The Thirteenth Hour - Part 1: The Red Cages

by DM B  

Timestamp: 6.060.000.M42

Location: Quaddis, Golgenna Reach, Calixis Sector

Situation: Looking for Xerza

Body: It's a brave new Millennium! New Years Eve came and went while you were waiting for word about Xerza in the skies above Sepheris Secundus. Jax threw a party even better than the one from the year before. Some of the crew got shore leave. You identified three possible attempts at infiltration. One was checked out rather quickly. Number two confessed to working for an external agent - unfortunately he could not provide information on who this might be. Haxtes has it pegged down as Inquisition - possibly this Renthor. Number three is still at large - you've allowed him to continue his work, but the Maiden is monitoring him. Possibly a deep sleeper agent. If you take him now you will learn nothing, because he knows nothing.

But that's not important right now. You eventually reached Quaddis after what must have been one of the fastest trips ever made by a Calixian vessel. The Maiden really is a sprint freighter in all ways that matters. Her hardware is good, her captain is good, her crew is good, an Abominable Intelligence resides aboard, the Warp favored you passage, the Navigator is quite skilled. The list goes on. When things go THIS smoothly it's usually a sign of bad things to come. And no exception this time...

---

Quaddis does not allow ships into low orbit. Rogue Trader Charter or no. See there are lots of other people with Charters here (Jax Guilliman included). And Imperial Governors. High Magoses. Cardinals. Lord Admirals and Generals. High Justices. High-ranking Imperial nobles. Inquisitors. And for some reason they don't want to get orbitally bombarded. So the reach Quaddis you must park WELL away from planet, in one of Quaddis Lagrangian points. From there you travel to the capital of Xicarph with a long-range lander. To refuse to comply with regulations is to invite immediate destruction.

Quaddis is special in other ways: It has no real cities except the polar capital. The rest of the planet is divided into the personal estates of the rich and powerful. Some are quite small, - a manor and some surrounding acres, but there are also estates the size of kingdoms. The planetary population outside  Xicarph is not large. Five million. Ten maybe. So most of the world is wilderness. Quaddis is also exempt from most of the laws and regulations that so bind the rest of the Imperium. It pays no tithe. It has no Governor. The entire world is the fief of the Haarlock line, and has been since it was discovered by Faustino Haarlock during the Angevin Crusade. His nephew Gabriel Chase Haarlock was named Colonial Regent of Quaddis - and expected to work towards establishing the remote Quaddis system as a profitable part of the Imperium. So far, so good - this happens with many colonies. Only in Quaddis' case the colonial effort never got anywhere. Instead the Haarlocks attracted all sorts of rich and powerful folks who had a vested interest in keeping the status quo. And lo and behold - two thousand years later an entire world with great resources and near-perfect habitability still has pre-colonial status. The last Haarlock regent, Thaddeus, died many years ago, freeing the fief-holders from the last bit of troublesome influence. Now each effectively rules their fiefs like little Emperors. The only check on their excesses is the Holy Inquisition - and even this august organization is loathe to interfere with Quaddis unless the need is very great or the heresies very grave. But it does happen...as the broken halls of House Sinderfell stand testament to...

Xicarph the capital. A majestic domed city in the northern polar region. It's the only real spaceport, so imports must come through here. It's also where the owners gather when they tire of the estates. The entire city, save a very small Adept presence, is there to pamper to their decadent vices. Five million people - many more during festival season when their retinues of the mighty come with their masters - all devoted to satisfying corruption and supporting excess.

---

You all went to Xicarph. And now it looks like it might become your grave. Jeb and Parsifal were the first to arrive aboard a pleasure yacht out of Malfi. Started looking for Messinus. Manged to establish contact, but before you could meet there was an...incident and you were...taken. By the slavers of the Beast House. A man with a Jackal mask commanding. Why would they do that? They supply xenos and beasts for the fighting pits, but not humans. Or do they? Well, they obvisouly do so now!

Haxtes people fared no better. Upon arriving in Xicarph the astropath detected a short telepathic burst emanating from Gilgaed every two hours. The equivalent of a psychic homing beacon. Investigating he was ambushed and overcome - someone waiting for the hunter, someone stalking the predator, someone armed with toxic darts. By a man with a Jackal mask. An Inquisition-sanctioned astropath compromised. Bad enough. But being taken like that, alive, and dragged away like nothing more than an animal...that really stung. They would learn the folly of not killing him soon enough...cold hate burning like fire inside.

And Maxi? What of him? Was he too taken? It is too early to tell...

---

You've been fighting in the blood pits below the streets of Xicarph for quite some time. The Red Cages. Kept here for days. Maybe more. Jeb and Parsifal have been her a little longer. It's hard to tell. You're exhausted, wounded, malnourished. They've drugged you as well, you're sure. Things to keep you minds hazy but your limbs strong. There have been fights. Against other slave gladiators. Against wild beasts. Against xenos. With weapons and without weapons. Many have died, but they keep filling the cells with new flesh. You've survived though. Parsifal has his faith. Haxtes is a tough and mean little fuck. And Jeb...Jeb is a cockroach.

The crowds love it. They all wear veils and masks and sit high above the pit floors, but you can see that they are wealthy people come down from above. To indulge in another type of vice.  But the last couple of times there have been less and less people, and less and less cheering. The crowd is getting bored, and that's not a good sign. There are fewer gladiators too - save for a handful of recent arrivals there are only twelve of you veterans left. Also not a good sign.

