Cell 23-Dark Heresy

Game Master Kevin O'Rourke 440


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Fate 3/4 Human Wounds 13/13 Fatigue 1

"Right, I'll take point if ye like, I need some space to fire this if we need it." He hefts the flamer around on its carry strap so he has his hands on it as they move.


Male Human Level 3 Investigator

Since ye seem to be choosing moving around there's two routes. One will go through a section of crew quarters while they other will go through a macroncannon bay.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"I suggest a route through the macrocannon bay. We need to ensure that such weapons are not in enemy hands."


Fate 3/4 Human Wounds 13/13 Fatigue 1

"Sounds like as good a reason as any. Whats your thinking Prime?"


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"I think the crew quarters is better the more me know about the crews last moments the better."


Fate 3/4 Human Wounds 13/13 Fatigue 1

"Crew quarters it is then." Fr Tunt looks about the ship and almost shivers. "It's worse than the hive. At least you could feel the humanity all around you, even if it stank."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"I can accept that reasoning and am willing to prioritise the crew quarters. Both should be investigated in time unless circumstances do not allow for it."


Male Human Level 3 Investigator

As you proceed through the crew quarters you can see signs of battle. Doors that seem forced open, blood stains, las bolt scorches and discarded shell casings. Through the forced door into a quarters you can see someone had frantically tried to bar the door...

For all the signs of combat however you find no bodies.


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"We should keep moving. We need to reach the bridge."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Affirmative."

Mordecai quietly requests that the auspex machine spirit warn them of any unusual radioactive, chemical or biological agents. He wields his combi-tool in aid of this.

Tech-use, target 32 (Int 42, -20 untrained, +10 combi-tool): 1d100 ⇒ 83


Fate 3/4 Human Wounds 13/13 Fatigue 1

Can we see how the doors were forced open? Are they slide open or swing open doors?


Male Human Level 3 Investigator

The doors would be swing open. It looks like repeated strong blows forced them open.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai looks carefully at where the doors were struck. A horrible suspicion rises that this may be the work of mutants.

Forbidden Lore (Mutants), Int 42: 1d100 ⇒ 64


Fate 3/4 Human Wounds 13/13 Fatigue 1

Any obvious drag marks from the bodies?

"It's eerie, walking through a place that should be populated with no one here. What could have driven in these doors like this and where are the remains?" It's more of a rhetorical question he seems to be asking but he looks back towards Mordecai as they move along. "Any movement nearby?"


Male Human Level 3 Investigator

Mordecai does recall ogryns and there are other unusually strong mutants aside from those abhumans.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Abhuman ogryns could do this. Some other, illegitimate mutants have this kind of strength. But I cannot tell for sure. I will check for movement."

Awareness 58, Per 38 + 20 auspex: 1d100 ⇒ 92


Male Human Level 3 Investigator

As you start to advance and move through the corridors ye smell a foul and putrid odor getting stronger as you advance.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt brings up the barrel of his flamer, igniting the pilot light. Looking back towards Bas he nods towards the the end, silently asking for a plan of advance.


Male Human Level 3 Investigator

As you draw closer the smell gets more foul... it is rancid and rotten. You begin to hear a buzzing sound.

Toughness +20 difficulty. Click if failed:

Your stomach turns at the horrific smell and you disgorge it's contents in a fit of vomiting. Take a point of fatigue.


Fate 3/4 Human Wounds 13/13 Fatigue 1

toughness 60: 1d100 ⇒ 52


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

T 46+20: 1d100 ⇒ 67

Off by 1 point. Do filtration plugs, resistance psy or radiation help at all? Also he ignores psychic phenomenon and gets +30 vs perils of the warp

Mordecai feels nausea welling up and stops in his tracks, gagging.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai clutches his stomach as he doubles over and vomits onto the floor.

Spoiler:
0 -> 1 fatigue


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

Toughness +20, under 60: 1d100 ⇒ 12

Bas is unaffected by a sight he's seen a thousand times before.


