Showing posts with label Dark Heresy. Show all posts
Showing posts with label Dark Heresy. Show all posts

6.02.2014

Dark Heresy, Session 12: Dead Stars

And so we conducted ourselves far into this frozen prison on Mara. We suspected more warpspawn and such at every turn, growing suspicious of every creak, groan, or movement around us.

Indeed, here we were, great saviours of  the Imperium, jumpy and frightened, but with conviction in our hearts, our hands taken in His, that He may guide us.

Before long, we heard the chatter, roar, and snap of firearms and made to see if we had found another island of Imperials afloat and in danger in this Hell. We did find a woman, wearing finery more appropriate to a dining hall or ball room, and her retinue. She introduced herself as a Miss something-or-another, a Rogue Trader who had come seeking the fortunes of Haarlock.

She knew we held some of the man's corrupt treasure and demanded it from us, but when we refused, she and hers attacked. We quickly tore her retinue apart, but we had great trouble with the lady, finding mid-way through the engagement that she was of some accursed xeno race.

I begged the Emperor to give me and my companions strength, but one fell, then another. We gave it our all that this alien not sully and bespoil our precious Empire, but in the end it was just me and one of the others I had not the notion to gain the name of. A shame that I think he knew not mine, either. We could have vouched for each other in this glorious afterlife given to those who serve Him.

We fell together, and that was the end and all of the service I could provide you. Would that it could have been more, my Emperor....my God.

Cast of Characters
??, ?? (??) ?? (??) - Angela
??, ?? (Hive World) ?? (??) -  Paul
??, ?? (??) Magistrate (Arbiter 7) - Taylor
Mohrdecai, Cadian (Fortress World) Lieutenant (Guardsman 6) - Me
??, ?? (Forge World) Mech-Deacon (Tech-Priest 7) - George
??, ?? (Feral World) Nihilator (Assassin 7) - Sam

2.09.2014

Dark Heresy, Session 11: Dead Stars

Somewhat surprisingly, I was kept on with the two newest of our band, the pilot and the coward, and in the intervening weeks and months, we trained extensively. The Inquisitor wished that I brush up on the Tactica, and was seemingly grooming me for the officer corp. My foremost duty, I feel, is as a guardsman on the ground, and so I took every spare moment I had practicing martial skills. I had very little contact with my companions during the trip, except when the matter was forced, and I was shocked to find that our numbers had grown. I suppose these were also agents of our Inquisitor, but also could have been on loan from Inquisitor Marr, who we were to learn was a driving force behind our next mission.

And so we were briefed, all seven of us - me, the pilot, the pacifist assassin, a member of the Adeptus Arbites, a member of the Adeptus Mechanicus, and two others I couldn't quite pin down as to their previous careers or specialties. Inquisitor Marr had given our own Inquisitor a head's up on the last known location of Erasmus Haarlock, whose vile legacy I had been chasing since my first missions with the Holy Ordos.

We were to be dispatched to the planet Mara, a forbidden ice world, and the last known whereabouts of Haarlock. The planet is also known to be the location of something called the Blind Tesseract. The planet used to be a penal mining colony, but was abandoned and the planet and lanes into it sealed. We were granted a full writ, allowing us to act as if an Inquisitor was with us, and given two squads of Maccabian Janissaries, as well as two more Acolytes of some mental prowess. I'm not sure I like this last bit. Memories of Xantippa still vex me, even months later, Emperor rest her soul. The Janissaries, however, are a welcome addition to the force, and these dour troops are known for their effective execution of His will wherever they are deployed.

We are made to prepare before we translate to real space, but are shocked to find we have materialized in the middle of a battle between Imperial forces and seditionists! Our ship is rocked hard as we swoop through crossfire and the noble captain takes it upon himself to sacrifice his ship that we might make planetfall and complete our work. Then, the Spear of Destiny is spotted - the ship of Erasmus Haarlock, himself! Things were dire, indeed, and we made quick to the hangar bay, boarding our guncutter and flinging ourselves like a comet to the suface of Mara.

Our guncutter makes it into atmosphere, but is suddenly rocked with a violent explosion and we crash land, making a quick exit from the ship with only minor injuries and, I believe, no losses...though I honestly didn't take the time to count noses, so I will likely never know.

We made fast for the mining complex, but were engaged by a small group, which we took out fairly rapidly, our new additions to the band showing great skill in combat and conducting themselves valiantly in the charge. These marks held no badges or other indicators of allegiance, so I can only assume they were of those who would secede from the Empire, and thus deserved their deaths for turning from their God.

Entry to the complex was fairly easy, thanks to the odd rites of the tech-priest, but no sooner than we had made it into the compound were we attacked by some warp-spawned beast. One of the new members that I hadn't a good grasp of, nor know the name of presently, was quick with the Angelus that I had taken from those agents I faced with Fihad on Sinophia, and blew the damned thing back to whatever warphell it was from. This left us, then, wondering where we should go in the sprawling complex.

Cast of Characters
??, ?? (??) ?? (??) - Angela
??, ?? (Hive World) ?? (??) -  Paul
??, ?? (??) Magistrate (Arbiter 7) - Taylor
Mohrdecai, Cadian (Fortress World) Lieutenant (Guardsman 6) - Me
??, ?? (Forge World) Mech-Deacon (Tech-Priest 7) - George
??, ?? (Feral World) Nihilator (Assassin 7) - Sam

Nope, I didn't take note of what everyone made, where they were from, or their character names. There was a lot of character creation the session before this and I was busy increasing the rank of my own character and helping out where I could. I do recall Paul's quirk was a gunshot wound, so that makes his character a Hive Worlder, but I have no idea, otherwise. George's character was the exception, because I thought a missle launcher expert tech-priest was funny.

I also probably got a lot of this session mixed up. I had a pretty wicked headache that night and just wasn't as focused as I would like.

1.27.2014

Dark Heresy, Session 10: Damned Cities

We shot to Haarlock's Folly aboard a loaned Rhino, and to my dismay, were subjected to the sight of men and women of the Imperium cut down in the street by Enforcers and others, during a time of civil unrest. It tore at my heart to see these Imperials treated in such a way when there are less lethal means to handle riots. I implored Nico to stop the Rhino, so that we may intervene on these citizens' behalf, but he chided me harshly and reminded me of the importance of the information we ushered to Haarlock's Folly.

Once there, to meet with our ally Constantine and Precinct Marshal Skarmen to reveal the Enforcer General's dark ways and connections with the murders in Sinophia Magna, we were rebuffed when we attempted to gain audience with Skarmen and then made to end Khan, ourselves, but were met at the door by the sight of an Enforcer barricade and many a troop bedecked for heavier combat than riots. On reverent display before the amassed troops was the body of Enforcer General Zabius Khan, seemingly slain in a similar manner to the other murder victims.

