ursus IV. the economy of the planet is based on hunting and tourism. the lush, unpolluted environment boasts several varieties of megafauna, as well as an array of interesting predators. the system sees a steady stream of bored dignitaries out to bag themselves an impressive trophy or two.
the lodge town of elchstadt, located on a bluff above a maze-like network of steep-sided canyons.
a local huntsmaster of one of the planet's "lodge towns" is dealing with a mutation problem in her populace. One in five children is born horribly twisted. She implements an organization imitating the adeptus arbites. they are tasked with ferreting out mutations, and exterminating those bearing them. like the real arbites, these pseudo-arbites have cybermastiffs.
our dear inquisitor recently found out about the mutations, and is suspicious that the governess wouldn't inform the inquisition of the problem. he sends a team of acolytes to look into it. the governess makes a grand show of helpfulness and allows the acolytes access to the offices of the pseudo-arbites. they insist they are handling the situation in a professional and discreet manner, and they would appreciate it if the acolytes did the same. elchstadt had recently recovered from a deep economic recession and it would be a shame to plunge them back into it.
services available in the town!
lodging is available in a posh, recently opened hotel. the acolytes can get lodging for free because the huntsmaster knows they're inquisition, but they have to be careful about incurring gouging fees for things like using the bar, ordering room service, or using too many towels. available for purchase or rent in the town's shops are hunting rifles, certain types of ammunition, skinning knives, camoflauge clothing, and various scrimshawed knicknacks. there are expensive taverns meant to cater to rich visitors, and cheap dives where the locals glare at foreigners. forest guides can be hired to lead visitors through the box canyons where the game can be found, and taxidermists can be commissioned to preserve the resultant trophies.
the townsfolk are taciturn and aggressively polite when pressed, but they all disappear into their homes as soon as the sun nears the horizon. they strongly advise the acolytes to do the same, citing nocturnal predators.
the acolytes first obtain a copy of the records kept by the pseudo-arbites. (also a red stapler, courtesy of a good Charm roll.) they decide to question the most recent family to suffer the misfortune of bearing a mutant child.
frau holmstad, a taxidermist by trade, had given birth to a son with bestial, full-body mutations. the pseudo-arbites took him away to be exterminated. it was deemed too cruel to do so in front of her. she is having a crisis at the time, wracking her mind to try to figure out what sins she committed to deserve the punishment inflicted upon her son. her husband is at the tavern dangerously late.
part of the group goes to get him, while the rest searches the holmstad dwelling for signs of corruption. the techpriest engages frau holmstad in a conversation about cyber animals to distract her. at the tavern, the others find out that herr holmstad is contemplating divorcing his wife because he can't figure out what he did wrong, so he has come to the conclusion that she is the tainted one. the acolytes inform him that it's possible to catch the taint from exposure rather than evil deeds. thus reassured, he tells them his suspicions regarding a certain forest guide who had been into a restricted area of the box canyons.
they escort him home and spend the night there. on the way back, they hear scuffling and calls that sound like children screeching. they scare the unseen scavengers off by shouting and shooting guns in the air.
the next day, they seek out the forest guide, a herr jaeger. he is reluctant to help them at first, and is unimpressed by the party's attempts at intimidation. however, with a bit of persuasion and appeal to his duty as an imperial citizen, he agrees. he sets up a covert meeting that night to take the acolytes to see something he found deep in the trackless woods. he makes them swear on saint kiodrus that they will tell no one, especially not the arbites. the acolytes catch a cyber-raven listening in, but it loses itself in a flock of regular birds.
while waiting for nightfall, the acolytes have some inconsequential adventures, including a small run-in with a visiting noble and his two bodyguards. the scum had attempted to steal a masterwork hunting rifle from the group, but backed down before it became apparent that was what he was doing.
later, herr jaeger leads the group deep into the box canyons in the dead of night. before setting out, he insists that they take stealth precautions such as dulling the glint of their weapons with dirt. as they get closer to the spot, he makes most of the group stay behind because they had failed their Silent Move checks. only the assassin had performed well enough to continue.
unfortunately, that comes to an end when the assassin rolls a critical failure, disastrously crashing into a hidden gully. this attracts precisely the sort of attention herr jaeger had been hoping to avoid. four unseen people also heading toward the acolytes' destination are put on high alert. shots are fired. the other acolytes come running in the dark, comically falling prey to the aforementioned gully. sensing doom, herr jaeger slips away in the commotion.
the group at the top of the gully aren't the only ones who notice the acolytes. a flashlight-wielding pseudo-arbiter and his cybermastiff join the fray from the other side, the cybermastiff attacking the techpriest (and being attacked by the assassin and the cleric in turn) before its master can call it off. it is redirected toward the mysterious aggressors and a tense, confusing firefight ensues.
with the pseudo-arbiter's shotgun, a lot of ineffective shooting mixed with a couple of impressively-aimed hits, and a last-minute attack of conscience for herr jaeger, the conflict is ended. the acolytes find two bodies at the top of the gully. they are the bodyguards of the noble they had seen yesterday. the other people, presumably the noble and a forest guide, are nowhere to be found.
now the pseudo-arbiter's presence is a problem. he maintains that he was on patrol and heard shooting in a restricted area. he's terribly sorry but he'll have to arrest the acolytes and herr jaeger, or at least arrest herr jaeger. he hopes they'll come quietly.
the scum determines that the pseudo-arbiter is lying about being on patrol. the cleric and the scum work together using Intimidation, Charm, and psychology to bring him to heel. he offers to report the incident as an animal attack and not mention the presence of the acolytes, as long as they leave immediately. he is clearly very conflicted. the acolytes press the pseudo-arbiter for more, but it becomes apparent that is all they will get from him.
that was deemed a good place to end the session so that the players weren't kept up too late. i'm excited for the next session, and i hope everyone enjoyed it!