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The first few hours of your flight you regularly pass other crafts, most are craftworld, though you do spot a few of more diverse design. As you turn off the main thoroughfare, guided by the Featherflight’s internal navigation spirit, you see far fewer other travellers. Away from the Craftworld and the busier parts you can speed up significantly, and with less traffic the crafts own components can almost autopilot the craft.

 

The changing nature of the webway means that unlike the great paths that re in a near void state the smaller branches begin to have a trace of atmosphere. It is thin and hardly an impediment, but the subtle changes to the handling are nonetheless there, and a faint howl of the engine mingling with the whine of displaced atmosphere can be heard.

 

Back on Dandrame it would be midmorning by now, but here there was no observable time, just the slow count of your chronometers if you happen to glance at it. The Featherflight exits a minor path into another grand thoroughfare and near vacuum with it, the whispers of wind that had been all your companions for cutting out. Unlike the earlier one near the Craftworld portal this one was empty of other travellers.  The edge of the webway so far apart that you could almost believe you where back in real space, but there was no starlight, or any other feature. A flotilla of true voidship, solar sails extended could cruse side by side and there would be plenty of space in this part of the Webway, and yet you where the only ones here.  

 

The Navigation spirits eventually guide you off into more minor branches again, the walls closing in again though still far enough apart to be barely visible. The susurrus of wind returns as the smaller tunnels once more begin to have a thicker atmosphere, and rises to a howl the further you go, forcing you shed significant portion of your velocity, though you are still going rate that had this been a planet you would be on your umpteenth circumnavigation.

 

Out of the corner of your eye Kelman spots a twinkle, a flicker of something closing at speed. Instinct drives you to avoidance of whatever it was, the sudden sharp turn and changing in direction nearly throwing everybody in the hold about, if they had not been strapped in then the bout of  weightlessness and subsequent fractions of a second extreme high g-force could have easily broken spines.

 

Glancing to your side, it is unavoidable to deny the truth. Warnings from Featherflight flashed across the instrument panels. The craft was damaged, loosing velocity and altitude.

 

 

@Akylas, you can try and have Kelman try to turn the impending crash into an improvised landing (ie. not as bad). This will require a series of Pilot Tests. Until you have accumulated 4 Passes. Each Pass means you managed to gain a little control, or make things a little less bad. Each fail means that subsequent tests become harder (by -10 each time, up to a total of -30 compared to your starting AG) as the craft gets more damaged or things become more difficult to handle.  Your initial test will be a +40 (a combination of handling ease and comparably intactness) .

 

A crash is unavoidable, it is now just a question of how it goes. Full GM disclosure, the crash was always on the cards, regardless of whether Kelman or Asmicim was piloting. This way you just have some extra narration opportunities.

 

@A.T., Ialandranth can choose to activate the Wrap Spider Jump Generator to exit the Featherflight during all this, but due to the wired interaction of the wrap, real space and the webway and the jump generator tech doing so will count as a pushed use of the jump generator. So if you do please roll 2 d10s, and if you roll a double then it is Hard (-20) Willpower test or Ialandranth is lost in the wrap...

 

The rest of you are free to take any action you think might help, but you are along for the ride, however it goes.

Soairse

 

She turned to the Dragon, his helm a negative mirror of her own. A serendipity which was aesthetically pleasing if nothing else. Soairse tried to rein in the warring afflictions of excitment and fear, a terrible fulcrum her soul pivoted upon. The fulcrum, however, was the constant, so she focused on that. Fate would be how it preferred. A storage cylinder suddenly flew out of the netting, and she held out a hand, power sparking into her fingertips as it drew from the close threshold of the Aether. She tucked the container back into the stack, a strangely sedate exercise given the shuddering cavorting of the vessel's wraitbone shell around them.

 

Fettered Precision Telekenisis

Auto Pass.

 

+Despite the imprint, I don't know, Venkarryn,+ she said, voice a tremble as gravitic forces hoisted and yawed. +But I know where we're going. Down.+

 

She smiled at the last, trying to be terribly careful what she wished for.

 

Edited by Mazer Rackham
Many apologies, completely kyboshed player name/character.

Kelman breaths deeply to calm himself. The ship may be going down, but he can at least try to avoid further damage and land as safely as possible. The landing was the part he did well at before, wasn't it?

1st roll trying to beat agility (45) plus 40, aiming for under 85.

79 Pass

 

Something flashes by closer than the reaper would have liked but misses the ship.

 

2nd roll *still against 85 I think since there wasn't a fail

 

82* Pass I believe

 

*

Spoiler

I don't like the direction these numbers are going.

