Sunday, October 20, 2019

[DH2E] Astartes Chapter World Acolytes Homeworld

Astartes Chapter World Acolytes

Home World
Chapter World Rules
A Chapter World Character applies the following benefits during character creation
Characteristic Modifiers
+Willpower +Str -Fel
Fate Threshold
3 (Emperor's Blessing 7+)
Home World Bonus
Stock of Demigods: A Chapter World character starts with the Iron Jaw and Iron Resolve talents
Home World Aptitude
Willpower
Wounds
9+1d5
Recommended Backgrounds
Administratum, Imperial Navy, Rogue Trader, Outcast

Also possibly known as the initiate dropout or chapter serf acolytes. These are the acolytes that lived upon chapter worlds in the conditions that Astartes prefer or attempted to become Astartes but could not cut it yet survived the initiation process to either live on or become chapter serfs. Those that survive Space Marine trials but still fail are those that have fallen short of becoming demigods by most accounts of the populace of their worlds. Those are individuals of strength that inquisitors can use.

Note: Tried to do an alternate start version using the different homeworlds like the different types of beastmen, but it didn't quite line up or would have overlapped with many other homeworlds. 

Monday, October 14, 2019

[Adventure] Vigilante: Who Shot Ya (Part 1)

Who Shot Ya
A Dark Heresy 2E: Vigilante Adventure
Part 1

 Intro
       Sestra is a civilized world in the Imperium man like many others in that it has the same problems as many others. Unfortunately, these problems are landing at the feet of unsuspecting Imperial citizens that will have to use their fists, tools, and whatever they can find to survive the underworld coming at them from a misunderstanding. These citizens will become vigilantes out of necessity or profit. Who Shot Ya is a combat-and-investigation-based Dark heresy adventure beginning with the players getting caught in a sudden slum house gunfight to having to blast down gangers, heretics, and worse to protect themselves and those they care about. 

Outline
       The vigilantes, even before they became vigilantes,  are generally normal citizenry, criminals, and outcast types that begin their ordeal at the slub hab owned by one Vic Romm. Mr. Romm is a loan shark and a minor player in the Underworld scene that is connected to greater powers around Sestra. Being caught up in a gunfight caused by a cocksure veteran ganger hunter, they will be blamed for Mr. Romm's death and have to band together against those searching for them to silence them. In this, they will choose new personas and costumes of a sort to keep their personal war personal from their daily lives. They will start from the beginning with little more than nothing and begin up the chain of the pyramid to find the kingpin threatening to make their lives hell. Along the way, they may find things more complicated than they realize and will rise from normal folks in an extreme situation to hardened masked vigilantes.

Index
(Part 1)
1 - In League

  • Black Rook
  • The Hangout
    • Hangout Events
      • The Visitors
      • Malek the Vandal
      • Beat Detectives
      • The Convulsers
        • Interrogating the House of Pain
      • The Aftermath
2 - Become the Mask

  • We Are the Swarm
  • Two Half Hearts
    • A Little Bit of the Ultraviolence
    • The Package
    • Hugo Bernlocher: CI?
    • Reaching Out
  • The Drop
    • The No-Show
    • The Courier
    • The Proxy in the Autoshop
  • Continued Paths
    • The Exterminators (Killer Bees path)
    • The Fun Police (Domino Pact path)
Cont. in (Part 2)

1 - Romm's Hab
     The characters have taken a trip to one of the worst places in Sestra Primus. No one wants to be in Jaq's Crook who isn't a crook, outcast, or an unfortunate tied to the place because of the Stralzi manufactorum. The characters know they have to go to hab 311 on the westside of the place. They roll up to a four-story slum, each individually and each with their own goals in mind. Their paths will cross and combine here in a most unfortunate way.
    On the top floor lies Mr. Vic Romm. Mr. Romm is a minor figure in the local community known for his loan services. His prominence lies more in the underworld as a bit player with connections to higher powers. This makes him interesting to one black-garbed and armored individual.
     The figure watches from a hab across the street, a lit lho stick in his hand and a hot-shot lasgun leaning on his knee. He is dressed to the nines in rare carapace armour, stylish black lamellar, and feather-lined coat. He looks somewhere between a plague doctor and a carrion bird proper.
     The acolytes will be met by surly gangers. One way or another either by choice, force, or chance they will be inside. Gunfire will start outside and the gangers will either mistakenly or clearly blame the Imperials and start to attack them. The fight outside will force them to move up the habs to confront Mr. Romm himself with Romm's thugs surrounding the hab attempting to make sense of the surprise attack and retaliate. Up the hab lies around 3-4 thugs on each floor with a majority of them using improvised weapons and the odd one out using a revolver. (GM note: Either use 1E's recidivist stats or 2E's thug stats with a -5 for all of the thug's characteristics. Lets be fair here with their skills and equipment, they will not get much fairness in this campaign).
     They will find Mr. Romm on the fourth floor with a smoking crater in his head. This is when the Black Rook, the shooter who has now finished his gunfight and by this time killed twenty thugs, will stroll up behind the characters and either by chance or by force be in the same room as the dead body. A holo-projector, an expensive device for a location like Jaq's Crook, will activate. The outline of a man in shadow will be seen. He has very few discernible figures with his face cloaked by darkness. The character can tell he has a very gaunt face with extremely sharp bone structure, a skinny frame, short well-kept hair, and hints of a high-class suit. Gaunt Face, as Black Rook calls him, will see the dead Mr. Romm in the room and realize his negotiations and a key part of his overall plan has been set back by the Black Rook and the characters. He will tell them in a strained and exasperated slightly high-pitched voice that he knows all their faces now and they will be found. The holo-projector will shut off. (That holo-projector could possibly get them around 300 thrones if sold to the right place with more or less depending on Commerce tests).

Black Rook
    The Black Rook will look at this and laugh at their predicament while searching through Mr. Romm's jacket. He is looking for a paper with a set of unnamed addresses on them. After that, he searches through Romm's safe in a room over. It has no gelt but some files that are of use to him. It will take some convincing to for the characters to know what's in them. If they do succeed their social checks versus his willpower, he'll let them know that the files list a series of account numbers at Aetherius Protections and Bonds. That's all he'll give.
    Either out of pity, humor, or boredom the Black Rook will invite them to come with him to explain their new perilous position and what they should do. He drives them in his van autocarriage to a nightclub that's near peakside (or a more affluent neighborhood with the meaning of the slang). He will undress to a t-shirt, jeans, and boots. He is a man in his thirties with a well-kept goatee and short brown hair. He's got an athletic build. He sits them down near some couches in the corner of the main floor of the nightclub and with the thumping music he explains that the man will eventually find them as he did him. Unlike the Black Rook who is very cocksure and a prolific killer of would-be assassins, they do not have a chance alone. Nor do they have a chance of running away. His advice, which he's giving because they would be very convenient distractions to the people Gaunt Face is connected to, is to crew up, suit up, gear up, and cause a bigger distraction than the one they did today so they don't themselves and the people they care about disappeared. Work up the chain and maybe they'll find Gaunt Face whom the Black Rook has been searching for.
     If they ask him why he does this stuff, it's because it makes him money, he's good at it, and it's fun. The gear and costume are literally him ripping off some sob story he heard of where apparently in some backend no-name sector some psycho started blowing up clinics wearing a black cloak and bird helmet. This story got passed around by the descendants that left the planet it happened on and part of it was that it was apparently out of revenge for his dead kids or something. He doesn't really care about all that and the guy sounded like some sad depressive loser. He dug the style though and made his own modifications. (This is your confirmation that this adventure happens about a hundred years after the events in the Malice campaign. With the Inquisition's resources, Rosco Tyruss/Oz Swein may still be out there. Who knows?)
      He does not really give a shit about them. To the point that he'll just straight up leave the club after giving the advice. They're convenient and they made his job slightly easier. Now they are alone, and they have to decide what to do. What they do have is the paper with written addresses on it that the Black Rook purposefully left behind.

*The Hangout and the Hideout*
(Important and to be used continuously throughout the campaign)
This section may change from group to group. The reason being that in designing this adventure for the party I GM for, one of the players opted to play a felinid. I understand if some GMs and parties wouldn't prefer that, but the place I made for them to meet up at was based on that character choice.

 The Hangout
The vigilantes can meet up at the Lost Bepir. The Lost Bepir is a cozy small bar and inn found near the eastern edge of Jaq's Crook. It contains around four beds to rent in small private rooms in its second story and a small bar and dining area on its first floor. Behind the bar is a kitchen where proper pub food is made along with a storage area for the various amasecs and liquors served in the place. The interesting thing about the Lost Bepir is that it is staffed mostly by felinids. The place is owned by a pure-blood lower merchant type named Richart Reiter who mainly lets it run itself. It has three employees.
       The bartender, Sylvana Nuhren, a brown-eared felinid in her forties that has dealt with a lifetime of hard knocks and has a somewhat rough but calm disposition. She deeply cares about her fellow employees and tries to be polite with customers but there's this sense of her holding back her feelings or putting up a front unless she feels like she can drop her guard with someone else.
      The waitress, Valya Muhl, a black-eared felinid in her late-twenties with a friendly chipper disposition. She does her best to put a smile on in her work and she is not afraid to tease or sass the customers. Unlike Sylvana who has taken setbacks in stride, however, Valya hides this inner build up of exhaustion behind her smile. She is intelligent and has an interest in architecture, history, and cartography. Not really having resources to attend a good school, she is mostly self-taught from studying at the librariums around Primus. She has wanderlust and wants to leave Primus to follow her dream of publishing self-made maps of the unknown regions of Absolutia, a continent due to how dangerous and complex it has not been totally mapped out even with satellite imagery. She does have to get past the Sestra cartography guild that does not allow work by non-pure humans, however.
      Then there is Jack Reik, a retired pit figher in his fifties who mainly snoozes in the corner on his favorite stool. He works as the bouncer for the place and kicks out those making trouble. He speaks in a rough deep voice and has a zero-tolerance policy against cat puns in the establishment. He serves as protection where the others can't as the enforcers tolerate his use of violence against unruly customers more than the abhumans. The Lost Bepir employees won't give up the information willingly, but he is also essentially Sylvana's unofficial foster father. He met her when he was nineteen and she was a young street urchin that seemed to have lost her parents for a reason she can't remember. Perhaps not one to make the best choices with his fraught income as an up-and-coming professional fighter, he took her in and raised her.
       There is also a fourth felinid that can be seen around the tavern, a dark grey-haired male named Simon Steiger. He is a somewhat naive person in his mid-twenties that often does contract work for Sylvana cleaning around the bar and the inn rooms. He can often be found sleeping on top of the beds he just cleaned at the end of his work once he's done with them. He has a somewhat flippant attitude to things and makes a living running from odd job to odd job around Sestra Primus. He has a deep somewhat nasally voice and has an odd fascination with the macabre. He likes stories about martyrs, horror, and has an appreciation for dark art. When he's not working he writes and has actually gotten a few paid pieces placed in local magazines under a pseudonym that hid his abhuman nature. He is a bonafide hipster and Bohemian-style artist that hangs out in a graveyard when he writes his stuff. Simon also a favorite recaf shop where his other artist friends gather.

