Dark Heresy: 41PRY Campaign

Arrival on 41 Pry

Party: Ravi, Eli, Maz, Modesty, Ish

41 Pry is a large space station, previously a refinery with a population of 6 million. It has been abandoned as a refinery for over 500 years. It still has a large population of “natives”, pirates and criminals. It is a supposed haven for piracy. There is no ruling group or individual, no law enforcement body other than the pirate groups who run their sections of the station. The station has not been maintained, as is gradually decaying. It has no official defence system.

The party were advised it would be easy to get passage off 41 Pry with some ease. The party stocked up on ammunition and other supplies. The concourse is an obvious place to buy stuff. Off the concourse, there are piles of rubbish in the corridors, and smells of tramps. It is not pleasant.

The party are staying briefly at “Heavenly Meadows” apartments, which is owned by Besmo Shahid and his daughter Neera.

The party start looking for a pilot to get them off 41 Pry. They identify that they need to find out where Cranmar got the xeno gun from. The party know that the previous Torgrims had been dealing in xenos, probably slavery related. Who are the Syndicate and what do they want?

The party go to a bar called The Green Saint (named after Alexis of Alros, a minor saint in the Imperial pantheon), where they find out that there are three main factions on the station: the Brotherhood of the Bloodied Suns, The Sons of the Void, and the Iron Knights. Traders pay the pirates protection money, and in return they sell their wares unmolested.
There are a number of arms dealers on the station, one in particular called Stromberg, but you need a referral to talk to him.

A vast amount of the station is not actually controlled by any of the gangs – lawless, animals, people and probably xenos in the lawless areas.

There is a heat sink room in the neutral zone where the pirate gangs host big fights, which they organise amongst themselves. Fights are always to the death, and take place every 6-8 weeks.

There are Kroot (xenos) on the station, aligned with the Iron Knights. All the Kroot work for Boss Score, their leader.

The Brotherhood of the Bloodied Suns are the second biggest pirate gang on the station, run by Hondo Jolly who is apparently “ex astartes”. He is a total bad ass, and a very visible figure on the station. The party have come aboard the station in Brotherhood territory. The general point of view in this sector is that the Brotherhood are rough but you know where you stand. Iron Knights are a small group, but vicious, no rules and anarchic. They work with xenos and are run by a woman, Alenya Bevishenk. There are no xenos in this area. Sons of the Void are untrustworthy backstabbers, thieves, dangerous. People disappear.

Ish has been observing the concourse and watching what has been going on. He has observed a number of noble looking people with bodyguards and has been curious about what they are doing. There was a big richly dressed man escorted by 6 obvious bodyguards, and a less obvious man trailing them. There was a woman with 4 bodyguards browsing the stalls, who bought something discreet from a man. Also saw a hunchbacked male doing a trade with a tech trader – has high quality prosthetics.

The party have decided that the Syndicate probably deal in both xeno tech and slavery.
Ravi has found out you need to go through Stromberg’s connections to get to him. He is known as being a xeno tech front for a couple of different groups. Ravi obtained a couple of leads – Mr Crackle and Mr Shank. Has arranged to sell the xeno gun to them to get Stromberg’s interest (700 thrones).

Ish had a long conversation with someone called Knocko Jemba.

Johnny Piranha deals with the disposal of bodies in this sector.

Ravi has threatened Modesty with a fake detonator for her bomb collar to keep her in line, and she has found out about his deception. She is pretty cross with him.

The Ghost Fire Heist
How the acolytes meet Stromberg, and do a job for him

The party are meeting with Stromberg, an arms dealer.

Ghost Fire is a drug that grows on Iocanthus. Sometimes the Iron Knights deal Ghost Fire on the station. Stromberg wants the party to go to Iron Knights territory and steal from them to supply him with the Ghost Fire. The shipment will come in a couple of days. Stromberg will provide the transport, Shank will provide the details.

