Black Crusade: The Damnation Rises

Chapter 4

Coming to their senses, the team meets with the Dreadnaught and with diplomacy and guile, they explain that they are the last Chaos Marines left. The Dreadnaught itself is Brother Valafar, of the Grey Knights Chapter, who fell in the 13th Black Crusade – now a servant of Abaddon. He is welcomed on the Damnation Rises.

And as the ship is finally refuelled and rearmed, they prepare to leave the system. Frei Flamberger Snr. warns them that there are two ships incoming, Emperor and Retribution class Battleships. Wrack suggests that they rig the station to explode, while Kor Arzor creates a distress video.

The Damnation Rises leaves the system for Cerberus, never looking back at what really happened. The Cerberus system has one sun and two planets. Cerberus One, which is a mining world with a moon, and Cerberus Two which is a feral world.

What better way to get troops for their ship, but to conquer the feral world? Frei Flamberger Snr. scans the surface and reports that the north continent is a huge forest and that the only way to reach it is to land on the clearing in front of the ancient forest and proceed on foot. The Thunderhawk lands, and the team steps into the forest. As they move deeper, it becomes clear that the trees are hundreds of meters tall and that the only light down here comes from green mushrooms. Acid rain falls from time to time, forcing them to hide beneath the trees. All around them is a swamp and they have an uneasy feeling that leaving the marked trail would be deadly – even for them.

After a day’s walk, they notice an old man, wrapped in a cloak made of leaves and a sheep covered with green fungus walking near him. Lun decides to kidnap the old man so the team could get some info about the place. He quietly grabs his target and as he turns around, the sheep spews acid on his armour – damaging it in the process. After dispatching the sheep, Lun takes the old man back.

The information they get is staggering. The old guy’s people live in the villages on the ground and they are called ‘The People Below’, whereas there is a network of cities in the trees above, with its inhabitants called ‘The People Above’, who often kidnap ‘The People Below’. As they walk towards the first village, they decide to convert the warriors and kill those who are unable to fight.

In the village, the party moves into a building belonging to the village Chief. The Chief is easily impressed, but Lun notices a Shaman who isn’t swayed by honey-coated words coming out of Kor Arzor’s mouth. The party opens fire at him and the Shaman, using some sort of magic, enters a wall. But nothing fools Wrack. He is too quick – and he catches Shaman, who in turn is corrupted by Chaos.

As they prepare for advance on the People Above, the slaughter in the village begins. Wrack orders villagers to fight; the ones left standing will be spared. Lun activates his jump-pack and flies up.

The fight is short and brutal, as the Chaos team overpowers the People Above. As the slaughter begins, only the strong ones are left standing. Elakai visits the Library and figures out the truth. A couple of hundred of years ago, an Imperial battleship landed on the planet. The Marines inside divided up the population into Below and Above worlds and left to disappear in the swamp. Over the years the original teachings of the Astartes were forgotten and the people became more and more savage.

The team hails the Damnation Rises and Frei Flamberger levels a portion of the forest so the ship can land. The team moves deeper in the swamp.

A huge ship, half under the surface of the murky waters come into their view. Lun notices a minefield in front of the ship…

View
Chapter 3
The Last Guardian

Kor Arzor finds another Thunderhawk and uses its autopilot to reach The Damnation Rises and the space station. He moves towards the medical bay and awakens the final member of the team – Lun, King of Midnight.

The duo hurries towards the Armory where the rest of the team battles cybernetically enhanced mechanisms. Blood and gore are all around, signs of battle are everywhere. As the team finally gets together, they are assaulted from all sides by even more monsters.
They fight wave after wave and Wrack spots something else in another row of crates. What he sees is hard to classify, it can run on all fours if needed, and its hands have blades attached. His tail looks like a scorpion sting, but instead of a stinger – there is a huge spiked ball on the end.

They attack, it retaliates. Wrack splits the enemy in two. The body is full of nano-spiders that have the ability to rebuild their enemy, and Croup figures out that each part of the body can grow into a separate entity. Lun has an idea, and the body and its parts are put into a metal box, which the team drops from a walkway into the cold space.

Back in the warehouse, ledgers are found and servitors are finally sent to clear the place out and restock the ship. Mr. Vandemar notices flying spheres in the warehouse and takes a shot at them. They watch in horror as nano-spiders crawl out of the sphere and being to rebuild the same entity they had defeated a couple of hours ago.

