They were in a long hallway, exploring one of the other ships. They see markings on the walls, lots and lots of signs, scriptures and the like, in high gothic. After venturing further down, they started hearing a hymn of some kind, so they snuk towards it, until one of them started a quarrel amongst themselves. When they were done and the mission could continue, the hymn was gone, stopping, wondering what happened, they detected a light at the end of the tunnel, and it was growing brighter.
Something was comming quickly towards them, they spread out what they could, forming a 2 front, 2 back and 1 middle (like 5 on a 1d6), with the 2 in front kneeling down, and they opened fire. The shots lit up the hallway and some hit the thing comming towards them and triggered some sort of powerfield.
A battlesister was comming towards them in an incredible speed, propelled forward with the use of a jetpack, she got into range, droppkicked forward, planting her feet at the chest of the center-man.
Everyone could see the grin made of filed sharp teeth, the mad look in her eyes, and the words she said... "The absence of faith is the mark of the heretic!". Then she kicked back, triggering her jetpack, scorching the center-man in the process.
With a backflip, she landed on front of them and pointed a flamer at them, the ship ratings had no choice, they tried to run but was set alight as the mad battlesister laughed as she purged the "heretics".
...meanwhile, back at the lab... (yes, i ran this small scene for the players, not revealing that they were playing ship ratings)
The players got a explanation of what had happened to their ship and the los pENETRADAS; The navigator's ship had been exploring the koronus expanse, towards a unexplored area when they came across a warpstorm, they were sent off course but recovered swiftly enough due to an experienced crew. However, in the system, they were quickly set upon by pirates and took some serious damage, the Lord Captain (Tristan Mahvorn) ordered the ship to take cover in a dust cloud to loose the pirates, but noone had expected the dust cloud to conceal a starship graveyard.
The ship lost a lot of its functions and were severely crippled, the lord captain was mortally wounded and was put in stasis, most of the other officers went their own way to explore. (with only a brief mention of the names of Seraphine the battlesister and Grimstuff the Ork). The lord captain choose the navigator to lead the survivors before he was put in stasis, and since then, they had been exploring and salvaging everything they could to accomodate for survival, but there were still plenty of unexplored area in this massive graveyard of spacehulks that they had named End of Time.
The PCs asked some questions about what was done and what they could do to help, being given a bit of an update on the activities, they were sent to familiarise themselves with the area first, then report back to the navigator as he needed someone to look into certain cases like why some of the ship rating-explorers have gone missing. (the players went really quiet when I told them this, but refusing the job without a good reason would be metagaming, and I was known for handing out punishment for that sort of thing, usually in the form of less or no exp gained that session).
Now.. the survivors had managed to restore one of the decks of the "lost" (los pENETRADAS' hulk), and made it into a proper town to accomodate everyone's needs, most were done with salvage but the town had just about everything. So the group split up to see of they could make themselves useful by helping out and collecting information at the same time. The sororitas was still heavily injured at this point so she spent her time in the chapel, dedicated to her faith, the cleric did so too but helped to hold sermons and the like (the sister got a fatepoint due to surviving for so long and showing dedication to the emperor), the Cleric got a weapon as a thank you (one of these "clubs" that is considered holy weapons). The Psyker (the one with the ego), did not want to help so he spent his time stealing and exploiting people for money. And the last psyker was just mucking about trying to find something, and came across a drug... Spook...
It should be mentioned that at this point, I completely forgot what was happening, but I remember a few events, there might be more but I cannot remember them, so I'll jump straight into one of the missions that I know the group did. (not the battlesister mission, I had plans for it, but they never got to that)
The navigator was getting some reports about acts of terrorism amongst the survivors on the lower decks (below the town) so the group were to go and investigate this, and if possible, deal with it. So they made their way to the town and got some directions, leading them towards the engineering deck.
