Sunday 23 May 2010

Rogue Trader Session 14: Death by Pointy Stick

Characters:

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

Curruthers shoots a gangster; Prentiss uses his fists.

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

Characters:

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

Marsh encounters a dragon, Prentiss swings a boathook.

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

Characters:

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

Prentiss dodges a mummy; April accelerates its collapse.

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

Characters:

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, In the grim darkness of the 41st millennium, there is only BRAINS!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, Total Cultssending 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.

Monday 26 April 2010

This year, Salute happened to happen again!

This last weekend, Salute happened to happen.

As usual (or as usually as I can manage) I prodded along with a friend and walked around... and around.... and around.... and around! After a few hours, sore feet, a sore wallet and a huuuuuuuuuuuuuge grin!

You see... I am not into Wargammes. I have tried a couple of them and I feel most of them are just glorified sets of chess and soooooooo slooooooooooowwwwwwwwwww to advance I can alsmost feel the years getting heavier as the game progresses. Also I don't have the patience (or the talent!) to painstakingly paint all the figurines and create all the diorams. So wargames have little to offer me.

So why do I go, you'll ask.... No?... you weren't wondering?.... Oh well.. I'll tell you anyway.

Until this year there were two reasons. This year, there are three!

The main one is that I LOVE the atmosphere. Most of the people there are true profesional anoraks and mega geeks with few hours of sun exposure, a distinct disregard for champoo and glasses that should be in a museum for the retro lover. In short, their appeareance could do with a make over so radical Ken Wok would die to attempt. Quite frankly there were a few that, if I had seen them sitting on a bench in a park, I would have thought they were homeless.

Yet, it is the friendliest and kindest atmosphere one can think of. Make the slightest comment and people will be only so happy to chat to you. Surprisingly enough, though, if you talk to them, they actually listen!

Also love to see the dedication and conraderie in their gaming associations. It is amazing how they get together, set up the games, paint together, play together (monkey business or otherwise!) and in general have a rich and fulfilling social life that plenty of people in the "real world" who snear at us for being gamers would envy. As a people observer, for me it is a true feast.

Second reason are the traders. Although there is the internet shopping experience and now we have a couple of shops in Brighton that sell games and are getting better and better stocked all the time, it is great to have so many traders and see games I didn't know existed, or just be able to grab the box and feel it. Maybe even make use of the previously mentioned atmosphere and friendliness to ask someone about the game and get an opinion. Makes for a much better shopping time alltogether!

The third reason I have found this year is the second hand counter. Some 30 feet of tables full of goodies people want to sell at prices that are extremelly affordable. Bought a game, still sealed, at 1/2 price and if I had had more money, I would have spent even more in more games (maybe a good thing I didn't have more money!). All and all, I am one game short of my board gaming budget for the year ahead. As soon as I get Horus Heresy, I will have enough games to keep me busy until Xmas.

So for all those reasons I loved Salute.

Now.. is Salute a great show?.... err... no.....

Sorry guys.

Salute is a show made by amateurs and for amateurs. That has its charm, no doubt, and it is remakable that it is bigger than GenCon ever was in the UK, but it doesn't make for a good show. The distinctive lack of big sponsors is heavy on the pocket to buy tickets. £11 is a lot of money that would be better spent in a game. For the amount of traders they have, I would expect to pay £5 to get in. Funnily enough, if WOTC, Games Workshop, Paizo and people like that were present, I would be happier to pay more money.

Also it is a one day show, which means you have to be VERY careful with what you spend your time doing. Choose the wrong game to play (wrong in the sense that you'll end up not liking it) and you'll have wasted hours (one or two maybe) you could have spent playing something you'd enjoy. So not enough time to play enough games.

Would making the show a two day event make sense?.... well.... yes if you're going to play games. If not, no point. Would I pay £22 to get in during the weekend?.. indeed not! There are train and tube tickets to add to that too!

I guess they need to diversify a bit. Bringing more CCGs (I mean some!) would be a good thing to attract more public. Maybe more RPGs too... but then, we have Dragonmeet for that, I guess. Maybe something to tell them at some point!

Still. A very well spent day and a worthy trade show that left everyone excited by the end of the day (and that was measured by the faces I saw and conversations I heard in the train...).

Next year, more please!!!!!!

Paco.

Sunday 25 April 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 1

Curruthers meets a detective; Marsh trips over a corpse.

Played

11th March 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.
Mr Erasmus Rooke - the Boss;
Mr Hinton Waldrist - a Ministry Observer.
Detective Alton Barnes - of the Yard.
A Carriage Driver.
A Corpse.