Hangout Events
There are certain events that will occur in their hangout either to foreshadow future content, give them more information, or possibly open up assets to use in their war against Gaunt-Face. These should be spread out across sessions.

Recommended at Session 3 or 4
The Visitors
Two interesting faces will make their way to the Lost Bepir. Their names are Erika Weiss, an administratum investigator for keeping of the tithe and secretly the masked vigilante Miss No-Show, and Rayne McTaggart, a detective of sorts and secretly and newly minted inquisitor and psyker. Fleischer is here just to drink but she is suspicious of the way Rayne carries himself. Rayne is here in deep contemplation about how to find his inquest target, one Maemon of the Undivided Host. Both will keep extremely tight-lipped about their reasons. Rayne will ask if the vigilantes have ever heard of a man named Maemon, and will tell them he is a skinny brown-haired man with a silver tongue. He will add he is extremely dangerous and if they see him they should walk away. He will refuse to explain more than that. Fleischer really did just pop into the Lost Bepir for a drink and something to nurse her black eye she got an hour or so before while she was in her disguise. Fleischer is an official investigator but she also is privately investigating something called the "Network", which unbeknownst to the players is the conspiracy that their adversary Gaunt-Face founded and runs. Right now she is investigating houses Endal, Zuriner, Hilde, Krugen, Kursh, Freitaler, and Richtofen. There is a secret courier network between them they have been using to communicate to other members of the Network. She will not offer any of this information freely.

Recommended at Session 4 or 5
Malek the Vandal
      Near the beginning of hanging out at the hangout, the vigilantes and the employees all can roll a Challenging (+0) Awareness check to hear the sound of a paint can going off. If they fail, they will eventually move outside to find that a piece of graffiti art of the employees has been made on the wall of the Lost Bepir. If they succeed, then they will find that a youth of about 16 is using autocarriage spray paint cans and prints to create a piece of stylized cats and a dog based on the employees inside. The cats are all breeds that match the ears and tails of the felinids. The one based on Sylvana is sitting and looking forward diligently, the one based on Valya is in a pounce position, and the one based on Simon is sleeping. There is a large sleeping dog behind them all that looks somewhere between a bulldog and a pitbull. Underneath the cats are the words "Catscratch." Sylvana knows the vandal. His name is Malek Fife and he is the son of a Stralzi Manufactorum overseer, Tylo Fife. She will attempt to catch him and call his father to pick up his son who is skipping class in his last year of the primer educatory. She treats him like a scolding mother. Malek has no ill will towards the abhumans and did the piece as a joke. He has a rather flippant but positive personality and his hope is to bomb (paint) the Firmament Tower, a large building past the walls in Peaksangle that overlooks the city and rises to the mountain's height. He is a prolific vandal whose pieces are found across the city from the Crook to Steppeland to Downback. He has actually done pieces on the Black Rook, in the form of a rook carrying a pistol with the words "Black Rook Lives" underneath them, on magrail trains. He has a dark grey hoodie with paint drips on the arms and back. 

Malek can serve as an asset to the vigilantes. While not really one to roll in big circles, he has been around Sestra Primus a good number of times and may know some information the vigilantes can use in their fight against Gaunt-Face. He's not a violent sort but is known to cavort with the Killer Bees along with other groups around Primus.

One can combine this encounter with the Beat Detectives where these somewhat menacing detectives at the beginning stroll up to the unaware vandal and surround him. Then they put a hand on his shoulder and point out he has drips in three different places. They tussle his hair, tease him, and then continue inside.

Recommended at Session 4 or 5
Beat Detectives
       One day while at their hangout spot, two detectives from the SPED will walk in. Their names are Detective-Inspector Jakob Bartke and Detective Rudolf Kurst. They are partners and have a reputation as mavericks for walking into crime-ridden Jaq's Crook and often investigating cases or carrying out justice where other SPED members wouldn't bother. While not dirty cops they do share a predilection towards the brutal and blunt and are not afraid to draw weapons when confronted. They are here as a favor to one Letty Wahnn. Ludolf Viernau, Her ex has breached his parole recently and has been late the last few months with child support payments. Bartke takes lead on this and will confront Viernau with barely disguised contempt. He will offer Ludolf to talk to his parole officer to allow his tardiness to slide if he starts sending the checks in again and prevent him from being stuck back in a cell in Stargaze, the penal colony on Sestra's moon, Olion. Ludolf will sneer at this. Bartke and Kurst will proceed to work Ludolf over. They state that with Ludolf's job at the Stralzi manufactorum as a sitting machinist, he needs his hands. His legs and ribs are free game, however. Beating the deadbeat to a pulp, Bartke will repeat his conditions.

      The point of this encounter is to give the vigilantes possible new assets in the form of cooperating enforcers that could also possibly give them leads to new targets. Bartke and Kurst are fervent in their crusade against crime and they're not the only enforcers that actually care about what goes on in the Crook. Talking to them as strangers will have them reticent to reveal anything. Talking to them as confidants with knowledge of the vigilantes' personas can possibly lead them to a cooperative relationship with the vigilantes, promising to outright ignore them, or lead to two hostile enforcers on their tails. It all depends on how well the vigilantes can convince the enforcers they're a good thing to keep around.

Recommended at Session 5 or 6
The Convulsers
      Unknown groups have been kidnapping people and then leaving them to die horribly on the streets of Sestra Primus after seemingly giving these unlucky chosen some type of drug. Give this information to your players one way or another. I did it through their co-workers and bosses in their 9-5 jobs they have when they aren't vigilantes. This group turns out to be a group of brutal killers and assassins known as the House of Pain. Unfortunately, they have chosen the vigilantes' favorite hideout and the NPCs inside to test a serum made by a man named Rose-Glass on. Six of them will barge into the hangout with stummers on. Four of these are lighter armed assassins known as agonizers. Two are heavy thundering berzerkers known as butchers. They will attempt to brutalize the friendly NPCs and will attempt to stick one with a new version of Rose-Glass's serum. The vigilantes are to stop them before that happens. Killing these pain freaks that would brutalize and murder the friendly NPCs will come with rewards. They have decent equipment in the form of full modified Imperial Guard style flak armour under the ebon hoods and metal masks carried by the agonizers along with the two butchers carrying full plate armour. They also carry long tooth sabres, a 1d10 Pen 2 Balanced, Razor Sharp one-blade. Along with that the Agonizers carry hecuter pistols, the butchers carry great axes, and they all carry doses of one stimm and one frenzon inside respective inhalers each. They carry stummers and two of them will have keys to two idle autocarriages outside now.
      If the House of Pain are beaten off or killed, Jack will summon enough strength to implore you to protect his (adopted) daughter. He will then pass out. In my game, he was always going to survive. You may want to kill him off for added drama although Sylvana will be devastated. This will either convince to find a way to buy herself out of her contract under Reiter and either move to pre-wall Peaksangle where it would be safer or even out of Sestra Primus for good. If he survives, and if you want this up in the air have it be decided by a player's medicae test to stabilize him or the test of an ambulance they can pay extra for to get them into Jaq's Crook and have the EMTs save him. This event will also push Simon and Valya to make certain decisions realizing life is short. What those are is up to the GM. Simon in my game asked out one of the player characters (he's bi) and Valya began her long-term plan to get money to travel to Absolutia to map out the unknown parts of the continent.
      If one of the House of Pain members is actually captured, they did leave a trunk in one of the autocarriages they parked outside to leave them in along with a helpful excruciator kit to pry information from them. This will be a Difficult (-10) Interrogation test as the interrogated while having no hope of rescue, he views all the vigilantes as vermin. Here is the information you can receive per DoS.

1 DoS - This attack on the Lonely Bepir was planned in the late evening to lower the number of witnesses and to attack a group most people wouldn't care about (abhumans).
2 DoS - This attack had a primary motive in testing a serum out on one of the victims. This serum has been tested out many times before although it was usually the Domino Pact members that did it.
3 DoS - The serum is an experimental mixture of opiates, painkillers, and a secret ingredient that the House of Pain has that the Domino Pact doesn't. The secret ingredient is meant to maximize the effectivity of the other drugs to give a gigantic high not available by other sources that would approach OD levels.
4 DoS - The serum secret ingredient and this test were supposed to be a gift for Rose-Glass, the disgraced chymist and now sadistic experimenter who has been trying to create a perfect form of this serum for months. With the serum, whoever controls it will find themselves able to multiply the amount of narcotics they can sell by dozens of multitudes by using less ingredients. It hasn't worked because the versions Rose-Glass have been testing gets past the brain-blood barrier too easily and attacks the lobes. Rose-Glass and his patrons in the Domino Pact will be meeting the House of Pain's true masters at an ash-farm fifty kilometres outside Primus. The ash-farm is abandoned seasonally and is known as Camp Smoke.
5 DoS - The serum's secret ingredient is a gift by the House of Pain's patrons and true masters: The Drukhari.