The group followed a few clues untill they got into a maze of corridors, there were various arrow signs pointing in various directions but they seemed to lead somewhere. So by following them without any kind of way to navigate, they would get lost trying to find a quick route back, or follow the arrows back, spending a long time doing so. But for now they contiued to follow the arrows, walking into mines and rigged grenades traps. But to the groups relief, the ones who rigged it was an idiot, because one of these were anti-plant mine.
Oh! I remember one of the clues the PCs had gotten, one of the civvies was begging the PCs for help since her husband had been kidnapped by someone and the signs were apparently clues left by the kidnappers. The woman had been told that the PCs would have to be the ones that follows or else she will not see her husband again. (I had considering switching the roles, making it the wife that was kidnapped, but switching up the roles every now and then is a good thing).
Now, they had followed the arrows to a large room with a metal floor, in the middle was a hulking mutant with some kind of crude 2handed shock-maul, and next to him was a man that was tied by wire, the PCs were sure that this was the one that they had to rescue.
On the far side of the room was a door, 2 people stood by it but exited once the PCs arrived. The hulking mutant growled in rough low gothic for the PCs to enter or he would kill the civvie. They did so and the door behind them was shut (metal door, sliding down from the roof). Combat started.
Everything went as expected until the mutant lowered his shockmaul to the floor and flipped a switch... almost everyone except him was knocked to the ground by powerful electricity, the only ones to avoid this was the Spook Psyker who was constantly rolling perils of the warp, and floating in the air with levitate. The rest did whatever they could to try to take down the hulking mutant, but it was incredible difficult. They were at least 4 people at the time, and they were struggling against 1 enemy due to the electricity, some players went unconcious due to fatigue, but in the end, they were victorious...-ish
The man they were sent to rescue had died from being electrocuted too many times, and instead of returning to tell the widow, they continued in order to hunt down the 2 people that left the room when they arrived, because as far as they were concerned, the hulking mutant could not be the brain of the group, not that he could now as the cleric had used his stub revolver to put a manstopper bullet in the mutant's head.
Tuesday, 2 September 2014
Monday, 1 September 2014
Dark Heresy: What is this? I don't remember this... - episode 2? part 2
I had forgotten a small part from the previous post, when they rescued the psyker. The psyker fell down into the hole and the group followed, They looked around and found a passage they could crawl through, but there was something on the other end, so they tried to quickly return, failing to do so quick enough.
One of the creatures managed to swipe at one of the players, I think it was the sororitas, and brought her wounds down to dangerous levels but not critical. So with a little benny hill sketch, they managed to return to the cantina without too much loss of tension.
Now, back to where we left last post;
The PCs joins up with a group of survivors who were hiding out in a maintenance room. After a quick chat with them, they figured that the ship had crashed, combined with having seen another ship, it might be smart to find that ship in order to see if there was any running systems that could be used as a better base untill they knew what they could do about the situation. Sticking around where there are creatures is too dangerous anyway.
So they started exploring untill they found their way downstairs and to a armoury, which already have been partly looted, there are likely more survivors, but armed and likely panicing, could be dangerous.
Following the direction towards the other ship, they came to a vacuum-bridge to the other ship, someone must already have attached this for some reason.
It must be noted here that the survivors were hiding out in the armory while the PCs scounted ahead, and when they crossed the vacuum bridge, a large piece of metal floated towards the bridge and cut it almost in halv. The tech-priest of the group got dragged out into space and his void suit got damaged, with several attempts to save himself and no fatepoints to burn, he died horrible in space. The others ran towards the far end but did not manage to open the seal on the other side in time, so they got dragged out into space too, but with functioning void suits. With a bit of messing about, they made their way to another maintenance seal and got inside (Barely).
Inside the new ship (Los pENETRADAS) they found some basic gear, a unconcious psyker and a few orks... well, 3 orks with crude (for orks) weaponry and a few gretchins.
