'd and driven off)
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

——

Big battle scene on bridge of the Obsidian Scythe. Stern shoots, then kneecaps a hellguard merc. Mutant gets exploded across the face with an expert shot from Stern, then a smack from Daren takes it into crit, then Tearriel cuts it in twain; but its connection to the warp explodes into a haywire field that takes out a number of the bridge consoles. Stern continues running onwards, deafened.

Tearriel:

6 – Hellguard merc
1 – Quint Centaur mutant

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Daren:

2 – Hellguard merc

Stern:

0 – Nothings.

Inquisitor and Interrogator comes over on shuttle, we report, Stern reports slayings. We are sent off to Juno to talk to the Ordo Cronos. Trip back is uneventful, Navigator's office complains about the demon banging on the Geller fields (we never killed the main bad Quint guy).

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
2 supply requests available for the next session. +500 xp.

——

Got back to Juno, sent to a Hive to track down a guy who's murdering nobles linked to the inquisition. Looked for ceremonial knife that was used to kill nobs, found priest wot probably did it. Trying to get the high marshal, the high judge is a heretic, had to do priesty things at a low-level arbite thing, overheard a few arbites talking about the high judge having a side business they had to silence a few witnesses for. Based on the documentation he has; a few more murders lined up. Most dead nobles members of the Consortium.

We house arrest the dude. According to the hearsay the High Judge is addicted to a heretical drug. Somebody caught a quantity of those drugs being offloaded, destined for the precinct fortress, overheard the arbites saying they made dockworkers disappear. Followed up and found traces of a battle.

*Investigate the source of the drug. Other dockworkers thought the original dead workers just left on the officers' ship. (corrupt) Arbites and the ship crew are in touch.
*Go to the arbite citadel precinct? Archives within the arbites, Stern has clearance.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
*Investigate the High Judge Alexei Volkhard. Not native from Desoleum a few decades ago, boring story, busted up lots of guys, recently got credit for weeding out most of the Octavicus cultists, about 5-6 years ago there was an assassination attempt on him by an underhive gang, shot with a needle rifle. Gang called "The Path of Eleven Steps". "Don't trust him, those journalists are not going to pay and are going to run away with his story."
*The Path of Eleven Steps. Smugglers of exotic chems. Got hooked and wanted their drugs, maybe had a working relationship, something going wrong between them? Missed a few low ranking ones but cleaned out the entire existing ranking management. Does say where they picked up most of them in the underhive.
*We go to the Underhive where the place was. Several wrecked vehicles from the battle long ago. Walls stretching all the way up to the next hive level. Lots of bodies around, scaffolds, hangings, etc. Tearriel got a mass grave with the lower level gang members; find where the propaganda people and arbites would be standing. Found the assassin's hiding point; find a mostly destroyed drug lab and a bunch of broken needler darts, trying to use a refiller station, empty container with the marking: Haunt. Less good at making one psychic than Spook.

*New mission: Get Daren in proximity to High Judge and/or get a blood sample from the High Judge.

*We investigate the High Judge's medical records, they used to be fine, but the year after the Assassination attempt, blood samples are removed to a 'secure location'. Medicae would know, got promoted to a higher rank of medicae. 'Work trip' scheduled somewhere for a week or so.
*Interrogation cells. Call the guy down to get interrogated; has to do with blood samples, ordinary samples kept in a vault, the High Judge's blood samples have to be kept offworld, secretly moved onto a ship, taken onto a tiny asteroid base beyond the warp jump range. Orders specifically from the High Judge. Were tests run on the blood samples? Evasive answer, followed by interrogation. Sample shows the High Judge has a few slight irregularities with his blood thing, caused by the High Judge himself. Servitor guards at the asteroid base, we get layout of base. Withdrawal from Haunt causes psychic powers.

We recruit the surgeon, because of course we do. Grayson gets us passage on a system defense boat, wait a week, but anonymous tip about smugglers happens and stuff is sped up. Will give us a shuttle while they look around for the smugglers. When we get within view, a tiny place, hard to find if one doesn't know where to look (out in the Oort cloud), small prefab structure on it. We see the door is open, 6 murder servitors are inactive, seem to have moved recently, dust everywhere except in their footsteps. Explore the base for a bit, find a cooler with the freezing cell with the most five recent samples, + medical paperwork which is also here, also dusty. The life sustainers only last a week with more than 1 week; last access of the base was just before the murders started.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Note to self: Get arrest warrant in place for return of smuggler ship.

Bishop contacted our last known place of residence, asked to report to the Bishop. We do, Bishop's concerned people disappearing. Medicae; the High Judge was 'concerned' over the poison.

Given a location out in the Wasteland where we can talk with the High Judge. 2 arbites rhinos hidden in a valley near our coordinates. Those vehicles appear to be on fire. Mostly concealed heavy bolter position, both arbites there are dead. One got shot in the back of the head, shot in the chest. We walk over to the burning rhinos, catastrophic detonation of magazines of bolters. One of the crews was killed by a grenade and the other was mostly shot from surprise positions, a few barely managed to grab their mauls or hand cannons. Whoever was out here knew them and trusted them? Otherwise supremely expert assassination team. Again with the lack of tracks; shuttle came by? There are scorch marks. Someone wrote "Well, that's a really bad thing that the High Judge is supposed to assassinate those he wants to talk to, isn't it?"

Concerned citizens nearby, Aquila on the way back to the Hive, didn't look significant. Occupants having pretty high access code, came from within the Arbites citadel. We get sent up to the high judges secretary after the receptionist turns on the charm. Stressed-out High Judge, needle dart with Haunt, says it's for the good of imperium. Grand Chastener Caleb Winthrop missing; he's been helping the High Judge acquire Haunt. Shuttle landing pad; servitor is comatose, grand chastener missing, left alone, went into unmarked vehicle, transponder on it. Spaceport, find vehicle parked. Got onto a shuttle for a ship that's in orbit, ship is still in orbit. We take a shuttle up to that ship. 250 xp and +1 Influence.

—–
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Bridge crew doesn't know where the Grand Chastener went. Has been seen on one of the cargo decks; we head to a watchpost to get a detailed map of the area. Manifest says large quantities of food, we head to the deck, there's a single guard there. Big tanks of nutrition paste, corridor appears to be mostly empty. Tearriel detects a slightly cooler vat than the others. Vat is empty; nutrients are supposed to be delivered to Desoleum. Note stuck says the vat has a malfunction; Tearriel detects anomalies along the back wall, weirdness in the metal. Secret hollow inside the tank, narrow corridor leading into the structural bit of the ship. We find a small corridor with a prison-like area, not look like part of the original construction of the ship, many cells, all empty. Daren finds a loose pile of papers, passenger manifest. Papers say only where people get onboard and where they leave, mostly picks up people from hive world and leave them on small resupply stations, they were supposed to pick somebody up from Desoleum.

"Contacts in the bridge crew now." – people arriving talking, complaining about the hatch being open. Pictures of the murderous priest, pistols and knives. Pick up priest, put in here. We open door into another room, autogun and heavy gunning happens. We murder smuggler dudes and stop the Grand Chastener, Stern shoots his Power Maul out of his hands. Searching the offices; finding smuggler papers; they murdered dockworkers dressed as Arbites, they smuggled the drug, got told. Long-time customer, he wanted to personally oversee the transfer. Chastener knows the bridge crew.

Someone from the Inqusition approached us with the orders of discrediting the high judge; set up the priest and murders. Previous agents, said all would be forgiven. Was low-ranking, promotions of high-judge's drug runner. Description of someone we have no idea of knowing, had a rosette like ours. Contact on bridge is the High Factotum. Inquisitorial agent's idea, given list of fall agents, all ecclessiarchy people, has the list still. Dead drop location for orders near the shuttle pad, return drop point, standing pipe in a residential area. Get told to meet in another house.

Another inquisitor's party of acolytes. Some discussion, they're here to replace High Judge so the Arbites will better investigate the citizens militia. Inquisitor's name: vaguely familiar. Our stuff has been sent back to us.

500 xp and +2 Influence. Timeskip of (presumably) a few months.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

—–

BUILDING OUR ORGANIZATION/BEING INQUISITORIAL

2 goals – 1) Build up acolyte structure. 2) Do inquisitorial work/Find inquisitorial work.

TO DO:

*At some point get our own base?
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-Gun Cutter can act as out mobile base.

*Track down our old inquisitor.
– Ask how the war is going.
– Ask for any of our old recruits as a favor.

*Track down folks with actual and theoretical xenos experience.

*Track down regiments with xenos-fighting experience.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
*Have the Magos send to Forge Worlds/Mars for information on xenos.
-We can go to Doristhus and confer with remnants of the Magos Biologos there.

*The Blood Ravens might owe us a favor.

HAVE DONE:

*Ask the Bishop to be our recruiter on Desoleum.
-Bishop suggests to look for Guard or Navy personnel. We ask him to keep an eye out for potential recruits with a hate-on for the Xenos.
*At some point get our own ship?
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– Daren gets one. 1 pilot. Quarters for 6 people, room for 30 in the hold (or equivalent cargo), 2 hours before oxygen becomes a problem. Customized for heavy ordinance, front-mounted guns have been replaced by a set of rocket launchers, instead of heavy bolters has bomb pylons. Name: "The Impending Death". Dark navy blue colour.
*Ask the Ordo Xenos conclave on Juno for assets/knowledge/work. (main base is big vault directly underneath the capital city, big conduit going from the mechanicus base to the Xenos base).
-Ordo Xenos: Big extensive library, room and board, training area/firing range, production facilities.
-We meet the Interrogator, asks for work and status updates on xenos activity, he gives us a stack of dossiers half a meter tall, we begin reading. Lots of reports of suspicious activity. Stern on the look for Quints, finds little, closest thing is a reference of an antique dealer somewhere that don't look human in craftsmanship. Grayson, looks for orc and dark elder references. Lots of overdue feral orc sites in need of clearing. Daren looks for Necron related things, finds out Ordo Xenos wrested control of whoever was in charge of the secessionist efforts, and are now blockading the 2 necron worlds. A few rogue traders are considered rogue enough to contact xenos.

*Track down our old Inquisitor/war effort.
*Weird statues, somewhere on Desoleum. (acolyte cell stole one, we get their contact details)
*Lots of overdue orc feral sites in need of cleansing.
*A few rogue traders considered rogue enough to contact xenos; pester them?

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Any loose ends on Desoleum?

Yes, statues. We head back to Desoleum, the antique shop with the statues has been closed. We find the acolyte hideout; the statues were psychoactive, caused an acolyte and the shopkeeper to have a seizure. Know roughly where the shop would acquire its product, further up the hive, import/export shop.

Statue is of a human, made by inhuman hands, in a robe. A conduit for other warp activity elsewhere. Daren knows the statue is from before the Askellon sector got taken over by the Imperium. Stern pulls files of paperwork: the report of the puh-lice is that the shop owner died from a workplace accident, as reported by an acquaintance, no mention of heretical artifacts.

—–

Daren and Arkem did investigating together. Went around investigating alien artifacts. Found out this huge alien+human civ that used to be on Desoleum, tracked down a location that used to be one of their citizes, was mostly blasted away by lance strikes, found parts of it intact underground, Daren used stuff found there to translate what everything has been saying so far in the documents, the Hammer that this guy, Hectoron, now has. The Thunder Hammer powers itself with the souls of the people he kills. Made by the civ to try to fight the Imperium, gave it to their greatest warrior, where the tomb was found, where the Hammer came from, plan B was to construct 12 statues and contact a warp being had always known about. Didn't work either, got killed or was unable to complete it. Statues lost to time until the miners found them, Hectoron found it all, inadvertently became a psyker. Apparently people knew about that, Lord Inquisitor made it a no-dig zone people weren't supposed to go into.

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Other things; Daren continues to have weird religious moments as we dig around old ancient places, bolter casings, las burns, graffitied over 'Imperium Triumphant', Space Wolves invasion. Great Crusade.