Bad signs or no - here you are. In a largish cell deep underground. Twenty-odd poeple clad in torn and bloody white jumpsuits. Some have bits and pieces of armour, most of improvised. None are armed with real weapons - but you've managed to make some improvised ones and hide away a few small blades and such. Soon the cage doors will open and you will have to fight again.  Perhaps it will be the last fight...

97 comments

Comment from:
Haxtes will try to get the others to escape, over power the guards with what weapons they have, using hes cloackin shadows psi power and try to get out when the guards and prisoners are busy fighting.
06/06/12 @ 13:51
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You have tried the overpower-the-guards-and-escape thing at least two times already. The first time went rather badly. You completely underestimated the skill and power of your captors - all were hardened warriors and hunters...or ogryns. You were beaten silly and hauled back into the holding cells. The second time went a little better. You knew the system better and were able to overpower some guards - but eventually you ran into closed doors and the escape lost momentum. There were reprisals after that one. You did, however, learn more of the layout of the place. No getting out that way. There may have been a third time. You’re not sure. It's kind of blurry, hard to keep things in chronological order. The others are with you, as far as they are able. You are twelve veterans, Haxtes, Jeb and Parsifal included. You’re all in a sorry state – but the survivors are also men of skill, toughness and an indomitable will to live. Necessity has brought you together as one. And unspoken alliance with Haxtes as the packmaster, with Jeb and Parsifal as your lieutenants. Most have some form of combat experience from before. A few do not – they are normal people that fate has given an unusual gift for killing to stay alive. Not unlike Haxtes. There are also a score of new guys. A couple of fat children…or maybe they are ratlings? A handful of random-looking civilians. The rest are whores and courtesans. Another indication that the Red Cages are closing for the season. Getting rid of cooks, odd helpers and unwanted women. You’ve been hoarding runoff water for some time now. In preparation for the final escape. The stuff they give you is laced with toxins that keep you aggressive and awake, but steal you capacity for reasoning and plotting. Same with the food. Not eating it has been trying, given your half-starved states. But not worse than continuing to drink water you know is poisoned. But now the time has come; you’ve started drinking from the cache, leaving the new guys with all the spiced water and laced food. One of the fat-looking ratlings dies in the night – he’s gouged on too much and his poor body gives up (or maybe Jeb strangled him). You feast on his flesh – it hasn’t become contaminated yet. Then you drink the last of the foul-smelling, but still purer, water you’ve cached. The worst of the haze clears from your minds and weary limbs regain a semblance of power… --- The heavy iron gates leading to the pits start opening. Bright lights illuminate the sandy floor beyond the access tunnel. From experience you know that you must move out – they have ways of dealing with reluctant fighters. Moving forward you pass through the armoury tunnel – there is almost nothing there. Bits and pieces, broken remnants of weapons. You pick up what you can find and move forward, into the brightly illuminated fighting pit. This pit is pretty basic. Fifty meters across with high smooth stone walls. Stone floor with some sand on it – sand that by now is heavy with dried blood and other – human or otherwise – body fluids. Four gates on the floor, each barred by an iron gate. You’ve come out through one. The enemy will come from one or more of the others. You never see the crowds properly. The lights are too bright. But usually there is cheering. This time you can hear some hollow laughter from above. That’s all. No real crowd them. This is clearly to be the last fight.
06/13/12 @ 13:56
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If this is the last fight, then its time for us to get out, use the new faces as shields, get up and over the top, kill whats there.
06/15/12 @ 10:02
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You army is ready. Rested, fed and watered. Free of the worst effects of the mind-numbing drugs. Your captors even provided you with female company on the night before the battle. It did wonders for morale. Now those same women - and the other newcomers - serve as auxiliaries on the front lines. Behind them veterans await. The flanks are secured by your most dependable lieutenants - Jeb and Morgrom. Parsifal you keep close to yourself. He is your bodyguard - and in that capacity he's less likely to wander off to do something heroic.
06/15/12 @ 13:27
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Your first opponents are three heavily scarred orks. They maul a number of the auxiliaries before your veterans close and swarm them. You claim a heavy iron spear for yourself - it will serve as your personal banner. The rest of the gear of the fallen are divided among your men. More opponents follow. A horde of panicked servants are driven into the pit. At the same time some monstrosity out of the Fenksworld pits comes raging out of another tunnel. It kills many, one of your veterans included, but in the end it dies and your ranks swell as the servants either join you or die.
06/15/12 @ 13:32
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There are more battles, but they cannot break you. Human, xenos or beast - they all die upon your blades, are hacked apart with axes, impaled on spears or simply bludgeoned into oblivion. The hate in your heart grows so cold it burns inside you. It gives you strength. Strength to wield that heavy rod of iron like it was made of wood. Many are the enemies that die at your hands. You are a god of war, with your army at your side you cannot be defeated!
06/15/12 @ 13:37
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The fight continues. You become weary, the divine power that has infused your limbs starts to fade and the length of iron becomes leaden in your arms. It finally falls from limp fingers and you fall to your knees, spent. You gaze fixes upon a figure high up on the wall lining the inner side of the pit (you know, the one that's supposed to prevent the spectators from falling into the pit ;-) He wears a mask. In the glare from the lights you first think it is Jackal Mask, your captor and tormentor, but when you shade your eyes you see it is not him. This man wears a Heron Mask and he is of much lighter build than Jackal. He has a long serrated blade in one hand - and a severed head in the other. He throws the head into the pit and then pulls hard on a rusty lever. An old ladder is released to slither down along the wall, reaching not quite down to the floor. You can reach it if you stand on the shoulders of another - or if you leap from the back of one of the spindle-maw xenos who are eating their way through the remaining whores. The heron masked man is gone when you look up after assessing the situation.