Then, the Emperor's wisdom shone upon us as if a glow globe off in our heads. We had focused so much attention on Khan, and we got the signs right, but followed them to the wrong person. Precinct Marshal Skarmen was the fiend responsible for these horrendous acts!

We rushed to Constantine and informed him, pleading with him to trust us, which he reluctantly did and gathered a few men to humor us, more than anything. He offered aid in the form of some light explosives, and we were off to the morgue cellars below the building, where Constantine believed Skarmen had last went.

At the opening of the passage leading down, our band encountered a grip of evidence. A squad of the unliving shambled out, blocking our way, and high in the air appeared a misshapen face in grand size, mocking us as we began to struggle against the dead. Fortunately, from the opposite direction from us came another group of combatants, all kitted out like some veteran command squad. The best gear and all.

We used them. Though appreciative of the aid, Skarmen was the real threat, and if he was summoning forth whatever in the Hell that mocking face was, we had no time to spare. We left the newcomers to take on the shambling corpses and rushed to confront the Precinct Marshal, who appeared to be on the cusp of finishing some dark ritual to bring a daemon into His world. I believe that the only thing stopping the slave of Chaos was our possession of two of the fragments of the mirror by which he appeared to be trying to perform the act.

Our newly gained Inquisitorial allies had been separated from us, but Rhia, Xantippa, Nico, and I made to engage with Skarmen and some of his own Arbites, whom it appeared he had twisted into corpse beings, as well. Rhia and Xantippa performed exemplary displays of literal firepower by way of explosives and warpfire, which tragically led to the deaths of all of my band, save myself.

I collected the mirror for the Ordos and was contacted by the waning power of the daemon when attempting to do so, but fought the thing off with thoughts of Him strengthening my will. Constantine helped me carry the thing down and we made to transport it to the spaceport so that Sinophia would be rid of its malignancy.

Our progress was halted and we set the mirror down to speak with the group of combatants that had appeared before our assault on the higher floors of the tower. They demanded I turn over the mirror, which I flatly refused and then showed the Rosette, declaring my holy duty to see that it finds its rightful place. A member of their squad also produced a Rosette, which surprised me, but my task was my own, and I challenged them to use force, if they felt they had right to interfere with my sworn duty. Needless to say, I was shocked when they took me up on the suggestion.

The battle was fierce and up close. Though I prefer to engage from moderate range, I am a Cadian, and was trained to defend myself in tight quarters at point blank. I was happy to see that Fihad Constantine seemed just as happy with this order of combat, and we won decisively, with not a wound to our persons. Though they may have outgunned and outclassed us, tenacity, grit, and a fair amount of righteous fury is often enough to make due.

I was awarded, then. Fihad had been named the new Precinct Marshal and our work for the Ordos had come to an end on Sinophia. I was given a golden mace and the Sinophian Bloodlaurel, both among the highest honors granted on the planet, for the deeds my band had performed. It was hollow, however, as those honors should have been shared equally by those who deserved it, though the Emperor decided their time. I gave Marshal Constantine the two fragments we had gathered on our own, for his discretion to hide or dispose of, and took the mirror back to my waiting Inquisitor, and likely, a reassignment to another band.

Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 5) - Angela (deceased)
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 5) -  Paul (deceased)
Nicodemus, Regulus (Imperial World) Scholar (Adept 5) - Taylor (deceased)
Mohrdecai, Cadian (Fortress World) Veteran (Guardsman 5) - Me

I know that David made many an allowance for us in this adventure. As mentioned in previous posts, none of our characters were really investigatey. I suppose we could muddle through stuff, but it would really be no better than what we did here, and so David made this adventure play more like an action-cop movie, and it worked really well, at least in my mind.

The end, especially, when we finally caught on to things, was especially dramatic and very fast paced. Even the deaths of most of the band didn't feel like a low-point, because the execution was so dramatic, and it gave us a win that felt like it needed a sacrifice to achieve.

Good stuff all around.

12.29.2013

Dark Heresy, Session 9: Damned Cities

We had gone back out to Grey's hab, then, completely at a loose end. Times like these make me miss command structures like in the Guard. No mucking around, you just do as your told. Here, sometimes, I feel like nobody really has a grip on the plot, so we just plod along.

This trip to the habs, though, was my call. Surely, we had missed something? It turned out we hadn't any new leads when we got there, though, so we went over what we know and decided to search out Enforcer General Khan to coordinate our investigation with his.

Before we knew it, however, we were escorted as 'guests' of the apparent rulers of the Undertow, the Rag Court, which consisted of three. Here, I'll call them Creepy, Fatty, and Crazy, because that's what they seemed to be to me. The one, Crazy, even invited us to assassinate the Enforcer General! Assassination of a civil servant of the Empire is a grave offense (unless such an assassination is gone through the right channels and all, but nevermind that), no matter the compensation, which has been rather poor for us since Inquisitor passed.

All that aside, and being prudent, we agreed to take the hit into consideration, and were let go with a small bit more of information after we divulged a little, ourselves.

Earlier attempts to contact Enforcer General Khan met with difficulty, since he was busy in the quorum, but we arrived at the Judiciary and made our way in just in time to hear someone say that we were the Inquisitorial investigation team, not whoever was let in before us, and witnessed a small amount of panic set in before the realization that the impostors were still around and also very dead, much like the other attackers from the other murders.

We engaged these targets (save for our new companions...the pilot hadn't been seen since before we left Haarlock's Folly to visit Grey's hab, and the silent one had ran out of the room as the dead men revealed themselves, be it out of fear or hoping to find the Enforcer General, who knows), but not very efficiently. They can take massive amounts of small-arms fire before they go down, and it took us a fair bit to realize hits to the arms and legs weren't effective at all. Add to this the fact that none of us were laying down effective fire, and things just seemed to spiral out of control early on.

We finally took down one mark, but the other two targets had barely been touched and ammo was becoming scarce. Xantippa (Warp take her soul once she actually dies!) layed on her psychic abilities thick, and - naturally - created no little amount of warp disturbances with the sheer amount of power surging through the area. Were the situation not so dire, I would have shown that damnable woman penance for disrupting His work with her indiscriminate display, but the very strong physical presence of dead men trying to kill us deterred me...for now.

Whatever Xantippa did that set herself alight, or whatever that set her alight, anyway, was punishment enough and besides, Nico was there to douse her after she had burned enough to learn her lesson. Rhia, in the end, put paid to the dead, though it cost us a precious plasma weapon. Rhia immediately paid restitution for her sacrifice of such a holy relic with her leg, and so He took His payment and all was balanced in that effort. A few grenades that detonated in the plasma meltdown were an added bit of excitement and firepower to an already impressive explosion, and it's a small wonder that Rhia lived at all.

Light arms and a big explosion is all it took, in the end, and we were all alive, though needing to regroup, badly, since triage was unavailable to us then.


Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 5) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 5) -  Paul
Nicodemus, Regulus (Imperial World) Scholar (Adept 5) - Taylor
Mohrdecai, Cadian (Fortress World) Veteran (Guardsman 5) - Me
??, (Feral World) Assassin (Assassin 5) - Sam

Here, we were pretty sure that Khan was the "bad guy". I'm not sure what led to this decision, but it seemed logical to all of us at the time. After the Rag Court offered us a bounty, it just seemed to strengthen our conviction. Perhaps we were all just frustrated that our characters aren't very investigatey and we wanted David to hold our hands? Either way, we assumed we'd put down the Enforcer General, collecting the bounty on his head and solving Sinophia's problems in one fell swoop. How wrong we were to be!


Another aside, even though I dropped the ball on this month, I'm fairly proud that this is the best year (as far as post count goes, that this blog has seen. I've not had much time to actually write out a post, but it's good to get this one, at least out before the year's end.
I hope everyone's holidays are great!

11.30.2013

Dark Heresy, Session 8: Damned Cities

And thus we found ourselves on a drenched shuttle platform at the spaceport of Sinophia Magna.

We spoke briefly with a clerk at the fairly abandoned starport and begged his services to take us to the Adeptus Arbite compound, which he agreed to by way of watercraft down a channel. I didn't like this one bit, but the ride was nice, despite the pouring rain. Then, ahead, we saw what appeared to be a destroyed crane boom across the channel, blocking a barge that was under attack from channel pirates.

We assumed this was one of the skirmishes between gangs and nobles we had heard about, and that was confirmed by Charon, our friend from the spaceport, who then cowered behind the console of our craft, as he was not combat trained.

We joined the fight on the side of the outnumbered guards of the noble house and were able to chase off the assailing marauders after a few short moments of exchanged gunfire and the taking of one of their boats. I will say now that firing upon these Imperials, be they criminals or not, made my heart heavy. We don't know the true reasons for these little wars on Sinophia, and it worried me to my soul that our shots were fired in vain. I've never thought of combat like this. Perhaps the constant feeling of fighting for our lives on Quaddis has left a bitter taste for the moment.

At any rate, we conducted ourselves onto the barge and confronted a commander of some sort who appeared with late reinforcements in the form of the Enforcers, what serves as the planet's PDF. Growing tired of their attitudes and hard questioning, Nico bade me reveal the Rosette and we revealed our work for the Holy Ordos. This only lightened their tone a little, but we were shown quick escort to meet with the Arbites.

Once at Haarlock's Folly (a significant name, if I say so myself), where the Arbiters have made their base on this world, we were met with a Junior Marshall, where we were met with another of our Interrogator's agents that was there to aid us, and then made our way to the latest crimescene, where a murder matching the others that have given the authorities a rise happened just short hours before.

One Bal Grey, mangled in his 4th floor hab, blood and gore spread to his door, which had been shut then battered in. The body ripped and bludgeoned, lay across the floor next to a mangled shotgun that had been recently fired. An ammo box lay nearby as well, with a spare bit of money, some shotgun shells, an Infantryman's Primer and a piece of cloth that held something jagged and small at one time, as the imprint was still noticeable in the material.

There was also a body lay out in the alley, possibly one of Bal's attackers, but who appeared dead a bit. This one had fresh shotgun blasts to the chest and abdomen and lots of old stitched up wounds. Later, when speaking with an agent of the Arbites, we would find this one to have been dead roughly three days, with some of its organs removed. Dark sorcery of the Ruinous Ones is at work, I am sure!

An exciting and dangerous part of our day came when we were investigating the scenes around Grey's hab, when I noticed a dark-clad figure atop an opposite hab building watching us work. I meant to rush over to question the person, but they took flight, prompting me to try to take a leg out from under them. My shot hit home, but they merely staggered and continued on.

A chase was initiated, with all of us after our mysterious voyeur, and though we caught up to him as he leapt upon a bike to make his escape, and many of our shots found home, a couple of well-timed grenades, one a hallucinogen, which made me feel as if I had died and was unable to act. The other, a flash-bang dropped by our mark, if I'd heard the story right, allowed for his escape.

We finished up our investigation at the hab and returned to the Folly to report to a Marshall Scarmen, whom I did not share all information with, as I had not ran it by my fellow Acolytes yet. I am not prone to deep thought, so what I feel might be important could be nothing, anyway, but I have a hunch.

I am worried about Nico, and our newest member. Both are very withdrawn. I don't even remember the new guy's name, honestly. I think that's a symptom of war. Don't get close to the new guy. He might be gone tomorrow. Nico, though...he's usually watching my back, and I fear the effects of the hallucinogen may have been too much for his older brain.

Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 5) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 5) -  Paul
Nicodemus, Regulus (Imperial World) Scholar (Adept 5) - Taylor
Mohrdecai, Cadian (Fortress World) Veteran (Guardsman 5) - Me
??, (Feral World) Assassin (Assassin 5) - Sam

Jon didn't make it this session, and I hope he does return, though the last session he showed up at, we got next to no actual playing done, and just a lot of talking and horsing around. Our new arrival, Sam, seemed rightfully overwhelmed with making a Rank 5 Dark Heresy character, but she seemed excited to play 

Dark Heresy, Session 7: Damned Cities

With the dust settling around us, we made our way out of the mansion after claiming some spoils of war from the fallen. Though we hadn't destroyed the unnatural things plaguing the planet, whatever Nico did seemed to have done the trick of banishing it/them, at least for the time being. It still felt a hollow victory.

As we exited and regrouped, the question of how we would get off-planet lay heavy with us. Nico and Xantippa suggested we sell the guns and jewelry taken from the manor to fund our departure, and Rhia and I agreed that the sooner the better.

No sooner had we started to gather everything to leave, however, than our salvation came in the form of dropship. A crusty old clunker practically fell out of the sky and we were met with Inquisitor Karkalla's former Interrogator, come to collect us.

We'd never met the man, but he had the right credentials, and explained that the taint of the Haarlock's ran deeper than just those transgressions we discovered on Quaddis. He explained to us that Karkalla was also interested in the Haarlock family's involvement with a planet called Sinophia. We were briefed on a history of the planet and its current troubles: gruesome murders that have prompted unrest and small-scale wars amongst the nobles and street gangs of the capital, Sinophia Magna.

After a relatively short space flight, we alighted rather rockily on a rainsoaked port slab with noone there to greet us at all. Our Interrogator left one of his agents (Jon's Adept) with us to bolster our band and bade us farewell, lifting off back to the cruiser we arrived in and letting us handle things on the ground.