Side mission, went to a bunch of different pawn shops, ended up contacting another Hereticus cell. Interrogater badge calmed them down, got list of artifact dealers from them, got crystal with psychic visions of city at golden age. Picked up a pain helmet from a pawn shop and got it burned (twice) by local sisters of battle.

Learned that people are going crazy among the desert clans, wandering out into the desert and disappearing. Currently out in the desert.

—–

Heresy list:

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City Crystal: In Daren's possession. Giving visions.
Pain helmet: Destroyed (we hope)
Statue count: We have 7, 4 Hectoron, 1 in trader-captain's possession.
Soul Hammer: Hectaron has it.

Found a xenos building underneath crashed spaceship with bunch of brainwashed scavengers in it. Warp creature appeared after brainwashed scavangered fell into infusion chamber for gathering and channelling energy. Area used to make warp energy.

Iborh, Last Defender of the Iich. Tearriel got the killing blow. Chaos Xenos, double heresy.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
—–

Arkem and Tearriel and Daren created an acolyte cell:

Tony – Scum
Thieving Noble – stasis captive saved
Bounty Hunter – stasis captive saved
Best Battle Deacon – chaos world true imperial
Captain Grimbaeld – Former head of sec for Bishop Dick
Hospitaller sister (to be recruited) – captive saved (She's busy fixing her old cloister and re-funding her order.)
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Bishop will give us a call and keep an eye on his own recruits.
We're recruiting people from the citizen's militia.
Space Wolves sent a Rune Priest to Desoleum – We gave them the Soul Hammer.

Acolyte cell – Put on task finding out the reason why a spire was overburdened and on the road to collapse. Gravity plates.

—–

*Cerix Magna – support acolyte cell
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
-Seize advantages (tried to, got fusion reactor)
-Investigate mystery (acolyte cell did)
-Murder servitors? (yes)

*Further build up Acolyte cell on Desoleum
-Finding Grayson's old regiment (astropathic messages sent) Currently deployed close to the front line; logistic group happy to pass on the word to the regiment and once they rotate off the front they'll get back to us.
-Finding the Deathwatch (astropathic messages sent) Don't have enough manpower to assign anyone permanently to any Inquisitors, but can respond if we need them to.
-Recruiting Inquisitorial Storm Troopers
-Light Power Armor
-Anti-Demon Incinerators
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-Rogue Trader (work with or blackmailable)
*Create a main base (done) – Named it Outpost Derelict.
-Installed a Fusion Reactor
-Brought in 12 Servitors (6 ranged, 6 melee).

Acolyte team requests clarification. Do we want to solve the case, or do we want to save the Spire. Both, preferably, spire prevention #1 priority, do they need further assistance? They need help, they'll expose the plot, but will need help trying to contain the threat within the Spire.

Stern gets access to 12 murder servitors (6 ranged, 6 melee).

Daren gets 1x fusion generator for the base.
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Outpost Derelict – Name of our main base.

Evidence that the group trying to collapse the spire had the right idea. Spire has a lesser case of The Demons (acting as a focus), and someone here discovered it. So, Spire will cast a dark shadow during certain occasions, isn't itself evil.

Call the Administratum and get the plans for this hive.

Plotters – Medium high rank crew members of a supply ship. Noticed its evil while they were translating from warp to real space, the spire reading the afterimage. Did an emperor's tarot reading on the afterimage. Superior on the ship, did not know what you were asking about.

We recruit the ship ratings. We send a message to Ordo Malleus (1 and a half week later, sending someone to investigate).
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Message comes, asking for help from the Sister of Battle we saved, on the Shrine World Mit. Worlds of the Askallon Sector, book Stern has on the topic. Climate: used to be cold. Adeptus Mechanicus tried to fix that by greenhousing it, which made it too warm, and it rains everywhere constantly. Quite heavy Mechanicus presence. Order of the Sacred Light – Hospitaller Order, tending a sacred light, a lantern, lantern supposed to cure the maladies of the soul, order has been defunct for hundreds of years. Local saint put up the statue. Order has been in existence for 1 thousand years.

We travel to Mit. There's a pine forest near the equator, landing site right near the coast, approach by way of the Chimera. The sister tells us she found some strange things: someone else was living in the place up until a few years ago, mainly in the Sanatorium, where they would have kept the patients long ago. Special area administered by the ad-mech that servitorized people, was used up until recently. The old stuff was mostly left behind (strange), discovered a strange pict recording from a security system when she went through their old system.

Shows a decent-sized Mechanicus-sized workshop, where strange creatures that flicker and blur walk through the area and pick up things, moving them away and walk off. Grayson notices something; one of the figures' leaves its splinter rifle lying. Dark eldar! This happened 2 years ago.

Daren recalls that there are eldar corsairs attacking this region. Grayson explains about cabals (like regiments/family groups), the weapons have no marks, making them likely outcasts among their kind.

Third mystery – a structure outside, a tower outside had the statue was in, the blessed lantern is gone, the tower looks exploded, there are no traces of the golden statue left in the ruins (must have been removed beforehand).
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Sister says the lantern was inspiring, it belonged to a saint, he helped guide many people while this world was being conquered by the imperium, after a rebellion. Saint used the lantern to guide people out of bad situation and prepare for a counterattack against the rebels. They prayed to its since, which seemed to work. Human-sized lantern; description given. Used to be fuel with promethium.

We investigate the workshop, going down into the cellar beneath the tower.

20 kms to nearest settlement. We're in the village there, a sailor saw a motorized boat with red colours come and go during the night. Sometimes there would be a vehicle using the roads to the north towards the cloister. Would be heading across the bay. (ad-mech boat?)

We're heading into Adeptus Mechanicus outpost. We try to arrange a meeting with the Magos. Found that the place had been closed down 2 years ago. Technomat #1&")¤/!=!#Y¤=(/¤!=(&¤=(/!=(¤=123453353. Occasional corsair raids in space, raiding material. Spare terraforming parts being raided.

We talk to the technomat, he presumes that a messenger Cherub got missing. Inventory place, someone there should have sent an updated inventory list, we head there now. Big warehouse complex, main one, big collection of vehicles here, red boats included. Talk back up the chain – passed through logistics. Handful of technomats could potentially have changed the data. People who were supposed to pick up the gear never got the order. Tech-priest is working on one of the terraforming plants. 2 years ago; next maintenance due in 3 years; according to the tech-priest, he never sent such an order.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Anyone of superior ranks could have done so; entire senior power structure of the planet, about a thousand people.

*catch them in having done so
*or find some other way to flush them out

Tech-priest's information and magos' information. We'd have to narrow it down with motive and means, (or have compatriots somewhere), plot at least 200 years operational.

*someone had an incomplete understanding of the system they were editing or they wanted this to eventually be discovered
*edited the magos, but not the tech-priest. They edited the technomat, but not the inventory folks. Half-measures all the way. (turns out it's the other way around)
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

The login was made from the site itself 2 years ago, 2 days after the usual. Gone for weeks after each visit (no logins). Tech-priest insists he simply always just did his work aftewards. Repeated himself oddly. Can't remember what he's actually doing those weeks. Daren tried to see if he was psychically manipulated.

Raids up 20% in the last 2 years. Incoming ships from Doristhus, admech fiefdom. Various forge world goods – primary supplier for this world, terraforming equipment is the stuff they're taking.

*Stick around for 3 weeks to see when the next ship from Doristhus comes.
*Figure out how the tech-priest got mindwiped. (still a mystery)

*General-purpose ecclesiastical servitors, used normally. Stuff that was taken was a lot more advanced material equipment (still imperial), but a lot more advanced, not servitorization. Diagnostic medical stuff, mostly of tech-priests, brains and mental things. Lantern cured insanity; were they studying its effects? Reverse engineering sanity?

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Werix likely unavailable on the 7th.

——

Planning for Eldar Corsairs (mix of dark eldar and eldar, or one of a type, etc.)

#1 Take a ship out, and then go to the rescue of the transport ship and hope we get lucky.
#2 Send off some terraforming equipment 'for replacement', 'it's going to get sent back'. (predict the future)
#3 Go into space and see if the Eldar contacts us. (no)

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Raiders mostly kill skitarii and secutors – anyone who stands in their way. Corsairs have some kind of agenda, not necessarily taking slaves. (Not Dark Eldar, using Dark Eldar weapons.)

Tearriel pokes around in the tech-priest's cogitator, figures out that his memory has not been stored due to specialized equipment having turned it off.

PDF ships from Doristhus.

Out there in space, in some dinky vessel, and the transport vessel translates from warp; we 1 hour speed towards it, habitually attack; and then during that hour, you're acting as a beacon to those other ships. Elder thinks it can handle us, but Daren will send a signal into the warp and the PDF ships translate through close to it.

We use inquisitorial authority to use a Cobra Destroyer class – fast ship. PDF ships will translate in close to us.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Bringing the Gun Cutter with us. We stock up on missiles and bombs, taken from the PDF ships.

As we're stocking up we get an incoming message, specifically for Daren. Gives us a set of coordinates, a spot near the ice cap of the planet. Blinded by the snowdrift kicked up by our maneuver thrusters, we see a half-buried shipping container. Been here a while, most of the paint has gone missing, heavily damaged and one side has been torn open. Is completely empty inside. It's half inside a glacier. Someone's upgraded the locking mechanism at some point. Been there maybe 2 years. Might have stood on a cliff, fallen down and been buried in the glaciers. Closest outpost is 50-40 kms south of here. Anti-tempering mechanisms and self-destruct device.

Outpost is managed by the ecclesiarchy. Container of crates of stuff that can treat frostbite. A handful of these locking mechanisms being accessed every year. Investigating the thing, melta bombs. System is currently not active, does not list who is authorized to currently open it. Fabricator access – tied in with the Necron research?

Conclusion: Fabricator Groxis had assets in multiple places, someone who worked under or with him, has taken the stuff stored on Mir related to him.

Who else is listed to have access: it shows up several names from our investigation of Groxis' heretekery. Names of others that we don't recognize, likely local conspirators. Tech-priest we repeatedly interviewed is on the list. A few names do turn up, secutors killed by the eldar raiders, a few more were here for quite some time, but shortly after Groxis was killed (around the time the lantern disappeared) they were all reassigned, but the file is blank as to where.

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Stern theorizes mind-cleansing to have been taken place (is wrong). They took a piece of his mind. And then took it somewhere else. And then put it back. (is right)

Stern tries to de-crypt the man's brain with cryptographer to see if anything has been messed with; can't find signs that any of his memories have been tampered with.

Auspex his brain, Tearriel's massive success. Several points of wear, scratches against his plates around his memory engrams (as if a differently sized units has been put in), looking at the points where they're soldered on makes it look like.

Someone else is putting parts of Groxis into other tech-priests? Daren theorizes eldar are trying to stop Groxis plot/remnants. (tip-off seems to indicate someone is, at any rate)

Fact: Terraforming equipment started being targeted after we took out Groxis.
Fact: The Tech-Priest's memory has not been modified all that much. It's just that his memory banks have been taken out and then put in again. Someone has been using the guy as a cyborg puppet.
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Fact: The Tech-Priest is on a list of people with access to the container.
Fact: The Tech-Priest has been the guy investigating the cloister facility for the last 100 years (was 40 when he was promoted).
Fact: Everyone else on that container list is now "disappeared" by someone (possibly the Dragons, or someone with authority), but not this guy.
Fact: Tech priest schedule weirdness began almost as soon as he was promoted.

Wild theory: Eldar are trying to take shipments of Groxis tech disguised as terraforming equipment.
Wild theory: long term scouting mission waiting for some signal, which was the death of Groxis?

Tentative Conclusion: Groxis may not be as dead as we hoped. (memories in a memory bank?)

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We send information off to Inquisitorial blockade team at one of the necron places, ask them to pass a message off to the Dragons, we have information possibly relevant to their investigations into the Groxis incident. Want to confirm investigation involvement on Mit. Yes/no?