One if the items they found was a dataslate, it contained a video, to which they all saw. It was no sound on it, but showed a room with a navigator in it, he was apparently quite distressed, there was also a cat in the room, a strange type of cat. A man entered, looking like he was a man of authority, he was talking to the navigator for a little while before pulling his pistol, talking some more, then aimed at the cat. It looked like quite a tense scene before the man lowered his pistol, turned around and walked out, as someone looking like a sister of battle entered the room, and the videofeed cut out. They checked the title of the video... "sorry".
They dealt with the orks and continued, as they encountered several more orks making their way past a barricade, they ran isntead of trying to hold their ground with limited ammo, running to a sealed door. While being attacked by waves of orks, they opened the door and got through, then shut it down just before a large ork with several crude cybernetics smashed into it, causing a solid dent in the door.
Once through, they were met by several armsmen, asking questions about who they were and what they were doing here, but seeing their panic and their attention needed with the bulked door, the PCs were directed to their leader, if anyone were injured they might take a quick sidetrip to the medica that was just down the hall anyway.
In the medicae, they found another one of these dataslates, it contained a medical log for Lord Captain Tristan Mahvorn, documenting his injuries and that he was dying, so they stabilised him and put him in stasis untill they could find some way to heal his injures.
The PCs tended to some of their wounds and went on their way to talk to the leader, after scaring a few civilians first. When they met the leader, they saw that this was the very same navigator as in the video. He presented himself as Gary Carbona and started the long explanation of how the situation they currently are in and what they are doing now... after sending a few people out with various orders.
Friday, 29 August 2014
Dark Heresy: What is this? I don't remember this... - episode 2? part 1
There might have been a lot of other games but i can only remember this campaign as it was linked to some of my lore.
The group consisted of the following:
- the battle-sister who died heroicly, which now played a cleric (regular one, male)
- the sororitas from the previous session, who was down to 0 fatepoints
- a Tech-priest, the previous character I think died to the plague bearer, but could be wrong, the player's characters had a tendency to die in my game for strange reasons.
- a.. psyker? yes, a psyker, the one played by the irony-player
I think this was the group, might have been 1-2 more people, but I do not remember them.
Anyway, they were on their way back to the inquisitor after finishing a job, when they were sent off course by a warpstorm and ended in a new system. The captain of the ship saw that in front of them was a huge dustcloud. The captain figured that they might hide there untill they knew that the area was safe... this was a misstake, as the dustcloud was hiding a starship graveyard and the ship crashed straight into that.
the session started with the sororitas on the ground in her room, with total darkness around her, she had no idea what had happened so the best option was to find a way out, but she brought her book... it was a good book.
Out in the hallway, it was also darkness, but sound of electicity could be hard from the right, so she touched the wall and walked left. there was a corner and more electricity, so she felt around for any passageways and fond a room. some sparks gave off enough light to reveal a broken wall to the next room that could be used to bypass the hazard in the hallway.
Once through, sound could be heard from a nearby room, she figured it was the library and the cleric was there, he was on the inside and not strong enough to lift the door away, but the combined effort allowed them to join up. So they continued like this an picked up several PCs on their way, like the psyker in the cantina, stuck while trying to climb out of a hole he had partly fallen into, he was hanging on for his dear life while something below was trying to jump and grab his legs.
After rescuing the psyker, they did get some help when the psyker used the power of heat vision, allowing them to see other people. They found the Tech-priest thanks to this, and he was stuck, upside down in the ceiling, cutting him down would mean falldamage unless they did something about that, but they did not care.
After getting the entire group back togeather, they tried to figure out where they were, but only 1 person had a flashlight and the tech-priest had a makeshift one. So they continued slowly untill they reached an area where they could continue to explore (they came from the north), to the south through a small passage, through the south-west through some blastdoors, or up a ladder to the east, then follow a walkway to a passage to the south-east.
They choose the ladder, climbing in complete darkness without anyone to shine a light (the psyker had the proper one and never wanted to help anyone, so that was out, and the tech-priest's had a makeshift that would fall apart at any second). so they sent everyone except the tech-priest up first since he could fix the light if it was broken. So they all made it up safely, but the tech-priest fell and took a lot of damage from repeated falls, so instead of burning a fatepoint on being reduced to below 0 health, he stayed behind in the darkness while the others continued on.
