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Author Topic: Underhive Chaos Cult [Warhammer 40k SG][1st Edition][Bad End]  (Read 6032 times)

VoidSlayer

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #45 on: June 29, 2017, 12:44:05 am »

I mean, sure, great, lets have them annihilate the great hives, burn billions of souls directly into the warp just to purge a few guys.  Cripple industrial production and army recruitment in this sector.  Just as planned.

But that is long term, short term let's care for our followers and maybe care for some more downtrodden souls.

Maybe also make up a variant of the Changer of Ways that can mask as not outright chaos worship, but that would take convincing a  priest or something first.

Mithras

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #46 on: June 29, 2017, 01:45:22 am »

C

It seems they will be a hinderence on our current mission, it is best that they be until it's completion. That said, if they have any information that could help us carry out our assasination then we should hear it before we let them go.
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piratejoe

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #47 on: June 29, 2017, 03:20:15 am »

I just realized something, we have ten favor, 3 for killing the gangsters, and 7 for the conversion.
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banelord

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #48 on: June 29, 2017, 04:52:50 am »

Yes and it was 5 for the first level up, which reset us to 0 again. Therefore 5 total right now. Also can we see anything to do with peoples emotions and thoughts in the immaterium, as that is what that realm is made of.
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Ardent Debater

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #49 on: June 29, 2017, 08:28:41 am »

Spoiler:  GM Note (click to show/hide)

Yes and it was 5 for the first level up, which reset us to 0 again. Therefore 5 total right now. Also can we see anything to do with peoples emotions and thoughts in the immaterium, as that is what that realm is made of.

Spoiler:  GM Note (click to show/hide)
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Ardent Debater

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #50 on: June 29, 2017, 08:51:15 am »

You take a moment to ponder before speaking, "Go to Nint, integrate yourselves there, and await further instructions." The man bows before leaving, and one of the children waves goodbye. You've enlightened a few, but you have a long ways to go to say the least. When the cult is gone, you reflect on the knowledge you've received from the new converts.

- They used to belong to a small, and poorly defended settlement. The settlement was ransacked by a gang of almost sixty, everyone who wasn't killed in the raid was captured and enslaved by the gang. The gang had been forcing them, among others, to demolish ruins to gain the raw materials to build what passes for a fortress in the Underhive.
- The gang is based a fair distance out of the region, and would require a week's travel to reach. The gang calls itself the "Burrow Blades," supposedly lives on slaving and banditry, and has connections with the Hollabak gang. They're led by a man named Gunt who's allegedly a wicked shot with his Laspistol, but fairly lackluster as far as oratory goes.
- Rumor has it, the Burrow Blades planned to take out Dargot, assimilate the Gold Claws, and takeover the region. The new converts escaped from them almost a week ago, and would've managed to get away if it wasn't for the gangers Gunt sent to hunt them. But then, you arrived and showed them the Truth of Tzeentch!

You have many courses of action available to you, which do you take?

A.) Attempt to assassinate a gang leader besides Chut or Dargot, who aren't in the region at the moment. (Specify which)
B.) Attempt to get a job from one of the nearby gangs, they often pay well for dirty work.
C.) Attempt to get a job from Nint, they need the help and their pay, while not as lucrative as what the gangers can offer, is certainly cleaner.
D.) Attempt to enlighten a few Nint residents, and show them the Truth of Tzeentch!
E.) Attempt to rob someone who wouldn't notice the loss, i.e, a traveling caravan.
F.) Attempt to do something else entirely, (Write-In)

Spoiler:  Gwynana (click to show/hide)
« Last Edit: June 29, 2017, 08:59:34 am by Ardent Debater »
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banelord

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #51 on: June 29, 2017, 01:53:05 pm »

C) As depending on the job we can get our new cults members to assist us/help them integrate.
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Mithras

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #52 on: June 29, 2017, 03:38:01 pm »

B) Work for the gangs, from within their ranks we are most likely to find their weaknesses and identify the skilled members our message of hope might save.
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NRDL

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #53 on: June 29, 2017, 03:48:33 pm »

B
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Ardent Debater

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #54 on: June 30, 2017, 12:55:40 am »

You think of traveling to Nint, spending time among the settlers, getting to know their ins and outs, to better show their people The Way, but it isn't feasible at the moment. If you want to establish a Temple worthy of Tzeentch, you'll need cold, hard, cash, and with your skill set, the only way to get that is through the gangs. The coin would be nice, finding out their weaknesses, who among them has a strong-enough mind to escape their shackles, that would be nicer. You take a minute to evaluate your options, before opting to take the time to find the Gold Claws, you doubt the Rib-Splitters would appreciate your brand of violence, and the Hollabak gang doesn't quite sync with your scruples.

You look around, choose a tunnel, and are on your way lickety-split.

Spoiler:  Rolls (click to show/hide)

With your ease of travel, the twisted tunnels and patchwork passages of Zobek's underbelly might as well be an Upper Hive's metro-station. You find the gang in a mere two days, and subsist on the plentiful not-so-poisonous mushrooms and fire-grilled big roaches. You can almost feel Tzeentch take note of your efficiency, it's a good feeling.

+1 Favor!

When you finally reach the Gold Claws, their encampment isn't quite what you expected. You were thinking they'd be in some kind of village, mooching off the settlers, with maybe a light watch, not this. At the center of an oft-traveled intersection, almost twenty of them have setup camp, gated razor-wire blocks off both the entrances and the exits, their bedrolls are evenly spread beside their weapons, and at least half of them are awake and alert, watching the tunnels for any sign of activity. For a group of gangers, they're well-armed too, you sight the gleam of at least one brand new lasgun among their number.