The party will be transported to the Iron Knights sector. The landing zone will be hot. The lander will be obviously not IK. The party will be dropped at the point where the deal is taking place. The drugs will already be there – the party are to interrupt the deal, and steal the merchandise. The drugs will be in a single crate. They have a very high street value. The party are warned in no uncertain terms to not try and sell it on. The transport will pick the party up and drop them back in Brotherhood territory.

The transport vehicles all have Brotherhood insignia on them and the party surmise that Stromberg is trying to start a turf war.

When the party arrive, they assault the landing bay. The ship starts shooting up the surroundings. A lot of pirates get shot. The Ghost Fire is not where it should be. Maz gets ambushed hard and the party get separated. There is a lot of heavy fighting throughout the area. The party get shot up quite badly, but they take out a lot of pirates. Then the Kroot attack, and it is totally devastating. Ravi and Maz both go down, and Ish suffers a broken leg. Eli pulls off some pretty fancy shooting and manages to save everyone. Modesty has become separated from the party, and her com bead has gone dead.

After the fighting has finished, the team search some of the bodies. One of the corpses belongs to Artherian Maschnik. He has an Imperial ID card.

The party, minus Modesty, get back to the lander. The Ghost Fire is put aboard. The lander takes off and takes a different route to get the party back.

Mr Crackle greets the party. He looks quite cheerful. He scans the merchandise and is happy the party have got everything. The party are taken to a mini med bay to be healed by the use of Batarian Wongbat venom.

When Maz regained consciousness she was upset that the team did not go back for Modesty’s body.

The party are taken back to Stromberg’s place, through his garden and into the office again.
Stromberg is pleased with the team’s progress. He tells the team that the Syndicate are not based on the station. They deal in exotic weaponry and technology. They are most interested in selling items, and often request that Stromberg act as middle man. They are interested in finding things as well. Maybe they are looking to increase the circulation of xeno items. Everyone involved in the Syndicate has a tattoo. Stromberg can put the party in touch with a Syndicate agent, and this is usually safe well paid work. Stromberg reiterates that he is thinking of ending his association with the Syndicate. He doesn’t like them.

The party are dropped off discreetly at a different Brotherhood docking bay.

Dead Man Walking
The acolytes encounter the Syndicate

After the Ghost Fire Heist, Eli and Ish are able to go out to the concourse and observe the Brotherhood pirates. The pirates are tense and on alert. They have been skirmishing with the Iron Knights. The Knights have been claiming that the truce has been violated. There have been mixed reports about what happened, and most people are expecting a big fight. Hondo Jolly is very angry. The general feeling is that the Sons of the Void are going to take advantage, and that they might have engineered it all. Hondo Jolly and Alenya Bevishank will have to meet to have talks.

Whilst they are out, Ish sees a man walk past him that he has previously killed. For some reason, Ish does not mention this to anyone.

After a few days, Ish once again sees the dead guy walking around. He tries to get a psychic reading on him, but there is nothing present. Eli also sees him, so Ish knows he isn’t going mad. Eli can see he doesn’t look quite right – he looks unhealthy and pale, and there are crusted traces of blood around his eyes and mouth.

A day or so later, Eli sees the dead guy again, in the company of Artherian Maschnik, who they last saw dead in Iron Knights territory. Ish and Ravi are with him. Artherian is talking to the Brotherhood. They shake hands with the Brotherhood pirates and walk away. The party become concerned – last time they saw the dead walking was on Torgrim’s World in the service of a daemon.

Eli, Ish and Ravi heard a strange noise in the corridors of the station when trying to follow Artherian, and take Maz (who has been healing her wounds) to go and investigate. Eli had noticed that Artherian had some marks on his head, as though he had some kind of surgery that had been covered up with synthiskin.

The sound came from a really unpleasant part of the station. They can hear the station creaking and groaning. The lights have gone completely in these corridors. Fortunately the party have torches. After finding their way blocked, Eli notices a cold sticky viscous substance on the floor. It smells fetid, like nasty old sap. It starts to sting Eli’s finger slightly, and is very cold.

