Dont think we are in Seattle anymore

Culture Clash

The Demon slayers return to Sol Invictus, and are not eager to report their findings in the tunnels to anyone.

However they seek Mester Attilas, the old missionary and head of the Ecclesiarchy of Sol Invictus, and report their findings, and asks for the Inquisitor. Attilas tells that the Inquisitor is still in the tunnels and the old priest is concerned of the souls of the acolytes and orders them to undergo a pieous cleansing, to which the Acolytes reluctantly aggrees.

The first cleansing goes with out any event but during the following marathon prayer and meditation, James falls asleep.

Through this acute danger to his soul, the priest resorts to a harsher purification. This ends in disaster when the action is interpreted as an attack by James. After a lengthy fight the priests overcomes the guardsman and puts him into a meditation box.

After the others end their meditation, they are presented with news that a member of the cadre is lost. The Arbitrator speaks the case of the guardsman and after a discussion Mester Attilas agress to set James Mitchell free if The Psyker cannot find any taint on him and that the holy weapon does not reject him.

James are approved by both means and let out, however Mester Attilas charges the Arbitrator with the care of the guardsman.

James and Kainen spends some days in hospital while the others hunt for equipment. After recovering James reports their findings to Mester Arl and recieves an tinfoil scroll, and a bill of exchange for 5000 thrones for a job well done. He recommends that the note is exchanged in the malfian subsector, and thanks James for the effort.

The others continue their shoppingspree.

Friends in unexpected places.

After the encounter with the bloodletter, the engine sound up the road vehicle is heard.

James Mitchell finds the sound quite familiar, as the vehicle approaches from the St Martin side.

James Mitchell and Tavares Paulson III realises that the truck contains a old friend from Seattle.

As Kainen doesn’t recognise the construction pattern, the road vehicle stops and a huge man exits, Mr Tong, an old fellow runner from Seattle.

A heated discussion ensues since all are still edgy after the demon encounter. The Seattle chummers stand against the edged prejudices of the Imperium and the arm of the law.

After the tempers have cooled down a bit Mr Tong informs the acolytes of problems at the St Martin end with the ore trains and the acolytes decide to go back to Sol invictus so that the ore trains can be restarted.

The Frying Pan and and the Fire

After the Mekboy encounter, the Acolyte decides that it is better to retire and report to the Inquisitor.

After receiving a meal, some sleep and some medical attention, the acolytes are dispatched further along the trail.

At some point the train stops at a derelict track, the techpriest is shocked to find the walls weeping blood.

After some debate the Acolytes investigate the track, further in they see a pressure door of a design that most of the group recognise from the Relay station.

As the Acolytes approaches the door begins to open. The revelation of the bloodletter is a terrible sight for the party and only quick thinking from the guardsman makes him take the psycannon currently held by Tavares Paulson III and shoot the deamon successfully. The deamon disappears as it attacks the shooter.

Lock 'N' Load, Rock 'N' Roll

The Acolytes ploughs through the ork lair with autogun and bolterfire. Squig, snotlings and ork bits all over the place. Nothing dangerous happens except when a guard throws a grenade into a lake of heavy petrochemical.

After wandering murdering through the lair for a bit, the team encounters the mek boys and their assistants and bring the fight to them.

Now only the nob and his boyz remains.

Show me where they are

After reporting to Lady Rothbone in Sol Invictus, the party returns to the site of the statue, reinforced with a new compliment of guards and an Arbitrator. When Lady Rathbone decides to investigate further, the party are directed to continue on their mission.

They walk through several sunken streets void of any life, until signs of salvaging of iron is discovered. The tracks made by what ever that have salvaged the iron are followed and signs of orcs are found.

The party splits up and the six guards, Hextor Pay and Kainen Bodewig follows the Map of Going Forth and ends on a improvised bridge above a melting facility ready to rain destruction and murder down on the smoke covered xenos where as James Mitchell, Tavares Paulson III and the arbitrator follows a compass direction and braces them selves for combat in a tunnel as they can hear bouncing and other odd sounds approaching.

The Cult

After the run-in with the fanatics, the party tally their loses which totals one Psyker, three guards and a tracker/orc hunter.

They decide to explore the point of entry for the fanatics. After several hours of walking, the party have a small encounter with three people that wear the same cloak as the fanatics.

After the fight a fourth member of the cultist are found to have been sacrificed by way of disembowelment. This is taken rather badly by some members of the team.

The party continues along the tunnels and finds a sunken hanger with aircraft. After picking a direction more or less at random, the party continues to the end of the hanger where a cockpit has been converted into a door, through which the party spots a faint light.

The party enters the large room beyond and approaches the light source. They discover a large statue with a covered face. From the cowl they spot seven glowing “eyes”. In front of the statue in a pit of sorts stands a man before a small alter. The party spots the “cultist” and decides that this is cult is evil and shoots. Death is instantaneous and beyond question. As a final act the priest offers his soul to the the many-eyed-one; his soul leaves his body and enters the statue. This is a very disturbing sight that shakes the acolytes to their cores.

As the only member of the three that is at the location of the statue, James manages to retain some control (after fleeing uncontrollably for several minutes).

The team returns to the station as a wreck. Two are incapacitated by fear and one is barely hanging on. After a debate and various forms of damage control the acolytes return to Sol Invictus.

First stop after Terminus

The party has left Sol Invictus on the various missions. They arrive at the sub station and begin to explore it.

They discover signs of orks and 3 layers of subway stations n-s, e-w and ne-sw, with 6,4 and 4 tracks. The 2nd level has two exits, one e and one west. The mid layer contains a juryrigged railwagon and Kainen Bodewig manages to get it ready for travel.

