Pursuit of Lady Solace

By Kaihlik, in Dark Heresy Gamemasters

Hi, im running this game today, it's the 3rd of a 3 part adventure I've been running. Its quite long so I don't plan to get through all of what I have and I haven't finished writing it yet so let me know what you think. Some of these notes are designed soley for me as a GM so it can be a bit confusing to read them. When an archtype is mentioned in relation to stats it is only in referance to their skills and talents not their actual atributes which I have changed.

The Gangs I have used are made up and I have notes on the seperate.

Neutral Encounters

Starting Out: The acolytes are advised to start out at the underhive town of Spitclaw. Spitclaw is relatively neutral with many people secretly supporting the Redemptionists as a means to remove the gangs. For some the religious message of the zealots genuinely speaks to them.

The perimeter of the town is marked by buildings in a less dilapidated state than those around them. The town consists of a street of shops that have retained their original purpose over the years although in a different form. Most of the shops open onto the street with any shop front having been removed or collapsed. The shops themselves are collections of junk. The people appear to live above the shops. The street is littered with years of rotting junk that forms a carpet down the middle of the street, with heaps of rubbish piled up, the only areas not full of junk are the shops which are kept free of it.

The town is powered by a generator designed to run on ethanol.

Availability Rules Pg 126: Items with availability above scarce are impossible to find without GM permission, all items have their availability for quality dropped by 1 step.

The Bar
A badly written sign saying bar points in the direction of a tunnel. The bar houses a selection of people from all over the region and a sign at the door says NO FITEING. The “bar” itself seems to be the bottom floor of a hab complex that has been partially knocked through, private booths have been created by keeping some of the walls.

Most of the patrons of the bar keep to their own groups and politely brush away any attempts at conversation, coming up to a table with a round of drinks will yield more success and will open them up to interaction tests.

The Barman, a thickset man called Caber, will be able to discuss the town dynamics and can point out a reliable guide if tipped well, refusing to pay or not tipping will result in him sending the PC’s to a group that will take them out to the depths of the underhive to kill them and rob them.

If asked about strange things happening he will point to the local legend that the cathedral is haunted by a long forgotten saint ever since it was vandalised.

He will also mention that someone came in claiming they had spent the night in an old abandoned warehouse attempting to recover materials, claims that he heard things in the dark that he never wanted to hear again, said shadows moved in odd ways. Cut himself pretty bad on a piece of machinery and kept running for hours. Claimed he ran out of there and never looked back, barman can give directions.

Interaction Rules Pg 230: The villagers are used to strangers as people come from all around to trade, the town has become a hub of trade being neutral and the townsfolk try and keep it that way.

Anyone who looks like they will cause trouble have a disposition as follows (Disdainful (-10), Resentful (-10), Sceptical (-20), Brave (-10))

Anyone who appears like a normal member of the underhive looking to keep out of trouble have dispositions of Favourable (+10), Indifferent (+0), Suspicious (-10), Indifferent (+0).

The Preacher

The preacher is of a type found across the Imperium, a doomsayer who espouses his creed from a soapbox in the main street. The man is sympathetic to the Redemptionist cause but his penchant for strong liquor prevents him from joining. Nevertheless he knows where some of redemptionists are and is willing to hook up potential recruits with them if he is sure of their intent. He isn’t the smartest though and any act of devotion shown in front of him or a recital of the Ludmillian Dictates will convince him.

He is also a coward and will divulge the location it harmed although like most cowards he is a bully and if the opportunity arises he will take it to harm any PC’s who have hurt him.

Gossip

The townsfolk are afraid of the fighting between the redemptionist and the gangers, they are split 50/50 between their support of either faction (on a 6+ a townsperson supports the gangers). Some are fed up with the gangers violent ways and more than a few have had relatives killed in the crossfire of a gang fight. The others would rather stick with the enemy they know than risk the unpredictable wrath of the Redemptionists.

Everyone is angry that the enforcers have pulled out as they used to maintain the area as neutral, the only thing keeping the current state of affairs is the Redemptionists making sure that no one gets involved in a territory fight they can’t win. Nevertheless it is only a matter of time before one gang gets desperate and decides it needs the towns resources.

If three degree’s of success are achieved on any interaction test to find gossip the townsperson let’s slip that one of the shopkeepers has a daughter who is rumoured to be a mutant, they are worried if the Redemptionists find her then they will burn everything to the ground. The girl has a third ear on her back and is called Kaly and she is 6 years old, her parents are Rosh and Jem and they run a shop dealing is scrap metal further down at the end of the street.

