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mortagon

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Everything posted by mortagon

  1. I really enjoy reading the playthroughs you guys have had with my encounter. I'm glad that you like it.
  2. I discovered some awesome bands on Bandcamp with some fitting instrumental music which invokes the dystopian grimdark noir feeling that fits with Dark heresy very well. Here are some links: https://abductedbysharks.bandcamp.com/album/generic-dystopian-city https://theenigmatng.bandcamp.com/album/angels-demons
  3. We're going to have investigators lose all improvements from the previous game, but instead give them a free improvement of their choice for each game they survive to see if this balances out some things. In addition we will allow the pc's to replace their starting equipment with items found in a previous game, but not get any extra starting gear. New investigators don't get any extras, upgrades has to be earned by surviving previous games. I also want to incorporate the Strange remnants expansion, but I'm not sure where he fits in.
  4. I played this scenario recently, with a slight variation since I played Scum instead of rebels. My opponent fielded two advanced and three regular Ties, with one of the advanced as his prototype. I fielded a Boba Fett Firespray, an Y-wing and two Z-95's. He managed to get the +3 HP and two attacks a turn upgrades before I destroyed his prototype with only one HP left on all my ships.
  5. I think the pc's should be able to choose any color they want, but they should be aware that certain colors are assosciated with the dark side (Red and black) and if they come into contact with other jedi or people with knowledge of the Jedi, they might be mistaken for darkside users if they brandish those colors.
  6. My player's certainly squealed when they got served the dishes, although they tasted almost everything except the last dish which they declined after having seen the results when one of the npc's tried to eat it.
  7. I have a ton of images on my computer, most of them aren't of space marines. You should check out deviantart.com they have a lot of good 40k artwork. I would suggest looking at other sci-fi art as well and some steampunk and fantasy art might also fit.
  8. 1. For the speed I think it should be whatever you need it to be to make the encounter as exciting as possible. 2. I think you're right and that it should be devastating assault 3. Clearly an error it most certainly should be rending 4. I would go with the four months and ignore the part about him changing for over a year
  9. I usually play ready made adventures so I make sure I'm up to speed reading through the encounters I have planned for that session a few times and taking notes of vital information. I try to have a soundtrack ready and appropriate sound effects for some scenes I try to create a few floating encounters to use if the pc's stray to far from what is written in the adventures, I also try to have some encounters focused on the various pc's skills so that everyone has something to do
  10. Disclaimer: this post contains spoilers for the adventure Dark pursuits found in the core rulebook. So as usual my player's refuse to follow the most obvious leads and insists on going on a wild goose hunt for clues. My highborn player adamantly insisted that he should investigate the highborn of Hive Desoleum for clues about the faceless trade so I constructed this additional encounter for him to sate his curiosity. Note that there is also some slight clues about the events in the adventure found in the Gamemaster's kit. Alternative encounter for Dark pursuits: A number of Desoleum’s bored younger nobles are having secret parties centred on mysterious and dangerous objects and creatures. The parties are masquerades so no one can know anyone’s identities. The invited are blindfolded and taken to a secret location (an old abandoned mansion located in a part of the upper hive that has been abandoned after a mysterious plague killed most of the hive’s inhabitants). All those attending must leave any weapons behind and must be subjected to a full scan by a servo skull before being allowed into the skycarriage carrying them to the location. Those traveling must be properly attired and blindfolded for the entire journey to and fro the mansion. The mansion is built into the top of a tall spire, but it seems to have been abandoned and neglected for a long time. No other settlements can be seen in the close vicinity and the mansion looks to have been neglected and abandoned for years. The ceilings have started to fall apart, the colors of the walls are fading as are the once richly detailed murals covering the buildings walls. Most of the mansion is unfurnished and unlit, but the areas used for the evening’s event are lit by glow globes carried by mono task servo skulls and lavishly furnished with what seems to be new furniture. If one looks closely out to the horizon above the clouds one might see the top of other spires, but they are