After last week’s initial incursion onto the surface of Cilice, Captain Orthesian is glad to have a full complement of players once again. With a second incursion planned, and some first hand intelligence gathered about the locals, the players board an Aquila Lander (with the Junior Astropath Fez, Alyss, Felicity, Thud and Oggy-bong) and make their way down to Port Van Arkiel once more.
The Captain also makes sure to install some of Freeman’s engine crew on Stiletto station with a vox and reclaimator tools to give remote access to the Occlusion Shields, and orders Kettlehead to prep an Arvus Lighter filled with armsmen to launch at a moment’s notice. Their plan was simple – have a small insertion team spearheaded by the senior officers, and
if when shit hits the fan, drop hell down on the heads of their enemies.
The Lander sets down on the rain-slick concourse of Port Van Arkiel and head inside to Butchers’ Bay, leaving a few armsmen guarding the Lander.
For this session, I had also mocked up a map that had been ‘drawn’ by Voidsman Zilla on his fly-by at the end of the last session. I enjoy making maps, and it’s handy for players to have their bearings when talking about multiple locations, even if the map isn’t entirely accurate.
Out of the storm
Port Van Arkiel is made up of the largest buildings built into the mountains, immediately off the space port concourse. Inside are vast warehouses, receiving rooms and cargo cranes long-since rusted over from inactivity. This seems to be once-proud shipping hub for the space port, known as Butchers’ Bay.
Detritus is strewn everywhere, garbage and torn rags. The rockrete floors have been stained dark from something you hope is engine oil.
A handful of bodies are scattered around – the remains of power-lifter servitors. Anything of value has been stripped from them, and most gruesomely of all, the pallid flesh-parts have also been flensed from its metal skeleton. The only evidence of its assailants are deep gouges left by crude tools, and the unmistakable shape of teeth marks, as though the servitor had been gnawed to the bone.
It was time for a little encounter, something to reinforce the desperate, primitive and resourceful nature of the inhabitants of Cilice.
You notice in the gloom ahead some kind of machinery turned over to form a plinth. The pinth is surrounded by detritus and aged garbage. Light filters in from a hole in the rockface high above and falls on the plinth, Something golden and glittery has been placed there, twinkling in the twilight.
Awareness -30 (sight): the garbage has been gathered specifically to disguise a huge, barbed net underneath the plinth. You think you can make out monofilament cables running from the net high into the rafters above.
The net is 10 metres in the air and Snares anyone in it. If activated, more Debased crawl out from behind crates and underneath hides made from refuse to try and kill anyone caught.
The item on the plinth is a tiara constructed of polished metal and glittery garbage. It’s nothing but a decoy.
Outcome: Sadly, the team immediately and unanimously recognised this as a trap and left it well alone. I’ll get you next time, Gadget.
As the crew ignore my not-obvious-at-all trap and proceed through Butchers’ Bay, they come across a side passage with a brass plaque reading “Shipping Archives”. Inside the room is scattered with papers and broken data-slates. It has clearly been ransacked, but the scavengers weren’t looking for any of the data.
Forbidden Lore (Pirates) +20 or Commerce -10: You notice irregularities in shipping logs and tithe payments. The residents here were importing vast amounts of food and exporting only Cilice Gin, but there were millions of tonnes of suspect shipments coming through the port every month. It appears the powers on Cilice were engaged in massive scale criminal enterprises and lining their own pockets with the Imperial Tithes.
Suddenly, the Captain felt less bad about murdering a bunch of them. They take some photos with their pict-capt devices and Zilla pockets some choice documents before proceeding downwards.
Protected by heavy metal doors, guard towers and atmo-generators, the Gin Distillery looks more like a military installation from the outside. It is built into the rock like the rest of Arrogance, but its design is much older than the rest.
It joins to Butcher’s Bay through a big heavy door, wide enough to fit a battle tank through. Riveted steel cranes and massive pulleys above your head suggest the distillery produced a lot of Gin for export through the space port
The thick metal door to the distillery is barred from the inside. You’d need something heavy duty to get through it.
Everyone turns to look at the armsman lugging around the las-cutter. He grins, showing all five of his teeth, and makes his way to the door. He uses a full complement of las-charges cutting a hole large enough for everyone to climb through, slams his spare clips into place and hops through to join everyone.