Plot

Fresh from their triumph over the Highbury Horror, the team were briefed for a new mission that would take them out of London. Rooke tasked them with investigating some strange events taking place in and around the village of Aldermansford in Hertfordshire. A series of strange lights and glows had been seen above the woods to the north of the community, usually accompanied by low frequency vibrations. Occasionally, when the lights were quite bright, human figures were seen moving through the mist between the trees.

The team were to meet to catch the noon train from Euston to Berkhamsted. Marsh arrived late and they only just caught the train. As the train entered rural Hertfordshire, Marsh began to claim that the whole place smelt funny.

Arriving in Berkhamsted, they rode a carriage to Aldermansford itself, a small village built around a millpond and set under a forested hill. On the way into the village, they passed Avery Manor, the residence of Sir Upton Scudamore, Bt., and noted the presence what appeared to be a half-built pyramid behind it. The driver commented that Sir Upton was a bit eccentric, but very generous to the village.

Having scared off the local children by attempting to talk to them, the invstigators took up residence in the four rooms they had booked in the Hangman's Dance, the local coaching inn. While everyone else got settled in, Prentiss and Curruthers decided to visit the local Ministry observer, Hinton Waldrist, who filled them in on the details of the mystery. The weird phenomena consisted primarily of bright blue and green glows in the night sky to the north of the Manor. Those living or walking in the area had reported a low throbbing noise that sounded like the “chanting of the sacraments at the church of a Sunday morning, as heard from several hundred yards away”. Bright lights had been seen shining out of the woods covering the hills in the north of the estate, broken by shadowy figures moving about within them. Waldrist had a number of theories as to their origin, mostly revolving around ancient ruins that may have been associated with fairies.

They also learnt about the recent murders of Ansty Coombe, one of the estate gamekeepers found near the pyramid, Maggie Burton, a young local woman who appeared to have died gathering flowers in the woods, the Reverend Harold Norris, a visiting clergyman staying at the Parsonage and found in the Manor's ornamental lake, and Coney Furlong, a poacher found in a ditch in the woods. All had been beaten to death with a couple of heavy blows within the last couple of weeks. Scotland Yard had sent a detective to investigate.

Marsh and Miss Sharpe, meanwhile, descended to the bar where Marsh became aware of the presence of Detective Alton Barnes of the Yard, the man who had finally ended his criminal career. Knowing that Barnes had wanted to see him hang, Marsh decided to try to avoid him. Curruthers and Prentiss rejoined the group for dinner, filling them in on their discoveries. Curruthers decided to have a brief chat with Barnes, policeman to policeman but learnt nothing new: Barnes was investigating the murders and considered the lights to be a local fairy tale.

Later that evening, the team headed out to see what they could find and in the hope that the lights might decide to manifest. Trudging up into the woods at around 10 pm, they encountered a thickening fog and Marsh, attempting to move quietly away from the rest of the team in case of an ambush, became separated from them. They only became aware of his location when he tripped over a corpse and screamed. Gathering around, they noted that the corpse looked like it had been buried in a coffin for several months (being relatively dry, with little sign of insects) and was wearing good boots and a suit, implying it had had a funeral. Once he had finished bringing up his dinner, Marsh mused over the possibility of taking them, but decided they were a little too rotten.

The investigators looked around for drag marks and found none, but did note a single set of boot prints leading up the hill from the graveyard. Following them back, they found a grave that looked like it had been opened from the inside. Lady Antonia decided to inform the verger, in spite of the time, that one of his graves had been robbed.

Notes

The mystery begins!

This was a very talky session, setting the scene for the later investigations and (I hope) horrors. Aldermansford is supposed to resemble one of those Miss Marple-type murder locations and is deliberately set on the edge of the ‘Avengers Triangle’. The lights in the woods are inspired by those torch and aliens scenes in the X-Files.

Marsh's connection with Barnes was not planned, but was one of those spur-of-the-moment ideas that just seemed to make sense. Tripping over the corpse was the result of yet another fumbled roll.

Saturday 24 April 2010

Rogue Trader Session 10: Death Space Doom

Characters:

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 trying to solve the Greek debt crisis)
Triptych, mutant navigator and his harem. (Ric R)



Last time, the crew of the Banshee had investigated a strange complex hidden beneath the surface of the rocky methane-rich world of Zeesol Sextus. Finding all manner of weird gribbly stuff down in the tombs, for tombs they seemed to be, the team decided to touch nothing, and return to the ship to plan their next move. Having slept on it, they returned the next morning to continue their investigations.

