Dark Heresy - Haarlock's Legacy (Inactive)

Game Master Nethru

Online to PbP game in session.


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Yeah Merc 5 is dead...

To speed things up here as it's not looking good for the Mercs!

You finish the last one off rather easily. If you attempt to take him prisoner he kills himself with a capsule so you can't question him.


Graki makes short work of merc 5 making a human pin cushion out of him.... checking out the scene making sure all the hostiles have been dealt with he carves a symbol of respect into the forehead of the fallen merc 5. out of all the mercs he was able to withstand the toxins and operate with amazing efficency.

"May you rest silently in the shadows"

Graki spits on merc 2

1d100 ⇒ 76 vs 40 search
searching for clues as to who they were or what they wanted

finding nothing he stalks off


Do these Mercs loo similar in dress to the ones which kidnapped the late Haarlock descendent which Auraxis accidentally killed?

"Let's keep moving. The time for stealth has passed with that firefight, best to simply get out of the elements and focus on our goal".


Sister Revanche gathers the Guardsmen.

"Gather their weapons and ammo. We will need them."

After that's done, she continues the march towards the ice station.

Scarab Sages

Anything particular about their armour?


I meant look above...


They all had Autoguns and Mono Swords. One had an RPG but the ammo is expended.

Make Forbidden Lore Cults if you have it to find symbols and figure out who they belong to.


(Any chance one of them have a shock maul)


Forbidden Lore 1d100 ⇒ 46 vs 30

Scarab Sages

don't have it


I don't have forbidden lore either just want to see if any symbols match the other mercs. If not then I won't sweat it.


You do not recognize anything on these guys.

The Ice Station just lies ahead of you past where you were ambushed. As you make your way to the entrance you see a black-hulled armoured lander a little larger than the gun cutter you came down on.

You also see multiple groups of tracks leading into the compound as well as a body lying not far from the entrance. He looks similar armor as to the men you encountered already.


graki rushes towards the entrance stopping to analyze the tracks
(Trying to see if these tracks are fresh to determine the distance the targets may be from us. Since we heard no fire or form of a struggle before we got here)
1d100 ⇒ 75 vs 45

not being able to reasonably diagnose the situation graki will move forward into the structure in pursuit of party before him


(To make sure I understand this, there's still no sign of our scout force?)


Correct no sigh of them. There is signs of multiple struggles outside of the compound.

Do you guys want to just enter the compound or check out the lander?


Auraxis turns to Revanche. "Do you want to leave a detail behind to secure the lander? We have no other way off of this planet".


"A wise course. Though I am loathe to divide our strength even further, I see little other option."

Sister Revanche moves quickly to the lander, checking it over for any clues.

"Sergeant, secure our entry. Nobody in or out but us. Rha-Zif I3P27, are your sensors detecting anything of note?"


The lander is powered down and sealed tight. If you wish to open it will require either a security -10 or tech-use -20 check to open.

Scarab Sages

Tech-Use Test 1d100 ⇒ 54 vs 51

fate point

1d100 ⇒ 73 vs 51

sigh


As Rha attempts to unlock the transport you see electricity surge into his body.

Electrical Shock: 2d10 ⇒ (4, 7) = 11
Believe your armor/tb soaks it

Rha does not look to happy as his internal circuitry was nearly fried.


Sister Revanche slowly shakes her head.

"Slow is steady. Steady is fast."

She turns and regards Auraxis.

"We'd better get inside. They key is there, and perhaps we can persuade them to hand it over. Besides, we don't want Graki to have all of the fun now, do we?"

She takes her inferno pistol into her off-hand, and walks to the entrance to the ice station.


are there any footprints to follow. The men did walk through snow and/or ice. So I am thi king they would leave footprints to follow.


Auraxis shrugs and heads into the complex. "I was not expecting to get off this rock alive anyway", he mutters.


Sister Revanche moves closer to Auraxis as they approach the station proper. She attempts to speak to him in a voice soft enough for the troopers not to hear.

"Brother, I have to ask you to stop uttering such things within earshot of the others. They need to believe the Emperor will protect them. We are their example. If we don't believe it, neither will they. Morale will falter, and we will fail before we've even begun. It is one thing to walk into battle with the acceptance of death. It is quite another to walk into battle with the expectation of death. That mindset opens us to the whims of Chaos, the very forces that we oppose."


Auraxis ponders Revanche's comments. "My apologies Sister. My Humors of late have tended toward Melancholic. I shall strive to keep my mouth shut on such matters".

Auraxis clasps her shoulder, "Your presence here shows that the God Emperor is with us, I needed hope in this bleak place".

Auraxis nods to her again and heads inside, renewed in spirit.

Scarab Sages

The Tech-Warrior rose slowly from his knee, blurting a brief curse in scrapcode that came as nothing more than a grinding of gears from his vox-link. He paced towards his comardes, still yet towering over them like a statue clothed in crimson.

"Hope is insubstantial, a placebo effect that produces minimal effect within fragile unmodified vessels. Your 'hope' will bring you nothing."

He interjected between the two, moving past soon after towards the only entrance available.


"Keep that to yourself, as well, machine. I find your lack of faith disturbing enough. Do not poison the minds of these brave warriors with it, as well."


1d100 ⇒ 41 vs 54 shadowing
[I] Graki Moves into the building trying

1d100 ⇒ 64 vs 84 slient move with stummer
Graki will rush at full speed as his foot steps are drowned out but electronic sound waves canceling noise in his area. If there are prints to follow or any other clues of prior party that has entersd the building. Graki follows....

"..."