 

Edited by Akylas
Green OOC

Beneath the war mask, a familiar ambivalence was stirring within Ialathial. The thrilling anticipation of battle, coupled with the dread of immolation within a wraithbone coffin. It was a sensation he felt many tines before embarked in a Wave Serpent, alongside his shrine-brothers and -sisters.

 

Ialathial had no inclination to respond to the Fire Dragon, leaving the question open for others to answer. Just as well, for his own answers were as wild as they were meaningless. The Avenger was no Pilot or Steersman, and saw no place to intervene in the dysfunction…

 

Ialathial will reach out with his senses tp make sense of the Maelstrom.

Spoiler

Psyniscience = 37(Per, Trained) +0 = 37 required

Roll d100: 79 = Fail, 4DoF

 

… nor had insight into the chaotic realm threatening to consume them. 

 

Thus he kept himself silent and restrained in the hold, submitting to the crew’s ability and the mercy of the raging empyrean.

Soairse

 

A sudden, bitter-lemon-leaf tang soured her mind. From whence it came, she knew not, but it was sentient, and within the cabin.

 

In order to hide her flinch at the discomfiture of a peer, and save any shame, Soairse shifted position in her seat as though to accomodate a jostle of the wayward space-flitter, idly stroking the Runes of Warding.

 

The little ship continued it's almost shuriken-like trajectory.

 

 

 

Edited by Mazer Rackham

The voidcraft pitches downwards suddenly. Kelman tried to block out images of his earlier disastrous flight, instead focusing on memories of the repetitive maintenance tasks he did in Iyanden's Infinity Circuit, and his one sided conversations with its denizens.

 

3rd roll against 85

 

7 Pass.

 

His meditation works. The craft's descent becomes smoother. Kelman just needs to hold the ship together a little longer. Then the ship's proximity sensors give a gentle chime, and Kelman can see something shiny out of the corner of his eye in the void.

 

4th roll against 85

 

14 Pass!

 

The Reaper dodged the upcoming obstacle almost without thinking, piloting in a trance. He can't arrest the vehicles descent completely, but his anxiety lessens a bit as he realizes he's done as well as he can.

By luck or skill Kelman hand levelled out the Featherflight. Stabilising and recovering from the sudden turbulences of the failed juke to avoid whatever that had been. The craft however was still losing power and trust, and you can all feel a resonance vibration build up that speaks ill. Even as the controls became less responsive and the entire craft listed to one side Kelman coaxed the featherflight out of a full blown tumble and roll, instead hitting the ground and skipping off like a stone on water. The next contact with the ground was all too soon and this time it did not skip. Shedding velocity in exchange for a screech of the lower hull torn asunder. Even hardy wraithbone can only do so much against speed and fiction at odds.

 

As it slid the featherfligth aquiered a slow spin, so that by the time it came to a stop it had spun round its own axis at least twice. As you help each other and clambering out it looks like you had been lucky, with no serious injuries and just some light grazes and disorientation. The Featherflight however was well and truly ‘scratched’.

 

While it is imposable amongst the strewn wreckage to tell what exactly had impacted you, there were several blacked scorch marks along the wriathbone hull and wing components, partially eaten into it. Wriathbone was not susceptible to normal fire.

 

You do not have time to ponder this, for the spectacle of the crash had drawn unwanted attention to you, and in the gloom and darkens of the Webway figures where approaching.

 

Structure Time begins

 

All players please make a Routine (+20) Toughness Test, a fail means you are Stunned for the first 1d5 rounds. This represent any lingering issues from your recent ‘landing’ or perhaps you are still in the process of getting out, either way you have no actions for those turns.

 

Anybody not stunned may make one Ordinary +10 relvant Lore test (so any Common Lore, Scholastic Lore or Forbidden Lore that you think migth be relevant from the ones your characacter knows) to try and identify the approaching figures.

 

Finally all players please roll for initiative.

 

I am away for the next few days and will probably not get round one up till next weekend.

OOC: Soairse is out for 1D5 = 5 Rounds with 3 DoF.

 

Init: 9

 

Soairse

 

The cargo net broke, and a shotgun blast of detritus buried her. Her innate, sharp senses were blunted by twilight. She collapsed in the broken hold, everyhting she heard and sensed coming through several feet of thick crystalline glazing swarming with shadows and oil.

 

Edited by Mazer Rackham
Noggin go bonk

Ialathial:
 

Ialathial will test to withstand the shock of the crash…

Spoiler

Toughness Test: 28 (T) +20 = 48 required

Roll d100: 08 = Pass, 4DoS

 

Ialathial rehearsed this scenario many times before with his shrine, be it within a Falcon, Wave Serpent or void farer. He waited for the craft to come to a standstill before unshackling himself from his harness. Arming himself with the catapult that was stowed beside him, he assessed the dimly-lit deck of ravaged wraithbone and discombobulated passengers.