06/27/12 @ 08:28
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Seems like the show is over and that means that its time for Haxtes to take hes leave. Haxtes will stick to hes plan of a stealth getaway where possible. the who, why and whats of this bizarre situation he intends to deal with when he get out and back to the maiden.
06/27/12 @ 09:22
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Then it looks like the ladder is the best option - the other fighters appear not to have noticed. Not yet anyway. Haxtes quickly attracts the attention of a spindle-maw (usually not a smart thing to do) by waving vigorously and then dashing away. Approaching the position of the ladder he quickly reverses course by running up the wall then launching himself at the charging spindle-maw. Using the spindle-maws' snapping head as a spring board Haxtes is able to gain enough height to reach the ladder. The prince is a couple of nasty puncture wounds in the right foot. You quickly scramble up the ladder...
06/27/12 @ 10:40
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would not feel right to start with out a few wounds :-). Haxtes takes a quick look around the chamber as he moves into the shadows and cloak himself.
06/27/12 @ 10:42
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A bullet in the arm and all that ;-) Peeking over the edge you see fighting. Two groups of what can only be slavers are fighting each other. From their badges and imitation masks you mark them as supporters of Jackal Mask fighting those of Heron mask. It looks like the Herons are loosing. They are fewer in number and their leader is nowhere to be seen. Jackal Mask is here though, leading his men to victory. Confronting him is of course tempting. It's also tempting to use the distraction of the fight to escape the arena through one of the exit portals.
06/27/12 @ 11:18
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Jackal mask has to die some time and there is no time like the present, To leave ones pray unharmed and alive is not in Haxtes`s nature. Haxtes signals the others to get up top side. Haxtes grabs a mask and a weapon from a fallen foe and use that to get close to Jackal mask an when he is close he slips hes sword/knife/sharp stick into the back of Jackal mask.
06/27/12 @ 11:23
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In this case the God(emperor) is a tad busy but old Haxtes will step in for him and do the honors.
06/27/12 @ 18:52
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Your cohort responds to your signal and heads for the ladder... You weave through the battle, lashing out as needed, but trying most of all to reach the Jackal Mask. Again you find strength in bloodletting - each time you draw blood, or better yet, kill, you feel empowered. Is a higher power watching over you? Khaine? Khorne? The God-Emperor of Mankind? All of the above? Or is it your psychic nature that's doing it?
06/27/12 @ 18:56
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As long as the watchers are happy with the display of martial skill, Haxtes concentrates on the mater at hand but he promises him self to dwell at length later on the nature of gods and there lust for blood. Another point is of cores that Haxtes likes to spill blood and kill it was the first thing in life he discovered that he was good at, granted he now knows he is skilled at a number of things but killing has a special place in his heart.
06/27/12 @ 19:01
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Your next opponent is particularity skilled with his twin jagged daggers - he carves bloody paths across your arms and shoulders before you manage to bury your blade between his mesh vest and gorget. The spray of blood is spectacular. You continue your march along the bleachers - behind you the first of your men scale the top, spot you, then join the fight.
06/27/12 @ 19:17
Comment from:
Nice of them to join the fun.
06/27/12 @ 19:35
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Haxtes moves up behind the leader, and slips the toxic splint from under hes nail. He stabs the leader in the jugular with it. When the toxins start to work he stabs him true the lower back to disable his legs.
06/29/12 @ 12:07
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You've worked your way through the throng of fighting bodies to deliver your sting and your stab. The sting works well enough, but the Jackal proves much more resilient to your toxins than expected. He bellows and flails, but does not give in. After dodging one attacker and parrying another you plant your blade in his groin. Not as neat as the back, but the Blood God doesn't really care. Khaine might - he doesn't like sloppiness. Be that as it may: The blade does succeed where the toxin failed. He goes down screaming in agony. You knew the man had balls. Now he does not. Not whole ones anyway. You gotta make a decision - the battle is becoming chaotic and deadly. You can try to join your men and make a stand. Or you can try to get away.
06/29/12 @ 18:32
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Supplementary: The Heron-supporters have been killed or routed. Leaving the Jackals in control. At the moment they outnumber your three to one. And despite their heretical nature they've proven very competent fighters. Among the best you've fought with simple blades and firsts.
06/29/12 @ 18:35
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You've six men over the wall thus far. Could be a few more could make it, but not very many. So staying isn't going to do much good unless you plan to defeat the Jackals and claim the entire arena.
06/29/12 @ 18:36
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if the leader is dead, then escape is the next part of the plan.
06/30/12 @ 14:11
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Their leader is dying. You can feel his life bleeding away and his wretched soul starting to leave the mortal coil behind - to begin the great journey to the beyond...where no doubt hell awaits it. The next question is this: Do you wish to escape along the same path as your followers, or do you you intend to the the stealthy path?
07/01/12 @ 09:43
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The leader gets one more poke with the sword so that he is dead. It is know that some survive even the most horrid wounds. Haxtes can stay and hold there hand for now , but if needed he will slip away and make his own way out.