There is a strange hold in the floor and wall, like a storm drain. It has been deliberately cut away. There is a tunnel heading up, and the sides are covered in the sticky substance, almost like a lubricant. Ish pokes his billy club into the hole. The metal of the wall buckles slightly, but doesn’t give. The billy club is now covered in goo.

The party agree to go and get a las cutter so they can get through. The substance is mildly corrosive.

Ravi uses the las cutter to start cutting through the wall. Ravi cuts through the wall, and there is a corridor on the other side. The air is cold and misty. The team climb through, into a room full of corpses hanging upside down from the ceiling. At least 40 bodies. A number of the corpses (50%) are skinless. The skulls have been cut out and the brains removed. There is a door on the opposite side of the room.

The floor has blobs of viscous liquid on it, as though something drippy had walked through. The door on the far side is locked with an electronic keypad.

Eli searches through a pile of greasy rags, and finds skin underneath the clothing. The skin has been taken off in one piece. They find the skin of a tramp that Ish had to kill. Someone/something has been wearing the skins of the dead. Ravi starts to become jumpy and paranoid.

There is alien technology on the tables, made of the same material as Cranmar’s gun. Eli picks one up to look at – it is clean, and the Syndicate symbol is embossed on it. Ravi decides to cut his way out of the room with the las cutter.

The room on the other side of the cut door is dark, warm air, noisy. It is a generator room, with a low ceiling. There is a lot of heavy machinery. There is a clear path through the dust on the floor indicating regular use. The party are alarmed by a noise.

There are some decaying dismembered bodies laid out on a machine, and there are some partially consumed brains on a shelf.

And there’s a thing. It looks like a tube of meat, 6-7 foot in height. It has large teeth, it is veiny, and it has frondy appendages. 3 tentacles anchor it above the ground. Maz fails her fear test. Ravi briefly faints. Eli and Ish shoot it, and it opens its eyes. More arms unfold from the body and lash out towards the party. Ravi takes critical damage to his head, and shoots it with manstopper bullets. Maz remains unable to act. Big globbets of xeno flesh fly off it, and start steaming on the floor. More tentacles appear and lash out at the party. Ravi loses 3 fingers on his left hand. Maz grabs Ravi and starts pulling him away. Eli obliterates it with a 30 point critical hit.

There is a service elevator, and at this point the elevator platform arrives. Three people are on it, with a coffin shaped trunk. The party hide. Artherian is leading the way, and two guys in Brotherhood colours follow, carrying the coffin. Artherian is aware something is wrong, but continues to where he is going. Eli breaks off to follow him, and the party follow Eli. When Artherian sees the hole in the wall of the cold room, he starts to kill one of the Brotherhood guys. Eli shoots him straight in the head. This blows off the top of his head, and the skin falls off. Wriggling worm things appear. The party are horrified, and start running for the elevator. Maz re-opens the wound that she sustained in the Ghost Fire heist. Artherian is running faster than the party, although they have a head start. Ravi takes aim and fires at Artherian, hits him enough to throw him back. Maz and Eli shoot at him as well. Ravi finally fires the shot that blows Artherian into a grinding machine.

Eli looks into the coffin and memorises the corpse’s face. The party escape back to their hideout.

Prelude - The August Seas & Miron IV
In which the acolytes meet Mer-Sik and agree to be his bodyguards for a short job

Stromberg has arranged for the team to meet with a person called Mer-Sik. He will interview the team for suitability. The interview takes place in the back room of a bar called Roggers. There is a figure in the back room wearing a big robe, looks misshapen underneath it. Mer-Sik performs “security checks”.

Mer-Sik appears a hideous man, stunted in size, head oversized for body, hands too big and hunched over. His skin is grey and leathery, and he has a pronounced lower jaw. Prosthetics – left side of his head is metal plating. He has a bionic eye. The right eye does not blink. Cybernetics on his hands. He has a Syndicate brand on his neck.