—–

Eldar attacked with small attack craft from invisible ship. Stole stuff from a specific cargo bay, equipment (drills and stuff, earth-moving) that's not on the manifest, moving it to a different cargo bay that should be under our control but probably isn't. Eldar got snarky over radio and they've grown wraithbone all over some of the control consoles in the loading bay.

How did our plan go; the ships supporting us are exiting the warp all around us, keeping the invisible ship at bay. Enthusiastic pilgrims mooks in our chimera.

Train in our way, exploded, derailed due to party's earlier actions, but blown up by plasma explosions. Daren puts out the fire with his psychic powers. More explosions ahead, trains get blown up with plasma grenades.

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We talk to warlock and corsair prince. Eldars wanted to wake murdery necrons early, said killing the fabricator was bad. Offends Daren, tries to leave. Daren nukes the eldar group with fire, corsair and warlock survives just and runs away.

Note to warlock about a lantern, from farseer of Miandroth. Lantern is important, got raided because of it, then got left behind because warlock and corsair prince fled. Holy artifact of the Imperium.

Theory: working to set up an imperial dig site on a tomb world.

Stuff's maker's marks: not from Doristhus. Comes from everywhere in the sector. Digging equipment disguised as terraforming equipment. Someone on Doristhus is helping smuggling this along.

Was the stuff originally headed for Mit? (send Arkem to deal with)
Grayson wants to hunt through the asteroid field.
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We're claiming the digging equipment for Outpost Derelict.

We spend a few days hunting through the asteroids of the oorth cloud. Fruitless hunt.

500 xp and +1 Influence.

Issue #1: What was up with this mind-whammied tech-priest? Is any of the Groxis cabal still active? (ongoing, and dependent on Dragon response)
Issue #2: Eldar plot; what are they doing, and where, with all this imperial digging equipment (only lead remaining, on Doristhus).

Most of the equipment the tech-priests on this planet are requesting is gibberish (non-existent components). Who is behind the requests? Quartermaster's office or the Magos. Quartermaster's orders feigns ignorance, claims they get the equipment from the terraforming crews. Turns out it's the tech-priest again.
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2 years; because in the last 2 years it's never been received. We set up a system so that we can get the local tech-priests to cancel the orders.

Daren gets a response from someone who claims to be an agent of the Dragon. Container manifest was new information on who was related to Groxis. Only Magos who could have been able to reassign them while leaving the page blank.

Magos in custody – Stern sees through one of his lies at last, we detain him for questioning and hand-over to the Dragon.

Interrogation of the Magos – 1 to 6 questions (actually more).

Questions we ask:
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Where did you send the hereteks? (reassigned them in standing orders based on, tech-priests would know where to go)
Did he know what Groxis got up to on this planet? (not specifically on this planet, but was aware of the main plot, was interested in Xenos tech)
Why is this in the same group as the secessionists worlds? (thinks this might be another tomb world)
What was up with the digging equipment being sent? (Groxis would be sending it, the digging equipment gets redirected possibly by other Groxis agents still on site.)
What are the identities of any other collaborators that he knows about? (list of names provided, same list as we got off the secure container)
Who are the Doristhus contacts? (as far as he knows, the person is not part of the plot, just gets weird orders, hacked technomat, sending digging equipment).
With all of your accesses how would he find any planet-side collaborators in the spaceport?
How will you escape us? (Not sure yet)
What does he know of what actually went on during the experiments of Groxis? (knows about deniable asset: that one tech-priest with the mind-whammy, just stores all of his evil memories elsewhere; another collaborator has it)
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Spaceport – Check if any terraforming equipment is being redirected. Question local workers, check security tapes, see if any jobless tech-priests have been hanging about for the last 2 years.

Set up a honey pot with the digging equipment at the spaceport. One worker asks about the digging equipment, and points out that there's ice digging equipment.

"Why do you have all of this random equipment, why does it look like someone used it as target practice for a plasma gun and how did it even get here, it's for digging ice."

Inquisitive acolyte get. Achievement – "Ask a clever question…"

1 acolyte on Mit, asker of clever questions.
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Look at the polar ice caps again? Ice planets in-system? Gleytis a tomb world???

——

We get in the gun cutter, over the glacier, thermal disturbance detected with auspex, two crevaces, one not as cold. Approach for a landing, someone else has been here too, dotting the glacier, landing places. A 20-30 meters deep crevace. Grapnel and line our way down. We see a tunnel going uphill drilled through the glacier. Tunnel splits, one is a side path, one continues upwards. We take the the path into the ground/permafrost. Goes for 50 meters, blocked by a metal wall. Alien looking, or normal looking? Looks fairly imperial normal.

Stern detects a small auspex imbedded in the ice nearby. Grayson chopped down the metal wall. Find more ice behind the wall, as far as auspex can reach. Outer wall? Old ship that crashed? Daren melts the auspex free. The auspex is wired (going NW) and set to detect lifeforms. We head further up the tunnel north, empty promethium cans, and one of the drilling machines. The operator's cabin has a map, with numbers and marks on the map. In order to get to a specific point to the glacier, based on how much time has passed, multiple locations marked, one was the metal wall, another one is just up ahead. Less than a week ago excavated. Drill had to be on the world for the last two years.

There are four points.
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Fresh footprints in the slush, two pairs, go out into the tunnel. Footprints look like heavy boots. An object through the ice, fairly small, business card, wasn't there before. Small fragment of cloth. Red, with a checkerboard trim. Using necron phase/teleportation technology. We drill and melta psyker beam our way towards the tunnel. A hollow in the ice. Break on through the ice, there's a tunnel. Multiple directions tunnel, one going south, one going west. We go south. Another wall to the south. We go west over an internal ridge, eventually the tunnel opens into a giant cave, lots of mining vehicles, with an adeptus mechanicus logo on it. We're under an ice shelf now.

Grayson and Daren chop at the door for a bit until they find a force field on the other side of the door. We go back to the drill and hit the third ice wall hole, same as the one below, only in reverse. 6 or seven tiny bits of material left behind. Big power field area. Necron containment?

We try to dig around. 2 skitarii interrupt us. We kill one, the other enters the ice wall. Uses some kind of phase technology. (necron, most like)

Emergency beacon goes off, a few hoses reconnect, skitarii dead guy disappears in a green flash. Drilling moves around the map and gate, just a void shield, we melt ice and walk through it. We melt a big chunk of ice and we can see light through the ice. We chop and melt our way through the rest of the ice. On the other side we find a large excavated space, smaller version of the tomb complex we discovered on Olakia. Tomb confirmed, minor one.

We can send a message to our old Inquisitor astropathically; we do, updating him on the Groxis conspiracy.
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We don't see anyone here. We go exploring. Walking across necron rooftops where the Mechanicus has set up shop. Multiples pyramids of varying sizes. Big one is built into the mountain. Stern finds a sort-of-command senter, pair of tarantulas pointing at the door, but they don't seem to function. Disabled by some kind of EMP attack. Cloud of football-sized flying objects flies, swarm near the tunnel near the cavern. Alien design and imperial servo skull. Swarms of scarabs flying between the servo skulls. The servo skulls fly again, the swarm ends up collectively smashing into the walls. The big gate into the pyramid has been blown up repeatedly (one melta bomb wasn't enough). A load of mechanicus and servitors inside, but all appear to be deceased. Pict recorder, taking picts. Some have heretek equipment spliced into them.

Air currents moving. A load crashing noise behind us, scarabs are returning. They're bouncing around inside, we pick up the pace to avoid them. On both sides of the wall is both rows of alcoves, and on most of the ones above ground level is an inactive necron warrior. Ground level toppled, moved, some disassembled. One is powered by a generator, moving its fingers, Stern unpowers it and the necron warrior teleports away. "That's… probably good?"

Large open space ahead, large open dais, surrounding it is more mechanicus bits and pieces and here we see the other skitarii, dragging the other dead skitarii into a tunnel. Stern shoots him in the head with a needle rifle, causing his field to malfunction and shift his legs into the rock. He shouts to us to stop, cites various authorities, we overrule him, then kill him when he doesn't surrender.

Tomb world.

A seemingly endless chasm going deep into the. Tearriel carries us across. Room with disassembled tech-priests and necrons, a bunch of canoptek wraiths with their tech bits disassembled and removed. This appears where the skitarii was dragging his guy to reclaim the dimensional shifters. we then find a throne room, has the most mechanicus junk piled around it, also the first signs of life, gunfire going on in the distance. Bolters and plasma shooting. We find the problem once we get to the throne dais area. Necron lord with wires coming out, making weird spazzing motions, wired to a whole bunch of mechanicus equipment. Tech priests on the manifest, trying to work on him. Skitarii are fighting off a necron patrol.
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Grand architect (nosy crypt tech) type appears behind us, scans us, teleports away. Assessing the situation. We need to convince it not to awake the necron tomb world.

—-

Killed tech-priests, made a deal with the Necrons who said ok, but wanted to activate a monitoring station. We said ok, escorted them over, but got attacked by eldar bombing, we ended up in talk with the eldars.

Met with Eldar, douchebags, farseer had predicted all of this, had predicted our help would be necessary to stop the Necrons. Bad idea, take over the local dynasties and unite the local necrons across the sector, which would be bad. Eldars words were that the tryp-tech shouldn't get here.

Stop the teleportation technology, blow up advanced-looking doohicky. We stopped it, wandered out, collapse of ice, necrons burst through with gauss cannons, turned around to fight it, guessing we needed to. fight with necrons + scarabs, and a Necron Destroyer arrives.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Crypt tech left a vox message asking why there's fighting going on at a teleportation relay and to help the Eldar.

We get defense ships to orbitally bombard the ice caps and necron bases we know of. Void shield, mechanicus generators, protecting the site.

Stern sneaking into the complex with melta bombs to bomb the Mechanicus generators producing the void shield. 480 meter burst in 10 rounds. Stern brings the bolt pistol, shotgun, 3x melta bombs, chameleoline cloak and stummer. Grayson, Daren and Tearriel will be acting as distractions for him by the secondary listening post.

Daren enters the listening post, beacuse it's iced over. Sees a hologram map and dates, it's currently disabled because of lack of power.

Stern cannot place the bombs without the bombs getting found (failed sleight of hand badly). There's an energy relay tied into the shield generators that he can bomb instead, needing only one bomb. Stern fails to use Tech-Use on the two bombs he decides to use on the relay.
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Daren goes looking for a way to turn the garrison on. Rolls Xenos lore, figures out a way to turn on the power and re-direct the garrison guards away for the time being. Gets a star-map of the surrounding region – looks for patterns to the necron symbols. A clan of necrons near Olakia and surroundings, a lone planet of necrons at Mit, and a scattered bunch of symbols that look necron-y but isn't either one. Third clan of necrons, and we now know their locations. All are rimwards, away from imperial-controlled space.

"Stern is not at the new location." Gets shot at by a pylon where they're told to meet by Stern. Got sent messages in Stern's voice. Bombarding listening site and bombarding the main site."

We're in space in the gun cutter, Daren is sending astropathic messages around, coordinating forces and calling for help.

What we have:
*A few companies of Skitarii – we can probably requisition them
*Three system monitors + a few transports with guns.
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*A Gun Cutter, a Chimera and ourselves

What we get:
*Company of Stormtroopers en route – passengers on generic transport.
*+We sent a message to the Inquisitor.

What we want to request:
*Step 1: Deathwatch
*Step 2: Imperial Navy ships – any nearby and available
*Step 3: Ad-Mech from Doristhus
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Sent to.
1. To: Deathwatch
Necron Tomb Complex Discovered
4 Tombs, Wakened Status: Waking
Teleportation relay system: Destroyed
Priority: Location of Necron Tomb Worlds in Sector Acquired
Request: Strike team to lead assault into tomb and destroy complex on planet
Situation: Xenos using captured Adeptus Mechanicus Void Shield technology, have voice mimicry and vox-breaking capability

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
500 xp received

—–

3 sessions of planning. Stormtroopers arrive, recruited Skitarii. OOC 5 necron cruisers hovering above the world.

