Hello
As per the AGM last night, I'll be running a game of Dark Heresy next tuesday. This thread is for people to register interest and sign up. The game will run from about half six to half nine, and I suggest we get the pizza in at about half way. Don't worry if you don't have the rules as we'll be using only the very basics to begin with and I'll bring some handy handouts.
I'm happy to run for about 4-5 people.
For the uninitiated, Dark Heresy is a role playing game. No toy soldiers are involved so it's just pen and paper and your imagination. You take on the role of a Inquisitional henchman and carry out a mission set by your Inquisitor. Normally, you would roll up characters, but I'll bring some pre-made ones to allow for quick play. The classes are all very 40k - tech-priest, assassin, guardsman, scum, psyker. If you have a desire to play a specific class, let me know now
Cheers
Tim
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Comments
Yep, count me in.
Would love to play any chance to play a guardsman??
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Oooo, me too me too! I have been sniffing around Dark Heresy for a couple of weeks now and would love to give it a go!
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Hell yeah im in big man!!!!!
Count me in...not fussy on class as long as I can shoot Oakley in the back at some stage I am fine.
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That's the five locked in then!
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Ow thanks who say's you wont play the tech and be really bad and shooting???
what dice do we need i have loads of roleplay dice
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d10
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think i have some
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Not if i shoot him first dodge!!!!
Watch yourself assassin boy dont start a fight your pistols cant finish
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Maybe the club should of generated a new post lastnight, "Club whipping boy".
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tru dat.
Number one rule of DH: All your characters are (initially) rubbish at doing things! If you've got to roll, you're probably going to fail! So the threats are amusing from my point of view... Mwahaha
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Just noticed the date on Tuesday (2nd) and will have to pull out. It's my bro's birthday and I suspect that I will be expected to be all nice and sociable :( Maybe next time...
Hope you can find a replacement for me!
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Thats fine. We can run with four just as easily if nobody else wants to step up!
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Spoke to Matt (GW Manager) last night and he is up for playing so we have the team of five :)
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The team will be
Rob, Oakley, Dodge, Craig and Matt then.
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Hate to say it, but I'm relying on oakley to bring the dice! Don't let me down!
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I can swing by Clifton Road and grab some if you need. How many you reckon we will need?
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Ah, awesome man, cheers! We'll need a few - about 12 (two per person and two for the gm), but we could get by with a minimum of 6.
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Oki doki, will grab some on my way in.
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awsome,great and awsome again dude tim!!!!!!!!! Well done and thanks for running the game buddy
thanks tim,
had great time would like to play again sometime
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Yes thanks Tim, was good fun. Enjoyed very much. Has a lot of similarity to WFRP from back in the day and you ran it very well. Poor Rob and his belly gribblies
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No worries guys! Was great fun.
Very quick recap for those who might have been curious as to what was going on:
Five strangers awake on an Imperial vessel. They have no idea how they have got there, but remember meeting a mysterious stranger prior to their collective blackouts. They are then greeted by a stunted wheezing man who claims to be in the pay of a great Inquisitor who has personally selected them for a mission of great importance! They are to travel to a nearby mining planet that has rebels. He explains that the Guard have been sent in but there have been unforeseen problems and the might of the Inquisition is needed. Sadly, the might is busy, so the players are selected to prove their worth to their new master or die trying. The group consists of a deadly courtesan, a meat-head feralworld guardsman, a manic and crazy looking priest, a man accused of crimes he may well have committed and a pencil-pusher from sector 7-g. Together, they form the I-team!
The newly bonded acolytes soon make planetfall at the Imperial outpost. Here they are initially greeted as heroes, until a passing Sgt. recognises them for the fodder they are. The players seek out the Commissar, who it is revealed has had no problem putting down the uprising, that is until the miners retreated in to one Mine complex (known locally as the Shutters). En-route to meeting the Commissar, the courtesan gets down to some sneaking and scouting and finds a guardsman driven quite insane. It appears all is not well here! The guardsman wallows in his own filth and spouts gibberish about eyes.
