Causa Mortis - A full adventure - Gms only

By FatPob, in Deathwatch

If you are intending to play the game stop reading here. No doubt there are errors (it is written for me to run) and will need tailoring for your own needs, but I fell it will be a nice follow on for Oblivions edge.

Causa Mortis

A Deathwatch adventure in which the kill team are sent to the Jungle Death World of Eupelmidiaz 4, a fervent world with deadly Fauna that has been identified as a potential rich resource world. Recently there was a last ditch communication from a Colony sent to start operations, including four full companies of the guard. The marines are sent to investigate and report.

General Notes
The adventure is to be paced to start slow, and build up to a crescendo. There are a few “sudden” encounters, and feel free to throw a few more in to keep the players on their toes.

I have referred to the world providing resources throughout the adventure, without giving specifics, this allows the GM to decide precisely what resources this world can offer, and the exact nature can be fluffed . However the world will be supplying food at the very least, and likely plants for making of promethium, as well as other mineral resources.

I haven’t put stats for all the NPCs or enemies, use standard adversaries, hordes where it states hordes, standard profiles where hordes aren’t mentioned.

Challenge Rolls I haven’t included challenge rolls, but these can be easily decided by the GM to pace the adventure

Though I refer to the marines throughout the text, this can be run with additional characters from the range (DH & RT), as there is plenty to be done, however as they get to the end, it is clear that without the firepower of the marines the group will fail.

Eupelmidiaz 4
The Eupelmidiaz System lies Spinward of the Hethgard system within the Orpheus Salient, and old archives from the great crusade identified the 4th planet a potentially habitable death world, and as such was never colonised.
Once the Achilus Crusade started, however it was re-surveyed, and despite it’s deathworld classification was chosen for conquest due to invaluable resources the planet would contribute to the war effort.

The Planets main Fauna were giant flying beasts of considerable size that attacked in swarms. The creatures were brightly coloured with a transparent wing structure, 6 limbs, a mighty jaw, and a deadly stinger. Individually these beasts were nothing more than a nuisance, however when they collected, they were indeed fearsome, and initial reports suggested they were at the top of the food chain, and seemed to exist in many, many separate and individually aggressive colonies


Colonisation
Four companies of Imperial guard a host of colonists, specialists, several Adeptus Mechanicus and all the needed equipment under the direction of the very capable Adeptus Aralis Sethdungen to start a facility to process these raw materials were dispatched to Eupelmidiaz.

Initial reports of the colonists indeed confirmed that this planet could become a valuable asset in the crusade, and the facility construction (to be called Midas) would be operational within short order, then nothing more was heard for some time.

A Scout ship Enlightened Path was diverted to discover if indeed anything had befallen the planet, and upon arrival discovered that the colonies Astropath had been struck down with an incurable sickness and therefore they had been unable to call for aid.

The scout transferred two of his ships Astropaths to the planet and reported the issue to the powers that be. The scout also noted from his records that the facility within this time hadn’t progressed as much as one would have expected, to which the Colony Administrator Aralis Sethdungen, explained the concentrated on ensuring survival of the colony for an unexpected length of time, as well as a few others also succumbing to this same illness.

Using a full quarantine procedure one of the deceased were transported to the Enlightened Path so they could be checked with better resources at HQ.

However the ship never returned with it’s final reports stating that it had spotted a Tyrinnid Scout Force and was investigating.

Communication re-established, everything seemed to be back on track, then a message was received stating that on a foray the Guard had come across some human remains within a swarms nest, recent human remains. A roll-call of the colonists indicated that all were accounted for, indeed a conundrum.
Investigations revealed they had scars, probably made from primitive weapons. Perhaps an ancient barbaric colony – maybe even a potential workforce.

Adeptus Sethdungen sent message to HQ to inform that everything was on schedule, and valuable resources would be available on schedule, and also noted they had come across some ruins, though initial indications suggested they were millennia old.


The Final Call
Very recently and astropathic message was received however it was cast on the death froes of the Astropath, and little can be discerned apart from a great fear of Xenos.
Freighter ships are scheduled to travel to the system to collect the available resources


The Mission
The Kill Team will make way to the system aboard Emperors Grace captained by Verity Lauralis a fully armed battle cruiser, as well as several freighter ships.