Joined the Eldar in an attempt (in vampire gunships) to make the Necron Tomb Complex self-destruct. We're set up on a bridge to do rear-guard/front guard action. Eldar need us to be meat shields. Big necron attack down a corridor at our position. Big fight won. Thing completely busted and overgrown by wraithbone. No eldar, we were left behind.

"Hello stupid mon'keigh here. We're going to wreck your plans unless you get back to us."

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
http://imgur.com/zm4T41p

Eldar leave after the destroying the necron ships.

500 xp to all. +2 influence.

—-

Fleet reports: Necron ships are inactive and blowed up by Eldar – jackal-class things are making strikes against the pickets, but pickets expect to be able to reinforce soon enough to fight them back. 4-5, much too fast.
Army forces: So, plan to freeze planet going ahead splendidly.
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Enemy movements: Ground structures moving around a lot, tremors.

Tactics:

*Destroy critical necron infrastructure.
*Tomb Lord is a priority.
*Cryptech is a priority.
*There was the interstellar teleportation – can they build a new one?
*Turn the local Tech-Priests and terraforming material and tools into a war machine.
*Recruit the local populace into a PDF and declaring someone (a IG Guard Captain) into Planetary Governor-Militant. Bonus: Can recruit people from off-world from noble paradise planet.
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*Low intel on Necron activities and high value targets – we need to fix. (Underground tremor surveillance, manuel intel-gathering.)
*Set up secure communications.
*Digging equipment + macro cannon shells (= suicide bomb against Necron facilities).

Plan: Contain the necrons. Close the perimeter, send out heavily armed scouting parties (us), do surveillance of Necron activities and then plan further.

Scouting options:

Rift Pyramid – Travelling from Cratered Relay to Shipwrecks we come upon a huge crevasse w/green light coming out of it. Daren looks into the hole. At the bottom of it there’s a necron pyramid w/a few defenders. Biggest one is an annihilation barge. They’re all facing inwards, towards something even more Necron-y (a big bottomless whirpool in the warp). (Leave it alone? Plan: No pylons, we can pull in most of our forces if we want to.)
Shipwrecks, a few scattered about, Daren came out of one – Shipwrecks are unpowered and cooled down, rows of Necron warriors standing outside ominously glowing. At least 10K warriors x5. Pylon potential – lots of them around. Not an easy bombing run. Assaulting should be hopeless for obvious reasons.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Ruins of Augur Post – Mostly rebuilt, scarabs are finishing up rebuilding now. (Plan: Bomb run simultaneous with attack run on Rift Pyramid
Cratered Tele Relay – Was connected by a spire of blackstone – ends a hundred meters below the relay was. Scarab swarm flying around it, a few tomb spiders, at the bottom they have a few hundred necrons warriors w/knives. (Plan: surgical CAS strike, w/pylon removal ahead of time.)
Main complex –

Future plan: Flood necron power complex?

Active Enemy assets:

Numerous Necron Pylons (can be moved)
4-5 Jackals (in space)
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Unknown number of scarabs
Unknown number of tomb warriors (+ Variant 2, necrons with knives, Flayed Ones)
Unknown number of tomb spiders
Unknown number of destroyers
Unknown number of wraiths
At least 1 Cryptech
1 Tomb lord

Strike Plan:

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1 group of CABs (CIV ASS Bombers) go to augor post: bomb it.

1 group of CABS (CIV ASS Bombers) go to Tele Relay bomb it.
Skitarii and stormtroopers w/valkyrie support take out pylons to Tele Relay and attack bombed enemy forces at tele relay, trashing it with meltas and promethium bombs.

INQ party w/Gun Cutter (Stormtrooper Pilot) support go to Rift Pyramid, assault and investigate.

Tech Priests w/PDF guard assigned to dig into main complex and flood it using macrocannon shell drilling machine.

Tremors: Mostly seem to be erupting from the main complex – also some from the other pyramid.
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The annihilation barge is shot at. Starts dodging, still facing entrance to necron pyramid. Daren and Grayson walks past, not shot at. Is destroyed. Is repaired by tomb scarabs.

Row of Necrons facing away from us – shield wall formation (Lich Guards) away from the tunnel. We can squeeze between them. Daren feels like he’s being pulled into a black hole. Big cube of glass – black something that absorbs all light. Bunch of necrons – scarabs and tomb spiders and death marks lurking on high platforms and balconies (are following us). Runes around.

Runes refer to an object local lord has taken from Olakia, status report is he took it out without permission and this is why he was banished, secondary containment, not perfect, spiders are maintaining it, but kind of recommending Olakia being reconquered so this thing can be put back in its box. Described as the heart of a god.

Daren: “That is their god, at least what’s left of one.”

Messages will be sent:
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Local Ordo Xenos chapter
Segmentum Ordo Xenos chapter
Terra Ordo Xenos chapter
Deathwatch
Sector command will be appraised

Shard of C’tan – escaping containment, time is flowing for it inside a Stasis field.

Travel out to edge of system, where dampening not in effect, to have the Inquisitor cast Summon Wrath of Imperium.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Augur post permanently destroyed. Keep rebuilding the teleport relay – we need to smash it again, so we travel back.

While on the way back we get the Imperial Guard regiment, static defense spesialists, convoy of three ships, supply, indentured labor, and guard ship, tarantulas, all kinds of turrets, earthshaker platforms. Logical point for new players to step in.

—–

Artillery park – bombard teleporter relay. Setting it up.

Introduction to Lind. Imperial Navy, Armsmen, joined Inquisition putting down prison riot.
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1 plan: Spot for bombardment on tele relay reconstruction. Setting up telepathic message system. We fly with the new civilian shuttle. Group of scarabs (50), fly up and surrounds us, approach the dome. Dome of scarabs. Leftenant Willdowhathestold. Bombardment knocks down scarabs. New big pylon, lots of technical stuff on it, can wrest machine spirits, pointed in the direction of the air.

Cuts our eyes out of the sky. Scarab shield. Wraiths or possibly Flayed ones in the ground. Teleporter array being built beneath it. Arrange for a creeping barrage, infiltrating. Bunch of Scarabs come up, flying up above us. We get down low and go go go (aussie reference). We get inside, get to a large open space, roughly cylindrical structure, in the middle someone has left a big pile of raw materials, tomb spiders mass-producing scarabs from necron alloys, far side a big tunnel back to the main base, getting materials in quick.

Do we Odysseus this shit?

1 – Intel-finding mission (about a day’s march).
2 – Collapse the materials tunnel so that the Earthshaker folks can boom the device. (we do this with melta bombs)

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Shell striking maintenance area, hanging still in the air, falling down. Cryptek is there.

We do a suicide dive with the Arvus to get to where the Cryptek is at. 2 Lychguard bodyguards. pyramids in front of him.

“Your technology is so incredibly primitive and easy to manipulate.” “Your alien technology is so incredibly predictable.”

Earthshaker shell tossed against us, then back.

“Your continued interference has caused his lord to decide that we should be pacified.” Staff pointed at Daren and green laser shoots forth. Daren tries to mind melta back, but his ray curves around him.

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Lind and Stern shoots a Lych Guard to near-death. Green beam tries to shoot itself again at Daren, while Cryptek moves again. Lind and Stern repeats the feat with the other Lych Guard. Daren is attacked by both lych guards. Fireballs the Lych guards and cryptek.

Stern gets into a taunting match with the Cryptek, trying to shoot it with a bolt pistol, being foiled shooting a melta beam, getting shot for 10 damage, shooting it for 1 damage with full auto, failing to shoot it again while blinded by light being slowed, being blinded by photon flash. Lind wrecks the scrub with a hotshot long las shot. Daren smacks the Cryptek with his force sword and blows its mind up, and time fuckery happens to protect him. Turns to rock – goes way.

Pyramids floats in the air, pinching the warp.

We acquire one set of floating pyramids and one melta’d, las’d and burned Lych Guard rubble.

Backup plan: Cobble together asteroids and nuke it from orbit.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
500 xp and +2 influence.

—-

War in space? Doom scythes attacking our Gun Cutter. We shoot down one and its pilot who crashed into us. We fly over to the spaceship sized beacon. Using the heretek to access the broken-down monolith thing that the Cryptek was on. Finding the location of the Tomb Lord – lower half of the Tomb Complex. We get to the tunnel. We blow a hole in the structure so we can fit the Gun Cutter through and land the Chimera. We drive through the tunnel, encounter tomb spiders, drive around them, we encounter a bunch necron warriors marching out of the tomb complex.

Last used in a big structure, honeycomb, inverted pyramid shapes, undocked all the monoliths from, control station for monoliths. We have to cross a group of marching warriors to get there. We climb around using grapnel and hook. There’s an earthquake, the warriors stop and all march the other way, Tesseract fault.

Stern gets a Best-Quality Light Power Armor.

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Light power armour requires a constant power supply,
normally built into the suit, which offsets its weight so it does not
count against the user’s normal carrying limit (see page 248).
It grants the user the Unnatural Strength (1) trait and increases
the value of his Size trait by 1 level. Unless stated otherwise, the
power supply functions for 1d5 hours before needing recharging
or refuelling. Most suits feature a detachable helmet; when this
in place, the wearer benefits from an internal oxygen supply and
standard vox systems.

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We saved the planet from the C’tan shard and put it in the containment unit. Can use vortex missiles to maybe contain/fight it.

Poles of this planet belong to the Inquisition – Sisters of Battle convent on top.

Ordo Malleus wants to talk to us and talk to Inquisitor Grayson, were at our base at Desoleum.

1000 xp and +3 Influence

——

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“Thought for the day: Absence is no excuse.”

Grayson Commands (6 degrees) to set up the local Sister to form a Sisters of Battle convent to guard the C’tan shard, we’ve set up a kind of supply chain for her. Vortex missile backup plan. We get the static defense IG guys to make a proposal – macrocannons, orbital defenses, etc, the works, Tech-Priest Magister.

VS 5 (Vacation spot five). We return to Desoleum, minor warp troubles. Tony reports that during our absence the cell has investigated a small group of Nurgle cultists, tried to poison the main water plant. Sent a small group to investigate who was trying to spy on the ship.

Throne Agent still waiting for us, was an inquisitor here, a while back on Crusader’s Rest they had an acolyte there, cemetary world. There’s a Quint still there, aggravating the warp, which is weak. Ordo Kronus, someone has been snooping around in our files.

Gladiator has gotten us a charter captain. We’re bringing our gear, our gun cutter and 2 ranged murder servitors (Fulgur given charge). Bringing scrap metal to bribe the locals with. We get on the ship, some warp weirdness, bloodthirster is still angry.

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When we last saw the Quint it was near a tower of silence. We’re going to the big cathedral city with the warp dungeon. Abandoned farms, Daren gets a vision of the past – odd noises out in the woods, farmer is setting up a booby trap, spring-loaded in the doorway, Daren triggers it, there’s a sizable hole in the roof. Flyers? Climbers, scratchmarks to indicate something climbed up, five distinct claws with a varying degrees of nails on it. We continue on and find more empty farms, this time with actual signs of violence and gnawed on bones. Chimera follows at a distance. Light at Chimera, mexican standoff, murmurings in hut.

Stern returns top the Chimera, investigates the light by running after it, gets trapped in a loop. Grayson goes nuts at murmurs in hut where nobody is. Daren returns to save us all. We move on full speed ahead towards the Cathedral. Encounter a village with living people inside, barricaded themselves inside. We have to prove our humanity by walking through a puddle of holy water.

News from city – king disappeared last time we were here, interregnum, over time the duke’s council started increasing taxation and demanding labour, strange things appeared in the woods, people started disappearing and getting eaten by things with lots of claws, people have retreated to safety and only meeting the barest of food necessities. Mutant creatures eat people.

“Thought for the day: It’s okay when =]I[= do it.”

