In our
previous game, Inquisitor Odo Lucipater successfully recovered the Tome of Regilus from its hiding place in an ancient cemetery. However, even with the aid of the a scribal expert, he has been unable to decipher the text of the tome.
While the scribe can do nothing with the text, he remembers meeting an old hermit while on a pilgrimage to the resting place of the sacred ginx-goad of Saint Cercaster. He and the hermit, one Jagarnath Astonaye, fell into conversation. The talk turned to great and glorious dreams and Astonaye told of life's passion to discover and translate the Tome of Regilus.
A series of inquiries trace Astonaye's last known whereabouts: the desert planet of Anx. We rejoin Inquisitor Lucipater and his party as they arrive on Anx, shuttling into a small spaceport. They are in posession of a number of plot points at the beginning of the game: the Tome of Regilus, the scribe and a servo skull.
However, it seems that the chaos cult have links everywhere. Lucipater and his party find they are not alone.
This scenario is straight from the Pulp Alley rules: Dangerous Delivery. Lucipater must get as many plot points as he can off the opposite corner of the table (through the door). The cultists must stop him.
As the cultists look to push forward, the flamethrower is attacked by a mutant rat. Soon a barbecued mutant rat!
Lucipater and his retinue surge forward.
A fight develops around a trader (one of the plot points).
The heroes of two previous games face off. Who will win - the
indestructible cultist or the
death dealing judge?
Down.
And up.
And down.
And not up!
The majority of Lucipater's crew look to slip through the building.
A minor complication.
Meanwhile, the judge is doing what he does best.
Less barbecue, more skewer.
A climactic confrontation: the two leaders face off.
The assassin rushes the cult psyker, enabling her colleagues to slip away.
A close victory to the Inquisitor: still in possession of the tome of Regilus and the scribe, ready to search for the old hermit.