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Nobledark GM 06/10/14(Tue)22:05 UTC+1 No.32696237 Report

So my DH players have recently laid down an ultimatum: Give the PCs the possibility for a happy ending, a REAL happy ending, none of that 'surviving is the best reward' stuff, or they play a less grimdark game.

Granted, some of their complaints are justified (a notable instance being two Hive World Scum being converted into Gun Servitors for dangerous knowledge about the AdMech, Tech-Priest still has them I believe), so I figure that I'll throw them a bone.

Now /tg/, I have to ask you for your help: how do I assist my players in earning their happy ending? How can I help them reach that light at the end of their tunnel?
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Anonymous 06/10/14(Tue)22:07 UTC+1 No.32696272 Report

>>32696237
Kill them all.
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Anonymous 06/10/14(Tue)22:12 UTC+1 No.32696359 Report

>>32696237
let them retire on some remote, war-free paradise world, where they will train another pious servants of the Emperor
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Anonymous 06/10/14(Tue)22:15 UTC+1 No.32696421 Report

let them investigate a xenos conspiracy. xenos dies, everyone gets medals from the planetary governor, everyone are happy
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Anonymous 06/10/14(Tue)22:18 UTC+1 No.32696483 Report

>>32696237
the light at the end of the tunnel is glorious afterlife at the Emperors side. Wishing for anything else is down right heresy.

Either that or have them get some kind of reward that is actually awful when you skim off the sugar coated surface.
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Anonymous 06/10/14(Tue)22:18 UTC+1 No.32696486 Report

>>32696272
I agree with this anon. No longer living in the 40k universe sounds like the best possible outcome to me.
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Anonymous 06/10/14(Tue)22:21 UTC+1 No.32696539 Report

>>32696359

This.

Though I'm wondering: could average DH PCs steal and then keep afloat a ship? Just enough to have carefree space adventures.
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Anonymous 06/10/14(Tue)22:21 UTC+1 No.32696546 Report

Have them save a world from something that allows the world to saved without undergoing a purge of the civilians, let them bask in the glory of their actions as there are celebrations in their name, and then have them wake up to find it was all an illusion created by a daemon who then eats their souls after they have felt utter despair.
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Anonymous 06/10/14(Tue)22:24 UTC+1 No.32696607 Report

>>32696539
they can, of course. That's the whole point of Rogue Trader. Just without the legal papers. You know - rogue Rogue Trader.

Of course, just before being executed.
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Anonymous 06/10/14(Tue)22:27 UTC+1 No.32696655 Report

>>32696607
>implying flying from the authorities on a barely functioning ship isn't best end
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Anonymous 06/10/14(Tue)22:27 UTC+1 No.32696657 Report

>>32696539
This.

In space there is always time for one more adventure

https://www.youtube.com/watch?v=-42Hf8vIJTY
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Anonymous 06/10/14(Tue)22:29 UTC+1 No.32696706 Report

>>32696655
>implying you can fly away from authorities of Imperium and live long enough before being eaten, corrupted, annihilated or dakka'd all alone
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Anonymous 06/10/14(Tue)22:36 UTC+1 No.32696802 Report

I'd say the best chance for a happy ending in 40k is to commit heresy and go join a xeno faction. Convert to the greater good and be really damn useful you might get a nice ending with the Tau (though you are forever hated, reviled, and hunted by the Imperium). Be super special useful and nice to some fandom Eldar and you might get the same. Bar that the only way for 40k to not be grimdark is to play orks in which case I think it's actully noblebright.
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Anonymous 06/10/14(Tue)22:36 UTC+1 No.32696812 Report

>>32696706

The galaxy is a very big place, and the reach of the Imperium is not all-encompassing. There are plenty of places to fuck off to. They just might not be even remotely safe or human-friendly.
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Anonymous 06/10/14(Tue)22:37 UTC+1 No.32696828 Report

>>32696706
Implying you can't run away from that as well.

Adventure time upon the sea of stars.
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Anonymous 06/10/14(Tue)22:39 UTC+1 No.32696854 Report

>>32696359
No, let them turn to chaos, retire on some distant desert death world, meet a young psyker with all the looks of the favour of the gods.

