| Kevin O'Rourke 440 |
He directs ye towards a currently unused room in the ship a bit like a warehouse.
Is there anything else ye want to do for the rest of the journey? I'm trying to give ye time to elaborate and roleplay but that's not working out currently... if there's no movement there soon I'll move things onto the world.
| Specialist Bas |
Bas will have the conversation about the medical after they leave Purser Sebek's company.
"Yarl, I don't doubt my colleagues in the inquisitors employ are qualified but I won't rate how qualified someone is unless I've worked with them. While you're in this cell I'm responsible for your physical well being. Let's get this done and we can move on to training."
| Fr. Tunt |
Going over my equipment lost from the last mission I'm down a lot but I still have 3 loads for my hand flamer, 1 for the main flamer and my chainsword plus my armour and the microbead I was wearing. Other than that everything else left the airlock like we did except not in the shuttle. Might need to scare up some ammo and maybe a spare pistol or something.
Fr. Tunt leaves down his new kitbag with a clang as the various bits of armour hit each other. "Well this is fine", he says as he looks about the room, "If we get some cots and a box to play cards on this won't be so bad." Looking at his deflated bag he sighs. All that spare ammo he whistfully thinks. "I'm gonna go see if I can scare up some supplies from the stores on the ship, anybody need anything?"
| Fr. Tunt |
Flamer ammo average Influence 48: 1d100 ⇒ 83
Smoke grenade scarse Influence 38: 1d100 ⇒ 23 2 smoke grenades
Frag grenade common Influence 58: 1d100 ⇒ 8 6 frag grenades
After being gone for a few hours longer than neccessary Fr Tunt returns with a look of mixed feelings on his haul, though it could be the fact that he'd clearly been drinking.
"Good bunch of lads on this ship though their priestly caretakers could do with less of a bayonet up their arses if you take my meaning. So no extra flamer fuel but I did get a nice haul of frag grenades from a card game and two smoke grenades from an armsman looking for a quick marriage blessing so not a wasted journey."
| GM Kevin O'Rourke |
The journey through the warp takes four weeks.
It takes thirty minutes for the lighter to punch through the atmosphere and settle on one of the landing pads inside Port Suffering. As the engines wind down, the pilot announces over the vox that they have arrived. The hatch-doors open and a wash of hot air and glaring light surges in, revealing the smoky landing field.
Through the hatch, you see a scorched landing field, broken ground blackened from innumerable shuttle and lighter engines. Encircling the landing area is a high wire fence and looming above that, the brooding metal-clad walls of the settlement of Port Suffering. The air smells foul, of chemicals, propellants and cleaning agents, but beneath the odours one would expect of such a place, there’s a faint and sweet smell of iron.
You see dozens of grubby-faced men scrubbing the hull, attaching hoses to refuel it, and workers approaching with a hover-sled to carry the supplies that the ship brought in and to transport the PCs. Within moments, a blotchy-faced official approaches, wearing dusty and once-fine navy-blue robes trimmed in gaudy gold chains. To either side of him are large men wearing re-breathers and casually cradling shotguns in their arms.
The official speaks while the two guards loom threateningly "Welcome them to Port Suffering. What is your purpose here?"
| Mordecai Rhones |
I see no reason to deny him. It will be obvious soon enough when we are going.
"There have been reports of disturbances around the new cathedral in Stern Hope. We are here to aid in the investigation of these. If you cannot direct us to Aristarchus, can you direct us to someone who can?"
| Specialist Bas |
Bas will start out in High Gothic and switch back to Low Gothic if the gentlemen doesn't understand him.
"Sorry to interject but can you confirm I heard you correctly?"
"We have identified who we are and why we are here."
"I'm curious as to why you are interfering with an official Inquisitorial presence on this world?"
"I hope you can remit yourself and bring us to Aristarchus as swiftly as possible."
"I can't see a loyal servant of the Emperor, failing in his duty to assist the Inquisition on official business."
Bas is completely serious in a way only a man who see an uncountable number of human intestines can be.
| GM Kevin O'Rourke |
The man clearly doesn't speak High Gothic.
