DangerousCamp

GlobalMaps/StarSystemObjects/ExplorationPlanetPoints/DangerousCamp play through this conversation → ← all dialogues
Entry point 1 of 5
NPCThe scouts carefully inspect every piece of land in the marked area and discover a camouflaged pit studded with strong, thin needles. In a niche sunk into the wall of the trap glitters a volumetric flask with an ugly creature that looks like several brains stuck together.
YOUAnalyse the nature of the creature.
NPCThe Rogue Trader's people recognise the grotesque figure as a Drukhari medusa — a parasite capable of registering emotions and transferring them to its masters. This thing was left here as the equivalent of a pict-recorder, collecting the suffering of the Drukhari's victims.
YOUAnalyse the nature of the creature.
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YOUDestroy the abomination.
NPCThe flask explodes into shrapnel fragments under a salvo from the scouts' rifles. The remaining liquid is collected into several test tubes to be examined in the ship's laboratorium and put to good use — or destroyed on the orders of the Rogue Trader.
YOUAnalyse the nature of the creature.
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YOUDestroy the abomination.
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YOUContinue exploring the area.
NPCDeep prints belonging to landing legs and a ladder are visible in the grass behind the maze. The relative positions of the recesses correspond to the design of an Imperial shuttle. When the von Valancius scouts approach, they find a wax seal bearing the symbol of the Inquisition and a monogram formed from the letters XC. An officer voices the proposition that the initials correspond to the name of Lord Inquisitor Xavier Calcazar.
YOUSearch for other objects in the grass.
YOURecall the scouts.
NPCThe xenos' camp hides any number of dangers.
YOUSend out a squad of scouts to search the camp.
NPCAs they comb over the tracks left around the Drukhari structures, the scouts find items of Imperium make: blood-soaked clothes, an Aquila patch, and a data-slate cracked in half. Gothic letters and the symbol of the Inquisition are frozen on its bottom half. The sentence fragments make up part of an exploration report.
NPCThe servants of von Valancius find a rough illustration of the camp in the pocket of a filthy coat. On it are marked two locations. The first is shown with a sword and highlights the area where the items were found. The other is a skull and points to a patch of ground by the maze.
YOUFind out what is in the place marked by the skull.
YOURecall the scouts.continues where this line first appears above
YOUBurn away all trace of xenos presence.
NPCThe predatory structures do not burn easily, and it takes a long time for them to heat up. When the flames finally gather strength, turquoise explosions flash amid the yellow-orange waves. Whatever was down there was dangerous.
YOULeave the area.
YOUOrder the scouts to return immediately.
NPCThe xenos' camp hides any number of dangers.continues where this line first appears above
YOUContinue exploring the area.continues where this line first appears above
YOUOrder the scouts to return immediately.continues where this line first appears above
YOUDestroy the abomination.
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YOUContinue exploring the area.continues where this line first appears above
YOUOrder the scouts to return immediately.continues where this line first appears above
Entry point 2 of 5
NPCThe scouts conduct a cursory exploration of the marked earth. A few men fall into a camouflaged pit studded with strong, thin needles. Their bodies swell from the punctures, being filled with an unknown toxin. Their comrades above freeze from the screams then come to their senses and begin extracting the unfortunate explorers. In a niche sunk into the wall of the trap glitters a volumetric flask with an ugly creature that looks like several brains stuck together.
YOUAnalyse the nature of the creature.
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YOUDestroy the abomination.
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YOUContinue exploring the area.continues where this line first appears above
YOUOrder the scouts to return immediately.continues where this line first appears above
Entry point 3 of 5
NPCA segment of the dry grass a few metres in front of the prints from the ladder has been cut as if scythed. Among the chopped stems lies a piece of a Drukhari trophy — a flap of dark skin stretched out by thin chains. Most of it is covered by a tattoo: a silhouette of a storm or tornado and a black symbol composed of curved lines and sharp shapes.
YOUSend out a squad of scouts to search the camp.
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YOUBurn away all trace of xenos presence.
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YOULeave the area.continues where this line first appears above
Entry point 4 of 5
NPCThere is nothing in the dry grass around the depressions in the ground that would merit the Rogue Trader's attention.
YOUSend out a squad of scouts to search the camp.
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YOUBurn away all trace of xenos presence.
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YOULeave the area.continues where this line first appears above
Entry point 5 of 5
NPCUnder thin clouds, as if shredded by a careless blade, sway vast steppes carpeted by pale gold deadwood. The Rogue Trader's attentive eye distinguishes a region among the endless grasses that does not fit into the general landscape.
NPCThe scouts from the shuttle see signs of intelligent life. Judging by the trampled soil and tent frames, someone made camp here. Distant silhouettes form a tangle of paths and obstacles — a maze. The outer walls are supplemented by a multitude of spikes and blades and decorated with scraps of leather and withered crucified prisoners. It does not take an expert in xenoculture to reason that Drukhari have been here.
YOUSend out a squad of scouts to search the camp.
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YOUBurn away all trace of xenos presence.
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YOULeave the area.continues where this line first appears above