Thread: D&D Shenanigans
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Unread 03-18-2010, 12:04 PM   #10
Sir Pinkleton
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Join Date: Aug 2006
Location: Hillsboro, Oregon
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I'm currently in a Dark Heresy game. Warhammer 40k stuff, if you're not familiar.

So, our first session we're sent to a planet. We were on route to the inquisitor training camp somewhere, but this planet was on the way there, and they needed immediate help (apparently space travel takes a long time).
So, it's basically like Hoth in appearance. It's a mining planet, as well. Apparently, one of the miner's found something one the way down, and then Grim Dark stuff happened. The foreman guy there sent in a contingency of soldiers, and they didn't return. The only guy they've brought back from the mine is insane, and constantly talks about "slithering" things all over his body (also, he was in a straight jacket and tied to a pole in a tent). We get some grenades, and head on down. takes a few hours, and apparently most of the party can't jump across a gap without possibly killing themselves. I guess I should explain the party:
  • Psyker: 65 year old woman. very creepy, white porcelain skin, wears all black. Psykers channel the powers of hell to do stuff (basically, she's our "magic user"). She can do things like heal once every 6 hours (any time in between and we make a "toughness test" to see if we get hurt instead), she can float, reverse gravity for herself, inflict pain to make our opponents more useless, and these are her minor powers. She's planning on getting another power later on that will allow her to either make the target entirely forget something major (a sibling, for example) or just destroy their mind outright. Also, if she rolls a 9 (DH is a base 10 system) something bad happens. anything from "You now don't know what the color green is like" to "the psyker is now a host for a daemon. Run away or die."
  • TechPriest: Covered in bionics, if he isn't already then he's planning on becoming more machine than man. he's good with anything that involves technology. nothing much else to say.
  • Assassin: Shoots things from far away, and is good at being sneaky.
  • Arbitrator: Lawman. fights for justice, no matter how miniscule or dangerous. Kind of like Judge Dredd.
  • Guardsman: Me! Basically, an infantry soldier. I start off with some pretty decent armor that covers my entire body, and I have a pretty good lasgun too (laser rifle, is what lasgun really refers to).

Anyway. I jump across that pit, the psyker floats, everyone gets hurt, we see the usefulness of having a psyker around (healing normally, without a psyker, can take days or weeks to heal. A psyker can heal us up to 5 HP. I start with 13 HP, one of the highest of the group. Take note)

We go in, and immediately see some Grim Dark, mutated people. we kill them all fairly easy. at one point, I open a door and it opens to a small room. Inside, fellow guardsmen are disemboweled, their intestines on the wall. Insanity and corruption plays a vital role in DH, in the form of points. I reach a point where I now have a fear of my allies dying. This is important later.

We reach the final, small chamber, where we had seen a pink glowy aura previously. turns out it's whats causing corruption. instantly, it sends out a wave, which corrupts two of our people (the psyker gains hardened skin, aka one more armor point all over. Assassin gets numbed senses). It also expels a demon, who is confused. We all go first.

Instantly, the psyker inflicts pain. So now the daemon is confused and writhing in pain. The arbitrator tries to get in close, because he has a shotgun. can't make a shot this round, though. then, I try to throw a grenade behind the demon (there's a little alcove thing) but I miss. The grenade sends the psyker against the wall, bringing her to -1. She's still conscious though. Then, other people move in; they also can't do anything this round. Then, our surprise round ends, and we start again.

I don't remember much, but the arbitrator moves up and shoots it pointblank. The daemon proceeds to sever his right foot, and render him unconscious. Other people shoot, and I hit it in its head for massive damage, killing it. unfortunately, there's such a thing as killing too hard. his head exploded, and the daemon went up in flames! he ran around for a round, and everyone nearby (aka everyone) had to make an agility roll to avoid him, or get set on fire. The arbitrator hilarious catches fire while unconscious, as does the assassin. The psyker tries to put out the arbitrator and fails, so he dies. the tech priest and I try to put out the assassin, and barely save him. however, just after that, I notice the arbitrator is dead.

Combat is over, but I'm flipping shit, and run the hell away. I exit the small mining area where the Grim Dark stuff happened, which involved going through a heavy metal door, and closing it, then going into the fetal position. The psyker, at -1 health, also goes ape shit. Apparently she has a character related problem, and shoots the already nearly dead assassin (though it takes three shots; she's not good for shooting). She did this partly because she forgot about the full healthed techpriest. But we didn't want to retcon it (apparently she was laughing maniacally while she shot him). The Techpriest walks over and hits her on the head, knocking her out. He tires her up, puts her in a dark corner, and leaves. Seeing me outside the entrance, apparently he was afraid I'd go crazy like the guy outside in the tent, so he did this thing that Techpriests do: he has a voicebox, and can make a loud feedback screech. In game, this means -10 to all of our rolls (it's a d100 system, in case I forgot to mention it earlier). Techpriest then walks for the entrance. hours pass, and I eventually get out of my freaking out stage. At the exact same time, the Psyker wakes up. As she's untying herself, I walk back in, and call out for my comarades. She calls for help, and after she's untied, she explains to me how "the techpriest went crazy, and shot the arbitrator! We must catch up to him and kill him, before he reaches the entrance and speaks lies to the Commisar!" (The guy who briefed us about the situation, topside). I agree. We run.

The techpriest has only been walking now. Unfortunately, the player is bad about meta-gaming, so he tries to impede our progress, and later, waits at the tunnel with his gun trained at the darkness. Because, yunno, there might be more daemons. We catch up, the Psyker tries to kill him, I ask him what the heck is going on as he's running, and he's able to bring up the point that, were he the murderer, why did he kill the arbitrator, and not the psyker? I've been running for hours now, so I slow down to rest, deciding that we should have the commisar sort it out. The psyker is understandably worried, but concedes.

The techpriest gets out first, and is pulled to interrogation. The psyker and me follow, also pulled in for questioning. The psyker is able to convince the commisar that she's speaking the truth, which is quite the feat. The DM is unsure of how to have the game go now, and I offer to have nothing be done. we're the inquisition, so technically the commisar doesn't have any say over us anyway.

So after all of that, 2 team members are dead, I don't trust the psyker or the tech priest, the psyker knows the truth and will be constantly trying to get the techpriest dead to tie up loose ends, and the techpriest knows the truth, but doesn't have my support, since he screeched me when I was busy being scared shitless.

So yeah. Wall of text. Nice story, though.
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