This information above means that Simon would have gotten extremely high but also extremely addicted to the drug had he been stuck with the serum.
To move on from this point, go down to the Rose-Glass side mission.

Agonizer (Elite)



Butcher (Elite)





The point of this encounter is to solidify the vigilantes' motivation in this new war of theirs. This is their picnic in the park or burning-dog house moment.

Recommended at Session 6 or 7
The Beat Detectives and the Aftermath of the Convulsers
     Detectives Bartke and Kurst will be the first on the scene at the Lost Bepir about a day after the incident. They will discover (possibly headless) bodies of the House of Pain and arrange a coroner and a pick up for the bodies. They feel a bit guilty at not being able to help Sylvana as regulars to her bar when she needed it. However, they will also be curious at the shell casings left behind by whomever defended the employees of the Lost Bepir and possibly the looted corpses along with two missing autocarriages. There's no problem in their eyes for self-defense or defending others. It's that the damage on the bodies looks like it was done by professionals and a group like that worries them. That along with some other crime scenes including the looted Killer Bees smuggling ring, the shootout in Leiter Flat, and possibly the shootout in Steppeland at the Sanguine Angel. They will be suspicious of the vigilantes and other bar customers. If they ever find out who the vigilantes are, they will confront them but give them a chance to explain themselves and may not arrest them if they are persuasive enough. They, even with the power of enforcers in the Imperium, are constrained by rules and simple logistics in what they can do as detectives. They may appreciate allies that are less aloof than the Black Rook or the obstinate No-Show. This is a chance for the vigilantes to earn new assets. Like assets, they can warn the vigilantes about enforcer movements, tell them the information they learned (or beat out of thugs) on the street, and possibly help them in fights if they can do it in a way that doesn't implicate they're helping technically a group of criminals.
     Or, if the vigilantes cover-up the attack enough and have an alibi that will be supported by the grateful employees they saved, they will come around to give their condolences for Jack's injury and present Sylvana with the gift of a shotgun registered to Jack for when he comes back and a double-action revolver for Sylvana. Bartke will teach her how to use it and educate her on when she can escalate to using it for self-defense.

The Hideout
In my game, I used one of the player characters' apartments.

2 - Become the Mask
     I would take this time to have your players attempt to gear up and costume up their characters. The list is a good start for them to work up from. By this time they should have another week's pay along with whatever they could get by selling loot from the apartment fight. If they want to make a splash and distract Gaunt Face from having hitmen roll up to their jobs and pop them between the eyes, encourage them to make vigilante names and costumes.

We are the Swarm

     The first address on the list leads them to a brewery, St. Dulcette Brewing Company near the northeastern section of Jaq's Crook. It is one of a few around Sestra Primus and makes a decent low-shelf amasec often found around the taverns of Sestra Primus. This place is run by one Silas Lafett and his two nephews, Gelfrid and Sigric. They man office in the front while usually relying on seasonal labor to work in the brewery itself. It's not very large, being more of a store of St. Dulcette's amasec that is sold to local businesses. Being outer Peaksangle residents, the boss and his secretaries are somewhat soft and prefer locals they vet to do the work of carrying around barrels of amasec, feeding the vats proper ingredients, and keeping track of the proper workings. With a bit of convincing (and being out of their vigilante personas) the vigilantes can convince the boss to give them a tour around the factory if they say they're interested in work. It's going to be mostly uninteresting explaining of what their duties will be, but will also show that the building has two outer entrances on the northside of the building including a stairway found outside that leads to the second floor where bags of hops and barley are held. There are three doors on the bottom, one on the eastern side that serves as a backdoor, one to the office itself, and a large gate that leads to the room of vats that allows easy access for autocarriages to transport the stored amasec. There is also a basement where much of the liquor is stored, and in this basement is an odd spot covered by a rug that doesn't fit with the rest of the floor. Looking under it is a storm grate and underneath the storm grate is a ladder to the sewers.
    This brewery makes amasec, but also hides a smuggling ring beneath its basement that leads to sewers. Unfortunately, the place is under the protection of the Killer Bees, a local gang with territory in the area. They are the enforcers of the place that protect it for the various forces that use the place. Dressed in their Steppers jackets and armed with bats, brass knuckles, and laspistols they keep watch. There are eleven total here along with two drones, the lieutenants of the Killer Bees. The drones are armed with autopistols, mono-modified staffs, swords, and fighting gear they use to great effect with their unarmed specialization.     
      In the sewers lies great many a box meant to be transported, mainly with basic black market goods, chems, and medicine but one may hold a shifted shipment meant for the PDF. In this case it is a crate full of officer kits for PDF NCOs that include common quality 5 stub automatics, 5 las pistols, 10 microbeads, 10 uniforms, 10 magnoculars, stablights, and sundries in the kit. There are two magazines per stub automatic. Furthermore there is a crate filled with clothe which hides illegally smuggled military-grade stimm and anaesthesia (equivalent to morphine). It's a rather small shipment that might have been picked before, but there are ten filled syringes of the anesthesia. Five are labeled to have been made by Gallina Chymicals and the other five by Zeidegger Chymicals. There's about five stimm syringes in there as well. Along with that is a crate filled with legal goods hiding a stache of papers containing a cipher for their intended receivers. Go Down to Cipher 1 to continue this path.
     Investigating the Killer Bees and disrupting their activities is a way to cause trouble for Gaunt-Face. This is the vigilantes' introduction to them. They could possibly find where the smuggled crates of drugs were going to hurt their business more. It would come with possible monetary reward of the rackets they bust and weapon upgrades. Working their way bottom to top and starting by interrogating one of the gangers in the sewers or up on the street could lead them up the chain of the Bees and with that closer to their connections to Gaunt-Face. The leader of the gang doesn't know who he is but she knows how to get to the same circles that keep hiring her gang and thus closer to him. She is difficult to get to.

Two Half Hearts

     A Little Bit of the Ultra Violence
     The second address on the list will lead them to a suburb of Sestra Primus found to its west. This is known as the Leiter Flat and contains the homes of essentially the lower strata of the mercantile class and the high strata of the common class like managers, overseers, professional workers, and the like. Connected to Primus by magrail, it is common for the residents to go back and forth on a normal day of work. The streets break up the concrete of the Flat with paved stone roads and asphalt. The roads are built more for walking than for autocarriage travel. Neighboring houses and yards are broken up by the odd business or municipal fixture. Leiter Flat's location is right next to great highways that lead west from Sestra Primus into further parts of Fortisia.
     The address will bring them to the sight of eight figures in black and white suits and clothing approaching a home in the Flat. These are members of the Domino Pact, a gang of "refined" peakside thrill-seekers and sadists, that are here inquiring about picking up a package that Vic Romm is no longer able to. Gaunt-Face through the Network reached out to them to pick it up. The man that is supposed to be holding the package is Hugo Bernlocher. He is somewhat of a screw-up and at the lower end of Gaunt-Face's proxy network. It will turn out that the package has been lost by its caretaker and this makes the Pact members irate. One will beat the man that answered the door and the rest will spread out to find the package. They will fight the acolytes if they try to distract them.
   
Two Half Hearts Cont.: The Package
     The "package" turns out to be a boy that is five years of age. A strangely pale boy with blonde hair, he can be found hiding in a fern. The boy is hungry, fatigued, and scared. He has been kept in that house for three weeks. If the acolytes ask why he will tell them that he has a bionic heart. From what he can tell from what his captors said, they want the heart for some aristocrat up in the peaks that came down with a rare heart disease. The heart was given to him as an infant by a traveling biologis. Apparently, the biologis had found a cache of bionics thought lost in eras past. The boy, whose name is Wiland Harker, had a failing heart that was diseased since the day he was born. The tech-priest, not caring if the boy would die from the procedure and want to test to see if they were genuine and usable, performed surgery on him. Satisfied with the confirmation, the biologis left the planet and the boy had a new heart.
     He was kidnapped from his home in a Sombra colony. He does have distant family in the area around the Downback habs near the Arteria river. An aunt named Elsbeth Rennman.
     If the acolytes start to get greedy and think they can trade the heart for more information, remind them they have no way to contact the dying noble, no guarantee they will not be screwed over immediately after giving the heart, and that if the people went as far as they did to kidnap a kid and hire a bunch of bored murderous rich kids with taste of the ultraviolence to find him they're not going to take kindly to a group of vigilantes that are disrupting parts of their business by their existence.
     The boy will remember during the time that he parts with the vigilantes that he was taken to a place that looked like it had a series of polychromatic crystals on the ceiling when he had consciousness for mere seconds after being knocked out with sedative. Investigating this will lead them to a mountainside resort northwest of Sestra Primus on a neighboring mountain to the one that Primus is built into. The resort is known as the Albatross and it is found on mount Russ.
Two Half Hearts Cont.: The Paths After picking up The Package
    Going after the Domino Pact is another path they can choose. The rich kids have money and equipment to spare and similar to the Killer Bees their leader might know more about Gaunt-Face. That and being Peaksangle dwellers they can find a way to get past the Peakside wall.
      The trafficking was done by an order given to Gaunt-Face for one Wilhelm Richtofen of the merchant magnate Richtofen house trading company which have a stranglehold on certain industries including textiles, clothes manufactorums, and cotton fields on Viridia, the continent full of agri-work. His son Wesley is to inherit the company. With the heart from Willand, he could stay as the company's CEO for decades. If they do not have the heart, then he will die a week from when the acolytes go on this path.

Two Half Hearts Cont.: Hugo Bernlocher: CI?
      Hugo is a bit of a pushover. He is not combat trained and if the vigilantes put down pressure on him he will crack pretty quickly. He will tell them that he is a lower-ranked proxy member of the  Network that usually works in Steppeland. He answers to a man he only knows as Valten that he meets at a recaf shop named Parkside Black. Hugo's involvement in the Network is to be neutralized once they realize he lost the child so his use will be very limited. However, he can tell them that he has received messages before from a man who signals him from the second-story window of an autoshop in Steppeland called Kalten Body Works.