far and few between and far away. The mansion is guarded by servitors dressed as jesters and harlequins armed with concealed weapons. Similarly dressed servitors also acts as servants during the party. The party starts off with a light mingling in the main hall where appetizers are served alongside recreational drugs. After a half an hour or so the guests are all invited to the dining hall for dinner. An exquisite assortment of exotic dishes is served, and for those with the nerve a sampling of dangerous and heretical dishes may be sampled (see below). A jelly consisting of blinking alien eyes (fear 1), unpleasant to look at and squirming down the throat. It has a salty metallic taste but not too bad. A small foetus like creature displayed and dissected on the plate but still alive and screaming like a wounded child until the last piece is eaten. Tastes like a sweet flavoured pungent meat. Requires a fear test (1) and a hard (-20) toughness test to keep down. A soup that looks like liquid metal, as it cools it solidifies so it must be swallowed with haste, it is strong like chili, but icy cold at the same time. Requires a challenging (+0) toughness test to eat safely. If you fail you take 1d10 points of toughness damage plus one point toughness damage for every degree of failure. A drink that looks like rosy smoke. When inhaled it tastes like strawberries but also burns like really strong alcohol. If imbibed you also suffer hallucinations as if hit with a hallucination grenade. A frozen human brain A bowl filled with black eyeless eel like creatures with razor sharp fangs. They are to be eaten alive. Grabbing one without getting bitten requires a challenging (+0) agility test with every degree of failure dealing 1d5 points of damage. If you fail this test by four or more degrees of failure you lose a finger. In addition if you try to eat one alive you must make a difficult (-10) toughness test or suffer 1d5 points of toughness damage plus 1 point of toughness damage for every degree of failure. After the dinner the main event starts. The guests are brought into a large chamber containing a large hexagonal table of exquisite design, carved from exotic wood and inlaid with marble and precious metal shaped in intricate leaf patterns and decorated with motifs of wildlife and mythical beasts. As the event starts the light is dimmed and servitors brings an assortment of boxes containing various curios as listed below. After these have been passed around for a bit the host interrupts and tells the guests that he has a surprise. Four servants comes in carrying a large box covered in a silk sheet. The box is placed on the table and the sheet removed to display a naked humanoid figure. The creature is clearly not human, deathly pale and impossibly gaunt, with black eyes and elongated knife like ears. The creature is covered in scars, many of them carved into alien symbols, but some fresher that seems more like the result of recent violence. In addition it bears many piercings all over its body. The creature wears an intricate brass collar surgically inserted into its neck. The creature seems to be in constant agony and unable to speak, but its eyes are filled with an inhuman hatred. When revealed the audience all lets out a shocking gasp. Seeing the creature in this state requires a fear (1) test. A trivial +40 forbidden lore (xenos: Eldar) recognizes the creature as such, and with four or more degrees of success revealing that this particular eldar belongs to the group known as the dark eldar. List of curios: A small black crystal like shard that absorbs blood. It sticks to any source of blood (like a human body) like a magnet A partial skull of a large brutish xenos (ork) A glass vial containing a set of expanding green spores A broken weapon of alien design made from some kind of bone like material A piece of cloth covered in alien runes A torn parchment describing parts of some sort of vile daemonic ritual A partial mummified corpse of a small alien creature (a ripper tyranid lifeform) A porcelain doll with an unnerving grin. If handled it requires a fear (1) test as your head is filled with dark whispering voices. If you fail this test with three or more degrees you will start having nightmares lasting for 1d5 days. In those nightmares you are being chased through some sort of labyrinthine playground. Each night you must make a challenging willpower test or gain 1 insanity point plus 1 insanity point for every degree of failure. A bowl filled with a moving jelly like substance. Anyone touching the jelly takes 1d5 points of energy damage ignoring armor and toughness. A huge eyeball floating in some kind of opaque liquid. If spoken to or disturbed the eye moves and blinks as if it were still alive requiring a fear (1) test. A glowing dust constantly moving as if it was caught in a breeze. If touched the recipient must make a challenging toughness test or gain 1 corruption point plus one corruption point for every degree of failure. If ingested the test is hard instead. A black plaque, clearly the