+++

 

He spotted the Warlock lying limp and tangled in shreds of webbing. The Avenger approached her in a tactical manner, and placed a finger on her neck. She stirred at his touch, evidently conscious but still disorientated.

 

The opportunity to check the others vanished, as his dorsal rangefinder began flagging targets emerging from the Webway. Reflexively, he faced toward signatures and raised his catapult…

 

Ialathial will attempt to identify the threats emerging from the Webway…

Spoiler

Forbidden Lore (Xenos): 33 (Int, Trained) +10 = 43 required

Roll d100: 28 = Pass, 1DoS

 

 

“+Hostiles on approach.+”

 

Initiative:

Spoiler

Roll d10: 10 +4x2x2 (AgB, Unnat Ag, Lightning Reflexes) = 26

 

Edited by Mike Zulu
Corrected initiative roll

Ialandranth Veilseeker

 

Beneath the mask the doubts of fate and its tricks were dampened but not ended, the spin of the craft in the air seemed faintly familiar as he adjudged the rate of descent against the call of the warp.

 

His armour was bulkier that most worn by the Eldar and dampened the impact, though perhaps only due to the skill of the pilot for this was no error of flight, no simple miscalculation, they had been forced down and had not flown nearly far nor long enough to escape whatever had sought them out.

 

Toughness = 44 vs 52 = pass

Lore Xenos = 81 = fail

Initiative 7+8 = 12

Kelman shakes off the confusion of the crash more quickly than he expects, grabbing his reaper cannon (if it's available in reach) and letting himself out of the cockpit. He lands clumsily but is still on his feet.

 

Toughness roll against 50 (30 toughness +20 routine)

 

15 = pass with 3 DOS

 

The Reaper eyes the approaching figures warily but cannot identify them. He begins to raise his weapon at Ialathial's call of hostiles.

 

Lore test Forbidden Lore against 40 (Int 30 +10 for ordinary)

 

60 = Fail with 2 DOF

 

Initiative 1d10 +8

 

5+8 = 13

Turn 1

Initiative Order

26: Ialathial Duskstrider [0/15]

13: Kelman Orach [0/18]

12: Ialandranth Veilseeker [0/16]

11: Venkarryn [0/16] – Stunned 3 Turns

11: Hostiles (Red) [??] Each, ?? Remain

10: Hostiles (Orange) [??] Each, ?? Remain

9: Saoirse Firebright [0/14] – Stunned 5 Turns

7: Hostiles (Dark Red) [??] Each, ?? Remain

??: Kemedra Llyn [0/15] – Unconscious

 

Map

Spoiler

image.thumb.png.7122891cef95cf2ca107d09f56da60a9.png

 

 

Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Kemedra (Green)

 

Terrain is sparse in the Webway (or at least this part of it), so consider it all open ground. However visibility is low, anything over 100m away is at a -10 to hit.  

Once the Hostiles are identified I will provide more information. Also they are not hards, but individuals, but for simplicity of activation I have grouped them. As and when it becomes relevant they may get unique identifiers from others in their group.

 

Players can take a Full Action to use a relevant lore skill as before but it is now a Very Easy (+30) as they have approached a bit more. Even if no one makes (or passes) any lore test the hostiles identity will be revealed once they get close enough.

Questions in OOC.

 

Next: Ialathial

Posted (edited)

Ialathial Duskstrider:

 

“Move to defensive positions,” Duskstrider advised aloud, as he repositioned alongside the scored hull of their transport. The others seemed disoriented and slow to react to the peril they were in. Perhaps it was a lingering injury from the crash.

 

It did not matter, he told himself. Duskstrider has seen the threat, and he will act.

 

The azure shroud of the Webway obscured their assailants’ identities. Regardless, it was evident they were on an attack vector to the wounded Featherflight. They were too far out for an effective shuriken volley, but if they were agile targets they’ll converge rapidly on their prey.

 

When they do, Duskstrider will be ready…

 

Move: Ialathial will move 5m NE, keeping to the side of the ship as much as possible.

Aim (Half): Ialathial will take aim with his ASC at the Dark Red Hostiles.

Edited by Mike Zulu
Corrected target, for some reason I didn't see the 2 red groups…

++Move to defensive positions.++ the Featherfligh echoed in a whisper from the ruined cockpit, still connected to all your helmets and embedded combeads.

 

As you move along the hull the vibrations of your footsteps, gentle as they are, still call forth some creaks and groans from the strained wraithbone.

 

Mike Zule, please specify which group you are Aiming at, Ornage in the NE or Dark red in the SE. Dose not need to be an individaul hostile, but I do need to know which group. 