Triptych's affinity for the Warp, a result of centuries of selective breeding, led to him discovering that the entire complex was shifting and changing at a level beyond normal human perception; reality itself seemed fluid, which explained why they had often found themselves going around in circles the previous day. With a firmer grasp of how to get around the place, the team set about recording and collecting the contents of the tombs. They tested the strange portal a few more times, and considered the potential danger in sending a volunteer through, before deciding on the safer option of sealing a camera inside a spare void suit helmet, and sending that through instead. The helmet returned, encrusted in a thick frost, but otherwise unharmed, and the team sat down to watch the resulting film, a sanity-shaking experience that reminded Triptych of looking into the Warp itself.

Moving on, the team decided to try to claim the strange alien spear they'd discovered and, fearing that the skeleton through which the spear was thrust would jump up and attack them (as if!), they first turned their flamers on the room, immolating everything except the spear itself, which remained not only unharmed, but also at the exact same temperature at which it had been before the flame-happy priest decided to "purify" the chamber. The spear was lodged deep in the ground, and the whole team pitched in to tug it free, before handing it to Triptych. Wielding the spear made him feel fast, agile and powerful, but lacking skill with such weaponry, he passed it to Sol, who took it without comment.

Heading to the wraithbone room, they took a small sample, and returned to the Banshee. There, the wraithbone seemed to have a strange effect on their astropath, Ezekiel, driving him into a paranoid rage in which he threatened them a number of times and more or less turned into a bearded, paraplegic Gollum. Now, Ezekiel is not the friendliest of folks at the best of times, but this was enough to spook them, and the team returned to Zeesol Sextus and put the wraithbone sample straight back where it came from. Dissatisfied with what they had discovered thus far, and convinced that there was something else hidden in the star system, they decided to split up.



Aphesius, Mordecai and Maximillius stayed behind on the planet with a work crew, intent on scavenging the strange alien metal they found throughout the tomb complex, while Triptych took the Banshee on a mission to scout the other worlds in the system. Sol went along without comment.

The scanning mission turned up nothing of interest, but the workers on the planet were quite industrious, pulling down the massive alien structures, clearing the wraithbone from their hollow cores, and getting the metal frames ready for transport. They also ran into something in the tombs, something fast and stealthy. Then a couple of soldiers went missing. Now very spooked indeed, all personnel were pulled out of the underground chambers, and explosives were set off, collapsing the entrance under tonnes of rubble.

Which is when a psychic scream erupted from within the planet, causing headaches and nosebleeds among the crew at the site.

Ten minutes later, the scream hit the Banshee, with similar effects.

It took three days for the ship to return to Zeesol Sextus, by which time the crew camped out on the surface were jumping at every shadow, and were convinced that something was moving about underground. On their return to the ship, it was discovered that something was moving about in one of the storage bays, the one in which they were keeping the alien skeleton they'd found on a previous occasion. Sure enough, upon opening the bay, out came a shambolic monstrosity, a shapeless pile of bones with apparent murderous intent, but after a round of fast shooting, and a bizarre mêlée charge from Sol and his new alien spear, the creature fell back into its component pieces.

(What happened here was that I pulled a fast one on the players, and put them through James Raggi's excellent scenario Death Frost Doom, which is technically for D&D, but has too many good ideas for me to ignore. Now, I did modify it quite a bit, and there's as much of Hamilton's The Reality Dysfunction and Russo's Ship of Fools in there as there is the original adventure, but there's enough that I should give credit where it is due.)

Their Rogue Trader called for a meeting to discuss recent events, while Maximillius busied himself with turning the alien metal into armour plating for their Rhino APC, as well as suits of light but strong armour for the group. It was decided that they would get in contact with Jameson's Hollow before they chose their next move, and their astropath received an ominous message from the void station, claiming that the dead had risen, and that urgent assistance was required.

Wednesday 21 April 2010

The Ministry of Blades : The Highbury Horror

Marsh provokes a brawl; April gains a stalker.

Played

25th February 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.
Mr Erasmus Rooke - the Boss;
A Large Gentleman.
Another Large Gentleman with a Short Temper.
Assorted Pub-goers.

Plot

It was three months after the case of the Temple Vampire. Following a dressing-down over their precipitous conclusion to the case, Professor Wyntermere and Doctor Crabb had temporarily withdrawn from active service, leaving Marsh and Lady Antonia to babysit a quartet of junior agents through a series of basic surveillance and information-gathering tasks.

