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- First: Session 1 – The Unbroken Resolve and All Those Who Sail Therein
Storm-ridden Cilice Prime is circled and shrouded by swirling clouds and hurricanes. Beneath the storms, the peaks and valleys of Cilice’s jagged surface form a stark, beautiful landscape that was once dotted with the proud structures of a colony founded under the authority of Rogue Trader Van Arkiel.
There are is very little life recorded as native to Cilice bar its simple fungal life used in the production of Cilice Gyn. Continual gales carry the harmless spores far and wide amidst lightning and frozen hail.
This was to be our first game not at full party strength. The players for Von Gunn and Lyoness couldn’t make it this session, but they gave their blessing to go ahead and investigate the planet. Last session Von Gunn got pretty badly banged up, so we figured he would be back on the ship recuperating. Lyoness would be tending to his wounds and helping herself to the rubbing alcohol.
The Captain, unwilling to do too much without his bolt pistol-wielding murder-machine and ultimate anti-daemon tool, agreed that this would just be a ROUTINE CHECKUP on the planet.
With the decision made, the remainder of the party boarded an Aquila lander, along with a Junior Astropath called Fez, our two heroic armsmen from the Geist Incident Kettlehead and Felicity, plus three additional armsmen to make up the numbers.
Of course they needed names, so they were dubbed Cram, Thud and Oggy-Bong.
Zilla, Captain, Freeman, Gil + Junior, Kettlehead, Felicity and 3 armsmen – Crad, Thud and Oggy Bong. I had been assembling these guys between sessions, knowing we would need more armsmen reinforcements at some point. There’s a Meanwhile on the Bench article if you’re interested in their construction.
Port Van Arkiel
As you descend through the howling winds and driving rain, you make out a large cluster of structures on the equator of the planet, built into a mountain and across an natural arch rock formation high above a valley below. The structures resemble a space port and dotted evidence of industry – this must be the colony of Arrogance
Strangely, the surrounding golden valleys are also strewn with massive installations – huge, fortified palaces set deep into the mountains and overlooking vast areas of cultivated land. It’s clear that civilisation here flourished outside of the colony.
The constant storms imposed a -20 to any Pilot (Fliers) test that Zilla was required to do. It’s just as well they took the fancy ship rather than the hovering brick, as Zilla scraped a few passes on the way down.
The space port is built on a great arch of stone, whittled out of a mountain by the howling winds. You set down on one of a dozen landing platforms for heavy barge landers, suspended on carved columns of stone hundreds of feet in the air.
The buildings of the port are wide, squat affairs, hugging the ground like limpets against the tide. Rain blasts across the landing platforms and the wind sails underneath, threatening to hurtle you off to to the jagged valleys hundreds of feet below you.
The colony of arrogance is built into the mountain – its spires jutting from the rockface like snapped bones poking through broken flesh.
No sign of life
The crew disembark. There was no transponder handshake, no automated acknowledgement of their arrival, and no delegation waiting to welcome them to the port. Nothing but the rain.
As they squint through the deluge, Zilla notices what remains of heavy lander on one of the adjacent platforms – the only sign of machinery at all on the space port concourse. The Explorator also whips out his auspex and runs a few scans – the source of the emergency distress beacon was also present on the space port, pointing towards a conning tower in the opposite direction.
The Captain orders two armsmen to stay by the Aquila lander and begin marching towards the adjacent heavy drop ship.
On an adjacent landing platform is the skeleton of a heavy lander, designed to drop large amounts of supplies and people, stripped of paneling and moving parts. There is evidence of a surprising amount of ornamentation and Imperial iconography, although much of it has been torn off or defaced.
After some investigation, it seemed much of it was stripped by hand, and there was evidence of teeth marks around much of the paneling. It was in a similar state to the carcass of the Stiletto Station from the previous session.
The cockpit has been stripped back to its bones – anything of material or technological value has been ripped out in a crude manner unbefitting of such a noble workhorse of a machine. The ship’s logs indicate it arrived here a few months ago, approximately the same time Brother Espin suggested his missionaries would have arrived.