Two Half Hearts Cont.: Reaching Out
     
      They can try to get answers about Gaunt-Face if they use the boy as a decoy to draw out some of Richtofen's people. If the vigilantes have saved the boy from the Domino Pact and Bernlocher, House Richthofen will do about anything to get that hear to save Wilhelm Richthofen. They will also act outside of Gaunt-Face's authority as head of the Network to do this. This will cause a noticeable amount of egg on Gaunt-Face and will distract him more from finding the civilian personas of the vigilantes.
      The vigilantes can straight up call House Richthofen's offices in Steppeland. The first person that answers will most likely have no idea what they are talking about, but the call can be rerouted taken over by someone in the know along with calling the vox-phone the vigilantes used back. They will make a deal to meet them in a tavern called the Sanguine Angel in Steppeland. They will have the cops back off via bribes and will send in their own people to make a deal with the vigilantes. They will promise amounts totaling $50,000 thrones.
      Of course, these Richthofen wetwork agents have no intention of bringing the money or paying whomever stole the boy away from them. At the Sanguine Angel a skinny man armed with a handcannon smoking a lho stick will be waiting for them near the north-east corner of the main room. This is Leland Rolfe and he is an agent of the Richthofens and is waiting to lure the acolytes in an ambush by the waiting killers and mercs hiding in the side rooms. (Use the Bounty Hunter profile for his combat stats).
      While using a personal kill-team of theirs (Use DH1E's killteam stats or 2E's guardsmen stats with 5 less BS and WS) they have used on potentially collectivizing workers and in the service of the Network by Gaunt-Face's orders, they have also have the Paisano brothers as mercenaries. The Paisano brothers, Leo and Marco, are planet Baroquia natives with thick (not-Italian) accents that are on Sestra due to running from the Baroquian planetary law. They hitched a ride on a pilgrim ship to Sestra and are now stuck on it doing the things they did on the planet of a hundred princes. They are now working to recover the package although they have not been told exactly what the package is. Leo is an agile desperado with a keen eye and two custom best quality Tranter .54s while Marco is a much more blunt man wielding a custom modified Cavallo Autogun, a twin-linked autogun with double ammo capacity and overwhelming firepower. This team along with the four killteam members and the two heavies that the players will fight should serve as a tough encounter.
      The Paisanos can be convinced or bribed ($500) to not fight since they didn't realize the package was a kid. They may be bank robbers and known killers but they're not complete assholes. Leo and Marco no nothing other than being hired. Interrogating them won't get much other than they were hired by Rilker Zuriner, a fellow Network member of Wilhelm Richthofen's, to help get the package back. The others basically just know what the Paisano's know and that Wilhelm Richthofen's wife, Thilde Richthofen, was the one to set this all up to save her husband. She is a little untouchable for now being safely past the wall of Peaksangle. She never usually gets into this part of the business but she was desperate.
      If the deal is thwarted, Willhelm Richthofen dies the following night and his son Wesley inherits the company. Gaunt-Face has to spin this to look like he was helping Wesley. It still has him lose face, but there's not really a path to continue here. The vigilantes will have to look elsewhere. They can try finding a way to Rilker Zuriner, whose guild house is actually before the wall in Peaksangle and not past it.


Leo Paisano (Elite)



Marco Paisano (Elite)




      The third address on the list is a specific bench in a park. The park lies in Steppeland and is a contrasting green compared to the rest of the concrete jungle of Sestra Primus. If the acolytes wait on the bench in the evening, a man will eventually sit down next to them with a briefcase and while looking forward will say, "the sun's glow is rather crimson this evening." The answer he is looking for is, "yet the night feels sanguine." The acolytes are obviously not going to know this so they will have to suspect the man is up to something. His name is Waldred Knefter and he is a courier for Gaunt-Face and the Network. If they follow the man, they will actually not be the first to reach him. A figure wearing a trenchcoat and a thick white stocking over her head will attack the man to steal the briefcase. She will run from the scene after getting the briefcase away. The vigilantes can chase her and attempt to catch her. They can attempt to use one of their social skills to stop her before she gets too far. If not, they will have to chase her. (GM note: I recommend using my chase rules in the Malice Overhaul). She can get away without the vigilantes being hurt in the end besides time. Also if they figure out she is Erika Weiss, inspector for the Administratum and a semi-regular customer of the Lost Bepir, then she can give them the cipher with a little bit of persuasion (as in actual persuasion, blackmail or death threats will get them murdered by the veteran vigilante). If they can catch up to her or if she willingly talks to them, they will learn that the man is one in a network that is a secret courier for multiple people around the city. Following them, she has learned they that go everywhere in the city including past the walls in Peakside. The messages are in a cipher but they are given to a variety of different figures including merchant magnates, underworld players, nobility, and one was possibly going to be sent to the planetary governor's office. She will leave soon after, and if they ask she will give her name as No-Show. She's an agile traverser and also uses a grapnel and line.

The Courier: Waldred Knefter    
     If the acolytes attempt to follow one of these couriers or confront them, they will admit they do not know what messages they're carrying. They are given their jobs through proxies in secretive ways. If anyone other than the intended courier were to know one of these proxies they would be disappeared from the city.
     Knefter actually peeked one time at who was picking up a message at a dead drop. He saw a skinny, dirty-blonde man with blue eyes and an aquiline nose pick up the letter. The man was wearing the crest of merchant house Zuriner. The courier has a man who pays him for his work. He meets this man who he only knows as Valten at a recaf shop near the park called Parkside Black. They do not chat and they get their business done quickly.
    What the vigilantes can do is force the courier to go to the location they will get the next message for them to follow or for them to give them the location they're going to receive the next message. If they force the courier to go, and the proxy is aware of the vigilantes' presence, they will shoot down the courier with a silenced shot. If they are not aware of their presence, then it will be shown that the proxy leaves the message in a place nearby that they will signal to the courier via the flash of light. This is usually done in places with little to no people around. If the vigilantes come to the place at the time the courier was supposed to then the proxy will know the courier told and will attempt to shoot the vigilantes from a hidden place.

The Proxy in the Autoshop
     The Autoshop is called Kalten Body Works and if they wait outside they can catch the proxy, one Leopold Reichert. He is dressed like the rest of the mechanics in the building and quickly goes inside and up the stairs with a toolbox. Inside the toolbox is a stablight, a pict recorder, and the parts to build together a sniper rifle with a silencer. His job is to leave a dead drop right outside of a fountain a block away from the autoshop and then give a signal via the stablight if the chosen courier is to take it or not. If they are able to interrogate the proxy then they will find that what the proxy knows is that they were hired by someone from the merchant house Zuriner. House Zuriner is a textiles trade house. They are paid very well to keep their secrets and work in this courier network. From what the proxy can tell, the network is an accumulated network between different prominent figures around Sestra Primus. All of those messages go through house Zuriner. He knows the head of House Zuriner is one Rilker Zuriner, but if they give the description they give of the gaunt man he will tell them Rilker is a fat man with round cheeks and shaved hair.
     The important takeaway is that Rilker might know who Gaunt-Face is.

Exterminators - Continuing the Killer Bees Path
      Going after the Killer Bees isn't much different from a normal turf war. Essentially the vigilantes will have to start from the outer edges of their territory and work inside to disable them. In this territory they need to break up protection rackets which means scaring off or killing Killer Bees from the places they "protect", find ways to prevent them from gaining or gaining business, busting up more smuggling circles they have, destroying the source of the illegal narcotics they have, killing off their leaders, making them lose face to other gangs, and other actions. They own about twenty blocks stretching out from the apartment complex known as the Hex, a twenty-story hab that circles in on itself and is the home of Queen Bee. They operate outside of these but to be fighting in Hex territory is to invite the wrath of the swarm. They number in the few thousands and while most are street busters with poor equipment there are the higher-ups with more teeth to bear along with those street officers being a lot more lenient with their personal armouries when someone, or a group of "concerned citizens" is busting up their block in their territory.
     The best approach, unless these vigilantes are rather foolhardy, are hit and run attacks where they can destroy something of value to the Bees that they cannot bring back easily. To add to this, they can try to get outside influences. The enforcers do not care about the Hex and honestly them trying to mess with it would essentially cause a street war not only in the Hex but all around Jaq's Crook and beyond. That is not the case for the Brass Skulls, a burgeoning tech gang whose numbers are small but well equipped by a lucky find from their leader who is obsessed with bionics and high-tech weaponry. It is said he might own a plasma pistol, but this is hear-say and extremely improbable and if it was true he would have it hidden so that eyes from the Adeptus Mechanicus do not invoke their sovereign rights over tech and destroy ten city blocks to get it. Along with the Brass Skulls are Killer Bee breakaway groups and other gangers local to Jaq's Crook that would like to see them at the top of the heap.

The Fun Police - Continuing the Domino Pact Path
      The Domino Pact are a bit harder than the Killer Bees to pursue. They do not own territory, by nature of their uniforms they are masked, and they seemingly cause violence and mayhem where they please. It is known many of them come from the outer-wall portion of Peaksangle, however. Following them, investigating them, and infiltrating them is the play here. With their connections past the wall there are influential members amongst their ranks that might have a connection to Gaunt-Face.
     There is a figure around the pact that is causing a stir in underground circles. No one knows his true name but he has the pseudonym of Rose-Glass, seemingly for the pair of spectacles he wears. It's said they prevent him from receiving horrible headaches. This Rose-Glass has been testing a new type of narcotic solution. Essentially, a mixture of diluted stimm and morphine with an added ingredient that enhances the smaller quantities of drug in the solution to achieve greater effects than the pure stuff. Unfortunately, he's left a trail of broken bodies as the ingredients are particular and the perfect mix has not been found yet that allows for the mix into the body without bypassing cerebral barriers leading to overdoses centralized in the brain. Death by this mixture is torturous and slow. Rose-Glass's research is too valuable for street narc dealers and the bosses that oversee those networks to stop him. If his solution gets perfected, then they can make large profits at a fraction of the cost of gathering pure drugs. Rose-Glass gets almost carte-blanche to do what he feels when he is protected along as he abides by the rules his patrons give and he doesn't test the stuff on their enforcers or employees. It is said right now he has close ties with the Pact Master that lies within the walls of Peaksangle.