After the energy has been restored the party are attacked by a group of fanatics. During the struggle the teams psyker Jacob disappears.

Intendured Acolytes

After arrival back in Sol Invictus the team has a well deserved rest to recover from the adventure.

The characters sits in an inn and discuss their adventures. Tavares leaves the party to make an inquiry about the drilling in the Sol Invictus area in the central administration building and find that they have a scheduled meeting with Arl, the chief administrator of Sol Invitus. At this time the rest of the party are greeted by a town crier in the inn that announces the meeting to them.

At the same time a shady character enters the inn and sits down within earshot of the party and immediately attracts their suspicion. James and Jacob recognise the man as Sen Lekant, also known as Sly, a fairly recent arrival and very suspicious character. All suspicions are proven correct when Sen approaches them offering them a modest sum for telling him what is discussed in the meeting that their are going to have with Mester Arl later that day.

The party keeps low profile until the meeting, and in due time makes their way to the Administratum. In the anteroom of the Administratum the party is approched by a Novice that on behalf ofMester Attilas, the Towns missionary and head of the Adeptus Terra.

Mester Arl turn out to be very interested in their trip to and return from the spire. and gives them a task to explore the hither-to unknown pathways associated with the rail lines.

After the meeting with Mester Arl, the party is greeted by the same novice and lead to the cathedral and greeted by Mester Attilas who also is interested in their trip. At a point a noble woman enters the cathedral and approaches the group she is also interested in the party’s doing at the spire.

However she also seems uncanny knowledgeable about the party’s origin and is able to produce a rosary contaning the Inquisitorial sign. She introduces herself as Lady Olianthe Rathbone.

The Inqusitor rectruits the Party to search the entire rail line alle the way to St Martin under the guise of the task issued to them by Mester Arl. Speaking of the demonic presence at the relay station, which she somehow knows about, she promises some aid if they should encounter and ends the meeting.

The next morning the Acolytes meet with Mester Arl at the Administratum stables and are introduced to equipment of the exploration which consists of nineteen serfs (cartographs, orc hunters, guards, scribes (and a medic)) an auger array and a bag of krak grenades). Arl departs and Lady Rathbone reveals her presence and gives the Acolytes a “psycannon” with special ammunition. And the adventure awakes.

The Sunken House

The party has investigated the opening in the pit and found an old manor sunken into the rock.

The place was also found by Orcs and contained parts of an ancient library that Piper Alpha found very interesting.

The others found an place that clearly had been used for demon worship and a old arms cabinet full of weapons of high quality.

The source of the mysterious subway sound was also discovered, it was the ore train from Sol Invictus to the neighbouring town.

From The Fryingpan Into The Orc

The team rushes through the frozen wastelands of Faldon Kise on the way to Sol Invictus. They reach the familiar landmark of the pass through the ridge through which they can see Sol Invictus beyond.

As they approach the pass they find it blocked by a crude barrier stuffed with Orc pulsar mines. Hextor. James brings the Rhino to a stop a good distance from the barrier. Hextor surveys the sides of the pass and the small boulders on the top of it and find them not big enough to pose a threat to the Rhino. Tavares fires the storm bolter at the boulders and see a few Grentchin run away, after which Hextor disembarks the Rhino and climbs the pass.

Meanwhile in the rhino Tavares Paulson III fires the storm bolter directly at the barrier and triggers several of the pulse mines and removes most of the barrier and also some of the snow cover of the huge pit trap in front of the barrier.

Hextor slides down the slope to inspect the barrier while James moves the Rhino around the trap. Both sees that the snow bulges in places look deceptively like pulse mines buried under snow.

From the gun position Tavares has a marvelous view of the pass and the two groups of greenskins who appears there. At the helm of the Rhino James becomes in doubt if he have run over some mines. A waiting game begins until the greenskins are with in range of the storm bolter, at the some point an explosion happens in the center of one of the greenskin groups killing about half, but the rest keeps approaching.

Hextor tries to scale the slope again but he slides back and accidentally puts his foot on a buried pulse mine, he tries to remove his foot successfully from the mine without causing an explosion, and after another failed attempt tempt to scale the slope, he reenters the Rhino and readies for the onslaught of the Greenskins.

As the Greenskins come within reach of the storm bolter, Tavares begins to carve big holes in the approaching Greenskins, leaving the gretchin dead or dying and positively vaporises the few orcs.

When all the greenskins lie down (twitching or not) James reverses the Rhino along the track and Tavares fires the storm bolter and blows the buried mine up leaving a hole in the small area between the pit trap, of which the cover has caved in after the explosion. The area is still passable but only just so. The pit trap revealed is big enough to swallow the Rhino.

Hextor exits the rhino and find 2 greenskins clinging to the sides of the tank, he quickly reenters the tank is a slight panic, Tavares has climbed down from the Bolter by then and Jacob has dared himself to exit the Rhino. As Hextor reexits the rhino now with his shotgun, one of the Gretchin has climbed up the sides and taken the storm bolter, which it fires on Jacob and Hextor and, in a Pulp Fiction moment, hits nothing. Tavares deals with the Gretchin with a well aimed salvo from his autopistol, a fate that is shared by the Gretchin that scales the tank from the other side.

The crew decides that the time to leave is now and James drives the Rhino along the narrow path between the slope and the pit but fails, sending the rhino into the pit where it hits the metal bottom with a clang.

The crew is bruised and battereds and the Rhino is on its side in the metal pit. James tries to scale the pit and find that four grentch has taken position on the edge and shoots at him. Hextor scales the pit and reach the top and starts to shoot at the greenskins.

These are eventually defeated by gun, grenade and psychic force.

Jacob and Tavares spots that the pit has a door.


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