We drive towards the giant open square where the cathedral is standing, looks the same, small things have happened, big aquila has collapsed in front of the main door. From the edges of the rooftops there’s a bunch of corpses strung up. We go to the secret exit to enter the city, someone has planted a tarantula turret on top of it. Stern disables it, and reprograms it to not target us. From station 47. We enter the supply tunnel, and we get into the area where the new buildings on top of the roof are. We stealth our way to the passage into the underbelly of the cathedral.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
The guards there are new, one of them’s a mutant. 2 low-ranking ones with lasgun, 2 with spears, the leader is the mutated one with a Quint-provided bolt pistol. Nails are used to draw away a few guards. Stern murders the three guards, then we make an ambush for the two drawn away with telekinesis nails. We hide the bodies, enter the dungeon. Someone has been using the entrance area as a slaughtering house, we can see the inside of the cathedral, figures are moving around. We keep heading down, reach the ground level, we get to the entrance to the subterranean level. A new door is put into place at the subterranean level. we security our way through, find a workshop-like area where they maintain their equipment and fabricate new things. Maximum giger, room of NOPE. Crystals in mounds of flesh, Daren thinks they’re ritual components.

Further down we find narrow bridges spanning a gigantic void, used to be tunnels. A big chunk of the surrounding rock has disappeared into the warp. A dim glow at the bottom. We go down down down. Eventually we get to a connection point, w/big collection of arcane runes on the ground. Not meant as a trap, but walking through it would disturb it which might make someone aware of us being here. Our Heretek can identify Chaos Marks and sees that the runes are designed to grant the caster control over whatever’s inside of it. Eventually above us, we see a group of people come in. Daren identifies one of them as a psyker, one is slithering around. Stern clearly identifies mutated creatures as chaos-mutated creatures.

Stern leads the group close to the creatures, they’re talking about how they tortured a peasant who was disrespectful of them. A handful of the Quints’ mercenaries show up, the figures crawls towards that end of the circle, they’re part of the regency council and start talking about the management of the city. Quints’ mercenaries tell them to capture more sacrifices.

We are going to follow the mercs.

—–

a cultist owns a quarry and a slave operation best of a cultist owns a quarry and a slave operation
We decided not to follow the mercs, we went down and went to hell, found a hellportal, Quint had a ritual circle, had a portal into the warp, talking to a young human on the other side of the portal, wanting power, Quint tried to possess. Daren and Tearriel beat on him until it fell apart, preventing a full power transfer. Daren tried to grab him through the warp, bad idea, but managed to get a scrap of cloth with a badge that identified the planet. Low-level administratum acolyte. We went to the planet, because they were hard-ass adeptus administratum criminal nerds, not dangerous, a few weeks ago a drug lord went 70 years old overnight and chaos crazy. Was bringing mercenaries from off-world, mercs stopping by Desoleum, so our acolytes are keeping track of ’em. Found out new secret base was going to be. Quint’s true final form was warp-based lightning. We tried capturing the Quint by ripping off the helmet, chain-stunning him, burst through the body into a ring of lightning. Daren disperses it with a mind-melta.

Station 47, Quint said they’d guarantee we’d destroy the flagship. Quint records show people asking about us who were working for the Prophet, Golden Talons mercenaries were the ones to blow a hole into the warp and try to kill us all with a warp incursion. The thing the Quints had that would destroy the flagship was called ‘the specimen’ and the Quints gave it to the Golden Talon mercs. “Don’t be next to it when you open it”.

Chartering a trip to the planet where “The Specimen” was. Not too far off the Grand Processional. Feudal world – pop 700 million, main export – guard recruits. Small recruiting world. Gun Cutter, acolyte team, do we bring them along? No, we send them back. Everything is built underground, due to daytime radiation. The Specimen is in a low-population fungus farming area.

Everyone gets environmental sealing on their armor. Space port is the main entrance, we can park near a plain tunnel entrance near the mush farm. Encounter an armed inspection police force.

Two weeks ago: Smugglers refused to surrender to inspection, killed the inspection team wholesale, ran away with some manner of container truck.

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Space port team: Captain who goes by the Grand Processional selling technology, in return picks up military tithe, drops it off on Juno. They’re heading back to Desoleum.

Mush team is brought to a fungus silo. No warp fuckery is sensed to have been here (by a failed roll). Fulgur scans with auspex, Daren uses divination, sees a pair of Golden Talons mercs, truck-sized stasis crate, opens the main bay door. Sub-contractors at Desoleum are going to handle the specimen there. Spaceship ready container, old imprint on the floor, matches the size of the crate on the truck, on one of the walls is a small control cogitator system. Fulgur hacks into it, simple design, would release stasis on the specimen, networked to other locations on the planet. Data logs were put here a decade after the Prophet started uniting the Pandemonium. Prophet has been operating for centuries.

Several caches of heresy to hunt down. Astropath message warning to Desoleum sent to acolytes – make up excuse to hold up charter ship w/mushroom infection, infiltrate ship and discover, and if possible secure location of stasis box. If too late, send system monitors to halt and/or arrest charter ship, secure Golden Talon mercenaries, at least one alive if possible, then interrogate GT merc to discover nature and location of sub-contractors. Carry on investigating location of stasis box.
Exercise extreme caution regarding anything to do involving the box.

Heresy scavenger hunt.

Scavenger hunt – armory, dealt with. Bunch of Quintnades. Weapons for use by mercs, hellguns, power swords, tempestum militarum suits. Also a quint dagger, almost translucent, almost two-dimensional, warp-tainted, warp-reactive, but not actively spreading demonness.
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We dispose of the warp grenades on the surface of the planet.

We bust up more of the caches, we find another quint armory, another cache of merchandise, containers of heresy juices, mummified eldar heads, ork spores, imperial hymn books (not suspicious?). There are more caches. We leave them for our acolytes to search later.

In Desoleum system, Grimbaeld convinced workers to revolt in the engine room of the charter ship. Wherever they’re hiding they’ve got the officer’s deck cleared. Send an astropathic message ahead. “Keep up the good work, Tony. Be sure to have a bug-out location nearby in case The Specimen on the ship.”

We arrive in Desoleum system, head straight for the worker’s revolution ship. Stern Arbites it up, gets cooperation and cargo manifest, actual cargo, few hundred containers, mostly on the rebel side – 30 on the officer side, mostly just ration packs and stuff for the recruits. 170 cargo containers remaining. Makes the revolution search the boxes. All containers have been searched, and there is no stasis box. Idea that there might be a box on the outside. We search this ship, there is a box on the outside. Flights logs, God-Emperor dammit. Cheeky cheeky dicks. Recaf is made.

Acolytes will use 24 hours to close down rebellion. One is anomalous in that it went almost all the way to the surface and landed near the underhive. Daren identifies underworld sources in area: kind of infamous area, people smugglers hide here, anyone who goes down there tend to go missing, even other armed criminals.
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Golden Talon still down there with shuttle. Starting point – find the shuttle. We get to the shuttle location, still there on the landing pad, recessed area, as soon as we do we get incoming small arms fire. We paste the ones that don’t run away, we find that the golden talon left off to, find a bunch of ropes attached to the landing pad leading to the wasteland.

Send Tony, thieving noble and Battle-Deacon after the GT in the chimera.

Charge into underhive, find a dead guy, shot crawled away and died. Find stasis vault, opened, smells badly, clawed up the sides somewhat fierce. Telepathy network on the dead guy??? Fulgur succeeds Forbidden Lore Xenos – Golden Talon people have a genestealer cult here that they’ve supplied with a Lictor. Planet-devouring locusts, herald organisms for future invasion fleets. Ten feet tall, invisible and can eat people’s brains to get their enemies’ knowledge.

Daren pings out, feels scrabbling claws in the distance. Daren sends message to High Judge “Hey, it’s me, Daren, genestealer infestation at x location in Hive, send help send everything now now now”.

—-
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

“Inquisitor Lictavoy.”

Genstealer cultists and genestealers ambush us as we contemplate the opened Lictor stasis vault and dead genestealer cultists.

Daren and Fulgur MVP for AOE cultist clearing. 44 corpses (-5 cultist shot up previous session in cutscene) in total.

Stern sprints past a gun wielding cultist to scout a room, sees two waves of 1x genestealer leading cultists incoming, a heavy weapons emplacements, screeches to a halt, runs back, and shoot the gun wielding cultist dead in the back with the hand cannon.

—-
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Retreat continues, genestealer ambush from walls, mass of genestealers (6) killed by incredibly lucky Stern and Daren combo, (using melta ammo as impromptu bomb and an inferno roll).

Sisters of Battle – called to duty. High Judge – Arbites put on riot control, lockdown of hives, genetic screening tests. PDF – Taking sweet time to get ready.

Warn influential people – use them as bait? We could propaganda it up – have one person be bait and part of that propaganda.

Warn the Navy and astropaths to be on alert. No hive fleet detected (thus far…, fleet could already be on the way). Essential messages being delayed by noble trivial ones.

Plan 1: Lure the Lictors w/bait people. (Volunteer found – stupid noble w/laslocks.)
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Plan 1-2: Use divination on Lictors to find them. (Daren gets 4 degrees of success – it was a bad idea, but at least we know there’s a hive fleet coming). Brood Lord and hive fleet coming. HARD TIMER on getting rid of the genestealer cult.

Plan 2: Investigation – Find the Golden Talon mercenaries. May have divination psyker among them.

Lictors likely heading to Food Processors or the Spire.

Plan 3: Head to Food Processors w/Sisters of Battle + noble hunting entourage + Concerned Citizens.

Two messages from the Inquisition – Ordo Hereticus asking if we have proof. We provide it. They bugger off to Juno and give us their Senior Acolyte w/Concerned Citizens under our command. Second Message if from our Battle Deacon. Tracked them down. They passed him a message. Their mission was distract us, and with the tyranids, they’ve fulfilled their mission and is just gonna bugger off. Ha ha.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Meeting w/Hereticus Acolyte. He reports that the support groups are in readyness.

Golden Talon – We let ’em go for now.

Food Processor – Plan is to head there with our support.

Experience 1250 and 2 acquisitions (have to roll for meltagun ammo, melta bombs). +2 influence.

—-

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Noble was genestealer. Lead team into ambush. Daren becomes a living saint (fireballs himself, ignores the damage).

Turns out he was a Real estate noble.

Concerned + Sisters of Battle + Adeptus Mechanicus are securing the food sources.

Taking Arbites to the noble’s mansion. 20 servants, handful of nobles.

8 arbites with us. Stern has an iron-clad warrant to arrest everyone in the noble’s house.

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Encapsulated section of the spire, sent out his servants to go and sell old furniture from it. Noble went on hunting trip, hasn’t returned.

One of the servants interrogated reveals that the real estate noble brought some other noble, a week ago, from a trading company. We find a shipping crate with a stasis pod, inside there’s a genestealer. We retrieve the shipping crate and send it to Fort Derelict after we disable to stasis pod’s sabotage (intended to turn off after a while).

We go to the area of the supposed encapsulated section, there’s no sign of it, just a few bloody scraps of clothes. It’s just a honey pot.

We find an elevator leading down. Scouting out the elevator, the elevator is active, despite having been inactive the last 100 years. We find a noble’s autocarriage.

We bring acolytes, seraphim squads, stormtrooper recruits and murder servitors.

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Bunch of plates on the autocarriage. Next target – nobility that targets the weapons production. Sending Tony, Grimbaeld and cowardly noble to deal with it. They tag the noble car as it’s leaving (third noble from ambush).

Gathered force, got messenger from Lord Inquisitor.

—–

Lord Inquisitor informs us that sector command thinks of using the war planet as bait for the prophet. We’ll also be part of that bait. He is not happy about that.

Killed a Lictor and the Brood Lord in a pitched battle.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
High losses on the Sisters.

Servitors took medium amount of losses – 6 left alive, 3 repairable. 6 ranged and 3 melee remains.

Concerned citizens took light losses.

Heretek takes lictor scything blade trophy – intends to turn it into melee weapon for Grayson.
—–
Should be good to go for tonight, also here’s a more detailed version of the message your old inquisitor boss gave you:
letter from the conclave posted:
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Inquisitor Macavoy, the 6419st Inquisitorial Conclave of the Segmentum Obscurus has concluded and has charged you with the following task:

Primary Objective:
Lure the Prophet of Chaos out from the Pandemonium by shifting the balance in the war on Magnant VI so that the followers of the Ruinous Powers win and the Prophet will, in his own words “personally burn down the last shrine to the Corpse Emperor”. Once this is accomplished, an Inquisitorial fleet hidden in the system’s outer reaches will perform an Exterminatus on the planet, the Prophet and most of his forces.