With little key information, the loss of 3 Astropaths, the recent loss of Avalos, the loss of the Enlightened Path and reports of Hive Fleet Dagon the Watch Captain has decided to send a kill team to investigate and exterminate any Xenos.

What the Watch Captain believes
Details of the last astropath message clearly indicated an attack by some Xenos form, with the most likely candidate being the Eupho (pronounced u-foe).
Furthermore the discovery of human remains of unknown origin suggests that perhaps a devolved imperial colony exists, and likely to live underground due to the aerial dominance, plus surveys not picking up any clear human colonisation.

Mission Objectives

Primary
Identify and eradicate the Xenos source identified via the Astropaths last call.

Secondary
Secure the production facility and ensure the resources are taint free for transportation off planet.

Tertiary
Investigate the ruins, and discover the truth of the bodies discovered in the swarm nest.


The Journey
Travel to the Eupelmidiaz System is blessed by the Emperor, with the warp remaining calm up until the exit point.
As the Emperors Grace makes to exit the warp, a sudden storm closes in on the small fleet. The ships Astropathic Choir in unison cry out sending horrifying visions to all onboard.
Images of swarms of insect-like creatures, dark rituals, barbarians in worship, great marines in dire battle and shadowy illusions of a silver blade plague the crew and marines alike.
Other than that, the ship itself exits warp, and makes headway into the system, with the crew deeply shaken.
Ship Captain Verity Lauralis informs the marines that the incident caused the death to several of the Choir, and very little more can be gleaned as they seem to have gone somewhat Catatonic, meaning communication is limited to ship to ship.

The marines have time to reflect on their mission objectives.

Arrival
As they approach the planet, the captain informs the marines that they are not receiving any response from Vox communications and they will shortly being within Auspex range.

Despite powerful Auspexes, interference makes it difficult to get clear images of the facility, though from what can be made out, it appears to be intact.

The marines now need to put together a plan of action.

Locations
As the marines are likely to come with different strategies, below is a list of key locations, and may be investigated at different times.

Whispers
Throughout the adventure the marines will here snatches of whispers, but never quite catch the words, also they will hear clashes of battle, what sounds like oaths sworn, and other strangeness.
This should be used to build tension throughout the adventure.

Facility Midas
Midas was situated on a plateau with a ravine to its west, and once the forested area was cleared, gentle slopes south, east and north. The compound is completely walled with Facility Prime, the manufacturing facility placed to the west, and storage facilities located at its prime entrance to the south. The barracks, armoury and personnel quarters are to the north, leaving a vast open ground within the middle of the compound.

There are 2 Landing facilities, one in the east, and a second that sits outside the walled compound to the North.
Approximately 1500 m of jungle has been cleared around the north, south and east to give a decent kill zone, and roadways have been carved into the jungle itself, as well as a winding road that leads from the north around to the west down the bottom of the ravine.
Construction of a lift is underway at the base of the ravine, which when completed will lead to the west wall of the compound.

The compound is completely intact. Vehicles appear to have stopped in place with what appears to be a convoy making it’s way to the main storage facility to the south. The vehicles appear to have occupants, but it is obvious that they are dead. The vehicles have been stopped, ignition on, and have eventually run out of fuel. Investigation cannot determine precisely when this happened though.

One thing is clear, despite having died some time ago, there has been no decay of the bodies, and also it would be expected that the bodies would have been ravaged by the local fauna. Though perhaps the working auto-gun emplacements may have kept the beasts at bay.

The Landing platform in the facility has several bodies of individuals, who to all intense and purposes seemed to have died mid work. The servitors appear to be functioning normally and continue through their regimented programming.

Further investigation discovers other bodies that have died without any immediate cause. Workers at stations, guards at the gun towers, or at guard posts, drivers at vehicles, medical staff in bays, all dead, but no physical damage appears to have been done.

The Marines Bio-filters are not detecting anything untoward. All facility systems are in working order, power, lighting and terminals are all active.

If terminal logs are checked it does indicate that all this happened 5 days ago, with the last recorded entry made by a colonist.