Gang Fight

If the players spend a few hours in the town a group of 10 people appear obviously gangers. A few of them carry sacks that appear full and they split up heading into various shops. The gangers wear an assortment of denim and leather and all sport strange haircuts in bright colours

The townsfolk are only slightly on edge but are used to gangers stopping off. If asked they will tell the PC’s that its just a trade party for the Drecon Sump Gang trading their goods for food and anything else they need, they trade fairly and often use their connections to the Marcas to obtain medicine for the townsfolk.

After half an hour another group of gangers with strange face tattoos, snakeskin clothes and piercings enter the town from the other side, this group is smaller than the first only 7 strong and they also carry goods. The townsfolk visibly tense up as the other group approach, the 2 gangs apparently have no real history with each other and so no one expects trouble but the two gangs have different masters. The new gang are the Cobalt Vipers and farm a breed of xenos snake from which they take their name. They trade much less regularly with the town but are known to come buy on occasion.

The Cobalt Vipers work for and are protected by the Steel Falchions to whom they sell most of their wares to including most of the Vipers extremely potent venom sometimes used by the Steel Falchion bounty hunters and assassins.

After about 20 minutes out of nowhere a Viper shoots one of the Drecon gangers, the ganger goes down and after a few seconds of stunned silence by everyone the gangers begin to fight amongst themselves. The shopkeepers hurl themselves under tables and wait it out. After 2 turns the Vipers pull back and run away.

If the PC’s can take out the man who shot first and examine the body with the gangers present then the gangers can point to a tattoo that is obviously not gang related. If a post-mortem is performed on the body a cancerous growth appears to have formed under the tattoo. The cancer seems benign.

The Drecon Sump gang doesn’t know the reason they were attacked but assumes some hit had been put out on them by a rival. The man who was shot in the opening encounter, called Rald, is not dead, the bullet hitting his shoulder and missing anything vital, if the blood loss is stopped he will be fine. Helping the gangers will make them favourable towards the PC’s although they will not offer anything to them although they may grant a request.


Drecon Sump Gang (Wear gang leathers AP1, Arms, Body, Legs, Primitive)

Kill Squad Trooper
WS BS S T Ag Int Per WP Fel
35 35 35 35 30 30 35 30 30
Benin: Kill Squad Trooper with Flack Coat (AP 3, Arms, Body, Legs) and Lasgun (100m; S/3/-; 1d10+4 E; Pen 0; Clip 30; Reload Full; Reliable) with 2 overcharge packs

Heavy
WS BS S T Ag Int Per WP Fel
28 28 45 40 30 20 25 25 20
Kaddy: Heavy with Poor Quality Greatweapon (2d10+4 R; Primitive, Unwieldy)
Treydin: Heavy with Poor Quality chainsword (1d10+6 R; Pen 2; Balanced, Tearing) and laspistol

Scum
WS BS S T Ag Int Per WP Fel
30 32 30 30 30 30 30 25 30
Bav, Mike and Tachya: Las Locks (70m; S/-/-; 1d10+4 E; Pen 0; Clip 1; Reload Full; Unreliable)
Chela, Sandy and Fas: Mark III Lasguns (100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable)

Cobalt Vipers (Wear Heavy Leathers, AP2, Arms, Body, Legs, Primitive)

Skulker
WS BS S T Ag Int Per WP Fel
25 30 30 30 40 35 30 20 25
Mayan Kreel (Shooter): Stub Automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full), Combat Knife (1d5+6 R; Primitive)

Scum
WS BS S T Ag Int Per WP Fel
34 28 30 30 35 30 35 25 25
Velop Cansa, Terdan Den and Shyla Katra: Autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip 18; Reload Full), Combat Knife (1d5+6 R; Primitive)
Nelos Hetspa, Belerin Katra: Autogun (90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full; Reliable)

Bounty Hunter
WS BS S T Ag Int Per WP Fel
43 43 35 35 45 30 33 35 25
Tembit Kane: Sword (1d10+3 R; Primitive) and Hand Bow (15m; S/-/-; 1d10 R; Pen 0; Clip 1; Reload Full; Primitive) both coated with Viper Venom, Light Flack Coat (AP 2, Arms, Body, Legs)

Viper Venom: (Instant/-20/Necrotic (1d10)) (Immediate Toughness check at –20 or suffer d10 additional wounds)
The Great Cliff

The Great Cliff creates the western boundary of the Veritaf region. The Great Cliff rises miles into the sky and atop it sits the Lucid Palace, seat of the Lord Sector himself. Beyond the pillar of rock lies the ocean. Only a small section of the dark granite is visible from inside the hive. There is only one easy way to approach the Cliff itself and that’s via a massive abandoned manufactorium full of gutted machinery and collapsed walkways. Also occupying the manufactorium is a colony of Gloomhaunts (Creatures Anathema, pg 58). If the players have a guide he calls the creatures Gloomhaunts otherwise they are known as simply the winged creatures.