broken off part of something much larger which emits a strange spectrum of sounds almost like singing when touched. It feels like velvet to the touch and is impossibly light for its size and bulk. A crystal skull, it works like a psy focus if handled by a psyker and a psyker may also increase his psy rating by one when handling it but in doing so gains 1d5 insanity and corruption points, non psykers only feel slightly ill when touching it An insanely complicated clockwork contraption the size of a chair which eternally buzzes and moves without any apparent power source or any discernible purpose. A flower that constantly changes shape, colour and odour After the showing the guests are free to mingle. Drugs of all kinds and amasec is given to all that wants it as are mind scrubbed slaves of all ages and sexes for those wishing for a more carnal experience. Some of these slaves even show signs of lesser mutations. The morning after the guests are once again blindfolded and transported back to the upper hive. If the pc’s should somehow track down the mansion later on they find nothing but an abandoned decrepit old mansion. Inquires at the party: Subtlety is almost required to get any information from anyone at the party. Any attempts to threaten or invoke any form of authority for the purpose of extracting information will cause an immediate panic and all guests will rush to the skycarriage using force if necessary. Successful inquiry rolls may reveal the following information or any other information the GM feels is appropriate: Zax Holthane is but one of many individuals involved in the faceless trade, but is certainly the most approachable. The reach of the faceless trade goes to unbelievably high places. No one is left untouched not even the most powerful Imperial organizations. Many nobles will use any means necessary to gain or keep their power and status including delving into what some might consider heretical endeavours. Some participants at the party believe the entire party to be a game and that none of the strangeness they will experience is real. Many of the guests seems genuinely frightened and regretful about coming to the party at all. Many guests seems to be unaware of the party’s real purpose. No one seems to know the hosts real identity. Some guests claims that the curios on display is brought by them. Most guests got invited through a friend of a friend. A few guests seems to have heard about Halbrel and describes him as a vile and disgusting monstrosity of a man. A few tells of their exciting adventures going down to the middle hive to meet with Zax and other members of the faceless trade. The names of other people dealing in the faceless trade comes up; Yanto Kralkin a trader working out of the voidports and rumoured to be working with psykers, Isophela Amrose a Rogue trader that regularly travels to Desoleum on her pleasure ship the scarlet dancer; Jans Forto a scrapper and technomat in the mid hive uses tech-gangs and servitors as muscle; Ferrue Fayne a member of the Carrion guild and junior member of the Fayne charnel house also runs a cult called the Blessed flesh A lot of the guests mentions the Edge syndicate as the masterminds behind the faceless trade The Host: (Use the stats of a dissolute noble if necessary, unlike the other guests Alphreid is armed) The host is a young nobleman named Alphreid Deloruan, the middle son of the Deloruan Empire. If he senses any trouble he will first try to sneak away, otherwise he will send his servitors to keep any trouble makers busy while he escapes with the only skycarriage available at the mansion. His family has no idea of their sons’ heretical activities and will be shocked and scared if confronted with it. If the pc’s tells them that they are from the inquisition they will immediately sell out their son and if that fails even try to bribe the pc’s. If interrogated Alphreid’s disposition starts as confident (40). He don’t know much about the sellers and says that most of the items are brought by other guests. The dark eldar was brought by himself and his partner Isophela Amrose, widow to the late Rogue trader Gagarin Amrose. Isophela has since left the planet on her pleasure ship The scarlet dancer. Alphreid is acquainted with Zax as he is the main provider of strange artefacts in these parts of Desoleum, Alphreid, however, prefers to get his goods from Isophela. If he is discovered Alphreid’s family will pay handsomely to get rid of their heretical son in a subtle manner. If the pc’s quietly disposes of him without involving the authorities they each gain one point of influence and subtlety. If they don’t they get the enemy (Desoleum nobles) talent and loose one point of influence each and decrease their subtlety by 1d5. The guests (use stats for a dissolute noble if necessary except no one is armed) Guests: If they are revealed somehow by the pc’s the twenty or so guests mainly appears to be curious young nobles with no idea of what they have been getting themselves into. A few of the guests however are somewhat more involved. Durant