Sunday, 30 May 2010
Rogue Trader Session 15: Part 15 of a 1-Part Limited Series
Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, twin-hellpistol-wielding weapons monkey, sent to the newly-acquired Thunderhammer to make sure all is shipshape, since David was off buying a car or something. (David)
Maximillius XVIII, tough-as-nails tech-priest from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (Stuart F)
Triptych, mutant navigator and his harem. (Ric R, playing from Manchester, via Skype)
As a group, we had decided that we'd had fun with Rogue Trader, but that it was perhaps time for a change. With plenty of plot threads still to finish, we decided to call this the end of the first "season", to use US TV terminology, and revisit the game later in the year. In the meantime, there was the small matter of the infestation of the walking dead at Jameson's Hollow.
It was a bit of an experimental session, with the group entering the twenty-first century by using Skype to have Ric join us for the finale, and in that spirit, I designed a little mini-game to handle the battle against the undead hordes. Running it as a series of fights would have been a grind, and we'd already done a big battle on the bridge of the Thunderhammer, so I didn't want to go over old ground in our last session.
Instead, I designed a modified exploration challenge. There were three known groups of survivors on the station, and each group would be at 50% strength by the time the players got to them; this survival rate would be modified up or down by 10% depending on the results of five skill rolls per group. If the players went after one group at a time, any failures would also count against the other two groups, but if they went after all three groups, they would have to split the party. Any skill could be used in the challenge, as long as the player could come up with a good in-context reason, or even better, narrate the skill use.
Ben burned a fate point in order to rescue the third group without having to make a test, then the team split, with the priest and the militant going after the second group, while the rest of the team went after the first lot. Through some clever tactical nous, some stealth, and a bit of shooting, the two teams got to their destinations, discovering hundreds of exhausted people, shivering in the dark. Aphesius and Mordecai found that many of their group were injured, which slowed down the evacuation, which in turn led to more of the Risen catching up with them; they had a choice between letting the dead pick of the stragglers, or stopping each time to fight off the attackers, and in a rare moment of altruism from the priest, they did the latter.
Over at the other side of the void station, the rest of the team found their group of survivors apparently held hostage by the former astropath of Jameson's Hollow, now quite dead, but still somehow in control of his psychic abilities. A short battle followed in which the dead psyker was killed once more, his death unleashing a torrent of warp energies which twisted reality in the immediate vicinity, plunging the area into unnatural darkness, and allowing some daemonic presence through just enough to whisper blasphemous secrets directly into the minds of the explorers.
Even so, the explorers returned victorious, rescuing the vast majority of the survivors before turning their new chemical weapon on the station, melting the dead inside as they did the crew of the Thunderhammer. As a result of their success, they were able to negotiate an exclusive deal with the authorities, barring any Rogue Traders other than themselves and Moullierre from using the station's facilities.
They then headed to their holdings in the Mianded system, to fill out their crew and get some shore leave, before returning to pick up Moullierre and her alien husband; both Aphesius and Sol attempted to charm Moullierre, hoping to gain some kind of advantage, but the canny Trader got the better of both of them. The party then headed to the Soangre system, where the Eldar had told them they would find a way for him to contact his people. Sure enough, suspended in space at the mid point between the system's binary stars was a shimmering portal, something Triptych knew was akin to a Warp tunnel, but at the same time not. It was also far too small for either of the explorers' starships, but would accommodate a shuttle. Their xeno prisoner indicated that this portal would lead them to their destination, and with considerable reluctance, the team got in a shuttle with the Eldar, with Moullierre and some hand-picked troops in the other, and headed for the portal.
As Triptych, at the helm, guided their craft through the unnatural passage in space-time, their vox units crackled into life, with a message from the Banshee bridge crew alerting them to the presence of other starships in the system. Before they could respond, their momentum carried their shuttlecraft through the portal and into the unknown.
Which is where we left it. Perhaps we will return one day to discover what's on the other side of the portal, and perhaps not; there is always a hint of sadness when a campaign comes to a close, but we got fifteen sessions out of what was only supposed to be a one-shot, so I can't complain.
Monday, 24 May 2010
The Ministry of Blades : The Pyramids of Hertfordshire, episode 3
Played
6th May 2010.
Dramatis Personae
Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Sir Upton Scudamore - a Self-made Eccentric.
Villiers - a Butler of Few Words.
Madamoiselle Melissa D'Arqué - a Governess.
Alice and Peter - Sir Upton's Grandchildren.
Assorted Cooks, Grooms, Groundsmen and Navvies.
Plot
While Miss Sharpe attempted to figure out what had gone wrong with her weapon, Prentiss began to poke through the remains of the formerly-animated mummy. Upon receiving a nasty acid burn, he began poking more carefully, uncovered four bronze statuettes and a number of small clay tablets, all of which he pocketed for later examination.
The group decided that they had done enough for one night and Captain Curruthers confidently led them back towards the Inn. They realised they were lost as they crested a rise, emerging from the trees to gain a moonlit view of their surroundings. The village lay behind them, Avery Manor and its pyramid to their right, and a small, but brightly lit, clearing to the north. Using binoculars, they could see signs of arc floodlights, temporary buildings and a tall mast of some description. Taking their bearings and noting the position of the clearing, they tried again to get back to their beds.