The players will notice them with an opposed concealment roll, Gloomhaunts rolled 20 so pass by 5 degrees, Ag 23, +10 for skill, +20 for size (puny), +10 for remaining perfectly still and +10 for Ordinary test. Roll is –10 for low light conditions.

If noticed then they will notice that they have occupied the centre of the manufactorium and can be avoided with a difficult (–10) Silent Move test if going through the centre or Routine if the players go the long way around the edge, opposed by the Gloomhaunts awareness. Gloomhaunts fail by 1 degree rolled 64, Per 51.

A terrace awaits on the other side that connects onto the wall itself. It streaches for 25 meters either side of the door and the cliff is 20 meters from the wall of the Manufactorium. Looking up and down iron beams and scaffolding connect the hive region for as far as you can see. Awareness check to hear the fluttering of what you expect to be more of the winged creatures.

On the wall is a strange symbol drawn in what you suspect is blood. The wall is wet to the touch and feels strangely spongy as though made of wet plaster, which is very strange as the surrounding wall is granite. Burning it achieves nothing and any weapons fire attracts more gloomhaunts who arrive in ones and twos at the first few shots but swarm the players if they keep firing. Explosives can be used to destroy the symbol but enough will take the walkway down.

Cathedral

The Cathedral trip is mostly wasted, from a distance in the gloom it appears to be a grand structure, a great monument to the God Emperor. As the PC’s get up close they notice the missing windows, the chem stains and crumbling statues. Entering the building shows a building in ruins. Areas where art used to stand have been removed and two balcony levels, now collapsing have been crudely added to what once have been a grand hall. The stairs to get up to the balconies have completely collapsed and there is almost no light coming in from outside. The remaining icons of Imperial faith lay cracked and broken on the ground.

If the PC’s pass a Hard (-20) Search test then they notice that some of the damage to the Imperial Aquilas and statues of the Emperor lying on the floor is recent, the chemical residue that coats everything in the cathedral having not formed over some of the breaks.

Nothing else of interest to find in the Cathedral.

The Warehouse

The Warehouse is the location for one of the chaos runes dotted around the city. Centuries past the warehouse was the scene of a series of brutal murders that weakened the veil between realities ever so slightly. With the addition of the chaos rune this problem has been exacerbated. Although not at risk of a full blown incursion the area is now home to several strange phenomena, light levels change and the sounds of victims can be heard at the limit of hearing. As people stay warp predators are drawn to the area and this problem becomes worse as they strain at the barriers.

A full-blown warp incursion can happen if some act of violence happens. If someone is hurt when in the warehouse there is a 10% chance of an Unclean Spirit materialising, 25% chance if blood is spilled during a fight and 50% chance if someone is killed. For every hour spent in the warehouse before the incident the chance of an incursion increases by 10%. Should more than 1 person be killed the chance increases by 25% each time so if 3 people are killed then it will definitely occur, this is due to the mirroring between the events happening and the serial killings that took place.

Should blood be spilled for any reason there is a chance the rune will catch it and begin moving it as its power leaks through its bonds. Should blood be spilt on the rune the chance is 100% decreasing by 5% for every meter away from the rune the blood is spilt. The blood from the man who ran from the building has formed a strange pattern drying as though it was blown in the direction of the western wall.

Examining the wall reveals nothing. With only 2 runes it is impossible to triangulate the position although it should be noted that the blood is at a roughly 30o to the great cliff.

If a direction is attempted to be extrapolated the players find out that the blood smear is roughly in the direction of the Steel Falchions main base, as well as many previously major hive functions such as sewage reclamation, power generation, support pillars for higher up areas of the hive, it also points to the main entrance and exit point of the region, ex administratum offices and the cathedral.

The area denoted by the blood smear is too wide to be more precise.

Again nothing short of explosives will remove the symbol and any amount of explosives will likely bring the building down on top of the PC’s

Redemptionist Encounters

Brother Beck is a Pilgrim of Hayte.

The leader of the group is Father Mattew.

The Redemptionists travel light and move camp often, they always set up a makeshift church in a nearby building. Many of them sleep on the hard floors of the abandoned buildings refusing the comforts of a bedroll.

This group is but one of many scattered around the underhive purging the area of those they deem unclean. The Pilgrims have placed people inside the Redemptionists to direct their attacks onto the gangs who are capable of retaliating. As more and more redemptionists join the cause attacks on the gangs begin to happen of their own violation as the Redemptionists seek to remove the hedonists from the region.