Their latest mission took them out to Highbury, where there had been reports of a brutal individual of great stature terrorising the local inhabitants. Several women had gone missing and the Metropolitan Police, as usual, were at a loss to stop the attacks. The Ministry was taking an interest because the descriptions of the attacker bore a great resemblance to the perpetrator of the Hyde Attacks a couple of years before. The team were assigned to survey the situation, gather intelligence on the attacks and, if possible, identify the attacker so that a task force could remove him from the public arena.

After briefly exploring the area, the team decided to try asking the locals what they knew. Spotting a public drinking establishment on a nearby corner, they divided into two teams: Miss Sharp, Prentiss and Marsh would enter the bar, while Miss Spit and Captain Curruthers would ask questions in the more genteel surroundings of the lounge. Lady Antonia decided this was not the place for an aristocrat and remained outside, prepared for trouble. Things went well for half an hour or so: buying the occasional drink, Curruthers, Miss Sharpe and Prentiss spoke to a number of the clientele, while Miss Spit rapidly found herself at the centre of a group of admirers. Marsh toyed with starting a game of chance, then decided on a more direct approach, asking if any large ugly types had been seen in the area: at this point, it all went downhill, as he found himself standing next to a large ugly gentleman.

Lady Antonia was briefly shocked by the sound of breaking glass, then realised that Marsh had joined her in the street. The rest of the team decided discretion was the greater part of valour and they met up to compare notes. Four attacks had taken place in an area a quarter of a mile square, all but one fatally; the lady in question was in shock and seeing no-one, but had spoken of being grabbed by a large, well-dressed man with calloused hands. All attacks had taken place late at night and had involved individuals, except in one case where a couple was murdered.

The team decided to try to lure the attacker out to see if they could identify him and divided into three teams: Miss Spit and Curruthers, Miss Sharpe and Prentiss and Lady Antonia and Marsh. In each case, the female member walked apparently alone while her colleague followed at a discrete distance. The plan worked: Miss Sharpe was promptly grabbed from within a shadowed alley by a huge figure. She screamed for help and pulled out her pistol as Prentiss rushed to the rescue; the others, all operating on nearby streets, also raced to the scene. Miss Sharpe was finding that her pistol was having little effect, the bullets getting lost in her attacker's voluminous cloak, while Prentiss began trying to club him over the head. Marsh arrived and laid into him with his knives, before Curruthers and Lady Antonia were able to take potshots with their own weapons.

The attacker proved to be incredibly tough, but eventually they brought him down through sheer persistence, drugged and cuffed him and then dragged him back to the Ministry. By the time they had arrived, the attacker had mysteriously shrunk and was now a scrawny young man. Prentiss remarked that he had seen something similar before and Mr Rooke confirmed that there had been a small number of sightings of creatures bearing similar abilities and appearance to the mysterious Mr Hyde of several years previous. The monster was taken away for examination and the team commended for their success, before being asked to return the following morning for their next briefing.

Notes

This mission was intended to perform the same role as the battle with the rat-men at the beginning of the Temple Vampire: shake-down the new characters and give the new players a chance to get used to the combat system. The investigation seemed to get a little involved as I was expecting the team to explore the streets first and just get attacked, but the final version allowed for another classic Marsh foot-in-mouth incident so was a definite improvement. The new characters got a chance to show what they were made of and establish their personalities, but as usual, the fight went on slightly too long, partly because I forgot the monster was an Extra, rather than a Wild Card, and gave it too many wounds.

I'm getting better at this, though!

Tuesday 20 April 2010

Rogue Trader Session 09: These Are My Investigating Feet

Characters:

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)

Yep, a full house. Yay!



Ever since the explorers stole the star charts from Jameson's Hollow, the Zeesol system had been calling to them. It had been sealed by order of the Inquisition, and the explorers assumed that the whole sector had been declared off limits for a thousand years as a result of the discoveries made there. That's the kind of thing that really messes with a player's head, as they are simultaneously torn between investigating the big blinking plot hook, and leaving it well alone for fear of losing their character to some blobby alien thing.

It perhaps did not help that I suggested they all watch Alien before the session.

Nice place for a picnic.

The session began with the team, the Rogue Trader Horatio Locke, the Probably-an-Inquisitor Zarak and his ogryn henchman, and twenty hand-picked guards packed into a couple of shuttles and dropping into the methane-based atmosphere of the planet, where they found their craft buffeted by storms, although the vessels suffered only light damage. Reaching the surface, they had the increasingly-fragile Locke do his I-claim-this-planet thing, before packing him back into a shuttle and sending him back to the mothership. Their sensors had indicated that most of the planet was barren, with the exception of one large structure, shaped like thorns or talons bursting through the surface of the world, and surrounded by a ring of smaller structures.

