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Author Topic: 40K Campaign: The Vaults of Kekes'tular  (Read 2332 times)

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Offline Wyddr

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40K Campaign: The Vaults of Kekes'tular
« on: April 30, 2016, 01:27:58 PM »
The Vaults of Kekes'stular

In the years following the Fall, much chaos and strife enveloped the worlds of the Eldar that survived the initial birth-scream of She Who Thirsts. Distant, far-flung colonies, these planets were quickly consumed by the clawing needs of Slaanesh and the tide of daemons that poured from the newly born Eye of Terror.

There were, however, those worlds that survived, thanks to the heroism of those Eldar who had not yet succumbed to the decadence of their brethren. One such world was Kekes'stular, the Gate That Is Barred.

Here, an Eldar mystic whose name is now lost struck a bargain to save his pristine world from devastation. He risked his soul by communing with a congress of Daemon Lords--wily lieutenants of Tzeentch, from whom all sorcery flows. He struck a pact to marshal the forces of the Changer of the Ways to defeat the legions of the Prince of Pleasure in exchange for dominion over the planet and nine-times-nine other such planets of the Eldar. The forces of Slaanesh were no match for the intricate plots and sorcerous power of the Tzeentchian forces, and were quickly defeated.

Before the debt could be paid, however, the mystic broke his bargain and imprisoned the great Daemons in a series of psychic vaults scattered across Kekes'stular. This Eldar, now known as The Oathbreaker, knew that his world was saved, but only temporarily, and so he tasked the great Craftworlds of the Eldar to remember and to guard this maiden world against all incursion, lest the Daemon Vaults be disturbed and the doom of Kekes'stular be released.

Aeons past, and the mighty craftworlds dwindled in number. Some forgot all about the Oathbreaker's pact, others fell to darkness, and still others belittled the threat. But others remembered, and watched.


10,000 Years Later:

Bigboss Grumfrag Panzee-kicker crunched an Eldar guardian underneath his spiked boot. The wiry warrior crumpled like a paper boat and spurted blood pretty far. Not really far enough to be impressive, though. Grumfrag surveyed the battlefield for any other possibilities. Maybe a fat one. Yeah, a fat one would spurt a mile. Especially if he got a running start.

"Boss! Boss!" One of his nobs ran up, his shoota over one shoulder and a bunch of Eldar face-lasers under one arm. Grumfrag considered knocking the nob down and taking the face lasers--them things were pretty sweet. He could maybe get a mek to bolt one to his jaw and then shoot face lasers at any git who looked at him sideways. Yeah, that would be dakka. He drew back his powerklaw and got ready to clobber the nob something good. 

The nob ducked the swing and shot Grumfrag in the face with the shoota. "We found something really huge, boss!"

Grumfrag poked at the hole the gun had left in his jaw. "Oy! You dented me gob! Gimmie them face-lasers."

The nob looked at his collection. "What fur?"

"Payment! Or I just smacks ye and takes them, eh? How bout that?"

The nob thought it over and, while he was thinking it over, Grumfrag crushed him with his power klaw and took them anyway. "Now, let see this big thing."

It was a building of some kind, made all out of that weedy bone-stuff, but with no doors. The Eldar had fought like crazy to defend it but Grumfrag couldn't see why. It didn't have guns or spikes or skulls or nothing on it. The orks who had survived the battle were surrounding it now and shooting at it, but their bullets were just bouncing off. Were he boss of a bunch of weedy hummies, he might have had to tell them what to do next, but as they were Orks, a bunch of his lads were already building a giant cannon mounted on rockets pointed at the most likely side of the weird structure. One of his Meks, Noknorb, was supervising. "Oy! Whatcha got there, Nok?"

Noknob twiddled his thick fingers in excitement as his grots worked frantically behind him. "Boss, we got a big gun, see, but it also is gonna charge at the building on rokkits while it's shootin.' Dakka-dakka! Kump this panzee building good!"

Grumfrag nodded and looked for the giant red button that should fire the weapon. "Good." He knocked a few grot oilers out of the way and pushed it.

FOOOM!

