Campaign Log - Vindication

By Surak, in Dark Heresy Gamemasters

Well after the speed my group has dealt with my last two campaigns I felt something a little more substantial was required. Vindication is to be a six chapter campaign dealing with a rising war within the Inquisition, and a few other twists and turns along the way.
At the end of special conditions the group’s navigator retired, mainly after he let slip to Skane that he was an informant for the puritans. She didn’t kill him, but the character was no-longer viable as a pc so the player started again and ended up with an assassin of the astral knives.

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After returning to Skane’s ship the team have discovered that the Inquisition have cleared Skane of all charges, but have re-called her to the Tricorn for a full de-brief on the debacle. As recognition of the trust Skane has in them the acolytes have been given the task of securing the exterminatus warhead until it is returned to the Tricorn.

About half way from Footfall to the Tricorn a malfunction lead to an explosion in the engine room, taking main power off-line while the ship was still in the warp. Fortunately for all aboard the emergency generators managed to keep the Gellar Field and life support functioning, but only just. After being told that the repairs to get the ship back into real space would take approximately 6 hours the team was sent into the cargo decks to deal with multiple Hullghast and demonic problems, and secure the warhead. After a tense few hours, resulting in several members of the party being badly injured, the repairs were finished and the ship made the transition into real space. The transition was less than gentle with the repaired systems, however, and most of them failed permanently.

It was at this point that the acolytes were informed that they had a mixed blessing; a Space Hulk had been drawn out of the immiterium along with them giving a possible source of spare parts, however, it is a space hulk, and its not been encountered before. Or at least not by anyone who managed to make a report.

The acolytes have been informed that they will be leading a scavenging party to part of the wreck for required components.

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More to follow wednesday hopefully

Surak

Well after a rather dis-organised start (last second change of venues is NEVER recomended) we got a solid hour and a half in on Wednesday.

I have since been accused of playing too much Alien vs Predator, you'll see why below.

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After the shock of the warp transition and finding they were adrift next to a space hulk the acolytes began prepairing for there scavenging misson into the hulk. They where being sent to recover 3 cognitors from the engineerig chambers of an old imperial wreck (which appears to be part of a Dauntless Light Cruiser). The initail boarding was achieved into a brached cargo bay, and once a team of servitors from the ship had created a temporary atmo seal the acolytes began there trek through the hulk to engineering (the majority of the hulk is holding atmo but with little to know power. As they began moving throught he hulk they started to find signs that something was still living on the ship, tracks in the dust/debris on the floor, freshly chewed bones. At this point they discoved that due to radiation from the hulk there auspex would only function on motion-tracking mode over more than about 3m. Continuing down through the ship the team eventually reached the engine room.

In the engine room the groups exploritor soon tracked down the cognitors, and determined that it would take 3 hours so safely remove them and prep them for movement. At about this point the motion trackers started going a little mental as a wave of Hull-Ghast boiled out of every possible vent trying to overwhelm the new food source. One assault cannon/servo-arm/grenade-launcher barrage later and the surviving ghast are retreating to mass for a second assault..........

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At that point we had to stop due to time constraints on our venue, but it served as a suitable cliff-hanger for the start of the next session.

More as it comes

Surak

And once more with another dose of madness from our group.

For the first time in a very long time we had nearly everyone in the same room, which when your group runs to; an Ogryn, a squat, 2 guardsmen, an adept, a exploritor, a scum/psyker, a bounty hunter, and an assassin, can get quite chaotic,

As you can probably guess with that number of players in the room things got very interesting.........