The distillery is huge and amazingly mostly intact. Great brass stills large enough to swallow a heavy lander line the walls, copper cabling spiralling off them.
Other machinery seems to have been smashed or pulled apart. There appears to be little of value lying around except a few dusty skeletons, picked clean with teeth and tool.
A brass plaque on the wall nearby suggests two other adjacent rooms – the mash room and the garage.
The monster mash
The team decide to check out the mash room first. Despite being aware for traps, the Captain fluffs an Awareness check and uses most of his Fate Points avoiding a particularly nasty pitfall trap laid in the corridor to the mash room.
The room is hewn from the stone with riveted steel buttresses and steel rafters high above your head. Much of the roof has collapsed revealing more of the distillery above. A strange green fungus covers the walls, originating from the huge piles of harvested fungus in vats and containers in the far end of the room.
A dozen or so of the wretched inhabitants wipe their mouths of fungus stains and gaze at you with panicked, hungry eyes.
With a snap of the fingers, Missionary Lyoness and Alyss step forward and torch the whole room. No dice needed to be rolled – nothing was going to survive that.
What’s in the box?
Finally it was on to the garage, to see what delights awaited them in there…
The door is electromagnetically sealed, with evidence of others trying to open it with crude tools to no avail. The nearby console has rusted over from a leaky still above it. The door needs to be cut or blown open.
Eyes fall back on our lascutter armsman again. He expends the last charge cutting the door open.
Inside is untouched by whatever catastrophe has befallen Cilice. Glow-lamps stutter and fail to ignite on whatever backup power is left. In the centre of the garage is something large and vehicle-shaped under a protective tarpaulin.
Hooked up to the vehicle is a trailer with a large reinforced metal tank that looks like it could contain almost a tonne of liquid. Stencilled on the side of the trailer is “Arkiel Gyn”.
The Captain gives it a tap, it sounds full. He calls for Lyoness to bring her emergency wine glasses out and they all sample some of the most expensive booze in the galaxy. The Explorator runs some tests on it with his mouthparts, while the Astropath catastrophically fails a Psyniscience test to see if it’s safe to consume and doesn’t have any mind-effecting warp presence.
What followed was perhaps my favourite bit of character interaction to date. They all loved the Gin for different reasons;
Captain: “This is really expensive!”
Missionary: “This is really good Gin!”
Voidmaster: “This is weighted well to be driven at high speeds!”
Astropath: “This is alive!”
Arch-Militant: “This is really explosive!”
Explorator: “This is really good fuel!”
It was time to see what was under the tarp.
Under the tarp is a mighty steed of a vehicle – a tightly packed, quad-tracked vehicle resembling an angry bull. A pair of autocannons sit atop its turret, gleaming in the half-light as though they were fresh off the assembly line.
Common Lore (War) +20: A common sight on the battlefield, this rugged castellan-pattern quad-track unit is a Taurox – an armoured personnel carrier praised by Imperial commanders for its speed and persevering machine spirit. Axial co-dampeners redistribute the weight of the vehicle across its four tracks as it moves, allowing jagged outcrops and unevenly piled rubble to be traversed at full throttle. It is equally at home on the open road, through the crumbling ruins of a hive city or the knotted jungles of a death world.
The Explorator gave the vehicle a once-over. All systems are good Captain! The Voidmaster checks the most important part, the hymn-vox. With an astoundingly critical Search check, it turns out the space-glove compartment is filled with ancient Terran hymn-discs!
Voidmaster Zilla slams on his favourite war hymn by Saint Sabbath the Black and routes it through the external vox. The shutters to the garage are down, but that doesn’t stop them.
With a roar of the engines, and with a tonne of the universe’s last supply of Cilice Gin in tow, the Orthesian crew tear through the flimsy shutters and out onto the rain-slick valley floor. They christen her ‘War Pig’ in honour of Saint Sabbath’s apocryphal works and gun it towards the Golden Valleys in search of the missing missionary.
The Golden valley estates
Rain lashes down, running across the uneven valley floor into a deep, dark river. A highway of sorts has been constructed, now overgrown and cracked.
Patches of fungus seem to be growing quite contentedly by the side of the road, and every now and then you catch a glimpse of more figures in the rain that scurry away to hide as you thunder past.
