Rogue Trader: Just Here for the Explosions

The Dig
  • Crew puts in at Port Wander, after a disastrous voyage through the warp from the Grimora Subsector.
  • Crew kills some time while repairs and refit are completed to go shopping, while Knack tries to suborn rumours from the local underworld by dropping the name of one of his peers, learning little except for the location of a place in the under-station that engages in gladiatorial combat against xeno beasts.
  • Repairs completed, the ship sets out for Footfall, trusting to the Navigator’s few remaining maps to see them through the Maw.
  • Journey takes some time longer than anticipated, with several of the elite crew suffering from a malaise of the soul for much of the trip.
  • Regardless, the ship arrives at Footfall in one piece. Eager to investigate the dig site at Egaria Omega, they set out again almost immediately, stopping only to acquire a supply of photo-visors and a targeting monocle from an artisan specialising in optics.
  • Another trip through the Warp, of little note save for the Navigator apparently drawing the interest of something possessing an interest in puzzles and challenges.
  • Crew arrives at the dig site, and discovers that Egaria Omega is surrounded by dozens of moons which would make bringing the Omnissiah’s Burden into close orbit almost impossible. The crew elected to mask the Burden as a hulked vessel in the debris field of one of the destroyed moons, proceeding onwards via Gun-cutter and Sativa’s personal Thunderbolt.
  • Crew lands and introduces themselves to the guards, who decide to fetch Overseer Leerus, chief of the dig site. Leerus is less than pleased about intruders on his dig, and is even less so when it’s revealed that the intruders are his new bosses.
  • Leerus shows the crew around the dig, then steers them into his offices to keep them out of the way. He proceeds to describe the dig site in more detail to Knack, the nameless Navigator and Sativa, while Lucius and Franklin remain outside and socialise with the guards.
  • Both groups rapidly realise that not everything is as happy as Leerus is pretending.
  • Franklin’s group decide to explore one of the dig sites, and encounter a bookish adept attempting to hide crystals from being discovered. Charming her with his mastery of techno-lingua and moustache, Franklin quickly gains her trust and promises to dispose of the crystals for her without allowing them to return to the Kasballica Mission.
  • Lucius, to his credit, begins gaining information from his guard escort with high-grade amasec and wild stories about the time he fought a lictor on top of a heirophant.
  • Other shit happens I can’t remember. The workers pass Franklin a note, warning him in crude low-gothic that the overseer is possessed and has been killing workers for their life-force.
  • The Explorers resolve to acquire the crystals hidden in one of the worksites by offering everyone a brief respite and a crate of the ship’s finest amasec.
  • This plan is met with mixed success, up until the point where the perimeter guns begin firing wildly into the encroaching darkness and the defence field flares into light as hordes of alien monsters begin slamming themselves into it…
    Rak_Gol.jpg
  • Workers and guards begin falling back towards the maze cities, while the Explorers split up, Sativa and Lucious headed for their ships, the others doing whatever they did.
  • Lucius and Sativa start dogfighting in the air with a horde of alien attack craft, taking any chance they can to lay down covering fire for those still on the ground.
  • The navigator attempted to overload the fences, but was repelled by the hundreds of creatures heedlessly climbing over the electrified stakes.
  • Knack rallies most of the living workers behind him, forming a more ordered retreat towards the city under cover of the guards.
  • Franklin realised he couldn’t pilot a sentinel worth a damn, but promethium barrels made for highly effective area-denial weapons when spread over the ground and set alight.
  • Lucius was forced to ground his vessel after a devestating fusillade from the ground caused him to lose control, narrowly managing to land the ship near the entrance to the Maze City.
  • Facing almost insurmountable odds, the Explorers (With the exception of Sativa in his Thunderbolt) are forced to retreat into the alien city, constructing hasty barricades between them and the alien horde…
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The City
  • Inside the Maze City, the Explorers take stock of the situation, noticing that over half of the indentured workers, two thirds of the mercenary guards, and almost all of the xeno-archeologists had survived the alien assault.
  • The pilot Sativa also made a surprising return, having pulled his vessel back in for a dare-devil’s landing out front of the gates.
  • After Knack makes an impassioned plea for the three groups of survivors to band together against the common threat, a small contingent of the guards reveal to Lucius a plan to sneak out through the hastily-erected barricades and flee aboard the dilapidated shuttle squatting on the landing pad. Unable to convince them otherwise, around five percent of the mercs make their escape back into the dig-site. Their screams echo through the night for several minutes afterwards, prompting a fresh assault by the Rak’Gol.
  • A trio of the bony-white creatures break through into the city and charge directly into combat with the Explorers. Although a lucky grenade blast nearly incapacitates three of the crew, they are able to dispatch all three beasts in short order. One, blinded by the expert shooting of Lucius, is corralled into a beast cage, although several of the indentured workers and guards are slain when the creature appears to detonate a small explosive within its sternum, triggering a chain effect on its bandolier of grenades.
  • In the aftermath of the combat the Explorers realised that their pilot’s morale had broken in the face of the enemies, and had fled deeper into the city. Quickly organising rescue parties, they prepared themselves to head deeper into the maze.
  • Recovering his senses, Sativa quickly realised two things; one, he had no idea where in the city he was. Two, there was a heavily-chewed and long-dead body at his feet, Rifling through the corpse’s closing revealed that he was an indentured worker in the dig site.