Arrival at the Redemptionists

The Redemptionist Camp is not difficult to find once you know where to look. Braziers are lit to illuminate the abandoned warehouse used as a base. As you approach you can hear loudly said prayers to the Emperor coming from the building and two men in red robes one holding an obviously homemade flamer and the other an oversized butchers cleaver.

The one with the Butchers cleaver introduces himself as Brother Beck and welcomes anyone willing to join the holy cause of the Redemptionist. He ushers the PC’s inside to witness the glory of true devotion of the Emperor where they enter at the back of a makeshift church where roughly fifty people are seated. The Redemptionist ceremony is like any Imperial sermon but louder and they hymns less in tune.

Towards the end the congregation are being whipped up into a frenzy and just where a normal sermon would end the priest, an obviously charismatic individual, exclaims that, “it is time to purge the unclean brothers and sisters. Bring in the sinners.” At this point six redemptionists appear from a door off to the left and drag in the beaten bodies of 3 people onto the makeshift stage.

The first is an old woman, haggard and warty and she is dragged to a post and tied on cloth and oil are heaped around the post, the second is a man with one too many ears and one too few noses who is held on his knees at the front of the stage. The third figure is of a young woman obviously from one of the underhive gangs judging from the tattoos, it appears that several piercings have already been removed, from her eyes you can see that she is already broken. They tie her to a heavy industrial table turned vertically.

“Now we shall read the Ludmillan Dictates.”
After each dictate the phrase “As the Emperor wills” is returned by the congregation.
“Red is the Colour of the Redemption, it is the colour of fire and blood.”
“Do not consume narcotics, alcohol or other substances that give pleasure. They are sin given substance.”
“Do not suffer the witch to live, cast them to the fire.”
“Do not suffer the mutant to live, rend their flesh apart.”
“Do not suffer the heretic to live for they have heard the Emperor’s truth and heeded it not. Force them to penance and then to death.”
“Should the Emperor’s service require you to appear as others, do so. The mask and the red robes of Redemption must be donned when the time comes to set the sinner to their fate.”
“When you take up the weapons of the Emperor, do not show your face. You are the Emperor’s tool and not on your own business.”
“Pain is a gift, mortification is a duty that should be preformed daily.”

Once he is finish reading these he lights a torch on one of the Braziers and moves to the pole, loudly he shouts, “Suffer not the witch to live!” and sets the pyre alight.
He then moves to the front of the stage where he accepts a chainsword from one of his assistants and shouts “Suffer not the mutant to live.” And swipes down, hacking the mutant to shreds as the flames claim the “witch”.

Finally he goes to the woman and asks do you repent. The woman obviously terrified mutters no and shakes her head. At which point he motions to one of his assistants who breaks one of her legs with a hammer. He asks again where she says yes and he pulls out a knife and stabs her in the heart.

He turns to the crowd and shouts “Suffer not the heretic. Force them to Penance and then to Death.”

Purge the Mutant

You hear that Brother Beck has found a group of mutants hiding out in the wasteland of the underhive while out on a scouting mission. The Redemptionist quickly pack up camp and move out following Becks direction. At their head is Father Mattew wielding his chainsword and singing hymns to the God Emperor.

While they walk Brother Beck falls back to talk to them. He asks if they are excited to be taking the fight to abominations of the Emperor. He seems overly excited about the idea of fighting. If asked about numbers he says 10 or so.

He also tells how, when they first arrived, they would attack screaming and yelling praises to the Emperor only to find that their prey had heard them coming and slipped away quietly but that now they had learned and had improved their techniques of killing the unclean. They will approach the camp quietly and surround them making sure no one can escape before Father Mattew leads the charge in and annihilates them.

As they approach the area the call goes up for quiet and men are sent to surround the camp so that none escape alive. The PC’s are shown to a building and told to go in and wait by the doors to their right, they are to simply stop people getting away, others will lead the actual attack. They can see the group crouching around a fire in what seems to be a courtyard talking amongst themselves, after a few tense moments the Redemptionists attack screaming as they charge straight into the middle of them.
The gangers quickly scatter and the 3 that stand their ground are quickly cut down by the battle frenzied Redemptionists. One runs straight for the PC’s and barges through the door on the PC’s left.

The man doesn’t appear to be mutated in any obvious way, further inspection if dead reveals that he is in fact not mutated at all.

The Redemptionists regroup after the PC’s have dealt with the ganger and Brother Beck holds up a deformed head hacked from a corpse of one of the men who stood his ground. “This is the face of mutation and blasphemy”, he shouts.