Train the great hope for Chaos in the galaxy. He who was prophecised to bring balance to the warp.
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Anonymous 06/10/14(Tue)22:39 UTC+1 No.32696859 Report

It's simple. Instead of dealing with some low level pleb investigation of cults

You kick it into gear

It's time
For the emperor
TO DIE
>and be reincarnated and kick everyones asses but not after purging the world of all the pain
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Anonymous 06/10/14(Tue)22:41 UTC+1 No.32696901 Report

>>32696859

Sure is originality in there. I say they try to steal the fried mummy of Malcador.
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Anonymous 06/10/14(Tue)22:44 UTC+1 No.32696938 Report

>>32696237
So you're saying they don't want WH40K.
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Nobledark GM 06/10/14(Tue)22:47 UTC+1 No.32696991 Report

>>32696655
>>32696657
Considered that, however that would just lead to AND THEIR ADVENTURE CONTINUES, while they have been pretty explicit about the ending part of happy ending.

>>32696802
Well, considering that they work for an Ordo Xenos Inquisitor who has put them on missions which has put them at odds with the Tau (they crashed a 12th millennium transport ship full of Iron Men onto a Tau held world that happened to be a logistical center) and the Eldar (diverted a WAAAGH!, with the help of an IG regiment, at a Maiden World), I don't see them jumping sides, at least to any of the major races. And I don't think the Slaugth are recruiting.
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Anonymous 06/10/14(Tue)22:49 UTC+1 No.32697039 Report

>>32696854
>Chosen Lysander Starkiller
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Anonymous 06/10/14(Tue)22:53 UTC+1 No.32697078 Report

>>32696991
Then just say it in their epilogue. How they went on adventures aplenty, never got particularly rich but had a fun life and became somewhat in/famous.
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Anonymous 06/10/14(Tue)22:55 UTC+1 No.32697113 Report

>>32696237
What do your characters specifically want?
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Anonymous 06/10/14(Tue)22:58 UTC+1 No.32697167 Report

>>32696901
I say they find a way to wake up Guillman so he can get the Imperium back on track.
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Anonymous 06/10/14(Tue)22:59 UTC+1 No.32697182 Report

>>32696828
>>32696655
>>32696539

>Spaceship

www.youtube.com/watch?v=D7vS4z6ngQo
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Anonymous 06/10/14(Tue)23:02 UTC+1 No.32697223 Report

>>32696991
Have a few continuing adventures with their ship, until they rogue trade themselves a nice planet to settle down on.
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Nobledark GM 06/10/14(Tue)23:02 UTC+1 No.32697235 Report

>>32697113
They want a way to, as one of them put it, screw the 40k tropes. Change things for man's better, and get away with it. Retire with a bang, and not have that bang be the melta charges that were implanted in their chest by a Tzeentch cult and set to detonate after visiting the Geller field of an Emperor-class battleship while in the Warp.

Or, in so many words, GOOD END.
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Anonymous 06/10/14(Tue)23:07 UTC+1 No.32697339 Report

>>32697235
I don't know, the problem I see with this is as soon as you screw the 40K tropes you might as well play any other RPG, as these exact tropes are what makes the setting unique.
They want to play a RPG that's less grimdark, let them. Chances are by the time you change the setting enough for a really good end to actually be possible, it's no longer really 40k...
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Anonymous 06/10/14(Tue)23:10 UTC+1 No.32697393 Report

>>32697235
But there's nothing in 40k that can realistically be fixed by a small retinue.

Maybe dream up some bullshit so they can crash Cormoragh into the Eye of Terror, thus making it impassible to demons (and opening the webway to humans) I guess.
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Anonymous 06/10/14(Tue)23:12 UTC+1 No.32697441 Report

>>32697235
>Change things for man's better
"Man"...are we talking like a planet or system, or literally the whole motherfucking Imperium?
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Anonymous 06/10/14(Tue)23:12 UTC+1 No.32697458 Report

>>32696237
Have them make things better, but only on a small scale; no they cant kill all the dark eldar or tyranids ect, but they could, for example, improve living conditions on one particular impirial world, or one particular hab block, or one particular village of a fuedal world. The little victories mang
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Nobledark GM 06/10/14(Tue)23:15 UTC+1 No.32697520 Report

>>32697339
They might have gone a bit overboard in their 'screw the 40k tropes'. A better wording would likely be 'reconstruct the 40k tropes'.