Mer-Sik wants the team to protect him whilst he goes to a planet called Miron IV. A one week assignment as bodyguards. He does not trust his business partners. They will leave on the August Seas, a Rogue Trader vessel with a mysterious reputation.

After this appointment, Eli is approached by a manky looking man who knows his name. He is wearing a long coat and has matted dreadlocks. The tramp calls Eli “acolyte” and told him to meet him in 10 minutes at a certain location.

The tramp is here to bring the team in. There have been worrying developments with Inquisitor Dax – he has been suspended. The team now work for Inquisitor Al-Subai. The team have strayed into something big. The tramp (Dessius Arl) mentions Cortez Sunday a couple of times. He tells the team that the Inquisition has been compromised on the station, and that it is imperative for the team to see this mission through. There are 4 missing agents that the team need to find. The code for the microbead is “mercy is for the weak”.

The August Seas
The acolytes meet with Mer-Sik and travel to Miron IV

The team stock up on supplies, and go to board the August Seas. Mer-Sik is at the docking bay, accompanied by 2 other people – a tall blonde man dressed like a mercenary, and a short woman with mousy long hair, pale freckly complexion dressed like a mercenary. The tall man is very calm. The woman wears an Aquila on a chain around her neck. Mer-Sik scans the team again.

Ramsmos Gailman and Telani are the mercenaries.

The air on the August Seas is thin and cold.

The team find themselves on the command deck of the ship with Mer-Sik. The command deck is very ornate and absolutely huge. There is a lot of activity there with servo skulls buzzing around. There are carvings of angels and saints, columns and pillars, tapestries etc. There is a big dome at the top of the deck which means the stars (and the void) can be seen. Many banks of controls. Approximately 100-150 crew members. There is an enormous throne in the middle of the floor – the captain’s seat.

There are two men who stick out immediately. One gigantic dark skinned man, dressed very ostentatiously, wearing a huge robe and an old style naval uniform underneath. A sword hangs at his side. This is Cortez Sunday. The other is skinny and jaundiced looking. He is dressed severely, very militaristic (think SS officer). His hair is cut in a crew cut. This is Dax Daegaarden. Mer-Sik heads towards these two men.
Mer-Sik bickers with the big black man. There is mention of “Guir” and “a problem”. Guir is an important contact for Mer-Sik, and he uses him to sell things. They both act as middle men for each other. Mer-Sik has stated previously that he prefers to be on the station, normally Guir would be going on the jobs, not Mer-Sik. Mer-Sik has brought an item with him. He also mentions that he has an exceptional navigator.

The team are escorted to their quarters. The hab level is still heavily decorated in the same high gothic style as the rest of the ship (that the team have seen). They are assigned rooms near Mer-Sik. Mer-Sik advised them that they must always move in pairs.

The team engage in small talk with Gailman and Telani. Gailman mentions the Cold Trade – something to do with artefacts.

On the third day of the voyage Ravi questions Mer-Sik about why it is taking longer than the team were told. Mer-Sik is very vague, and says if it takes much longer he will speak to the Captain. Before long, the ship makes orbit around Miron IV. The team will make planetfall in a few hours. Mer-Sik becomes anxious, and advises the team that they are not to leave him on his own at all.

Miron IV
The acolytes retrieve an important artefact, encounter a Chaos warband, and are stranded on Miron IV

Miron IV is a desert planet. The August Seas hangs low in the atmosphere so that there are no atmospheric entry problems for landers. When Eli opens the lander door he gets a big lungful of dusty hot desert air.

The team have landed on the crest of a sand dune, and can see the ruins of buildings in the sand. There are lots of servitors around, and at least 7 more landers have made planetfall. There are already servitors amongst the ruins.

Eli can hear insects and see birds, so there must be a water source near by.
The ruins are made up of blocks that are slightly larger than average human stone. The engravings are slightly unpleasant and very xeno. Servitors are dismantling pillars. The walls are ornately carved.