They continued along the passage and found another ladder, but this time, only the best climber was sent up to figure out what was up there. And it was some kind of exterior viewport... most of what they saw was dust particles, but soon they realised that beyond that lied another ship, the letters along the side spelled "Los pENETRADAS", and looked as their ship had hit its side and penetraded its hull. One passage could be seen about 1 or 2 floors down and seems to lead the "new" ship.
After gathering up, they had a plan to see if there was anyone left on the ship, find some sort of log showing what happened (characters knew but players did not, I refused to tell them so they only got vague information). They continued and and found various paths but most demanded a lot of work and one path led to a maintenance shaft, this could take them a lot of places, so best shot was there.
Crawling through the shaft was easy enough, but they spotted something moving around in a large chamber from one of the viewports, it was about the size of a human and crawling on all four, so likely something dangerous... better keep quiet and crawl further.
... Sorry at this point I got a brainfart, so better split the story in two and continue on later with a new post.
Dark Heresy: What is this? I don't remember this... - episode 1
At some point, I had rewritten the starting classes you could play in Dark heresy to make them all seem more balanced, still have the noted but I came across some noted for a game I called "it all comes togeather", which meant that I planned to bring several different games togeather to wrap things up, but beside the premade campaign I ran, I don't remember what happened, It might be combined with a few other games so I'll run with this for now.
The group consisted of a sororitas... and thats all I remember.. why is this story so vague?
Anyway, the players were redirected by their inquisitor to head to a new location, the mines in the premade campaign, it was pretty straight forward, they got planetside and interacted with the first NPCs, looked around when a player said "lets skip this, lets just get on with the story". So we skipped ahead to the meeting with an commissar in control of the area, or at least the situation at hand. They were informed of the trouble at the mines and that they were closed due to loosing too many men inside. The PCs had the authority to investigate so they could visit the quartermaster to get some gear they needed and then be on their way towards the mine, the commissar would meet them there.
So they got their gear and headded to the mines, it was straight forward as one of the players just said "ye ye, lets get on with it"... so I did. They got inside the mines and were closed in and had to rely on their equipment to navigate the mines to where the last squad was seen. Which was a bit troublesome, up to the point that the player who was impatient said "well, if you had just given us time to explore the camp and the area, would would have known about this or gotten the gear from it"... I'm pretty sure that I was not the only one who saw the irony in what he said, but he did not so I had to explain that "someone wanted to move the story on so we skipped that part, I would have let you go around and find this stuff if you did not just push on"... the player fell silent after that.
They arrived at the entrance of the area that the last squad went missing, there was a heavy door with several lasgun burnmarks around it, so they proceeded slowly, but the air inside caused fatigue due to the stench, so they retreated back and figured that they should hurry instead. ok, in and to the right... fight against a mutant guardsman... back out... ok lets skip to the end... and they ignored most of the encounters and ran to the end where they saw some orange light of sorts. some sort of crystal was eradiating power and a partly manifested Plague bearer was guarding it.
The fight was quite intense for starting characters, but it was doable as it was designed for it, but i had to remove the reinforcements he got due to them charging ahead isntead of dealing with it. However, one of the players discovered that if he shot the crystal, it seems to be damaged, so they threw several grenades at it untill it broke, sending a wave of warp powers into the area and drawing the plague bearer back to the warp... however, everyone had roll to resist mutation.
Everyone except the sororitas succeeded. So the nun had tentacles spewing out of her belly... yes some tentacle jokes were made but we quickly shifted focus when she said that she cut them off with her sword... causing her to bleed, the others tried to stop it, but she bled out (fatepoint burn), or not, but they tried to heal her critical wounds (failed and caused bleeding), so they tried to stop the bleeding again but failed (fatepoint burn), now that she was stabilised one player wanted to heal again when the sororitas player said "oh no you dont, i have no faithpoints left now thanks to you, stay away".. which was a smart idea as we testrolled and got a 100...