Next: Kelman, Ialandranth (and Venkarryn, if you have any narrative you want to partake)  

Ialandranth Veilseeker

 

Ialandrath lept gracefully onto the hull of the vessel, crouching down amongst the ruined wraithbone. The thought of drawing them away as a decoy crossed his mind but those inside would take time to recover and the risk was too great that attackers would prioritise the wounded, easy prey first.

 

Concealment: 30 (vs 47). 2 DoS +1 from unnatural agility.

Posted (edited)

Kelman Orach

Kelman keeps his back to the ship, staying where he is in hopes of keeping an eye on all three groups if possible. He raises his reaper launcher towards the enemies coming from the northeast.

Aim Half  full action towards orange group.

Edited by Akylas

@Akylas, are you doing anything else with your other half action, if not why not prepare a full action Aim?

 

 

While still somewhat obscured you can now make out that the hostiles have long limbs and have a half crouched demeanour. They are pale it seems and fast as the group directly in front starts galloping on all fours. The right hand side also break into a run while the left side are more cautious, their heads moving from side to side as they make their way closer.

 

Hostiles (Red)

Full Move (12m (with Sprint)) forward.

 

Hostiles (Orange)

Run (48m (with Sprint)) forward  - Hard Target

 

Hostiles (Dark Red)

Run (24m) forward – Hard Target

 

Both Orange and Dark Red have run so are -20 to hit (at range) and an additional -20 from Hard Target (if these don’t stack someone please point me at the relevant rulebook page).

Round 2 will be up later this evening, just pausing so that if either of our stunned players want to add narative they can. 

Turn 2

Initiative

26: Ialathial Duskstrider [0/15]

13: Kelman Orach [0/18]

12: Ialandranth Veilseeker [0/16]

11: Venkarryn [0/16] – Stunned 2 Turns

11: Hostiles (Red) [??] Each, 10 Remain

10: Hostiles (Orange) [??] Each, 10 Remain – Run + Hard Target

9: Saoirse Firebright [0/14] – Stunned 4 Turns

7: Hostiles (Dark Red) [??] Each, 10 Remain – Run + Hard Target

?: Kemedra Llyn [0/15] – Unconscious

 

Map

Spoiler

image.thumb.png.734873f8daf89b1834964950279374d2.png

Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Kemedra (Green)

Visibility is low; anything over 100m away is at a -10 to hit. For reference, the approximate distance of the closet hostile in each group to the players is: Red: 80m, Dark Red:  125m, Orange: 140m

 

Questions in OOC.

Ialathial Duskstrider:

 

Their adversary had not closed the distance as quickly as Duskstrider thought, and were also converging at different speeds.

 

The Avenger held fire and re-evaluated his target selection. He would not expose his position or defences with a desperate shuriken volley.

 

Shurikens of haste are nothing but waste, Selleinath would say. 

 

Aim (Full): Ialathial will Aim at Orange Hostiles (abandoning aim at Dark Red).

Ialandranth Veilseeker

 

A gradual approach, bringing weapons to readiness or simply unsure as to survivors. Whatever the case it seemed unwise to provoke attack before the others had recovered.

 

Full Action - Lore: Warp = 79 vs target 60. Nope.

It takes you a moment to notice, but there is a gentlest of breezes in the tunnel, and it just shifted; turning so as to blow from behind you.

 

With the additional enticement of your scent the eyeless hostiles to your right redouble their effort to get to you. The other two groups advance more cautiously, though still at pace, perhaps not having fully located you now that the screech of the crash has long echoed into darkness.

 

Hostiles (Red)

Run (24m) forward  - Hard Target

 

Hostiles (Orange)

Run (24m) forward  - Hard Target

 

Hostiles (Dark Red)

Run (48m (with Sprint)) forward  - Hard Target

Turn 3

 

Initiative

26: Ialathial Duskstrider [0/15]

13: Kelman Orach [0/18]

12: Ialandranth Veilseeker [0/16]

11: Venkarryn [0/16] – Stunned 1 Turns

11: Hostiles (Red) [??] Each, 10 Remain – Run + Hard Target

10: Hostiles (Orange) [??] Each, 10 Remain – Run + Hard Target

9: Saoirse Firebright [0/14] – Stunned 3 Turns

7: Hostiles (Dark Red) [??] Each, 10 Remain – Run + Hard Target

?: Kemedra Llyn [0/15] – Unconscious

 

Map

Spoiler

image.thumb.png.05eeab4c36d2c4e2887d06affd1a24f7.png

 

Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Kemedra (Green)

Visibility is low; anything over 100m away is at a -10 to hit. For reference, the approximate distance of the closet hostile in each group to the players is: Red: 56m, Dark Red:  80m, Orange: 116m

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