Session 6
tl:dr - after handing over this last mark, Gorran is still no clearer as to what is going on, but he doesn’t like surprises. So in this session he takes it upon himself to track down someone who might tell him what he is getting involved with. But will she give up the answers.
GM:
We’ll pick up as Gorran drags Jast Verlo out of the trench, grime-covered and mumbling, his wrists bound, his legs unsteady. The trench mouth gapes behind you like it might swallow the truth back down if you give it a reason. But the way ahead is long, and Ashclimb hasn’t gone anywhere.
Just say the word and we’ll step back into the haze.
Player:
Considering the setting is Necromunda, I assume I have some right to bind a person. But can you tell me how far those rights extend? Can I drag this guy all the way to Kurn’s warehouse? Or will I be stopped by the enforcers?
GM:
That’s a great question—especially since Ashclimb is walking the line between lawless frontier and Guild-administered “civilization.” In Necromunda, your rights as a private debt collector depend on three things:

1. Who You Work For
If you’re backed by someone like Kurn, who has Guild or Clan ties, you have implied authority. Most enforcers and locals will look the other way, especially if your targets are low-status like sump sifters. Your tattoo likely signals you’re not freelance—you’re part of a system that benefits the right people.

2. Where You Are
- Ashclimb’s lower tiers and trench zones: It’s the Wild Waste down here. Nobody cares unless it causes a riot or halts production. Dragging a bound debtor through the streets is considered crude, not criminal.
- Near Hollowplate Market or upper-layer drinking holes: Enforcers may raise eyebrows, particularly if it looks like unlicensed extortion. That’s not because they care about the victim—it’s because they want their cut.

3. Enforcer Discretion
Detachment Zeta-3 isn’t here to uphold justice—they enforce order, and that includes keeping rival power blocs from stepping on each other. If Marshal Grenth or his scribe think you’re overstepping, you might face:
- A bribe demand
- Temporary confiscation of your “cargo”
- A public slapdown to remind Kurn he’s not untouchable
That said, no one stops a confident man with a purpose, especially not one with knuckle-plates and a Guild-marked job.
Summary:
Yes, Gorran can drag Jast through the streets to Kurn’s warehouse—especially from the trench zones. But the further he gets into populated or contested turf, the more he risks attention from rival factions or bored enforcers. It’s all about confidence, appearance, and territory.
If you’d like, I can narrate Gorran’s trip back and flag any areas where he’s being watched or challenged. Ready to move forward?
Player:
Let’s get this guy locked up with Kurn. But what does he babble about? And after a while of feeling safe I want to try find out what Kur wants from this guy. My hunch is a way into some untapped power like a daemonic essence or the Hollow-Eyed high command. Not that I ask questions but I don’t want to go into things blind, just as Kurn expected me to.
GM:
Perfect—here we go.
SESSION START:
The trench yawns behind you like a wound that refuses to close.
Jast Verlo doesn’t fight. Whatever hollow faith drove him down there has splintered. His legs move, but he mutters the whole way—quiet, rasping loops of paranoia and awe.
“Not alone. Never alone. It’s waiting—it saw me through the symbol… they’re all part of it, you see? The dreams weren’t mine… I was shown things…”
More than once he jerks his head toward shadows that aren’t there, eyes blown wide as though he expects a shape to crawl from the sludge behind you. But when you bark at him or shove him forward, he goes.
A Few Levels Up — Lifter Rails to Hollowplate
By the time you reach the choke point where trench-grade hazards give way to active infrastructure, the world feels noisy and alive again. Trolley horns. Arclamps. Boil-roaches scattering under riveted gutters.
No one stops you.
Even when people see a man bound at the wrists, no one says a word. You flash your “collector’s gaze,” that sideways look that tells them this is sanctioned. Down here, a man with nothing but a satchel and haunted eyes isn’t worth dying over.
Kurn’s Warehouse – Back Entrance
When you arrive, the guards don’t flinch. They don’t ask who it is. They see you and open the gate.
Inside, Kurn is not waiting. A floor runner—a bored-looking scriber with an augmetic throat—takes one look at Jast and leads you to a holding cell inside the warehouse’s guts: an old cooler room lined with ferrosteel.
“Put him in there. Kurn says you’re cleared. He’ll talk to you later.”
The door hisses shut behind Jast. He’s still murmuring.
“It knows we’re talking. You can’t bring its name outside… the fracture doesn’t forget…”

Later That Night – Gorran’s Corner of Ashclimb
You’re back at your quarters. The stink of trench silt is off your boots, mostly. There’s food in your gut and a half-full bottle of Slop-It Brown in your hand. Jast is locked away, and you’ve fulfilled the letter of the job.
But…
Why all this secrecy?
Why that symbol?
Why send a collector, not a psyker, a Guilder, or a kill team?