Roll-call indicates that the majority of the facility personnel are present, however there appears to be at least 3 guard companies missing, and no sign of the Adeptus Mechanicus

The Chirurgery Bay
This area within the Facility Prime, and has several bodies in clear quarantine conditions. The occupants appear dead, however in one of the bays if checked there is a survivor, Adeptus Sethdungen. He is perilously close to death, being malnourished and severely dehydrated. Given appropriate care, he will be capable of conversing with the Kill Team within 24 hours.

Also within the bay are 2 bodies, those recovered from the swarm nest. One is intact, whilst the other has been dissected, and notes have been made on a data slate, held in the hand of a dead robed adept. It looks like he had been making notes at the time of his death, again these notes indicate the adept’s death was 5 days ago.

The slate indicates that though the bodies appear human, there are several unusual traits that are far from natural, suggesting some form of unnatural genetic alteration, and for all intents and purposes make this life form some kind of mutant, and due to the alterations they are likely to be classed as Xenos. Therefore most unlikely to be a useful workforce.

The sickness
There are notes on the “sickness” that some of the colonists contracted, a sore throat, wet cough and watery eyes followed by sudden painless death. Though of the last 2 cases there were no symptoms, just sudden death. Also there is no direct connection between any of the victims, except the 3 Astropaths. The bodies also don’t appear to decay, though most were burnt after investigation, so how long they remain like this has not been recorded

Administrators office
The office itself is locked tight, however if the marines have found Sethdungen in the medbay they can use his ring to enter, else smash their way in.
There are no bodies in this room, and looks like it hasn’t been touched for some time.
Searching the office, the Marines discover the location of the Swarm Nest where the bodies were found and the location of the ruins which are 25 Km south west of the compound, further along the ravine. There is also a healthy stash of off world luxury consumables.
There are also reports from the guard captain, and orders for 2 companies to investigate the ruins given 10 days ago.
There are entries on the mysterious death of the Astropaths, the symptoms described as a sore throat, wet cough and watery eyes, leave the individual dead with no physical signs, match that of the bodies the Marines have already come across.
Further checks show that a few individuals also had similar death symptoms, these are dated about across the time the facility has been in place – and all the bodies and close associates were placed in quarantine, though many close associates never suffered the symptoms.
There are 5 pass keys for various locations of the compound.

Personnel Quarters
Once again people can be found at various activities, dead and of course preserved.

Barracks
There are roughly ½ companies worth of troops dead here, like all the other bodies in various stages of work or sleep.

The Storage Facilities
The storage facilities are locked down securely and a pass key is required to get in. Any attempt to force the opening will activate the auto-guns.

Once inside the marines are welcomed with small arms fire and a shout of keep away. Inside are 3 guards who holed up here 6 days ago. With limited food and drink they have become crazed and feral, and as they were abandoned by the Emperor have called upon the dark gods to give them life.

Though not actually tainted, they believe the forces of chaos have kept what’s left of them alive.

After the guards have been eliminated, the marines can investigate. It seems horrific carnage has taken place, and the remaining guards had taken to cannibalism. Blood is splattered on may package crates, and a poor attempt to make dark runes have been made – clearly by those with no idea painted them in the blood of their comrades. Though clearly evil and deranged, it is not the work of chaos forces.

Ironically if the guards had examined the package crates, amongst the resources are large amounts of food, tagged ready to be shipped off world.

None of the crates have been tampered with in any way.

External Landing Pad
There are nothing of interest here.

The “under construction” Lift
The basic lift construction actually reaches to the compound, however, none of the lifting mechanism elements have been finished. An expert eye would say there is about 3 days work required from a colony of this size, though it could be finished within the day if they dropped other work to finish it.

Investigation does reveal that some kind of fire-fight took place here, though there is no blood nor bodies of any kind, just empty shells, and scuffle marks on the floor.


Vox From Above
At some point in the investigation, ship captain Verity Lauralis has managed to boost the Auspex and Vox to be able to communicate to the Marines, and asks for a briefing.
Upon knowledge of some unkonw sickness, he informs the marines that he cannot in good conscience allow them back to the ship until the source of this sickness is discovered.
He also cannot in good mind commit any crew or resources to the planet until he has further information, however will endeavour to do what they can from orbit.
The Marines are now truly on their own.
Suffice to say any additional personnel the marines may have requested to come with them are somewhat disturbed. For all intense and purposes they are dead unless the Kill Team can get to the bottom of the cause of death (Causa Mortis). At the very least this will consist of the shuttle pilot, unless the marines came down in a drop pod.

