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/tg/ - Traditional Games


File: NQ-Op.jpg (89 KB, 381x352)
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An unsanctioned psyker is a disaster waiting to happen. They are bright, burning beacons in the Immaterium, favored prey of many a daemon. They also lack the control and strength of will that the sanctioning process imparts, making them a hazard to everyone around them (more so than usual, anyways). In short, they are fugitives from Imperial Law, destined for either a fiery pyre or eternal damnation as a daemon’s plaything. And one such individual is believed to be aboard the Brazen of Pearl.

“Go over it again,” you say to Nelia.

She smiles and motions at a holo-display she’s appropriated in your Sanctum. “At approximately 2300 hours one of the primary grav couplings down on Deck 15 ceased to function. When inspected, this is what was found.”

The display shows you a mess of sparking machinery. You have little knowledge when it comes to mechanical matters, but you’re fairly confident couplings don’t break down like this. More specifically, they don’t burn three feet in diameter, smooth holes in regular intervals down their length.

“And you’re sure this isn’t, say, the result of plasma or melta fire?”

“That was the first thing we checked for. No such telltale residue was present. And given some other recent events…”

“Such as?”

“Such as strangle chills during the night shift, mirrors showing bloody reflections, and other such small oddities that all points to a psyker. Or at least someone dabbling in matters of the Immaterium.”

> cont
>>
Twitter: @ELHMk1
Archive Link:
http://suptg.thisisnotatrueending.com/archive.html?tags=Navigator%20Quest

Senka’s Character Sheet:
https://docs.google.com/spreadsheets/d/1h53V9xovaCGkwB1kkB26l6OBwahOGs22rsQe4sCA_M4/edit?usp=sharing

All rolls will go against a specified characteristic in the style of Rogue Trader. You’ll want to roll under the characteristic value in order to pass the check. The more degrees of success (every multiple of 10 counts as 1), the more awesome of a result. A 1 is a guaranteed success, and a 100 is a guaranteed failure. Best of three rolls when it’s called for, with a 1 or a 100 instantly taking precedence. If you see multiple characteristics being called for, each 1d100 counts for its respective test.


If you have any questions/etc, just shout.
>>
>>45449355

You let out a heavy sigh. Besides the astropaths, you’re one of the very few aboard the Pearl that could even hope to track down a rogue psyker. Unlike the astropaths, though, you have a distinct advantage in the tracking department thanks to your Warp Eye. It should be as simple as staring in the right direction at the right person. The only problem is Deck 15 is relatively massive compared to the decks you frequent. It plays host to several shuttle bays, macrocannon batteries, and trade bazaars. “A needle in a haystack” couldn’t be more apt.

Compounding the issue is the fact you’re, well, a mutant. A highly valuable and esteemed mutant, but a mutant nonetheless. If you’re not careful during your search you’re liable to attract some unwanted attention. Then again, perhaps that’s the sort of angle you want to take. If word spread that a Navigator of all things was sweeping through the deck, the unsanctioned psyker might panic and give away their position. Or they might go into hiding and slip under the radar. It really depends on the person in question and how much knowledge they possess.

“Would I be correct in guessing that you’ve talked with a few of the astropaths about this?” you ask Nelia.

She nods. “Indeed, right after I had Master Lion quarantine Deck 15. However, the Choir-Master is only able to spare three suitable individuals. Apparently they’re ‘experiencing a large volume of both incoming and outgoing messages.’”

“In other words, you got blown off.”

> cont
>>
>>45449380

Nelia doesn’t answer verbally. Her smile tells you all you need to know. So far you’ve yet to hear one positive thing about Choir-Master Keyes. You’d think an unsanctioned psyker, a danger to the well-being of the ship, would at least warrant more of a response than what he’s given. But for whatever reason he’s gotten away with giving the bare minimum. Something’s not right there.

In any case, you need to figure out your first move.