The Commissar, ever happy to drive fodder to its doom, briefs the men. They are to enter the mines and achieve what two hundred guard could not - find the source of corruption and best the unspeakable horrors that lurk within. They are quickly equipped by the Quartermaster with a map and some weapons and seize an opportunity to speak to some POWs on their way to the mine. One POW is quickly executed by the guard for spitting in the pencil-pushers face, but the rest seem cowed and beaten and claim to be good emperor fearing men.
The players then encounter Private Jones, a somewhat inept guardsman who is still under the impression that the acolytes are the Inquisitors finest. This impression is not changed when the pencil-pusher cons Jones into following them in to the mines by lying and saying he can promise a desk job for his efforts.
The players (and Jones) finally enter the mines, passing through the great seal of the entrance. They soon find themselves in a dark passage that leads ever downwards, passing through a large hall marked with strange burn marks in the floor. Their dataslate map soons fails. Passing through treacherous ground and a cliffhanger-esque climb, the players reach their initial target; the part of the Mines known as the shatters.
The players are now near their goal, but as they enter the shatters the strange sites escalate, with a sea of body parts and blood greeting them. There seems to be a large number of eyes amongst the slaughter, all staring at the acolytes, as if they were expected...
Pressing on deeper in to the horrow, the players encounter their first hostile: a mutant that wears the tatters of a guardsmans uniform. After a brief but brutal fight, the players are triumphant! The courtesan disembowels the horror as the priest yells that they are "ALL DOOMED!"... The players investigate the beasts layer and find a pit of decapitated heads, again all seem to be watching the players with lifeless eyes.
Soon after the players are jumped by a further four mutants. They gain the surpise and the acolytes are forced in to a battle for their lives. They triumph but this time take a number of wounds. Further exploration reveals a room full of promethean fuel - enough to explode the entire complex. When the players are jumped by a long armed horror, they are unable to fire. A brutal fight to the death in melee soon ensues. The courtesan is knocked unconcious before the priest steps up and slays the beast with a hammer blow. Private Jones, by now ashen faced by the horror he has witness patches up the courtesan using his field-medic skills and an uplifting verse from the primer the meat-head guardsman carries (well, he points at the pictures and the priest reads it for him).
The players move deeper in to the Shatters now following a pink glow from ahead. Emerging in to a cavern, they are basked in the light from a large crystal monolith. It has an angry pulsating aura to it and three of the party suffer its ill effects: The courtesan's skin turns bright pink and the priest spouts green tentacles from his chest. Jones' mind finally flips at this and as he screams, he is torn apart from a sickly green daemon emerging from within; a Plaguebearer of Nurgle!
The plaguebearer moves straight for the corrupted priest as the rest of the party move to combat him. As he places his plagued hand upon the priest, the priest seems unable to act. The whole party shudders as they hear heavy footsteps in the distance, and a deep chuckle seems to ring out across the room. Something very evil seems close by!
The party soon seize the initiative though. Soon after attempts to wound the plaguebearer seem impossible (though the wounds they do manage seem to leave smoke billowing out), the courtesan crawls towards the crystal monolith enough to launch a grenade at it. Along with the former criminal, they manage smash it asunder and as it cascades down, the plaguebearer is torn from existance. At this moment, many things happen: The priest is sucked towards the void the plaguebearer seems to leave in reality. As he slips from existence, he throws a vial of his blessed water at the pink skinned courtesan. She explodes into flames as she is cleansed by the emperor. Seeing the horror of this site, the meathead and pen-pusher leg it back to the surface, leaving only the former criminal standing. He eventually finds them whimpering at the cliffface they must now climb the surface.
After hours that feel like days, the three surviving acolytes are greeted back at the seal by the Comissar, who escorts them to their waiting lander. The lander door drops and from the smoke and steam emerges the same shadowy figure that they met prior to boarding the ship. In a deep voice he tells them that he is happy with their work and that they will go on to serve the Inquistion well with their lives, or failing that with their deaths...
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That is great tim, Jones will always be the sixth member of the I team......... are we going to do this again??
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Yes, sure we will soon. We'll get some characters rolled up and have a go at the adventure in the rulebook.
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That all sounds excellent fun, and I am truly gutted that I had to pull out! Definatley interested if it will be run again :D
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