These smaller bits turned out to be flat slabs of rock, each carved with a sequential number. Guessing that they had discovered gravestones, the explorers dug up the earth nearby and, sure enough, discovered a skeleton laid out with respect, but little ceremony. While pondering all this, the explorers were surprised by a figure stumbling out of the storm, creaking and wrapped in rags. If one of these shambled out of the mist at you, would you gun it down without mercy?Taking charge of the guardsmen, Mordecai fired warning shots at the shambling thing, and ordered it to stay back. Perhaps it did not hear, did not understand, or did not care, as the shape stumbled on, and the team this time fired at it, and when it still came on, they shot it into tiny little bits, then turned a flamethrower onto the twitching remains for luck. When the no-longer-shambling thing had cooled down enough for the player-characters to investigate, they discovered that what they'd killed was an Imperial servitor bearing the markings of the Inquisition, and that it was thousands of years old. Pondering its value (negligible after their onslaught) and significance (plenty), they headed to the "claws" looming over the site, and discovered that between them was a large hole in the ground, and a path spiralling into the darkness.

"It's a dungeon!" said one of the players, I think Manoj, and how right he was. The explorers discovered a labyrinthine complex below the surface of the planet, some sort of crypt filled with the bones of sentient species, all shelved and arranged with meticulous precision. They also discovered some sort of dark chapel complete with skulls hanging from iron chains and odd murals depicting the torture and murder of various beings; the way the murals shifted in the torchlight had a profound effect on some of the group, and they felt their sanity being chipped away.

The first casualties of the expedition occurred as the explorers discovered a room containing some sort of pit. Triptych used his Warp sense to detect a strange taint surrounding the pit, and concluded that it was some sort of tunnel through the Warp itself, although this discovery was too late for the two guardsmen who'd already blundered into it, drawn by an eerie psychic presence. Still desperate for whizz-bang teleport technology, the group pondered the possibility of harnessing/stealing the warp-pit's powers, but not even the combined knowledge of Maximillius and Triptych could begin to figure out how to transport a literal hole in reality to their ship, so they moved on.

After picking their way through more bone collections, they discovered a locked chamber containing a single skeleton pinned to the ground by a large iron spear. The spear was alien in design, and the worldly and knowledgeable Octavius Sol guessed that it was of Eldar origin; the spear was hot to the touch, even through the thick padded gauntlets of their void suits, and seemed to cause a buzzing, whining sensation in the minds of those who held it. There was a bit of disagreement here among the group as some wanted to take the spear and others wanted to leave it where it was, mainly because they were worried that it was pinning the skeleton down for a reason. In the end, the cautious members of the crew won out, and the group moved on once more.

As they started to reach the end of their reserves of oxygen and battery power, the explorers found a large chamber filled with a bone-like honeycomb substance, which Sol identified as wraithbone, a psychic building material, and proof positive that the whole place was some kind of Eldar temple. Triptych's Warp sight was employed once more, to discover that the Warp taint felt throughout the entire complex originated from the wraithbone in the room, and all present noticed that Zarak, the creepy official they'd brought with them from Jameson's Hollow, and whom they all were convinced was an Inquisitor in disguise, was taken aback by what he was seeing, his impassive attitude dropped for the first time since they'd met him.

Convinced that there was more to be discovered, but wary of their depleted supplies, the team decided to head back to The Banshee to plan their next move, and that's where we left it.

Friday 16 April 2010

The Ministry of Blades

The Movie Pitch

Steed and Mrs Peel meet Dracula.

The Elevator Speech

Agents of a secret government agency use magic, gadgets and fisticuffs to battle the forces of darkness in the fog-shrouded streets of Victorian London.

Tone

Pulp horror, with strong helpings of fisticuffs, weird science and stiff upper lips.

System

Savage Worlds.

Player Character Roles

Junior agents of the Ministry of Blades, officially known as the Esoteric Research Office. Agents are drawn from all walks of British society, but all have been exposed to the horrors of the night and have not only survived, but have shown courage in fighting back.

Adversaries

Vampires.
Werewolves.
Distorted products of twisted science.
Ghosts.
Sinister criminal-types.
Fiendish foreign agents.

Locations

Assorted evil-infested locations across London and the British Isles, including:
Sewers.
Rookeries.
Mansions.
Dimly-lit streets.
Museums, cathedrals and other historic buildings.
Occasional forays into the wider Empire and world.