This is all I remember from this episode, im sure there was some game in between but I know that this group is more recent that I had expected, so would have to go back to cover other games, like more Rogue Trader campaigns. But got to finish this one first.
Dark Heresy: RT Victris' new employees - episode 2 - last episode
In this episode, the group was set down on a planet for some shoreleave while the highranks were visiting a noble on the planet.
It started out with them being given shoreleave directly from the seneschal (lord captain usualy retreats to his workshop way to often), the frateris militia managed to insult the seneschal, so what happened was that the seneschal raised his hand to his ear, tapping his microbead and said "Vyn... he is all yours".
What happened next, the frateris militia had no idea but the others saw it clearly. Mc.. something, the muscle's eyes shot up with fear, he picked up the milita and started to run like hell towards the shuttle bay while shouting "hurry, better get out of here quickly", so everyone ran like hell, not really understanding what was going on but clearly understood that the militia's life was in severe danger.
They managed to get to the shuttlebay before they saw Vyn, the muscle handed the Milita to the others and seemed like he would try to slow Vyn down. Not wanting to stick around, the group left planetside.
Most of the time spent here was done shopping, with whatever money they had gotten their hands on, which was not a lot, so it required selling some gear and buying new ones. But hints of things of interesst drew them in a direction and they ended up in a plaza. The area was surrounded by guardsmen and something was up, the most paranoid ones was about to leave when a tall but thin commissar shouted "You are all pick for serving the militia to fight against the feral orks, follow the guardsmen to your designated posts". And the guardsmen started steering the crows in the direction of a makeshift camp. Some tried to make a run for it but was shot, so the rest followed the guardsmen to their fate, even shop owners who operated in the area.
Everyone was directed to an open area with lots of tents and firing ranges, there was several lines for being handed out gear and everyone got in a line. The group tried to explain, but it was clear that everyone was in the same position, even nobles had been pressganged and many were objecting. 2 commissars were walking around striking everyone with whips if they did not obey.
A picture tells a 1000 words, so this were who the commissars were based on:
except that they were clearly "evil"... or normal in 40k sense, regular commissars who demanded discipline from people who had none of the expected kind.
The PCs reluctantly picked up their lasgun and flak armour, untill the assassin got to his turn, the player said "no, I'm not doing this, I'm having none of this", as a GM I had to take things into consideration, the player had caused a lot of trouble, so letting him go through whatever the others also had to go through would be fair, there was no special treatment, I considered going easy on him but that would not be fair to the others, so it was the choice of being fair towards 1 or more than 1 (dont remember how many we were), so in the end, I figured that I would let the ingame events settle this rather than bringing this out of game.
Overall, I think I did the right thing with what I was going to do, the players said it was a bit unfair to him, but we were playing 40k so it made sense, but there was just empty complaints, it should not be done but there was no other way that any of us saw.
The assassin refused, so one of the commissars walked up and asked "Trouble" in a threatening way, the assassin was completely ignorant, caught up in anger that he was forced to pick up a lasgun instead of his sniper (he could have both but he was not listening). So the commissar used his whip and said "pick it up".
The assassin had enough, he brought his sniperrifle up, aimed at the commissar... "click"... out of ammo.
The player was shouting in anger now, saying that the tech-priest had checked over the sniper to make sure it was ok (he had failed the test and the assassin was not paying attention when this was done and assumed it was ok when the tech-priest said he did not find anything). The commissar was about to strike again when the assassin drew his other weapon and shot the commissar, not dealing enough damage to go through the armour, and the guardsmen around converged on the assassin, taking him out as he continued to resist. In the end he said;
Angry player: "i burn a fatepoint to take the commissar down with me"
GM: "ok, how many fatepoints do you have left"Angry player: "5"
I was close enough to see his character sheet and I saw 0, asked him to hand it to me, and confirmed it, he had 0 fatepoints, all was spent. I told him this and he had no choice, he went down, died, without being able to injure the commissar... he had however managed to take down 3 guardsman and shot the cleric with a stray bullet.