The cannon fired, shooting about a half dozen grots alone with it. Then the whole cannon propelled itself in a kind of cartwheel motion towards the walls, crushing the remaining grots and smashing at least ten boyz on the way. The explosion was simply amazing. Grumfrag and Noknorb both watched in appreciation as a wall of the place collapsed. "That was a good'un." Noknorb said, wiping dust from his goggles.

Grumfrag was about to nod in agreement when he heard something. He cocked his head--it seemed to be coming from inside the weird building, which seemed to now be glowing with a weird, rainbow light.

It was laughter. Hysterical, maddening laughter.

Grumfrag smiled and pulled his slugga. "Looks like we've got more to krump yet, mates!"

The Overview

So, the Orks (played by my friend Mike, who is new) invade a maiden world with a heavy military presence (the Eldar--my long suffering opponent, Fraley) and release daemons on the world (Me) who start to claim the planet. The Daemons want to convert the world to a warp-filled hellscape, the Eldar want to trap the sundered vaults and save their maiden world, and the Orks just want to have a good fight (and busting open vaults seems like a great way to get one).

We would play it in 3-game arcs, just like in the other campaign I'm doing (The Scouring of Myrvaal V). We start small (500 points) and move steadily upwards.

Here's the first arc:

Craftworld Eldar: Scouting the Menace


The Eldar of Craftworld (name TBA) have discovered the Maiden World of Kekes'stular is under attack, but more must be learned! Seeking answers and vengeance, they arrive on the planet.

Location: Temperate Landmass, sparsely populated
Opponent: Chaos Daemons
Strategic Objective: Discover possible source of the invasion

Round 1: Arrival
Point Level: 500
Scenario: Vanguard Strike/Purge the Alien
Terrain: Idyllic Plains


The Eldar begin by clearing a region surrounding an uncorrupted webway portal. No daemon must be suffered to live.

Eldar Victory: The daemons are purged from the area. Round 2, Scenario A
Daemon Victory: The daemons are too numerous to be effectively destroyed. Round 2, Scenario B

Round 2: The Search
Point Level: 500
Scenario A: First Contact
Scenario B: Dawn of War/The Scouring
Terrain: Ancient Ruins


The Eldar search the ruins of ancient cities for secrets needed to unlock the nature of the threat.

Eldar Victory: The Eldar learn of a dark prophesy about to come to pass. They must warn the Craftworld! Round 3, Scenario A
Daemon Victory: The Eldar have no answers, but they know that this world is in danger. Round 3, Scenario B

Round 3: The Withdrawal
Point Level: 750
Scenario A: Feigned Retreat
Scenario B: All-Round Defense
Terrain: Ancient Ruins/Wilderness


The Eldar seek to return to the Webway to bring news of the terrible fate befalling Kekes'stular.

Eldar Total Victory (3 Wins): The Craftworld is warned of the pending Daemon invasion and knows how best to combat it.
Eldar Partial Victory (2 Wins): The Craftworld is warned, but the message is garbled or incomplete. More investigation is needed.
Daemon Partial Victory (2 Wins): The Eldar escape, but will not be able to warn the Craftworld before the next part of the plan.
Daemon Total Victory (3 Wins): The Eldar are destroyed, and the Craftworld has no warning of what is to come.

First battle has already been fought! Stay tuned for the report!

Offline Wyddr

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Re: 40K Campaign: The Vaults of Kekes'tular
« Reply #1 on: July 7, 2016, 09:45:02 PM »
New Scenarios for this campaign are here! Some of these have been played already--reports to follow!

Orks: That Glorious Mayhem

Location: Central Continent
Opponent: Craftworld Eldar
Tactical Objective: Disrupt Eldar Communications/Reconnaissance

Round 1: Hide and Seek
Point level: 500
Scenario: Dawn of War, The Scouring
Terrain: Temperate Wilderness


The Orks suspect the Eldar are setting up an attack on their positions. The Orks, however, are not ones to wait for a fight.
 