Ugly palace-fortresses begin to emerge from the thick curtains of rain. Massive constructions that were probably once quite beautiful, now layered thick with armour and crumbling weaponry. Many of the smaller ones have been leveled, now nothing but broken ruins being reclaimed by the rain.
As the crew near the nearest estate, the Grin Estate, warning runes flash across War Pig’s console. The targeting spirits of the automated weapons guarding the estate are still sharp as ever, but it seems they ran out of ammunition a long time ago.
The Captain gives the order to move in, so Zilla guns towards the estate.
On the approach, Von Gunn (in the gunner’s seat, naturally) picks up incoming small arms fire – someone in the estate is firing lasguns at the Taurox – and poorly at that. One shot in a hundred seems to be hitting, and with the heavy armour of a military-grade transport, there was no chance of being hurt.
Von Gunn: “Permission to return fire, captain?”
Captain: “Carry on.”
The Arch-Militant racks the autocannons and lets loose. A weapon designed to shoot down small craft and light vehicles opens up on the crumbling ruins of the Grin estate. Masonry explodes. Bodies fly from windows. Von Gunn rakes the middle section of the estate with high-velocity explosive-tipped rounds until huge plumes of smoke and tongues of fire erupt from the estate as the upper floors crash down, annihilating everything in the middle section.
A poor Estate of affairs
As the dust settled, the Astropath was quietly invoking in the back of the armoured transport. Before someone could point out the risks of the psyker throwing his powers around in the back of a metal coffin containing all the plot characters, he had launched a Mind Scan on the remains of the estate.
He reads over a hundred conscious minds, slightly more advanced than the ones they encountered on the Port Van Arkiel concourse. There seemed to be several ‘leaders’ of sorts inside, so he homed in on one who identified as ‘Rak’.
The rest of the party were beginning to look a bit panicked as the Astropath’s eyes had rolled back in his skull and was twitching uncontrollably in the back of the Taurox while Von Gunn was screaming with delight in the gunner’s seat, but there wasn’t much that could be done at this point. Gil was off on a magical psychic adventure in his head, and they just prayed it all went well.
The Mind Scan power allows you to single out an individual and communicate with them telepathically. Gil kept it simple – giving this ‘Rak’ character a straightforward command: OPEN THE DOOR.
It all went a bit quiet. They waited for a few minutes, and they could just about make out the crackle of small arms fire from inside the estate from their position about 50 or so metres out. The Captain gave the order to open fire on the estate again, which Von Gunn carried out with glee. “I get to roll how much damage?” (it’s 4d10+4, Pen 4, if you wanted to know. Dakka dakka dakka.)
This time Von Gunn scythes straight through the foundations of the right hand spire of the estate. With a thunderous noise, the entire spire collapses back in on the estate, as las fire can be seen spitting from the estate like faulty fireworks. The spire topples sideways into the estate defenses, crushing the outer wall and exposing the inner courtyard to the outside world.
Zilla: “Shall we go have a look Captain?”
Captain: “Carry on.”
They bring War Pig around, and inside the courtyard they can see a fierce laser battle unfolding between… well nobody was quite sure. The place was teeming with Cilice wretches wearing vaguely similar attire as each other, but they were all gunning each other down like their lives depended upon it.
Gil did another quick Mind Scan but in the melee couldn’t get quite as detailed information. Their numbers had dropped by half in a matter of minutes, and although he couldn’t communicate with Rak, he got the impression that Rak had thought he had been visited by a vision from the God Emperor and had decided to take up arms against his fellows. Just as planned, I guess?
They uncoupled the Gin trailer from War Pig and hit the gas, riding straight over the rubble and into the courtyard, shooting at anything that looked at them funny. Zilla rolled a critical for pulling off sick doughnuts while the passengers poked their weapons out firing ports and took pot shots at whatever they could see.
The Captain got on the loudhailer. “Primitive descendants of the Grin Estate, cease your pathetic attempts to overcome the Orthesian Dynasty!”
The remnants of the Grin wretches scattered to the hills, and after disabling the anti-air capacity of the estate so they could bring in reinforcements, set about looking for where a criminal family might keep all their valuables in an estate of this size.
Previous: Session 11 – Secrets of Cilice