3 Redemptionists died preventing gangers from escaping and 2 are severely wounded, one ganger escaped.

Father Mattew pulls him to one side to “congratulate” him but if the PC’s overhear the conversation they will hear an argument about provoking the gangs over one mutant. Brother Beck maintains that one mutant is enough.

Purge the Heretic

If the PC’s have acted well as redemptionists Beck comes to them two nights after the attack and tells them that he fears that Father Mattew is not the priest he claims to be. He tells how he has brought numerous reports of Heretics and Mutants to his ears over the past few days and he has done nothing about them.

He tells the PC’s that it is even more important for them to be seen purging the region of taint as rumour has it that Archdeacon Ludmillia has arrived in the area and is overseeing the purge.

He says he wants to put them back on track and elevate them in the eyes of the Archdeacon and the Emperor. To do that he needs to expose the Father as a Heretic and force him to penance. He needs to make sure that people support his position before he makes his move.

Should they make it clear that they are not willing to support him then they will be visited later that night by Becks cronies of which 2 are Pilgrims of Hayte and the other 2 simply fanatics who have swallowed Becks lies.

Should the PC’s try and move against Beck in public they will have to convince the congregation that he is wrong as he has convinced many people. Performer (Storyteller) or Charm can be used to help.

Should the PC’s move against Beck in private then his cronies will be waiting to defend him expecting some kind of attack from those supporting Mattew.

If the PC’s haven’t been convincing in portraying redemptionists the first they hear of it is when Becks supporters rise up in support of him, taking Mattew to seek penance and then kill him.


Purge the Witch

Regardless of how the previous section turned out news comes of a witch using her powers at a sewage processing plant to cause chaos. The Redemptionist immediately move out and go to kill the witch.

The witch is a verminspeaker controlling a colony of Maw-flukes with the power gained from a weakened barrier due to another chaos rune. The verminspeaker is jealously guarding her newfound font of power.

The psyker is a 17 year old girl who had been cast out for her strange powers of being able to communicate with creatures, over the years she did a few jobs for some desperate minor gangs but was always shunned. Already quite insane when she arrived at the sewage processing plant she was drawn to the rune which allowed her to extend her control over the entire colony of Maw-flukes.

The inside building is pitch black although it seems to be solid enough. There is once entrance which once upon a time appeared to be locked but is now burst open. The Redemptionists ask only 8 people to come in with them and the rest to wait outside and burn the place down if they don’t return.

If Beck is in charge he waits outside electing others to prove themselves, if Mattew is in charge he leads them in. See map for building layout. The furniture in all the rooms seems destroyed, desks and chairs have all collapsed into a state of disrepair.

The control room is also gutted, any machine parts having long been removed it lies a shell, the consoles where the equipment used to be are still there but they are simply steel boxes.

The Maw-flukes attack as the Redemptionist spread through the building picking of anyone at the back. They attack a target for 1 round before retreating through the walls. There are 4 Maw-flukes in the control centre building

If the players make it to the area that used to be the sewage processor then they see a girl standing in the middle of the room on a walkway over raw sewage. The stench is overwhelming and anyone entering the room has to take a toughness check or wretch violently for 1d5 rounds and take 1 level of fatigue. Movement can be seen in the sewage. There are 4 Maw-flukes hiding in the sewage. Weaken the Veil is in effect.

Pasya Verminspeaker
WS BS S T Ag Int Per WP Fel
25 25 23 22 30 41 33 40 25
Movement: 3/6/9/18 Wounds:10 IP: 85 CP: 28
Skills: Awareness (Per), Common Lore (Underhive) (Int), Decieve (Fel) +10, Forbidden Lore (Warp)(Int), Speak Language (Low Gothic)(Int)

Talents: Pistol Weapon Training (SP), Psy Rating 3

Psychic Powers: Touch of Madness (11), Warp Howl (8), Sense Presence (7), Verminspeaking (10), Beastmaster (13), Bestial Ally (18)

Pilgrims Plan revealed

If the players have the location of three runes it is possible to extrapolate a location from their position. If a line is drawn perpendicular to the cliff symbol and a triangle formed from the other 2 points with 2 equal angles and the 3rd point being the intercept with the cliff line then the spot can be pinpointed. The PC’s must make this extrapolation for themselves at this point.

The Redemption is here

More pressingly a call has come for the redemptionists to group up at the old cathedral building.

Arrival at the cathedral reveals the presence of hundreds of redemptionists and more flooding in at every moment. Work seems to be happening inside the building to restore it to some degree. Around the cathedral Redemptionists are flagellating themselves and many the cathedral is lit up in firelight from a hundred different fires.