  • The crew spent several hours exploring the city, trying to locate their lost companion. After some time they were able to meet up with each other by using a combination of the Navigator With No Name’s warp-senses and Sativa’s vox-caster backpack, although the former came at the cost of the Navigator’s sanity.
  • The crew are overcome by the sensation that they are being stalked through the twisting passages of the city, a feeling that is proven true when Sativa spots a figured cloaked in raven-feathers ducks out of his sight. Despite this fore-warning their pursuer proves too wily to be easily caught, neatly dodging past several ambushes.
    Highlands.png* Displaying a sudden affinity for stealth, Sativa manages to disarm and capture their pursuer by flinging a bottle of 500-year aged amasec – previously stolen from Overseer Leerus’ personal drinks coffer – into the back of the xeno’s head. The bottle itself is unharmed by this, however the collective psychic wail of alcoholics throughout the Imperium will haunt the nightmares of astropaths throughout the Expanse for decades to come.
  • Literally backed into a corner and disarmed, the Eldar Corsair Badb-Ra exchanges a promise with the Explorers; if they help her to the centre of the maze city and accomplish her objective, she will assist them with the horde of Rak’Gol preventing them from leaving the city.
  • The roar of an inhuman monster can be heard echoing through the halls, and the comms channels abruptly erupt with desperate chatter from the barricades, with the Rak’Gol attempting to force their way through with redoubled fervour.
  • At Knack’s order, the survivors begin a fighting retreat away from the Rak’Gol, with the intent to meet up with the Explorers at the centre of the city.
  • Using their tracking expertise, the Explorers swiftly arrive at the dead centre of the city, revealing a colossal crystalline structure surrounded by hundreds of thousands of bones, and a 3-metre tall monster with an all-too-human face…
  • Although an almost indomitable creature, lucky strikes from Ol’ Bessie and the more heavily-armed members of the crew are able to whittle away at the beast, though it shrugs off blows that would have slain regular humans a dozen times over and regenerates so swiftly that the wounds they do manage to inflict close over almost immediately.
  • A lucky shot from Ol’ Bessie shatters a crystal embedded in the creature’s chest, putting an end to the regeneration and much of the hideous strength the mutant displays, though not before a pair of vicious swipes nearly end Perriman’s life.
  • The last two remaining slugs in Ol’ Bessie put paid to the creature, the final shot tearing its face into unrecognisable shreds.
    *Badb-Ra manages to complete her mission, retrieving a brass-and crystal sphere from within the larger crystal. With chagrin she passes it over to the Explorers for safe-keeping, and opens a way for them to escape to their ship while the Rak’Gol horde is lost inside the maze city. Unfortunately, the way out will last less than a minute…
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Fight or Flight
  • At great personal risk the party does it’s best to escort the throng of loyal slaves and guards out of the enclosing city. Many more make it out alive than ever hoped for and the party itself emerges whole.
  • While Franklin and Perriman work to harvest some equipment and repair the Gun cutter and Sativa takes his fighter and rushes back to the Mule, the Captain as his coterie discuss the retention of the surviving staff at the dig site. Those willing remain with the promise of continued support, while a few agree to return to the Mule and seek new opportunities.
  • With Sativa back at the helm the Mule itself is just barely avoiding the hostile intentions of a lone Rakgol Raider. As the Captain’s bridge crew break orbit to rendevous, the Mule has to make their interception fast and brief.
  • With the away team just barely back on board and the Rakgol raider lancing shots off the Mule’s hull, Captain Morrinox orders a full speed retreat to Warp translation-safe distance. With Franklin carefully coercing the Cogitator’s spirit, Perriman funneling refined plasma into the engines, Sativa putting his piloting to the test and the rest of the party bracing the crew for a hell of a ride, the Mule peels away at a pace so fast the Raider never manages to lay out a second volley. The Dynasty flagship escapes the system and the Navigator begins the guide through the warp.
  • On return to Footfall the ship begins minor repairs and the party disperses for acquisition and recuperation. Hounded by those wishing to offload the responsibility of the archaelogical site, the Captain proceeds with the party approved plan to legally and rightfully purchase the planet from Winterscale (though not under entirely explicit reasons).
  • The party must wait some time before a Winterscale representative will be able to speak to them.
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Buying Time
  • While waiting to hear back from Winterscale’s Rep, the party starts hunting around for a place to set up an Embassy for the Grimora Dynasty. The first location of sufficient controversy is a grand cathedral, the control of which has been claimed by an assassin cult. After much deliberation and “planning” the property is finally ruled too dangerous and not appropriate for Grimora Dynasty’s identity.
  • Another potential target is a Prison Hab converted to Xenos culture, owned by a dead Dynasty and long since abandoned. Unsure as to whether the plan is to rob the facility or seize it, the party errs on the side of official recognition (in the hopes to secure Grimora’s new home functionally), chasing official channels to purchase the facility.
  • This avenue leads the party to the Black Auction. Under time pressures and unsure of the value of the facility, the party optimistically joins the Auction, hoping to discern the going rate and judge their interest accordingly. Unfortunately the auction works like none they have ever seen before, with bids of strange and obscure nature being judged by unknown criteria. With only one bid allowed the party tries to raise a suitably obscure offer but is unsuccessful.
  • Fortunately, during the auction, Lucius catches the eye of a powerful Rogue Trader, who coincidentally wins the auction. After plumbing the depths of the facility for the wealth rumoured within, the party uses their slight favour and some fairly inconsequential gifts to purchase ownership of the hab.