Secondary Objective:
Do not kill Lord General Horace Veturius

Notes:
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Lord General Horace Veturius is not cooperating with the Conclave’s plan and is determined to continue fighting for the planet. Due to the deep unpopularity of the Conclave’s plan amongst the Askellon sector’s senior leadership and the wide support among them the Lord General enjoys, the Conclave has deemed it sup-optimal to eliminate the Lord General now and has instead opted for a sabotage campaign to force his retreat from the planet. The lives of all lower ranked guardsmen and PDF troopers are considered expendable for this objective.

Secondary Objective:
Sabotage the Abyss of Valxhir

Notes:
Even without the Prophet’s leadership, a Chaos aligned heavy cruiser could cause severe disruption to the Askellon Sector and as such the Conclave reccomends you find a way to either take it out directly or trap it in a low enough orbit so that the Exterminatus fleet can destroy it, as long as doing so would not compromise the primary objective

Secondary Objective:
Escape from Magnant VI before the Exterminatus takes place
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

Notes:
Our colleagues of the Ordo Xenos are impressed by your and your cell’s accomplishments, including putting to death the only known specimen of an alien species since titled “Quints” and by their request the Conclave has included a provision for you to leave the planet ahead of it’s destruction, provided that this doesn’t interfere with the primary objective. Lord Inquisitor “he who serves the Emperor” have made their archeotech stealth shuttle available for this purpose.

Secondary objective:
Do not reveal the Inquisition’s presence to the Prophet’s forces

Notes:
The Prophet might remember you from your previous encounters and as such the Conclave deems it unwise to try and infiltrate the Enlightened again, lest the Prophet becomes aware of the trap. Instead, it is recommended that you remain in Imperial territory as a guerilla. To aid you in maintaining a low profile, the Conclave’s attending Inquisitors have placed their acolytes among the Imperial forces there under your command:
-acolyte Karros Gist, Ordo Hereticus, working as PDF chaplain for the 254th Rifle Corps, 11th Regiment, 4th Battalion
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
-acolyte 01101010 01100101 01100110 01100110, Ordo Hereticus, working as an engiseer’s assistant at the Supply Drop
-acolyte Theophilus “Scratchy” Ashenhurst, Ordo Malleus, posing as a beggar in the harbour of Escium

Secondary Objective:
Do not reveal the Inquisition’s presence to Lord General Horace Veturius

Notes:
The Sector’s Administration opposes the Inquisition’s plan to abandon Magnant VI and the discovery that the Inquisition is secretly working against them would lead to significant political fallout. Remain undercover unless absolutely needed.

—–
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation

-Scratchie, diviner.
– J3ff, has a list of material equipment and assessment of chaos forces equipment.
– Has he been able to track chaos supply movements? He’s been doing some digging, figured out troop movements.
– Slavers or slaves are being brough to the ship – possibility.

Talk to the general. See if we can convince him to let us at the battleship.

– Create an impression of us losing. Losing a bunch of population, taking slaves.
– There’s a barge going around picking up slaves to be sent to the battleship.
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– There is a newly chosen hand, hangs around on the ship.
– New harbinger hangs around the capital of the ship.
– Direct assault is unlikely – chaos fleet too strong on defensive.
– Might be able to get to one of the supply ships.
– Slave route – to enable an attack, must destroy or distract the air bases.
– Plan: attack the airbase, attack the slave barge, sneak or co-opt a slave transport ship, get onto the Abyss, ????, crashland the ship onto the chaos capital (or ensure that the Imperial Navy can attack the ship successfully).
– Battleship is only partially occupied, guarded by daemon beasts.

– We set out with a handful of minelayers, as disguise. First couple of days at sea passes uneventfully. Half a day away from our target, fighting occurs, we go evasive from the torpedoes, get close to land, get on a smaller boat and are sent to shore. 2 days’ march from the harbor.
– We walk to the air base, once we’re nearly there – find a ruined emperor shrine, some officers are up there. Stern sneaks up and listen to 4 merc captains.
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– Chaos interofficepolitics. One mentions that he tried to contact the Golden Talons, was told that he couldn’t afford their rates. GT are one of the merc groups here, 20 thousand ground troops, plenty of aircrafts. Extra intel on GT.
– GT has been around for a long time – got their name from the time when the Imperium was kicking the Pandemonium forces’ ass before the Prophet came along. They rolled into town, got paid to kill an imperial general, did so with no difficulties, saved Pandemonium.
– Talked with two of the GT leaders (the ones from the vision). Insignia: golden bird’s claw on a plain field. One twin is left-handed and one is right-handed, but they seemed to switch places.
– Mind-linked psyker(s), gate of eternity powered. (Stern suspects this might be the true nature of the twins.)
– Hand occasionally makes visits to a hidden command post that’s not in the capital. Return trip from that was when they saw the GT leaders.
– We kill the chatty one, keep three captains alive. Tell them to ‘Remember Station 47′, create an intimidating scene that will get high-ups’ attention.

——–

Enlightened
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
20k infantry/command
500 combat vehicles
100 transports

Gravehound Brotherhood
4k infantry
250 fighter craft

Stedman & Stedman Conflict Resolution
500 infantry
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30 fighter craft
10 superheavy bombers

Dragon Regiment
3k infantry
250 fighter craft
100 ground attack craft

Zohassian’s Legion
1500 infantry
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5 combat vehicles
200 fighter craft
40 bombers

Eagles of Mhaaplutesh
50 infantry
10 fighter craft
1 Daemon plane

Present @ meeting, enlightened commander + 10 aides/bodyguards
a cultist owns a quarry and a slave operation check more a cultist owns a quarry and a slave operation
gravehound council (4 members) + 2 aides)
Stedman + the 2 workers
Dragon regiment captain + 5 aides
Lord Zohassian (power armour)
Eagle Elder + 2 thralls
you
~ 20 minor company leaders/slavedrivers/staffers

Current status:

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Fulgur/Daren heading to hydras to set up an automated ‘shoot down bombers’ trap under the guise of being a heretek tech inspector. Stern waiting by the Eagles of Mhaaplutesh compound, hidden and in a sniping position, to see if their psychic leader drop by, so he can shoot him from afar with a needle rifle.

Stern has Gravehound mechanics coveralls.

Enemy: Alerted to the presence of a potential enemy source.

——

Killed Lord Zohessian, targeted the Zohessians with propaganda vox.
Sabotaged another super-heavy bomber.
a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Sabotaged Hydras.

Infiltrated slave flotilla. Infiltrated ship. Went the vault route.

Message from Tony. Good news and weird news. Good news is that he has been mostly successful of the last few genestealers. Weird news is that the Golden Talon showed up outside Derelict 1. Stood outside and waved at the pict casters. They know. Battle Deacon sent to us. We have to give an old monk his sword.

500 xp and 1 point of influence.

————

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Mansion on ship, larger grounds.

Stables, bunch of horses died, propped up by their bionics. Bunch of paths leading back. New terrain feature: mansion is built by the side of the cliff – canyon goes from here until ship. Unnatural feature. Path leading down to a small dock with a rowboat next to it. Path, boat and canyon, chateau. Go to chateau.

In arboretum, stack of notes, biology concerned, trying to extract some manner of thing from the mushrooms in the . We search the rest of the place. Someone threw one of the enlightened hard enough to be skewered by a chandelier. Library – piles of books, more notes lying around. Mural of the star-map of the Prophet’s empire within the pandemonium.

Stern takes a picture of the star-map.

Main office, ration wrappers, detritus cleared away, recent-ish looking pile of paperwork on the desk. Evidence of new hand being here, paperwork about troop movement. Last was two months ago. Get a bit of insight on the general command structure of the command structure of the Enlightened. Main bulk of Enlightened with the Prophet are in the warp.

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Needs a good staging ground outside the Warp. Find information on a new Harbinger sneaking into the Imperium again (trying to corrupt a Forge World). More complaints about a bifurcated fiend isn’t answering summons anymore. Concerns about Tzeentch pulling his backing.

Going to the trophy room – has been ransacked, smashed and contents are gone. Handful weird mundane things left.

Paths lead to gazebo. Someone flung an enlightened into it at high speed.

Telescope there. Imperial manufacture, but someone carved an 8-pointed star into it. There’s a path leading further into the forest. Graveyard, headstones are written on with chaos language. Most of the graves here appear to be 100- to 200- years old. Someone has been digging up a handful of them. Skeletons lying around. Sleeping bag, ration pile and glowglobe.

Head to boat. There’s a small cave entrance, halfway away from dock. Another dead enlightened, someone picked up a 2-ton boulder and hurled it at him. Warpy ritual site. Find two ritual sites, outer ritual site is from a primitive chaos worshipping culture, used for general chaos rituals. Off to the side someone has a big book on opening portals through the warp, drawings of geller fields (for a small transport ship). Smaller ritual site in the middle, been using it to transport things through the warp. Off in a corner is a collection of corpses, died from teleportation mishaps. Half-teleported or mutated so bad that they couldn’t live. Tried to link two pieces of reality through the warp.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Place is actually in another place, has just been brought onto the ship. Someone else wants to connect that onto the ship. Ritual was successful, but something came through.

Encounter two Enlightened studying the bent bar.

—————–

Battle with three enlightened. ‘Oh no, another one’ at Stern being spotted. Gargoyles were murder servitors, hidden inside rockcrete coating. Various alarms going off.

Hand of propher appears gate of infinity, summons daemons, progressive. Control rod for a gun cutter. Encrypted dataslate.

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Stern fails by 2 degrees in making the voidshop crash on the planet near the chaos capital. Fails harder in turning off the ship shields. Ship lands in the ocean, causing huge tidal wave – imperium is warned.

Hand’s quarters note: Golden Talon before they started working for them required weird payments and favors.

Big fancy gun cutter in an officer’s loading bay. Close support, bunch of guns, loads of gun ports.

Gun Cutter gets grounded 2 vs 2 against/for using it.

Rest goes to old man in the mountains.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
—————-

Heretek and Daren went to the old monk, shrine of the local megasaint, helped conquer the world and helped turn it imperial in the first place. Statue of the guy holding a big golden sword, which is fake. There’s supposed to be a real sword. The saint came back, got the sword, did things, then disappared. There’s a prophecy that for some reason says that if the sword is returned, the world could be unified again.

He was part of an expedition doing expeditionary things. He converted a bunch of the locals to the imperial faith. Rescued astropath, crusade fleet came to the rescue, and this place would have been completely forgotten if not, since the rest of the crusade didn’t know about it.

Old, later-crusade, power sword.

We head to the city, land in a landing zone, commandeer a vehicle, head to city where saint was last seen. Take out enlightened outpost.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Liberated the harbor using a gun cutter.

———————–

Messed up an Enlightened bunker, got a couple prisoners, convinced those prisoners to ‘flee’ to the main Enlightened compound and turn more conscripts.

As soon as he reappeared he had his own access codes for everything on the planet, during a cleanup period he wandered off with the rest of the crusade fleet. Checked out records of old battles, against the same person. Checked out some documents and took them with him. Chase him south to a lake, chased him into a mountain range and battled twice and had a last stand. 4 battles, one big one which he was at.

Go to captain’s log, has no plan, wait here until someone up the chain of command figures out what to do about getting the mercenaries back. We kill captain.

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Monument at the large battle site, dedicated to Guards. Something bolted to the base of the plinth, indicating there used to be a different statue here.

————————

Daren’s psychic-sending the second battle, deja vu feeling, but not. Something that happens time and time again. Fulgur finds archeological evidence, metal object that sort of looks like power armour, small light power armour, heavily rusted, non-imperial. Vaguely resonate with this reoccurring thing here. 15 years after the main fight.

