Tuesday, 14 December 2010

Events so far part three

In which I will recall the events of sessions five and six.

I was expecting session five to largely centre around the party kicking down doors and busting mutant heads. I'd made sure I had stats for all the cult and made some grids for keeping track of things should combat happen.

However for various reasons all of the combat focused characters (~half of the characters are primarily built for killing things what with a guardsman and two assassins)

So instead the PCs who were available did some more research. They already knew that Darrius himself has a talent for escape and for not being as dead as he seems but they knew very little about the rest of the cult. They managed to discover that he had four main cronies and another six hangers on but that he was normally only found with the core group with the hangers on being sent off to do various jobs.

They also found out that there was a growing pro-mutant movement brewing in the underhive of Hive Tarsus. The rest of the session was spent infiltrating the mutant sympathisers and seeing what they could find out about them. It was an interesting enough session but felt a bit like filler as really the party needed to be kicking ass and taking names.

Session six was what session five should have been. The party set up a sniper on the front door of the bar that Darrius hides in and then went around the back to kick the door in. A fluffed roll left Garvel (the guardsman) down a wound and the door not open. Luckily the noise just brought a mutant to the door wanting to know what they wanted. Plex tried to talk his way in but without success and Panglos got board and charged. Seeing the rest of the mutants make a break for it Melody and Plex ran around to the front of the bar. This resulted in the fight being split in half. Panglos and Garvel fighting one mook mutant in the back, Plex and Melody fighting Darrius, two hulking Mutants and a mook mutant in the front with pot shots being made by Praetus from across the street. despite having two of the most powerful combatants fighting a single mook in the back it took the many rounds to take him out. Mean while Plex failed his fear test and ran for it when he came face to face with Darrius (Fear 2 is so lovely) This left Melody to fend for her self. Unfortunately I had armed my mutants with Renders. These are pretty nice weapons except when faced with any amount of body armour and despite having SB of 4 they couldn't harm her. Darrius was dropped into his 'run for it' zone in one hit and started trying to pull of some sorcery to escape but couldn't pass any of his invocation roles which he needed to do to get the sorcery to work as he just didn't have enough dice of power to leave it to chance.

Some great shots by Praetus and a burst from a heavy stubber latter and all bar one mutant are dead. Darrius escapes due to having timeless and destiny writ in shadows as dark pacts, a combination that is going to make it very very hard for the PCs to take him out but then he is meant to be a major player by dint of simple resilience.

The adventure basically over at this point they report into Ahmazzi and I award them bonus XP for finishing part one of the campaign. The stage is set for bigger things to start happening.

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