Cast of Characters
Rhia, Gunpoint (Hive World) Arbitrator (Arbitrator 5) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 5) -  Paul
Nicodemus, Regulus (Imperial World) Inditor (Adept 4) -Taylor (hasn't spent necessary xp to rank)
Mohrdecai, Cadian (Fortress World) Veteran (Guardsman 5) - Me
??, ?? ?? (Adept 5) - Jon

First, I'd like to apologize to David for this session. All of us were very jokey and the session derailed pretty hard despite David's best efforts to get the thing going. I think everyone was just weary after a week of work and were looking more toward unwinding than playing, so this session was pretty short.

This is exciting, though, as we actually got to advance into Damned Cities with the same characters as we had in Tattered Fates. The last time we played through, Taylor and I ended up duking it out at the 13th Hour so that we both might complete our heretical goals. I won, taking the mantle of the Widower for myself and basically wiping out a whole civilized planet.

Fun, yes, but a different kind of rewarding than actually completing the mission and moving on with the band of Acolytes to continue work for the Inquisition. 

11.20.2013

Dark Heresy, Session 6: Tattered Fates

And thus it came to pass that we had found ourselves, at last, at the time of reckoning that was the 13th Hour. I was confused, I admit, by the happenings. I live to serve the Emperor and fight against His enemies, wherever they may be. My seconding to His Holy Ordos was a blessing, as I have ever been eager to bring His unforgiving will to those who serve the Ruinous Powers, may we all spit at their name.

This night, however, we saw a planet almost lose itself to Chaos. The Jackal Mask was a vile servant opposed to our God, and he tried to vanquish us. Then the sky opened up and the great being we had seen on the avenue before appeared, trying to stop us from finding out a way to save the planet and the people upon it. Though debauched they may be, I don't think we could condemn them all to whatever Hell may have been made ready.

At any rate, I'm rambling. Must be the nerves. Nico had rejoined us and was trying to do something to the clock. The rest of us were concentrating fire upon our enemies, eventually putting down all targets but the strange and powerful man thing, tentacled and shrouded.

In the final moments, our scholar had proven to have the right of it and pulled a piece of the clock out, thus ending a tense moment that seemed to drag for weeks. The Widower, as the large being was called, was seemingly vanquished, or banished for a while, at the least, and we promptly made haste to collect what spoils we could so that we could buy a ride off-planet as soon as possible.


Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 4) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -  Paul
Nicodemus, Regulus (Imperial World) Inditor (Adept 4) -Taylor
Mohrdecai, Cadian (Fortress World) Sergeant (Guardsman 4) - Me

11.11.2013

Dark Heresy, Session 5: Tattered Fates

And so we made to deal with a buyer for our liberated wares. On thinking, I know not why butchers would need pict-screens and such. It seems they would need to constantly work. There is His whole Empire to feed, after all, but I suppose they didn't value that much, anyways.

We made with some nice kit and then began our search for the manor we had been told about with the party that was supposed to ring in the 13th hour. This was not to be yet, however, as throngs of revelers surged toward us, being herded by an enormous man with tendrils where his arms and hands should be behind them. To the front, some men like those we encountered at the library pushed forward and began to fire upon the large being, but we and it put them down swiftly, all but two.

These last were truly vile heretics, as they wielded weapons that projected the Emperor's Own Holy Plasma upon their enemies, and were firing it at the enormous shrouded man, who clearly was against these heretics and together we smote them. The big guy's ire had spiked and we made haste away from the area as best we could when we realized that he was still on a rampage, as we wanted no part of that.

I was struck by this being with a sense of wonder and awe. It aided us in dispatching those who oppose Him, and I couldn't help but think if this giant man could have been one of His own children, the blessed Primarchs who took the Empire back into His fold. How silly these thoughts ended up being, and I really should strive to dispel idle musings in the future.

Thought begets Heresy.

We did, eventually, make the old Haarlock estate and begin to take part in the event that was transpiring around us. Misdirection and dark speech was bandied about and after searching for our goal, and seeing fleeting images of supposed enemies, the majority of us left Nico to his books (fool that he is, though I'd much rather the old man's company than that Xantippa's) while we aimlessly roamed halls.

The 13th hour would chime soon, and I, at least, got a bit more nervous to the tolling. Perhaps my time on Cadia put a twist to my mind, but this spoke "daemon" to me.


Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 4) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -  Paul
Nicodemus, Regulus (Imperial World) Inditor (Adept 4) -Taylor
Mohrdecai, Cadian (Fortress World) Sergeant (Guardsman 4) - Me

8.10.2013

Dark Heresy, Session 4: Tattered Fates

And so, we had changed our minds, deciding to first search for our contact.

After hours of roaming these streets, asking where we might find a scholar, we were directed to an ill-kempt section of this city, likely forlorn because the drunkards and stimmheads that inhabit this hole care next to nothing for knowledge, or know that knowledge, itself, begets heresy, and rightfully steer clear of things such as tomes and dataslates that might fill their heads with dreamy thoughts. I begin to wonder, as I go over these thoughts if the whole of the population haven't already been accursed by these...books. There are great librariums here in this "Refutation" district, after all, which might implant all sorts of notions in one not steeled by His word.

Here, despite my reservations about these tomes and such, was indeed where we found our 'White Scholar', an ally in task and servant of our Inquisitor, as well. Here, he shared his knowledge of this damnable world and gave insight to the perils which we face; dread cults - perhaps beholden to the Ruinous Powers, Drusus spit on them - which had in the works, or in planning, a ritual of some sort that would destroy this world (or the system, I was unclear) if it came to fruition. He rambled on more, and I'm hoping I was not the only one trying to pay attention, as we were beset by some of these heretics, whom had been identified as members of a cult known as the Pilgrims of Hayte.

I quickly lost interest in the scholars words, and indeed, have mostly forgotten some of what the man said because I was given the opportunity to bring His judgment to those sworn against Him. Though they demanded the life of our fellow acolyte, our strikes were true, and though that damned Xantippa invoked the warp disastrously yet again, we won the day against our foes. I claimed the warp sorceror's armored vest and they were stripped of their weaponry before we began to ask the Scholar where we might find a place to fence our ill-gotten goods.


Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 4) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -  Paul
Ishta, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -Tami
Nicodemus, Regulus (Imperial World) Inditor (Adept 4) -Taylor
Mohrdecai, Cadian (Fortress World) Sergeant (Guardsman 4) - Me


Notes: Wednesday night was just incredibly fun and funny. We mostly just talked and had a good time more than playing. Passed around some hot sauces that were among some of the hottest I've had, especially the stuff David had gotten when on vacation, and ate a heap of candy.

We were originally supposed to play Paul's game, having skipped last week, which would have been Dark Heresy, but Paul and David decided that David would run his game...and they both forgot to share that with the rest of us. Next week is anyone's guess, as Paul said that once he started scripting his game, it only came to about one more session. Perhaps he will expand or run as-is, and maybe we'll be back on Quaddis.