Ork Victory: The Eldar forces are disrupted and forced to retreat. Round 2, Scenario A
Eldar Victory: The Orks are unable to disrupt Eldar operations and, instead, reveal their position. Round 2, Scenario B
 
Round 2: Run 'em Down!
Point level: 500
Scenario A: Blitzkrieg
Scenario B: Mobile Defense
Terrain: Temperate Wilderness


The Orks smell a fight, and come in fast and hard. The Eldar are either surprised at their ferocity or grimly prepared to show the Orks what speed really means.
 
Ork Victory: The Orks destroy a significant number of the Eldar expeditionary force--they are free to advance. Round 3, Scenario A
Eldar Victory: The Ork advance is stopped, at least for now, but the Beast is not at bay yet. Round 3, Scenario B
 
Round 3: The Coups-de-grace
Point level: 750
Scenario A: Vanguard Strike, The Relic
Scenario B: Counter-Attack
Terrain: Temperate Wilderness

 
The Orks think they have a chance at capturing a key Eldar artifact--a fine trophy for the boss! The Eldar, however, are ready and willing to make the orks pay for that hubris.
 
Ork Total Victory (3 Wins): The Orks have routed the first Eldar foray into their territory and captured a crucial artifact needed to collect information on Ork movement.
Ork Partial Victory (2 Wins): The Eldar are run off, but the artifact is not secured. The Eldar will be able to return in time.
Eldar Partial Victory (2 Wins): The Orks are destroyed, but losses are unacceptably high. A new foothold will need to be secured elsewhere.
Eldar Total Victory (3 Wins): The Orks are completely devastated--a forward base for the Eldar is secured.


Daemons: The Jungle Vault
Location: Central Continent, Tropics
Opponent: Orks
Tactical Objective: Locate the Fourth Vault of Kekes'stular

Round 1: The Search
Point level: 500
Scenario: Dawn of War, Crusade
Terrain: Tropical Jungles


The mad ravings of Zoltuax, the Raven God, has revealed the possible location of the smallest of the Nine Vaults, but the Oathbreaker was clever in his treachery, and the precise location is hidden to even the great Lords of Change. The Forces of Change must secure the approaches to this region of the jungle to aid in a search.
 
Daemon Victory: The Tortured Path is discovered, despite Ork interference. Round 2, Scenario A
Ork Victory: The Orks guarding the start of the path are too strong--through the rough of the jungle it must be! Round 2, Scenario B
 
Round 2: The Approach
Point level: 500
Scenario A: Hammer and Anvil/Purge the Alien
Scenario B: Infestation (Orks = Tyranid Player)
Terrain: Jungle Ruins


The Tortured Path drives the Daemons between ancient bastions and trench defenses, many booby trapped by both the Ork defenders and the Eldar of old. The daemons know no fear, and press on.
 
Daemon Victory: The Daemons break through the defenses and are now close to the Vault. Round 3, Scenario A
Ork Victory: The Orks thin the Daemons numbers, forcing a desperate gamble. Round 3, Scenario B
 
Round 3: The Assault
Point level: 750
Scenario A: Prepared Assault
Scenario B: Night Fight
Terrain: Ancient Ruins

 
The forces of Change rain many-colored fire on the Ork defenders under the crumbled battlements of the ancient Eldar fortress. The winner secures the vault, though opening it...that is a different matter.
 
Ork Total Victory (3 Wins): The Orks have driven off the Daemons and the Jungle Vault is secure...or as secure as can be, given Orks.
Ork Partial Victory (2 Wins): The Daemons are defeated, but only temporarily. They may make another try upon the Vault, from a different angle.
Daemon Partial Victory (2 Wins): The Orks are consumed, but the weakness of the Daemons disgusts the Lord of Magic and no reinforcements are sent. New alliances must be struck before the Daemons have the strength to breach the Vault.
Daemon Total Victory (3 Wins): The Orks are obliterated and the Daemons firmly hold the Vault. They may begin the lengthy ritual to pierce it.