"Well you did confirm your groups function but I haven't gotten all of your names actually."
"I'm not interfering, I am asking questions on behalf of the Imperial Navy as to why the Inquisition is conducting an investigation."
"As I said I do not know where he is. Now please let your associate continue answering my questions. Everyone's full names as well as planets of origin?" He turns back to Mordecai.
| Fr. Tunt |
Fr Tunt speaks up for the first time since landing. "Our names are Agents of the Throne, our planets of origin are classified secret by the Holy Inquisition and as to why this investigation is being conducted it is because we have been ordered to by the Holy Inquisitions most Holy members, a commandment that may as well have come from The Holy Emperor himself. We need to speak to our collegue and would be very grateful if you could tell us where he is as Time wasted is time unspent in His service".
| GM Kevin O'Rourke |
The man bawks "But I have more questions. I have said repeatedly that I do not know where he is. Now I have co operated with you would you continue allowing your compatriot to answer mine?" He turns his attention back to Mordecai "No names, well we shall come back to that... lets see you mentioned grenades, how many and of what types?"
| Mordecai Rhones |
Mordecai falls silent when his colleagues start speaking.
I have spoken too long. I am too used to being part of the normal authorities and cooperating with such. I must adjust, for the good of the cell.
"We have answered your most pertinent questions and cooperated in good faith. What is your own name and rank, for reference before we depart to continue our investigation?", Mordecai says in the same flat tone that he has been using throughout.
Command, base -1, 9 if a normal difficulty: 1d100 ⇒ 75
| Fr. Tunt |
"Ensign Mandelbaum you are interfering with the Inquisition by delaying us with these questions. Step aside immediately and do not hinder us again." Fr Tunts tone has changed from friendly to one more suited to a priest commanding obedience.
Fell 42
Devotional Iconography
Gains a +10 bonus to Command tests when dealing with those faithful to the Imperium, but suffers a –10 penalty to Fellowship tests when dealing with those not loyal to the Emperor.
Command 52
Command: 1d100 ⇒ 76
Bugger this for a game of soldiers. Unless there are some special bonuses that cause this to pass I'm spending a fate point for an auto success equal to my WP bonus
3 Dos on Command if above roll fails(probably has)
| GM Kevin O'Rourke |
"Oh well, sorry I just uhm. I wont hold you up." The Ensign very quickly makes an exit.
A tiny battered-looking cherubim servitor flutters into view, its cracked and dirty cherubic face beaming. It looks like a child, held aloft in the air on tarnished metallic wings, with pearls in place of eyes. It mutely hands the Acolytes a parchment adorned with a seal recognisable as an Inquisitorial Seal. The parchment instructs them to follow the cherub to Aristarchus who awaits the pleasure of meeting you.
Leaving the space port you enter the Pit, part marketplace and part slum, this section of the town is home to any number of exiles, freaks and vagabonds who have wound up here through misfortune and necessity. Few structures are permanent, with most being clusters of tents and wagons arranged haphazardly. In spite of its poor reputation, the Pits is one of the commercial backbones of Port Suffering and it’s here where travellers can hire guards and transport, purchase materials and ammunition, and seek out information.
Those that succeed will notice individuals in local grab, standing unmoving and staring at them from a distance. Their faces-bright with gaudy blue and white dye daubed in patterns like flame. All other people seem to ignore these individual.
| Mordecai Rhones |
Mordecai says nothing more to the ensign.
Once they are out of earshot, he will quietly note:
"Bas, Father Tunt, I am overly used to being integrated with and cooperating with normal authorities. Another habit to correct."
He is relieved when the cherub appears. On the way into the Pit, he will keep his eyes peeled. This chaotic mess disturbs him.
"Likely riddled with recidivists and worse.", he continues softly, "Although we may have to deal with some peacefully if Aristarchus wills it."