In the meantime, Lady Antonia tried to wake the church verger but had no success, despite pelting his window with gravel. Giving up, she returned to the graveyard and found the group had left. Following them, she discovered the remains of the mummy, then tracked the team up the hill, where they finally reunited.
They returned to the Inn at about four in the morning and got some sleep, before discussing their next steps over breakfast. While Miss Sharpe began repairing her weapon, the remainder of the team set out to try and locate the clearing in daylight. They had little trouble, but as they approached, they were confronted by a hunting-tweeds—clad gamekeeper, armed with a shotgun, who informed them it was private land and asked them to leave immediately. Curruthers noticed odd movements in locations where he would have placed hidden sentries; noting that the gamekeeper seemed familiar, he decided it was advisable to leave. Suspecting some kind of secret government research installation, Curruthers sent a telegram to the Ministry upon their return to ask if they were aware of any such thing.
In the meantime, the team decided a visit to the Manor to investigate the pyramid and its eccentric builder was in order. Using their existing disguise as a group of upper- and middle-class occult enthusiasts, they sent Prentiss, in the guise of a servant, to request permission to visit. Upon arrival, Prentiss encountered the butler, Villiers, then returned with an invitation. The visiting party consisted of Lady Antonia, Curruthers and Miss Spit, with Prentiss as the driver and Miss Sharpe as maid to the ladies. Marsh was to sneak onto the grounds to explore the pyramid building site.
Sir Upton Scudamore turned out to be an aging railway tycoon, working-class in origin, but made a Baronet for his services to the country. He was very welcoming and only too willing to give the ‘enthusiasts’ a personal tour of his extensive Egyptian collection, while describing his interest. Remarking that he was now retired and that his son, Charles, ran the company, Sir Upton explained that he was planning his funeral, hence the pyramid; he didn't believe in any of this nonsense about mystical pyramid powers, just liked the idea of being buried in a pyramid. He was somewhat annoyed about the theft of his latest mummy from the outbuilding where it was being stored while its display case was completed. Prentiss and Miss Sharpe were invited to wait below stairs and took the opportunity to talk to the servants; they found that they knew little more than anyone else about the goings-on in the area, maintaining that Sir Upton was good boss, if a little eccentric.
The team eagerly accepted when their host offered them a tour of the pyramid site and, given the distance, they travelled over by carriage. On the way out through the front doors, they were introduced to Sir Upton's grandchildren and their French governess, Madamoiselle D'Arqué. Marsh had successfully infiltrated the pyramid site, skulking betwen piles of building materials and rubble, but was unable to discover anything more unusual than a pyramid being built on a 19th century English estate. The rest of the team also came to the conclusion that this was just an architectural folly. Casual conversation revealed that Sir Upton knew nothing of the facility in the clearing, even though it was his land.
Discussing what they had learned as they returned to the Hangman's Dance, the group's suspicions turned to Sir Upton's son. They found an answer to their earlier telegram to the Ministry, saying there was no government installation in the area, and sent a further enquiry for more information on Charles Scudamore.
NotesWith the missing players back in town, this session was mostly talk, concentrating on a hitherto ignored branch of the investigation.
Sunday, 23 May 2010
Rogue Trader Session 14: Death by Pointy Stick
Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, twin-hellpistol wielding weapons monkey, sent to the newly-acquired Thunderhammer to make sure all is shipshape, since David was off buying a car or something. (David)
Maximillius XVIII, tough-as-nails tech-priest from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (Stuart F)
Triptych, mutant navigator and his harem. (Ric R)
This is quite a long one. We played for an extra hour, but barely any of it was scripted, as the players spent most of their time pursuing their own schemes. They're also a cautious lot who like to cover every eventuality before they take action, so there's always lots of planning and dealing going on at the table, and I don't have to do anything except listen. This game has been easy, and a lot of fun, to GM for that reason.
The duel of honour between Octavius Sol and Imperial Commander Ernst Kruger would begin at 06:00 hours, and already there was a palpable buzz aboard the ragtag fleet of refugee vessels surrounding the Risen-infested void station of Jameson's Hollow. While Sol busied himself with practising his mêlée skills, the rest of the gang set about stacking the odds in favour of their seneschal. Maximillius created a small hidden poison dispenser which would attach to Sol's spear; the hope was that since it was a weapon of xeno design, such an addition would be difficult to spot. He also met up with some of the Banshee's underdeck scum and purchased a cheap home-made version of the combat drug Frenzon, just to give Sol a further edge in the fight.
Meanwhile, the priest studied the rules of a formal duel and also tried to uncover any particular weaknesses Kruger might have, and which they could exploit. It was discovered that the Commander was a solid, even boring, man, devoted to military service, but with a strong sense of honour; it was this stability which led to him being assigned to the frontier outpost in the first place. He was also discovered to be an orphan, adopted into the Kruger family, but Alesaunder did not have the time to turn up any more on this line of enquiry. As one last action, the priest made it clear to Kruger's men that any attempt to interfere in the duel would not be appreciated, and that he had two starships bristling with weapons with which to make the point, if necessary.