Freeman set about claiming whatever was left in the cockpit, and with some good Trade (Voidfarer) checks found the black box of the lander. It was the voice of someone unfamiliar:
“… leaving some of the mercenaries and able-bodied missionaries to guard the lander ….. No signs of the colonists … Missionary-Superior wants to investigate … palatial estates … answers there … waste of time … nothing here … no sin goes unpunished in the God Emperor’s eyes …”
The team conclude this must have belonged to the Missionary that Brother Espin asked them to find. Given the lack of signs of struggle, they weren’t going to find any more evidence here. It was time to check out the distress beacon.
The conning tower
You see a conning tower, sporting a wide metal dish and vox-spires at the far end of the space port, some 200 metres away across the rain-lashed concourse.
The building is a standard modular imperial hab-block, modified for environmental conditions. It, like every other building of Arrogance, looks like it has been here for decades.
The door is reinforced plasteel but its locks have been removed or forced a long time ago and now swings freely.
While some of the crew head inside, it was now our Astropath double-checked his Mind Scan ability, reminding everyone (including myself, damn his eyes!) that he can detect everything living within a kilometre radius. He rolls something disgusting and looks at me proudly.
Gil: “I see everything”
Well there goes the element of surprise I guess.
GM: “There are dozens, perhaps a hundred, of bestial minds closing in on you. Their thoughts are simple and primal, but you make out an absolute emotion that unifies them: hunger.”
While this was resolving itself, Freeman and Zilla were investigating the conning tower.
Inside is dark, lit only by the bunker-like windows looking out onto the space port landing platforms. It is a welcome relief from the storm outside.
Most of the vox-consoles have been ripped apart and stripped back – scavenged for Emperor-knows-what. The only thing remaining is an emergency transponder unit, crudely wired into the vox-spires and powered by a jury-rigged Imperial power pack. Behind it there are dozens more power packs, all burnt out. The one plugged in is new
Common Lore (Navy/War) +20 test revealed the serial codes match that of an Imperial heavy barge lander
Gil is about to alert the team to his brain-discovery, when their comm-beads crackle to life to the sound of a salt-of-the-earth armsman:
“My Lord! I swear I saw something moving in the rain… I… By the Emperor!”
As the sound of gunfire blossoms across the concourse I ask everyone to ROLL FOR INITIATIVE.
With the crew in the centre of the board investigating the conning tower, they realised they were being set upon from two sides by pale figures in the rain. With a sheer drop off the edge of the concourse, they were going to have to push through their assailants if they were to emerge victorious.
The rain imposed a -20 to all Ballistic Skill and Awareness tests, but that didn’t phase the crew much. They took up defensive positions and prepared to repel their attackers.
The figures in the rain are mostly human, although barely so. Their lean forms are emaciated sinew and lean muscle, stretched thin under leathery purple skin.
Their eyes have become wide and furtive under the darkened clouds and barely contain the gnawing, piercing hunger in their wretched souls. They wear torn clothes and heavy rags, some seem to be dock officials, others are dressed in the heavy boiler suits of labourers.
The armsmen, Freeman and Zilla all take one side, while the Captain, the Astropath and his Junior take the other. They open fire with a fusillade of shot and plasma, scoring hit after hit and blowing them apart in equal measure. These creatures were dogged, but they weren’t tough.
The problem became apparent during the second round. Plasma pistols can annihilate their target very easily on their Maximal setting, but leave you vulnerable the following round as they recharge. It was time to draw blades and engage!
Another thing became apparent very quickly – the models on the board were not the only enemies in play. As the horde was whittled down, more clambered over the lip of the concourse, or poured in from further away. Ammunition suddenly looked like it might become an issue.
The Astropath, try as he might, was struggling to hit anything after last game’s impressive fare. His Junior, on the other hand, was slotting fools left and right. At one point our Astropath was seriously considering casting Mind Cloud on his Junior just so he would stop showing him up.
The Captain picked up an extra sword on Mercy a few sessions ago, and this was his first opportunity to actually use them, much to his delight. He wasn’t present for the Geist Incident, and the servitors on Stiletto Station were always too far away for him to engage. With a blood-curdling cry he leapt into action, leaping into the biggest mob and cutting a few down.