Gossip has it that Ludmillia has called them here for some reason although what that could be they can only guessed at. Over the next 24 hours the cathedral is restored to a useable state.

Talking around you here stories of purgings from all the different groups suitably enhanced. A charm test passed by 3 degrees (difficulty modified by past actions) will reveal some of the more unsettling stories that have cropped up.

Apparently a group of Redemptionists slaughtered a bunch of innocents but some of them that had strong gang connections. A group of redemptionists were hit in retaliation and their corpses strung up with child murderers written in blood on their bodies.

Word has it that the gangs are fed up with the Redemptionists and are trying to form a plan to get rid of them.

If 5 degrees of success were obtained then they suggest that Ludmillia has called them here to launch a pre-emptive strike.

Another story told by one of the groups reveals that they have been systematically butchering every citizen of the underhive they have come across at the behest of their leader Deacon Moxis. The claim that the Deacon has the ear of Ludmillia who is taking his plans seriously.


Ganger Encounters


A Steel Town

The Steel Falchions inhabit three large warehouses joined together near the centre of the region as well as the surrounding hab structures. The base of the Steel Falchions forms the closest thing that there is to a proper town inside the underhive.

The warehouses are constantly well lit and heated and the area has a carnival like atmosphere. People come up to newcomers and attempt to sell them items, rob them or scam them. Tents and dividers separate the “shops” and other entertainment.

As soon as the players enter the “town” a group of men come up to them, guns slung under over their backs and ask to see your permits. They inform the PC’s that they require permits to be protected by the gang but not to worry as they are only 5 thrones for 1 months protection. Should the players put up much resistance to the idea the men wander off saying that they are making a mistake, this is a scam.

First Warehouse
To the PC’s right as they come in are a row of tents a sign saying, “Proof Alayinz r here” sits over one and a man claiming to show them incontrovertible proof that aliens are here on Scintilla and more shockingly here in the underhive. Beside it is a sign saying “Furtunze Toled” and another man extolling the virtues of having your fortunes told by the mysterious Mistress Baba.

Both are cons the first shows an assortment of mutated foetuses and bad plaster alien “helmets” and trinkets claimed to be alien in origin.

Mistress Baba has trade soothsayer and a deck of tarot cards a bit heavy on the doom-laden cards and another one totally lacking them. She picks the deck to suit the punter. If the PC’s go in they get a fortune told although Jessop’s seems to be especially doom-laden.

Spread throughout the swirling mass of people are several gun sellers selling a wide range of hard round and las weapons as well as some more esoteric weapons. You can also purchase grenades and ammo. The weapons are all laid out on tables and parties are constantly haggling for the best deal.

Also sold are basic med supplies, military equipment like voxs and lamp packs as well as domestic appliances and most useful items that can be used by people.

Second Warehouse
In the middle of the centre warehouse sits a fully functioning fountain, people are constantly going up with containers and taking water from the fountain. Stalls set up around the fountain sell a mix if cups of various qualities and designs from the simple to the garish.

There is a large tent in the second warehouse that acts as a strip joint/bar where the players can purchase drugs. A smaller tent in another corner has a quieter bar for people more interested in drinking.

Various strange meets are cooked over open flames and served in several varieties of flat breads or on sticks. Various edible fungi and foodstuffs from further up the hive can also be purchased.

On the right hand side of the 2nd warehouse are a row of filthy looking partitions and women wearing very little and propositioning passers by.

Third Warehouse
The back warehouse is almost filled with people selling clothes and other items. Clothing can be handmade cheap (for the PC’s) and dyed cloth can be purchased easily enough. This is the least busy section as it is not used for anything other than selling clothes and textiles. The range goes from gang leathers to convincing looking suits. The impression is more of a wholesaler than shops as most of the clothes are actually sold to other gangs and underhivers.

Upper Floor
Each warehouse has a second floor and these are linked via improvised walkways. They are each guarded by severe men wielding no nonsense weapons. On the upper floor the gang directs its operations, co-ordinating deals and organising hits on those who have betrayed them. It is here that most of the decision makers in the gang reside.

Making Friends

The Steel Falchions are willing to hire anyone who knows their place and has the skill to do the job needed doing. They will be willing to meet with the player if they offer to work for them. They will act disinterested in order to force the price down.

Should they reach an agreement then they are sent with a cruel looking bounty hunter called Keldon Vess to “dismantle” a group bringing supplies in to bypass the Steel Falchions. Keldon is a Pilgrim and long time associate of Lady Solace.