Mer-Sik is muttering a lot to himself. He is not happy that Sunday is being so greedy. He tells the team that they must not let Sunday’s men “take us”. They do not know the real significance of this place, not even Daegaarden. The team head towards a much larger structure, partially hidden by walls. A massive statue, part buried. At least 20 foot high, a Buddha like imagine, made of metal. Not quite human. The dimensions are a bit wrong. Sinister. Very corroded looking, especially on one side. The metal is similar to the alien gun we took from Cranmar.

Servitors surround the base, mainly combat servitors. A scattering of crewmen are present. Sunday is here too, elaborately dressed in white and sweating profusely. Daegaarden is also there, not sweating. There is also a third figure that the team have not heard before, a techpriest – Miklaes. He is heavily augmented, with a metal face, chrome skull, no nose, and no lower jaw. The eyes appear human. He has a voice box. The three are animatedly arguing with each other, about something they thought was here.
Sunday gets a bit threatening “we all serve the same master”.

Ish scans Daegaarden – he is a skin walker.

Mer-Sik knows the history of the planet and has been here before. He tells the team this is the third race to have lived here. The Crusades of St Drusus would have destroyed anything above the sand. He thinks Sunday is a complete fool. The idols are a ruse – it is not here. Mer-Sik gets frustrated as he cannot find what he is looking for. When questioned about what he is looking for, he lets slip it was a magical device that navigated them here.

The team are ordered to start digging in the sand. Before too long they find more of the alien metal. It looks like a well with a lid. The lid is creepy. It gets removed, and the well drops away into the darkness. Ish drops a torch down. Mer-Sik tells us to put hands on the altar and it should respond to our touch.

Maz and Eli go down the well. The tunnel is very low, and it is very hot down there. The altar is where Mer-Sik said it would be. Maz touches it, and a sphere of brass appears. It has a ring on the outside. It appears hollow, thin, ornate. Size of a large marble. It makes a strange tinkling sound when Maz picks it up. It looks like a globe, with continents on it. Maz and Eli start moving away, when they hear a noise behind them. They do not wait to look at first but pick up the pace. When Eli looks back, there is a big worm-like beast crawling out of the floor behind them.

The worm looks leech-like, with tentacles and teeth. It is very smelly. It chases Eli and Maz down the tunnel. They run as fast as they can to the well shaft. Ravi, who is at the top of the well shaft, can smell the bad smell. At the same time, everyone topside hears a grinding noise, which is coming from the idol. Mer-Sik finally mentions something about a guardian.

Eli and Maz have to shoot at the worm in order to be able to get clear of it.

The idol swings at Ravi and Gailman. It is very tall. It is almost on top of the well.

Ish starts to get a psychic headache.

The worm has started to grow arms, and hits Maz. Eli has managed to climb out of the
hole, and Maz shoots it again as he starts to pull the rope up. Maz suffers damage to her left leg.

Ish shoots at the idol – there are green flames. Ravi shoots the idol as well.

Suddenly there is a sonic boom and a number of drop ships appear. They begin firing at the oncoming servitors. They are daubed with sigils and bones, and look very tatty. They belong to a Chaos warband. There is total havoc on the ground at their arrival.

The colossal idol hits the worm monster. The warband has dispersed into the ruins. Then the renegade astartes appear.

As Maz gives Mer-Sik the artefact, he gets shot. Maz has to support him to start running away. The astartes are heading towards the team. Ish provides some cover with smoke grenades. Luckily Gailman arrives with a lander and everyone is able to get on it.
Maz is bleeding on the lander, having been shot a number of times and being attacked by the worm thing. Mer-Sik is lapsing in and out of consciousness, so Ish takes the opportunity to look at the artefact. It is a small sphere, filigree like covering, and can see right through it. It is in a holder, isosceles triangle shaped with three recesses (one recess holds the sphere). Alien material, same as Cranmar’s gun. It has a strong psychic residue.
Ish then examines Mer-Sik’s wounds. He has been critically wounded. The flesh has semi melted the cloth to his skin. His hunched back is mechanical. The apparatus across his back has been damaged.