>>32697393
Well, they have some contacts in the Ordo Chronos, so perhaps something could be worked out there?
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Anonymous 06/10/14(Tue)23:16 UTC+1 No.32697557 Report

>>32697235
Two ways to go about this.

One, have them buttfuck a major evil faction. This could be a bit difficult, depending on how puritan/radical their inquisitor is. Sneak genestealers or bound daemonhosts onto the Tau home planet and watch them burn, or seal the gates of Commorragh and listen to them starve.

Alternately, improve some faction of the Imperium in a major way. The Mechanium is a good place to start; steal some Tau textbooks, make them look human in origin, and leave them somewhere they'll be found. Or just find an STC - not even a whole one, maybe one with a few doodads on it that will significantly improve both military capabilities and civilian luxury in the Imperium.
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Anonymous 06/10/14(Tue)23:17 UTC+1 No.32697567 Report

>>32697458
Hell, it sounds like your players are in the right spot where they will count having a little girl smile will add up to a victory for them.
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Anonymous 06/10/14(Tue)23:17 UTC+1 No.32697580 Report

Honestly the best ending I can think of is punching a Warboss in the face and taking his spot as the leader of a WAAAGH!!!
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Anonymous 06/10/14(Tue)23:19 UTC+1 No.32697603 Report

>>32697235
How about they discover, on some dead and long forgotten world, a defunct STC database.

Its wiped. Completely dead. 15,000 years of neglect and radiation damage have stripped whatever its hard drive held.

But there is print out.

Fucking reams of the stuff. Its mostly useless gibberish as the A.I. died. Mostly. There are fragments left. Little clues.

Piecing the fragments together and giving it to someone in the ad-mech who knows the mysteries of gene-sculpting.

After 30 years of study they find its an old forgotten treatment for genetic tailoring to help avoid tissue rejection in transplants.

It slowly spreads across the Imperium.

Its not universe shaking but it does help a few million case every year on a million worlds.

It also increases Space Marine recruitment rate by 3%.

Heralded as Imperial Heroes.
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Anonymous 06/10/14(Tue)23:22 UTC+1 No.32697651 Report

>>32697603
>It also increases Space Marine recruitment rate by 3%.
>Heralded as Imperial Heroes.

Sounds about right. Didn't the guys that found those improved SM combat knife specs each get a planet as reward?
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Anonymous 06/10/14(Tue)23:22 UTC+1 No.32697661 Report

>>32697557
Or they could bring back a Primarch. With recovered alien/DAoT tech, there are two that could be healed with sufficiently advanced medicine, and one that could be bound to the material universe, if you subscribe to that theory about the Sanguinor.

Or they could just go into the Eye of Terror and find the ones that went into it.

Are their characters powerful enough to actually bring about huge changes? Could you give us some stats?
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Brofisticus 06/10/14(Tue)23:24 UTC+1 No.32697685 Report

>>32697235
Havent you read the Cain or Gaunt's Ghosts series? The first blatantly spits on the whole grimderp thing and the secont is full of satisfying bittersweet endings. Give them the chance to satisfy a goal they work hard for but dont just hand them a good end for nothing.

What was that one ex-sniper with the cyber jaw in the Ghosts series? Best end for a minor character.
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Anonymous 06/10/14(Tue)23:25 UTC+1 No.32697716 Report

>>32697458
>The little victories mang
This, but also
>>32697557
>STC
That is a great plan. Not only can new approved tech upgrade life at war and at home across the imperium (depending on what tech it is of course), but in First and Only it mentions two guardsmen find a STC for a combat knife, get hailed as heroes for the discovery, and receive a goddamn planet each.
If they find a cache of those, for something of more practical use than a different shaped knife...
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Nobledark GM 06/10/14(Tue)23:26 UTC+1 No.32697741 Report

>>32697661

I don't have my copies of their character sheets on me at the moment, however I can give a general rundown of each PC, if enough.
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Anonymous 06/10/14(Tue)23:27 UTC+1 No.32697766 Report

>>32697716
>find STC for dragon dildos
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Anonymous 06/10/14(Tue)23:28 UTC+1 No.32697778 Report

Have them find something the Emperor built as part of his plan to harness the webway and have them find some way to make it work, restoring a method of communication to him or something. Read Faith and Fire as inspiration, only without the egocentric asshole, obviously ^^
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Anonymous 06/10/14(Tue)23:28 UTC+1 No.32697781 Report

>>32697603
I'm sorry, I couldn't hear you over dat techpriestass.
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Anonymous 06/10/14(Tue)23:33 UTC+1 No.32697867 Report

>>32697781
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Nobledark GM 06/10/14(Tue)23:51 UTC+1 No.32698192 Report

>>32697741
Also mentioning, all PCs are nearing the end of their Ascension careers.