> [1] Go to the Captain and request that he have Keyes lend you more aid
> [2] Obtain a disguise suitable for Deck 15
> [3] Forgo disguises and begin your sweep ASAP
> [4] Write in
>>
>>45449400
>[2] Obtain a disguise suitable for Deck 15
WHEE!
>>
>>45449400
> [2] Obtain a disguise suitable for Deck 15
> [4] Request that we be provided with the dress and equipment of the low rank armsman and have a platoon or squad of them accompany us with someone of 'higher' rank. Hide that its a navigator doing a search by play it as the armsmen going about something on official orders. That way we get somewhat free reign and less attention on us while we are actually commanding the search (Using the vox onlookers can't tell its unassuming us coordinating the search).
>>
[2] it is, with >>45449654's write-in I think since it's pretty solid. Back in a bit!
>>
>>45449355
Holy shit, I though we'd lost you. Welcome back!
>>
>>45449786
I concur, it has been too long.
>>
>>45449400

You decide to go with the subtle approach. By acquiring a set of armsmen gear, and having a squad follow you around, you’ll be able to blend right in. Especially if there’s a higher ranking officer there to pull attention away from you. No one looks too closely at armsmen after all. If done properly you can hide in plain sight while ordering your group around via secure vox.

You fill Nelia in on your plan. She’s more than happy to get you what you need. Soon you find yourself wearing guard flak from head to toe, and surrounded by twelve similarly dressed men and women. “Leading” you all is a commissar, Vicconius, kitted out in the usual pompous hat and dress uniform. He makes it a point to drill home why you’re all there.

“I want this search done by the book,” he begins. “No bulkhead unturned, no quarters unsearched. We will not allow this witch to escape the Emperor’s judgement.”

There’s an awkward pause as a few of the armsmen stare at you. Vicconius is quick to notice. “Not that witch, you brain-dead morons. The one blowing holes in the ship. As far as you’re concerned Ms. Senka here is one of you. If I catch any of you trying to single her out or doing something that’ll draw attention to her I will personally see that your grey matter is forcibly ejected from your skull.”

“And if you live through that then I suppose I’ll have to get involved,” you say over the squad’s vox in your helmet. “You really don’t want that.”

That gets the armsmen to straighten up. They shout a mixture of “Yes Sir” and “Yes ma’am,” then snap to attention. It takes a bit for you to mimic their movements, but by the time you’re headed down to Deck 15 you’re hardly noticeable.

> cont
>>
>>45449957

The elevator you’re on eventually comes to a stop outside of a large bazaar. The wide, swooping ceilings and packed-in stalls and offices reminds you of a mid-level Hive. Despite the quarantine, people are going about their daily business. Some are sporting rebreathers, but that and the extra presence of voidsmen at every entrance and exit are the only indication that something’s amiss.

Now that you’re here, you’ve got to decide where to start.

> [1] Go visit the coupling and see if you can’t backtrack from there
> [2] Ask around the bazaar
> [3] Stare at groups with your Warp Eye as you casually sweep the deck
> [4] Write in
>>
>>45449979
>[3] Stare at groups with your Warp Eye as you casually sweep the deck
>>
>>45449979
>[1] Go visit the coupling and see if you can’t backtrack from there
>>
>>45449979
>[3] Stare at groups with your Warp Eye as you casually sweep the deck

This is why we're here.
>>
>>45449979
> [1] Go visit the coupling and see if you can’t backtrack from there
>>
>>45449979
> [3] Stare at groups with your Warp Eye as you casually sweep the deck
The crime happened awhile ago, I'm sure one of the scrubs the choir master lent at least took a look at it already.
>>
[3] by a vote it seems. Let's get a few perception checks out of the way.

2d100 vs 50
>>
Rolled 79, 31 = 110 (2d100)

>>45450120
>>
>>45450181
Well only failed the first, this is best out of three? I can't remember. Oh and wonderful to see you back.
>>
>>45450200
Best out of three, though I may just take whatever's there after 10 minutes to keep things moving
>>
Rolled 75, 24 = 99 (2d100)

>>45450120
>>
Rolled 44, 39 = 83 (2d100)

>>45450120
>>
>>45450181
>>45450218
>>45450224

A 44 and a 24. Both passes. Back in a bit!
>>
>>45449979

Where you are is as good as any place to begin looking around with your Warp Eye. You whisper over the vox for Commissar Vicconius to lead the group on a tour of the deck. Then you concentrate on your surroundings.

