This
session was the one I planned to be the last of them for this part of the
campaign. I accomplished that, and believe that I did so in a way that made
sense, based on the various tensions among the planet's factions, the PCs'
actions, and the motivations of the factions as actions unfolded. That said, I
was ready to end this campaign, and move on to playing some Dungeon Crawl
Classics for a while. It wasn't a railroad as much as it was a forced resolution. I made sure that a
precipitating event of some kind, and the PCs' reactions to it, would determine
how it ended. But it would end here, and no mistake. I think I was
successful, and even left a thread dangling to take us into the next part of the
campaign, if we desire to continue with Dark Heresy at a later date.
The
event that precipitated the action was the following, from my notes about the
Little Picture, Big Picture, and Complications (Last Post):
The Witchfinders go after Alize Mythrux. They feel they have
reasonable suspicion to interrogate her.
A
lot of the other material in those sections from my last post came home to roost, as well, though
not all of it, and not all of it in exactly the way it was written. I tried to
select and mold those plot points depending on what I felt the NPCs would do as
the situation unfolded.
Here's
what happened:
Dalmo
Mythrux came forward to talk to the PCs. He was trying to find out info about
what they knew of the incident precipitated by Davilia Mythrux. He also
reasoned that the Malefic Codex of Miklas Freeny might be in play, and wanted
it for himself. He also flashed a sign to the PCs to see if they were members
of The Order of the Infinite Way. They had nothing. He quickly excused himself,
and went off to talk to a "friend" he'd supposedly spotted. While he
was talking to the PCs…
The
witchfinders came forward to take down Alize Mythrux. There was Arcadius
Kapperman, the witchfinder, Mikki Navappo, the Sororitas member, and two fairly
tough (5th Level) Ministorum Guards.
The
PCs saw this from across the Central Plaza. First the two groups talked, then
they argued, and then Kapperman bade his guards to seize her. They did so. Her
own guards opened fire, and It. Was. On. Hearing gunfire, other interested
parties pursued their own courses of action.
Sapphon
tried to take down Willian Bellhouse, whom he believed was about to try to take
him out of the mob game (and he was right). In the end, Bellhouse got critted, and burned a
Fate Point simply to survive. He was dragged to safety by his bodyguards.
Needless to say, Valis is about to see a gang war.
While
this was going on, Miklas Freeny started forward toward the Mythrux/Kapperman
confrontation. He was seen by the tech priest to be muttering to himself and rubbing
a talisman of some kind. The tech priest, fearing the worst, moved quickly
toward him, activating his Power Scythe (the world's most badass weapon, at
least in this game). He unceremoniously cut Freeny down with only one cut.
Paxxu Gloriana started forward, but was stopped by her own bodyguards.
At
this point, I have to make an observation. It was a mistake to allow Ianescu to
keep the power scythe. I tragic one. He cannot swing that thing without
invoking the Righteous Fury rule:
Righteous Fury!
Normally, when you hit with an attack, the resulting Damage
includes rolling one or more d10s. When you roll a 10 on any die (this includes
a result of 10 when using a d5—even though the number is halved), it may
indicate that the eye of the Emperor is upon you. This calls for a second
attack roll, Testing Weapon Skill or Ballistic Skill as if you were making
another attack. If this second Test is successful, the spirit of the Emperor is
within you, aiding your attack and guiding your aim. You can roll an additional
1d10 and add the result to the Damage total. Should the result of this die also
be a 10, the Emperor has indeed smiled upon you. You may immediately roll a
third 1d10 and add that to the Damage total as well. This process continues
until you roll a number other than 10.
This
would be very important later, as we shall see, because Miklas Freeny had
decided to gamble. He would intervene in the arrest of Alize Mythrux, because
he feared he would be implicated, should she break under interrogation.
However, the tech priest's violent intervention took him out, and triggered his own "death curse," which released the wards containing a Daemonhost and
summoned it to his current location. It would arrive one round later.
During
that round, a variety of things happened. Krysdam Haslinger, the Arbites Chief,
still drunk, started forward toward Bellhouse and Sapphon, with only two
arbites officers in tow, and opened fire. This would result in the eventual
critical wounding of Sapphon, and the death of a bodyguard. John's Psyker character
would have a hand in this, by using his Flash Bang power to blind Sapphon and
two of his bodyguards. In the end, Bellhouse escaped and Sapphon was taken into
custody.
Paxxu
Gloriana never got a chance to unleash her powers. She tried, but failed her
spell check.
Arcadius
Kapperman tried to kill Alize Mythrux with an energy blade, but she twisted
aside, avoiding his cut. Her bodyguards tried to shoot the other Ministorum
guards, but were not successful in taking them out. However, they managed to
get the guards to release her to defend themselves.
Then
the Daemonhost arrived, punching down through the dome and arriving virtually
on top of Freeny's prostrate form. This is when it got ridiculous. The PCs were absolutely magnificent:
John's
Psyker cast a blizzard spell. He took out Paxxu Gloriana and her entire bodyguard. She burned a Fate Point to survive.
Jason's
tech priest used Lightning Strike on the Daemonhost, striking it both times,
and invoking Righteous Fury on one of the damage rolls. The creature had been
damaged slightly, earlier, but he was able to inflict a ridiculous amount of
damage with that power scythe, taking it out completely. That was a real bummer
for me, because I had fucked up in assuming that a fucking daemonhost was tough enough to face the gods-damned tech priest and his motherfucking power scythe. Holy crap, it was a mistake to give that to him!
When
the Daemonhost arrived, Jason asked if it caused Fear on arrival. I reasoned
that the arrival had been both spectacular and confusing to many of the
spectators, and that they would take a moment to process it and become
horrified. So, I said, no, it would happen the next round. Well, as you've
seen, the poor creature never got that chance. It was dead long before it had
time to do a thing. And this was an unbound Daemonhost, one with the potential
to cast Holocaust, and take EVERYONE out. It could have killed them all, but
for my stupid sense of even-handedness. Yes, I'm fucking bitter. Okay, not
really. More like "chagrinned." I blew my chance for actual gritty darkness,
and then the PCs managed to get through everything else that passed without taking
any damage. None. At all.
In
the melee, three sorcerers were taken down, but not killed. They all burned
Fate Points to survive. They may later regret that decision. However, the most
powerful mage of the bunch, Dalmo Mythrux, ran away, then successfully cast Shroud
of Invisibilty, and made good his escape. There's a good chance they'll see him
again. For now, though, he (and the remaining members of The Order of the
Infinite Way) will run far and hide well.
The
PCs were awarded 500 XP apiece, and the Tech Priest got an extra 200 XP for his
awesome takedown of the Daemonhost. I didn't give him another Fate Point,
though, because he already has like 4 or them, which is already a serious
advantage, and part of the reason he was able to be so effective (two re-rolls
using them, paid off).
So
that's it for Dark Heresy, at least for the next year or so, as we transition
to Dungeon Crawl Classics.
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