13-Imperial World Assassin/Vindicaire
Managed a BS of 72 and an Ag of 63, and modded his Exitus weapons to all hell, including some stuff from the RT and DW handbooks. Also the stealthiest character in the party, even managing to turn the tables on a team of Tau Stealth Suits that were pursuing the PCs while on a Jungle Moon.

Vincent-Hive World Assassin/Interrogator
Since our party doesn't have an Adept, he's ended up becoming the source of all our knowledge non-AdMech. Still has a hard time reading, despite being able to tell you exactly where in Gunmetal city that boltgun shell casing came from with a glance as well as when it had been fired. Ostentaciously the leader of the party. Has a small boner for plasma weapons.

Paul-Imperial World Tech-Priest/Magos
A moderately high-ranking AdMech with the Magos Biologis. T of 70 and S of 58, and managed to get Unnatural Toughness and Strength with some self-experimentation. Somehow is still the face of the party with his mighty Fel of 39. Also has a trio of powerfist mechadenrites.

Sigismund-Feral World Psyker/Primaris Psyker
Crazed psychic Scottish berserker. Has WP of 77, with Unnatural Willpower. Also very stabby, with his WS of 58. Dual-wields Force-Axes. Only party member who has not burned a Fate Point for any reason.

Hades-Feral World Guardsman/Storm Trooper
WS 65, S 68, and Ag 52. Uses Paul as a meat-shield until he can get close enough to RIP AND TEAR. Dual wields power-swords. Once chain-suplexed a Nob down a flight of stairs. Got Peer (Orks) because of it.
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Anonymous 06/10/14(Tue)23:53 UTC+1 No.32698233 Report

>>32696237
Kill their inquisitor.

Then have them succeed their mission anyway.

Without an inquisitor, there's no retinue. No retinue, no team. However, they're still members of the inquisition, they aren't going to be thrown out on their ass.

Some might found their own organizations (Scum and assassins). Some might rejoin their old factions (Techpriests, arbites). Some might just get shuffled off to other inquisitors (...anyone really). However, some might show the will and skill to climb the ranks of the inquisition, becoming interogators or even inquisitors of their own right.

Remember, yesterday's PCs are tomorrow's high level NPCs.
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Anonymous 06/11/14(Wed)00:02 UTC+1 No.32698404 Report

>>32698192
The problem with the whole "Good ending" thing is you don't just leave the Inquisition. You die, or you survive, get stronger, and get thrown at the next, more dangerous mission.
The only option you have is forsaking the Imperium, and no matter how you twist that, there's no "good" in that ending.

Having them attempt a sort of last-ditch suicide mission might work. They get sent to achieve something pretty important, but nobody expects them to actually return. They manage to survive, but are stranded as a consequence of their actions (or maybe just because nobody ever designed a way back).
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Anonymous 06/11/14(Wed)00:18 UTC+1 No.32698689 Report

>>32697235
Have them participate in an operation to stop Chaos shenanigans, culminating in an epic space battle.
They win, but their ship is hit, and only manages to fly to an unexplored planet before crashing.
They survive, only to discover that they landed on a feral paradise world, a beautiful and savage land, where they end their days happily, showing the local tribes the light of the god emperor in this strangely peaceful piece of the galaxy.