Beyond Midas
The operation has made good effort to clear swathes of the jungle, and placed excellent roads to key resource areas. However the ravine at the west of the compound hasn’t been paved, with the rough ground being a natural road.

The Jungles themselves are too thick for the marines to traverse through, and clearing will require either a flamer or edged weapon to hack the way through. Normal people can easily duck and jig through the jungles though would still need to cut paths at certain points.

The jungle itself consists of very little dangerous fauna, though there are insects and small burrowing creatures, none truly pose a threat. There are no other flying creatures, the Euphos having destroyed all aerial competition.

To The Ruins
25 KM from the base are the ruins. Travelling down the ravine is by far the easiest method to get there, though the marines could jump from a shuttle transport from above if they wished. There is no way to land a shuttle at the marines as they are massively overgrown.

Once they get within 5km of the ruins the path gets more difficult, as the ravine is starting to slowly slope upwards, and the jungle itself has started to regain control of the land. However it is massively clear that the Guard have been this way with several man-sized paths having been cut through.

As they get within 2 km of the ruins, they start to come across the occasional weapon, bits of clothing, helmets etc and clear indications of fire fights. The guards opponents clearly attacked from above, which is easily spotted.

There are no bodies of guards nor of the ambushers.

Ambush
As the marines close on the ruins, a feint buzzing sound can be heard, that is building up to a thrumming sound. It seems to be coming from all around.
From above several swarms of Euphos attack. At least 3 hordes will attack, sweeping in quickly and trying to rip with claws.
These creatures move very very fast for their size, and individually are barely more than a blur individually, as a swarm there is a cohesive mass that can be attacked.

Turning Points:
Swarm leader. The swarm leader will attempt to use it’s ovipositor (sting) on the most dangerous marine. This is determined by which marine caused the most magnitude loss in the previous round.

Bring back your dead. If any marine struck down or paralysed, 3 of the Euphos will attempt to carry them away. The marines will have to individually kill at least 2 of the Euphos (3 for a non-marine) within 2 rounds else that individual will be taken back to the nest.

And then there were none. When the magnitude is reduced to half one the beasts engage in single combat, whilst the remaining horde attempts to recover the bodies of their own fallen. If the marine target is stopped from attacking the horde for 2 rounds , the remainder escape, if not the marine can use a full auto range attack to dispatch the remainder of the horde.

The Ruins
The ruins are of imperial construction, a very old pattern, and history/architecture buffs will realise it is at least several millennia old, possibly even dating back to the great crusade.

Much is overgrown and crumbling, and traversing through is treacherous for those of a marines bulk.

There are indications of guard activity, and careful search will reveal indications of battle, and it is possible to calculate at least 1 company of guard was involved. Of course there are no bodies to be found of beast or guard.

Extensive searching of the ruins leads one area that is not as dilapidated as the rest and to the discovery of a secret entrance that leads down underground. Tracking reveals the presence of guard activity, and a great success indicates that at least one of the adeptus mechanicum came this way.

The Nest
Towards the pinnacles of the ruins lies a Eupho nest. It stands out about 4 m above the roof of the jungle canopy, and is impossible to see from below. If any players or NPCs were taken in the ambush this is where they are taken.

If the marines cam by shuttle they may spot this, and use it as a drop off point.

The next consists of 5 hordes for defence as well as 5 swarm leaders (plus what returned from ambush) and a Matriarch Swarm Master.
If they marines come by shuttle, the shuttle will be attacked by the 3 hordes mentioned in ambush, with the aim of forcing the shuttle to crash into the jungle canopy.

Turning Points:
Swarm leader. The swarm leader will attempt to use it’s ovipositor (sting) on the most dangerous marine. This is determined by which marine caused the most magnitude loss in the previous round.

She Awakens. With the loss of half of the Hordes total magnitude the Matriarch is brought from her slumber. She will attack the marine that caused the most devastation to her swarms and gets 1 free surprise attack before combat starts.
If the Matriarch is defeated, all the Euphos instantly die.

Once the nest has been defeated, the marines can search.

Searching the nest is not a complex affair as the structure is quite simple structure, a main hatching chamber where the Matriarch would have been, a few Eupho crafted rooms.