With the situation defused, the angry player said he was making a psyker so he could break my game... there was clear tension around the table now, so I choose to ignore him to let him vent his anger on character creation, I was trying to be friendly so I loaned him my book. The psyker was in amongst the pressganged people and he was fine with that, but still angry.
The PCs was forced through some basic training, everyone gaining the talent "basic weapon training: Las", during which, the scum tried to be a funny guy around the commissar who really did take any shit. I had assigned a sergeant to look after them, so when the scum was asked to shoot at a target for the 3rd time, if he did not hit, he would be summary executed for being incompetent. So with that threat, the scum shot bullseye.... on the wrong target, on purpose.
the commissar walked up to the target he was supposed to fire at, while his eyes was looking towards the target, the sergeat grabbed the scum and pulled him to the next range so the target he hit would be the correct one.
The table bursted out laughing, the situation was now defused and we could continue like normal. Well the angry player was still angry, but in a quiet way, so I ignored him when he did not want to do something, no prodding or asking what he wanted to do, he would speak up when he wanted something.
the commissar looked back at the scum and saw that the scum was in the next range
Commmissar: "oh, my bad"
and walked over to the next... more laughter from around the table... good good... keep it like that, this is how a bad situation could be salvaged.
With everyone content, they were questioned on their previous jobs and what they were good at, then sent to special training. These consisted of stealth work, with about 5 people (1 player and 4 NPCs) asked to do something and based on test, various things would be done, none of the players rolled the worst result but they got tasked with various things like sent into a part of a forest to hide, if they were discovered by elite scouts, they had failed, there was some training for use of flamers and various other types of equipment.
The scum had EVERYTHING he needed for being a good scout, with the exception of contortionist, so the scum was asked to avoid a master scout (which was designed to be better), the scum ran away and the scout spent some time looking for him, and found him in the end.
Now the scum player got angry, he had not put everything he had into his stats just to be found, I tried to defuse the situasion with retracing the steps the scum had taken and having the scout point out the various locations and skills he could have used, and giving the character contortionist skill for free as a result... but it was not enough, the player was still angry that his character did not manage to sneak way from the base and away from the campaign. (if i did let him he would be forced to make a new character, and i dont remember if i told him this or not).
anyway, everyone earned something from their training and was prepared to be put on the frontlines against the orks, but they had barely managed to send a message for help to the Rogue Trader dynasty, so there was hope for them to leave.
But we had to stop the session here, and they politely asked me to stop GMing the game for them. They lost their interesst in the game and was left with a bad aftertaste due to the situation, which is quite understandable, what happened, happened. This group was quite new compared to my other one so it.. I can't say that it was to be expected, but I was not surprised. The players was a close group of friends and I was an outsider, they would rather play a different game than a setting which was like 40k.
As mentioned, I talked to the players afterwards and it was understandable, but noone had any ideas how to avoid it, if it could have been avoided, oppertunities should have been created earlier or maybe more hints of what was going to happen, if an experienced player was in the game he would see what would happen, at least we would assume so. Overall, we ended on friendly terms but the game ended and I quit running games for the group (which also stopped playing RPs because noone would GM)
Sidenote:
I had a discussion about the grimdarkness of 40k and figured that I had an oppertunity to portray this during this game, but before I even started I knew it was just too bad to run for a new group, not even an established group should have to encounter this. But I feel that I should at least mention the idea even if it was bad.
When the PCs got their special training, people ran out into the forest to hide, one of the guys were a thin really creepy guy, and another was a young boy, barely 16, who had gotten a cameleoline cloak from his family. I do not think I need to mention anything more than this right? yes, it would be way too bad to portray something like this which already was going to play a lot on the player's nerves and worldview. So the idea was scrapped and will never be a part of any games I run for the same of people's sanity... its 40k im running, not a H.P. Lovecraft story, sanity should be somewhat robust.