If they ever want more adventure, they might get a way to hith a ride, but it's unlikely.
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Nobledark GM 06/11/14(Wed)00:36 UTC+1 No.32699003 Report

>>32697603
Looking at it now, I might go with this option, especially considering we have a member of the Magos Biologis in the party who can get it to the right people. Might change it up a little bit, and throw in a few things from the other suggestions. Anywho, thanks /tg/. In repayment for this help, is anybody up for some storytime about the PC's exploits?
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Anonymous 06/11/14(Wed)00:48 UTC+1 No.32699219 Report

>>32699003
Always.
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Nobledark GM 06/11/14(Wed)00:58 UTC+1 No.32699431 Report

>>32699219
Alright then, we got a few different stories I can throw up here. To list off a few:
>Iron Men and Wooden Starships
>Webway WAAAGH!
>Ordo Chronos Trigger
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Anonymous 06/11/14(Wed)01:01 UTC+1 No.32699483 Report

>>32696359
Pretty much this, doesn't need to be that exactly. Perhaps the guardsman or cleric becomes a teacher at a Schola Progenium, the psyker can have some safe job working for the Adeptus Astra Telepathica, sitting on a safe civilized world working as an advisor to the planetary governor, an Adept could also work as an advisor to someone important.
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Anonymous 06/11/14(Wed)01:03 UTC+1 No.32699515 Report

>>32699431
>Iron Men and Wooden Starships
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Anonymous 06/11/14(Wed)01:04 UTC+1 No.32699544 Report

>>32697235
Kill them all/retire them, play a different game, and give them a happy ending on a system/setting that was made for that possibility.

Really a happy ending is only possible in 40K through isolation from everything (and good luck there). Everything in that setting is terrible and tries to drag you into that terrible.
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Nobledark GM 06/11/14(Wed)01:05 UTC+1 No.32699563 Report

>>32699515
Alright, I'll get on writing that up. I have to leave for a little while, but I'll be back in a couple hours with the story.
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Anonymous 06/11/14(Wed)01:07 UTC+1 No.32699601 Report

>>32696483
>the light at the end of the tunnel is glorious afterlife at the Emperors side. Wishing for anything else is down right heresy.
Too bad blanks and pariahs don't have souls, regular human souls are too weak maintain themselves in the warp, and psykers are just eaten by daemons. There is a reason Eldar have soulstones, without them they have no way for their soul to survive. IIRC reincarnation is pretty much the default state for psykers, Eldar used to reincarnate and in old fluff the shamans that became the emperor used to reincarnate. It is simply that the warp is too unstable for the cycle of reincarnation to continue.
>Either that or have them get some kind of reward that is actually awful when you skim off the sugar coated surface.
Why? There are legitimate happy endings in 40k, they are simply difficult to earn. A commissar can retire to become an instructor at a schola progenium, an imperial guardsman can be given colonization rights over a world he helped conquer and settle down with a family, an adept could gain renown and be offered a position as an advisor to a powerful planetary governor. As long as it isn't sickeningly sweet it can work. The commissar works with kids knowing that many of them will die horribly, scared and alone on a godforsaken rock, the retired guardsman still has to work for a living building the world he conquered into something useful to the Imperium and may have to see his sons or daughters sent off to join the guard, the adept has to deal with complex court intrigue in which he might be targeted simply for working with the governor.
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Anonymous 06/11/14(Wed)01:58 UTC+1 No.32700589 Report

>>32696237
They find a Writ of Trade.
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Anonymous 06/11/14(Wed)02:09 UTC+1 No.32700797 Report

Have them stop an Ork Waaaaaaaaugh! and survive the process.
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Nobledark GM 06/11/14(Wed)02:15 UTC+1 No.32700909 Report

Alright, back. So, a quick bit of backstory on this mission.

A friend of one of the players was invited to join the game at about Rank 4. He was completely new to P&P RPGs, so I decided to make a nice, dungeon-crawley mission to introduce him to the mechanics of how to play DH. Said dungeon would be represented by a Space Hulk. The one guy who played 40k outside of DH promptly shit himself.

Now, at the time the party consisted of Paul, Hades, and Sigismund, as well as 13 and Vincent's old characters, Jules and Butch, both Hive World Scum, and the newbie's character, Karmine, an Imperial World Guardsman.

Lead-up to the mission was that a Space Hulk by the name of Burning Finger had exited the Warp near a Tau-Imperial border, and the acolytes were sent to scout the area before the IG were sent in to make sure the Tau didn't get their hands on an Imperial Warp Drive.
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Nobledark GM 06/11/14(Wed)02:46 UTC+1 No.32701552 Report

Sounds like an easy mission, right? Not even a chance of getting shredded into acolyte-filets by Genestealers.