Roll Gorran’s Instinct and Street Smarts Together (Narratively)
Let’s say Gorran leans on his gut. He’s not a psyker, but he’s chased debt long enough to know the patterns. Something in Jast’s muttering, in the whispered symbol, in the Hollow-Eyed being mentioned… it’s not just madness.
It’s targeted madness.
Kurn doesn’t want Jast dead. He doesn’t want him interrogated. He wants him contained. That cooler room isn’t just secure—it’s insulated.
Like he’s worried about what might talk through him.
You remember something: one of your old marks—a man named Karlick—who screamed himself to death in the spire-wards. Right before he died, he kept drawing that same eye-symbol in his blood. He said he saw a saint with too many faces.
That can’t be a coincidence.
Do you do anything with this theory? Ask Kurn directly when you get the chance? Track down that Hollow-Eyed survivor Jast mentioned? Or shove the bottle back and pretend it’s all paranoia?
Player:
I am drinking and looking at the symbol on the satchel, but discard the satchel, deciding to forget the matter. Take a swig. Until the silence grows too loud and after glancing in the direction of the satchel again I get up and go to the window. Take a swig. And another.
Then throw myself on the bed. Take the data-slate and start looking for what debts I can start work on tomorrow.
After a few potential marks I stop to think. Then filter the results for those connected to the trench. Then for connections to the Hollowed-Eye. I finally stop on one name in particular. I press to see an image, it is of someone I will chase tomorrow.
Can you tell me about them?
GM:
Of course, David—let’s crack into it.
The data-slate chirps as your filters bite down: Trench-Adjacent Work Records… then cross-referenced with Hollow-Eyed Taggings.
At first, the list is junk. Fabricated identities. Unregistered laborers. Too many ghosts.
But one name stops your thumb:
Name: VANNICK “VANNI” ROTE
Debt Marker: #CL-411-56
Occupation: Freelance Sifter, Contracted Salvage Operative
Last Known Location: Grate-Way 9C (Trench Entry Channel, Upper Ash Climb)
Debt Type: Equipment Lease Violation + Guild Tool Damage
Amount Outstanding: 3,100 credits
Payment Lapse: 93 Days
Collateral: None
Status: Active — Pending Collection
Photo (Dated 3 Months Ago):
The image is grainy. She’s crouched beside a sump pipe, arms deep in a corroded crate. Short, pale hair—hacked off with utility shears. Tattooed knuckles. Slender frame under a thick, patched coat covered in scribbled marker runes and binding cords.
A scavver’s harness crosses her chest—looks like it’s made from reworked child-size rebreathers.
But it’s her eyes that make you stop.
Even blurred, they’re bright. Wide. Focused not on the crate—but behind the camera. Like she knew someone was watching.
Additional Notes (Auto-Pulled Guild Comments):
“Untrustworthy. Claims independent status but works under the Hollow-Eyed. Multiple refusals to log trench finds. Says she dreams ‘the way in.’ Guild wants her fined or extracted before she starts making converts.”
– Officer Broll, Guild Enforcer, Annotated Statement #T-12-08
You stare at the slate a while. That old familiar knot of dread and purpose tightens behind your ribs.
Another voice whispering dreams. Another trench-crawler who’s seen something she shouldn’t.
Maybe if you bring her in, it’ll close this whole cursed job. Or maybe she has something Jast doesn’t—clarity.
Either way…
She’s your next mark.
Shall we begin the next morning with Gorran heading toward Grate-Way 9C? Or is there anything he’d do before hunting Vanni Rote?
Player:
Let’s see this part of the Ashclimb! The only prep I’ve done is to cut the Symbol off the satchel that we see in my hand in the next scene.
GM:
Perfect. Let’s open on ash-lit steel and humming descent.
Scene: Grate-Way 9C — The Upper Maw
Ashclimb’s higher channels are less like a city and more like a throat. The steel bones of forgotten structures choke the walkways, where grime-plated ductwork weeps rust and the constant cough of exhaust vents echoes like breath through diseased lungs.
Grate-Way 9C is one of the trench’s oldest mouths—a vertical chute wide enough to fit a crawler barge, choked now with welded catwalks and makeshift hoists. Old lifts rattle between levels, their floors eaten through, slung on cables that should’ve snapped years ago.
The sun never touches this place. But people do.
And they watch you.
You pass a slicebar wedged between vent fins, its smell somewhere between sausage and chemical burn. Some stitched-up sump kids are pulling sparks from a scav drone, beating it with sticks for fun. A drunken Guild tech mutters to himself in a stairwell, lighting incense and crying.
You’re here for Vanni Rote, the trench rat with prophet eyes and a Guild debt like a leash.
And that symbol—the one you carved from the satchel—is clenched in your hand. Something about it feels hot, but not from heat.
You round a corner near the drop point—the ledge where Grate-Way 9C plunges vertical—and you see signs of her:
