The Gantry

We lick our wounds at the Oathkeepers' HQ while we wait for a response for further action from Aldius. Once a day passes, we reckon we need to make the decision on our own. We inform the Oath Captain that their fortress might be attacked by hordes of heretics at some unspecified time in the future. She chuckles grimly, joking that she'll surely get reinforcements with this very specific piece of information. Doubt she'd get any in any case - who in the upper echelons care if a tiny outpost at the lower levels gets swarmed? No one, that's who.

So, look like we need to kill a few thousands heretics on our own. Or maybe just the leadership, we'll see. We decide to go to Lockstock first to see if we can get some additional info. We also need some gear - Imk is running around in some godawful armor that looks like he made himself for example (and he ain't no armorer).

Lockstock says there's a guy called Omar Endish who lives on the Gantry, who's somewhat of an info broker as well as purveyor of "exotic" [read: heretical] goods. The Gantry is run by the Red Walk, which is run by Vornas Crimson. Gantries, walks, red, crimson - get your shit straight guys!

Mr Stock also offers us a guide to the Gantry if we take care of one of his rivals, who tend to a place called the Boneyard which is....a yard with literal human bones. We accept, thinking there's little harm in killing some scum. As it turns out, the Boneyard is run by a minister from the Ecclesiarchy. Whoops. Now, I'm not their biggest fan, even though I love the Emperor as much as the next acolyte, but just straight up killing 8-9 of them....weeeelll....seems a little on the heretical side. Instead, we warn the ministar that Lockstock wants him dead, which comes as no surprise to him. We part amicably.

We set out towards the Gantry, which is supposed to take roughly a day. About halfway there, we're actually surprised by a Chimera APT which comes charging at us! Or wait, it's actually some sort of warp/xeno/mutant beast, intent on having us for a light starter. Luckily, it's about as intelligent as a Chimera, so through cleverly hitting it on the head with swords and axes and shooting it with rifles we manage to take it down fairly handily.

The Gantry 

We soon discover why it's called the Gantry - it's a lump of stuff suspended in mid-air by innumerable wires with gantries leading to it. In the distance, we make out the hollowed out remains of a (space?) ship, ostensibly the HQ of the Crimson Gantries, eh Red Walk. As we arrive, there's a retinue of guards waiting for us, demanding we surrender any ranged weapons. Great, forgot that these guys have a gigantic hard-on for up-close-and-personal (aka the Idiot's Way) combat...looks like we don't have much of a choice though, so we turn 'em in. Me and Titus resolve to be optimally helpful in any combat situations that might arise, meaning we'll bravely run away.

We're really not sure where to start, so we end up at the local water hole, this one called the Sanctionary Gallows. Again, since these guys are big on literal names, there are a couple of Sanctionaries strung up outside the bar. They've been there a while too. Lovely.

After a while of not much happening, we decide to take matters into our own hands and walk about. We end up finding Omar Endish's house and just knock on the door. An unusually foul-looking, stunted mutant opens the door and shows us in. After some sparring, it becomes obvious that he suspects who we are, so we just show our cards and ask him to be our agent (or else...). He tells us the following:

  • The Blessed Flesh is run by one Ferue Faine. A true believer, unlike Vornas Crimson. 
  • The two cults have sort of a plan to take over the Gallows, though their agenda differs significantly. 
  • Faine needs weapons from the Crimson Gantries, while they need bodies. Different strengths and all that. 
  • TBF's headquarters is down in the swamp below, with one controlled access point only. Omar can help us down. With our ranged weapons? Eh...maybe? 
We leave, but keep a look out. Not surprisingly, Omar heads out to have a chat with the mr Crimson. We know they're in kahoots, sort of...the trick here is probably going to be to play on their paranoia and greed. 

Going back to the inn, we spot someone with the tattoos of TBF. We wait until he retires, then storm his room. Inside, there's a weird sort of altar and an elite berserker as well. We kill the berserker, then Scorp manages to ever so gently convince him into talking to us. Apparently, he's here to prepare "the ritual" (big surprise). Their HQ is about 3 hours north on the river Stygian as you come down into the swamp from the Gantry. Well alright, that narrows it down significantly! 5 against 3.000, here we go! 


Ingen kommentarer:

Legg inn en kommentar

Gooooooing dooooooooooown - and out

After finally getting out of the depths of hive Desoleum, we make our way back up to our apartment in the upper hive. We send a message to A...