7.21.2013

Dark Heresy, Session 3: Tattered Fates

We spent a short time, maybe a day or two, hiding out and recuperating within the massive confines of that torturous manufactorum, but thankfully, our psykers, after the rest, began to gain their powers back. I've never been too skittish around those sanctioned to serve our Emperor, as they have seen Terra and serve HIS will, but so help me, that Xantippa has come dangerously close to having the barrel of my shotgun pressed low against the back of her hairless head!

How is it that she may bring the curse of the warp upon us so much, yet her sister administers the Emperor's gift with no such error? I bring to bear an oath that if the psyker be found to have warp-spawned taint beyond her normal abilities, I will be the first to lay the Emperor's wrath upon her.

I apologize for this outburst, but I feel it had to be said. She vexes us and puts us in peril more than our enemies, I swear! However, she has dedicated her service to the Emperor's Holy Ordos, like the rest of us, and shall be counted among my allies until such time as her trespasses become more dire.

Anyway, after emerging from hiding, we traversed the corridors back to the warehouse section we had found before and found it to be less inhabited than it was before. No doubt, these degenerates had counted us dead and had become lax in protecting this section. We fell upon them more directly this time, and our aim was guided by the Saints, bringing brutal death to those present in the form of gunfire from Rhia, Nicodemus, and I, and warp-based talents of Ishta and Xantippa.

Our Arbiter had moved to flank as the scribe and I charged headlong, creating confusion and bringing these enemies of the Empire down swiftly. This was not to be the end of our challenges, however, as a tent in the warehouse area housed another, perhaps a rogue Priest of Mars, but I am not qualified to make such assessments. He and his servoskull both put up resistance, but were cut down before they could take much action against us.

Sadness struck our hearts, however, when we discovered our Inquisitor Karkalla among the brutal medical tortures in this tent that were being visited on man and xenos, alike. We had arrived at his last moments, and he had just enough energy to tell us where we were and the peril that had gripped this world, as well as giving us a cryptic name for contact. We ripped his rosette from his body, where it had been affixed with spikes, and I set about dousing the room with chemicals Nico told me were flammable as the rest began to take some of the tech out of the tent. I then lit the chems and we all stood a short moment in respect of our former master.

Once we had paid the respects to Karkalla, we began to gather as many weapons and as much small tech as we could before ascending on a lift to the surface, in the hopes of finding an illicit trade on this corrupt pleasure planet where we could sell and acquire items of use before finding our fellow acolyte that the Inquisitor had directed us toward.

We were, at first, met as we reached the street with much merriment and oddness, as well as an odd prophecy spouted by a lady that approached us almost immediately. We then gathered a short burst of intel and direction from a civilian and began to make our way to where we assumed we could trade our ill-gotten goods.


Cast of Characters
Rhia, Gunpoint (Hive World) Investigator (Arbiter 4) - Angela
Xantippa Thebe, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -  Paul
Ishta, Son of Nightmare (Void Born) ?? (Imperial Psyker 4) -Tami
Nicodemus, Regulus (Imperial World) Inditor (Adept 4) -Taylor
Mohrdecai, Cadian (Fortress World) Sergeant (Guardsman 4) - Me

A Short Note: I know we've been gaining rank quickly in this campaign, but we started as Rank 1 Acolytes in an adventure meant for Rank 4 characters. David, the GM, has told me that things would slow down from here on out, but that he still thinks that the pace we've been gaining XP isn't out of the question for as hard as it gets.

I've not played the first part of this adventure, but I do remember things being pretty tough on the back end, but at the same time, I worry that we'll be too high rank going in to Damned Cities, which I have played the first half of, but not the last. 

7.17.2013

Dark Heresy, Session 2: Tattered Fates

This place smells, in equal parts sanitizers, offal, and raw meat. To gaze upon a sky would be a welcome change, but I wonder, with some of the injuries our band have taken so far, if we will survive many more engagements. There are things here much more worrying than the heretical brutes running this charnel house. Whatever was sensed in the shifting room is enough proof of that.

We felled a great predatory grox-like beast and a few more of the handlers/manufactorum workers before moving through into a chamber in which there appeared to be a blasphemous altar with a sacrifice nearby! The man's throat had been cut and he seemed to be the one to have done the deed, if the knife clutched in his hand was any indication. I spat upon the altar, but Nicodemus was keen to understand why the altar was there and to read a dataslate nearby. I warned him that I found him to be walking dangerously close to blasphemous acts by inspecting the thing further, he retorted that we could better combat the heresy by understanding it.

Well, when I blew that invisible thing by the altar away, I didn't know it from Russ. The Emperor blessed me with an understanding of how to pull a trigger. Nobody needs reading to learn how to deal with the enemies of Man. I do realize I have ran away from the subject at hand, but it vexes me to think that the old man forgets the danger inherent in our duties as servants of the Ordos and Him On Terra.

Anyway, the altar was destroyed, and the thing guarding it and we move on, with me giving it another dose of my spittle, were that it only caustic and could melt the damnable thing! After this, we moved into a large area, possibly a dockway or storage facility, but it was quite dark, save for one illuminated area that had a little bit of activity in the form of armed men much like the ones we had encountered all throughout the place. The plan seemed solid, but the poor lighting as well as the effects of the drugs we had been subjected to, meant that our aims were off and we had men down quick, but no casualties, as when I came to, I noticed that all were accounted for, and that someone - Nicodemus, I presume, but I'm unsure - was able to spirit us to safety, hidden in the bowels of this damned factory.

Our injuries are even more worrisome than before, as one psyker, as mentioned, has lost an eye, and the other has lost their right thumb. Hopefully we can pull through. May the Emperor protect.

Cast of Characters
??, Hive Worlder Regulator (Arbiter 3) - Angela
??, Void Born Aspirant (Imperial Psyker 3) -  Paul
??, Void Born Aspirant (Imperial Psyker 3) -Tami
Nicodemus, Imperial Worlder Scribe (Adept 3) -Taylor
Mohrdecai, Cadian (Fortress World) Armsman (Guardsman 3) - Me

7.13.2013

Dark Heresy, Session 1: Tattered Fates

I'm still a month behind, but getting these typed up when I can. On the 19th of June, our group, having come off my own Pathfinder campaign, had decided to play something different for a change, and David took the reins, deciding to run the Dark Heresy campaign, Haarlock's Legacy.

Now, knowing that David has owned the three-part adventure since the books dropped, I haven't looked much into them, in an effort not to spoil anything for myself, as a player, but I've seen plenty of scathing remarks made about the series. I'm not sure of the basis of most of them, just the general consensus that the arc is almost impossible to run/play. One reviewer has even said that he "would rather convert AD&D 2nd Edition modules to Dark Heresy than run Haarlock's Legacy again." I hope this does not bode ill for our own campaign, but time will tell. At the moment, everyone seems to be having fun.