- A boot print in synth-mud.
- Scrawled glyphs drawn in thick marker: the same symbol as the one in your hand, altered slightly each time, like it’s mutating.
- A sifter’s rope hanging down into the trench mouth, swaying gently.
No one else seems to be watching… but the silence here is different. Not empty—expectant.
Would you like to:
- Call down into the trench?
- Follow the rope down silently?
- Search nearby for a stash, sign, or lookout spot?
- Something else?
Player:
I assume this is her way back up. I want the upper hand so I look around. Gather any intel. Hide anything that could be dangerous. Confiscate anything resembling evidence or could be used as payment. Then settle in and wait for her to come back up.
GM:
You step back from the lip of the trench.
Your boots scrape across rusted grating as you begin a slow, deliberate circuit—eyes scanning for signs of habitation, traps, or stashed goods. You’re not just hunting Vanni anymore. You’re asserting the upper hand. A professional. A debt man.
[Perception & Assessment – Success]
You find:
- A cracked toolbox behind a drainage pipe. Inside: a stim-injector (half-used), a roll of Guild-marked wire, and a miniature holoprojector that flickers to life with an image of three trench kids—dirty but grinning—posing with Vanni in a makeshift shelter. She’s laughing. You pocket the projector.
- Scav-packs tucked under a broken vent panel, containing: some protein bars, trench-baked ration chips, and a small satchel of Guild tokens—not enough to clear her debt, but enough to make her sweat if they disappeared. You slip those away too.
- The symbol again, this time etched into the wall with something sharper. You run your fingers across the groove—new. This one is paired with another, scratched hurriedly beside it:
◇ + ⟊ = ✴︎
A kind of equation. Or a riddle. You take a holosnap for later.
You disable a tripwire bell rigged between the support beams. Primitive. Vanni might be clever, but not clever enough for a collector on edge.
You settle in near a broken exhaust hatch above the rope. High angle, good cover, decent sightline. You break open a protein bar with a grimace and wait.
Time Passes
It’s quiet here. The kind of quiet that’s not natural. Ash sifts down like dead snow.
Then—clink.
Rope movement.
Someone is ascending.
Not fast. Controlled. No chatter, no panting. Just the steady rhythm of an experienced climber.
A head rises from the trench. Short black hair, shaved sides, goggles up on her forehead. Thin, wiry. Arm tattoos winding down into fingerless gloves. A stub revolver is tucked into her belt, but her hands are on the rope.
She hasn’t seen you yet.
Not yet.
What do you do?
Player:
I’m on her before she can get up. Take her by the arm, take her stubgun, and use it to order her into a corner. Take her to the floor and bind her if I have to.
GM:
You move fast—quiet as a sump-rat, mean as a heat flare.
The moment her shoulders crest the edge, your boot comes down on the rope to pin it. Before her eyes can adjust, your hand clamps down on her arm, yanking her off balance.
She lets out a grunt—surprise more than pain.
Her hand goes instinctively toward her stubgun—
—but yours is already there. You wrench it free with practiced ease and level it at her chest. “Corner. Now.”
She freezes, then slowly backs toward the far wall, arms raised slightly, lips pressed thin. You catch the flicker of something behind her eyes—not fear. Calculations. Options being eliminated.
“You a debt man?” she mutters as you approach.
You don’t answer. You shove her down. She doesn’t fight hard—not yet. Just enough resistance to show she’s not scared, but not stupid either.
You bind her hands with wire from her own stash, looped through a support bracket and cinched tight. She’s not going anywhere.
The stubgun’s got two rounds left. You eject them, pocket them, and toss the empty weapon into a sump drain.
“Slag…” she breathes.
Then she smirks—like she’s impressed. “Kurn send you? Or you doing this freelance?”
She glances toward the trench, then up at you. “You have been down there, haven’t you?”
What do you do?
Player:
I pull up a … whatever there is to sit on. I’m in no hurry now.
“3,400 credits is quite the sum” I say, using the inflated value to gauge her reaction. “I’m here under my own discretion, and I can turn you in to whomever I choose. So unless you want to go see our friend Kurn, I suggest you answer my questions…”
Shall we end the session on that cliffhanger?
GM:
Absolutely. That’s a perfect place to end it—tense, in control, and brimming with potential.
Gorran, sat calm as rusted iron with the trench at his back and the torchlight flickering off the symbol in his hand, has turned the tables again. She’s caught, the questions are coming, and whether she ends up at Kurn’s mercy or buys her way out with something useful… that’s up to her.
Session paused.
Looking forward to next time, David. I’ll have her answers—and a few complications—ready when we continue.