Appendix N

The League of Extraordinary Gentlemen (comics rather than the movie).
Sherlock Holmes.
Dracula.
Dr Jekyll and Mr Hyde.
The works of Edgar Allan Poe.
The Avengers (television).
Adam Adamant.
Doctor Who.
Castle Falkenstein.
The Brothers Grimm.



The initial idea for this came from an organisation briefly described in the Victorian Age Vampire Storyteller's Handbook, but rapidly evolved into a Victorian-era cross between the Avengers, James Bond and Dracula. I prefer it that way (they probably ship the emotionally-damaged off to a small village in North Wales)... The game style itself is very cinematic, I'm trying to encourage over-the-top action (players will not be penalised if they fail to achieve something spectacular) and ridiculous coincidences (the players can use Bennies to adjust the plot - although not at this stage of the campaign). Rules additions are coming from Rippers, the Savage Worlds Victorian horror campaign, and Thrilling Tales, Adamant Entertainment's pulp supplement. I'm not sure whether this counts as "Gaslight Fantasy" or "Steampunk" but I'm happy with either appellation; I'm terming it "SteamPulp" as that seems to reflect the more action-oriented approach I'm taking.

The format of this summary was inspired by posts on I waste the Buddha with my Crossbow.

The Story So Far

The details of the team's first mission and their encounter with the Temple Vampire can be found on the links below:

Welcome to the Ministry
A brief introduction to the Ministry of Blades, as delivered by Major Keithley.

The Temple Vampire, episode 1
Lady Antonia has a bite; Dr Crabb meets a new patient.

The Temple Vampire , episode 2
Professor Wyntermere and Dr Crabb go for a coffee; Marsh meets a lady of the night.

The Temple Vampire, episode 3
Professor Wyntermere catches some ruffians; Lady Antonia blows them away.

The Temple Vampire, episode 4
Dr Crabb conducts an interview; Marsh plays the mime.

The Temple Vampire, episode 5
Marsh tracks a vampire; Curruthers sets it alight.

Sunday 11 April 2010

Rogue Trader Session 08: Gothic Shopping

Characters:

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. (relegated to NPC status, as Ric R was unavailable)



In the previous session, the navigator had some trouble getting the starship Banshee through the Warp, and a journey which should have only taken a few days instead took almost a year in real time. So when the characters returned to the Imperial base of Jameson's Hollow, they found that much had changed in their absence, and they became the subject of a fair bit of staring and muttering. Their bruised and battered Rogue Trader, Horatio Locke, took them aside and gave them ominous instructions that sounded somewhat like a set of final requests. He wanted them to come up with plans to deal with the rival Trader Appollonius Gil, the chief suspect in the numerous assassination attempts they'd survived, and he also requested that they keep a closer eye on his son Telemachus, as he was now the key to the survival of the Locke dynasty.

At Jameson's Hollow, the crew tied up some final bits of business, then went shopping; In the grim darkness of the 41st Millenium, there is mainly shopping...the side-effect of making Profit a primary game statistic is that whole chunks of play become about buying and selling stuff. This is fine, as it's quite easy on the GM, but we had a new player this session, and I was worried that it would be a bit baffling for him, a fear which turned out to be unfounded. It certainly doesn't help that the acquisition rules are spread across three different pages in three different parts of the book; again, Fantasy Flight Games need to tighten up their editing and proofreading. The player-characters again attempted to secure a teleportarium, but the rare technology remained beyond their grasp, so they bought a host of baubles and trinkets instead. They also picked up the astropaths they'd requested, three junior psykers who were rather wet behind the ears. A flurry of paranoia broke out as the crew pondered whether they had in fact ordered two telepaths rather than three, and whether the third might be yet another assassin attempting to worm their way onto the ship, but the purchase orders couldn't be found, and they decided to let it go, which is of course exactly the kind of opening a GM relishes. In the time they had been lost in the Warp, the three astropaths had been looked after by the station's priest, a jocular fellow named Menelaeus, and in return, he asked the player-characters to look into the disappearance of the Rogue Trader Caxton van Meenan; while no friend of the Trader, Menelaeus informed them that van Meenan was a fellow man of the church, and so he felt it was his duty to discover his fate.

They met up with the Jameson's Hollow astropath, in a bid to discover whether he could be persuaded to put aside at least some of his loyalties to the Empire and let them in on some of the private communications passing through the station (in Warhammer 40,000, interstellar communication is conducted via psychic contact, as it's the only reliable faster-than-light medium); the discussions ended on an ambiguous note, although the player-characters felt that he could be eventually persuaded, and did get him to agree to training one of their new astropaths.