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Picking up immediately from where the last session ended the team immediately called for backup, and were rewarded by the ship teleporting the ogryn, adept, and scum to the teams location (the exploritor has a teleport beacon). After an hour or so removing congnitors the team were almost ready to move back to the ship when the hull ghast managed to find there nerve again. Nearly 300 hullghast surged into the engineering spaces, half through the main access corridoor and the rest through the air vents. The door was being held by the bounty hunter, ogryn, one of the guard, and the scum. The adept took over the final extraction of the cognitors along with the exploritors servitors whilst the exploritor, squat and remaining guardsman defended him (the adept not having a weapon but having plenty of tech skill and the exploritor having a full mechanicus array). The fight was going reasonably well right up until the point the guardman by the door botched throwing a belt of grenades down the corridoor and ended up with 4 frag grenades around his feet, in the middle of the doors defences. Once explosion later and the bounty hunter is on one wound, the ogryn has lost 8, and the scum has paniced and shot himself full of slaught and spook. Unfortunately this was a bad idea as some badly botched rolls later and the scum/psyker had managed to summon some lesser daemons into the middles of the engine room. This promptly caused the guardsman defending the adept to loose the plot and sink to the floor muttering under his breath and franticly cleaning his kit, and the bounty hunter in the door way to loose the plot completely and charge the guardsman next to him. This in tern caused the ogryn to get confused and attack the bounty hunter.

At that exact point the hullghast hit home properly and all hell broke loose.

When the dust settled the squat had an empty assault cannon, the exploritor had run out of frag grenades and so was reduced to using krak rounds on the hullghast (he only has a grenade launcher or melee weapons) the assassin was out for the count because of a rather large fall, the bounty hunter (after burn fate on 2 occasions) was out for the count dude to the exploritor punching him, one of the guardsman was also out for the count because he wouldn't snap out of his psychosis and the adept had finished removing the congnitor and asked what all the fuss had been about.

With there job done the team legged it to there ship and ran back to the main ship.

After effecting repairs the ship is just about to arrive at Scintillia, and the acolytes have a formal duty to execute, they have to deliver an exterminatus warhead back to the tricorn.

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I have to say that running such a combat heavy session with the numbers involved was a heck of a task, but thanks to a bit of focus from my players it went very well. Let see how well they do at a formal dinner at the Tricorn Palace.

I like it. Sounds like a helluva ride. Keep it coming.

Holy crap . . . 300? I must be taking it way to easy on my group of acolytes

But keep it coming this is a helluva read

Well its been a little while since my last update, but I guess thats what happens when the real world takes over.

Anyway, someone may want to re-decorate the Grand Hall of the Tricorn Palace, our group made quiet a mess.

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After getting the ship running again the team made the rest of the journy to the Tricorn Palace, and once again were releaved to see the lights of Scintillia burning below them. Understandably some of the group were a little nervous as the last time they had come to the Tricorn they were all but accused of aiding a heretic and promptly sent on a nearly suicidal mission. Fortunately this time they actually had a ceremonial greating and were ushered to quarters in the palace. At this point the groups techpriest (who is on 41 insanity points) had something of a mental glitch (he has a d100 chart fro random behavour) and got the idea into his head that the groups Rhino APC, Chimera APC, and Trojan Utility vehicle were all of inferior construction and so he needed to take them apart and start again - in the middles of the main garage of the Tricorn Palace. The team then got summoned to the Grand Hall for a celebratory/appology dinner in honour of Astrid Skane. Whilst mingling the senior guard member of the team decided this would be a safe time to bring gthe exterminatus warhead they had been guarding down to the surface and put it in a safe place, he quickly co-opted the groups ogryn and other guardsman to aid him. Back at the party the squat and adept had become re-aquanted with a Deathwatch kill-team that has worked alongside them before, which promptly resulted in a drunk squat after challenging a Space Wolf to a drinking contest. Two member of the team found rather cryptic notes in there pocket part way through the evening, and after one of them took Skane to one side to show her the note all hell broke loose.

In the centre of the Grand Hall of the Tricorn Palace 100 Pilgrims of Hayte had somehow managed to infiltrate the party, dressed as redemptionists and servants. As the techpriest went for help he came across an Ashen Tear assassin and 4 crucible agents using the distraction of the Pilgrims (who where getting mashed by the several hundered inquisitors, acolytes, throne agents, spae marines, and Sisters of Battle that were attending) to try and kill selected people. Needless to say the combat both in the hall and in the corridoor was short and brutal, the groups bounty hunter came to the aid of the techpriest, along with an npc that was temporarily a PC, and between the three of them they killed the 5 logicians. meanwhile in the main room the combined might of the inquisition had reduced the pilgrims to staek tartar, at the cost of a few servants and menials.

