[This session was conducted as a face to face, traditional tabletop game, but I know that some of the group members are following progress via the turn write-ups. Also, it will be useful for the Party members as a reference for future PBeM turns.]
Ammon Sul falls to the deck as Glog and Roland rush to interpose themselves between the De Klag De Nang and Ammon Sul. Sarat, the Navigator, is screaming and screaming and screaming, incoherently and loudly.
Ashe calmly peers at the creature, and it instinctively turns to face Ashe. A psychic battle ensues.
Thivinen casts spells. Roland and Glog engage the Void noble in melee. Ashe and the creature settle into a rigid concentration.
Just as Ashe seems to be defeated, he reaches down deep and discovers hidden reserves of psychic energy and is able to vanquish the creature. Glog plunges the Void sword into the creature’s remains, sucking energy into the blade used on Khorne.
Roland is able to bring around Ammon Sul. He rushes unsteadily up the internal stairwells to the upper level where the Navigator’s section is. While able to cut the screaming off on the ship’s internal communications system, Sarat is unresponsive to Ammon Sul’s and Ashe’s attempted interventions.
The ship is flying blind through the Void.
Ammon Sul suggests that they should drop out of the Warp immediately. The Party looks at Ammon Sul. Ammon Sul looks at the Party. Thivinen, Glog, and Roland all say, “it’s your ship.”
Ammon Sul sighs and works the emergency controls to bring the ship out of the Warp.
Ashe attempts to use Bert to communicate with the ship’s machine spirits, but they are all in a blind panic as well. The breach by the creature into the ship has caused significant damage to systems’ integrity.
The ship emerges back into regular space and immediately and violently lurches portside. The Party feels the ship is falling and falling fast. Ashe asks that the windows be opened, and Ammon Sul complies.
A large blue-green ball with wispy clouds fills the view ports. The windows are already showing a reddish glow as the “un-aerodynamic” ship begins plowing through the atmosphere. Ashe suggestes that it is time to abandon ship, and Glog, Roland, and Thivinen agree.
In an amazing display of control and finesse, the Party members use the clumsy controls in the escape pods to land all within 10 meters of one another. It is a truly remarkable accomplishment, and several woodland creatures give a polite round of golf applause as the pods land. Then, they scurry away before the Party members emerge.
The Party emerges to see the ship (and presumably Ammon Sul and Sarat) disappear in a fireball some distance away and up in the atmosphere. The Party finds itself in a giant, virgin meadow with two to three foot, green vegetation stretching as far as the eye can see. Glog uses his nature skills to rig a crude, but effective physical clock and is able to establish what the approximate local “north” is, the time of day, and the length of the day. The Party has approximately ten hours of daylight left before confronting the unknowns in a twelve-hour night. To the local “west” are a low lying series of hills, and there are some plants that appear to be shrubs or small trees on the hills.
The Party scans the area. Glog uses the neuro-detector to ascertain that there are lifeforms approximately two kilometers away and heading the Party’s general direction. Thivinen suggests that Glog put on the psychic ring of disguise as Glog had previously promised to do. Roland and Ashe both pointed out the prophetic poem also talked about disguising themselves as humans. Glog flatly stated that “no self-respecting dwarf would disguise himself as a human.”
A few minutes later, two humans wave to make contact with the Party. Upon spying Glog, they cry out in dismay. The Party indicates that they are unable to understand the two human’s language, and the two give a translation device that taps into the neuro-system of the wearer that allows two-way communication. The two insist that the “xenos” (referring to Glog) be restrained at the very least. Melee ensues, and the two Imperial Guardsmen are disarmed. Ashe tips the Party’s hand a bit by revealing that he is able to use psychic powers including a teleport move.
The Party searches the two and finds a leaflet describing the goals of Horus to overthrow the Emperor. The Party asks the Guardsmen about Horus, and they indicate that they are fighting Orks on this world, and that Horus’ supporters dropped those leaflets. The Guardsmen are loyal supporters of the Emperor.
Thivinen has nearly talked the Guardsmen into a negotiated truce when Glog takes out the Sword with Horus’ emblem emblazoned on it and “prods” one of the Guardsmen. One Guardsman goes catatonic, and the other reverts to giving only his name, rank, and unit.
The Party strips the two and hastily departs.
Glog uses the neuro-device to track the Guardsmen to see if the Party is followed. Interestingly enough, a short time later, a group of 10-12 happen upon the two the Party left. Shots ring out, and the Party assumes that they group was either hit by Orks or Horus’ forces. The Party hurries on, doubles back, and Ashe uses his psychic skills to hide the Party from detection.
Eventually the Party makes it to the ridgeline to the west. After a couple of hours, the Party is greeted by another group of Guardsmen. Glog quickly puts on the ring this time, and friendly conversation ensue. Thivinen hangs back to see if assistance might be required. Eventually, the Party is escorted back to the Guardsmen’s base camp where the Party is debriefed and fed. Thivinen joins the Party some time later after disposing of evidence that the Party was involved with the earlier two Guardsmen.
As Thivinen enters the camp, he sees that the force that shot the two was none other than their own Guard forces.
The Regimental Commander, Col Thurston of the 963rd Imperial Marine Regiment introduces himself.
The Party is shown around the non-sensitive areas of camp. The Party is given another translation device, and several of the Guardsmen sit with the Party for the dinner meal and a friendly game of cards.
* * *
This is where we will pick up the next session
Let the games begin!
In service,
Rich