07/01/12 @ 09:49
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Jackal mask goes from dying to dead. Unless he has the power of resurrection you won't be seeing him again. Your six brave followers look like they can handle themselves at the moment. But as you say - you can always slip away later. And who know, maybe they will prove useful somehow. You head out through one of the entrance portals.
07/02/12 @ 15:13
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at least they can be meat shield for Haxtes and he can slip away later if needed. Haxtes stays in the middle of the 6.
07/02/12 @ 15:20
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Passing through an open entry portal you spot one of the slaver guard pinned to the wall with a long-hilted dagger. The dagger's hilt is finely carved from done to resemble an angelic figure lost in prayer. Given that the dagger has been driven through the slaver's chest to pin him to the rockrete wall it must be a monobonded blade. There is a blood-soaked note stuck on the blade. Read the note? Take the blade? Move on?
07/05/12 @ 13:08
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Nothing like a clean kill, gives a msg even without a note :-) Read the note -yes Take the blade -yes(he does not look like he needs it now) Move on -yes
07/05/12 @ 13:33
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The note reads: When the 13th Hour strikes at last the black light of a thousand hells will be released. Only the blood of Haarlock can keep it at bay. Beware the Widower.
07/05/12 @ 14:08
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That was informative, so we let pars keep all hells at bay when the clock strikes 13. until then we add widowers to our long list of people we hurt and hurt badly when we meet them. Haxtes hands the note to pars with a grin. "looks like you are the founder of the feast here"
07/05/12 @ 14:14
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Pars: "I will be ready." Jeb: "Yeah, just what we needed. Vague bloodsoaked notes left by a hidden 'benefactor'. Very reassuring." He resumes his rear-guard position.
07/05/12 @ 14:29
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" Now dont trow a tantrum Jeb just cos you dont get no mail. lets move out gentlemen" Haxtes moves into the middle of the group ones more.
07/05/12 @ 14:40
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The dagger feels faintly tainted to Haxtes. It has been used, in the not-so-distant-past, in an unholy ritual involving the summoning of something dark and vile.
07/05/12 @ 15:29
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Haxtes slips the dagger into a wall and snaps the blade, its not that he fears daemons but he has come to get a healthy respect for them and does not want anything that has been near them near him. If it is unbreakable he gives it to one of the others as a gift.
07/05/12 @ 15:44
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It's not unbreakable. Few things are. With the right leverage and some effort you snap the blade, leaving you with two parts: One angelic icon in your hand and one blade stuck in the wall. A very dark substance, like a mixture of blood and ichor, starts to seep from the walled blade - the sense of nearby evil becomes acute. If that blade was intended as a gift it was a very poor one. You'll not be inviting that one to any more parties.
07/06/12 @ 09:05
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Keeping the icon Haxtes moves on a little evil seeping from the walls here is not a big priority for the Ordos. Gifting blades like that dont make them friends true, but it gets them on the list.
07/06/12 @ 09:08
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Blood marks the path. Blood, a few dead bodies and some more open doors. All leading you safely out of the slavers' territory. And not a moment too soon - at this very moment there are cyber-wolves on the prowl, sniffing for you. The slavers arm themselves for hunting dangerous prey and the ogryn beasthandlers work themselves into near-frenzy over the prospect of killing runaways. Even had you all your gear and were in top shape this would be a difficult fight. In your current condition...no. You must escape and return later if you want grievances settled. --- One last leg, a swim through a drain pipe half-filled with water and less healthy substances, and you are free. Free in what is the bowels of the great city above. Welcome to what amounts to Xicarph's underhive. It's not a nice place. You take a moment to rest and get your bearings. You are in what appears to have been a subterranean sewage processing plant. Now it's most ruins, stale water and rot.
07/06/12 @ 23:56
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After a short rest, (no need to make it to easy for the wolfs) Haxtes moves out, trying to find some sort of transportation that will take him away far and fast. (were is not important right now losing the hunters are) After Haxtes feels that he has lost them or gotten a good head start he will contact the Maiden for a pic up.
07/07/12 @ 09:14
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The highest priority must be reaching the surface and gaining the means to contact the Maiden far above. Then cleansing this pit of heretical crimes. The question that must be asked is this: Which course of action is most likely to lead to this end? If the trek is not too long Haxtes could probably reach the surface on his own. With the added benefit that the slavers will be on the trail of the larger group. If the trip is long or requires a lot of force to traverse then staying with the group could be the best course of action. You may lack firearms, but your men are armed with a variety of primitive melee weapons. Your group numbers six: Parsifal and Jeb you already know. Then there is Mulis, from the minor Hive world of Clove deep down in the Abyss. He's a deserter from the Guard, now in a position even less desirable. Next is Cronk, fresh from the Volg fighting pits on Fenksworld. His hugely muscled and pale flesh is clearly augmented by technoarcana. Mattis is a hardy bushmaster from the frontier world of Cloister. He used to capture predators for use in the fighting pits. But he ran afoul of one of the Beast House masters and ended up in the pits instead. Last is Guttersnipe the Ratling. He's not been very forthcoming so far. His skills include murder and staying alive.
07/08/12 @ 09:58