The hour of the duel arrived, and the explorers arrived at the makeshift arena constructed within one of Moullierre's vessel's cargo holds to discover a sizeable crowd. A twenty metre square area at the centre was roped off, and the audience sat around this on barrels, cargo crates and anything else they could find. Another area was roped off for the assembled dignitaries and nobles; present was their own Trader Locke, Aurelie Moullierre the host, and Kruger's second-in-command, Augustus Schtolnik. Zarak was not present, and Triptych discovered that the suspected Inquisitor had been found dead in his room on Moullierre's vessel earlier that morning, a victim of poison.
(This poison was created by the explorator and administered by the seneschal, at the very same dinner at which Sol and Kruger had the argument which led to the duel. Triptych was not aware of this plan, however, and Ric played his reaction as genuine shock and surprise.)
Alesaunder accompanied his cousin Sol to the ring, and used his considerable social skills to not only whip Sol up into a frenzy, but to also distract and demoralise Kruger; Sol was already under the effects of Frenzon as well as the still-unknown influence of the alien spear, so the players hoped that they'd done enough, as the odds were very much in favour of the military man. Alas, Kruger fumbled his roll to resist the taunting, which changed everything.
Sol, in a murderous rage charged the Commander, who seemed to just stand there with a look of confusion on his face. The first blow was but a scratch, shaving off a slice of Kruger's ear, but a second pierced his thigh, blood welling from the savage wound. Watching from behind the rope barrier, Alesaunder was surprised to discover one of the red-robed figures from his dream standing beside him, apparently enjoying the duel; a discussion followed, in which the figure made another offer of power and immortality to the priest, mentioning that Aphesius was of particular interest to them, as the explorator and navigator were barely human, and that Sol "belonged to another".
Meanwhile, Triptych was scanning the crowd with his Warp eye, on the look out for baleful energies, and spotted the hooded figure talking to the priest. Recognising the figure from the description Aphesius had given him of the dream, Triptych pushed his way through the crowd to tell Moullierre that there was a Warp entity on her vessel.
Sol jabbed again at Kruger, who again failed to put up a solid defence, and this time the alien weapon sunk into the muscles at the Commander's shoulder, rendering his left arm useless. Sol felt some force empowering him, something other than the combat drugs, something which seemed to fill him with energy and in a blur of speed he made a second attack, once more to Kruger's leg, this time shearing the limb completely. The crowd gasped in surprise as the military man fell to the ground and blood gushed all over the deck. Triptych shuddered as he saw his seneschal surrounded by blasphemous xeno energies no one else could see.
The red-robed figure was overjoyed by this display of violence, which perhaps contributed to Alesaunder once more rejecting the offer. With a shrug, the figure claimed that he had "other options", walked into the middle of the expanding pool of Kruger's blood, and with a salute to the priest, sank into the pool as if it had real depth. Meanwhile, the Commander had begun twitching, but before anything could be done to prevent his rise from the dead, Sol screamed that same unnatural scream the explorers had heard on the bridge of the Thunderhammer and brought the spear down through Kruger's chest and into the deck plating underneath, with a shower of eldritch red sparks. Those who were present at the spear's discovery couldn't help but note the similarities.
Shocked by this series of events, the crowd dispersed, and the explorers warily approached the howling seneschal with an eye to calming him down. Many minutes later, Sol came to his senses, with little memory of the duel, but a feeling of elation flooding through every fibre of his being.
After a brief detour to see for themselves whether Zarak was indeed dead, the explorers returned to their ongoing plan to turn the situation at Jameson's Hollow to their advantage, offering to clear the station of the Risen in exchange for exclusive access to the station's facilities. Kruger had not been keen on this suggestion, seeing it as dishonourable at best and blackmail at worst, but with him out of the way, the team hoped that Schtolnik would prove more open to the plan. He did, although it seemed more through weariness than anything else, and so the explorers moved forward with the next stage, which was to find out more about the Risen before they attempted to rescue the survivors still on the station.
To do this, they met again with the Eldar held captive in a secret part of Moullierre's vessel. He again repeated his offer to go to his people and ask for assistance, in return for his freedom from his prison. Although they still did not trust the alien, the explorers felt that he was their only option to find out a way to stop the undead plague, and so tentatively agreed, on the grounds that they would accompany him to his destination. They also convinced Moullierre to allow her husband's freedom, although she too insisted on accompanying them, albeit in their vessel, as she wasn't keen on her "in-laws" discovering her. With the bare bones of an agreement in place, the team decided to first rescue the survivors on the void station, and returned to their ship to formulate a plan.
Tuesday, 18 May 2010
The Ministry of Blades : The Case of the Jade Dragon (an Untold Tale of the Ministry), episode 2
Played
22nd April 2010.
Dramatis Personae
Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Rodney Marsh - a Partially-reformed Thief.
A Herculean Pugilist.
A Murderous Acrobat.
A Horde of Gangsters.
Plot
Having secured the warehouse, the team decided to try and get their prisoner and the crate back to the Ministry. Prentiss headed out of Limehouse at speed to locate a cart big enough to transport a two-ton lump of jade, while Marsh began wrapping the corpses in chains. He then got Curruthers to assist him in dumping the bodies in the river. In the process, they discovered that all the bodies, and their prisoner, sported elaborate and colourful tattoos, mostly of assorted mythological creatures; Marsh had only seen designs like this on teapots. Lady Antonia maintained a watch, while Marsh and Curruthers attempted to interrogate the prisoner, who turned out not to speak a word of English.