Building Interior:

[Ooc] Can you please describe the building interior in greater detail?
are there long hallways, zigzagging passageways, or corridors full of pipes, is it well lit, dim or dark. Does it look ljke the machanicum of mars or a factory... you get my drift. Thanks


Your team enters the complex area following tracks as best you can leads you to entrance of landing complex building. You only hear the creaking of the building as the strong winds blow against it from outside.

Gaining entry to the landing complex building is a simple task of activating the manual winch control on the outer lock door. Within i a looted and ramshackle mess of damaged corridors and burnt out chambers, lit by weak flickering lumen globes. The air, while still cold, is warmer than the outside and there is sluggish movement through the ventilation system.

At the end of the corridor facing the entry doorway, behind an improvised barricade, is a new and recently cleaned compact auto-carbine lying on its side as if abandoned. Beside it, a half-burned and still smouldering Lho stick rests propped on a ledge. There is no sign whatsoever of the smoker in the building, nor of any other life whatsoever.

You may attempt a search check at -10. If you have forbidden lore inquisition you may roll that as well.


Search 1d100 ⇒ 14


Search check 1d100 ⇒ 35 vs 25


1d100 ⇒ 57 vs 40


Auraxis looking around you see the disturbing evidence of half-finished meals, rumpled bedding, abandoned equipment, half-finished repair work and other signs that someone has tried to make this complex some sort of living area or base on different occasions. All have seemingly vanished in the midst of what ever they were doing, as if snatched into thin air.


I relay that fact to Revanche, Graki and Rha.

"The mystery of this place deepens. Best we move forward carefully and assume that these men could reappear at any moment. This place is obviously warped by the forces of Chaos and we must be vigilant".

Auraxis will hold in place for the time being allowing Revanche to place the Janissaries in the positions she feels are most effective.


Graki will rummage through the belongings trying to get a scent of who he is tracking. Eager to resume his hunt Graki looks for an alternative path to take and in a hurry. His prey is eluding him with every second he watse there and his swords thrist for more blood.

"...grrrrr......"

Graki stands still by a dark corner dips back into the shadows ready to hunt waiting for direction.


Sister Revanche looks around the area briefly, and shakes her head.

"No point in trying the same strategy that others have obviously tried and failed. I think splitting our forces at this point would be throwing lives away. I say we stick together and move deeper into the complex. If history is any guide, our adversary will be at the core."


Auraxis nods at the Sister, "Before we move on, Rha, do you see the key which could open the lock on the ship here anywhere? Perhaps we are missing it with our naked human eyes".


Will move on

You make your way through the barely lit labyrinth and everyone except for Graki gets feels uneasy while traveling through this place as if being watched but every-time you look there is nothing there.

You find yourself before another chamber door. The door to this chamber opens with a squeal of rusted metal that seems shockingly loud in the silence. It is a broad octagonal chamber perhaps ten metres in diameter. Empty packing cases and scattered machine parts litter the floor and all is frosted with ice. There are signs that power and heat were restored at some point after the Ice Station was abandoned. The darkness seems thick, almost solid. There are barricades against the opposite door; a crude conglomeration of crates and wreckage and just beside it, propped up in a seated position, is a body. The corpse looks relatively fresh, or at least well preserved by the cold. The sunken flesh of the face is yellowed like wax, and beneath the thick layer of frost is a poor quality void suit. There is a frozen, crystallised gash of red on the bare right forearm propped up on the barricade, and the glittering of blood that turned into a crimson icicle as it flowed.

There is writing on the wall above the body, a smeared, dark stain that can only be blood as well. It reads, “Make it Go Away, Crawling, Crawling in my Head.”

Further investigation reveals eight more bodies around the room; all have the backs of their heads blown out and in some cases the muzzle of their gun is still between their frozen jaws.

Please make willpower tests


(Do any resistances apply?)

1d100 ⇒ 77

(Will spend a fate point if necessary.)


Willpower 1d100 ⇒ 69 (I believe I have Resistance to Psychic Powers)

Was Rha able to find a key to the ship outside? Do the uniforms these bodies are wearing match with the ones the Mercs outside were wearing?

I may burn a Fate Point as well here if necessary...


If you fail your willpower test you hear the sound of dripping even though everything in the chamber is quite frozen...

Graki you hear nothing you stinking untouchable.

A split second later the Janissary sergeant turns his gun on his last remaining man and blows his brains out and then turns toward you all howling uncontrollably!

I'll let you all take action before he gets chance to attack you all.


Wait, when did the Janissaries all die? I thought we had like 6 left. Eh alright I will hold onto the fate point...

I would prefer to disarm rather than kill the Sarge. Is that a Weapon Skill test?


half died in the crash and a few more died from the RPG opening attack.

Scarab Sages

Willpower check 1d100 ⇒ 33 vs 50.

If Auraxis fails to grapple him, Rha will simply attack and eliminate the obviously broken sergeant.


Grapple is weapon skill test. Opponent gets agility test to dodge it if they have a reaction left.


Auraxis tries to grapple the Sarge.

Weapon Skill 1d100 ⇒ 56


Auraxis fails in his attempt to grapple the mad man!

Anyone else want to try something before initiative?

Scarab Sages

Standard attack

1d100 ⇒ 67

Scarab Sages

assuming that's a fail, I'll use one of my helot augmentations

1d100 ⇒ 43 vs 45

Damage Tearing 1d10 ⇒ 41d10 ⇒ 21d10 ⇒ 9

[4+9] +11 = 24 damage pen 4


The breacher only does 1d10+5+str damage. Those helot augmentation just gives you +10 to str/tough and allows you to have extra limib with breacher but still limited to only one attack with augments. So it's 9+11 still a ton of damage.

Sarg Dodge: 1d100 ⇒ 62

The giant drill attached to one of Rha's mechanical appendages drills right into the Sarg's armor and shreds him like butter splattering blood everywhere...

He is very dead

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