————————-
Third battle site, there’s plenty of records. Warlord attacked the city, relief force arrived and destroyed him. 6 years after the last fight. The reason that the city was so besieged was because it was a surprise attack, the guy in question was thought dead, but appeared again with most of his army intact.

The title is The Most Magnanimous and Glorious Overlord Luk-Chramek, High Protector of Adros, First Exarch of Thraucia, Great King of the Lands of Ophutia, Biosatope, The Amber Plain, Dosteria and All Others, Guardian of the Blue Temple, Custodian of the Silver Keys, The Shining Light Over All Creation, Him Who Fate has Chosen for Greatness, The Most Exalted One, He Whose Wisdom and Mercy Stands as a Beacon Forevermore, Lord and Master of the Cosmic Spheres.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

The legend is that the guy was in charge of this world, but then disappeared, then reconquered it all, kept doing it again and again and again, but when the Imperium arrived they crushed him time and again with superior technology. Mention of the saint reappearing, he seemed sort of interested, wandered around the battlefield with a handful of companion and flew off towards the final battle site.
———————-
Fourth site, no record of who won or even who participated. There’s a bit battle happened ‘recently’ here, battle banners snowed over. Daren enters, sometimes the age of the battle seems to fluctuate, age of skeletons, pools of blood. Battle happened almost a century after the initial fight. Saint grabbed the documents and left. There’s a small imperial outpost/city at the center of the battle, an imperial shuttle, the saint’s shuttle, has hard landed at the center of this place. Hard street fighting occuring on-off. Chapel is where the psychic emanations are the strongest. Chapel is not in chronological flux, it looks normal, except in the middle of it is a handful of dead heathen power armour wearers, and someone in extremely ornate robes, gold-ridden, clad over a power armour. A sword has pinned this guy to the imperial statue. Figure pinned, looks healthy, the mummified figure stabbing him is the saint, can ‘feel’ an echo of someone proclaiming forever to fight for this world, while another voice proclaims eternal war it is and a ‘stab’ is felt.

Luk-Chramek is a wandering time rift that will reappear every now and again. If we pulled out the sword, he’d die and come back after a while.
———————-
We decide to leave the sword and the saint. A trigger trap that sends a message to our vox by way of sattellite is set up with 6 degrees of success.

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High Command reporting on the general going of the war, which seems to be that the Imperial forces are stretching themselves thin.

We commission an u-boat to investigate the wreck. We head off to ambush the daemon engine flier in enemy territory – assemble an army task force.

News report: The Enlightened blew up a bridge and are shooting mortars at the survivors. We take the gun cutter and leaving Daren behind by the field.

Imperial mortars, were being fired on with. Aquilae intact. Stern records their stuff.

Burning officer’s building, stern attempts to find anything of interest, but there’s too much smoke.

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Daemon engine attacks Daren, is fought off, engine is invisible above the cloud layer. Daren distracts it for long enough for the rest of the crew to get back. We get off one attack and hit it with a krak rocket and heavy stubber (3x Righteous Fury).

Ordo Hereticus acolyte crew – one of the hereticus, folks from earlier. Co-oped by Hereticus inquisitor. Phantom Arrow codename. Inquisitor trying to finish the plan.

We talked to our old inquisitor, who is still hanging around the system (nameless). Phantom Arrow said his Lord Inquisitor (Eshmunazar II) was in favor of the plan.

Find Phantom Arrow Inquisitor’s war room. Bernd “Phantom Arrow” Ginningen.

Talked to the inquisitor, informed him of the events.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
The Daemon engine has been damage, and can now be intermittently detected – 4 sites remain.

Went down on the submarine. Chaos battle cruiser is mostly intact. Derelict has a bunch of treasure still. Eagles of mha-plutesh were there, doing a ritual thing. In return for 11 fingers of the Inquisition they’d give them a favor. Twins appeared in a ritual circle, told them this. After we killed the Eagles, twins popped up again and gave us the same offer.

We can hijack the Eagles’ submarines.

One of the treasure sites is a stasis vault – we loot the stasis vault (i.e. take it with us, size of a washing machine). There’s a digiweapon ring with a navigator sigil. There’s a bunch of money and treasure around here.

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Thunder Hammer, inquisitorial – looted. (has a severed hand)
Targeting System for a Baneblade, good-quality.

Mutated fish attacks.

Second treasure room – something is amiss, from the water that’s slowly seeping down everywhere, there’s also quite a bit of blood. Daren puts two and two together.

We head to the former hand’s quarters – the dimension has fallen into more disrepair, something has burned the entire lawn and forest away. Changed into a rocky area with burned trees everywhere. Landscape has sort of been reshaped into a small volcanic crater, into which a sword is embedded into the center. Blood rivers flows from it.

Daemon of Khorne appears when Daren tries to smash the blade with his own holy weapon.
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There’s a firefight. Stern gets in 3 big meltagun attacks (39 dmg, 40 pen (+16) – 32 damage, 34 pen (+10) – 41 dmg, 44 pen (+20), IF Eye of Vengeance Pen is doubled), brings it down. Daren hits twice with holy sword.

Mutated fish are spawned from blood rivers.

Stern shoots the sword at (43 dmg, 44 pen (+20)) and it explodes, dealing 1d10+8 (18) damage to Stern with warp weapon. It bounces off his armor and the others’ shields.

We find a tech-priest in deep hibernative protocols. The guy (Steve2.0) was apparently hunting archaeotech, from an explorator ship, investigating the location of a rogue trader ship that had excavated an archeaotech site.

We get an archaeotech engine for void attack craft.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Theophilius Ashenhurst (malleus diviner acolyte) is with Bernd “Phantom Arro” Ginningen (hereticus Inquisitor) now.

Intel (divined by Ashenhurst): Arm w/hammer went missing, heretical sorcerer had various kind of warp failsafes – to teleport everything around him to safety – got his skull crushed by the hammer, and got the hammer teleported out.

New plan:

Spread rumours that the treasures of the Prophet’s battleship have still survived.

Ideas: Get an eagles of mha-plutesh submarine to wash ashore with bits of treasure (and the insides blood-painted) – get bits of treasure to wash ashore. Spread rumours all around the sector that there’s a fortune to be won. Get every ne’erdowell in the sector looking for the treasure. Have the imperial forces expect this, evacuate who they can. Be prepared for the mercenaries when they come back, retreat in ‘disarray’.
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Hopefully use this to draw the Prophet out, so he can come out and establish control of this situation. Lure him to the planet, and kill him.

Meanwhile, we have a daemon engine to hunt down.

Currently at: Getting the Lord General’s buy-in on this plan.

—–

Sending the sub to seed treasure around on certain beaches using Logic to make sensible wash-up shores.
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

Lord General wants verification.

Magnant six from a distance – on a spaceship, currently in orbit around the planet.

Movers and shakers are lone individuals.

Exact plan – we show up, fighting in a ruined chapel and there’s a recent shuttle crash. Fighting something might be the Prophet.

Send out the astropathic signal that hey there’s a bunch of treasure here.
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Captain got spooked by a mysterious voice saying to ‘hear them out’.

We go the control room where the voice was heard – it’s from the vision, mysterious shadowy strangers.

Represents the Crimson Tormentor – one of the salvage operations on the shore. Orbit-to-ground skirmishing. Second ship, pretending to be Imperial Navy covered in joining the. Denounced the Tormentors as thieves. 4 pirate ships, eventually, and some of the mercs return.

Sector Command is angry due to the increase in pirate activity in the region.

7 major pirate clans in orbit.
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Megashrine idea.

Pirates try to extort us to let the bricks of all the shrines around the planet be brought to the megashrine site. We try to bribe them with subs, they want subs with sub crews, we decide to raid their island base to send them a message to “take our offer, or else”.

—————————

Raid on pirate base, stop signaling from happening. Catch 6 prisoners. get some intel for the navy, get the people to ‘buy’ out subs.

1000 xp, +2 influence
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—————————

Taking our guncutter and applying an archeotech void engine and Baneblade engine targeting engine. Can apply legal targeting solutions bomb bays or rocket pods, legal loophole about using diagnostics mode, only allows 3 terminals active at once.

Translated runes on Pandemonium map. It’s a chaos prison world – lower right corner.

We have a plan to lure out the daemon engine.

Dogfight, + chimera on ground + Daren praying.
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Do a side deal with the unending wrath for earth-moving equipment.

Start planning the Inquisition.

Dan’groth, Dark Eldar, greenskins, greenskin raiders, prophet people.

Bur’Gollod – recruit pirates there.

Dan’groth – recruit pirates there, establish forward base, keep Eldar
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Unite the pirates, use them as our personal mercenaries.

Fort Vengeance – Prophet naval base.

Menkhenmut – dwarf planet with necron space guns firing at everyone.

Crusade Bastion FZ 443-1 – Ork fortress world, ex-crusade world.

Shrine of Gork, Temple of Mork – rivals, manipulatable.
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Masnion – Dark Mechanicus world.

Bonefall – feral world

Pirate factions present in the war world area:

nightsoar hostile – (pacified)
crimson tormenter – friendly (Golden Talon & Inquisition intimidated)
grimsteel’s oath – neutral
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error: unknown hull # – neutral
the word of aagi – neutral
silver blade – neutral
unending wrath – friendly (allied, burial plan, wants to stay to loot – will buy chaos artifacts from them – use Ordo Malleus psyker contact to ensure it happens ‘right’)
bearer of ashes – neutral
gorgon – neutral

Maximillian Stern’s Tour De Force (& Guile) through the Pandemonium.

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Prepwork

Call in all the favors:

*list of people we want to approach*
Ecclesiarchy –
Ordos –
Deathwatch –
Space Wolves –
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Blood Ravens –
Mechanicus –
Necrons (Praetor) –
Eldar (corsairs, craftworld) –

Take the Crimson Tormenter (a bit leery, tied in with Golden Talon – maybe recruit one of the other pirate groups instead?)

Drop by Bur’Gollod – recruit pirates (optional).
Drop by Dan’groth – Establish pirate faction strong enough to take charge of the area. Weaken the prophet’s forces and image. Approach ork pirates / Facebasha, get them interested/riled in a sneak attack on Masnion. Leave pirate faction in charge, denying the prophet’s forces.
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Fort Vengeance – Launch an offensive against Fort Vengeance / find some way to bypass Fort Vengeance.

Seer’s – Convince them that the Imperium brought Askellon to its knees ages ago, and thus their allegiance belongs to us – but that we’re not asking for anything but intelligence on the Warp.

Masnion –

—————————————

Calling in favors:
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation

*list of people we want to approach*
Acolytes – (calling in them, High Marshal)
Ecclesiarchy – (decent amount of troops, a handful of Sisters of Battle)
Ordos – (Hereticus: Nah, Xenos: Nah, Malleus: Nah)
Deathwatch – (say truth, see if anyone gets sent)
Space Wolves – (information sent off to space wolves, awaiting reply)
Blood Ravens – (standard request, inform of past relations)
Mechanicus – (approached in 2 ways)
Necrons (Praetor) – (approached, given the object)
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Eldar (corsairs, by way of craftworld) – (approached in 2 ways)

Inquisitor Lord – (told us he couldn’t tell us why, but if the Space Wolves do kill him we’ll know why)

Pirate factions to co-opt:

nightsoar hostile – (pacified)
crimson tormenter – friendly (Golden Talon & Inquisition intimidated)
grimsteel’s oath – neutral
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error: unknown hull # – neutral (recruited for Intel)
the word of aagi – neutral
silver blade – neutral
unending wrath – friendly (allied, burial plan, wants to stay to loot – will buy chaos artifacts from them – use Ordo Malleus psyker contact to ensure it happens ‘right’, Recruited, light cruiser)
bearer of ashes – neutral (Recruited)
gorgon – neutral

—–

Pirate ship power:
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Bearer of Ashes, largest pirate ship, Venture class Grand Cruiser. Skirmishing with the Silver Blade, faster ship. Fastest ship is the Error: Unknown Hull #.