Prentiss returned a fretful hour later with a cart, a horse and their driver, a man he said could be trusted. They managed to get the crate onto the cart, after discovering a winch in the building, and began the trek back to Shaftesbury Avenue at a very slow pace (even a draft horse was having difficulty with the weight). It was now about two o'clock in the morning.
Things went well until they reached the edge of Limehouse, when they were suddenly ambushed by several large bands of gangsters. Lady Antonia managed to give the team enough warning to prepare weapons and a rather unequal battle began as they cut and blasted their way through the tide of thugs. Prentiss fought with his newly-acquired boathook from on top of the cart but, when the driver was knocked out, he jumped down to defend him. Spotting one of the gang leaders, a somewhat brawny fellow, moving towards him, he put the hook aside and they engaged in hand-to-hand combat. Meanwhile, Curruthers was also looking for any sign of a leader and, spotting another likely candidate, a piratical type with two exotic-looking knives in his belt, took a shot at him with little effect. Marsh decided discretion was the better part of valour and hid under the tarpaulin, with the intention of staying with the cart if the bad guys won. Lady Antonia mounted the carthorse and tried to get it to move but, discovering the press was too great, she used it as a shooting platform.
Prentiss engaged in a swift exchange of blows with his opponent, then put him down, breaking his nose as a number of the surrounding gangsters broke off their attack and fled, beginning a mass exodus. Curruthers' target recovered from the impact of the shot and somersaulted over the intervening crowd, stabbing the Captain quite badly. Marsh attempted to intervene but was unable to penetrate the villain's tough hide. Lady Antonia found it too difficult to assist and concentrated on clearing the thinning crowd ahead of the crows. It took Prentiss, who had stopped to check the driver was still alive, hitting Rain with his boathook to bring him down.
Once the dust had settled, the original prisoner and Prentiss' victim had disappeared with the crowd. They decided to concentrate on getting their new prisoner and the crate to the Ministry, where Rooke was very pleased to take charge of them.
Notes
The story continued this week, as flight disruption from the ash lofting from the Eyjafjallajökull volcano ensured that the tourists remained in Japan.
It was another fight, arranged using the mook rules from Adamant Entertainment's Thrilling Tales. Rather than give a specific number of opponents, I decided that the crowd would disperse after 30 of them were taken out (adjusting for the robustness of the players' defence) and that 1d4 of them would be able to attack each character in a round. It worked out in a fairly balanced fashion, but the two henchmen (also from Thrilling Tales) caused a few problems. The fight featured three jokers, leading to some spectacular die-rolling (notably Prentiss' KO of the first henchman and the second henchman's flying leap to attack Curruthers). It also featured the first use of another optional rule from Thrilling Tales, story declarations, which allow a character to spend a fate chip (benny) and request that something happens: in this case, Prentiss was still carrying his boathook from the previous battle, rather than having left it in the warehouse.
Saturday, 15 May 2010
Rogue Trader Session 13: Come Dine With Me
Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, twin-hellpistol wielding weapons monkey. (David)
Maximillius XVIII, tough-as-nails tech-priest from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (Stuart F)
Triptych, mutant navigator and his harem. (Ric R)
Full house again!
On the battle bridge of the Thunderhammer, the explorers fought a horde of undead crew members, while a hulking figure they took to be the captain, Telemon Maul, waded through the mêlée towards Octavius Sol, having issued a formal challenge to the seneschal.
Perhaps it was decided that the dead have no need for honour, or perhaps the priest simply did not care, as he fought his way to Sol in order to aid his ally in the duel. Meanwhile, the rest of the team fought the massed dead, Maximillius swinging his power axe to and fro, lopping off limbs and heads as he went, and the Banshee's elite guardsmen turning their flamers on the shambling dead, their aim guided by their faith in the Emperor, as well as the commands of the battle-hardened Mordecai. The navigator Triptych fared less well, suffering a grievous wound as a lucky knife strike took him in the belly, spilling his innards across the deck. If it were not for Triptych's mutant healing abilities, he would have died there and then, lying amongst his own intestines.
(To run each of the zombies individually would have fried my brain, so I instead ran the mob as one creature with multiple attacks. It had 300 Wounds, and was capable of three attacks against each player-character per round; reduced to 200 Wounds, it would only be capable of two attacks, and once down to 100, it could only attack each character once per round. This was an experiment, but it worked out well, and I'll be using it again.)
Sol found himself struggling to harm his opponent, even with the strange spear he'd rescued from the Eldar ruins, but death seemed to have made the captain sluggish and clumsy, and his attacks went wide, allowing the seneschal and priest to wear him down, with Sol striking the final blow, an attack so brutal it split the captain in two; at this point Sol uttered an inhuman cry, chilling the bones of everyone present, and the seneschal wondered what kind of influence the alien weapon had over him.