You scarcely have time to take it all in, before a ganger spots you and calls out, "OI! WHOSE BE DERE! I GOTS ME MY BELT-FED AUTOGUN AIMED RIGHT AT DA SHADOWS, N' I'M SURE I'D HIT SOMETHIN' IF'N I SHOT! YE'D BEST NOT TRIFLE WIF DA LOT O' US, LEST WE-" Another ganger cuffs him upside the head, he responds with a groan and you can just barely hear bits and pieces of the conversation, "Maggot-munchin'..." "tryin' da sleep..." "I dina' mean ta, I-I swear!..." "Ye sorry..." "Aiiight, Aiiight, jus' don' tell..." When the conversation ends, the original shouter leaves his autogun at his post, and sulks back to his bedroll. The other, apparently more considerate of his sleeping fellows, calls out,

"Who's out there? Oh, tha' man, da yellin' one? Oh, don't mind him, soft-headed fool's harmless. State yer business, pay yer toll, n' ye can be on yer way, no trouble." You step out of the shadows into the dimmed floodlights, closing your eyes to adjust to the glare, and the ganger whistles, "Whoo-whee, wha's a pretty lil' lady like yerself doin' wanderin' 'bout all on her lonesome?" You scoff, annoyed more than anything, at this point it's routine, "I'm an individual of unique talents, and I need to speak with the head of this operation." Though you can't see his face past the mask, the ganger's eyebrows are certainly raised, "Huh, so tha's how it is? Ye wiff da Hollabaks or ye jus' freelancin'?"

You shrug and brandish your sawn-off, "I'm no courtesan, my skills are a different sort." The ganger nods, respectfully or sarcastically, you can't tell, but his voice sounds serious, "So yer a hitlady eh? Ye'll get no trouble from me, step right in, n' mind da wire." You nod and pass through the checkpoint. As you walk to the camp, the ganger mentions, "Me name's Nub,
yer 'round dese parts again, gimme a holler, aiiight?"
You nod but don't speak, you've got more important places to be. A few of the woke gangers give you odd glances, but seeing your shotgun, keep their thoughts to themselves. You reach the encampment center, where a few tarps have been setup, making some semblance of privacy.

You cough, announcing yourself, and a slim hand draws back the tarp. A lean and wiry man, bald-headed with a predatory glare stares you down, you blink first and he speaks, "Who're you? Why're you here? I've got no time to time for hookers, cut the shit, I've got business to attend to," For an instant you're taken aback by his tone of voice, but recover quickly, "The name's Gwynana, I'm an infiltrator for hire, need someone dead, need someone's secrets, I'm the "man" for the job." The man gives a thoughtful nod, "Fair enough, I suppose you're lookin' for work?" "That I am." He flashes a mirthless grin, "You're in good company, come in, take a seat and let's talk."

Over the next hour, you talk with the gang leader in his makeshift tarp tent, strange books and data-slates litter the floor, and unlike his men, neither his dress or his gear sport embellishments. From the looks of things, he's aspiring to be an up-and-coming crime lord, and he certainly acts the part. He introduces himself as Chut, secondhand man to Dargot, who's out with the rest of the gang hitting up a settlement, supposedly the rest are here to toll caravans until they hear back. They're expecting him to be back in two weeks, tops, and Chut has a selection of jobs he's been needing someone like you for.

A.) "I need you to get rid of a punk named Rogan, short, whiny little bastard, green mohawk. He's got his own crew, up and comin', maybe a dozen, they've been raidin' caravans and hurtin' business. We can't have that, 50 Throne Gelt dead, 100 alive."
B.) "These Hollabak types, I don't trust 'em, neither does Dargot. They do straight business and their powder's the best around, but I got a hunch they're plannin' some kinda somethin'. Find out what it is, and I'll dole out anywhere from 20-100 Throne Gelt."
C.) "I need a runner to fetch a package comin' outta Mintu, small settlement, maybe 20-30 there, 'bout three day's away, and bring it right back here, safe and sound. 30 Throne Gelt, no questions asked."
D.) You don't think you can handle any of these, (Bail-Out)
E.) This is the moment you've been waiting for! (Attempt to kill Chut)

Spoiler:  Gwynana (click to show/hide)
« Last Edit: June 30, 2017, 01:01:24 am by Ardent Debater »
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NRDL

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #55 on: June 30, 2017, 01:06:07 am »

A, we get paid for getting rid of more scum directly.
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helmacon

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #56 on: June 30, 2017, 01:41:44 am »

Interesting that his voice is blue. When the old man changed from loyal citizen to cultist, his voice changed to blue as well...

Anyways, A
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piratejoe

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #57 on: June 30, 2017, 03:10:16 am »

As much as I would like to kill this guy, E would be terrible seeing that we are in the middle of a fortified position and they would be easily able to kill or capture us. Our best bet at the moment would be...
A
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VoidSlayer

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #58 on: June 30, 2017, 03:21:29 am »

C Moving mysterious packages for unknown reasons seems like a change of ways thing to do.

Mithras

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Re: Underhive Chaos Cult, (Warhammer 40k SG)
« Reply #59 on: June 30, 2017, 09:13:18 am »

A) a chance to remove a gang head without setting the others on alert. Though we must wonder why Chut wants to keep our target alive.
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