The decision is made, Chaos will fight the entity on the walkway outside of the Armory, and they run there, the Last Guardian giving chase. The formation is assumed and Wrack goes into a defensive stance, ready to hit. The Guardian leaps, Wrack prepares for contact and the Guardian teleports, appearing in the middle of the team. The Psykers oppose the Guardian, while Lun nearly dies when the ball-tail hits him in the head, crushing both the helmet and the head underneath. To further complicate things, each time the Guardian’s blade connects, the Guardian mind-controls its enemy. In the end, they prevail and once more the Guardian is dropped into cold space.

While they recuperate, Frei Flamberger Snr. calls them via vox caster to give them the news – there is a Dreadnaught walking around their ship. Later on, on the bridge, the team discusses strategy. They will try to lure him out of the bridge and destroy him there, as he is clearly a part of the Empire. Mr. Vandermar will be on the station and be a decoy.

As they open the door, the Dreadnaught moves forward, finally reaching the airlock. Mr. Vandermar takes a shot and runs deeper towards the station, but the Dreadnaught doesn’t take the bait. “Chaos abounds outside.” Kor Arzor says over the caster, “Go and kill them!” he commands. His bluff falls short when the Dreadnaught finally speaks…

“Chaos outside? That means you are Imperial scum, and I’m coming to kill you all.”

View
Chapter 2

As Wrack and Mr. Croup board the antique Thunderhawk, Kor Arzor has a change of heart and decides to investigate the city on the Deathworld.

With the help of its autopilot, the Thunderhawk navigates through a lightning storm and reaches orbit. As the duo looks back, the planet looks utterly devastated, like a remnant of some forgotten war. In front of them, an apocalypse class battleship, “The Damnation Rises”, appears. In the orbit of the Deathworld, there is a moon, split in half by a star lance.

oblivion_moon.png

The Thunderhawk docks. An empty hangar, with only a single Leman-Russ there, opens in front of them. Mr. Croup suggests they check the med bay first and look for supplies. The lift brings them to their destination, and to their surprise, there is a room in the med bay, similar to the one on the planetary facility – eight cryo chambers await them. They open two with life signs.

In the first cryo-pod, they find Elakai, his armour blue and gold, a chaos sorcerer of some renown. In the second one, there is Ianicus Vandermar, a Renegade ready to serve his Chaos masters. As Elakai and Ianicus gear up, Mr. Croup brings up a valid point – is Kor Arzor a traitor, leaving the team and staying on the planet?

From the gear storage, Elakai takes his staff while Vandermar arms himself. He also notices there is a metallic cube, 1×1×1 meters big, Koyakatsi, a steel Panther, all shiny and chrome, takes form, deciding to follow Vandermar.

koyakatsi.jpg

After repairing Wrack in the med bay with the help of servitors, the group finally moves towards the bridge. On the bridge, a black half sphere awaits, in it – an old astropath awakens. His name is Frei Flamberger Senior. After a brief discussion, he reveals that the ship is powered by a bound demon. Right now, they are unable to access the level with the demon as the schematics of the ship are missing. With the group’s approval, Flamberger deploys servitors to map the ship.

The ship’s logs are deleted, what little info is left – is fragmented. The ship is without supplies and needs them badly. The only info they get is that on the dark side of the moon, hidden in an asteroid belt, there is a supply station called The Gate. They plot a course and The Damnation Rises docks with the station. A jamming device blocks them from scanning the station and the astropath points out that they should find and disable it.

The group moves for the Armory first.

Unable to open the armory door, Wrack lifts Croup and Vandermar into a ventilation shaft. On the other side, Croup and Vandermar see a huge warehouse with rows upon rows of metallic crates. They jump down and open the door for the rest of the team. Lights turn on. Croup has an uneasy feeling.

Somewhere in the middle of the warehouse, there is a quartermaster’s office where they find ledgers. As they put them on a cart, the lights go off. The team prepares for combat, Koyakatsi is sent to scout and sees something in the distance. Wrack and Elakai give chase. As they run, something jumps into Wrack and drops him to the floor while jumping over the crates. The group goes into formation, Wrack decides to flank the attacker, Vandermar climbs the crates getting hit in the chest and hitting the floor, bleeding.

A humanoid feature stands upright on the crates. Flesh removed, metallic parts for joints, spikes and syringes instead of hands, it looks battle-ready. Wrack jumps on the crates, only to miss the creature in front of him. Croup and Elakai launch doombolt after doombolt, the Warp begins to creep upon the battlefield. Demons whisper dastardly secrets to everyone and they become more and more corrupted. As the battle continues, a reality quake hits everyone. The creature dies, the team is wounded.