The group is using a drop of point known to the Steel Falchions near the great cliff. The players are told to remove the problem for good. Vess will observe and assess their ability. The group is simply an underhive family attempting to get supplies to an impoverished town that has lost favour with the Steel Falchions by not providing gang members and is being punished by having supplies denied to them. The family consists of an 38 year old father Yacob the 39 year old mother Malla, 18 year old daughter and 15 year old son who pick up the box’s of basic supplies from the drop point and leave money for the next drop.

The player must kill them all to convince Vess that they are suitable, should they fail to then Vess will go off to finish the job himself. Should the PC’s threaten to kill him he will back down.


The Marcas Lair

The Marcas inhabit an old admistratum tower block stretching up 30 floors. The front entrance is two large doors opening up onto a lobby complete with marble floors and a large wooden desk. The effect is only slightly ruined by the sandbagged checkpoint, manned by 8 men with lasguns and two heavy stubbers, that anyone wishing to enter has to pass through to enter the building. Anyone asking to enter the building is required to disarm themselves and permit to being frisked.

Inside reception another two guards wielding combat shotguns and wearing light carapace stand on either side of the door.

A woman sits at the desk and greets anyone who wants to enter the building. Should players ask to see the person in charge then they are politely rebuffed and told that Hlamous Marcas does not meet with anyone without an appointment.

If pretending to be suppliers then they can get a meeting with Basious Marcas, Hlamous’s cousin, Basious is in the pocket of Lady Solace and if he gets an opportunity will attempt to steer the Marcas towards fighting the Pilgrims. If asking for work as muscle then they are given a meeting with Dracas of the Drecon Sump Gang who offers to take anyone willing to fight for Vamious.

The upper floors are a mix of serious business places and rooms of debauchery where drug taking and prostitution are rife. The very top floors are converted into apartments for the gang leaders. Behind the reception desk the rooms are converted to be a security station for the guards, there is another 6 guards with shotguns and light carapace sit waiting for a guard rotations. The gangers at the door are replaced from other buildings.

Drug Trade

To prove that the PC’s are capable they are requested to perform a narco drop to one of their customers, a minor violent gang called the Terriers. Smart but violent they can usually be trusted to carry out complex plans and have made quite a bit of money with audacious plans.

“The gang likes their slaught and frenzon although they can be a handful to get money from. Money first, drugs second, if they start dosing up before payment you will be lucky to get out alive.”

The players are promised 10% of the sale although any attempt to screw them over will be unpleasant. The amount is 300 thrones.

There are 23 gangers living out of a run down warehouse 25 clicks from the Marcas base, it will take half a day getting there. When they arrive there seems to be no life inside the warehouse.

Inside they find 23 bodies cut open in a variety of ways, the wounds are clean apart from several las burns and hard round wounds. Blood is sprayed over the crates and shelves of the warehouse and the bodies lie in a massive dried pool of it. Hundreds of shell cases lie spent on the ground although no signs of footprints or drag marks that would indicate the removal of bodies.

The gangs valuables can be found in a crate that has been already prised open Easy (+20) Search test to find it. A bag of Cognomen cards, the equivalent of 1500 thrones worth of Sibellian currency, several sets of clothes like that of upperhive servants as well as some compact weapons.

The Marcas insist on keeping the deal and insist on taking the money although they get 20% if they don’t resist for getting the money and keeping the drugs.

The deaths of the Terriers worry the Marcas/DSG as they would have been useful allies with the coming war.

The Hars Base

The Hars control a 3 story building that was obviously previously used by a local administrative body. Now largely part of the surrounding structures the enterance hall is a wide open room with a balcony going around the top. The enterance hall has been converted to a command centre where people are constantly busy.

The only approach to the building is 40m long 10m wide bridge with two sandbagged checkpoints at the far end of the bridge. Down in the basement level lies a heavy duty arsenal. The back rooms are used as sleeping quarters and the rooms to the left and right of the entrance halls are used for planning and drilling.

Should the players attempt to offer their services then they are denied on the spot as the Hars don’t hire people off the street.

Should the players act desperate for a job then the Hars get suspicious as no one comes to them and asks for a job. Their obvious nature as outsiders cause them to ask whats really going on. They guess that it is something to do with the recent surge in Redemptionists. The players can choose to get up and leave at any point and they will not be stopped unless they make the Hars worried that they are going to act against them.

The Hars are reasonable people and are willing to act on a common enemy should the situation be required but will not get involved with the PC’s if given no reason to or provided with no evidence.


Strange Activity

Reports come in of sightings of an unknown group moving around the underhive. They seem not to be Redemptionists. Over the past few days they have been spotted going into an empty hab block once every few nights. The news has come from a scavenger group that has been moving around the underhive. They thought that maybe the mysterious group had found something or were using it to hide merchandise.