Dark Heresy: RT Victris' new employees - episode 1
After having joined the RT's retinue from Periremunda, the group traveled to orbit to join the crew there while the chaos invasion raged, the lord captain did not want to put his ship in line of fire, so they were out of there.
The group consisted of the following players:
- Arbitor who kept shouting "I AM THE LAW" and wielded the trunchen called "STOP RESISTING!"
- a frateris militia who wielded the butterknife of daemon slaying
- a tech-priest who made a lot of sound when he walked
- a psyker who kept blinding teammembers with mental flashbang powers
- a cleric servant
- a scum who kept hiding everywhere
- a assassin, played by a person who took everything personal
the NPCs in the session was:
- Lord Captain Victris who was obsessed with technology to the degree that a seneschal had to do his normal job while he messed around with that.
- a seneschal who was supposed to be someone called George Gibbs, but my lore did not match up so he was changed to another one who i forgot the name of.
- 'Jack the voidmaster
- Chimmaron the tech-priest
- Mc..something, a arch-militant who walked around with just carapace pants and nothing else, and 2 powerfists.
- Vyn the Reaver, a insane sadist who loved explotions, shotguns and to terrify people with her psyker powers, but she was possessed by a warp spirit that was the voice of reason.
- James the missionary
- and maybe some more, but those were the ones I remember.
The very first thing that happened in this campaign was that the arbitor shouted "ARE THERE ANY CRIMINALS HERE"... noone moved... "I AM THE LAW!"... 1 person tried to run... "STOP RESISTING!" the arbitor drew his STOP RESISTING! and chased after him, catching him and started beating him while shouting the weapon's name. the person who ran whimpered and screamed "but i have not done anything, i was just afraid"... the arbitor got an identity crisis, put the man in a closed and said "stay there"... several hours later.. he was still there, when i talk to the player online several years later, i just say "jupp, he is still there like he was told to"
I don't remember how, but tention was rising between the frateris milita and the arbitor, so the MC... something, the muscle, stepped between them, grabbed both and dragged them to some sort of arena, the militia managed to tear himself away but not the arbitor. So the arbitor was thrown in the ring, the muscle walked over to some machine and removed both his powerfists with it, then jumped into the pit.
This looked like it was going to be an unfair fight when the arbitor drew his judgeslayer... but it was magnetically pulled to the floor. so it was fists or non-metal weapons only, the result spoke for itself with the arbitor taking a beating, but the muscle accepted the tenacity of the arbitor and let him leave, the milita was punished differently, but i forgot how, i think he got STOP RESISTING!-ed
So the group arrived and made themselves comfortable, no task was required of them but they had some money to spend, so they went to the underdeck to spend it. Everything went pretty much ok, some challanges with negotiating with merchants, interacting with people and the people interacting with eachother... untill they encountered a slender sickly man in robes, stalking towards them, the cleric wanted to help but ended up being attacked, so they killed the man and saw that he had spesific mutations that marked him as a Hullgast, the people around said that they came from deeper in the underdeck, to a place called the black deck.
They ventured in and found several areas that was designed with security in mind, it could only provided cover from one direction and had plenty of chokeholds and places to retreat back to. There was a few mutants to take down, so they continued down the black deck, butchering things on the way, untill they reached a large square hole with some kind of opened seal above it, in order to close it, they needed several round of manipulating a valve to lower it, sealing the hole. Meanwhile, Hullgasts were climbing out of the hole.
This was carried out through combat and nothing special happened due to the players having the upper hand with grenades and flamers. Nothing really happened, not even damage, untill they got back out and sealed the blastdoors to the black deck, when the assassin got shot by a high caliber bullet. But it had been shot from afar and lost most of its stopping power, and the armour absorbed the rest.
They discovered a few buildings with the correct distance and height to be the likely place the bullet was fired from, so they spent way too long reaching the building and investigating it that the shooter would be long gone, they would even have passed him as they ignored anyone exiting the building.