With a laugh of victory, he cried “Let’s see them get past my parry!”
And then the third issue arose.
The first pathetic swipe from one of the wretches hit, but before you make a test to Dodge or Parry, you have to make your Forcefield check if you own one. The Captain does own one, a highly amusing one at that, which has not come into play for quite some time.
The Displacer field activates at the broken fingernails of a starving wretch, blipping him temporarily out of existence and reappearing somewhere else. This time slightly further away from everything…
This continued for much of the battle – the Captain attempting to engage multiple opponents, only for them to issue a combat cuddle and he would bloop away somewhere useless. Utterly hilarious for everyone except him.
Speaking of combat cuddles…
Explorator “Legs” Freeman sprints off with something ludicrous like a 40 metre charge range and engages some of the hungrybois. He mocks them with his 11 damage soak, practically impervious to their broken teeth and sharpened bits of metal. That is until…
“Can you give me an Opposed Strength check please?”
“A what now?”
Turns out a good way of taking out a character with a lot of soak is to drop lots of enemies on him and get grappling.
Combat cuddle engage! The more pile on him, the more Fatigue he gets, the harder it is for him to break out of the grapple. Fatigue doesn’t care about your 11 Soak. It wasn’t long before Freeman was unconscious on the floor, being dragged away by hungry hands.
In the background you can just about make out a few downed armsmen. Although the wretches numbers were dwindling, they had a few prizes and were trying to flee with them.
Unfortunately Freeman is super heavy, so Zilla and Felicity manage to blast enough away to make the rest flee. The Captain and the Junior see off their side of the combat and rush to save Kettlehead.
In the melee, some of the characters were too busy prioritising targets near them that poor Cram is downed and dragged off by the wretches. The Captain issues an immediate moment of silence, and despite the crew’s protests that he’s probably still okay and we should look for him, declares Cram dead and he died an honourable death (hopefully).
The rest of the wretches flee, leaving their prizes behind. Gil snags one of them with a Dominate power, strutting him back and slapping some zipties over his emaciated wrists. While the horrid thing thrashes round like Gollum with a rope round his neck, they all scratch their heads as to what they’re going to do with him.
They bundle everyone into the back of the Aquila, stabilising the wounded armsmen where they could. They wouldn’t return to the planet again without the rest of the party.
They throw the wretch in the Brig onboard the Unbroken Resolve, and Gil sets his Juniors on the task of Mind Probing him to break his primitive psyche wide open so we can have a good ol’ prod at it.
Meanwhile, the Captain issues a command to Zilla – hop in an Aquila and do a fly-by of the port and surrounding areas. He didn’t want to be blind next time they went down.
Zilla makes a pass of the colony, very very narrowly avoiding crashing in the storm by using ALL of his Fate Points. All of the wretches in the port had disbanded, and his flight augers (as blind as they were in the storm) weren’t picking up life signs.
He headed over towards the surrounding area, known as the Golden Valleys, where there were a number of large palatial estates constructed outside of the colony – huge, fortified palaces set deep into the mountains and overlooking vast areas of cultivated land.
On the approach, warning runes blared across his console. Automated AA turrets had picked him up and locked on! A stream of heavy bolter rounds whizzed past the cockpit, and although it was still too rainy to draw a bead on his assailant, he decided discretion was the better part of crashing in hungryboi town in the middle of a lightning storm and pulled away, returning to the Unbroken Resolve.
A mind is a precious thing to waste
By now, the Juniors had metaphorically peeled back the layers of the wretch’s mind and were having a good old poke around inside his psyche. It was primitive, bestial and above all, hungry. It would be dangerous to stay inside it too long, as such a mind so far from sanity would certainly have consequences to a “sane” individual over prolonged exposure.
They do glean some interesting insight though, the wretch was part of a band or group salvaging the port. Despite it’s apparent degradation, it still retained some semblance of conscious thought – an overwhelming sense of religious guilt about its actions, and its loyalty to a leader called Glaw.
With all the cards on the table, it was time to draw the session to a close. They would regroup, resupply and rest up for next game, bringing their A Game (and a full team) to the next brawl.