Anyway, I somewhat digress, and as I said, we got together to play Dark Heresy. Taylor and I brought characters that we had made, but the other three decided to take advantage of Dark Heresy's ability to completely randomize a fully-realized character until they gain more knowledge of the setting and system. Despite not choosing a single thing about their character (except possibly gender?), I believe everyone was happy with what they ended up with.

We awoke groggy, obviously drugged, amongst dozens of other people, on the gritty floor of what appeared to be a theater of some sort, perhaps an arena, which was confirmed when we discovered the floor was also littered with bones and great doors, closed with heavy grates lined the edges of the place. Then the howling began.

Those around us panicked as the sound grew louder and one of the grates opened. A couple of us ran over and grabbed bones, ready to fend off whatever was coming through, but one of the xenos canids broke through our picket and began to maul some of the civilians. It was gruesome, but we redoubled our efforts, not knowing what else to do.

Some of the others were looking for a means out of the place and after a few moments and maulings later, a man was seen above, in the seating over the arena wearing a bird-like mask and a flowing cape that resembled wings, who then made his way over to a machine and performed the rites to lower a ladder, then made haste out of the area.

I did not personally witness this man, but Nicodemus related it to us other four, and I have little doubt in his words. The man is likely part of the Machine Cult, since he was able to easily manipulate the machine spirit of the ladder device. Nicodemus, though very learned and obviously knowledgeable in those same rites, had difficulty, himself, in persuading the spirit to retract itself.

Though a twinge of guilt over the loss of the civilians struck me, I reminded myself that my companions and I serve the God-Emperor, and the thought that we might have been especially targeted is gravely feared. We have no contact with our superior, and the drugs have hindered us greatly. I'm having trouble remembering some names, like those of our employer and even some of my own band. Hopefully this will wear off soon.

At any rate, we made our way through corridor after corridor. This place seems to be a manufactorum for meat processing, but we've not encountered much life in the place, save for a few barbarous worker-menials, from which we gathered weapons after killing them in defense of our own persons. The savages seem to be wearing leathers from the skins of any beast they can, including humans. Though we serve the Emperor even in death, through giving our bodies for rations, etc., I find the practice of wearing the skins of our fellows revolting and possibly blasphemous.

I'm not terribly sad to say that one of the witches in our company lost an eye in one of the skirmishes, but they now sport, mostly due to the sheer amount of damage upon their own bodies, our best armor recovered so far. The arbiter, it should be noted, wears some of the grotesque skin-leathers. I find that detestable.

This place is dangerous, and obviously not all is as it should be, we have been sneaking through, as best we can, with as little confrontation as we can manage, but perhaps the weapons we have recovered will see us out of this Emperor-forsaken hole.


??, Hive Worlder Enforcer (Arbiter 2) - Angela
??, Void Born Neonate (Imperial Psyker 2) -  Paul
??, Void Born Neonate (Imperial Psyker 2) -Tami
Nicodemus, Imperial Worlder Scrivener (Adept 2) -Taylor
Mohrdecai, Cadian (Fortress World) Guard (Guardsman 2) - Me

9.03.2011

I'm On A Boat! In The 41st Millennia!

Friday was such a nice change of pace!

After cleaning up a few things as far as character creation goes, the group settled in for David's run of the 2nd book of the Haarlock's Legacy Trilogy, Damned Cities!

I have to say, for all that I spoke of the other day on how I feel the system can be very top-heavy and clunky leading up to gameplay, once you actually get into the action, things go quite a bit more smoothly than one might anticipate. For those who have played an RPG before, especially, the systems involved are very intuitive, the play's the same, as might be said, with the rolling mechanic being the only real difference.


With Angela being our one new player to the system, we only really encountered having to explain how modifiers affected your target numbers as the only "problem" on the night, and I can honestly say that's a blessing within a system as rich as the one Fantasy Flight uses for its 40k line of RPGs.

At any rate, we got off to a somewhat shaky start when David realized he had read the 3rd book instead of the 2nd for preparations, but made a good show of it, not having to pause much (except for a few hilarious tangents) to get us rolling.

And so, with our orders patched Astropathically to us, we made course for the planet Sinophia to deal with some rather interesting and gruesome murders that had baffled local authorities, and was giving even the tech adepts trouble when it came to collection of evidence in any spectra.

Touching down after a flight that would make a squig rider complain, we disembarked onto a platform that shared a color with the rain, that shared a color with the nearby canal's water, that shared a color with the sky...into a rain heavy enough to soak through our clothes.

Our pilot departed as soon as possible, leaving us with no clue on where to go, our orders giving us names of locations, but no relative spatial coordinates.

Then came Charon, a munitorum clerk and pilot of a water craft that could get us to Haarlock's Folly, where we were to rendezvous with the local Arbites. An easy enough task, save for the fact that we came across what appeared to be gangers trying to board and destroy a barge that was manned with the personal guard of a local noble house...at least according to Charon, which was good enough for us, so we sprang to action!

I made the clerk pilot us closer, so that we could attack the skiff-bound pirate/gangers, ("Skags" they call them here, apparently,) and aid the servants of the Imperium in restoring a modicum of normalcy to this place.

The battle was exhilirating, and the Emperor lent his wrath to us in dispatching justice! With just a few warning shots fired into the air from me, and one shot that I meant to hit, to show that our justice would be swift, the cowards routed from the fury of the Emperor's true subjects!

Next time, we interrogate a prisoner and the barge's occupants!

8.27.2011

A Word On Group/Character Cohesion

I know I've already griped about how character creation went for the Dark Heresy game last night, but I have a few more things I want to hit on, that I feel will affect the overall tone and perhaps enjoyment of the game, itself.

The issue is character cohesion.

Last night, I kept saying I would like for everyone to take group cohesion into mind, and after some thought, I really meant character cohesion. The group, I feel, could be interpreted as us as the players, which I don't think we'll have problems with at all. The group as a whole has been gaming together for years, and though we might disagree on things time to time, we certainly don't try to derail each other'a playing of the games, so that's a non-issue.

No, I was more pushing for character cohesion...complimentary skills and talents that would help cover the weaknesses of the other members of the group. Instead, we have half-melee oriented party, with me almost neglecting combat completely, and Taylor's character being a grenade chukker. I didn't get to look over skills and talents, so it might not be as bad as I envision it, but I'm seeing huge gaps that need to be covered early on, and I'm not sure who is going to fill them.

I know it seems unreasonable to think that they would need to be filled, or that people would need to build X character. It's true, I don't want anyone to play something they don't want to play just to cover a specific weakness, and David, who is running the game, doesn't either, else he would have restricted our creation choices...so I guess it just boils down to me being miffed at everyone ignoring my call for cohesive building.

Part of it is that I'm trying to figure out why an Inquisitor would send out a team of Acolytes consisting of a melee Assassin, a grenade throwing Assassin, an Arbite mostly skilled in "Public Relations" (shouting more than shooting/beating,) and a Guardsman prone to shredding people with a chainsword. Sure, I think we'll all have fun, but someone's either going to be hurt when a grenade is thrown into a crowd where the guardman and meleeAss are, or Taylor's going to have to forgo actions, and if everyone is insanely martial, how often am I going to be able to employ my social skills?