  • Chalking it up as a win, the party enters the Prison to assess their new home. With the power and atmosphere systems all disabled, the facility is eerie and the party soon identifies tracks that may just belong to Genestealers.
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Paying The Price for Haste
  • Within the belly of their new, potentially xenos-infested home, the party rigs and auspex for detecting moving life and proceed ever further into the facility, that they might restore downed systems. Another quick change in auspex programming allows the party to follow the largely dormant power-mapping to a functional capacitor.
  • Franklin jacks into the capacitor but needs to provide a charge of energy from his own internal capacitor to get the system responsive. Unfortunately Franklin underestimates the need for energy and commits a jolt far more than he is able to provide without severe fatigue. Fainting, Franklin is only able to be roused over 5 minutes later, still dreadfully exhausted. Nevertheless, still jacked in, Franklin is able to produce a map of the facility. Attempting to bypass potential security issues he also tries to change possession rites of the facility to those that recognise Grimora. This task proves too much for Franklin and, failing, he is ejected from the system.
  • With a map to follow and an exhausted party member, the group chooses caution and returns to their landed gun cutter. As the party reach the hanger and enters their craft, a grate bursts open and a Sundowner Genestealer leaps forth. His appearance shocks Franklin unconscious and leaves Morrinox frozen in place with fear. Fortunately, as all party members are within the cutter, Pilot Sativa begins lifting off, tipping forwards to unceremoniously roll the frightened party members to safety. The genestealer, with great agility and largely unfazed by Lucius’ heavy-bolter fire, bounds after the cutter and latches onto the underside of the hull. Insulted at the daring of the xenos beast, Sativa slams the craft back down on the deck, pasting the Genestealer’s purple ichor against both surfaces.
  • The party is able to return to the Mule, the Captain remembering his duties and receiving word that the Winterscale representative waits in one of the less filthy dining halls. While Franklin rests, the remaining party members begin negotiating with Winterscale’s rep. A heated negotiation of sense and deception proceeds, Winterscale’s man suspicious and driven to learn the unspoken interest the party have in the system, while the party valiantly and carefully describes what they can and make their plan both mad an understandable in equal measure.
  • The Winterscale rep has to consult with his lord captain and, after some time and acquisitions later, the word is passed on and the party has purchased a segment of the Egaria System for a contextually humble sum (3pf). With this good news the party is able to commit their full weight to the archaeological dig (4pf), hoping that both costly purchases will be profitable in the future.
  • With new equipment and optimism aplenty the party return to their new shut-down prison home, using the map and auspexes to find the core cogitator for the facility. As they near their goal, a group of life forms begins to surround them. Brazen and unbound, the party prepare a defensive position and gird themselves for battle.
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Xenos Interaction
  • Party preps for Combat while Franklin inspects the generator room door and Perriman attempts to repair a bolter-armed servitor husk. Sativa spies ventilation grates on the upper walls and is wary.
  • Spotting an emergency release catch on the wall, Franklin sets to the task of activating it at haste so that the party can retreat within.
  • The first Genestealer appears down a corridor before Victris. It closes but falls short of striking. Victris fires and misses with his Hellgun. A second Genestealer charges Lucius who deftly dodges. Stepping forward, Sativa blasts the target attacking Victris with bolts from a shotgun. The genestealer is paste. Lucius swings and misses against his opponent.
  • Lucius gain dodges the claws of the creature while Genestealers 3 an 4 burst from the walls and prepare to attack. Genestealer 5 charges at Morrinox who fails to spray the target and dodge its claws, being mauled brutally but committing to the combat. Sativa blasts at the newly arrived Genestealer 4 but lightly wounds it. Victris misses his shots again while Lucius lands an ineffectual blow. Morrinox raises his power sword but just doesn’t land it.
  • Genestealer 2 and Lucius is clawed by his foe, Genestealer 3 closes with Victris but misses. Genestealer 4 lands a charge with Sativa who is seriously wounded. Genestealer 5 tears open Morrinox’ chest but his suit’s emergency void seal closes him up, barely surviving and slipping out of conciousness.
  • Franklin finishes his task and raises his trusty Bessie to the Genestealer attacking Sativa. He fires a shot that he swears was true but the Genestealer is simply too fast. Sativa takes his sword to the foe, taking two arms and felling it with a lucky strike. Lucius takes another swing but is unsuccessful. Victris, unafraid plunges a fist beneath Genestealer 3’s ribcage and melts it away with a digimelta ring. Morrinox, more dead than alive, slides his power sword towards Lucius.
  • Genestealer 2 is again foiled by Lucius’ haste. Genestealer 5 dives past late fire from Perriman as he wears a servitor suit, and charges Victris whose flaring shield saves his skin. Lucius, skillfully snatching the powersword, pairs it with his monoblade and cleaves the genestealer from shoulder to opposite hip. Victris, in desperation, opens his eye to his foe, nearly destroying it. Perriman continues strafing and finds his mark, narrowly stopping before Victris and ending the Genestealer’s bloody assault.
  • Perriman hefts open the reactor room doors and the party moves within. Franklin turns the power back on and interfaces with nearby systems and reactivates lighting, doors, life support systems and clears Grimora signatures with defensive signatures. Finally emergency medical efforts are performed.
  • The party departs their new home for needed recovery, gathering new supplies and purchasing a celebratory light cruiser at great expense.
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Super happy whoreship hunting adventure