Meanwhile, on the planet, Kor Arzor looks up towards the sky knowing something is not quite right.

View
Chapter 1
The Chaos hath awoken

The Chaos hath awoken

The long forgotten station comes to life and cryo-chambers burst open.

The chamber is round, containing 6 cryo-chambers, a green light flickers on and off. Three figures emerge from untold and unspoken millennia of sleep. Wrack, a Khorne Berserker, Kor Arzor, a Dark Apostle of the Chapter of the Sundered Tower and Mr. Croup, an odd member of this group.

As their lungs breathe air in, they try to remember who and what they are. Why are they here? Who had put them in the chambers? Mr. Croup figures out the palm scanner and opens the door. As they find their gear and arm themselves, they realize they have but mere fragments of their previous memories. Whenever they try to remember anything, a nauseating headache takes over and blood drips from their ears and noses.

Who had put their gear in the boxes? And why are their Chaos armors brand new, without any scratches?

As they walk down a long hallway, more and more questions arise, to which they have no answers. The last door is guarded by a scanner, which acknowledges their presence and opens the door.

The next room is hemispheric, covered with displays. It too, comes to life. The central display says ‘Damnation Rises active’. As the group discusses their next move, a face is formed out of the letters on the central display. An A.I. from a bygone era, stuck here, in this facility, with our group.

As they question the ancient A.I., more pieces of information pour in. It is the 43rd century and Chaos lost; Kor Arzor refuses to believe, Wrack is indifferent, Mr. Croup simply doesn’t care.

A huge shutter opens in the backside of the room, revealing a desolate, destroyed world. Fire, brimstone and ash is what covers the surface, the sky is full of fire and lightning. A huge beam of destructive energy hits the surface somewhere far away.

After charting their course towards a skyport, they descend to the lower level of the facility and board a Rhino, their only means of transport.
As they drive, they observe the surface, full of bones. Chaos and the Empire of Man. As marines from both side fell in battle, their armors remained on the surface, locked in combat, but dead and unmoving. The Rhino drives forward.

On the horizon, an ancient city looms, waiting for Chaos to arrive – a huge city made of stone, with huge obsidian walls – a city of ghosts. Skulls cover the streets; there are signs of untold combat here. The body count numbers millions or more. As they exit the Rhino and proceed on foot, they arrive to a city square.

An ancient armor looms over them, more than 3 meters in height, one arm holding a huge battlehammer and the other one grasping the head of a Chaos space marine, with another Chaos space marine on the back of the ancient being. All 3 frozen in time, a moment lost in an endless battle.

Kor Arzor and Wrack decide to defile the armor, drawing chaos runes all over it before proceeding further. As they march on, Mr. Croup, a gifted psyker, hears a sound behind them. The towering monstrosity comes to life, its armor covered in Wolf insignia, his hammer glowing brightly in the presence of Chaos.

Mr. Croup takes cover, realizing his fragility, Kor Arzor assumes a battle stance – but Wrack – Wrack charges. The ancient being locks his hands on his hammer, waiting. There is an explosion as the rockets on its back propel him towards Wrack, who is cast aside, like an old bag. His enemy ends up in the building ahead bringing the whole place down on him.
The group, shrugging it off, continues forward.

As they walk down the empty and dread-filled streets, they notice their enemy on the rooftops. Mr. Croup remains on the lower level, as Wrack and Kor Arzor ascend toward the roof. Up there, they notice their enemy on the opposite building. He charges towards them and leaps across the gap.

In a split second, Wrack charges as well, both axes ready. Metal meets metal, as both bodies collide in air, high above the ground. Mr. Croup summons a Doombolt as Wrack continues to pound on the power armor of his enemy. The leap was a heroic one indeed.
As both bodies plummet towards the ground, the enemy of Chaos penetrates Wrack’s armor with a blade. The bodies hit the street below and drop into murky sewer waters. Kor Arzor runs down the stony stairs.

Two combatants rise from the water and continue to fight as Wrack delivers blow after blow and the Imperator’s servant wounds Wrack further. Chaos wins. As they exit the sewer, they notice the hammer glowing and slowly moving towards the now dead armor. They jump back in and finish it.

Pressing onward, they reach the Starport. A single Thunderhawk awaits.

View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.