What you find is fairly dull. There’s no immediate signs of anything Warp or psychic-related in the bazaar. Well, nothing major, anyways. You do note that, for whatever reason, every store you pass by seems to have a deck of the Emperor’s Tarot. The psychoactive, liquid-crystal wafers make the storefronts sparkle in your Warp Eye, but not much else.

After moving through the marketplace, your group finds itself moving through several Macrocannon batteries. The first two are clean, but in the third one you find something odd. In one of the overseer’s rooms, you find a painting that has just the faintest trace of Warp energy in it. To your normal eyes, it’s a simple painting of a woman’s portrait. To your Warp Eye, it’s a swirling maelstrom. What it’s doing there you haven’t a clue. But it might be your first clue towards finding the unsanctioned psyker.

> [1] Find and interrogate the Overseer in charge of this particular Macrocannon
> [2] Stare harder at the painting and see if you can’t pick up a trail
> [3] Confiscate the painting
> [4] Write in
>>
>>45450439
>[1] Find and interrogate the Overseer in charge of this particular Macrocannon
>>
>>45450439
>[2] Stare harder at the painting and see if you can’t pick up a trail

Note the painting to Vicconius for later confiscation.
>>
>>45450439
> [1] Find and interrogate the Overseer in charge of this particular Macrocannon
Inform the commissar have him do that
> [2] Stare harder at the painting and see if you can’t pick up a trail
Worst comes to worst we split into two squads of six.
>>
>>45450517
Oh and if we split make sure we don't look like we're leading our group.
>>
>>45450517
Seconding
>>
Rolled 81, 24 = 105 (2d100)

>>45450439
> [1] Find and interrogate the Overseer in charge of this particular Macrocannon
> [2] Stare harder at the painting and see if you can’t pick up a trail
We can fix every problem by staring at it.
>>
>>45450554
Are we rolling yet?
>>
>>45450582

Nah not until OP calls for it
>>
>>45450582
Nah, I just forgot to clear the dice field.
>>
[1] & [2] combo with some write-in flair.

Since you're staring at the painting, I need another perception check. A hard one, to be precise.

1d100 vs 30 this time
>>
>>45450538
Oh and remind him that we by no means doubt his valor or skill he should call us before confronting horrible warp shit and such.
>>
Rolled 13 (1d100)

>>45450606
Rolling for art critique
>>
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Rolled 80 (1d100)

>>45450606
What does our psyker vision see?
>>
>>45450629
nice
>>
Rolled 39 (1d100)

>>45450606

Rollin' rollin' rollin'
Rawhide!
>>
>>45450629
>>45450641
>>45450687

A 13 is indeed a pass. Back shortly!
>>
>>45450439

“Commissar, if you’d be so kind as to find and interrogate the Overseer of this battery. He’s in possession of a painting I believe to be heretical.”

Vicconius squints at said painting, then shrugs. “As you wish, Ms. Senka. You six, remain here with her. The rest of you, with me.”

As they file out of the room, you move to stand before the painting proper. Then you bring your full gaze to bear on it. The extra attention brings to focus tendrils of energy floating out from the edges of the portrait. They twist and turn over everything in the room like ribbons in the wind. The ends of such seem to trail out of the room. With a little effort you should be able to follow them. To where or what, though, you’re not sure.

It takes perhaps twenty minutes before Vicconius returns with a very shaken-looking man being dragged along by the armsmen. The Commissar has him deposited before the painting on his knees, then presses his bolt pistol against the man’s head.

“We’ll start off with something simple. What is your name and rank?”

The man gulps. “Gunnery Sergeant Thomas, S-Sir.”

“How long have you been on the Pearl?”

“Six years this month, Sir.”

Vicconius’ voice switches from verbal steel to controlled fury. “And how long have you been a heretic, Thomas?”

“I don’t know what you-”

“LIAR.”

Thomas is given a rather impressive pistol whip. Frankly you’re surprised he didn’t lose any teeth.

“This painting is in YOUR office. It didn’t just get here on its own.”

“But it’s just that, sir! A painting!”

“LIAR.”

This could go on awhile. Maybe you should step in? Or out?