Through the mind of Lucius Ockmann

We caught one of the Wazzajingles. The others didn’t believe their true weakness, but once again I was right.

Wazzajingle looks sad. Probably wants to go home. Thinking of letting it go so it can be happy. Captain says we have to give it the guys in bleeding circle.

Captain made me talk to some cute girls. I was okay with this. they seemed nice, liked to talk about some rich guy who wanted to go hunting. That bit was boring. Tried to get their numbers, but they left instead. I think Pastey scared them off.

The circle god, Marcus I think his name was, was impressed by the Wazzajingle. Wanted us to get more. Flyman wanted to make a TV show with them. Seemed like a cool idea, but circle god didn’t seem enthused. Wanted to ship the Wazzajingle all over space. I suggested we could get one every 2 weeks, no problem. Captain wanted to get someone else to do it. Captain is boring.

There was talk about some red feathers. Crimson birds are boring, so I ignored them.

Crimson birds are a long way away, so I go shopping with Pastey. He’s good at shopping. Gives me a shield. cool present because I don’t like being stabbed or shot.

Captain said we’re going to visit the hunting man at a whoreship. Whoreships are to easy, but it could be fun.

I got 6 to myself. I was right, way to easy. But at least I don’t have to walk.

Something smells familiar. Pizza maybe?

It’s not Pizza. Disappointing.

Room is full of dead Orks. Dead Orks are good. Dead Orks in a whoreship are….. I’m not sure. Hunting man seems to be having fun. Sounds like a good hunter.

Drinking buddy doesn’t seem impressed. Thinks hunting man is lying. I think he seems alright. He tells Scary Robot Man to kill him sarcastically. Scary Robot Man is not good at sarcasm, but waits for later.

I think we’re going hunting! This could be fun.

Scary Robot Man tried to kill the hunting man, guess it must be later. Scary Robot Man broke, so it’s okay.

Guards are coming. I don’t want to fight. Hunting man tried to shoot me. He’s not very good at it so I took his gun so he can’t hurt anyone.

Drinking buddy thinks his gun is cool. I have enough guns, he can have it.

Everyone is fighting and yelling. I think they want hunting man’s money. Money stuff is boring. So is Lawyer stuff. I want to go hunting. Hunting man agrees. He’s smart.

We’re going back to the ship! Pastey has found a sweet planet for us to hunt on. I give the ladies some of Captain’s money. They keep following me now.

Flyman and Captain are calling more Lawyers. Lawyers are boring. I’m going to sleep. Ladies still following me, getting a little weird.

We’re going hunting and getting our new spaceship fixed! Awesome! Current spaceship doesn’t shoot very well.

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