Gailman has bad news – the August Seas has left without the team.

Ish uses his psychic powers to heal Maz’s leg. Gailman puts the lander down about 50 miles away from the dig site.

The team wake Mer-Sik. Mer-Sik seems amused that Cortez has left them. He says Cortez is a dead man. He knew who the renegade was – Morgad the Despoiler. Knows him by reputation only. Mer-Sik tells the team they will not need to worry about having warp drive, and he can get them through the warp with the right ship (one that has a geller field). He appears to have taken a shine to Ish, and says his powers are potent.

The team sedate Mer-Sik again and try to decide what to do. They find two caves – one to put Mer-Sik in, and one for the team to rest in. They send out a distress signal. There is disagreement about whether or not to go and look at the Chaos warband.

Ish and Eli go back to the cave to look in on Mer-Sik. Mer-Sik has not taken kindly to being abandoned, and shoots Ish in the arm.

Later that night, Ish is burned with demon fire whilst trying to use the warp near the artefact. His features are obliterated by burns. He has no nose, ears or lips. His skin is blackened. He has no hair. He is wrapped in pseudo bandages to protect the skin. He looks absolutely hideous.

However, a lander is spotted on the auspex – the team are saved.

Ravi and Eli go back to pick up Mer-Sik – they shoot him in the head and take the artefact. Gailman is not impressed he has been shot as he owes him and Telani money.

Interlude – Calm Before the Red Circus
In which the acolytes make plans

It took the party 6 weeks to warp travel back to 41 Pry. Mer-Sik was shipped off in packing crates. Dessius Arl made contact with the party and suggested that Mer-Sik and the alien device be removed from 41 Pry, and that he could arrange this. Dessius arranges for the party to be moved to a safe house just outside Brotherhood territory. Mer-Sik is moved to another safe house until Dessius can arrange for his disposal.

The fighting has got worse on the station. There is talk of a large gang meeting, called the Red Circus. It sounds like a big deal.

Dessius tells the party he had originally been investigating a group called the Purple Hand. Inquisitor Al-Subai has taken over Dessius’ team and the current party. Dessius is not very knowledgeable about the Cold Trade and Ordos Xenos. He is more interested in cult activity.

The party learns that the team who went missing are likely to be entered into the Red Circus and the party will have to rescue them.

The Gravalax Triangulator is an ancient device that allows instant travel between galaxies.

The skin walkers are known as Slaugth.

The party are given 4 main priorities by their new Inquisitor:
1. Kill all the Slaugth on 41 Pry
2. Rescue the other team, although the Inquisition have made it clear they do not want Seamus back
3. Bring down the Amaranthine Syndicate
4. Conflict management on 41 Pry

The party now has access to an Inquisition fund.
Ish looks terrible – a mass of burned scar tissue. He claims the triangulator was trying to take him.
Ravi has gone clean shaven.
Maz is still growing her hair.
The Red Circus will take place in 12 days’ time. The gangs will meet up.

The Guir Gambit
In which the acolytes attempt to kidnap Althan Guir in exchange for information about the other party

The party decide they need to lure Guir out, and Ravi wants to use Mer-Sik for this. Guir acts as a fence for Cold Trade goods from Mer-Sik and Cortez. Ish suggests either a hostage transfer with Guir, or use Mer-Sik to set up a meeting with him. His plan will require a lot of equipment – may need to use Stromberg again. They discuss kidnapping Guir. Must assume that Mer-Sik will find a way to tip Guir off so the party cannot allow Guir much time to prepare. Ravi talks to Smoker to arrange the purchase from Stromberg. Smoker takes about 24 hours to get back to the party with Stromberg’s answer – he won’t meet with them, but will do business.