The player-characters then went to visit the station commander, Kruger, to catch up on the latest news. Kruger's joy at seeing them alive seemed genuine, and he updated them on the current political landscape in the Kasterbourous sector, while also acknowledging their latest claims. They discovered that Caxton van Meenan had headed off into the unexplored northern half of the sector, and that the station received a psychic message from the Trader a few weeks before, a distress signal claiming that his ship was being destroyed by an unknown force. Van Meenan's last reported position was a system with an orange star, and the player characters identified a few potential candidates based on the starmaps they'd stolen from Jameson's Hollow. There followed a brief discussion in which the crew pondered searching for van Meenan, but decided that there was nothing in it for them, and chose instead to head for the Zeesol system; this had been marked on their charts as being sealed by the Inquisition, and they suspected that whatever was discovered there was the cause of the whole sector being abandoned thousands of years beforehand. Players being players, they headed there almost immediately.

Monday 29 March 2010

Rogue Trader Sessions 06 and 07: Calling Inquisitor Marple!

Characters:

Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Maximillius XVIII, tough-as-nails technician from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (locked away in darkened, smoky rooms negotiating trade deals, due to Stuart still being Down Under, fending off various deadly vermin every time he needs a loo break)
Triptych, mutant navigator and his harem. (Ric R)



You get two updates in one this time, as I moved house in there somewhere, and so didn't get internet access until after the second game. Right, so after the previous session, I did my usual thing and planned the next game based on what the players had expressed interest in doing, as per Ben Robbins' sandbox advice; this has worked well so far, but to paraphrase a better writer, no scenario survives contact with the players.

They decided to head to the Exurack system, as the notes on their map suggested that there were possibilities for mining there, and they sensed an opportunity for profit. Arriving there without incident, they ran into the Rogue Trader Aurelie Moullierre, a personality they'd encountered back in the first session and with whom they'd gotten along quite well. As such, they didn't try to snatch ownership of the system from her, but instead met with her and discussed an alliance, ever-mindful (or perhaps just paranoid) that another Trader, Appollonius Gil, had launched an assassination attempt against both themselves and Moullierre, also back in that first session. They came up with a non-aggression pact, promising to aid each other in defending their respective holdings, and also agreed to help her with her current problem, the rescue of an orbital platform that was slowly sinking into the surface of one of Exurack's gas giants.

I'd come up with a clever little subgame here, complete with a suitably old-school d10 results table and the like, but the players came up with another solution, in hindsight a far more obvious one, and because I'm a firm believer in a "Yes, but..." style of running a game I could not really deny them their plan. So we played through a fairly dramatic sequence in which Maximillius led a team of engineers out onto the surface of the orbital platform to manually repair its stabilisation boosters, while surrounded by the vicious winds of the gas giant. There were a couple of hairy moments, and Ben decided to burn a Fate Point to rescue a technician believed lost to the storm; so far the players have only burned these points to save others, not themselves, although they've not been in any truly tough fights yet. I need to fix that.

Anyway, this was a short session, as it was a Sunday night, and there were only two players. We ended with a plan to transport some representatives of the Imperial merchant guilds to the Mianded system, to look over the mining facilities there, and in game mechanics terms complete the trade objective they needed to gain some profit. A bunch of pompous merchants and minor nobility all cooped up on a long voyage? Sounds like a murder mystery to me, so that's what I threw at them when we met up a week later. I worked up some character sketches to help the players keep everyone straight, and gave them a chance to interact with the merchants for a bit before the journey proper began, during which they quickly developed, as players do, distinct impressions of who was to be trusted, who was to be leaned on, and who was probably a Chaos cultist.

The general point of this expedition was for the players to impress these merchants with their wealth and competence, and so get them to sign up for a trading agreement; I simulated this with a sort of numerical attitude tracker, similar to the one from the Rogue Trader core rules. If the players did well, then they'd adjust the merchants' attitudes in their favour, and if things went wrong, the tracker would get adjusted back the other way. Things, of course, went wrong. There was the murder, which got the merchants uppity, half scared for their safety, and half scornful of the player-characters' ability to look after their guests. This got worse as the players started to drag the merchants and their attendants into interrogation rooms, but eventually they uncovered the killer, who claimed to be in the employ of the aforementioned Gil, his mission to sow exactly this kind of discord and damage the player-characters' reputation. Their Trader, Horatio Locke, called a council, in which he made the decision that they could ignore Gil no longer, and tasked the player-characters with formulating a plan to deal with him.

