Our last session was pretty short and direct, as the war band continued to look for the missing techpriest, Thermius Stembolt 57. Looking through the ruins of Stembolt's workshop-shrine, they found the remains of the techpriest's gun serviotrs and found his damaged servo-skull. Nero performed the proper repair litanies and was able to repair the skull as well as access some of its data recordings. The recordinds showed Stembolt barricading himself within his work-shrine before being grabbed by giant crab-claws and drug away. Thinking quickly, the warband was able to hack the servo-skull and use its connection to its master to use the servitor as a guide-dog to lead them to wherever Stembolt was drug off to.
As the warband exited the work-shrine back into the filthy hive alleys, they were suddenly attacked on three sides by several bobs of Crazed Slaanesh Thrill Killers.
Crazed
Slaanesh Thrill Killers
Naked, erect, and howling. Tentacles replace fingers and
genitals.
Strength: 2
|
Intellect: 1
|
Agility: 4
|
Willpower: 3
|
Toughness: 3
|
Fellowship: 2
|
Initiative: 4
|
Defense: 3
|
Speed: 7
|
Wounds: 3
|
Shock: 3
|
Soak: 3
|
Resolve: 3
|
Conviction: 2
|
Passive Awareness: 2
|
|
Skills: Weapons Skill 4,
Default 3
|
|
Size: Average
|
|
Keywords: Human, Heretic, Chaos,
Slaanesh
|
Agonizing Tentacles:
Damage 5+1ED, agonizing
Naked, erect, and
howling (Fear 3): Encountering a Mob of these creatures requires a Fear
check (DN: 3)
Crazed: Thrill
Killers never fail Resolve tests.
Touch of Slaanesh:
A creature brought to 0 Wounds or 0 Shock by a Thrill Killer must make a
corruption test.
This was the PCs' first big combat, and they chewed through the cultlings pretty quickly. A timely warp surge from Ayza the scaavy psyker's paralize power took out half of them in one burst. Chainswords and bolters took care of the rest.
Pressing on, the warband followed the servo skull deeper intot he underhive, eventually winding their way into a narrow passageway filled with heretical graffitti. In an abandoned storehouse, they discovered a discarded servo arm and a tech-priest face plate. Bad signs for old Stembolt.
Moist, glowing, underground passages led to a sticky chamber full of discarded matresses that stank of opium and skin. Stembolt-57 the techprist lay slumped against the side of a well, his exposed face glistening metal and raw bone with his eyes rolling senselessly. Two distressingly aluring daemonettes languidly cut long strips of skin from his exposed chest.
Sudeenly a holo-projector flickered into action. Antioch Gol, rogue psyker, cultist, and old enemy of Lord Captain Gabriel Galahad taunted the warband:
“I had hopes that Galahad would have come here himself, but I should have known he’d send lackys instead. Never do yourself what you can have underlings do instead. Speaking of… ladies…”
The daemonettes attack!
The fight was fast and furious. Toska the Death Cult Assassin took out one daemonette with a single critical hit from her sniper rifle. But the daemonette's sister stuck back with horrific speed and put dow the assasin with her own critical. After that it was a tense but simple exchange of blows while the rest of the warband took out the daemonette and her thrill killer reinforcements. Commisar Elizabeth quickly stabilized the sticken Toska.
After that it was all clean-up. Techpriest Stembolt is brought to the Golden Humongous. With his over-clocked emotional processor, he is vocally and exuberantly grateful for his rescue and happy to be reuinted with his old friend the Lord Captain.
The first short adventure of our Wrath & Glory campaign went fairly smooth. The system's a bit kludgy, but it get easier with each session. I'm not sure how long I'm going to run it (I'm itching to start some Lamentation of the Flame Princess). The next adventure will be a bit more involved and will center around exploring an abandoned city on a dead planet.
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