Awareness 38: 1d100 ⇒ 55
Common Lore (Underworld), base 42 to assess the area: 1d100 ⇒ 48
Forbidden Lore (Criminal Cartels and Smugglers), base 42 to take note of any especially illegal activity or organisations: 1d100 ⇒ 19
| Fr. Tunt |
"Don't fret too much Prime, you'll get the hang of telling annoying souls to get lost in your own time." Upon seeing the Pit. "Interesting place here, I wonder how their rot compares to your Hive's stuff. Might be worth taking a recce through here at some point....for tactical purposes of course."
| GM Kevin O'Rourke |
Whilst continuing to walk through the many alleyways of Port Suffering your group is accosted by a half-naked and badly sunburned stranger with wild dirt-caked hair and blue and white flame tattoos across his face. The man shouts a string of wild phrases and obscenities at you. It is hard to discern what he is saying between is volume, accent and his wild manner of speech.
“He’s here, he’s here again, the Crow Father come to drown us in lies!”
“False, false, the two faces he has! First of three has two!”
“His hill shall run with blood!”
“They have grasped a serpent to their hearts, fools! Pity the damned fools!"
[spoiler=Bas]
You note more of the blue and white faced figures silently watching your group.
| GM Kevin O'Rourke |
The man just keeps ranting seeming to not hear Mordecai speaking.
A group of four young men with white and blue facepaint, some of which ye are sure were the ones looking at ye earlier, move towards ye. You can see clearly now they have revolvers on their hips but leave them untouched for now merely drawing clubs "Leave him alone offworlder. Begone we don't need your kind."
Intimidate. 35: 1d100 ⇒ 5
If someone is going to move this to actual violence stop and PM me and I'll roll initiative.
| Fr. Tunt |
"Now lads lets not spill blood here."Fr. Tunt holds up his hands in a conciliatory fashion while stepping forward and letting them see him properly. "If this man is a friend of yours take him and be on your way with blessings. we're no more interested in your business than you in ours."
| GM Kevin O'Rourke |
"You'd better and you can keep your blessings Throne Thumper."
Another calls out to Mordecai "I amn't seeing no one from the army group still around but we'll dump your bodies in their graves void humper!"
The 'Ashleen' youths pull back now the old man is continuing on his way. They throw more insults and stay in view making sure you leave him alone.
| Mordecai Rhones |
"And what if those were mere bait for the real threats, to assess our capabilities? I do not want to give away our entire hand to all onlookers. Better that the enemy underestimates us before we bring final judgement. But if the Seer wishes a more aggressive response before the completion of this investigation, I will gladly comply. But I will not assume it.", Mordecai replies.
| Specialist Bas |
"I never suggested we respond to them in any way. You noted the aggression of the natives without any heed their heresy. Would your notes have done as much? Now you've gone and made an assumption about the intent of what I said. I told you I was watching your judgement and I will continue to. Now we should move on and dispense with any time wasting."
Bas will say with another blank expression.
| GM Kevin O'Rourke |
The cherubim eventually leads your cell out of the crowded streets and into a walled compound through doors embossed with thevImperial eagle. Inside, a functionary showsvthem into a high-vaulted dark room, blessedly
cool after the streets of the town. Some effort to make the chamber comfortable has been made, as can be seen from the thick rugs on the floors, the presence of real wooden furniture and even a few tapestries bearing Imperial motifs. Aristarchus sits at a table, examining the local feeds on his data-slate.
He wears charcoal-grey robes and has a small smile on his lean, handsome face. As you enter, he holds a set of large ivory cards in his hands which he replaces in a silver case and returns to the pocket of his robes. “Welcome! I am the Seer Aristarchus. I trust the trip passed quickly?” he says. He stands, comes round the table and offers each of you in turn a hand in greeting before gesturing for you
to sit. Close up, you see he has curious goldgrey eyes and the sanctioning electoo of the Scholastica Psykana imprinted on one cheek.
After shaking hands with you all, he adjusts a black satchel hanging at his side. You notice that the bag is made from emadar silk, an expensive material, and held shut with several lead purity symbols, each one bearing a long crimson ribbon that trails behind him.