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Mattis: "I'm guessing we're about a mile underground, give or take a few hundred feet. North is there" he points a finger "but that doesn't help us much. Knowing a little about Beast House operations I'd say there is a transportation Vault somewhere near their area - a place for transshipment of spectators and creatures. It could provide a means of getting out quickly. But it will be heavily guarded. But it's either that or spend days or weeks trying to figure out this underhive and divining an exit strategy."
07/08/12 @ 10:03
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For the first few hours all stay together if we get to the surface : problem solved. If Haxtes needs needs extra time and the hunters get close, he goes alone and let the hunters get distracted by the others. So after whiting the rail yard (need all of us to break in) Haxtes will decide if he goes on alone or with the others. P.S: Haxtes will try to keep Mattis alive if possible as he knows the nice people who put Haxtes in a cell (it will be Haxtes's delight to get the info out from him later) P.P.S: Haxtes needs a gun, any gun will do, there must be someone in this low part of the hive that will want to donate a gun for poor Haxtes.
07/08/12 @ 10:09
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OOC: whiting the rail yard? Does that mean finding or hitting or some such? Good morning btw! Mattis doesn't seem to know anyone you've seen thus far personally. But who knows what a little interrogation might reveal. And he certainly knows more than the rest of you! You've yet to see a living soul thus far. The underhive appears lightly populated. Guttersnipe comes to the rescue. 10 min after setting out from the wast reclamation room you pass through a chamber with a number of collapsed gantries. You spy a dead body lying on one of them, high above you. But the ratling is able to climb up and get to the body without everything collapsing on top of you. He tosses down some loot: A finely wrought leather holster with a functioning las-lock. There is one round in the chamber and 11 more in the belt. It's a single-shot weapon, but it looks well maintained and probably packs quite a bit of punch. There is also a makeshift hand bomb (much like a frag grenade in function, though home-made). Guttersnipe keeps it - unless Haxtes objects. Guttersnipe also reports that the corpse has been dead for at least a few days. Killed by the gantry collapse most likely. Meanwhile Haxtes has been tracking two big-and-fierce-looking felines that have hidden among the rafters above. You guess the corpse has attracted them, but that they could not get to it without a collapse - they are much bigger than a ratling. They are probably very hungry.
07/08/12 @ 10:37
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OOC: Good morning mate transportation Vault = Rail yard :-) There is also a makeshift hand bomb (much like a frag grenade in function, though home-made). Guttersnipe keeps it - unless Haxtes objects.- he can keep it If the cats attack haxtes shoots them but if not then he will save ammo. Haxtes tell gutter to trow down the corps so the cats can eat it.
07/08/12 @ 10:43
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Who doesn't love a homicidal ratling with a bomb!? Good plan. The corpse drops the floor below, lading with a sickening crunch. The bloated flesh tears and rips, spraying fluids and shit all over. The cats look very pleased with this new turn of events - and no, they don't want to attack if they can avoid it. In the distance you can also hear the baying of cyber-wolves. With luck they will be delayed by the corpse and the cats. You could also set up an ambush here if you wanted to. But with only one gun it's a long shot. A very long shot. Mining the gantries could also work - but you've no reliable trigger and you've only got the one bomb. You might need it later.
07/08/12 @ 11:46
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we move out, this is the time for running, the time for fighting and killing comes later.
07/08/12 @ 11:48
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You loose the wolves for a while, but fail to make any significant progress towards your target - instead you wander the deeps without any sense of purpose beyond escaping your pursuers. Luck - or fate, whatever you call it - intervenes to put you back on track: You are passing long a mighty metal-grille staircase that crosses through a mighty vertical tubular chamber. Air rushes up from below, warm and stale, past numerous such stairs - you can see a few nearby, but sense there are many more. When you are half-way across a mighty siren sounds: Three times three. When it's done the stairs starts to shift (very Harry Potter-like if you ask me) and when they are done you're left on a landing far from the one you aimed for. Cold, fresh air now flows down the shaft. Cronk, in a deep and slurred voice: "This reminds me of Volg Hive. It reminds me of home."
07/08/12 @ 14:50
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He says 'home' with particular vehemence and loathing.
07/08/12 @ 14:52
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Cronk: "Maybe we can climb it all the way to the top?" Guttersnipe: "I don't know, it seems awfully high." Mattis: "I would not help much even if you could Snipe. Feel that air? It's arctic. Drawn straight in from outside the dome. The city sits in the polar region, remember? You follow this to the outside and you'll just freeze to death."
07/08/12 @ 20:26
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Haxtes gets a sudden sense of imminent doom - as if you are about to be attacked. Shout a warning? Take cover inside the nearby tunnel? Do nothing?
07/08/12 @ 20:28
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Haxtes activates hes psi cloak and steps into cover readying the laslock. as he moves he speaks. " Cover, attack imminent "
07/08/12 @ 20:32
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Good. That's the correct order of things. You are by far the most valuable member of this team. A hi-power stubber round impacts the grille. It would have hit Mulis was it not for your warning. You're guessing a lone sniper, about 100 meters distant, slightly higher than you. Hard to tell exactly due to the ascent tube's acoustics. He's probably using a darksight and wearing chameloine. A good shooter - but he's a hunter, not a warrior. He's not used to rapid changes in the situation. You're hidden and scanning for your target...
07/08/12 @ 20:43
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Boom! Another shot rings out. This time someone is hit. You register the baffled muzzle flash of your enemy and adjust your aim. You almost sure you have him, but his chameloine makes it impossible to be sure. You'd say a 70% chance you have him in your sights. If you wait until he fires again it will be a 100% thing. Shoot or wait?
07/08/12 @ 20:46
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Haxtes is a shooter, 100% is a kill and Haxtes likes kills a whole lot better than a near hit. So wait.