Eventually the battle was won, and the explorers found themselves in control of the bridge, but there was still the pressing problem of the 95,000 dead crew members roaming the halls of the Thunderhammer. Checking the logs, Maximillius discovered that the ship's drives had suffered some kind of malfunction while in the Warp, flooding the vessel with deadly radiation, killing many, and allowing them to rise as the restless dead. Outnumbered, the survivors were picked off one by one, before making a final, and apparently futile, stand on the bridge. A number of plans for cleansing the ship were considered, and most rejected as being too impractical, until the explorers hit upon the idea of unleashing some kind of toxin which would destroy biological material. The tech-priest made some quick calculations and came up with a suitable formula and, making contact with his deputies aboard the Banshee, gave them the instructions to mass-produce the toxin. The process would take three days, which matched up well with the distance between the two starships. Now, all they could do was wait.
The Banshee arrived with the bio-weapon, as well as the news that the suspected Inquisitor Zarak had moved to the Rogue Trader Aurelie Moullierre's vessel, the Dark Filament; this concerned the explorers, as they suspected that Zarak was working against them in some way. That would have to wait, however, as they had a job to do. The Thunderhammer's life support systems were loaded with the toxin, and the ship was flooded with the deadly concoction; a day or so later, and the chemical had done its work, melting the dead crew into a greasy mulch. Maximillius vented the poison into space and recycled the ship's atmosphere, making it safe once more for the living, and the explorers set about transferring enough crew from their vessel to operate the massive battleship.
They sent a vox cast to the Dark Filament, informing those present that the Locke dynasty had claimed the Thunderhammer as salvage, and requesting a crisis meeting with Moullierre, Imperial Commander Kruger, and Inquisitor Zarak. A sumptuous banquet was prepared aboard the Banshee, and the dignitaries were made comfortable as talks began on how to deal with the undead menace. In the background, the explorers arranged to have refugees from the abandoned void station moved to the Thunderhammer to serve as temporary crew, and Sol had Zarak's meal poisoned with the same toxin used to deal with Flavion so many months ago, an act he kept secret from his fellows. It was perhaps a prescient move, as Zarak greeted the explorers with a smile, which further convinced them that he was up to something.
It seems that whenever the player-characters get into tense negotiations like this, everything goes wrong, and they start making enemies. Perhaps informing Kruger that they wanted control of his station in exchange for the release of their new bio-weapon was not the best tactic, as the noble became enraged with such double-dealing in a time of crisis and called the explorers' honour into question, which then enraged Octavius Sol, who called for a duel. Kruger agreed, and stormed out of the negotiations, returning to his temporary base aboard Moullierre's vessel. For her part, Moullierre seemed to be amused by all the testosterone floating about, but also asked the explorers if the rumours she'd heard about the alien ruins they'd discovered were true, and that they had explored an Eldar temple. When this was confirmed, she asked them to meet her aboard her own vessel at midnight, before returning to the feast.
After the meal, and with negotiations stalled, the explorers got in contact with Augustus Shtolnik, Kruger's second-in-command, to discuss the details of the duel. Shtolnik informed them that the fight would take place aboard the Dark Filament, and that it would be to the death, although they would be allowed to choose the weapon used. Perhaps under a xeno influence, Sol chose the spear, and went to his quarters to practise.
Leaving the seneschal to his training, the rest of the team headed over to the Dark Filament as requested, and suspecting a trap were surprised to find Moullierre waiting for them alone. She had each of them swear an oath of honour to not reveal what they would see aboard her vessel, and then led them through a warren of passages into the depths of the ship. There, hidden behind a number of secure doors, they were shown a single dirty cell in which was chained a humanoid figure, clearly malnourished and mistreated. As their eyes adjusted to the gloom in the unlit prison, they recognised the figure as one of the treacherous Eldar, and Moullierre introduced it as her husband, before leaving them alone.
The Eldar captive listened as the explorers explained what they had seen on Zeesol, and he confirmed that they had destroyed one of his people's temples. He also told them that the Eldar knew a thing or two about death, and that it sounded like the door between life and death had been opened, which was allowing the dead to return from beyond, hence the current plague. However, he also informed them that we was no expert on such matters, although he could find such experts. The price he gave for such aid was, of course, his freedom.
Friday, 14 May 2010
The Ministry of Blades : The Case of the Jade Dragon (an Untold Tale of the Ministry), episode 1
Played
8th April 2010.
Dramatis Personae
* Lady Antonia deVore - a Heavily-armed Aristocrat.
* Captain Benson Curruthers - a Military Policeman.
* Jack Prentiss - a Dodgy Pedestrian.
* Rodney Marsh - a Partially-reformed Thief.
* Mr Erasmus Rooke - the Boss.
* A Mysterious Chinese Gentleman.
* Several Burly Guards.
* Eight Tong Gangsters.
Plot
A couple of weeks before dealing with the Highbury Horrror, the team (who had yet to encounter Miss Sharpe and Miss Spit) were assigned to watch the unloading of, identify and possibly secure, a package from a ship newly-arrived from the Orient. Although Mr Rooke seemed to know which ship and when and where it would dock, he was not forthcoming with the nature of the cargo.
Heading into Limehouse as night fell, the group quickly located the target dock and Marsh quietly broke into a neighbouring warehouse. They climbed the interior staircases and took up residence on the flat roof, from which they could watch the unloading of the Orient Star.
