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Feb 22nd, 2020
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  1. Your Kill-Team's composition was as follows:
  2.  
  3. Leader - Raven Guard Assault Marine, Talaric Arn
  4. Crimson Fists Assault Marine, Naldo Queral
  5. Novamarines Tactical Marine, Alamartus
  6. Salamanders Apothecary, Tre'hestan
  7. Imperial Fists Devastator (you)
  8.  
  9. Your Watch Captain was Captain Caedric, of the Celestial Lions Chapter. Last you heard before departing on your mission, he was bound for the outer Jericho Reach, to the Slinnar Drift region.
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  12. Your Kill-team was dispatched an approximate ten solar months prior to Karlack in order to investigate claims of a budding Chaos cult. Due to Karlack's extreme importance in the Reach, coupled with confirmed pict images of at least one Chaos Space Marine and several marks of Chaos, a Kill-Team was chosen to deal with the problem in lieu of an Inquisitorial team, a Kill-Team being a compromise towards subtlety over an ordinary Chapter.
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  14. Starting with a subtle approach, your team successfully descended to the lower levels of the hive city, "persuading" informants to give up the necessary information. Within a month you located the cult's base of operations; they had occupied an entire hangar-sized space, several kilometers underneath ground level in a secluded area locked behind several doors. An infiltration followed by a furious firefight resulted in your team cornering the Chaos Space Marine in question in cover; however, before his capture or death was able to be ensured, what was most certainly a Greater Daemon, a great winged beast with a beak and a brilliantly coloured coat of feathers entered the room, seemingly from nowhere.
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  16. With a mere look, you quickly lost all sense of your surroundings and were caught in a mental labyrinth the likes of which is impossible to describe and impossible to even create in the real world, often with geometry that seemed impossible or physics-defying. For what seemed like years you were imprisoned within your own mind, sometimes navigating strange, dark corridors; sometimes enduring awful torture; and sometimes, some other, more esoteric attempt to break your mind, such as speaking to strange men and being forced to affirm your hatred for Chaos and belief in the Imperium repeatedly.
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  18. Your experience with the Imperial Fists' Pain Glove gave you some resistance to many of these, and your stoicism got you through the rest. The illusion eventually, quite suddenly dissipated in the middle of navigating what seemed like the hundredth labyrinthine maze, leaving you to awaken alone, with all of your equipment intact, in a dark storeroom connected to the huge chamber the final battle had taken place in. Your chronometers showed you that, despite your time spent locked inside your own mind, you had actually spent around nine months occupied in that way. There was no sign of your Kill-Team, nor any of their equipment, and all evidence of the Chaos cult aside from some old scratched-up iconography was gone.
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  20. From there, you made the long several-kilometer trek to the surface, to discover that Karlack was under attack by Chaos Space Marines and you emerged in the heart of Chaos-held territory. You have had brief vox contact with the Blood Angels and Storm Wardens Chapters, in the form of Captains Antargo and Teague respectively, who have forces operating in the area, but they can do little as you are so far out. Thus, you have been forced to fight your way towards Imperial lines (the final trek will come out to around a kilometer, which is essentially an eternity in urban warfare.)
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  22. From these experiences you'll gain 1d10 Corruption Points and 2d10+5 Insanity Points.
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