The small rooms have nothing of interest, and seem to be dormatries for want of a better word.

Matriarchs Chamber
This chamber is where the matriarch resided, and is clearly a hatchery as well. There are many Eupho bodies who died when the matriarch was slain, and all the eggs seem to be weeping. If the Marines search among the eggs, one is still fine, this will be the replacement matriarch and will hatch in 4 hours time if not destroyed. The new matriarch is born pregnant has all the memories of their deceased mother and will make a new nest laying a new matriarch within 4 hours. Then she will shadow the Marines and attempt to kill the one who struck the killing blow. She will take her time, as this is her single objective. If killed this will be the end of it, and the third matriarch will concentrate on rebuilding a new colony of Euphos.

A large area to the north of the chamber has been carved out and leads to a 4 m ledge where stands some kind of shrine. There are two pillars beyond the shrine at the edge of the platform with sacrificial bindings attached, and much dried blood around the bindings and the floor below. There are also dark runes on the shrine and the pillars that hurt the eyes to look at.
Searching reveals a very tight and nicely hidden stairway going down to the ruins below.

Below Ground
The passages from the secret entrance have clearly been carved with imperial technology, and apart from the narrow entrance, is spacious enough for the marines to walk 2 abreast. The passageway itself is remarkably clean, though there is indication of guard movement. Particularly sensitive may pick up a feint odour of blood, which can be tracked further downwards.

The passageway slowly descends underground, and though there are a few off shoots, these only lead to rooms which are empty.
The passageway ends at a huge solid door that has been heavily defaced. Genuine Dark runes can be made it in the defacement. There is no obvious way to open the door. Searching will reveal that a panel has been removed nearby giving a method to open the door, alternatively it can be blown open.


Antechamber of Death
Once the door is opened the first thing that hits the marines is the smell of death. Beyond the door is a slaughter not even seen on a battle ground. Bodies have been torn limb from limb, blood and insides are splattered across the walls, floor and ceiling. Dark runes and foul sacraments lay around the huge chamber, and the dead are clearly one of the missing guard company.
If the marines search the amongst the dead however they discover intact bodies, artfully covered up by the dismembered parts. These bodies appear to be dead like the ones discovered at the compound.
Hanging from the ceiling on 3 m chains are 20 metal cages. 3 of cages contain Swarm Leaders that are either dead (matriarch is slain) or docile, appearing dead to the casual observer. 1 cage contains one of the adeptus mechanicum, dead. 6 of the cages contain guard, all but one are dead. 2 cages contain the barbarian folk, who are most agitated at seeing the marines. The final 8 cages are empty.
The chains are attached to spin wheels on the walls of the chamber.

With the exception of those in the cages, everything in here appears dead.

Except the way the marines came in there does not seem to be another way out of the room, though searching discovers a secret exit that has stairs that lead upwards.

Sole Survivor
The sole surviving guardsmen is suffering from exhaustion, but through a pure faith of the emperor, and reciting various catechisms has survived where others failed. Though nearly dead he can explain a little. The barbarians have some method of control, however he, the other guard and the mechanicum (also indicating some empty cages)were unaffected by it. The leader of these madmen has tried many ghastly experiments, and some were taken away never to return. Before he can tell more he passes out.

The Dead Arise
Once the secret exit is opened by the marines, there is movement from amongst the bodies. From amongst the splattering rise what appears to be dead guards, and proceed to attack with whatever is at hand, guns even body parts. They attack relentlessly and can only be stopped by killing them. There are 3 magnitude 20 hordes.


Secret Chamber
The stairs lead to an access hatch in the jungle. These stairs are dripping in blood and ichors. Halfway up the stairs is a passageway that leads to a door to a chamber.

The chamber is a surprisingly well appointed chamber, with rich furnishings, antiquities from ages past, easily considered artefacts and priceless to the administratum.
Also within the room are several dark trappings, tomes of black sorcery, and various apparently human fetishes.
Hanging from the wall encased in some kind of crystal framework is a Silver Sword, instantly recognisable from the visions at the start of the adventure.
The Sword is protected by a force field and can only be recovered within it’s framework (think of it as like a box surrounding the sword), which is bulky to carry, even for a marine.
If the marines take any time to search, and have recovered Administrator Sethdungen, one of the fetishes bears more than a passing resemblance to him, uncanny many would say.