After a day or so of cleanup and rest the team was attached to Inquisitor Lorenz's staff (lorenz being a long-term ally of Skane) to clean house on Vaxanide, unfortunately there ship was disabled by a massive explosion mid transit resulting in the team being knocked out...............

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All im going to say is roll on Tattered Fates

We its been a while again, but I have 2 session worth of writeup to make up for it.

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On waking after some seriously messed up nightmares the acolytes realised several things, 1) the nightmares where probably real, 2) they were in the bottom of what looks like a fighting pit, but with no audiance, and 3) some of there number were missing (namely the bounty hunter, ogryn, and one of the guardsmen). After taking stock of there surroundings the group immediately started to try and escape, with a combined effort seeing the assassin make it out of the pit just as one of the grates around the walls started to open. On reaching the top he found himself in a large room looking at the back of a butcher who was standing next to a control pannel. The assassin crept up behind the man, 'borrowed' his cleaver, and then returned it to him. While this was happening the group managed to get the scum out of the pit as well, who made it over the top just in time to see another butcher walk through a door, and then promptly fall over with a knife sticking out of his back, the gentleman who killed him un-identifiable because he was wearing a mask in the form of a Heron. After figuring out the control pannel a ladder was dropped into the pit just as a pack of un-idenfiable animals made it into the pit. Once all of there team had made it out of the pit the acolytes raised the ladder again, trapping about a dozen people below with the beasts.

Realising that someone may well notice the two missing butchers, who the group's adept managed to ID as beast house slavers, the bodies were quickly thrown into the pit as the team made there escape, stopping long enough to collect the knife from the back of the second butcher and the note attached to it. As they fled down a corridoor they soon heard the sound of dogs chasing them, only to find out they were gene-boosted attack dogs tanked out with vat muscle. One frantic fight later and the three dogs were dead and the group pressed on. They next came across a guard room, and decided to de-populate it. The assassin and the scum snuck into the room and set about slitting the throats of the sleeping guards, whilst the rest of the group covered the corridoor. Amazingly they managed to deal with all 6 sleeping guards, and the 3 awake ones, without raising the alarm. Now slightly better armed the team pressed further into the warren of tunnels and came across a room full of prisoners. After a breif discusion the group decided it was too much risk to take the civilians with them, but did set one of them free and gave him the key to free the others. Pressing on the team eventually found themselves moving upwards, until they came to a corridoor that ended in a sealed blast door. back tracking slightly they entered a derilict part of the tunnels where they found a lift shaft. The assassin began climbing the cables whilst the rest of the team tried to get the lift running. The Techpriest had a rather violent dis-agreement with the servitor controlling the lift but eventually got it moving.

After a while the lift stopped, and the team split. The assassin, scum, and squat moved off right towards a staicase up, and the techpriest, guardsman, and adept moved left to see what was round a corner on the same level. Almost immediately there was a loud noise and a bulkhad dropped between the groups forcing them to go there seperate ways.

(Real world note - this is the break between the two sessions and 3 of the players were absent for the second session (scum, assassin, squat), but I also had to re-introduce a player who had missed the first seesion (ogryn))

As the Techpriest and his team moved round the corner they found the corridoor open up into a large vault-chamber. Afte a quick scout they noticed that there teams ogryn was being held in one of the cages, and that the room was crawling with Beast House slavers. Soon after creaping in the acolytes caught sight of the Jack Mask from there nightmare, just as he exited a hospital pod on the floor of the vault. After seeing him kill one of his own the Jackle mask stalked off with two of his guards. Meanwhile the adept had been busy adjusting some of the liberated items from the watch room and had managed to put together a passable disgise. After managing to bluff there way into the room the team aquired a muti tool and quickly got the techpriest up and running properly. With there immediate group now as prepared as they were going to be they snuck into the hospital pod. As they entered they were met by a grissily sight, notably a flenser-heretec in the process of flaying a man alive. After dealing with the heretec and his two guardian skulls the acoyltes approached to find that the tortured man was none other than Inquisitor Lorenze who's ship they had been travelling on when they were captured. He managed to tell them a few facts about the situation, and inform them of the dire fate of the world they were on. He soon after passed away, but not before telling the team that he has a contact on planet called the white scholar.