> [1] Ask a question or two of your own
> [2] Bow out and follow the ribbons of energy
> [3] Wait it out until Vicconius is done
> [4] Write in
>>
>>45450822
> [1] Ask a question or two of your own
>>
>>45450822
>[1] Ask a question or two of your own
>>
>>45450822
> [1] Ask a question or two of your own
The classic Good Navigator, Bad Commissar tactic.
>>
>>45450822
>[1] Ask a question or two of your own
>>
>>45450822
> [1] Ask a question or two of your own
Vox the commissar the questions so we remain low key
>>
>>45450966
This. No need bo blow our cover.
>>
[1] it is. Though I think revealing yourself makes more sense than playing fiddle through the commissar in this one instance. How else will the guy know he's not just being shaken down by an angry man with a bolt pistol?
>>
>>45451048
He doesn't. I know I'm evil. But in all seriousness as long as the questions are answered well, and this guy seems more a dupe and not a conspirator, so he probably won't try to be too clever, its all good.
>>
>>45451048
I say reveal ourself, he might actually answer us, given the commissars technique.
>>
>>45450822

You decide to step in and play good cop. For effect, you remove your helmet to reveal your jet-black eyes and the mark of your station, your Warp Eye. When Thomas notices them he gulps and begins to shiver.

“I swear I don’t know anything! It’s just a painting of a woman! I don’t even know who she is!”

You hold up a hand reassuringly. “Let’s say for a moment you’re right. Why would you hang it here?”

This is met with nervous laughter. “We hardly see women down here, Ma’am. She brightens the place up.”

“And who gave you this painting? Or did you make it yourself?”

Thomas shudders once more. “I bought it in one of the markets here on Deck 15. About a month ago.”

Vicconius steps back in. “You will take us there at once. Then I will decide if you deserve the privilege of an intact skull.”

Several armsmen step forward and pick up Thomas from his spot on the floor. As they do, the man gripes, “I try and add a little decor and suddenly I’m a heretic.”

He quickly shuts up under the gaze of the Commissar. After you’ve re-donned your disguise, your group is lead from the room out to one of marketplaces on the other side of the row of Macrocannon batteries. To anyone looking on, it looks like a Commissar’s taken a page from the Arbites - dragging along criminal scum back to the scene of the crime. Most people who see you coming quickly get out of the way for fear of being swept up in it. It makes traveling the crowded thoroughfare much easier, if not more noticeable.

> cont
>>
>>45451198
Eventually Thomas stops in front of what looks to be an art gallery of sorts. All the while you’ve been keeping an eye on the ribbons of Warp energy. They lead right inside. In fact, every single painting that you can see has similar tendrils snaking out of it. You’ve hit the jackpot for minimal heresy at the very least.

> [1] Have the Commissar let Thomas go
> [2] Round up the store’s owner and add him to the heretic pile
> [3] Check the owner for taint before interacting with him
> [4] Write in
>>
>>45451218
> [3] Check the owner for taint before interacting with him
>>
>>45451218
>[2] Round up the store’s owner and add him to the heretic pile

Collect and burn all the paintings
>>
>>45451218
> [2] Round up the store’s owner and add him to the heretic pile
> [3] Check the owner for taint before interacting with him
>>
>>45451218
>[3] Check the owner for taint before interacting with him
>>
>>45451218
>[3] Check the owner for taint before interacting with him

Wouldn't want this to get too sticky, plus we need answers from him first but yes, we will need to throw him on the burn pile with the painting, he would have soaked up too much chaos by being surrounded by these things
>>
>>45451218
> [3] Check the owner for taint before interacting with him
> warn the commissar that many warp tendrils like those from the painting lead here, so some action may come sooner than later and to be cautious.
>>
>>45451218

Before you have Vicconius accost the store owner, you check the man from a distance with your Warp Eye. What you find is… disturbing to say the least. The man himself isn’t a psyker, but he has an overabundance of Warp energy concentrated on the interior of his left thigh. If you had to guess, you’d find a mark belonging to the Dark Gods there. But if you look any closer you’ll run the risk of corruption yourself. The Warp often finds ways to gaze back at you, after all.

So you’ll need to make a call. Do you risk some taint and have Vicconius truly interrogate the heretic, or do you execute him on the spot along with his paintings?