07/08/12 @ 20:50
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The stub rifle fires again. Haxtes adjust his aim slightly and fires the long-barreled las-lock. The enemy falls wordlessly into the chasm. He is dead long before reaching the bottom, hundreds of meters below.
07/08/12 @ 21:10
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The klaxon sounds again - the stairs are about to rearrange again.
07/08/12 @ 21:11
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You spot Cronk: His left shoulder is a mess, but he's holding up. With his other arm he tries to indicate that you should be moving along the platform until you reach the next stair - and quickly, before the stairs move again. Mulis lies dead on the grilles. That last shot took him in the head. One less deserter and heretic.
07/08/12 @ 21:13
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"Blood of the darkest spawn, May his soul burn in the warp" Haxtes is not happy at losing a fine rifle and a camocloak. " Cronk lead us out, move" Haxtes moves over and goes up the stairs.
07/08/12 @ 21:15
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Cronk, ever obedient to your wishes starts forward and you follow him. Upon reaching the next staircase it begins to move. When the movement is finished it leads you to the very tunnel the sniper was firing from. Cronk: "He came from here. If we go this way we should reach the Red Cages again. There be this vault Mattis talked about. I'm sure of it." Haxtes is also sure. This IS the way to go.
07/08/12 @ 22:51
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You pass down several more tunnels until you reach a large vaulted chamber, filled with rusty pipes and ancient metal tanks. I the distance you can hear the growling of a large beast - and the shouts of men trying to control it.
07/08/12 @ 23:14
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time to move faster then, if they get to close we will have to set a ambush, explosives and long range fire, but that is the last thing Haxtes wants to do.
07/08/12 @ 23:16
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Moving through the chamber your are ambushed by dark shapes that glide soundlessly though the dark. Winged things with vicious claws. Two latch on to Cronk, but his is much too large for them to move.
07/08/12 @ 23:30
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Lets hope the last of the gladiator heroes of the blood pit can kill a few birds then :-) Haxtes stays in the shadows with his psi cloak up, he does not what to waste the few shots he has on things that can`t shoot back.
07/09/12 @ 09:08
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The heroes of the blood pit come together without any special directions being given. Experience has taught them that cooperation leads to victory and only in victory is there life. After a few of the flying thing are dead they come less eager, but still continue to harass you. Keeping under the cover of pipes and sticking close to the tanks and whatnot proves more effective - the fliers don't like close quarters. You reach the other side of the hall.
07/09/12 @ 15:40
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Its good for the boys to get a workout- team building win or die style- Haxtes keeps moving no need to let the hunters closer.
07/09/12 @ 16:08
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The commotion you heard earlier was not the hunters hunting you. Now that you are closer you see that the sounds are from a number of slavers (you count half a dozen, all armed with a variety of melee weapons and sidearms) overseeing the movement of a number of beasts of various shapes and sizes. The beasts themselves (there looks to e about twenty of them) are leashed, bound or otherwise restrained - there are probably also tranquilizing drugs involved - goaded along by herding servitors (think common battle servitors, but with nets, lassos, electro-prods etc. instead of guns). Since the beasts do not appear to be particularly valuable you can only assume that they are being moved for disposal. A practical approach since none of the creatures are smaller than a grox. One particularly loud fellow shouts: "Let's get these brutes to the rendering plant. The sooner they get there the sooner those topside can have sausages with their beer!"
07/09/12 @ 17:12
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rendering plant- now that sounds like a place that has trucks or trains to take the fine foods up too the tables of the fine upstanding (throne fearing ) citizens of this shit hole of a plant. Haxtes follow the herd to the rendering plant, confident that he can get a kind (and throne fearing) soul to give him a lift uphive.
07/09/12 @ 17:18
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So you let them pass and then trail them from a distance - it's not hard following such a large group without being spotted. Side note: There were also two flatbed pulled by grox teams, laden with the corpses of smaller beasts - and gladiators. Seems everything goes into the sausages. Yummy. The rendering plant is a large slaughterhouse run by more servitors - and a few human directors. This is where the animals are killed, butchered, hung, processed, ground, etc.
07/10/12 @ 11:25
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Once the meat is processed it is no doubt sent on to the 'Vault' and moved up to the city above.
07/10/12 @ 11:27
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Haxtes plans to infiltrate the plant, and get a ride on what ever they use to transport the fine breakfast sausage to the fine(throne fearing) breakfast tables of this wonderful hive. If he can take the others without risk of detection they can tag along, if not then Haxtes tells them to wait and he will send for them ones he is out. (If possible Haxtes dont want the hunters to know that he is gone, it suits him fine to have them running around down here looking.)
07/10/12 @ 11:30
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One man might get through, maybe Haxtes and Snipe, but not the whole group. Mattis suggests maybe staging a diversion. It will have a dual functioning - making it easier for Haxtes to infiltrate and drawing the attention of the hunters away from Haxtes. Jeb doesn't look too happy about that plan - but when is he ever happy?
07/10/12 @ 17:12
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A distraction is provided - Snipe gets into position to throw the hand-bomb where it will do the most damage, then the rest rush forward in a surprise attack. The slaver respond quickly to this sudden threat, giving Haxtes the opportunity he needs: He move quickly through the warehouse - again using his psychic powers (given his fatigued and wounded state it might be a idea to conserve power until it is truly needed, but I'll leave that to you to decide) for some extra stealth. You hide among the crates of one flatbed that's mostly loaded and hope for the best...