On leaving the pod the team set about planning how to free there ogryn. Eventually the decided to set a sentinal powerlifter loose in the bay and then overwhelming any guards that got between them and the lift. This worked rather well once they had freed and armed the ogryn, who was a little upset at having been in a confined space, which was then amplified by the adept/demagogue in the group inspiring all to hate the beast house. By the time the group reached the top of the lift the alarm had been raised and they quickly ran into the upper levels of the Red Cages (as the inquisitor had informed them this area was called). They soon found an abandoned house that had once been on the surface levels but had since been enclosed by a vault and forgotten. Inside they found a very strange sight, the house was abandoned with a table full of dead nobles in its grand hall. On further investigation the team linked it to legends surrounding a noble bloodline that had been exterminated in one night of blood. They also found a hexagamically sealed room and promptly decided to leave the house.

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More at the weekend.

now i know its been a while since i last posted but alot has happened.

We have just finished playing the Tattered Fates campaign, and as i don't want to spoil it for others I will leave that section of the campaign to the simple statement of the players survived and so did the planet. However life is never just that simple when I'm running a campaign, and so my group (who are all looking for a little payback) are in for a very nasty surprise.

More after Wednesday's session.

well two sessions later and its time for another update.

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As the dust settled after the events in Gabrial Chase the team were informed by the white scholar that Astrid Skane was on-route to Quaddis to take control of the investigation, and to see if she can't find out why her team and friend were targetted. She infromed the team that they were to perfore a preliminary investigation into the current state of Quaddis and report to her in person when she arrives in four weeks.

a few hours later the team had secured the Manson of Gabrial Chase and moved to the Starport to make sure the restrictions they had requested were fully in-place. Soon after they arrived they were informaed by docking control that an Inquisitor was about to make planet fall. The Inquisitor in question is the Lord High Inquisitor Davidic Plume, the puritan inquisitor responsible for overseeing the Deathwatch within the Sector. He is also known to regard Skane and her associates with some distaste if not hostility after one of Skanes senior agents co-opted a Deathwater kill-team to help free one of Skanes cells from puritan Inquisitors during her period under special conditions. Plume arrived with an escort from the White Consols Chapter as well as his own acoyltes and stated his intention on planet to be an investigation into the Beast House.

Whilst the inquisitor began setting up part of the team quickly went to Gabrial Chase to find what they could before Plume arrived. After searching the place top-to-bottom they discovered that the entire building hid a calibration system for writing Navis Primers, something they then proceeded to hide so that Plume wouldn't find it. While this was going on the teams assassin followed up a lead on the Jackel Masked man, and found his skinned corpse in a abandoned warehouse. At the same time the groups adept and scum/psyker checked the administratum records and then began to infiltrate the Prominade Sentinals to see what the city's standing security have in there records.

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for more on the events leading up to this read my Special Conditions campaign log.

and coming soon, even more chaos as the team get thrown into the thick of the plot.

Its been a while since I posted an update - so here we go with the conclusion of the teams time on Quaddis.

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After searching Gabrial Chase from top to bottom the team were alerted by the group's adept that tthe sentinals were investigating a possible cult priest. This lead the team into the shattered palaces of the city, and more specifically to 3 locations, a former alms house, the Mordeci Manson, and a sink-hole into the red cages. After clearing the alms house the team had found evidence of the pilgrims of hayte still being active. As they cleared the manson it became clear that a third inquisitorial team was on Quaddis, more specifically a Malleus team. THis proved useful as they discovered a chaos temple in the basement of the house which contained no less than 4 summoned daemons as well as a door that seemed to lead to a different plane of exsistance. During the investigation of the temple they Malleus inquisitor revealed himself as Inquisitor Maximo Collier.

Once the temple had been cleanesed the team continued its investigation of the beast house, including an infiltration to recover inquisitor Lorenz's body until Skane arrived in orbit along with Quint's team.

On making planet fall Skane and Quint de-briefed the team and then changed the cell structure, swapping Magus Zarkov and Commisar Jar out of the cell and bring back Arbitrator Novus, and introducing Captain Rook of House Cleasean.

Now begins a new investigation......

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New campaign coming "The Twisted House"