Daren contacts the Eldar Warlock – 4 degrees on Linguistics (Eldar). Already getting a response – Warlock message is “Sometimes words carved in ice are more permanent than words carved in stone.”

(Frozen worlds – Bur’Gollod, Fort Vengeance, Kriggux, Bonefall)
(Frozen necron world – Mit (where the C’tan shard and Praetor is)

Daren contacts the Corsair Prince – On same 4 degrees, will not receive any response immediately, as the Prince can’t see the future. Corsair lord hasn’t got access to that waygate. Knows a guy who knows a guy who knows a guy, might know about some other waygates that are more dangerous to utilize. That guy is a Dark Eldar, though. We send a message to the Dark Eldar pirate to get in touch with him about accessing those webway gates.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Mechanicus – 1 degree of success on tempting them for support with the existence of a Grand Crusade outpost world’s archeotech remnants. 1 degree of success on making them interested in damaging a Dark Mechanicus Forge World. Will support by way of giving us access to Enginseers for whatever fleet we get together.

We head to Mit. Uneventful trip. We go to the Inquisition/Necron facility. Honor guard of necron warriors – we meet with the Praetorian. Meet us outside the Tessaract Fault. We get a cylinder with green and black and glowing runes. If we put this on our ship somewhere the necron world shouldn’t shoot us – we won’t be able to go down to the surface of the planet, however. Flagship can be ‘in charge’ of a fleet, or at least shield other ships with its body.

On leaving Mit, we get a message to visit a random set of real space coordinates in the Mit system. Daren scans the signal – it’s an Eldar-like signature. Corsair Eldar escort. Wants the Keep of the Drowned Soul (4 billion souls/slaves).

Hellforges of Uzal – A closed webway gate, 4 places. Originally was on Uzal. Could be on Uzal, on the nuked area. Could be on Masnion, if it got moved after the nuke. Could be on End, Tzeentch. Could be on Chughyg, Nurgle.

We make a deal with the Dark Eldar and get a permission slip. Get the knowledge of how to open 2 webway gates – one leading out into safe space, and one leading to the unknown space.

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Rude incoming message. “The old monk is still waiting for his sword.”

Goes through webway gate. There’s a cave, with some bones. None of the bones have any wounds on them. Elevated radiation, but nothing close to what Uzal would have. Either deep underground, or somewhere else. Find our barrier blocked by a very rusty metal barrier. Bones are less than a decade old and carry no marks of violence, they appear to come from vat-grown humans. Cave onwards past barrier (dismantled with 6 deg on security). 6 degrees on finding security measure (no observation). Find a new cave with a little stream of water. The water has warp-charged particles leaking into it from the walls. There’s an incredible amount of warp energy surround us.

Giant city silvery spires everywhere. We’re in End.

There’s a sorceror (who’d been casting an illusion of Uzal) that shook his head at us, then wandered off. We’re in a vaguely valley-shape area. We make our way back to the portal.

————————–

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We take the monk to the sword where the Interrogator killed the warp manifestation and locked in place. The GT respond and say they’ll impersonate someone and we have a week to get ready.

Daren gets sent a paper note flittering by as he meditates outside the battle area.

Scratchy – divinings. Listening in on Warp Transmissions before they’re sent. Just today received perfectly intercepted. Content of the message – the sender should be dead. The Hand of the Prophet. The second one, the one we chopped in half. Because of the in-fighting on all of the pirates, the imperial forces are completely.

We gather the Inquisitors and tell them everything.

Acolytes coming back.

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Space Wolves are sending a company into the Warp to hunt down the Prophet.

For reasons his boss, Ginnigan – there’s a reason for this being an exterminatus assassination mission.

Put out a request for 4 trade warrants (roll a 2 out of 111-X penalty).

Space Wolves will hang out at the edge of Pandaemonium. We send them offer of webway travel deep strike into Pandaemonium.

4 degrees of success in convincing, Crimson Tormenter, Error: Unknown Hull #, Unending Wrath, Bearer of Ashes.

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CT sent the message. CT does not want to join. There’s reasons he can’t be directly fighting the prophet. Unending Wrath and Bearer of Ashes. Light cruiser & Grand Cruiser flagship.

Prophet’s fleet # encountered at Fort Vengeance, decent sized – made a trip to the Keep of the Drowned Brothers, decent number of ships. Have some heavy cruisers. Have a fleet several times of ours.

Cursed road has a single ship guarding it.

Fulgur plan is on 14 degrees.

Space Wolves are planning to gun directly for the Space Wolves. No we’re not planning of the Prophet’s taint spill into your space.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
Lord Inquisitor, can’t say exact reasons.

Go by Uzal, pick up his forces, main army at Sharsh, gather slaves at Keep, go to Bonefall sacrifice and go to Masnion to go pick up Command Platform.

—————————–

Daren asks Eldar if they know the nature of the prophet and why the nature of his death would warrant to be so extreme as to warrant blowing up a planet. “Yeah, you see, that’s the problem with all you dumb mon’keigh, whenever we make a big mess, we try to make a bigger mess to cover up the previous mess.”

Maybe the Space Wolves know who the Prophet really is?

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Bunch of Gladius escorts and a Battle cruiser.

The Space Wolves are going to throw us a feast.

Once we get onboard.

Stern manages to drink 3 flagons of space wolves mead. Space wolves have almost a company strength of.

Daren talks to rune priest. Space wolves attacked the alien civilization on Desoleum some time after.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Space Wolves plan is to figure out where the prophet is – depending on their battle plan, they’re going to.

Imperial Navy is on our side.

Imperial Army is on our side.

We get a deathwatch killteam to help attacking.

Blood Ravens say that they’re unable to join the crusade, but they are preoccupied.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Eldar warlock reply – Already sent us all the help we should need for this.

Inquisition are not contacted.

Two events: Deathwatch killteam arrives. Wolf Lord and Wolf Guard welcomes the Deathwatch killteam. One of the Deathwatch people walks up and punches a Wolf Guard in the face. ‘Astartes diplomacy’ by a Dark Angel.

Second event, Daren gets a message from an Astropath. Crimson Tormentor – finally given us our choir back. Crimson Tormentor says “these two” GT guys are ‘pure evil’.

We set out for covert actions at Dangroth.

a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
Dangroth is a ball of dust. Has factions of Prophet, independents, orks.

There’s a handful of pirate ships around, the two the Error knows are fairly tainted.

If we got o the planet they’ll know we came from the Error.

#1 – Find Pirate that we can get Imperial’d
– One ship is less chaosy. Imperial Sword Frigate.
– Most pirates are chaosy.
– Traders and the like are meh towards chaos, because that gets you taken over by.
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– Traders have a handful of frigates for protection.

#1-2 – Make contact with the Trade Consortium.
– Done, we impress and scare them, they like the idea of a rogue trader.
– Asking what they an do to help us
– Give us intel.
– Gave us news on Fort Independence.
– They know where among the various.
– They know where there is good.
– Council
a cultist owns a quarry and a slave operation a cultist owns a quarry and a slave operation
– Prophet has majority of the council.
– Mek Zrudrugg – there is an ork on the council. Only votes for Waagh. DemORKrazy. Krump other councilors.
– Harbinger, every place that has a council, has one of his reps. Has an army dude and navy dude, direct representatives.
– Space port with Eldar is 100 percent ruled by Eldar.
– Destroying DemORKazy, so the council can convene.
– Council can get actionable intel.
– Help with logistics.

Intel: Where is the prophet’s main fleet? Last they knew, he was preparing to leave Jorus for Uzal.

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#2 – Get actionable intel by the Crusade fleet
– Help


#3 – Sabotage prophet forces


Atmosphere on the planet is fairly obviously.
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————-

Kill Mek, blow up ork refinery.

————-

We get a big list of pirate ships that have been paid off by the Prophet.

The three pirate prince hives.
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We find the planetary governor – a pirate prince.

One shuttle for every place the prophet has people – prefabbed command bunker. Didn’t bother with the big escorts.

Fake a shuttle crash?

-Interrogate the Harbinger we captured. Ask about Prophet having stories about the Emperor.

—————————
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– “What do you know about the fleet movement.”
Headed for Seer’s home or World Sludge.
– “How do we stop anyone from sending away.”
– We can’t.
– “What’s the passwords for your comms system.”
– We get them.
– “What are the stories that we wouldn’t believe about the Prophet?”
Harbinger doesn’t know exactly who the Prophet is. Before Enlightened officers were sworn in – they would travel all the way out to the Crusade Bastion. Former imperial. Insulted by the Imperium, a long time ago. Working his way up to Conquer the Pandemonium. A specific ruined chapel where the ceremony would happen, deep inside ork territory.
– “How do you get past Mekhenmut?”
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Used to be easy, now not so much, necron fleet shoots up anything that enters the system.

Ogryn lieutenant – real tough. Daren did Tactica X degrees of success, Tearriel Logic’d at getting supplies for an estimate of the slaves we’d have to save.

——————————

Missed session – followed the Prophet’s forces past Seer’s Home, Mekhenmut, Crusade Bastion.

Arrived at Crusade Bastion to see bulk of Prophet Forces disappearing into some giant warp ritual. Some kind of chapel, excavated the temple at once. Daren warp-fuckeried to see into the warp, saw back 10K years. Turns out there’s a document in the church, or was discovered there, all mention of it has been expunged from Imperial history. Teleported to Masnion.

a cultist owns a quarry and a slave operation informational a cultist owns a quarry and a slave operation
We’ve got most of our forces left, but they’re behind at Fort Vengeance. We lost some of our destroyer fleet in engaging.

Epoch did to pull the crusade fleet away from the Crusade Bastion – minor warp storm.

We come to the conclusion we’re forging on towards the orc worlds. Navigation trouble, warp storm, find navigators and end up.

Scans of planet shows a surface temperature of 40 degrees celcius.

Husk of Tyranid bio-vessel – instead of fully reabsorbing the ship, the Tyranids were eating the easy soft inside parts. In a hurry to leave?
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We’ve landed in Da Sea of Squigs.

“Da sea o’ Squigs

Dead world, pop WAAAAAGH, ork tek

A world in the process of being devoured by a Tyranid splinter fleet which was attacked by a greenskins, who in turn set loose an enormous collection of gnasher squigs on the Tyranids, who burrowed into the biomass stores and rapidly multiplied, consuming the bio-organisms from the inside. When there was no more biomass to drain from the world, the Tyranids were quickly overtaken by the greenskins and all that is left today is a churning, planet sized ball of squigs.”

Rhar’ghaen has been bombed and become a dead world. We head to the Shrine and Temple of Gork and Mork worlds. Death Watch heads into the assassination.
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Our ships gets blasted with a wall of garbage. Facebasha (Ork Heavy Cruiser w/transports) is returning from his Lootpile to claim stuff from Rhar’ghaen.

Facebasha’s loot pile is one large asteroid covered in stuff he’s looted.

Still intact planetary defense torpedo. We shoot it down.

Daren’s vision – long mountain path.

Crashlanded on planet – stable warp zone.
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Big planet, 1.5 Terras. Cold planet, ice caps and stuff.

500 by 500 kilometers where spaceships crash.

Mountain range ahead of us above the cloud layer is a small feudal era fortress. 8-points star forged across the gate. Fort looks like it’s been abandoned – looks like the civilization started with a crashed ship.

Main Daemon ritual hub – left behind documentation. Some place further inland where the path can be unlocked. Large tunnel entrance, carved and decorated with statues and stuff. Statues of alien species – undiscovered species. Feudal early industrial equipment in their statue hands – defending something. Inside the cave someone put up a bunch of big signs.

Two can read – binary and high gothic. Not accepting new people at the peak of the gate. Cannot put up a new stone of passage.
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———————————-

Slug-psykers. Orcs arriving. Slugs, pull away the stability field, raw warp.

Burning the jungle. Shooting the slugs.

Liftoff.

———————————–
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Assault in progress, prophet is in church, church is on titan, we’re flying at titan.

Unnatural Strength 7.

Given the Imperial Truth.
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Np-34993-8

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