Friday, 11 February 2011

How to change gear?

So the game so far has largely been Inquisitor says go here, investigate this and deal with anything heretical that you find. This is all well and good but gets boring after a while and doesn't do the vast and complex setting that is 40K justice. I've always been moving towards an ascension game with this campaign and hopefully a long term one at that. With this in mind I've been keep a track of how close the party is to getting their first point of influence.

Well they have gotten it. It's mostly based on the good graces of their inquisitor but having done well in a number of missions the party have proven themselves to be worth his time. With that in mind and a major plot reveal in the form of the Seven Devils I've been thinking about how to change the focus of the game from short investigations followed by liberal application of violence and then an interrogation of any survivors to something longer term and intricate. I'm hoping that the shear number of leads they need to dig up and people they need to get help from will result in some complex politics.

Currently the parties set objectives are to track down any and all information they can on the Seven Devil's. Sessions nine and ten saw them have a brief run in with the Logicians as well and they have a secondary objective of finding out what they are up to. Now that gives them eight objects of inquiry with very few leads. Session eleven was taken up mostly with some securing of their power bases, putting out initial feelers for starting points and ransacking the the parts of the libraries in the Tricorn palace and Bastion serpentis that the PCs are allowed into. Praetus fluffed a "how corruption is reading this book" roll and now has drawn the attention of the Radiant King earning him a fate point and a whole world of pain to come. He also made uses of this new connection to chaos to perform some improvised warp sorcery. As he hadn't spent any XP on this I made it extra dangerous with 8 counting as 9 for the purpose of warp phenomena. He was lucky in that roll but drew the attention of the Oblationist acolyte sent to watch the PCs who decided he was too corrupt and tried to assassinate him.

Ahmazzi has suggested they talk to Inquisitor Bray who is the for most expert on the Seven Devils and Inquisitor Marr who is known to be an expert on Prophecy. Both are going to need favours in return which should prove interesting I think as by working for them they should earn some new enemies.

We're gaining a new player as well. With Panglos gone and Garvel rarely played We're getting Tauron, a Noble Adept Bonded Emissary. This addition should help shift things to a more social/political style of game. I may invite another player but I think getting one settled into the group first is best.

Well that's enough rambling from me

Wednesday, 26 January 2011

Events so far part four

Been a while but without further ado I shall recount the exploits of the acolytes through sessions seven and eight.

In session seven The acolytes were tasked with moving Clinch, the psychic boy to a remote town called Hopeless in the wastelands of Scintilla as the facility that he had been at had been attacked by rival Inquisitor Antonia Mesmerson.

Ahmazzi set on passage with a land train for the acolytes but wisely they chose to travel by car on an alternative route. On route they were attacked by a band of raiders but they were able to out drive them and the raiders primative weapons weren't able to harm the chimera they were using as transport.

As they made there way towards Hopeless they came across the wreck of the land train they should have been on, ravaged by some kind of beast.

Finally arriving in Hopeless they discovered a commontion in the centre town. Moving to investigate they discovered that a wise woman, the very agent they were to deliver Clinch to had been killed in the night. The Villagers recommended that they avoid her house. While the villagers argued about of they should burn the house for it had been touched by vile spirits or to reclaim the house as a good house is too valuable to destroy the Acolytes convinced the guards at the door that one of their number was a holy man and could cleanse the house. Entering the house they were confronted with a gruesome scene, entrails and gore splattered all over the kitchen/dinning room. Plex and Clinch were overcome by the horror of it and fled the scene. While they recovered the others searched the building and discovered a note sent to the wise woman by Ahmazzi instructing her to move Clinch to the 'Tenebra Instillation' Melody also discovered enough supplies to pentagramatically warp a weapon six times. She promptly warded her sword and the inside of the chimeria.

Returning to the Chimera the acolytes voxed Ahmazzi asking for instructions and received a telepathic reply instructing them to move Clinch to the 'Tenebra Instilation' and the co-ordinates at which they could find it

Suspecting an attack the acolytes made there way back to the land train wreck and waited. Sure enough two demonic shadowy dog like creatures charged down from a dune. Aeind froze in terror at the sight of them, Plex found himself unable to harm them with his autogun leaving the bulk of the fighting to Melody (the other players not being present)

Melody chipped away at one of the daemons until it managed to land a pair of blows, instantly dropping her and forcing a fate point to be burnt. Luckily they had the warding on the chimera as Plex was able to duck inside and when the daemons tried to enter they failed to push through the wards. Two failed instability checks later the daemons are gone.

The final act before the session came to an end was for Plex to arrange a bodyguard of raiders to take them across the wastes.

In session eight
The acolytes made there way into the jungle wastes bodyguarded by raiders. A few failed scrutiny and awareness checks later they eventually noticed something was up when Clinch went missing. The Acolytes quickly rallied and set off in pursuit taking some of the raiders with them. The tracking led them past some storm troopers in cameleoline coated armour.

As the Acolytes caught up with the kidnappers they turned to fight. The lead kidnapper summoned fourth two daemon, the same large shadow-hounds from the previous session. This time however the acolytes didn't have the warded chimera to hide behind. The battle was fierce, Melody tackled the kidnapping cultists while Praetus and Aeind attempted to fend of the daemons. Aeind didn't fair so well and ended up out of the fight having burnt a after point and Praetus was badly hurt, barely having damaged the daemons. Just as things were looking bleak the storm troopers they had spotted before turned up and tackled the daemons for them.

The storm troopers worked for Inquisitor Mesmeron and it was only through quick action and some lucky dice rolls on Melodies part that the acolytes managed to keep ahold of Clinch.

The Storm troopers 'escorted' Praetus and Aeind to a near by town setting the acolytes journey a few days but after that it was plain sailing to the Inquisition facility.

The facility was an 'official' looking grim rockcreate building heavily guarded and staffed by adepts, scribes, and tech-priests. Inside was a collection of labs, cells and storerooms housing a collection of malefic artifacts, daemonhosts and other unsavoury objects.

The final act of the session was for the acolytes to be shown a prophecy describing how the 'Seven Devils of Fel Calyx' will bring ruin and death to the sector.