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“Faith and Betrayal” is a Warhammer 40,000 Dark Heresy/Deathwatch RPG Campaign set approximately around the time 814.M41. It follows the exploits of Acolytes under the command of Inquisitor Sand of the Ordo Xenos and the missions of Deathwatch Kill-Team “Kronus.” Working alone, and sometimes together, both of these Inquisition units are dedicated to finding and destroying the enemies of the Imperium. “Only in Death Shall Duty End!!”

“Wet Work” (06/15/2017)

Early the next morning the party heads out toward the south to investigate the unexplained “presence.” They are joined by one of the locals to serve as a guide, a young man named Sebastian who comes highly regarded by the townsfolk as one of their best trackers and hunters. A violent storm has moved into the area and their Chimera APC provides protection from the elements for the first half of their journey.
When they reach the river, Vern does not want to risk the Chimera sinking and decides against using the Chimera’s amphibious capabilities. After parking the Chimera and leaving it under the guard of Vern’s massive combat servitor, Bjorn, the party makes their way on foot to where the townsfolk keep their boats. It doesn’t take them long in the wind and rain to be soaked and Gunn fairs even worse when he decides to scout the area using his Dark Eldar skyboard where the sky offers no protection from the elements.

After crossing the river by boat, the party continues to the source of the mysterious presence and it soon becomes obvious that they are heading toward the nearest mountain, one that is shaped vaguely like a chimney, of the nearby mountain range. Halfway to this mountain, the party comes under attack. Ambushing the acolytes from the cover and concealment of some trees and bushes, Xenos creatures (that the acolytes later find out are Tyranid creatures called Termagants) fire upon them with their organic weaponry. Despite some minor wounds, the party is easily able to dispatch the creatures and burn their remains.

Upon arrival at the base of the mountain, the party is able to see that while most of the mountain is a natural formation, it has been augmented with some features made to look natural. A disguised set of stairs wind upward to a shallow alcove that hides a large reinforced door that appears to have been violently breached- from the inside.

The party enters the door and explores the interior of the mountain. What they find is a multi-level research complex of Imperial manufacture. There are signs of battle present but no bodies. Another thing of interest is that it appears that the entire facility has been wired with a network of explosives that were installed during the construction of the facility and not afterward.

IMG_0965.JPGA search of one of the upper levels results in the party being attacked by extremely fast moving multi-limbed creatures armed with long deadly talons. A desperate battle occurs as the creatures negate the party’s ranged firepower advantage by quickly closing into melee with them. Despite the surprise attack by very capable close combat opponents, the acolytes are able to slay the creatures and flee back to the lower levels as Vern’s auspex alarms with the detection of a larger force converging on their position.

During their flight, Vern is able to detect an Adeptus Mechanicus signal being broadcasted from the lower levels and makes the decision for the party to investigate despite the Xenos creatures hit on their heels and closing. Upon reaching the last level of the complex, they find a long corridor that ends in a set of heavily reinforced double doors. The corridor is lined with rows of sentry turrets with a variety of ranged weaponry and their effectiveness is evident from the large number of rotting Xenos corpses filling the corridor.

Stopping at the edge of the corridor and being actively scanned by the turrets a voice reaches out to Vern…

“Bug Hunt” (06/02/2017)

After months of being captives of the Dark Eldar and making passage through the Koronus Expanse after their escape, acolytes of Inquisitor Sand finally return to the Calixis Sector with some potential recruits for service in the Inquisition. Their welcome is back is an immediate quarantine and an extensive battery of invasive tests to test for taint, corruption and suitably for service in the Ordo Xenos. Months past before the acolytes are finally cleared to serve the Inquisition.

In order to test the ability and resolve of the potential acolytes, as well as to ensure the proficiency of the returning acolytes, Inquisitor Sand’s senior Interrogator, Interrogator Jaxx, dispatches them to the frontier world of Tygress I under the leadership of senior acolyte Vern to investigate an odd radio transmission coming from the secluded settlement of Valiant, reporting a unspecified Xenos sighting. After locally-stationed Imperial Guard fail to find anything of note, the acolytes are sent to double-check the Guards’ work.

After securing some military grade arms and equipment, as well as a Chimera Armored Personnel Carrier (APC), the team make their two day journey to the remote farming and ranching settlement. Just outside the settlement Gunn gets the Chimera stuck and while digging the tank out the team happens to see a flock of carrion birds circling something in the distant woods. An investigation into the matter reveals a dead bear-like creature that has been viscously shredded and more importantly, the bear has evidence of mutations.
The team pulls into the town of Valiant just as the locals are finishing a funeral service near the small Imperial Church. From here they spilt up with Luck and Doomonue heading to the local saloon, the Dirty Thirty, where they befriend a crippled (legless) ex-Imperial Guard sergeant name Silas who really enjoys alcohol. The others head to the church and speak with the priest, Father Kincaid, who is burying the deceased.

Both groups find that the townspeople are wary of talking to outsiders but appear to be Emperor-fearing folk and loyal to the Imperium. It’s the group that originally spoke with Father Kincaid, and then proceed to the town hall to talk to Valiant’s mayor, a woman named Dahlia, that learn the town’s secret- the townsfolk have recently become mutated with an assortment of physical features as well as a psychic gestalt where they can sense each other, as well as a strange alien-like presence to the south of their town. The people are not sure what caused the mutations but since the affliction, something has been killing off the townsfolk.

Luck and Doomonue come face-to-face with this killer (sort of) when Silas is just about to tell them about the dangerous creatures lurking in the area when he’s attacked outside the saloon and ripped in half. The creature responsible is imposing and chameleon-like, blending in with the surroundings. As Luck faints away at the sight of the thing, Doomonue fires an autogun volley at the creature (seeming to wound it) and it flees without a trace.

After a heated discussion with the town’s leadership, mainly concerning whether or not the acolytes intend to report the townspeople’s mutant condition to the authorities, which would result in termination of all the population, the party decides to travel south to investigate this alien presence the townsfolk can “feel.”

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