> [1] Interrogation ho!
> [2] Better to be safe - cleansing fire
> [3] Write in
>>
>>45451408
> [2] Better to be safe - cleansing fire
>>
>>45451408
>[2] Better to be safe - cleansing fire
>>
>>45451408
>[3] Write in

There have to be containment cells somewhere of the ship (it's a Rogue Trader vessel after all) and both us and the commisar are too valuable to risk being tainted. Tell him to take the two most useless armsmen he has, order them to knock the shopkeep out and drrag him to those cells where interrogation can be conducted in relative safety.
Burn this store and all it's merchandise.
Then once we get back to those cells check our two useless armsmen for taint, if they're clear then whoopdedo for them give them an extra ration of rum. If they're not blam them both and that'll be that.
>>
>>45451408
>[2] Better to be safe - cleansing fire
Better safe than sorry.
>>
>>45451408
Seconding >>45451465
>>
>>45451465

>Addendum

The two useless guards are under watch and escort all the way back to the cells, any attempt to get closer to them than their cordon is to be an assumed attempt at a rescue and the person in question should be shot immediately
>>
>>45451408
>2] Better to be safe - cleansing fire
>>
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>>45451408
this Anon >>45451465 has the right idea
>>
[2] it is, with >>45451465 I think since it'll keep your options open. Back in a bit!
>>
>>45451408

“Commissar, am I correct in thinking we have containment cells somewhere aboard?” you ask in hushed tones.

“Correct,” Vicconius replies. “Do you want my men take the owner into custody?”

“Yes. Pick your two most loyal men. Or the two you wouldn’t mind losing. Either is fine for this purpose. Take the owner straight to the cells. Don’t let anyone else touch him but your armsmen. Once that’s done have said armsmen wait for inspection. We cannot risk the taint spreading any further.”

“As you wish.”

Vicconius barks several orders to his men. The first of which is to collect the store owner and spirit him away. The remaining voidsmen (yourself included) are ordered to begin burning the paintings. It’s a fairly quick ordeal. All thirty-six paintings are gathered up into a pile, then set alight via las-fire. They smoulder and turn to ash, the tendrils of Warp energy disappearing along with their sources. Once that’s done, you turn back and head back towards the elevator you came in on.

Several hours later, you find yourself looking into a cell containing the former gallery’s owner. He’s not said a single thing since being brought here. The guardsmen who brought him here were free of taint, but have remained on guard at their Commmissar’s urging.

“Who is he?” asks a voice from behind you. You start and turn back to see Nelia there.

> cont
>>
>>45451772
“A cultist, I believe,” you reply. “He’s got a mark of some sort at the very least. I’ve yet to look into it too much for fear of corruption.”

“Hm. Good thing he’s here then. I can have one of my blanks deal with him, if you’d like. They should be free to interrogate him without any such fear.”

This small revelation gives you pause. “We have blanks, plural, aboard?”

“Two to be precise,” answer Nelia. “Both in my employ, much to Keyes’ dismay.”

She smiles then, as if she’d just said the punchline to a joke. You don’t necessarily laugh at it.

> [1] Let Nelia’s people handle it
> [2] Have the Commissar deal with him
> [3] It’s just a single mark, you can weather that fine
> [4] Write in
>>
>>45451786
> [1] Let Nelia’s people handle it
>>
>>45451786
> [1] Let Nelia’s people handle it
>>
>>45451786
>[1] Let Nelia’s people handle it
>>
>>45451786
>[1] Let Nelia’s people handle it
>>
>>45451786
>[1] Let Nelia’s people handle it

Let the specialists do their job. That's what we don't space them for.
>>
>>45451786

“He’s all yours,” you say.

“Excellent. I’ll see to it you’re given a report when they’re finished. Unless you wanted to watch?”

“Pass.”

Nelia bows. “As you wish.”

You find your way back up to your Sanctum and spend the next few hours working on your charts. A message pops up on one of your data slates, interrupting your progress. It’s about what you expected. The cultist was part of a budding pleasure cult. Apparently part of said cult involved selling “perfect” paintings to spread their influence subtlely. The one painting them was said to be a “man of vision.” Aka the painter’s probably the psyker you’re looking for.

