Wednesday, 27 August 2014

Rogue Trader - first proper game, Episode 2 part 1



I remember that we got a Ork in the party, but did not make himself noticed untill the end of the previous side-mission and this campaign.

At this stage, we also lost our navigator and Void-master, so we were down to the following:

- Crimson the Seneschal (aka: superwoman, indiana jones, batman and similar names)
- Crimson the Tech-priest (had and still has the highest killcount in any of my player in my games, in personal combat)
- The insane Arch-militant
- a Ork Freebooter

It all started with them being back on the ship and noticing someone important was busy talking to the Lord Captain (Tristan Mahvorn). This was Inquisitor Amberly Vail (I had been reading Ciaphas Cain lately and felt that she could be used to fit the importance of the work for anyone who also have read the books, tech-priest certainly had)

They were tasked with finding a artifact on a deathworld, not yet populated by the imperium, it was not mentioned but it was a lost Maidenworld that had changed.

So they made their way, messed quite a bit with the crewmembers of the ship (i dont remember how), and it was about to start a mutiny when the Lord captain ordered everyone planetside, including himself in order to assist the inquisitior (more due to fear than loyality for the inquisition).

While they went planetside, the ship was out of there... hence the Mahvorn Dynasty loosing it's flagship due to officers messing around on the ship one too many times. (ah, one reason for loss in morale was the insane arch-militant stealing RT Stark's grenades and rigging them to take out a lot of important features for the population on the ship)

Planetside, the dropship was damaged by some horrible driving but they made it down safely and set out through the jungle, but they were being watched. Not long after, they got into a fight with some Striking Scorpions, Melee Eldars with chainswords.



Figuring that its not a good idea to stick around in the wilds, its best to make their way to somewhere that can be easier held... however, they quickly discovered that no communication worked, it seems like absolutely no form of radio signal was possible to be transmitted, the tech-priest could not even order his Servo skull to do anything, it just bobbed after him at all times, quite unresponsive.

They made their way through the wilderness and accidentially slid into some sort of ruin pit, surrounded by eldars with shurriken catapults, a portcullis to the north and 1 eldar with a 2handed chainsword standing there, waiting for 1 of the PCs to approach.

This was originally designed for another player but the Ork approached and accepted the challange, which turned into a "real" combat, with premade attack and defence patterns, if the ork hit, he would do some damage, if the eldar hit, the ork would take damage.

The ork was victorius when he reduced the eldar to half health, and Crimson the catwoman having climbed on top of the portcullis under coverfire from the others, to open it. It was quite a fight and the tech-priest had to burn a fatepoint (he felt like the character was dead then so he did not want to continue to play but i made a deal with him about a new character and a concept i had, so he made a Dark Heresy Guardsman based on the few foot troops that the lord captain had brought with him)

The group continued to fight their way to the top of a temple (much like the one I used in the step-in-GM game), and held off eldar attacks from there while the rest explored its depts.

the insane arch-militant used his lascannon to set fire to the forest and keeping most of the eldars at bay, but the eldars were smart about it and targeted the lascannon, destroying it and separating the arch-militant from the rest of the group, at least untill they all regrouped. Tristan, Amberly and the guardsmen held the top of the temple.

Inside the temple, the group encountered eldar Wraithguards... but not regular ones, these were statues with limited function, 6 of them. and when they stepped on a spesific panel on the floor, they were shot with a modified wraith cannon, teleported into the warp, and spat out again at a random place (gaining corruption, except the ork, who gained insanity instead). They did get ahold of the artifact at the far side of the main chamber of the temple, but only after a bit of mucking about, it was apparently the source of the signal blocking, but there was nothing they could do about it, so they returned topside.

Outside, there were dead eldars, a forest on fire, and a giggling insane Arch-militant on one of the tiers below, Without a dropship to return to (in the middle of the fire), and the report that "umm, we might have started a mutiny and the ship is not in orbit anymore", the only thing they could do, was to follow the eldars to the north-east, in hope of stealing one of their ships to get off the planet.

Easier said than done, but long story short, they got a ship at the expense of the tech-priest and the insane arch-militant blowing themselves up with 12kg of C4... and only 1 did so intentionally... not the tech-priest. Fatepoints was burned and they left the planet.

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