Return to Midas
As the marines head back to the compound at the point where the jungle gives away to the ravine they are attacked by 4 magnitude 20 horde of the Zombie Guard.
These guard attack relentlessly and fight until completely destroyed.

When the marines return to the Midas Compound they spot a figure crossing the compound heading to the main facility, Magus Lochotoar. If they attempt to stop or contact him, the Magus wakens any bodies they haven’t dealt with in the first instance start coming “back to life”. All in all the marines will be forced to fight 10 magnitude 20 and 10 magnitude 30 hordes to defeat them all. However 10 of the hordes (Mag 30) are personnel who will be forced to engage in melee only.

Enemy Unveiled
During the battle at the Midas Compound the Grand Magus will endeavour to get the administrator.

If he is stopped or blocked Magus Lochotoar will use all his powers to defeat the Marines, and as a last ditch attempt to complete his task. Finally as a final call the Dark Whisperer will be forced to flee the body, manifesting as a small imp like creature. This is only a small fraction of it’s true power though, however the rest is locked within the Silver Sword.


Epilogue
Once the Magus has been defeated, the marines can try and justify with Captain Verity Lauralis that all is safe and the mystery of the illness is cleared up.
Assuming they are very sure the captain will proceed to collect the resources and ship the marines home. They will also ensure that the facility has a skeleton crew to continue work until replacement workers can be brought in to continue the production.


Super Secret Stuff for GMs, plus NPCs

Eupelmidiaz 4
During the Great Crusade the planet was indeed surveyed, and was discovered to contain a human-like race, duly named Midians. The Midians were a dull people with ancient superstitions, but once the initial colony was sited, the indigenous population was easily subjugated and used as a slave work force.
The planet itself though had decent resources, would be to great an effort to cultivate, mostly due to the deadly nature of the Euphos – flying wasp-like creatures that ruled the skies.
It did however become an R&R planet for the wealthy where they could hunt these flying beasts.

Also, in the enlightened age of technology, it was found that the beast had alchemical properties, and when “milked” could produce a liquid that when distilled allowed phenomenal speed for a short period of time, as well as giving an exhilarating rush. One of the side effect is that you got a craving that could only be sated by eating the meat of the Eupho.
Suffice to say many knowledgeable came to the planet to discover if parts of the beast could bestow other properties, and the planet knew a level of prosperity for over a century among scholars of the empire.
Some of the planetary population also suffered from a bizarre sickness that left them in a catatonic near death state. Then without word some of these sufferers would just up and disappear into the Jungle never to be seen again, whilst others would die, without leaving any obvious cause.

From Ships visiting on a daily basis, it came to pass that a Chartist Ship arriving was a great event. The final ship to arrive discovered the population dead, almost as if one day something killed them all, but left no sign. The Ship Captain unsure of the contagion abandoned the planet side investigation crew and marked the planet quarantined, this was now classed as a Death World.

The deaths of the colonists was brought about by Grand Magus Jalleray leader of the Midians.
He knew a secret of the Euphos that none of the imperial researched discovered. Eating the meat of the beasts infected the individual with a kind of psychic connection with the Euphos Matriarch. Once infection took root, the person could be controlled by the Matriarch, and the Grand Magus had means to control the Matriarchs.
The Midians, due to their unusual genetic make-up are immune to this control, but once the Grand Magus had discovered that the invaders were susceptible to it, bided his time until they could finally get rid of them.
Finally 200 years after the first imperials arrived, almost all were struck down by the sickness as one, some survived the control, but were easily cut down by the Midians, or captured and used for sacrifices.

Taught by the imperials, the traditional leader of the Midians – The Grand Magus used the great libraries to see if the imperials truly had anything to offer his people, and in these readings came across some dark books, probably brought in by a rogue scholar at some time.
Over the generations this knowledge has passed on through the line of the Grand Magus.
Many generations have passed, and the Midians are a dying race.

Grand Magus Lochotoar
The Magus Lochotoar could find no way to continue his race, and with no progeny himself, has no-one to pass the title onto.
Finally he turned to the dark books for an answer. Sacrificing many of what was left of his race, the dark gods whispered him, and taught him new powers, but he needed to be patient. They would send a sign, once again visitors would come to the world. Like those who came so long before.