Dark Heresy is just the kind of game where I feel things like that are more important than they are in games like D&D. My two cents. Not like I don't think it's not going to be a blast or anything. I truly enjoy the game.

Character Creation In The Grim, Dark Future


As mentioned before, Taylor has ended his 3.5 game, and the group settled on David's Dark Heresy game to come next, so we converged at Angela and Taylor's to create characters for our forays into the second book of The Haarlock Legacy - Damned Cities!

There were a few problems with character creation last night, not the least of which being that we only had one week between ending one game and jumping to the next. We certainly take gaming seriously, and have no problems in the transition itself, but...more than anything, this just caused a jam because the copy I had ordered of the Core Rulebook didn't arrive yesterday, like was my hope, leaving us with just one book to build four characters from.

We let Angela use the books the most last night, since she was the newest player to the system, but when it came down to it, David, Taylor, and I couldn't remember too much, and Steve could remember even less about the system, because it has been about two years since we touched the system at all.

Taking in all the hang-ups and time it takes to build a character, even with a familiarity to the system, I can honestly say that, unless some gamers are definitely into 40k as a whole, I just don't see Dark Heresy, and by extension, the other three games Fantasy Flight has in the 40k line, as a good beginner's game. The price, at one time, may have been an issue with me, but I feel that you get the quality you would expect, as well as a tome chock full of game, but at the same time, I'm an adult, with a steady job, who isn't really hurting at the moment. If I were me 15 years ago and glanced at the game, I wouldn't give it a second look after seeing the price, except maybe to tell others to buy it for me for Christmas or birthday.

Then, if I did get it, and I tried to get my friends to learn this game, and get everyone to make characters, I could see it taking multiple sessions just getting that done, even if I had brushed up on the character creation rules. There's just too much back and forth looking at skills and talents for advancement, especially if you want anything beyond rank one, and that's not to mention the pages upon pages of gear that can be selected, especially weapons! Which, sadly, aren't always in the same section of any given book.

So, if I had managed to slog through character creation without losing all my players, and it came time to select gear (assuming they had more than a few thrones,) then that would be more page turning to deal with. If anything hindered us more than the lack of multiple books and our own time-forced ignorance, then it was the poor layout of the supplements available. It's very frustrating glancing over an armor, say, as you're after something else, then when you try to find it again, you have to run through 7 or 8 different armor sections to find the right one!

Maybe I'm being too harsh. Once I found what I wanted, it wasn't terrible to stat up a Rank 4 character, and more than likely, if we had been making Rank 1 characters, then this would have been much easier and less time consuming. I'm just the type of person who loves building characters, and this time, it just wasn't enjoyable to me.

Next week, however, we delve into the corruption of Sinophia!

10.06.2009

Heretical Text! The Foreseeable Future Of Dark Heresy

It's probably not known by some of my regular readers, but Dark Heresy was not played last week, and I'm somewhat sad to say that it wasn't played tonight. David and I discussed it briefly, and his thoughts on the matter are the same as mine, of which I was thankful.

Both of us agree that a large part of the momentum of the game petered out when we lost over half the group (first with Carl, then more importantly, Taylor and Josh, in that order.) That coupled with 2 new characters, that have had to jump in mid-story, and Sam not returning, have done nothing but complicate things a bit more.

Not that complication in gaming on the "viking hat" side of the screen isn't a good thing, I usually like the challenge, it's just too much of a challenge too soon, I guess. I want to run a decently paced game that holds the attentions of and entertains my players and myself, and right now, neither my heart nor head are in the game. I feel burdened, and it's creeping into gameplay.

I think everyone involved can honestly say it is likely for the best that I take some time to "fix" the game, as such. To do a little prep and get myself caught up and all my thoughts loosely sketched out. I don't need a storyline. I've been winging the whole thing, but I do need some up-front prep that will help flesh out what's going on in the game and will paint a better picture both of what I imagine as I brainstorm and what I want to convey to the group as they explore the Imperium.

I guess that's it...nothing too groundbreaking, but I wanted to be more clear than I was before on the reasonings, and maybe shed some light for those of you who read and are interested in the DH game.

In the interim, I think I'm gonna run some one-shots and do some playtesting sessions for ideas I have for the upcoming Dark Sun and other games. Maybe even knock out a session of some game I have setting on the shelf. Scion? Vampire? Marvel Super Heroes? I dunno.

I do want, again, to point out that Dark Heresy is NOT ending. I just need a break so the game doesn't spiral into a shitstorm that there's no recovery from. Sorry to my players.

p.s. Foreseeable is a messed up word, man. I mean, wtf.

9.22.2009

Angels And Heretics: Dark Heresy Night!

So, tonight was kinda cool. That guy who we had been hearing of that wanted to come play DH with us finally showed up. His name is Sam and he slapped together a rank 5 Guardsman in less than an hour, only having asked like 3 questions. Good stuff!

The game was, and has been going slowly, with the breakout scenario just being a sloggy gun-tiff (I would say fight, but it just seems like nothing much was really happening...some pinning and junk, but eh.) After 6 rounds of slogging through combat, and trying to think of where I wanted to go from there, I popped in a cliche! (Le gasp, I know!)

I pulled out the old Deus Ex Machina, at least that's how it originally appeared, but this was actually something I was going to throw into the game a bit later. Now seemed the best time, though, with the PCs hedged and not wanting to make Kristy suffer on deciding if killing the party was in her best interest, the group had a holy visitation in the form of angels...of death, of course.

During the exchange of las fire, two Astartes of the Imperial Fists chapter 'ported in, demanded the Big I's storm troopers back down, and then ported the group out (but not before Jericho bit it from a head shot!), including Amethyst, since Hesdus had forgotten who she was, because of her Forget Me power, and thought she was just caught in the crossfire.

Upon arrival, one of the space marines looked at Hesdus and muttered "The debt is repaid," raising more questions that had yet to be answered because as soon as they teleported to safety, Hesdus and the marines left the room, with Hesdus pleading the group to stay where they are (most likely to avoid the ire of the Adeptus.)

Whys/wheres are starting to spring into the minds of the Acolytes now, and the depth and breadth of the scope of what they've gotten into is impacting pretty hard. Why do some agents of the Imperium want them dead and other's sticking their necks out seemingly needlessly to save them? What will the ramifications be when Amethyst's Forget Me wears off? Where are they headed to? The answers still await...

+As an afternote, I find it hilarious that other than possible passing glances, none of the characters have met Amethyst, and the only one that could pinpoint her as the person who stopped the original breakout that could remember (Jericho,) is dead! Ah, good times.

9.17.2009

High Heresy!