07/11/12 @ 09:39
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Once the sounds of battle have faded the servitors resume their work. They finish loading the flatbed without noticing Haxtes. Not long after Haxtes' transport stars moving along another corridor. Towards the Vault and freedom it is hoped.
07/11/12 @ 09:40
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Haxtes just relax and enjoy the ride.
07/11/12 @ 09:44
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Thirty minutes later Haxtes and the crates arrive in the Vault - it really is a vault, a huge domed chamber whose ceiling is lost to darkness. It is but poorly illuminated, for so many glow-globe and lighting panels have failed, never to be replaced. Good thing you procured transportation btw - since getting past the guards into the Vault would have required confrontation or massive amounts of luck. There are other entry and exit points scattered around the Vault - but only one is of interest to you: A series of vertical transportation tubes that snake down from the darkness to reach the floor. This is where the packed meat is headed - it is unfortunately also the most brightly illuminated area and the one that appears the most heavily guarded. You cannot just coast in with the meat - you will be spotted. You must disembark and observe, waiting for the right moment to leave this place.
07/11/12 @ 09:46
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Haxtes has time to wait, no need to rush now.
07/11/12 @ 09:48
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Good. Patience is a virtue. Haxtes moves slowly from cover to cover, slowly gathering intel on the Vault. It's a big place - sever hundred meters across - and filled with all manner of stuff. Firstly supplies going in and out - and endless variety of cases and crates and containers being stored, moved, transshipped. Secondly there are a number of prefab modules that serve a variety of functions - barracks, bars, etc. All in all there is ample cover and concealment options - at least for one such as Haxtes. There are a number of people about. Mostly guards. Not very many (they are out hunting you no doubt), but more than enough. You could take out a few with the longlas - but it would be an exercise in futility. More would come and you would be undone. One particular area draws your attention. It's fenced of with frag-wire (don't touch it if you don't want your fingers blow off) and has it's own guard stationed outside a small gate. A trio of frefab habs sits inside the area - all there have IG markings and the words 'Margin Crusade' stenciled on the side, one is clearly marked as a Medicae facility. The man with the Heron mask - the one that released the ladder for you - suddenly exits the Madicae hab accompanied by three robed men. Three ogryns and two slavers fall in line and they leave the small compound, locking the gate behind them. The sole guard remains in place.
07/11/12 @ 21:16
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As Heron mask passes by your hiding place he looks straight at you. It's not a look in the physical sense, but one of psychic nature. He senses your presence, but does not raise the alarm. You notice that one of the two slavers is carrying There Will Be Blood in a ridiculously overdone hip holster. The other has your trusted needler in a shoulder rig.
07/11/12 @ 21:44
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You've a couple of options: Continue scouting, investigate the small compound, trail the Heron and his guards. Or as always there is the Haxtes option - doing something else entirely.
07/11/12 @ 21:51
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Haxtes has one mission on this ass end of a planet and that is to find his mistress (all other activities are done on his own recreational time). So Haxtes will work to find transport out of this well run plant and get back to the Maiden. Unless the mistress and or the emperor returned is here in this well run plant (if they are Haxtes will join the parade and sing along with the rest of the happy (throne fearing) citizens (in the case of the emperors return, in case of the mistress here he will kill them all and get her out), In short Haxtes keeps trying to sneak on to a transport.
07/11/12 @ 23:08
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That sounds like a very good plan. Alas, neither the Emperor nor the Mistress seems to be around at the moment. Speaking of the Mistress: There is a certain psychic connection to her person somewhere nearby. Among Haxtes many skills is a smattering of prescience - it's what allows you to do those trick shots from time to time, but it has also given you insights about things or places in the past. Now it kicks in again - in a new fashion once you think of the Mistress. Anyway: Haxtes is confident that he'll get out eventually. But he need to use one of the central elevators. And they are guarded and well illuminated. So patience is required. Patience and observation. Either you'll spot a weakness in their preparations (there are always weaknesses) or something will happen to distract the enemy. But you don't know how long it will take. Minute, hours, days...who knows. And time is of the essence. Probably.
07/11/12 @ 23:55
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No Emperor returns parade for poor Haxtes ah well he will just have to find some other for of pastime then. Now nearby that is a good word, in this plant ? this hive ? this life time ? It takes how long it takes now does it not ? -Time is always of the essence in one way or the other, but a infiltration or ex-filtration with out a clue takes time. But IF Haxtes fells that time so of the essence that he has to act now like a common amateur he will do so.
07/12/12 @ 00:10
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Nearby as in your immediate vicinity. No further away than 10-20 meters. A life-force, slowly ebbing away, and with it the connection to the Mistress. Time IS of the essence - but better it takes a while longer than you end up like the amateurs: Dead or captured.
07/12/12 @ 10:20
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1. Does Haxtes fell that he has a reasonable chance to take out the Heron Mask and the guards and get away with it without dragging his own intestines behind him after?- if so that's the best option and after that use the heron mask to gain access to the gate house,- kill the guard and get to the Medicae facility ( likely place for fading life signs). 2. Sneak up on the guard outside the gate- kill him and get into the Medicae facility. ( likely place for fading life signs).