Offline Wyddr

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Re: 40K Campaign: The Vaults of Kekes'tular
« Reply #2 on: October 8, 2016, 04:32:10 PM »
Orks: Ta Krump A Better Daemon
Location: Central Continent, moving north
Opponent:Chaos Daemons
Tactical Objective: Draw the Daemons of Khorne into the war

The daemon assault on the jungle vault was a failure, if barely. The orks of the dank jungles on this pristine planet still control the area, but their mobs are scattered and the daemons are clever. The Nine Lords have opted to remain quiet, knowing how short the ork attention span is. They hope the orks, now roused to battle-lust, will seek a better battle.

And what better battle than with the blood-soaked warriors of Khorne?

Gabba Naz-Finga woke from a prophetic dream. He had seen it--a great throne of brass, sitting in a lake of boiling blood, heaped on all sides with the skulls of the vanquished. There atop it, a towering warrior, horns and fangs beyond counting, bellowing his challenge.

Gabba rolled from his bed and stomped outside his tent. All around, his boyz were busy: building weapons, repairing vehicles, murdering each other over the tastiest squig--the usual, in other words. Gabba shot a particularly large Nob a few times until he fell over and then climbed on top of him. A few more slugga shots in the air, and he had the boyz attention.

"OY!" He bellowed. The boyz approved. "We's leavin' this 'ere jungle and goin' north!"

"Wot's north?" A boy asked.

Gabba shot him. "None a yer finkin' bidness, is wot! Pack up! We's going on the WAAAAAGH!"

The boyz celebrated, firing their weapons into the air. Ramshakle engines were kickstarted by excited grots, and the whole band was up and on the move in a matter of minutes. Gabba Naz-finga rode in the lead, sitting atop the cab of his favorite trukk, smoking a squig-ar. "Juss wait'll ol'horn face gets a loada me! HA!"


Okay, for round two of the Orks Vs Daemons part of this campaign, the Ork player (Roboknee) has opted to find a different portal on the planet from which to coax the legions of the blood god to do battle, as that seems as though the orks would have more fun. To do that, however, a bit of a road trip is in order, headed towards the blasted wastelands of the north that circle around the forbidding Blood Temple.

Round 1: Out of the Jungle
Point Level: 1000
Scenario: Vanguard Strike/Crusade
Terrain: Jungle


The orks have to secure their supply lines to make this crusade feasible--even orks have need of fuel, ammunition, and support infrastructure! Boss Gabba Naz-Finga is blazing a trail of dead daemons for his supply train to follow.

Ork Victory: The Orks' rear is secure. Round 2, Scenario A
Daemon Victory: The Daemons have cut the supply lines! Round 2, Scenario B

Round 2: Across the Steppes
Point level: 1000
Scenario A: Pillage
Scenario B: Surprise Attack
Terrain: Temperate Wilderness


The orks rampage across a broad plain scattered with the detritus of ancient battles between the Eldar and otherworldly forces. Consumed with battle greed, the orks loot trophies from the dead, but if their rear isn't secured, it could all be a trap...

Ork Victory: The Orks have a grand time stomping the steppes even flatter! Round 3, Scenario A
Daemon Victory: The Daemons have blunted the Ork advance. They are ripe for the slaughter. Round 3, Scenario B

Round 3: At the Foot of the Blood God
Point level: 1250
Scenario A: Fight To the Death
Scenario B: Black Crusade
Terrain: Ancient ruins


The red daemons of the Blood God appear, and they are displeased at being disturbed. Can the Orks convince them to pursue the fight?

Ork Total Victory (3 Wins): Khorne is enraged! More of his legions will be committed to the fray!
Ork Partial Victory (2 Wins): Khorne is impressed. Perhaps the Orks deserve more attention, perhaps not. An exploratory force will be deployed.
Daemon Partial Victory (2 Wins): The Orks have annoyed Khorne, but not enough to worry him much. He will watch the battles, but only send the occasional champion. 
Daemon Total Victory (3 Wins): The Orks have made a grave error. By daring to challenge the forces of the Blood God, his followers have sworn to assist their Tzeentchian cousins to re-take the Jungle Vault! 