With the return of the imperials his prayers were answered.

The dark gods gave Lochotoar 3 tasks, of which 2 have been completed prior to the arrival of the Kill Team.
His final task is to pass his spirit into the body of Administrator Sethgungden.

With the exception of the 2 Midians in the cages, Lochotoar is the last of his race.

The Dark Whisperer
Unbeknownst to the Grand Magus, the Dark Whisperer is a Daemon of Chaos that was imprisoned on the planet during the great crusade. Captain Talon (AKA Talon of the Silver Blade for his trademark weapon) of the Dark Angels slew the Dark Whisperer but knew it’s spirit would reform, and with the aid of Captain Hasron of the Thousand Sons (pre heresy) imprisoned the spirit in a blade. This blade was entwined in a force energy lattice and cast onto a non populated remote planet.
The daemon has slept feeding on the psychic energy of the Euphos, and with the awakening of psychic powers of the Midian Magus, slowly managed to get a small amount of his power beyond the psychic lattice.
The whisperer knows of the mind control capabilities of the Euphos, and how to control those controlled via the matriarchs.
Prior to the arrival of the Kill Team it intended to take over the body of the administrator return the workers to life, and then leave the planet ensuring that the Euphos Meat was vastly distributed.
However things have gone wrong now clearly, and the best way to escape is via the Silver Sword. Revealing itself is a last hope to throw off suspicion if any upon the sword.

NPC Sats

Euphos
Flying creatures that resemble huge wasps.
WS 45 BS NA S 35 T 35 AG 65 Int 15 Per 40 WP 30 Fel NA
Move: 10/20/30/60 Mag: 20
Traits: Flyer
Armour: Exoskeleton All 5
Weapons: Claws and teeth 1d10 + 3 pen 4
Special: Can move incredibly fast, and individually appear as a blur. When magnitude is reduced to half, the marines have a -20 to hit.
Hive mind – can communicate to members of it’s hive over 200m


Euphos Swarm Leader
Larger version of above
WS 55 BS NA S 45 T 45 AG 65 Int 15 Per 40 WP 30 Fel NA
Move: 10/20/30/60
Traits: Flyer
Armour: Exoskeleton All 6
Weapons: Claws and teeth 1d10 + 5 pen 4, Ovipositor (Sting) 1d10 + 5 plus Paralysis, Pen 6
Special: These move very fast, and get a dodge against any attack against it. Sting. Anyone hit by the sting will be paralysed on a failed toughness check.
Hive mind – can communicate to members of it’s hive over 500m


Euphos Matriarch
WS 65 BS NA S 55 T 55 AG 55 Int 45 Per 40 WP 50 Fel NA
Move: 10/20/30/60
Traits: Flyer
Armour: Exoskeleton All 6
Weapons: Claws and teeth 1d10 + 9 pen 4, Ovipositor (Sting) 2d10 + 5 plus Paralysis, Pen 6
Special: These move very fast, and get a dodge against any attack against it. Sting. Anyone hit by the sting will be paralysed on a failed toughness (-30) check.
Hive mind – can communicate to members of it’s hive over 5 km
Psychic Control. Anyone who has ingested the meat of one of it’s hive can be controlled.

Grand Magus Lochotoar
WS 35 BS 30 S 30 T 35 AG 25 Int 55 Per 40 WP 40 Fel 50
Move: 3/6/9/18
Traits: Psychic.
Armour: Psychic Field All 6
Weapons: Psychic Blast 2d10 + 4 (pen of 8)
Special: Control Eupho Zombies.
If you have the rule book feel free to add psychic powers as you wish to beef up this enemy

The Dark Whisperer
This manifestation wants to be killed once it is discovered, so no stats are needed, unless you wish to up the ante. If so use daemon details from any of the 40K rpgs.

For the hordes uses the stats from Final sanction or the rule book if you have it.

No time to read it right now, sorry. Got to leaf through the rulebook (arrived today) first.

Alex

FatPob - very good work aplauso.gif

Alas due to a slight problem with my players (i.e. they don't want to play W40K sorpresa.gif ) I do not think I will ever get to run it as DW adventure; but I will certainly steal bits of it for other scenarios demonio.gif

I hope we get to see more of your work!

DW

It works well as a RT or DH adventure too.