Walking dead, red walkers and green swamps
The green walkers
So how are we going to get down into the swamp? Convincing Crimson to let us down there just got a lot easier now that we have a Blessed Flesh cultist doing cult-y things in his own domain. As good as Zharkon is at interrogation, I imagine Crimson might be even more persuasive! Though come to think of it, he might have some issues with this one. Hmm, I can't quite put my finger on why though...hmmm, what was it again...
Ohhhh yeah, the gaping hole where his head is supposed to be! For some reason, Titus thought it was a GREAT idea to put a bunch of bullets in his head after we got the info we needed. Not that he didn't deserve it, but he also deserved a few extra hours worth of torture before he was sent to his putrid, stinking god.
Oh well, back to the drawing board. We go to Omar to suss out some more info on Crimson. Apparently, he's a psychopathic nihilist with extreme violent tendencies. Huh, never would have guessed. One way to gain his trust is by winning one of several challenges. The red run (400 m dash up the wires keeping the Gantry suspended, knives allowed), knife lock (...) and tangled in death (something involving a meshed wire cage and knives again) all sound like appealing options to Imk.
We decide to just roam the Gantry a bit more, trying to find some cultists, more info, whatever. Great plan. We're executing it beautifully when some weird, green fog comes roiling upwards. What the...the swamp is preeeetty far down - and Zharkon informs us this ain't no natural (or whatchamacallit) fog! Filtration plugs go in, our skins tingle a bit but we seem ok for now. The mist is thick enough that we can't see more than a few yards. Something comes shuffling out of the fog...a Gantrist who looks pretty dead (as evidenced by the slit throat), but is still moving and intent on a little nibble of Eizen flesh. Imk cuts him down easily before he gets that far. The corpse looks fairly recently deceased.
We figure we'd better get back to Omar's castle before we're potentially overrun by Nurgling walking dead and start running. The front door is locked, no one answers. Scorp gets to work and opens the door in a minute or so. Whoops - there are about 30 more of those shufflers right inside. Imk has the presence of mind to slam the door shut. I have an inkling this might be the "ritual" the brainless cultist was talking about!
Me and Titus are still missing our weapons, and we have a feeling Omar might be behind this as well so...we decide to find a way in. We climb up with our newly acquired clip and harness, meet 3 more walking dead, finish them off without trouble. We find a window to Omar's office. Inside, he's cowering behind a desk, a combat servitor at his side. The door to his office is about to give, and we barely make out a horde of more walking dead. Scorp tries smashing the window, but it's reallly solid - but it gets Endish's attention. He looks absolutely terrified, so guess he's innocent. Through gestures we get him to point out the nearest window. It's too late for him though...the dead come poring into his office. The servitor takes out a bunch before it's buried beneath the onslaught. We don't need a lot of imagination to hear Omar's screams as he's taken apart limb by limb.
The Red Walkers
We still go into his castle though, finding a few weapons for me and Titus - a rifle and an autopistol. Not kitted out of course. On the way out, we suddenly hear the unmistakable sound of bolter rounds. Hard to hear where they're coming from, but someone rich and dangerous is about, that's for sure. We decide to head to the gate and secure our weapons in any case, we're also missing all our grenades and backup guns for the rest.
On the way we run into some red walkers, who tell us the dead are climbing up from the swamp. At the gate, there's about a 100 of them trying to get to the red walk gangers defending the gate. One of them's broken off the heavy stubber from its turret and pointed it at the dead. It's extremely effective, but even so we can see they're about to be overrun. Thinking quickly, I suggest we help them, both for getting our weapons back and for getting some cred with the gang when facing Crimson. It's a bloody battle, but through some clever manouevering we manage to avoid serious injuries.
The gangers are of course glad to still be alive. We join them on the way back to their gunship. As we get there, the last walking dead is put down but a bolter round to its head. The owner of the bolt pistol, is, of course, Crimson himself. He makes for a fairly imposing figure as he strides down the walkway.
Det var alt jeg rakk i dag, argh. Skriver resten ordentlig til neste gang. Kort på resten:
- Ferue er en gigant, 2m, 200 kg, weird staff, masse mutasjoner.
- Blir guidet ned i sumpen av en liten mutant-looking duderino fra red walk
- 3 timer på sludge river, kommer frem til en liten tørr flekk med ei råtten hytta hvor Blessed Flesh-kontakten holder til. Stchtøgg jævel + 2 elite berserkers.
- Interrogation hvor Zharkon bruker flesh puppet for å flexe litt, finner ut:
- The GRAND TEMPLE er 1 time unna, bare en vei å gå (planker/gantries/etc gjennom sumpen)
- Det er ingen feller/vakter på veien
- Templet har 2 hovedinnganger bak/foran, 2 på siden, alle er bevoktet, det er ingen alarmsystemer
- Ritualet går ut på å bringe "the Herald" inn i verdenen
- Det er Nurglings i nursery
- Når vi kommer frem til THE GRAND TEMPLE viser det seg at det er bunkers i plasteel fra the imperial guard som er run down som f (Valkyrie fighter jet base). Rundt er det relativt åpen sumpområde. Vi sniker oss rundt til en av sideinngangene som IKKE har vakter. Vaktene ellers er sløve. En heavy stubber guard tower på toppen. Let's roll!
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