Offline Wyddr

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Re: 40K Campaign: The Vaults of Kekes'tular
« Reply #3 on: April 8, 2017, 12:09:47 PM »
Daemons: The Warp Flood
Location: Central Continent, Jungle Highlands
Opponent: Orks
Tactical Objective: To invoke a continental cataclysm, breaking apart the central continent

Hrothmog the Rapacious, Bloodthirster of the First Host, stood in a hall of light-made-solid--a sphere of 999 faces, each a different color. His mighty talons gripped the haft of his axe tightly, restraining the urge to smash it all and cast down its masters.

The voices of the Thousand-named Lords echoed around the chamber in uneven waves, each word spilling off into a thousand fragments--giggles, sighs, roars, and whispers. "WE ARE PLEASED YOU HAVE COME, MIGHTY HROTHMOG."

"There is glory to be won on this mortal world." Hrothmog snarled glaring at the nine Lords of Change perched in their nine opalescent thrones, "I'll not let you wretches win it without me!"

"JUST SO," they answered.

This made Hrothmog snort fire--he hated it when Tzeentchian daemons acted like they knew what he was going to say. Even if it was true. "What then is your plan of battle? I would see my warriors spill blood in Khorne's name."

"A GREAT RITUAL SHALL BE WORKED, O HROTHMOG," they said, "BLOOD AND RAINBOW FIRE SHALL SUNDER THE LAND AND REND THE SKY."

Hrothmog nodded, "Sounds good to me. Where do I come in?"

"YOU SHALL LEAD THE VANGUARD. SLAY. CRUSH. CONSUME. WE SHALL DO THE REST."

Hrothmog grunted. He was to be a diversion, then. These Tzeentchlings, always thinking they're so smart.

He rose up on black wings and cast his axe through the crystaline walls of the chamber. It broke apart, as though it never was. Hrothmog returned to his hall, never quite shaking the feeling that the Thousand-Named Lords were laughing at him. They would see their error soon enough, though. He would show them all.


Okay, for round 3 of the campaign, here, the Daemons are going to try to work a mighty ritual that shall sunder the main continent of the planet apart and therefore break apart most of the remaining vaults (and killing most of the orks, by the by). The orks, however, are likely to interfere with the ritual, as it has to take place deep within Ork territory in the jungles and highlands that make up the center of the continent. The scenarios are as follows:

Round 1: The Diversion
Point Level: 1500
Scenario: Dawn of War, Crusade
Terrain: Jungle


The Daemon army makes a strong foray into Ork territory, hoping to cause enough damage to draw Ork reinforcements to the front.

Daemon Victory: The plan worked! Orks are rushing to engage the main Daemon forces. Round 2, Scenario A
Ork Victory: The Daemon forces are repelled too easily. Round 2, Scenario B

Round 2: The Insertion
Point Level: 1500
Scenario A: Cloak and Shadows, Dawn of War
Scenario B: Tactical Escalation, Hammer and Anvil
Terrain: Jungle Highlands


The Daemons have slipped behind Ork lines. They either are securing the ritual zone with subtlety, or they are forced to commit to a pitched battle, but either way they hope to begin the ritual soon.

Daemon Victory: The area is secure. The Daemons may begin the ritual at will. Round 3, Scenario A
Ork Victory: The Orks refuse to yield--the ritual can be conducted only after the orks have been wiped out. Round 3, Scenario B

Round 3: The Ritual
Point Level: 1750
Scenario A: The Ritual
Scenario B: Fury of the Storm
Terrain: Mountaintop


The Daemons either start to enact their ritual, or desperately defend the ritual space as they summon down the warp to purge nearby orks. In either event, this is a do-or-die moment for both forces.

Daemon Total Victory (3 wins): The Ritual works perfectly, sundering the central continent in a conflagration of fire and blood. Now 7 of the 9 Vaults are broken open. Only the Ice Vault and the Sea Vault remain.
Daemon Partial Victory (2 wins): The Ritual works, but imperfectly. 4 Vaults remain unopened, and the Orks control 2 of them.
Ork Partial Victory (2 wins): The orks stop the ritual, but with severe losses. The continent may still exist, but the vaults upon it are now in Daemon hands.
Ork Total Victory (3 wins): The Ritual is stopped and the Daemons thrown back into the warp.

 

 


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