Of course, upon arriving at the Space Hulk's location, turns out there had been a small bit of time dilation, and the Tau had arrived and managed to hold off the Imperial Navy for a while. So the acolytes managed to hatch a plan: sneak up to the Hulk using the stolen Eldar cloaking field on the transport, get to the center of the Space Hulk, activate the Warp Drive, and get out before they get eaten by the horrors off the Warp.

A few hours of silent running later, the ship successfully docks with one of the ships on the outside of the Space Hulk. Having not prepared for heavy combat operations, the acolytes' wargear was limited to a few Creed-9s, a couple Combat Shotguns, and a lone MP Autocannon, along with a smattering of melee weapons. So they take some of the ship's marines and enginseers with them as 'ablative wounds'and board the Space Hulk. A quick jack into an electoo port gives a rough estimate of which direction to go to get to the biggest Warp Drive in the Hulk.

Their formation as they advanced through the ship essentially ended up looking like this:
Assorted crew
Hades, Karmine, Butch
Enginseers
Paul, Sigismund, Jules
Assorted crew, in case of rear attack

Truly, master tacticians. Anywho, after roughly an hour of trekking, they started picking up assorted bodies, freshly dead. A bit of rumination on the meaning of this, before continuing their journey. Then, a firefight. A Per test identifies the weapons as being Slug, not Pulse, so it isn't the Tau. A quick call for a ceasefire is replied with "Push those damned servants of the Corpse-Emperor to their graves!" Chaos cultists. Battle is joined and after several harrowing rounds of combat they kill or repel all of the cultists, at the cost of nearly a dozen crew members and Butch having to burn his first fate point of two.
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Anonymous 06/11/14(Wed)03:20 UTC+1 No.32702293 Report

>>32697651
Yes
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Anonymous 06/11/14(Wed)03:21 UTC+1 No.32702310 Report

>>32698404
>>32698192
>Not joining the Tau
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Nobledark GM 06/11/14(Wed)03:27 UTC+1 No.32702418 Report

A quick test of Forbidden Lore (Cults), and the cultists are identified as a minor Chaos Undivided cult presumed vanished near the end of M40. So now on top of the Tau, there's cultists.

Another hour and a half of marching, first contact is made with the Tau. Players were crafty. Lure the xenos out of cover, then pop some firebombs on the whole lot. If there had been any SoBs, they would have been proud.

A further push, a couple more firefights with the cultists, and the diminished group reaches their destination: the engine room of a pre-Heresy Emperor-class battleship. So the enginseers set up, getting the proper rituals set up to activate the Warp Drive, with the PCs and the ten remaining ship crew on guard duty. A few encounter rolls later, and the time passes in complete silence. Enginseers pack up, tell the PCs its time to move lest they want to see what it is like to travel through the Warp without a properly functioning Geller field.

More trekking, then the group is ambushed by a team of Tau Fire Warriors. The last of the crew are dead, as well as a couple enginseers. PCs firing back, managed to thin the numbers. Then the Tau toss a pair of grenades, right into the cover the PCs were hunkering behind. Most of the party makes their Dodge roll, and gets out, aside from Butch. Had it been one grenade, he would have burned fate to live. Unfortunately, it wasn't the case. Poor guy ends up a red smear across a bulkhead. PCs rage, and slaughter the remaining Fire Warriors.

Now, a quick note, I had been rolling secretly throughout the mission, which the results of it the PCs discovered when they arrived where their ship was supposed to be.

The damned cultists hijacked the ship.
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Nobledark GM 06/11/14(Wed)04:05 UTC+1 No.32703289 Report

So the surviving enginseers said that there was roughly three hours before the Warp Drive was set off and they all took a crash course in Warp Lore. A bit of panicking, raging at me, and some hushed planning later, the PCs came back with an idea. They just had to take a ship from the Space Hulk, and ride it out! In fact, they were standing right on one!

So some rubble-clearing later, the group makes their way to the engine room of vessel their ship had originally docked with. Paul tests Forbidden Lore (Archeotech), and rolls a 03. The ship was a transport ship dating back to the Age of Terra, specifically the 12th millenium. The AdMechs and the more lore-inclined PCs collectively cream their pants.