Male Human Level 3 Investigator

As ye draw closer to the source of the foul stench ye see two rotting bodies suspended from the ceiling of the corridor
.. a third lies on the floor, it's legs having become unable to keep it dangling any longer. Flies buzz about them

Those without jaded or fearless make a Fear 1 test, that +0 Willpower for most.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai recovers his composure quickly and spits out the remaining bile from his mouth. Wordlessly, he extracts two pairs of filtration plugs, inserts one pair in his nostrils, and offers the other to his colleagues.

He burns with shame at allowing the smell to get to him. He doesn't even consider the horror of the sight in front of him.

He finally speaks up, his composure back to normal.

"Punishment or murder? I believe the latter is likelier."

He looks around for clues as to what happened. Markings, weapons, etc.

Awareness 58: 1d100 ⇒ 28


Male Human Level 3 Investigator

Waiting on a result for Tunt

It is painfully clear you will have to go down this corridor with it's macabre rotting decorations or take a diversion that will add on fifteen minutes to your travel time.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

In a level tone, Mordecai speaks up.

"We should press on through here. This may be an attempt at intimidation."


Fate 3/4 Human Wounds 13/13 Fatigue 1

willpower 39: 1d100 ⇒ 56

Fate point

willpower 39: 1d100 ⇒ 46

better but no dice


Male Human Level 3 Investigator

Tunt takes a penalty while in the vicinity... but that wont be a problem. Rules are slightly different in this version.

As ye move through the corridors you hear a rhytmic beeping noise from one of the consoles. Ye hear it in the distance and continue to hear it repeating as you advance.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai will approach the console quietly and if not interrupted will examine it.

Stealth 35: 1d100 ⇒ 4

[dice=Trade (technomat) 42]1d100


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Trade (technomat) 42: 1d100 ⇒ 79


Male Human Level 3 Investigator

Mordecai isn't sure of its meaning but he suspects it is some kind of code or signal left on repeat.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai looks up from the console to his cellmates.

"I am unsure of the exact meaning but I believe the machine spirit has been instructed to repeat a signal."


Fate 3/4 Human Wounds 13/13 Fatigue 1

"A distress signal maybe? Could it have been how the ship was found originally?"


Male Human Level 3 Investigator

Mordecai can definitely tell this would purely be an internal signal, it could not be detected from outside the ship.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

With this idea in mind, Mordecai tries to understand the message anew.

Trade (technomat) 42: 1d100 ⇒ 88


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"This is most certainly an internal signal. It could not have been detected outside the vessel. This is something else but I cannot ascertain what. I suggest that we continue moving."


Male Human Level 3 Investigator

Unfortunately it's meaning eludes him but is definitely automated. Given a little time perhaps he could send a message back, though the code makes no sense to him he could make it clear to whoever is sending it that it has been noticed.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Giving away our presence seems a bad idea to Mordecai and isn't one I believe that he'd bring up. But duly noted!


Fate 3/4 Human Wounds 13/13 Fatigue 1

"Lets press on, the longer we stay put the more likely we are to be ambushed by whatever did that to those men."


Male Human Level 3 Investigator

As you approach the bridge you cam see its doorway closed fast.

-20 Security check to open


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai will attempt the lock.

Security 2: 1d100 ⇒ 57


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

Bas will check if the door is trapped and then move up with the lascutter to open the door.

Awareness to check for traps (perception 38): 1d100 ⇒ 33


Male Human Level 3 Investigator

There are no discernable traps, getting through with the lascutter will take some time.

-20 Awareness check:

The air is getting quite stale in this area


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Awareness 38 (Per 38 +20 auspex -20 diff): 1d100 ⇒ 96

Seeing else nothing of interest at this time, Mordecai stands watch for stealthy enemies.

Nothing to see here.


Fate 3/4 Human Wounds 13/13 Fatigue 1

awareness: 1d100 ⇒ 84 under 16 re roll if its an ambush


Male Human Level 3 Investigator

Ye are making slow but steady progress through the blast doors into the bridge, you'll get your way in their inevitably.

Toughness test +10 or...:

Take a point of fatigue


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Toughness 46+10: 1d100 ⇒ 45

Mordecai maintains his watch. He thinks back to patrols through claustrophobic tunnels in the mines under Nightfall.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Toughness 40+10: 1d100 ⇒ 13


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

Toughness +10, under 50: 1d100 ⇒ 27

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