So they investigated various rooms, some contained poor people, barely managing to get by with minimal living conditions and living several in one room, some was completely empty or ruined, and some had their walls removed to create a larger flat by combining 2 or 3 flats. But in the end, they found the correct room. a drawer was placed next to the window, with a sniper rifle on it. The tech-priest scanned (meaning he looked, not used a scanner) the room and the drawer to make sure there was no trap, and found nothing (failed test), so everyone freaked out, running away when the tech-priest said "I dont see anyting". All except the assassin, a sniper rifle was just WAY too good to pass up on. so he grabbed it and the others said "LEG IT!"... nothing happened... except lots of meta gaming.
Recovering from their confusion, they gathered up again when the assassin felt that he was being watched, he looked around and saw a guy with blond hair on some stairs leading to the market up above, he pointed his hands like a pistol and did a "bang, got you"... the assassin was having non of this, brought up his new sniper rifle, aimed, and fired... the scope exploded and took out the assassins eye and knocked him to the ground.
When he got back up, the blond haired man was gone, but not wanting to give up, because the assassin was out for revenge, he sweared to ruin any plan I as a GM had in store for him, so he chased after, getting to the next floor, seeing 3 ways he could have gone, into the market, down a passageway or up another floor. He picked correctly and went into the market, only succeeding the awareness with 1 degree, he spotted the jacket that the blond guy was wearing lying on the stall of a merchant.
Pulling his gun, he threatened the merchant, who had no idea, indicating that someone had left it there, but the assassin did not believe him and executed the merchant, causing complete chaos.
Meanwhile, just behind the assassin, was the blond guy, talking to a merchant about a hat he was going to buy while listening to the assassin, it was amusing untill shots were fired, so he paid and left, whisteling.
Campaigns I have not ran yet: episode 1
This episode was about Olga Ravaora, the Govenor's Daughter.
The group was supposed to arrive and search a beachworld they had been tasked to hold, it was quite a pradise but it was not colonised, so there was just guard outposts. Finding her would be difficult without going through the Imperial Guard HQ, which could be a campaign in itself.
But they would be getting to the right camp in the end and discover that she was out on a patrol, some time would be spent finding her, then some time unsuccessfully convincing her, she would finish her patrol then come back to camp, they could talk there. if the PCs follow or go back, it would make no difference except maybe som improvised encounters.
During the night at the camp, they would discover some light out at sea, some blue-ish light (could not say green as that would spoil things). So Olga and her team was tasked with going out there and figuring out what it was, the PCs were invited to join to see the importance of the IG's work, but they would not set out untill its daytime.
That morning, they got supplies and figured that instead of more watercrafts, they got meltaweapons shipped... damn munitorum, always making misstakes... but saying so would be heresy.
They set out towards where the light was seen the evening before and found the sea to be perfectly still. at least untill a geysir erupted about 500 meters away from them, then another about 20 meter closer... then it repeated, comming towards them in a terrifying speed before stopping about 60 meters away from them.
A couple of seconds quiet was all they got before a large thing erupted out of the water and arched over them, drenching them with water. The thing was HUGE and metallic, and it started to sink several boats by bodyslamming them or fireing large sickly green coloured energy beams at them.... yes, they were now up against a Necron Tomb Guardian.
Most of what was left of the campaign was unplanned or had to be improvised based on the PCs reaction, but I had given them the means to fight back in ways of a misstake made by the administratum. so... players... if I ever run this campaign... good luck.
Subscribe to:
Posts (Atom)
Shadows of Esteren: Warlords - Session 3
In this session, a new player joined us, by new, i do mean Catalina , who made a character during the character creation session. In addit...
-
In this session, a new player joined us, by new, i do mean Catalina , who made a character during the character creation session. In addit...
-
I had forgotten a small part from the previous post, when they rescued the psyker. The psyker fell down into the hole and the group foll...
-
I was playing in a Legend of the 5 rings game, which lasted only a few sessions, before the GM needed a break to plan more content for the g...