Even though that extra guy didn't show, we still were able to get some playing in, albeit late because I'm an idiot and couldn't come up with a good plot after Kristy broke the game with her psyker...and I kid, anyway. Psykers aren't broken. The fault lay with the Rules As Written by FFG for opposed rolls.

In the aftermath, I decided that I would homerule that opposed rolls cancelled out each other's degrees of success, if any. If anyone can point me to the rules for opposed rolls that cover them, then I would concede to the rulings, if they are better in practice than the homeruling.

The situation started much as it had ended last week, with our intrepid heroes, save for Amethyst, all imprisoned still in the bowels of the Ordos Calixian compound. Amethyst, in the aftermath of her single-handed ability to put the heretic Dorian Hesdus and one of his lackeys down, and subsequently arrest the progress of what appeared to be a breakout, was awarded with the right to personally sit-in on the torturing of Hesdus.

During one such event, all the lights in the compound went down and the locks of the cells and torture rooms the others were in went ablaze with runes that said "Magenta Clearance Override" then "Go" as soon as their personal shackles were loosed. None of the troupe dare give a second thought to the help and rushed out of their cells, and started to take stock of the situation.

Hesdus, who was being tortured, then began to fight against his interrogator and Amethyst, who quickly threw up "Forget Me," and he did...trying then to help her escape from the room he was being held in because he had no clue who she was and why she was there.

Meanwhile, opposition had come in the form of Inquisitorial storm troopers (10) and combat servitors (2), half of each blocking both exits out of the detention hall, in a fierce gunfight that so far has seen no casualties.

When we left off, the fight was still raging at both ends of the hall and Hesdus has just emerged from the chamber he was in. When the others see Amethyst, how will they then react to this person who, Jericho at least, has seen and knows as "the enemy?"

9.09.2009

Dark Days of Imprisonment

Not me, but the characters in my Dark Heresy game.

The massive leviathan of a ship that carried Mkoll, Sadis, Akareon, Jorn, Barl-Tok, and Gallus finally arrived at Scintilla to await their trial at the hands of the Inquisition. Our "heroes" were tossed into cells and summarily tortured daily in hopes of coaxing a confession from them to the tune of them being heretics, which none in the group (as known to the two who are currently active from the old group) confessed to.

As they were led in, however, Sadis and Mkoll spotted someone familiar to them in the form of Reth, Justin's old PC, and the psyker who had become Hesdus' adjutant. This seemed strange to the acolytes, but also brought hope that their trials here either would be...postponed, or they wouldn't make it til the trials. One or the other. Either way, probably fairer than some of the Big I's best "interrogation experts" could dish out.

Here is also where I introduced Kristy's new character...a sanctioned psyker by the name of Amethyst, who was, while the Inquisitor who she is seconded to was busy and their ship underwent repairs, had been assigned to assist in the interrogation and torture of prisoners.

This is where things got interesting, as almost every time I made a roll for a psyker, 9s came up. Anyone not familiar with Dark Heresy out there will want to know that rolling a 9 causes a brief lapse in order, or a peek of Chaos, however you want to look at it. Either way, it can, and did on more than one occasion, have truly dire consequences. Like when Reth was in, about to administer help and begin the breakout sequences of the game, he rolled a 9, then a 95. Perils of the Warp...ok, maybe this won't be so bad...then BAM! 100 on the Perils chart. Reth was eaten by the realm of Chaos right before Sadis' and his torturer's eyes, causing a deal of corruption and insanity amongst them. Similar instances plagued the time they were being held, and that's when the big dogs came in.

Hesdus had gotten into the rows where his acolytes were being held/tortured and started to shake things up himself. He burst through a door, where Amethyst happened to be assisting the torture of Gallus, and blew the head off the interrogator and then threatened the psyker, demanding the release of Gallus. When she, instead of doing as told, attempted to manifest a power, Hesdus took a shot at her, aiming for to maim, but missed her leg entirely, then tried to regain composure and made another threat, trying to pass off the miss as a purposeful error. This only made Kristy roll better, apparently, and she got the power off (Boil Blood), and due to the horrible nature of opposed rolls in Dark Heresy, took down a fairly high rank Cleric without getting winded, having surpassed him by 1 over what she needed.

Sadis and Mkoll could hear the gunshots from the bolt pistol rounds Hesdus was unleashing, but were strapped fast to their chairs and could do nothing but heckle their captors. Sadis was able to successfully piss his psyker off and he tried to Bio-Lightning the purple hued scum, but was unable to manifest the power, being utterly flustered by the irritation caused by the hiver and his blather. Mkoll, however, ended up being affected in the long term by his psychic predations with an overbearing hatred for psykers. Go figure...right when one enters the game as a PC...

Right after Amethyst drops Hesdus and starts to break for it to warn others, the doors at the end of the hall blow open, digging shrapnel in deep into the panicked psyker's armor and throwing her to the ground in time to see a grizzled man step through with gun raised. This one was Jericho, George's character, and an assassin who had "come up missing" and in question by the party right before the bulk of them were arrested and sentenced to tribunal before the Ordos Calixis.

Kristy kept to the trick that worked and immediately took the Assassin down with Blood Boil, showing him what for just as easily as she had Hesdus.

The game was called then. I admit, I was at a loss at what to do, having seen how easily a psyker took down 2 fairly powerful characters in the span of just a few turns and turning the jail break-ish plot to mush before all our eyes.

It's back to the drawing board before next week. We're supposed to be getting a new player, so hopefully I can tie him in to everything happening easily enough and then we'll see.

Also, I need to research opposed rolls more in the game. The way they stand, RAW, is way too lopsided to me. You would think there would be some adjustment, like subtracting degrees of success from those the winner of the contest gets to lessen the effect. It makes lots of things really, really deadly or otherwise difficult to achieve as is.

9.04.2009

Dark Resurgence!

I come bearing joyous news!

The Most Holy and Grand Emperor of Mankind has seen fit to grant us a boon in the form of another player!

Kristy, a girl I used to go to high school with, and who has recently started doing some gaming at the shop in John's 4e game, decided to get in on Dark Heresy with David, Steve, and I, and rolled up a Psyker on Monday.

The group is excited to have another player, since that helps the game out alot. Without a fair sized troupe, I find I'm hard pressed to be excited about a game. It's an odd brainheadthing that has developed from always having large groups, I think.

Anyway, I'm also excited about having a psyker in the group. Justin had made one at one point, but only joined us twice for the game, if I recall correctly. I think they're one of the most interesting classes out there, and I would like to see the potential of one in actual play.

David and I were discussing multiclassing systems in Dark Heresy, and I'm gonna see if he would be interested in coming up with a working system for that that we would both be happy with.

Oh, Tony mentioned today that someone else was asking about Dark Heresy, so we might possibly have yet another player jumping in. I'm all for that, too. Now all we need is to get Josh and Taylor back in. *nods*