The Ciphers
Cipher 1 (Killer Bee Smuggling)
     The cipher looks like a bunch of random longitude and latitude coordinates, but the coordinates pinpoint the locations of streets and buildings whose names make up a message. If worked through with a Challenging (+0) Logic test, it will reveal messages to be intended for a man named Veit Sudener. The message confirms the shipment of narcotics to Sudener and the have him invest in something the cipher calls "Angel" based on the cipher decrypting. The messages tell Veit to begin to accumulate blackmail on the aristocrats and bureaucrats that enter his establishment. The message tells him that Gaunt Face needs to have them push a piece of legislation allowing for private ownership of satellites around Sestra's airspace rather than the adept organizations, the local government, the merchant houses, and the noble houses having strict control over the airspace. One of them, a house Endal, has a stubborn patriarch and will push through any scandal concerning him or any other members of his house. It tells Sudener to have his "best" begin a honeypot operation with house Endal's next successor, Lanric Endal. The younger Endal already enjoys spending time at Sudener's riverside resort up the river Arteria that runs past Primus known as the Satin Dream. If he doesn't succumb, then he will make a fine hostage that will be kidnapped by "unrelated" forces and force Endal to sign under threat of death for his son. The unrelated forces will pretend to be Sestrite separatists who want to be free of the Imperium's rule, beginning with a satellite base they can raise influence, train soldiers, and accumulate resources on.

Ciper 2 (Courier)
     The second cipher laid out the same as the first. A Challenging (+0) Logic test is needed to crack it. However, it is part of a series of messages given to House Zuriner. The intended receiver of the message is one Rilker Zuriner. Gaunt-Face wants Zuriner to begin to rally the other merchant houses into investing something called "Angel". He promises that Zuriner and the rest will essentially have their own fiefdoms if Angel is worked through. To this end, however, Gaunt-Face still needs the money and resources to fund Angel's completion Zuriner needs to use his influence and business to help Gaunt-Face help in his smuggling operations done by proxies. The Killer Bees' have a shipment coming out of their massive drug lab and bunker a kilometers away underneath Mount Rathi's Platinum Waterfall. They call this the Honey Comb. He needs house Zuriner to send out trusted employees that can hide away the narcotics into Zuriner's autocarriage trucks that transport his textiles. The Killer Bees' drug trade has been an immense monetary boon to Gaunt-Face who has profited off of cooperation with them not only in Sestra Primus but other Sestrite cities as well.
  Part 2 Link: 

[Adventure] Vigilante: Who Shot Ya (Part 2)

Who Shot Ya 
Part 2
Side Paths
Part 1 Link: https://darkheresychainsofmalice.blogspot.com/2019/10/adventure-vigilante-who-shot-ya-part-1.html
  • Side Paths
    • The Midnight Casino
    • The Albatross
    • Rose-Glass (Dominoe Pact and House of Pain path)
3 - Up the Chain
  • Following Veit Sudener
  • Following Rilker Zuriner
4 - Sin and Piety
  • Following Roland Sweeney
  • Following Valdred Fluss
5 - The Infinite
6 - A Little Bit Closer to Heaven

Side Location - The Midnight Casino
The midnight casino is held in the Trechenbac Theatre found in Rathi Park in Steppeland. It is not a regular casino and has been converted into one. Gambling is illegal on Sestra by the moral authority of the local Adeptus Ministorum. The place is full of thugs that work for one Felkel "Blind Fingers" Parker. Have the nature of the local SPED precinct shown by having a squad of enforcers show up that are quickly paid off to tolerate the presence of the place. The vigilantes can gamble here and with either a Challenging (+0) Charm, Inquiry, or Awareness test can learn information about figures around Sestra.

Information you can learn here:
-The Black Rook began operating five years ago with a stripped-down outfit.
His first known act was the destruction of the Hellions, a gang operating out of Downback.
He has a $50,000 pooled bounty on him by the underworld forces of Jaq's Crook.
-There was another vigilante that took down a pair of serial killers known as the Hellenbrecht sisters.
They are only known as their earned pseudonym, the No-Show after their blank white face mask.
They also took down a spook smuggling ring and alerted arbitrator authorities.
-There is a community in Absolutia in a small city called New Rantik where the locals tend to be close-knit. The remaining elders of them tend to have purple eyes. They tell the stories of places called Cilleathe and Desoleum which none of them know the location of anymore.
-The Brass Skulls, a Crook-based Techgang, have a bounty out on a group known as the House of Pain. They will pay $100 for each head taken. They also have beef with the Killer Bees who are much larger than them.
-The arch-bishop of Sestra is very sick. He has an obvious successor in the young impassioned Fr. Valdred Fluss. However, Fluss has competition in the forms of the older, well-known, and calm headed Fr. Osric Dassel and the firebrand Mother Heile Schuler. Heile Schuler has the support of the local Adepta Sororitas, Dassel the senior clergy and Fluss the support of the younger along with several secular figures in Sestra Primus.
-Zeidegger Chymicals is the majority shareholder in the Albatross resort. This is odd as it only has one location and they are a pharmaceuticals company.

The players can use this casino to their fancy but this is an underworld casino so make it clear that if they win a little too much they might be subject to the ire of Blind Fingers Parker and his gang.

Side Mission - The Albatross
      Summary
     The Albatross is a resort found on the snowing slopes of Mount Russ. It's a rather pricey place meant for merchants and nobles. The polychromatic crystals are a ceiling and wall fixture in the saunas of the place. The saunas are built into the mountain and use pockets of thermal heat along with tech-based warming to work. The vigilantes can ante up about 700 gelt to buy a group vacation for the place which is pretty beyond their 9-5 wages. They can also trek up to the place either by foot, autocarriage, or snow vehicle and sneak around. They can disguise themselves or attempt to keep to the shadows. Or if they somehow come up with the money act like they're actually there for a vacation.
     Past the polychromatic saunas and deeper into the mountain a great complex has been built into the mountain. Part legitimate pharmaceutical company and part legitimate animal menagerie it houses different venomous, toxic, or otherwise chemical-using species from Absolutia and actually some species from beyond the planet's airspace in other parts of sector Manifestum. What the Zeidegger Chymistry company does not show visitors are the inner fight pits of the place that have disappeared unfortunates fight the beasts to the death. The fights are said by the higherups of Zeidegger Chymistry to increase the number of chymicals and venom out of the beasts. These fights have bets placed on them by those in-the-know and are done by time to death rather than betting on which party would win. Included is a gene-modified version of a carnosaur using newer heretekal technology that makes the beasts spew toxins and be more aggressive. Where they received this technology is a secret and the search for it is left in the hands of others. It can be found in the files of the place if searched deep enough. It turns out the chymicals used to affect the beasts are actually a mix of Dark Eldar-made ingredients and a proprietary blend made by Gallina chymcals. This is extremely illegal by Imperial standards. Finding a way to present the chymicals to planetary authorities that would listen is a good way to not have to have the vigilantes just murder their way up a corporate chain.
     The place is protected by decently armed security guards and kill-teams with flak armour everywhere, autoguns, shotguns, and shock mauls. They are decently skilled for guards and come from different backgrounds of frontiersmen rangers, hardened criminals, enforcers without inhibitive control, and other such veteran killers. They will shoot to kill and any priority for new subjects for the fights is secondary.
     This place is a great source of chems that the players can steal, a secretive cabal to kill off, reward in the form of about 100,000 gelt. Also amazing for Gallina Chymicals profit margins if Zeidegger were to fall to a scandal or literally had executive members executed. One Carla Moescher, director of the Sestra Primus bureau of Gallina Chymicals, may have a reward for the vigilantes then.
      It will actually turn out that the place has little to do with Gaunt-Face. While later it will be learned he facilitated the kidnapping through a proxy agent at the request of a client, it turns out the Albatross is generally a nasty place that had a convenient place to smuggle the child in from. What they can find, however, on the cogitators in the place is that the person who ordered the kidnapping was the man who will now have died of his defective heart, Claus Richthofen the established business magnate. Along with that, they will find the proxy's name was Veit Sudener, whom they can find if they ask in the right circles. He is heavily involved in the entertainment sectors of Sestra Primus. He has a club beneath the wall in Peaksangle called the Satin Dream.
     The CEO of Albatross is Hans Zeidegger and he is busy in the Sestrite Parliament.


The Property
      The Albatross resort itself is a luxurious building that is about 400 by 700 meters in terms of how much it covers the mountain. It is built on a strong foundation on the side of mount Rathi. It lies within the 5 kilometers of land owned by the Zeidegger corporation. The resort is on an isolated part of the mountain that ends in a plateau. The area of the plateau covers about 3 kilometers of the 5. The only way onto the plateau is either by climbing a sheer cliff surrounding the resort found 2 kilometers into the land that has a height of 20 meters or taking an air vehicle to it which is how they receive their food, drink, and necessities along with how guests arrive. The Albatross does not allow aero vehicles into the property airspace except its own. The perimeter of the plateau and the proper edge of the property is patrolled by Zeidegger security forces. Pict-recorder tech is not present on the outside of the resort building mainly due to maintenance reasons. There are a number of pict recorders seen all around the proper building and into the secret bunker laboratories that lie beyond the VIP crystal spa.

