söndag 11 augusti 2013

The Hills Have Eyes

Missed a couple of sessions again, been busy with work and other things during the time so I apologize so let me recap the session I missed and the others up until last friday. The group escaped the thieves den, all except the tech-priest that was taken hostage by... mutants I guess? He was at least taken to the mutant stronghold. The rest of the group fought a demon and escaped in a truck that was blown up forcing them to take cover to keep attacking mutants away while the psycher was out cold. The following sessions when I returned was us getting back to the encampment, which we did after being pushed of the road by suicidal thieves. We restocked our supplies and after some information gathering come to the conclusion our next goal was the red redemptionist stronghold and then onward to the mutant cathedral through a secret tunnel. 

We steal some transportation with me driving and it goes as you can expect, we get ambushed by a truck of suicidal thieves who pushes us of road. Both vehicles destroyed we execute the survivors and coincidental we are right outside the red redemptionist HQ. We enter and do some small business, I found the general location of the secret tunnel in a mining cave leading into the cathedral. The cleric gets the redemptionist to support us with an all out attack on the cathedral for some good words with the inquisition while the psycher dispatches another of the worms. Oh and the scum was tortured by me as he had to guard me while in the library since we all know that is the most dangerous place in any setting. While this goes on our tech-priest tries to escape, but fails as he walks into the sleeping quarters of the mutants who pretty much kills him. Yeah, and the sniper who believed no one could die in this game.

We set out the next day and are guided by a librarian through a passageway system for pilgrims that wanted to visit the cathedral. I notice a gathering of people in front of us and sure enough, mutants that have captured imperial guards. After some planning we attack, killing everyone, unfortunately leaving one killed and the other mortally wounded only able to utter that we need to rescue the communication tower that jams all communication between us. Taking this short detour (we have time limit before the attack but it was something like 18 hours). We head of and arrives at the tower, were we decide to scout out the area before entering. I use my auspecs and see life sign in it... and it is now the session turn from awesome to fail. The psycher decide to use his power to scout it out. He rolls a NINE! Even more fun, it is the screaming banshee one destroying all glass and alarming everyone in a radius of a kilometer that we are here. It's worse, my glasses, my auspecs, the psychers binoculars, his first aid kit and all our gas masks are destroyed. Almost all of our equipment... and it gets worse, me and the scum are paralyzed for six turn. Standing up while the doors to the tower opens and the mutants attack. The psycher pushes the scum to the ground while the cleric fails to do the same to me. After the battle the cleric and scum enters the tower and comes upon a tech-priest that takes forth a grenade and threatens to destroy the tower. Meanwhile I finally recovers. The cleric distracts the priest while the scum shouts the arm clean of. I enter with the psycher and start working on the computer since I'm the only one with tech use. "Roll for successes" the DM says, I manage three in three rolls, each roll being one hour spent there. And then roll after roll after roll. I don't know how many hours I spent there, but my final roll is 01. The best roll you can have... being 6 successes in one roll. I knew it would come to that. We now have 4 hours left. Meanwhile the scum and psycher checked the tower more in depth and found another worm which the scum had to face alone in the dark. It ended with him being cover in small tick like creatures biting him as he run out and rolled on the ground crushing them and get covered in blood. We then hurried away... after I was able to get a monitor that I could fix the auspecs with.

Next session the psycher was away so everyone took a deep sigh of relief that we wouldn't be killed by our own teammates. Needing to hurry up we headed for the cathedral, but as the communication was on we got a distress signal from a nearby imperial convoy under attack. A bit of a detour so we headed over there and I was awesome killing two of the mutant attackers with my shotgun from above high and then had to change weapon to my revolver. The scum was almost killed by a auto-burst from the mutants when he jumped at them with his hammer. After the battle we got a truck and headed toward the cathedral. While on our way to the mining entrance the scum who was the driver lost control of the truck and crushed the back of it. We were already there so no problem so we entered the caves. Abandoned for 70 years most we found was skeletons and old machines. Pressed for time we searched for a map or any clue about where the secret passage could be and we ventured deeper into the mine until we found the living quarters for the workers. We decided to raid the supply store finding only a small glow lamp and a room with two dead bodies, one on the floor and the other in the ventilation shaft. We pull it out reveling a destroyed face and a lost arm. The cleric jumps in and see to her horror how the arm is dragged away, she gets out and faints. The scum makes a small trap with shoestrings and a grenade.

Last friday session. Everyone is gathered and we head into the back. A door block our path and the scum and psycher tries to get on the roof above the door while the cleric check some rubble while I scan for life signs, don't find any and just open the door. Of course it isn't locked, but can only open a small part due to being blocked, the ribbins walk in and open for us, meanwhile they hear sounds and sees shadows everywhere. We get in and look around finding a dead body and papers indicating the location of the living quarters. We go one floor up, but while on the stairs we here something metallic rolling and falling toward us. The scum acts instantly and jumps over the ledge to take cover. Out a smoke grenade comes and the psycher kicks it making it fall right in front of the scum. We head up and hear a door close. We comes up the stairs and only one door is closed, preparing to enter the door opens and a grenade comes out. Here I loose my nerve and panics and runs down the stairs. The psychic follows to stop me. The grenade is a dud, but doors open and close randomly, shadows on the walls. The scum in one instance is locked in a room with the cleric in the hall. Meanwhile the psycher catches me and calm me down. While heading back he tries another psychic power to hide himself... and rolls a NINE! Blood rains from the sealing and this is to much for me so I'm paralyzed with fear. The psycher walks up the stairs scaring the cleric as the scum breaks down the door. They regroup and enter the original door finding a dead corpse and some notes. Meanwhile I hear footsteps behind me in the blood, I spin around and see something invisible walking toward me so I fire a shot. The others comes running down. and we leave the place and head for the living quarters. During the walk the cleric seems to see her mother at the top. We enter the second floor and into a door, the scum taking the lead. He sees the person he put in jail and faints as he turns into a demon and attacked him, destroying the glow lamp. Meanwhile the auspecs show no life signs except us (THERE ARE FOUR LIGHTS!) and some rodent we burnet into crisps with a flamer. We go up with me in the front and find a door we opens with some keycards we found on the dead bodies. Inside is another dead person and a desk, while I go through the desk something grabs the cleric from behind and begin pulling her over the reeling, struggling for help (not shouting for some reason) the scum tries to pull her in and the psycher tries to shed light upon the thing grabbing the cleric, but there is nothing there. The scum pulls hard enough and falls backwards with the cleric on top who gets paralyzed and now can't move. After getting up we find a key on the corpse and a safe that contains maps over the mine. There I finally have a location to head for that coincide with some casualty reports I found earlier about a certain mysterious death. A gigantic explosion is heard and we see the house with supplies explode and a gigantic roar from the tunnel we are headed for. I guess the trap went of.

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