The ambush plan is set. Mer-Sik makes the call and arranges for Guir to meet with him.
Maz is armed with a flame thrower. The team have got hold on an ex imperial guard APC. They head out to the rendezvous point. There are other things out in the darkness that we can’t see. There are gantries all around, and the team cannot see much above or below. The bombs are strategically set. After some time, an engine is heard, and mercenaries appear. They are heavily armed and armoured in carapace armour. 2 mercs are leading the way, and Guir appears in amongst a group of other men. It is a party of 8 men in total. One stays put on the gantry, and the others move towards Ravi. Ravi waits until they are close, and sets off one of the bombs. Ravi takes out one of the mercs. Maz flames another one. Eli shoots another merc through the face plate, and he falls off the gantry backwards into the darkness. Ravi shoots another merc dead. Maz takes a las blast to the leg, but sets another man on fire with her flamer.

Ish then uses his psychic powers to command Guir to come to him, which he does. Eli shoots another merc. The guy on fire in the middle of the room is running around shooting. Guir opens his coat to reveal explosives, and blows himself up – he was a body double. Ish, Eli and Telani all get seriously injured in the blast. In the distance, we hear the sound of another transport vehicle exploding.

Ravi calls a general retreat. Eli and Maz assist with the injured. There are more hostiles incoming, wearing the bulky carapace armour. The first man in the group is slightly differently armoured, and is carrying a las cannon. Ravi throws some hallucinogen grenades around and the mercs start shooting each other. As the party retreat, Maz and Ravi get shot in the back. Maz is carrying Telani over her shoulders. Ravi is providing suppressing fire. A figure with a personal forcefield appears. The figure in black opens up with the las cannon and hits Maz, but she takes no damage. There is a psyker on the battlefield – he looks like a Mexican 80s street punk.

The party make it to the gantry and the APC. Ravi rolls frag grenades into the room. The party can hear las cannon blasts and screaming. Gailman drives the party away. Telani looks at Ish’s leg – it needs to come off.

Dessius finds a safe house for the party, and knows of a discreet doctor who can take Ish’s leg off. Dessius agrees to report back to the party how Mer-Sik reacts to the news that the party escaped the ambush.

Ish’s left leg is removed at the knee.

Making plans
In which the team decide how to proceed

The team have recovered from their injuries and are making plans. They know they need to free the other acolytes, and this is time limited – they only have 11 days until the Red Circus takes place. They are trying to figure out how to find out where the acolytes are being held.

The team acknowledge that Guir doesn’t know what they look like, so they are probably safe at the moment. The team ask Dessius to find out if Barr and Eman have been asked to kill us, and also if there is any word on the August Seas. There is a bribed agent who will let him know if the ship comes in.

After a couple of days, there has been no word on the August Seas. Eman and Barr have been visible and circulating, suggesting they are not hunting the party and are possibly between jobs. The team conclude that if they can get the two men killed off they could frighten Guir into talking to them.

Abdul's Pleasure Palace, part 1
In which Big Chief Eli makes an appearance

Barr and Eman are known to frequent a place called Abdul’s Pleasure Palace. In order to kill them, “Big Chief” Eli and Maz will go to the Pleasure Palace and poison them when the opportunity is right. It is important to avoid an all out gunfight.

The Palace is in the Sons of the Void territory, in a smarter part of the station. It attracts a more outlandish looking clientele – a mix of Rogue Traders, Warlords, mercenaries, minor nobles, and a decent amount of security for them. Maz and Eli bribe their way in to the area, and find Abdul’s. Eli has never seen a place like this before.

Most of the patrons are armed, as are the bar staff.
Eman is drinking at the bar. He has an entourage with him. His arms are branded either with slave or gang markings. Barr is sitting on his own, drinking on his own. He is big and heavy set, with a classic marine look about him. He is wearing a suit, and drinks only from bottles. It will be hard to poison him.

Maz and Eli overhear Eman boasting about how flash he is, and how he did a big job recently and won’t need to work for a while. The “fat motherfucker” who hired him has got his own little base and a private army – this is definitely Guir.

Maz and Eli return to the rest of the team after this fact finding mission.


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