Entry
    Legally, one has to be a trusted Zeidegger Chymicals employee or a guest to enter the property. A basic 700 throne group package is available for 5-8 meant for four couples. All guests and employees enter through aero vehicles. They get on these vehicles either from Windwrap, the aeroport of Sestra City or other aeroports around the Liebowitz or Sestra prefectures. All guest luggage, both carry-on and everything else, is searched through and tested to see if they are poisons or weapons. A metal detector is used. A syrette with a special fluid is used to catch poisons by changing color based on ingredients. There is also a special light projector they use to search for digiweapons and hidden weapons. Employee luggage is usually let through. Those allowed on the property are vetted from working for other Zeidegger businesses. Many workers at the resort live in a small town found on the property about half a kilometer from it and stay there for work. They are paid rather decently for servile labor but there can be a rare case of discontent every once in a while.


     GM Note: All of this is important for the players in seeing how they want to reach the resort to investigate it.

Security Guard Stats:

 The Resort
     The Resort has dozens of room and is made up of around five stories. The dining services, entertainment, and check-in is on the first story. The mountainside spas, beautiful locations made of marble with wide hot baths along with massage and cosmetic parlors lie on the second. The third story holds guest rooms along with the VIP crystal spa, a special spa that is in fact built into the mountain holding a natural rolling Hotspring using thermal energy from the mountain itself. The fourth and fifth stories hold more guest rooms with the fifth holding suites including a honeymoon sweet with a balcony. The resort's main attraction are the beautiful ski-slopes that can be accessed on the southern side of the building. There are multiple slopes and ski-lifts and there are cabins found on the property as well. One slope can be followed farther than usually allowed to the cliff of the plateau. 
GM note: This can be used if any enterprising players wanted to stash equipment to use for later, however, using the security guard stats above, roll Awareness once to see if the patrolling guards catch the equipment or possibly the character in the act of climbing.

The Crystal Spa
     The VIP spa requires a presentation of VIP passes to the group 8 guards that stand watch at a tunnel to it at all times. Owing to the way the tunnel to the spa was built into the mountain, the tunnel has no door and the 8 guards are split into two groups of four on either side of the lip of the tunnel. The spa has essentially a stream running extremely gently across the middle of the indented stone. A generator that runs on the thermal energy found in the mountain lies near the back along with a table filled with food and drink. No employees are allowed into the tunnel so it's not obvious how it remains full between visits. A Difficult (-10) Scrutiny check will allow the characters to see rather advanced holo-projectors hiding a gate with a card reader in the back. The card reader accepts the VIP pass and a security pass, but the VIP pass cannot be used on the card reader on the other side of the door, but a security pass can. This to trap nosey visitors to the spa.

Laboratory 1
     There are three laboratories. The first laboratory is essentially a bunker where kidnapped people are kept. It is made up of five rooms and connecting hallways and the entrance to the second is in a large chamber. The halls are not actively patrolled but there are about 16-20 security guards in this place. 8 are guarding 4 hostages in a room to the east. 8 Are relaxing in essentially a breakroom that lies after a moderate-length hallways to the west. The room is connected to an armoury to the north and another hallway that leads to a larger room that looks like a barracks before ending to the main hallway that leads to the great chamber. In the armory of the place, there is a Leviathan Heavy Sniper Rifle (see Malice Overhaul) [Leviathan Heavy Sniper Rifle: 2d10+5 I Pen 5 S/-/- 5 Round Clip 2 Full Action Reload Accurate, Heavy, 300m Range 1,500 Local Currency 25kg Extremely Rare] that is there to deal with troublesome carnosaurs. Along with there being about 1d10 autoguns, 1d5 combat shotguns, 1d3 clips of ammo for each gun there, 1d4 stun grenades, and 1d5 full flak armour sets. To the northeast that leads around to a central hallway guarded by 4 guards in front of a large door. Behind the door is a large chamber and four hostages left with shock mauls. The doors are heavy metal things that are hard to open and close and are worth 16 AP of defense. From the floor of the large chamber will rise a carnosaur with exposed musculature that sweats venom. This poor thing is the result of an experiment mutating it with multiple venom sacs. It produces venom naturally, but when it is in an adrenaline-driven state, it produces more naturally. The venom is gathered from the creature once subdued to use in Zeidegger Chymicals' products. Prisoners gathered from suspected employees, whistleblowers, and business opponents (including an attempt to kill Erika Weiss, inspector of the Administratum and the secret vigilante known as the No-Show that she declined) make for excellent fodder. The carnosaur is constantly in a frenzied state and can only be taken down by a very gas sedative that is given through vents of the chamber. Unfortunately, the console that controls the gas is laboratory 3. It also is toxic from the chemicals running through its veins that seep out into its skin and any that hit upon it risks the attacker being burned. To the west is a set of doors that leads to a room of large vats of the venom that can be applied on weapons to gain the Toxic (1) quality. The exit is a door that requires a security card to be scanned by a reader.



Laboratory 2
     The second lab is extremely strange. It looks like a gothic dungeon of sorts. The walls are made of old stone, spiderwebs abound, and the first thing the players will see is a real skeleton bound to a wall. A large oil painting of a wide sneering man making an approximation of a smile can be seen on a wall to their right with the name Hiero Zeidegger on a golden plate at the bottom. The pathway is a simple stone hall that leads to a northern room. There are two doors on either side of the hall. In the second room is an intersection of four doors and a coffin. The coffin requires an athletics test to open.
In a coffin containing the skeleton of Rosalia Zeidegger there lies a Sapphire RIng, Gold ears, Em ring, Strange Necklace. The first leads to a larger chamber with a skeleton in a throne that is labeled Hiero Zeidegger. Nothing happens in this room. The second leads to a similar place with another skeleton except this one is named Falkus Zeidegger and there are four loathsome white-fleshed creatures with no eyes and horrible jagged teeth and blades on their arms that crawl on the ceiling of the place and will attempt to get a surprise round on the acolytes. In a laboratory to the north, the acolytes will find a lab report that says these are called  Zeidegger Horrors and they are special weapons being developed by Zeidegger to sell to rogue traders. They are mutated creatures using a Xenos animal that Zeidegger chymicals buys from the Dark Eldar raider captain, Gradovur Hrakt. He also supplied a special control for them that uses the thoughts of the user. He did not mention that this controller was not designed for the use of mon'keigh and drives them insane with 1d5 points of insanity for each use. Four more lie at the exit of this lab. Four others will attempt to ambush the acolytes at one point.
     The end of the hallways has a hulking caprine creature silent inside of a pod cradling an axe. Reading a cogitator near the thing reveals that this is subject C. Subject C was once a goat beastman that was kidnapped by Zeidegger Chymicals and injected with a number of psychotropic and strength expanding chems to make it thrice the size it was and increased its toughness and ferocity. It is similarly designed to be sold as a weapon or even a laborer. It is similarly controlled by the controller that is right now in the hands of Lans Zeidegger who is watching the player characters' intrusion into his labs as he waits for his brother, Sifrit and the shareholders in the third lab. The black sheep of the family and driven to madness by the controller he is prone to outbursts and temper tantrums but his genius has allowed the corporation to thrive. Lans hopes to kill the vigilantes off before Zeidegger's annual meeting. The beast breaks out of its chamber at an opportune time and attacks the acolytes.

Laboratory 3
    The final lab leads to a round room with a large table that the shareholder meeting commences on. To the reluctance of the other shareholders, the group gathers in robes carrying ritual knives at the request of Lans. They are horribly uncomfortable and hate coming here every year but the ten of them do because that's how much they benefit from Zeidegger Chymical's business. This is also where the controller is that Lans keeps on him at all times. Each of the businessmen and Lans himself counts as Merchant Magnates for stats and equipment. Also kept in this room is a large safe with 100,000 gelt. Essentially safety money if Lans ever had to run. This lab lies at the end of a cave with a secret aeropad at its beginning. Right now two shuttles lay on it. Lans will be immediately hostile to the vigilantes but not tell the shareholders about the whole ordeal because he wanted the meeting to go off and he was so sure of himself that he could deal with the intruders before it. Lans will threaten to cut off the members' shares and have their families killed if they don't help him kill the intruders. Each member will roll a willpower test. Failure means that in the heat of the moment they pull out bolt pistols and help. Success reminds them that Lans does not own shit and his brother Richter could actually do that and he's not going to risk them on his insane brother's whims. Also, there is a shareholder named Markus Oswald joining the meeting that really does not like the Zeidegger siblings and would be amenable to possibly paying the vigilantes off to allow him to live. Especially if they had blackmail on them in the form of footage or picts of the laboratories and especially footage or testimonies of the hostages. He would be willing to keep his life and both parties' mouths shut for a 10 influence permanent payout to the PCs until the deal is destroyed.