Vastis; Domino mask, submissive 40, knows about Zax Umbra Holofast; Black featurless mask wearing a black bodysuit surrounded by metal circles in the shape of a dress, Agressive 35, knows about zax and Halbrel Neik Drant; Bird mask, Friendly 20, knows about Zax Ligia Ember; Half moon mask, Unhinged 30, knows about Zax, drug addict and slaanesh worshipper Ludo Pastal; Ruby half mask, Confident 40, knows about Zax and Halbrel, also sells and provides artefacts himself but behind Zax’s back Veinrich Gyldeenstrik; Horse mask, Confident 40, Knows about Zax, has contacts with the Cloudboys and several powerful allies in the Ecclesiarchy, Administratum, Rogue traders and other noble houses. Clearly the most influential individual at the party. Crossing him or his family will have severe consequences. If he is harmed or otherwise compromised by the pc’s they lose 1d5 influence gains the enemy (Desoleum nobles) talent and their subtlety decreases by 1d10. Sanso Brühner; White half mask, Submissive 20, Secretly works for the Edge syndicate and is here to look for potential buyers (unlike the other guests Brünher is armed with a digi las built into his cybernetic eye) Non-involved guests: Rupert Franch; Yin-yang mask, Confident 40 Ilezebetha Steynerd; peacock mask, confident 40 Orweld Superon; devil mask, aggressive 30 Ganz Feister; plague mask, aggressive 40 Laniyard Rhinstein; goblin mask, friendly 30 Trebius Malvarde; long nosed mask, submissive 30 Siguiana Zopius; gold half mask, friendly 40 Gnelch Telbrecht; jester mask, aggressive 30 Vynossa Bardun; angel mask, confident 40 Mazde Saphar; white mask and purple hat, confident 30 Gilliane Aporos; Silver cherub mask, confident 20 Einer Brandt; gold mask, aggressive 20 Darius Arenstedt; Silver mask, confident 30 Mariun Opeles; grinning mask, confident 30 Servants: Use stats for a combat servitor except change weapons with Integrated hot-shot laspistol and 2 mono claws (1d10+6 R; Pen 2; Tearing, Razor sharp). There is a total of six such servitors present. Brain scrubbed slaves: Use the stats for a dreg but without any weapons or gear and an Int and WP of 10. There are ten slaves at the party. Sky carriage: The sky carriage is driven by a servitor and has room for 8 people. It’s the only available transportation to and fro the manse
  11. Name: Julius Käisar Homeworld: Highborn Background: Adeptus administratum Role: Seeker Age: unknown Gender: Male Divination: To war is human Fate: 5 LP: 14 Aptitudes: General, Fellowship, Social, Intelligence, Perception, Tech, Willpower, Agility Attributes Weapon Skill 37 Ballistic Skill 27 Strength 34 Toughness 32 Agility 26 Intelligence 34 Perception 30 Willpower 32 Fellowship 31 Influence 36 Skills Dodge Commerce Inquiry Common lore (Adeptus administratum) Linguistics (High gothic) Logic Scholastic lore (Bueracracy) Security Scrutiny Tech-use Charm Awareness Talents Weapon training (Solid projectile) Keen intuition Equipment Good quality flak cloak, Medi-kit, Dataslate, Good quality vox-operated hand cannon, 2 clips of handcannon ammo, Stub automatic, 2 clips of stub automatic ammo, Imperial robes, Autoquill, Chrono
  12. Sounds like a fun Campaign. Is this just a summary or have you played it already? I'm still getting my Campaign together but I will try to post something when I have something.
  13. Name: Romero Balthazar Kruel Homeworld: Voidborn Background: Outcast Role: Chirurgeon Age: unknown Gender: Male Divination: Be a boon to your allies and a bane to your enemies Fate: 4 LP: 12 Aptitudes: General, Intelligence, Knowledge, Strength, Fieldcraft, Agility, Ballistic skill, Toughness Attributes Weapon Skill 26 Ballistic Skill 39 Strength 26 Toughness 42 Agility 32 Intelligence 34 Perception 33 Willpower 32 Fellowship 31 Influence 36 Skills Acrobatics Medicae Tech-use Scholastic lore (Chymistri) Common lore (Underworld) Deceive Logic Linguistics (Low gothic) Dodge Stealth Commerce Talents Weapon training (Solid projectile, Chain) Resistance (Fear) Strong minded Hatred (Heretics) Equipment Good quality Autogun, Autopistol, Armored bodyglove, Good quality medicae kit, Best quality dataslate, Injector, 2 doses of slaught, Chainsword
  14. During the course of the adventure Dark pursuits in the main rulebook the pc's will find themselves in the possession of a curious black sphere infused with warp energy. The adventure is rather vague in describing the consequences of possessing this item for an extended period, but it does hint that the current owner will slowly go mad. My question is, how have you handled this in game? I was considering daily willpower checks to avoid accumalating insanity points, but I fear that could be rather harsh. What if my players want to get rid of the orb? Should I allow them to just hide it away in some dark place or give it to some authority for safekeeping. I feel that once a pc have began to see the visions that the orb should mysteriously bond with him and he can't get rid of it however much he tries. Anyway, I would love to hear how any of you have handled the orb in game.