The group after observing them going in the building a few times decided to enter when they weren’t there. They found nothing in a quick search but they said the building creeped them out and so left without having a good look about.

The information is available from the bar or strip club as soon as the players join a gang with an Easy (+10) Charm test to find gossip. They will be able to find it out locals outside of the bar or with a Hard (-20) Charm test used to find gossip.

The gang they are working for finds out and investigates for their own reasons 2 days later.

The Pilgrims are reinforcing the wards on a sigil that won’t hold it coherency. The reasons are due to an imperfect binding the first time it was created. The options left were to keep it stable until the time was needed where the binding was no longer a problem or to destroy the sigil and recreate it. Since the latter came with so many extra risks they have been sneaking back to it every few nights to redo the bond that stops the power flowing out of it.

The sigil itself is in the basement of the Hab block which is only accessible from a maintenance room at the back of the building. Boxes are piled in front of the door although dust disturbed in the room indicates things have been moved around a lot recenetly. Should the PC’s go and investigate they will arrive the day after the ward has been re-established.

Should they wait in the building they feel no strange effects for the first day. Should they wait around for another 24 hours a deep feeling of unease settles in. After another 24 hours a willpower test for a random person should they fail then they take a perception test when alone. If the pass that they think the see a person move past a doorway. They will be able to follow them for a minute but then they will vanish. The player takes 1 insanity point

After another 24 hours anyone who fails another Willpower test can here voices from neighbouring rooms always muffled from hearing it though walls. Checking the other room reveals nothing, no person and nothing that could create a voice. The player takes 1d5 insanity points.

That night the Pilgrims (Cult Fanatic) will arrive to reinforce the binding again. A team of only three carrying ritual knives, a red chalky substance of unknown origin, and several scrolls. Two of them wield autopistols and the third wields a laspistol.

They will try and take their own lives rather than be captured, with the binding weak blood runs in odd ways. Should the binding be left unattended for 6 days the binding collapses and the rune activates. The rune will stay active for two days and anyone who spends time near an activated rune must take successive Willpower tests every hour starting at challenging and getting harder by 1 degree for ever hour spent in its proximity. The first one to be failed gives the person 1 corruption point then 2 then 1d5 then 1d10.

The entire area feels unclean and the urge to fight and shed blood increases with each failed willpower test. Characters will begin to experience full blown hallucinations and believe that their friends are enemies attempting to kill them.

Pilgrims of the Redemption

While in the employ of the gangs they will be ordered to fight a rival in retaliation for some indiscretion. On their way they will be attacked by a group of false Redemptionists wielding mostly autoguns, lasguns and shotguns with one flamer and one chainsword. Under the robes signs of corruption become apparent although the flamer wielding “redemptionist” burns any corpses he can before leaving.

The attack takes place on a T-junction as the group crosses it. The pilgrims will attack from three angles raining fire into the killzone while the short ranged pilgrims move up for close range kills. The pilgrims will disengage as soon as they take two casualties rather than risk being caught.

Cult Fanatic
WS BS S T Ag Int Per WP Fel
25 25 30 40 30 27 33 45 23
3 wield autoguns
2 wield lasguns
1 wields a flamer
1 wields a chainsword
2 wield shotguns

Gangers
WS BS S T Ag Int Per WP Fel
43 43 35 35 45 30 33 35 25
Marcas wields 3 shotguns, 2 autopistols and a stub auto
Drecon Sump Gang wield 3 lasguns, 2 lascarbines, an Axe and a chainsword
SF’s wield 2 handcannons (1 shockmaul), 3 autoguns, 1 hunting rifle and a .54 Tranter (Sword)

When they get back to base they will be asked to recount their tale to those in charge. The pilgrims implanted in each group will argue for retaliation against the Redemptionists citing previous attacks as a good reason. It is up to the PC’s to sway against this if they want to.

The Drecon Sump gang are a decoy as they advocate violence even though they are not under the sway of the Pilgrims.

To kill a Psychopath

Things come to head when new arrives of village controlled by the gang is attacked by the Pilgrims. One survivor is let go to spread word of the cleansing flame of the redemption and to let the sinners know they must repent.

This backfires horribly and the gangers have located the Redemptionist that have committed this atrocity and are planning a counter strike. The Redemptionist group is fairly small. Held together by a charismatic firebrand called Bellerin (Bellerin is not a Pilgrim but merely a power hungry psychopath).

Killing Bellerin is the quickest way but any way will be a victory for the gangers in the end.

Kaihlik