 Side Mission - Rose Glass - Possible Continuation of the Domino Pact path
     Rose Glass's real name is Dekmar Vogel. He is a disgraced chymistry professor from St. Aspira universitariate. He was working on a formula for a solution that would allow lesser dosages of painkiller drugs to achieve increased effects. This research was to be sold to the PDF of Sestra and him along with the universitariate would receive a large reward for doing so. He was fired and his doctorate rescinded when it was found that he was using the drugs on willing participants to his program. These included the scions of the nobility who experienced terrible side effects as a result of the testing. The same nobility that gives donations to St. Aspira and was none-too-happy that their sons and daughters had been permanently altered by Dr. Vogel. Kicked out on the street with a target on his back, Dekmar had to escape to the underworld to find protection. He found it in the Pact Master, Sigrich Weiss, the charismatic leader of the Domino Pact. Weiss was invested in Vogel's work as the ability to maximize the output of narcotics while using fewer resources was too good of an offer to pass up. He set Vogel up to work in a well-stocked and well-staffed private laboratory. He also got Vogel unwilling test subjects to experiment on including those students of St. Aspira that ratted him out.  Vogel's work for finding his perfect catalyst is a constant goal. It has received many setbacks and he hasn't found the right formula to perfect it. Dozens upon dozens of unfortunates have been left on the street convulsing and tortured by variations of a serum that seeps into their brain and destroys it slowly. It seemed like Weiss's investment in Vogel's work was not fruitful, and Weiss had planned to kill off the chymist who had wasted so much of his money. 
     That is when the House of Pain approached Rose-Glass. The House of Pain is a relatively new group in Sestra, only being active for perhaps a decade or so. It is said they used to be a devout Imperial creed-based death cult until new masters opened their eyes to greater things. These masters are the ones that supplied an ingredient to Rose-Glass that finally got him closer to perfecting his formula. There is one issue with that ingredient. It is not native to Sestra, and only the House's masters can supply it with fair trade. Rose-Glass supplies the House with slaves and the House will supply him with the ingredient. This will ensure Rose-Glass stays under the influence of the House until the end of his days.
    If the acolytes follow the Domino Pact or interrogate members of the House of Pain, they will be gradually led to Rose-Glass. He will be found at a coal farm in northern Sestra, just a few hundred kilometers from Sestra Primus. Getting to the coal farm and waiting for both him, the Domino Pact, and the House of Pain's masters will reveal a terrible revelation. The House of Pain's patrons are Dark Eldar. Indeed, a mixture of kabalites and sslyth will land a cloaked shuttle down near the coal farm to deliver a package of the ingredient into Rose-Glass's hands. From here, the vigilantes can interfere, but it would be wise to emphasize the danger of the Drukhari's presence as to convince them to allow the Drukhari to leave the place and then attack the Dominos and Rose-Glass.
     Interrogating Rose-Glass will reveal he has been cut out of the network set up by Gaunt-Face. Gaunt-Face has a zero-tolerance policy of dealing with xenos to curb possible investigations by the Adeptus Arbites or, worse, an inquest by the Ordo Xenos. He was warned by proxies to not interact with the House of Pain or suffer ex-communication. He ignored them and along with the Pact Master's willing patronage of him did enough to be kicked out. Rose-Glass can tell them that he knows a man that can tell them more about Gaunt-Face. His name is Veit Sudener and he runs a club named the Satin Dream.
     If they kill him, they will find that he possibly visited the Satin Dream not too long ago. In his pocket is a matchbook case with the place's logo on it along with certain specifications towards the type of "company" he wanted to keep during his stay.

Post Convulsers - Making a deal with the Killer Bees
      The House of Pain is not a well-liked group. They are mainly known for being sadistic assassins for those that can pay and sometimes the rewards they ask for raise eyebrows even for the criminals of Sestra's underworld. However, with the killing of the House of Pain agonizers and butchers and the Lost Bepir, the vigilantes now have an opportunity to get closer to the Killer Bees and possibly trick them. The uniforms of the House of Pain hide the face and most of the form so it will not be hard to convince gangers that they are true members. If the vigilantes have been paying attention, they know that the Killer Bees have beef with the Brass Skulls. They both are sabre rattling for an all-out gang war. They can attempt to contact the Killer Bees through their street gangers and have them meet for negotiation under the guise of being part of the House of Pain.
      If a group were to come around and promise the Killer Bees they could get rid of this problem or weaken it in some way or another, the Killer Bees might give them a proper reward. The Killer Bees are after something else, however. They don't like that the Domino Pact might get sole rights to Rose-Glass's formula. They want a piece of that pie. If the vigilantes kept the serum the HoP member dropped at the attack on the Lost Bepir, they could prove to them they have the serum and allow the Killer Bees to try it. It will produce a gigantic high and convince the Killer Bees that the vigilantes are the real deal. They will demand a part of Rose-Glass's serum when it goes into full production. They will set up a meeting with one of their higher ranking gangers to make sure this happens. This member is named Volkin Barthelm and he will meet them in a bar found across the street from the so-called "Hive", the circling apartment blocks that make up the headquarters of the Killer Bees and the center of their territory. The bar is called the Honey Tap.
    The location the Killer Bees will set the meeting at is an abandoned Primer Educatory (essentially a highschool) in a part of Jaq's Crook within their territory. They will meet outside on the southwest corner of the school with about ten of their street soldiers armed with a myriad of low-tech melee weapons and stub automatics, four of their autogun-toting "workers", and an elite drone who is in charge of the negotiation. Inside the Primer Educatory is a possible target for the vigilante personas to attack. It is a drug lag run by the Killer Bees. Most of the work is in the former cafeteria. The halls are guarded by a roving pack of six Killer Bees. The gym is now the common room that houses about six worker Killer Bees that carry around their autoguns and essentially chill out and wait to be called along with a Drone. The Cafeteria contains ten Killer Bee guards, two worker bees, and a drone watching over the two dozen people packing and making the drugs. The stimm and morphine-equivalents here could be sold, but the real prize is the 1000 gelt stored in a strong box that lies within an alcove in the northwestern corner of the drug lab.

Outside the Hive
     The Honey Tap isn't quite the lowbrow place you would think a bunch of gangers would go to. It's not high class either but it's a rather homey place with its first floor split between the main bar space, a private room near a set of stairs, and a second floor that leads to a hidden meeting room, and hidden past the hidden meeting room is a chest with 2,000 gelt. They will be met here with Volkin who will receive them in their House of Pain armour or not. He wants to look good to Queen Bee and move up in the gang so a deal like this would be a big steal. He also knows the secret elevator into Queen Bee's honeycomb, her personal space for holding parties and meetings for the higherups of the Killer Bees and those they are dealing with. He can let this go with interrogation. However, if a lot of noise gets made the vigilantes are literally a street away from the center of Killer Bee territory. They will be hunted if they start blasting or insulting bees in this neighborhood.

Underneath the Platinum Waterfall
      The Platinum Waterfall is a difficult location to get to. Requiring a perilous hike through the hinterlands around Mount Rathi, it takes time to get to. If there was transport to the waterfall itself it would have to take place through flying vehicles. However, if one is in the know, then there are routes through caves and caverns found near lower elevations of the mountain one can travel through. Some of these are rather large, and could have 18-wheeler autocarriages fit in, although it would be much safer to travel to their mouths.
     Within the waterfall is the Killer Bees' jewel: their central narcotics lab that runs 24/7 (Terran equivalent) that not only supplies them but their customers. It is filled with dozens upon dozens of Killer Bee members including their lower workers, higher drones, and some of Queen Bee's personal best: the royal guard. The lab is found w/in 0.25 kilometers of a winding maze of tunnels found on the southwestern outcropping of the mountain that allows a view of the platinum waterfall. Journeying through these without a guide would need a Difficult (-10) Navigate Surface test. The journey actually will wind around the periphery of the base to deposit those journeying on the northeastern side of the lab. Also, the Killer Bees have installed a freight elevator that leads to a small hidden aeropad that they use sparingly when speed is required. They have smaller autocarriages designed to transport freight and travel through the caverns to the outside. Recently, they have begun using merchant house Zuriner's textile transport autocarriage trucks to hide shipments in.
     The insides are well lit and well equipped with food, water, energy, chemicals, equipment, and a lot of weapons. The halls that run around the base are around 2-3m in width. They lead to eight main chambers that range from around 6mx10m to 20mx25m in width and length. The rooms can be arranged however the GM wishes, but generally, a character would be able to move between them with routes that connect 2-3 rooms at a time. There is a general common area that will hold around 10 killer bees, 3 drones, and 2 royal guards. This leads to three places: first place is an unlocked armoury with many solid projectile and low tech weapons along with at least 20x frag grenades. There are at least 3 sets of mono-modified blade gears (see Malice Overhaul Part 2), and 2 sets of Imperial Guard Flak Armour. The second place is an inner room that hosts at least a dozen industrial-scale ovens and other industrial appliances for drugs. The third place is the first drug lab with at least 10 killer bee troops working and five autogun-armed worker bees. The third location is another drug lab with a similar setup. Going along a hallway to the east are six expensive-looking industrial-scale cryonizing devices. Each has to cost at least 5000 gelt but they are also around 100 kg big and deadbolted to the floor. From that hallway, one can get to the first drug lab, a secondary drug lab, and a third one with a safe located in it. Each of these will have at least 6 killer bee troops, 2 drones, and 1 royal guard, with the final room having 4 royal guards within guarding 10 killer bee troops. Also all around the place are wooden crates upon wooden crates of chemicals and supplies. Check the Sestra page for enemy stats. 
     Taking out this lab takes out Killer Bee revenue by 40%. Queen Bee will be storming angry and will be on the warpath to earn back face and recoup losses. This will include increased racketeering, mugging, and stealing meaning Jaq's Crook is going to a mess for a while. It would also be the time to take advantage of the situation or for other gangs to step in and take territory and possible deserters from a bevy of gangers that are losing their source of revenue. It is also when those loyal will be desperate to accept any deal. Including deals with xenos or the worse types (or the vigilantes disguised as a helping hand [give them the hint to get to Queen Bee]).

In a safe located in the southeast corner of the final lab:
-$36,000
Also within is paperwork of drug shipping
- Names of Bulk Buyers
- The Comedians and Wasters of Baltzerdorf
- Veit Sudener of Sestra
- Ella Warrenburger, shipping captain that transports between Greenburg and Port of Penance, Absolutia
-Shipment of Frenzon to Silhouette in Steppeland.
- Mayor Richter Eckeharte of Sestra and owner of a number of hotels, taverns, and lodges. He sits on the council of Sestra's federal government and directs tithe contributions. He used administratum flyers in the transport of narcotics at least once.
He is involved in Tithe affairs. Meaning the Adeptus Arbites now has a reason to investigate the Killer Bees if they are given this.
3 - Up the Chain

All the Lights in the City (Following Veit Sudener)
      Veit has a well-armed security force at all of his establishments including the Satin Dream. The Satin Dream is a riverside resort with many attractions including the secret pleasures found within that includes narcotics. Veit wants in on the Rose-Glass serum and has gone outside the network to obtain a supply. This is worthy of excommunication from the Network if Gaunt-Face finds out but he thinks that Gaunt-Face is pulling the wool over everyone's eyes to get out of his obligations to the Network. Veit knows that the "angel" program that Gaunt-Face is working on is for a personal satellite of his that he wants to make legal. If he gets it, he would obtain his own fiefdom that would allow him to control who
      Veit knows Gaunt-Face's real name: Volker Frei. Veit works for the man and as part of Frei's hierarchy is situated at the dead middle where often he carries messages from past the wall down to Sestra Primus proper and the rest of the planet. Veidt does know some of the other members of the network but due to the nature of the conspiracy and the atmosphere of deniability it keeps he only knows a few. He knows about Richthofen, Zuriner, and a few others. The club he runs is a gift from Frei and was a long-time dream for him. He does have the wherewithal to realize he is part of a network of couriers and middlemen and often passes messages down. He does have one piece of knowledge that Frei would kill him for other than Frei's true name. He knows the name of Frei's close confidant and assistant. His name is Roland Sweeney and he lives in Wallside. Veit knows nothing else.
     Veit has a safe at the Satin Dream with 60,000 gelt inside with a code only he knows. He also has a daughter that is apprenticing in Baltzerdorf named Grite Sudener.