  15. Name: Friedrich Draken Homeworld: Hive world Background: Adeptus arbites Role: Asassin Age: unknown Gender: Male Divination: Only in death does duty end Fate: 3 LP: 13 Aptitudes: General, Perception, Agility, Ballistic skill, Offence, Defence, Finesse, Fieldcraft Attributes Weapon Skill 28 Ballistic Skill 44 Strength 27 Thoughness 40 Agility 37 Intelligence 33 Perception 32 Willpower 28 Fellowship 30 Influence 33 Skills Acrobatics Awareness Common lore (Arbites, Underworld) Dodge Inquiry Intimidate Operate (Surface) Scrutiny Talents Weapon training (Solid projectile) Jaded Equipment Autogun, Handcannon, Shotgun, Voxian bike with autogun, Enforcer light carapace armor, Manacles, 12 lho sticks, 3 doses of stimm
  16. Name: Undecided Homeworld: Shrine world Background: Adeptus astra telepathica Role: Mystic Age: Unknown Gender: Male Divination: Do not ask why you serve only how Fate: 5 LP: 12 Aptitudes: General, Willpower, Psyker, Defense, Intelligence, Knowledge, Perception, Toughness, Weapon skill Attributes Weapon Skill 38 Ballistic Skill 32 Strength 30 Thoughness 41 Agility 32 Intelligence 30 Perception 31 Willpower 42 Fellowship 29 Influence 35 Skills Awareness Common lore (Adeptus astra telepathica) Deceive Dodge Forbidden lore (the warp) Interrogation Parry Psyniscience Talents Weapon training (Las, Low-tech) Warp sense Psychic powers (Psy rank 2) Spontaneous combustion Manipulate flame Equipment Best quality mono sword, Imperial guard flak armor, Whip, Laspistol, Psy focus
  17. Here are the characters my players have made for our Campaign. Name: Oscare Homeworld: Shrine world Background: Adeptus ministorum Role: Hierophant Age: 33 Gender: Male Divination: Be a boon to your allies and a bane to your enemies Fate: 4 LP: 12 Aptitudes:Willpower, General, Social, Fellowship, Offense, Strength, Toughness, Weapon skill Attributes Weapon Skill 37 Ballistic Skill 33 Strength 35 Thoughness 40 Agility 33 Intelligence 27 Perception 25 Willpower 32 Fellowship 32 Influence 32 Skills Charm Command Common lore (Adeptus ministorum) Inquiry Intimidate Lingusitics (High gothic) Parry Talents Weapon training (Flame, Chain) Hatred (heretics) Devastating assault Equipment Good quality chainsword with sacred inscriptions, Hand flamer, Good quality Flak cloak, Monotask servo skull (Laud hailer), Glow globe, Backpack
  18. My player's are used to playing Rogue trader so they are kind of spoiled when it comes to gear, luckily only no players has complained thus far.
  19. Common is a better availability then Scarce. Common items are more available than Scarce items, so their availability is better. Rare is a worse availability, it is less available. I guess you could interpret it that way, and that's probably what the author's meant, but I know some of my players are going to argue with that wording. "Sigh"
  20. Page 81, it specifically states that you should use the normal rules (p. 142) during normal play, not during creation, and it is also on page 142 that the modifiers for quality etc. come in. It's weird that the changed this phrasing in the final PDF. My answer doesn't change though. The first paragraph just says you get X number of acquisitions of scarce or better (i.e. more common). The second paragraph says that after character creation you have to follow the rules laid out in the armory section to get gear. That doesn't mean you can't apply craftsmanship rules to items taken during character creation. A Best Quality Stub Revolver has an availability of -10, so there's no reason you can't start with one. That's exactly what I went with, even though some of my player's argued otherwise ;P
  21. I'm reading the book right now and it specifically says better, but you are probably right and it should say higher instead.
  22. It states that you can only gain items of scarce availability or better, not worse, that's why I asked. Maybe it's a typo?
  23. According to the rulebook on page 81 under the heading "Equip acolyte", a character gains a number of free acquisitions equal to his influence bonus from any items with an availability of scarce or better. Are these acquisitions automatic? Can an acolyte really choose any items even uniqe ones with this acquisition or is he limited to those he could normally gain using his influence as normal?
  24. This is just an idea from the top of my head as I don't have the books with me, but I would allow the players to roll against their profit factor with an adjustment according to the number and size of their ships, say; +0 for transports, -10 for raiders, -20 for frigates, -30 for light cruisers and and -40 for cruisers. If they have multiple ships they have to roll for these separetaly and certain components may also have to be rolled separately to maintain. These maintanence checks shouldn't happen to often, maybe only once per session and only if the ship and/or crew is damaged. If they succeed no profit is burned, if they fail they loose profit according to their degrees of failure as they have to rely on outside work forces and resources to keep their ship in shape. If they succeed they manage to muster the necessary resources from their own wealth without cutting down on their dynasty's profit factor.
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