Work is quickly done to get the ship back up to running condition, and just twenty minutes before the Space Hulk gets launched back into the Warp, they get the ship online. As the ship breaks away from the Hulk, the group is promptly greeted with a message over the ancient loudspeakers, in a language incomprehensible to the PCs and AdMech. One of the AdMech plugs into a port to upload a language database, and frantically unplugs, screaming, "AI! AI! This ship has an Abominable Intelligence!" Jizz turns to shit.

The more Fellowship-inclined PCs try to calm the AdMech down, say that they can destroy the AI later once they escape, but for now they need to focus on the escape part of the plan. A luminen blast to Jules' face gives the AdMech's response. Down he drops, wounded, unconscious, but alive. The enginseers are promptly slaughtered, and Paul is now the only one who knows anything about how to fly this ship.
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Anonymous 06/11/14(Wed)04:32 UTC+1 No.32703840 Report

>>32703289
FINISH STORY
>>
Nobledark GM 06/11/14(Wed)04:53 UTC+1 No.32704233 Report

So Jules is healed and woken up, as the transport slips away from the Space Hulk and the Tau frantically pull out as said Hulk begins to be pulled into the Warp, so all that is left is the matter of the ship, and its contents, as well as escape.

A short exploration of the ship, which is tiny by Imperial standards, only 400m prow to stern and 100m at its peak, reveals a cargo bay. The AI helpfully opens the doors, and behold. Hundreds, if not thousands of Iron Men. More pants-shitting terror, and more planning. The Acolytes finally hatch a plan to deal with the ship, and funnily enough the Tau as well. The team locates a small shuttle transport, also equipped with a Warp Drive, and gets it running. Meanwhile, Paul and Jules, the more techically inclined of the PCs get the warp jump co-ordinates locked in: a Tau-held planet that was the staging point for this excursion. And no, not in orbit of the planet, the surface. Meanwhile Karmine gets every gun he can find, lines them up on some crates he pulled in front of the entrance, declares that he will not move from this barricade.

Out of game, in a brief break for foodstuffs, Karmine's player told me that while he enjoyed the brief taste he got of DH, it wasn't exactly his cup of tea, and so would not be joining us for another session. I asked him what he planned to do with his character. He then told me the full plan. Once the escape vessel is secured, they will flee and set the ship to fly into the Tau planet, doing massive damage to both and potentially releasing the Iron Men to wreak havoc. However, they had to make sure the AI didn't stop this plan from enacting. So they would isolate the Warp Drive systems from the rest of the ship, and when the Iron Men were sent up to retake control, somebody would have to stay behind to hold them off.

That person was Private Klay Karmine. His last words over the micro-bead before the others escaped were, "Come on you metal bastards, I've fought grox-spawn tougher than you!"
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Nobledark GM 06/11/14(Wed)04:54 UTC+1 No.32704250 Report

>>32704233
And that elegan/tg/entlemen, is the story of Iron Men and Wooden Starships.
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Anonymous 06/11/14(Wed)05:20 UTC+1 No.32704787 Report

>>32704250
Why were the starships wooden? I don't get it.
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Nobledark GM 06/11/14(Wed)05:21 UTC+1 No.32704809 Report

>>32704787
http://tvtropes.org/pmwiki/pmwiki.php/Main/WoodenShipsAndIronMen

As much as I know the consequences of linking somebody to TvTropes, this will explain better than I can.
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Anonymous 06/11/14(Wed)05:27 UTC+1 No.32704928 Report

>>32704809
>tvtropes
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Anonymous 06/11/14(Wed)05:37 UTC+1 No.32705156 Report

>>32704928

Don't be a dick. He's aware.