Tell me Lies (Following Rilker Zuriner)
Rilker knows Gaunt-Face's real name: Volker Frei. Other than that, he knows Frei offered him the chance to join a network of connected figures in Sestra. The point of this network was to raise their statuses and fortunes by working as a cartel of sorts where different nobles and merchants would be able to communicate and cause changes on Sestra to their benefit. To this effort, Frei created an intricate system of communication that is supposed to keep their connections and dealings separate. He also works as the ultimate middle-man and with his resources, he is able to work in the shadows and use a series of proxies to carry out his work. He doesn't know where Frei lives, what his future plan are, or what he truly looks like more than what the vigilantes already know. He can tell them there is a man closer to him that could tell them more. His name is bishop Valdred Fluss, and he is the most likely candidate to succeed the dying puritan archbishop of Sestra, Andris Leich. Rilker does not know why he is close to Frei.

The Point of No Return
     Killing one of these two higher ups causes Volker to get desperate. He finally hires Maemon's Host, a group of resourceful but dangerous heretics. He also goes on the warpath and sets the corrupt HEAT team members under his thumb against the vigilantes when he can. He makes sure they are seen as a threat through local media. He makes sure every lowlife in the city knows each member has a $10,000 bounty for their heads. At this point, he will contact Queen Bee to make that latter point known through a mass graffiti campaign.
     If they have befriended him at this point, Malek will respond with a graffiti campaign of his own. He'll bomb over the art and make it anti-Killer Bee propaganda. He also has help in the form of the Sound of Silence, a newer vigilante using a special maneuver gear, razor sharp claws, special grenades, and other weapons and tools to fight crime. She is also secretly Simone Steiger, a black-eared felinid and twin-sister of Simon Steiger, the regular from the Lost Bepir.
    The bounty will also invite new enemies to the city. First, a chapter of the Ivory Riders, once kicked out of the city a decade ago and forced to lick their wounds in Baltzerburg, are returning in a force of 45 to take the bounties and gain revenge on the No-Show. Second, the Axemen, a secretive group of hitmen disguised as firemen and EMTs that use their disguises to get into locations and bring out bodybags with hacked apart bodies with no one the wiser. Third, the Silhouette organization offers their services. Silhouette was started by the heretek Bartisch Schwab, who created a new muscle toning, brain indoctrination, and chemical modification system that allows him to imbue the copied abilities of others into anyone willing to buy. This is offered along with much more expensive body-enhancing services and his own slew of troops.
     If one of the above members between Veit Sudener or Rilker Zuriner is killed, Maemon himself will be divining the future of the other and attempt to directly stop attacks by disguising himself and his followers as charming bystanders and leading away the targets. He will not be around every time nor be able to keep an eye on every Network member, but when he is he can be sure to send out his followers statted below.

4 - Sin and Piety

 Following Roland Sweeney
      Roland Sweeney lives a rather precise life. At 5 AM he is up with the day and exercising. 7 AM has ten variations of the same breakfast he has been eating for ten years. 8-12 AM he reports to Volker Frei. He is let off for lunch and always returns fifteen minutes before 1 PM. From 1 PM to 7 PM he relays many messages as the first in the chain of the Network's communication system. He gives instructions to those lower on the chain of what ciphers to send out. He commands Frei's personal agents and assassins acting as the mouthpiece for Frei. He attends creed temple service at St. Ober's every Sunday at 8 AM. He has no wife or children. No lovers or paramours. He receives Saturdays and Sundays off which he spends reading, painting, flower arranging, horse riding, and experimenting with cooking. He rides horses in Malkaset Valley which is behind Mount Rathi surrounded by high-tipped mountains. This very boring man is possibly the second most powerful person in Sestra. He is an employee, confidant, and good friend of the first.
     Getting to Sweeney means the vigilantes are in the endgame. Losing Sweeney would be a giant personal and professional loss to Frei and would require him to take drastic measures. Sweeney would rather die than give up any information to the vigilantes and will act rashly to protect his boss. Sweeney is also shadowed by about ten separate elite mercenaries and later the followers of Maemon's Host. Finding his home will be difficult. He lives in a penthouse three floors from the top in post-wall Peaksangle. He is often either with Frei or in transit. One of the best places to find him is after Sunday service. However, he will be in postwall Peaksangle which has a heavy enforcer presence. Along with that, his guards shadow him every step of the way. A safer bet would be to find him at the Trechenbac Retreat Acres, an extremely exclusive club found in a valley that splits Mount Rathi behind the city.
     He knows everything about Frei. Including "Angel" which is a satellite named Valkyr. He wants to use it to get out of the reach of those with their thumb on him as the director of the network. Furthermore, Sweeney knows who all the members of the Network are along with having proof that would warrant multiple arbitrator crackdowns for actions that threaten the Tithe.
     If for some reason they kill Sweeney before they interrogate them, he also has the key and codes to Frei's office that contains multitudes of information on Frei and the Network. Including several messages that can help them put together what Valkyr is with a Difficult (-10) logic, inquiry, or scrutiny test. These also have a great deal of the Network member identities in them, but not all of them. Leaving a possible amount that will be free after all this. 

Following Valdred Fluss
      Father Fluss is a young Bishop that holds service at St. Ober's Cathedral in eastern Peaksangle past the wall. Rather popular among his peers of the clergy and the people of Sestra Primus, he has earned a bit of celebrity for his charity work along with his fervent oratory during the Temple masses. He has aligned himself with Volker Frei to ensure that of the candidates for archbishop of Sestra he will be chosen. He does have rivals in the ultra-puritan firebrand Mother Heile Schuler and the calm-headed stoic institution found in the older Father Osric Dassel. Fortunately for him, he hasn't had to move against either of them and is just counting the days until Andris Leich dies for him to most likely be chosen.
       Unbeknownst to all, he ordered and facilitated the secretive poisoning that made archbishop Leich's sickness progressively worse. Frei wants him to eliminate the prohibitive morality law on gambling that the Ministorum has decreed. The Imperial Creed has great power over the peoples and nations under the Imperium.
      Frei needs this to legitimize his satellite, Valkyr, his own private palace and casino. From Father Fluss, they can learn that Frei wants to be free of the influence, pressures, and constant threat that his clientele and their enemies have placed upon him. Getting to him alone will be difficult. He has a militant group of bodyguards known as the Hammers of the Dawn, fellow priests that are both apostle and protector. They are heavily invested in Father Fluss along with seeing with him the ability for them to make sweeping changes to Sestra. Including pogroms of the abhumans on its surface and the increase of power the local Ministorum has over the planet. Getting to him will be difficult.
      The easiest time, and that is relative, would be right before, during, or after his Sunday service at St. Ober's. Otherwise he travels in an armored and guarded convoy to and from his manse on the lower Cap region of Sestra Primus. He also meets with planetary dignitaries, merchant magnates, adeptus agents, other clergymen, and the like. Fluss through interrogation can lead the vigilantes to Roland Sweeney.

5 - The Infinite
At this point, Frei has gotten desperate. He has suffered multiple setbacks. He has suffered loss of face. He has not been able to keep promises to the Network. He needs the election of father Fluss to go off to change Sestra's morality laws to allow gambling. With this, he can finally enact his final plan that has been in action over the course of decades and retreat to Valkyr, his personal satellite palace and casino. The ultimate gilded cage, he would be away from all of those that have been more and more demanding of him over the years while keeping his influence and power. He can't leave the planet and start again. The Imperium is a wide place and the worlds differ to such a degree it feels impossible to create the position he has again. Not to mention warp travel is not exactly 100% dependable.
    He has decided it is time to call upon a resource he swore he would never use. He contacts the prophet Maemon, leader of the Undivided Host. This Chaos charlatan and cult leader has access to dangerous followers, mercenaries, and weaponry. He himself is also an extremely dangerous person, being a psyker bound to a lesser god in the Chaos pantheon. With him are four close followers. Kae'Ess, the Hyena beastman martial artist and wych. She wields a specialized shock staff, is extremely agile and nimble, and is a psyker that specializes in pyromancy with her favorite power being the sunburst. Oul'Gown, the failed daemonculaba experiment and paladin of Chaos wielding two chainswords and his fiery form power to destroy the Host's enemies. Fernan, ex-performancer and now adherent of Slaanesh, the acrobatic assassin and seductress. Finally, Tim. The berzerker turtle beastman wielding a great axe and holding the Lantern of the Primordial Voices, a malefic device that increases his ability to murder while sapping his willpower.

6 - A Little Bit Closer to Heaven
      Frei has retreated to the Valkyr satellite. He is now in the best gilded cage gelt could buy. His nose has been bloodied and his legitimacy questioned but he now holds his power out of the physical reach of the other Network members and his enemies on Sestra. He has put all of his forces to destroying the vigilantes' lives now knowing who they are. The clock is ticking on them and the people they care about. The vigilantes need to get up there and finish this once and for all.

NPCS

Maemon




Fernan




Kae'Ess



Oul'Gown




Tim



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