07/12/12 @ 10:35
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There are very few people Haxtes can't kill. If you could get at Heron on terms of your choosing you'd give him a run for his money. Unfortunately you'll have to get through two slavers, three orgyns (those huge automatic shotguns look rather deadly), three robed dudes...with only a laslock. The chances of intestine-dragging are too high. Later. You'll deal with Heron later. The lone guard is...a lone guard. A lone guard in a dim corner of the great hall. You do the math. Haxtes times lone guard equals a blade to the heart and no sounds made. The guard has a sturdy stub revolver with a five-round chamber and a sawed-off pump shotgun. The revolver has man-stopper rounds - good for taking down unarmoured targets, but poor fare against battle armour. There is a dozen extra shells for the shotgun, plus three armour-piercing explosive ones (the poor man's bolter rounds). His clothes are rugged and dirty - a mix of heavy fabrics and leathers. Other odds bits and ends can be found as well - a lumien rod, a few lho sticks etc. The gate is locked, but it's a simple padlock curing a simple metal-mesh gate. You don't need to pick it - you can just find something with a little leverage and just break the lock.
07/12/12 @ 10:55
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Then its : 2. Sneak up on the guard outside the gate- kill him and get into the Medicae facility. ( likely place for fading life signs).
07/12/12 @ 11:55
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Entering the Medicae facility: It's a fully stocked interrogation facility, much like those used by the ]I[, only this one has been assembled from various illegal sources. All very familiar to Haxtes. One middle-aged man is strapped to an interrogation table. He's be extensively cut and manipulated - the only reason he's alive is the life-support equipment he's hooked up on. Or was. The equipment has been turned off recently and the man is expiring. By rights he should be dead already, but he's hanging on to life through sheer will alone. As you enter he directs his single (lidless - cut away by his torturers) eye to regard you. He is the source of your premonitions. Also of interest is the largish melta bomb sitting on the floor of the prefab. It's big enough to take out the entire facility and anything within a 100 meter radius. It's set to go off in 9:39.
07/12/12 @ 12:23
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If it is familiar to Haxtes then: If the melta bomb is not wired up to the life support, then Haxtes turns it on (the life support, not the melta bomb). After given the man 20 sec to get his bearings (and heartbeat back) as time is of the essence: "Talk and get to the point quick we don't have a lot of time."
07/12/12 @ 12:57
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Ah, good of you to point out you're not turning on the bomb... The man's voice is weak and cracked, but you can make out mot of it: Nazauth Karkalla, Inquisitor, Ordo Hereticus. Next follows some Inquisition code-words meant to identify a servant of the Ordos. Tracking suspected heretical activities of the Beast House master 'Jackal Mask'." His next words are lost to some blood-couching. "It was discovered that the Beast House - their own dealing aside - were in league, or perhaps under the sway, of more dangerous heretics. Including warp-dabbles and rogue psykers. I therefore proceeded to request aid from and old ally of mine..." He passes out and Haxtes has to give him some more spike shots.
07/13/12 @ 11:17
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He comes around again. He's a bit confused at first, but manages to refocus.
07/13/12 @ 11:28
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"You must be Haxtes. She said you would come. But judging from your own state you've been mixed up in you own trouble... We were ambushed by warp-sorcerers and their allies...their leader was a man in a Heron mask. They killed a lot of us - captured me - but Xerza got away. She was too strong for them. The Heron - he did this. He is not a mere Beast House master. He is something worse."
07/13/12 @ 11:31
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"do you know where Xerza is ?"
07/13/12 @ 11:34
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"No. Unfortunately I do not. But I do know she is not in Xicarph anymore. She intended to flee the city and establish a base elsewhere. But I do know how you may find her. She left one of her own cadre behind. You must find him in the city above. He will lead you to your mistress. Be very careful Haxtes - these heretics have infiltrated the Adepta here on Quaddis and their warp-powers are considerable. Trust no-one but yourself. Find your Mistress. Then call down the wrath of the God-Emperor upon these heretics. The Deathwatch. The Malleus. Whatever is required. Now. Unhook me from these abominable machines and give me a gun. I have one last duty to perform before I got to stand before the Throne." The minutes are ticking by, but you still have time left.
07/13/12 @ 11:43
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"As you wish Inquisitor" Haxtes unhook him and hands him the late guards pistol.
07/13/12 @ 12:01
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You leave the frefab. "Heron is here for the festival. He is looking for something called the Widower - he seeks to control it or capture it I believe. I know little of the Widower - only that it is the name of the legendary guardian creature that once served the Haarlock lords of this place." The Inquisitor somehow manages to walk on his own. Not very fast, but still. "When the bomb goes off I will attack the guards at the central elevators. You will use the opportunity to seize one of the lift baskets and escape."
07/13/12 @ 12:14
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Haxtes agrees with that plan. He sneaks as close to the baskets as he can and as soon as the diversion starts he moves inn.
07/13/12 @ 12:34
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The melta bomb goes off as Haxtes gets into position. It makes a big bang and three is a very bright flash and a great deal of heat. Karkalla opens up on the guards. He's a dead man walking, but fears not death, only dying with his duty undone. Haxtes slips into one of the smaller personnel baskets and pushes the ascent button and whoosh he goes, up up and up.
07/13/12 @ 13:27
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Haxtes makes ready to sneak out at the other end, no need to let them know that one has gotten away.
07/13/12 @ 14:03


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