Beside, the discussion forums are the bad part/ The actual topic pages can sometimes be mildly informative.
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Anonymous 06/11/14(Wed)07:55 UTC+1 No.32707539 Report

>the are people who don't run nobledark settings by default
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Anonymous 06/11/14(Wed)07:58 UTC+1 No.32707586 Report

I suggest switching to Rogue Trader. Sounds more the kind of thing they are after.
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Anonymous 06/11/14(Wed)12:00 UTC+1 No.32709758 Report

>>32707586
>>32704809
Yeah transition from little bugs to lords of the stars.
Might be hard though.
They will have to find a writ.
There are some that apply to the one possessing it, so your guys could have their first adventure finding it.
One of my favourite parts in rogue trader are the ancient archeotech lasers.
It reminds me of these space tv-cartoons/anime when I was a child.
I lovet hat shit.
Also being an archeo-tech magus is sweet.
>So many lasers.
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Anonymous 06/11/14(Wed)12:21 UTC+1 No.32709938 Report

>>32696237
As others have already said, just put so that they made a difference. Not a huge difference like changing the course the galaxy or anything like that. Small things. These guys don't have to be immortalised or have parades in their honour, all they have to do is make some sort of difference.

Some examples that came to mind (spoilers are for extra happy with that happy meal).

>Techpriest
Founds a school/temple for gadget-gifted youngsters to apply to. One of his charges goes on to lead a successful Explorator mission. In his memoirs he mentions that he'd never have had the opportunity if the PC hadn't opened up the shrine in his area.

>Guardsman
Lands a cushy job, either as some bodyguard for someone who is never in any sort of danger or in charge of the local cities PDF, which eventually gained the reputation of being surprisingly competent for PDF.

>Scum
Got rich. Filthy rich.
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Anonymous 06/11/14(Wed)13:14 UTC+1 No.32710319 Report

Good end in Dark heresy as Ordos Xeons acolytes seems easy enough.

>Small newly founded colony
>Threat to the colony from a minor Ork incursion
>beaten back by unidentified Abhuman race providing unexpected reinforcement to the colonists before disappearing
>Cell sent in to locate and determine the purity of these Abhuman's
>Discover the Abhuman's base is actually Pre-DAoT Research Centre
>Abhuman's are actually the Centre's surviving Staff and Security forces
>Have lacked the Materials to construct anything impressive but still have Databases full of DAoT Tech
>Including FTL travel that doesn't rely on the warp or webway but is of a similar speed to warp travel

The players faces as they realize that if the entirety of the imperium started using that the Astronimicon that the emperor has been powering instead of healing himself is now no longer needed and he begins the slow process of healing himself
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Anonymous 06/11/14(Wed)18:41 UTC+1 No.32713626 Report

>>32697685
>What was that one ex-sniper with the cyber jaw in the Ghosts series? Best end for a minor character.
Sniper Merrt

>is one of the best snipers
>gets his jaw shot off
>stutters and can't shoot for shit now
>thrown out of the snipers
>crippling self esteem, alcoholism and being in dept
>almost beaten to death because of that
>gets thrown in retraining
>has to fight as a shit tier guardsman
>finds a cursed gun
>but then throws it away
>get's back to the regiment
>a fucking Space Marine "heals" him
>now best sniper ever
>dealing with booby traps left and right
>gets shot again
>a doctor who is 200 years old and has cancer carries him away
>in the end he uses his ultra sniper skills to obliterate a whole elite Chaos task force and give time for others to escape
>also gives peace to himself and the Doctor

Damn, Abnett is the only writer who can write giant Mary Sues AND special snowflakes, wrap it all in Humanity Fuck YEAH and throw some morals and ethical questions over them, and making it all work together so perfectly and enjoyably.
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Anonymous 06/11/14(Wed)18:43 UTC+1 No.32713667 Report

>>32697182
>Play for 15 sessions.
>GM suddenly stops running.
>Couple years later do a hastily slapped together one shot game all day, then never play again.
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Anonymous 06/11/14(Wed)19:40 UTC+1 No.32714486 Report

>>32713626
>Abnett is the only writer who can write giant Mary Sues AND special snowflakes, wrap it all in Humanity Fuck YEAH and throw some morals and ethical questions over them, and making it all work together so perfectly and enjoyably.
Only works if you don't read his stuff back to back.
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Anonymous 06/11/14(Wed)19:54 UTC+1 No.32714681 Report

>>32696237

Well like, lots of planets in the 40k universe have a similar-to-modern culture and life. As an Inquisitorial warband, you're ostensibly working to protect that.
But of course, if you're living in 40k, there are real demons that can eat you.

So honestly, all of the "happy endings" available from other genres can be reasonably present in 40k.
They even have time travel, so you can literally warp the characters to your house on Earth in the past.
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