The ship was not long in arriving, and a number of Chinese dock workers appeared as it tied up at the wharf. Gangplanks were run out and a steam-powered crane brought into operation under the bright arc-lights of the dockyard. The team watched as thirty crates of varying sizes were removed from the hold, and also took note of the presence of a tall, elegant individual in Chinese dress watching from the bridge of the ship, flanked by heavyset guards. Marsh attempted to get closer to the ship, but was nearly spotted by the guards and had to leave rapidly. Eventually, the dock workers finished unloading the vessel, were paid and left, along with most of the guards and the observer. Prentiss decided to follow the observer, assuming he was some sort of boss, as he got into a carriage and was delivered to a luxurious hotel nearby.
When he rejoined them, the team crossed to the roof of the next warehouse, in which the goods were being stored, and descended to explore. They found the crates on the ground floor and while Lady Antonia kept watch, Prentiss began examining them, discovering a quantity of souvenirs, food and other trade goods.
Curruthers and Marsh checked out the office overlooking the ground floor and found a cabinet full of papers written in Chinese, of which some bore a mark also found on one of the crates being unloaded. Deciding this was significant, they returned to the floor and located that crate. Levering it open, they uncovered a statue of a Chinese dragon carved out of a single huge block of jade; as Marsh examined it, a pale replica, apparently made of mist, coalesced above it and struck at him, knocking him out. The others leapt in to help and Curruthers forced the lid back down on to it, just as the doors banged open and a gang of eight Chinamen ran in brandishing wicked-looking meat cleavers.
Battle began following a shouted challenge and the team shot half the attackers before they reached the crates. A confused meleé broke out, and the heroes prevailed, despite the attackers' spectacular high kicks. Marsh recovered in a timely fashion and used his rat amulet to sneak up behind one of the attackers, who had an injured Lady Antonia at his mercy. Wielding a boathook in an impressive fashion, Prentiss managed to force one to surrender (the others died of their injuries).
Notes
I ran this story because two of the players had the temerity to take a two week trip to Japan. The flashback story has no bearing on the current Pyramids of Hertfordshire storyline, but is more of a Marvel-style ‘untold story’. The plot itself reflects the kind of things these people do when they're not chasing vampires and is derived from the unused tong/underworld war plot I wanted to use in the Temple Vampire. This was intended to be a one off, but the Eyjafjallajökull volcano had other ideas…
Sunday, 9 May 2010
Rogue Trader Session 12: Never Trust a Priest
Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, newly-promoted weapons monkey. (David)
Maximillius XVIII, tough-as-nails technician from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (Stuart F)
Triptych, mutant navigator and his harem. (Ric R)
Full house! Ding!
Aphesius and Mordecai stood above the bloody remnants of Telemachus Locke, the son and only heir of their Rogue Trader, but the guards they'd brought with them were busy subduing the cultists, and the cultists were busy being subdued, so no one else had yet discovered the cult leader's true identity. So they quickly hid the incriminating medallion, and turned a flamer on the corpse, proclaiming that such heretics should be burned, particularly as they'd not yet solved the problem of the rising dead. In order to deflect attention away from the cult leader, the priest ordered that the remaining cultists should also be executed, and with some reluctance, the guardsmen unleashed fiery death upon the restrained death cultists, most of whom accepted their demise in a state of religious ecstasy.
The cult leader's assistants were led away for interrogation, and through the application of violence (Mordecai) and weird psychic manipulation (Triptych) the team discovered that the cult was being led by someone they called the "boy king", and that he had come to them during that period when the Banshee was lost in the warp for two hundred days; the explorers wondered whether some malign daemonic influence may have infiltrated the ship during this time in the empyrean. They discovered more about the cult's beliefs, but could not pin them down as true heresy, as the cultists seemed to believe that they were worshipping the Emperor in his aspect as a being hovering on the border between life and death. At this point, Aphesius made an executive decision and declared the cult heretical, which just so happened to tie in nicely with his previous order to have them all burned to death.
There followed a sequence which touched my cynical GM's heart, as the players began conspiring against each other. This was a great bit of roleplaying, as the players were all aware of Telemachus' death, but only the characters of Mordecai and Aphesius knew, so they decided to keep the truth from their comrades. Aphesius went to Locke, spinning a tale the boy had not attended his spiritual lessons for a number of days, and the Rogue Trader tasked him with finding Telemachus, who'd undoubtedly just gone exploring in the lower decks again. Then the priest and the gunbunny began planning to arrange evidence to support their version of events.
During the night, Aphesius was woken by a knocking at his door, and answering, he found himself looking out on a vast plain of bleached white skulls stretching out as far as the eye could see, with foreboding black storm clouds boiling in the sky ahead. He attempted to return to bed, but found that the door was now behind him, and locked. Not only that, but he turned to find himself facing eight red-robed figures, who all spoke with a single voice, acknowledging his killing of their champion, and offering the priest the chance to take his place. Aphesius was briefly tempted, but his faith returned to him, and he uttered a prayer to the God-Emperor, which seemed to break the illusion, and he found himself back in his cabin, drenched in sweat.