The players did well to turn the situation around, implicating the rival Rogue Trader, and putting a number of points in the plus column, adding more as they singled out certain traders for more intimate negotiations, and in one case, blackmail; there were cheers at the table as the socially awkward and half-mechanical explorator managed to somehow seduce one of the merchants by impressing her with his mastery of beverages. It was at this point that a second incident occurred, as another attempt was made on the life of Locke, in which he was trapped in a vacuum and slowly suffocated. The Rogue Trader survived, but only just, and the player-characters discovered that the culprit was the same engineer who'd been rescued in the previous session, which led to some musing on the use of Fate Points to save NPCs who would then return the favour with attempted murder. They also discovered the engineer's corpse, all folded up and stuffed in an overhead service locker; they recovered camera footage which showed a hulking humanoid doing the deed, but not enough detail was visible to make an identification, and a search of the ship turned up nothing.

No further incidents occurred on the way to Mianded, and the player-characters completed their trading objective, collecting a healthy bit of profit. On the way back, they popped in to an unexplored system, finding a ruined settlement roughly eight thousand years old, and a mass grave filled with the bones of large beings each roughly the size of an ogryn. They spent a couple of days collecting archaeological data, and then headed back to Jameson's Hollow, but the Astronomican was obscured for some reason, and Triptych had to navigate blind, resulting in a long jaunt in the warp, during which the ship was haunted by ghosts and a bout of insanity swept through the crew. They arrived back at Jameson's Hollow to find that almost two hundred and fifty days had passed in real time, and that's where we left it.

Monday 15 March 2010

Rogue Trader Session 05: A Game of Thrones (But Mainly Assassinations)

Characters:

Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Maximillius XVIII, tough-as-nails technician from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (hovering about in the background, as Stuart F has fled to the Antipodes)
Triptych, mutant navigator and his harem. (Ric R)



Last time, the player-characters had assassinated the unpopular ruler of the Mianded system, and I got the distinct impression that they had decided to crown his enemy, Kaltos, despite the general populace seeing him as a terrorist. Well, the session started off going in that direction, anyway...

This was a bit of an odd session for me, as I was all set for a quick resolution to last week's action, then moving on to another part of the sandbox. Instead, the players stuck around and spent the entire session getting involved in some proper Machiavellian scheming. They started off by encouraging an official period of mourning for Flavion, at the same time secretly encouraging the disenfranchised to make their opinions of the deceased lord known. Then they had their Rogue Trader come planetside to declare the return of the Mianded system to the Imperial fold, an event which prompted Flavion's loyal guard to come out of hiding to attempt an assassination. This was foiled by some smart thinking by the players, as well as a heroic camera opportunity from the priest as he abseiled out of a shuttle into hand-to-hand combat with the assassin; the guard had been softened up by some freaky mutant mind mojo from Triptych, but the navigator chose to conceal his involvement.

The player-characters then arranged for Kaltos to come to Antiriad in order to take the throne, which was, of course, a trap. They convinced Flavion's guards to do the deed, and promptly betrayed the assassins by gassing them into unconsciousness once Kaltos had been killed, plausibly expressing regret that they weren't in time to save the visiting lord. Knowing that a handful of assassins had never come forward and were still at large, the player-characters then made it seem that not only did Kaltos survive the attack, but that he was going to be formally accepted as ruler of the Mianded system by their own Rogue Trader at an exclusive social gathering; these details were leaked to the remaining assassins through secret back channels the player-characters discovered through a drug-assisted interrogation of the survivors of the Kaltos assassination. They then emptied the planet's prisons, dressed the criminals up as the upper crust of Antiriad's nobility, and brought their ship, the Banshee into a low orbit directly above the party location.

Political stability via superior orbital laser weaponryThe decoys dressed up as Kaltos and the Rogue Trader were both killed during the dinner as the remaining assassins revealed themselves, at which point the player-characters ordered the Banshee to fire its massive space lasers at the party. The weaponry, not being designed for such use, lacked accuracy and power, but still managed to raze the building to the ground, as well as a number of surrounding, and occupied, dwellings.

So, yeah, shock and awe.

Satisfied that they'd made their point, the crew of the Banshee left a garrison to watch over things until their return, then hopped back into the Warp for the journey back to Jameson's Hollow, to sell the robots they'd captured a while back.

This was a very easy session for me to run, as the players ran away with their ideas, heaping on twist after twist, and all I had to do was sit back and let them know which skill rolls to make. So I didn't get to use my new spangly starship combat system (hint: I stole it from another game), and the crew haven't gone anywhere new, but that's fine, because we're having fun with the sandbox style of play, something I think none of us have done for years.