The next morning, the priest mentioned his dream to his companions, and Triptych's long study of the esoteric meant that he found some elements of the dream familiar, but he could not quite place them. In the meantime, Aphesius arranged for Telemachus' medallion to be "discovered" in a service duct, and we had some more good roleplaying, as Ben, playing an explorator with a fanatical desire to uncover hidden truths, decided to investigate further, and found that the only person to go anywhere near the duct in recent times was the acolyte Aphesius had sent to "discover" the medallion. Already suspicious of the preacher, Maximillius kept his discovery to himself for the moment.
The group approached Locke and revealed that they had discovered a death cult aboard the ship, that it was probably a front for worship of the Ruinous Powers, and that the cult had likely killed Telemachus, although no body had been found. They gave Locke his son's medallion, and left the noble to his thoughts, turning the Banshee towards Jameson's Hollow in order to answer the distress signal they had received previously.
Arriving in-system, their auger arrays picked up a small flock of vessels in orbit around the void station, including the Dark Filament, the ship of Rogue Trader Aurelie Moullierre, with whom they had an alliance. They also detected the Thunderhammer, the vessel of the military minded Telemon Maul, hanging back at the edge of the system, apparently without power. They got in touch with the Dark Filament, and were surprised to have the call answered by Kruger, the commander of Jameson's Hollow. He revealed that the station had been abandoned due to the swarms of living dead, and that the survivors were packed into the vessels in orbit; the priority was overcrowding and resources, and Kruger requested that the Banshee help to lighten the load a little. The explorers were reluctant to let a bunch of refugees on board, and asked to speak to Moullierre, who seemed pleased to see them. Remembering how well she and Locke got on, the explorers suggested that she come on board the Banshee, in the hopes that she might be able to cheer up the distraught Trader. They also asked about the Thunderhammer, and discovered that no one else had noticed its presence; the explorers were immediately suspicious, and decided to check out Maul's vessel for themselves.
They sent the Banshee to meet up with Moullierre, and took a shuttle full of troops out to the Thunderhammer. Inching closer, they detected that the ship was active, but seemed to be on silent running, waiting for something. As they approached even closer, the cruiser's array of weapons came to life, and Triptych found himself having to weave the shuttle through a hell of plasma lances and explosive ordnance, a hair-raising few minutes, if the mutant navigator had hair of course. The shuttle docked with the vast ex-naval vessel at a point which Maximillius guessed was close to the command bridge. They found the corridors of the ship quiet and empty, and advanced carefully, getting to the bridge without challenge, that is until they opened the blast doors. Inside, milling about without apparent purpose, was a throng of walking corpses, all clad in flak armour, and wielding automatic weapons and monoknives, a shock to the explorers, who had expected to see more of the feral dead they'd encountered elsewhere. Slumped in the golden command throne at the centre of the bridge was an unmoving figure clad in the flak armour of an Imperial military officer, but the explorers had little time to pick out further details as the horde of dead surged to the attack.
The explorers and their soldiers opened fire, but a mêlée soon ensued, with the slashing and stabbing of monoknives met with close range pistol blasts and the bone-cracking thud of rifle butts. In all this, Sol and Mordecai attempted to pick off the figure in the command throne, but the mass of ornamentation and technology provided cover, and they could only score glancing hits. As the combat escalated, the figure rose from the throne with a painful slowness, smoke rising from the few hits which had been scored, and looked at each of the explorers, before turning to the sensechal. Raising its arm, the figure pointed its power maul at Sol and bowed its head, a gesture the seneschal recognised as a formal combat challenge. Then the figure began wading through the mêlée towards Octavius Sol.
Tuesday, 4 May 2010
The Ministry of Blades : The Pyramids of Hertfordshire, episode 2
Played
25th March 2010.
Dramatis Personae
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Plot
As Lady Antonia headed off to locate the verger to inform him of the grave robbery, the rest of the team slowly became aware of a throbbing vibration in the ground and of a green glow from above the hill. With the fog and mud making it impossible to make out much in the way of details, they investigated, heading back up to the woods in search of clearer air and firmer ground.
Prentiss pressed on ahead as the main group got caught up in mud and a tangle of roots and, separated from the rest of team, found himself confronted by a strangely-aseptic smelling figure. Turning his torch on the figure's face, he found himself confronted by a horrific sight: a dry, crumbling, parchment-like visage wrapped in yellowing bandages. Panicking as the figure took an ungainly swipe at him, he hit at it with his cudgel and ran back to the group, nearly toppled by a powerful blow as he went.
Miss Spit magically-illuminated the scene as he returned, immediately regretting it as the creature lumbered into view, now clearly identifiable as an animated Egyptian mummy. Marsh was immediately immobilised by the shock, but the rest recovered and a confused battle ensued. Prentiss let fly with his blunderbus and Curruthers leapt forward with his swordstick, stabbling it through the chest. Marsh recovered from his bout of sickness and ran around to attack from behind with his daggers. Nobody seemed to have much effect, as blades slipped easily through the bandaged without disturbing them and bullets passed through with little impact, until Prentiss realised that fire might work. He opened and emptied a cartridge of black powder over the creature, just as Miss Sharpe finally got her mysterious weapon to work, discharging a corrosive substance at the mummy. This reacted with the creature's preservatives and it caught fire, encouraged by the black powder. A second blast put it out of the running for good, although Miss Sharpe's weapon then promptly failed with a spectacular shower of sparks and a worrying grinding noise.
Notes
Making up for the previous session's lack of action, this was basically an all-out fight. The mummy had the upper hand until the players figured out how to damage it, whereupon it went down quite fast. This was basically the plan. I had no urges to fudge the dice rolls, which was quite pleasing!
Saturday, 1 May 2010
Rogue Trader Session 11: Interview With The Zombie
Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, newly-promoted weapons monkey. (David)
Maximillius XVIII, tough-as-nails technician from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (An NPC this week, as Stuart F was off exploring the Emerald Isle)
Triptych, mutant navigator and his harem. (Also an NPC, as Ric R was trapped in the hellish dimension known as Manchester)
Last time, the explorers had been witness to, and a possible cause of, a bizarre Warp event which saw the dead rising from the grave. Concerned for their holdings, and curious as to how widespread this effect was, the team decided to head for their stronghold in the Mianded system. Arriving there, they discovered that the restless dead were a problem here too, but due to the way the population of the hive city of Antiriad interred their deceased, in vast sealed catacombs beneath the city, large scale damage had been averted for the time being. Even so, their majordomo Falcone was pleased to see them arrive to take charge.
However, their minds were more on experimentation than liberation, and the team set about a plan to capture one of the dead for study, before realising that there was a more efficient, not to mention safer, alternative. So they pulled a prisoner from one of Antiriad's prisons, strapped him down, killed him, and waited for him to reanimate. The unfortunate criminal did indeed soon return to a cursed half-life, and the priest Alesaunder began his interrogations, but even his vaunted social skills were not up to the task of communicating with the creature, which though not mindless, seemed set on breaking free of its bonds and attacking its captors.
On a hunch, the explorers took the creature to the Banshee, and dropped into the Warp, at which point the demeanour of the undead thing changed. Its hostile urges seemed to abate somewhat, and its previous personality surfaced, enabling communication at long last. The team discovered that the dead hated the living, envying and hungering for their life-force, but nothing the explorers had seen suggested that there was any transfer of life energy between the dead and their victims; it seemed as if the attacks were motivated by nothing more than an atavistic sense of spite. The dead criminal also told Alesaunder that there was nothing after death, that even existence as a cursed thing was better than the oblivion beyond, and that even the light of the God-Emperor did not shine into the darkness found there. The priest held to his faith, and shrugged this off as another example of the dead's spiteful nature.
Alesaunder called some of his priests to his side in order conduct a ritual to exorcise the undead blasphemy, during which one of his deputies reported that a couple of priests, Douglas and Turner, had not been attending services as regularly as their brethren. The high priest was disturbed by this display of lapsed faith, and set to investigating the matter. He called Douglas to his offices, and found the cleric to be nervous and agitated, clearly distracted by something. Alesaunder turned this to his advantage and quickly broke the man, discovering that he and Turner had found another of the ship's priests, Persaud, wandering the lower decks despite being quite dead. Uncertain of what to do with their brother-priest, they had locked him in a storage room, and went there on occasion to attempt to lay his spirit to rest.
Persaud had been beaten to death, his skull and hands smashed, his jaw broken, and his neck snapped, and was in no condition to communicate, even while the Banshee was in the Warp. He was assigned to give services to the inhabitants of one of the lower engine decks, and the explorers focussed their investigations there, pulling in the chief, a grizzled engineer named Serafina. She told them that she knew nothing about Persaud's death, but she knew of a cult that had sprung up among her people, one that Persaud may have been investigating, although Serafina herself had overlooked the group since their work had not been affected by their new religious leanings. Alesaunder saw this as heresy, and had the chief dragged away for re-education.
Mordecai roughed up some of the local crew members and got the location of the cult's meeting place, a basic mess hall, and Maximillius set up hidden surveillance in the room. For his part, Sol attempted to shadow one of the suspected cult members, but was spotted, his elaborate finery sticking out like a sore thumb in the dark and greasy underdecks, and the crew member fled. Despite this, the cult meeting went ahead, with a number of crew members packed into the tiny meeting room while a short robed figure with a deep gravelly voice pontificated on the subjects of death, how death is a sacred gift, and how these creatures returned from beyond death were a blasphemy to be destroyed utterly, with as much violence as the faithful could muster.
The explorers launched their attack at this point, sending in troops armed with stun batons to pacify the crowd, while the team themselves went after the cult leader. As they fought with the panicked crowd, the cultist fled to a side door which had not shown up on Maximillius' plans, and seemed to be cut off from his control, so the explorator was not able to lock it remotely. Mordecai took aim with his twin hellpistols and caught the cultist in the calf, slowing him down, and giving the priest a chance to catch up. Alesaunder put the barrel of his boltgun against the neck of the hooded figure and ordered him to yield, but with a snarl, the figure leaped for the door. A burst of automatic fire from the boltgun shredded the head and upper torso of the cult leader, and the remnants slid to the floor.
While the guards rounded up the last of the cultists, Mordecai rushed over to the leader's remains, intent on restraining them before they rose again. As he rolled the corpse over, he saw that underneath the robes, it was wearing a medallion inscribed with the symbol of the Locke dynasty. Not only that, but the leader's relative lack of height was discovered to be due to him being but a child. With a sinking feeling, the team realised that they had just executed Telemachus Locke, the son and heir of their own Rogue Trader.