That’s about where the good news stops. You’re now faced with the daunting task of whether or not to inform the Captain about what’s going on. He won’t be thrilled to find out there’s been cultist activity on his ship, let alone some that’s slipped under everyone’s radar thus far. And you’ve yet to actually catch the psyker which started this whole investigation to begin with. Going to him now might just exacerbate things needlessly.

In addition, you need to figure out how to tackle the cult. Going yourself is bound to set off all sorts of alarms, disguise or no. But the only people suited for such a task are in drastically short supply - you, the two blanks, and some of Keyes’ personnel. Anyone else wouldn’t be able to handle the psyker if and when he emerges. The longer you wait, though, the more chances the cult, and thus your target, will go into hiding.

> [1] Keep Hillbrant in the dark for now
> [2] See if Nelia’s blanks feel like going under cover
> [3] Time to see Keyes
> [4] You can totally fake being a cultist
> [5] Write in
>>
>>45452035
Bleh. A number got eaten. [2]'s supposed to be:

> [2] Tell Hillbrant and let him decide what to do

With the rest being one number off.
>>
>>45452035
> [2] Tell Hillbrant and let him decide what to do
Changed vote here then>>45452067
>>
>>45452035
> [2] Tell Hillbrant and let him decide what to do
>>
>>45452035
>[2] Tell Hillbrant and let him decide what to do

It is unwise to keep Captains in the dark. Especially if there's a weakness in his ship.
>>
>>45452035

You decide it’s best to bring Captain Hillbrant into the loop. After gathering up your things, you head for his ready room just off of the main bridge. There you find the Captain in the middle of pouring through a pile of data slates.

“Ah, Senka,” he says, looking up from the slate in front of him. “To what do I owe the pleasure?”

“Well I have good news, and bad news. Which do you want first?”

Hillbrant considers his options, then opts for the latter. “Might as well get the bad out of the way.”

You bite your lip slightly, replying, “Well in tracking down a potential unsanctioned psyker, I’ve uncovered a minor pleasure cult operating aboard.”

“Ah. How big are we talking? And does Nelia know?”

“Nelia actually helped interrogate one of their members. As for the size, your guess is as good as mine.”

“I see. And the good news?”

“They were trying to spread heretical paintings throughout the ship. Said paintings have been torched.”

Hillbrant rubs his chin in thought. “Well if they only had the one den then they can’t be all that large. Nelia would have caught wind of them by now if they had several operations aboard. So we’re probably looking at a group of less than 50. Small enough to go unnoticed until now.”

He’s probably right. “You’re probably right. So how do you want us to proceed?”

“Have Nelia interface with the Arbites aboard. It’s a small enough cult that between the two of them they should be able to handle it.”

“What about the psyker?” you ask.

“Well unless they start summoning daemons from beyond, I’m fairly confident in my crew’s ability to take one down. If I sent you or one of Keyes’ people in they’d just get noticed and picked off. It may come to that, of course, but I doubt it.”

> [1] Bow and return to your sanctum
> [2] Object to… something (write in)
> [3] Write in
>>
>>45452288
>[1] Bow and return to your sanctum
>>
>>45452288
>[1] Bow and return to your sanctum

We've done our part (but we should be ready to join back in the fun)
>>
>>45452288

You bow respectfully. “As you wish, Lord Captain. I’ll be in my sanctum should you require me.”

Hillbrant nods, then returns to his pile of data slates. You excuse yourself and find your way back to your sanctum for the time being. Preemptively, you begin divining the auguries for the Pearl’s next jump. What you find is that there’s a brewing Warp Storm on the metaphorical horizon. You don’t want to be flying the Pearl through it if at all possible. That means waiting at least a week in realspace, or taking a circuitous route around the disturbance. Really it comes down to how confident you are in your skills and whether or not you want to risk a jump with the psyker problem still at large.

> [1] Go for the jump
> [2] Opt for safety and wait it out
>>
>>45452400
> [2] Opt for safety and wait it out
>>
>>45452400
> [2] Opt for safety and wait it out
>>
>>45452400
>[2] Opt for safety and wait it out
>>
>>45452400
>[2] Opt for safety and wait it out

Perhaps they are waiting for the storm also?
>>
[2] it is, back in a bit!
>>
>>45452400

The way you see it, there’s no sense in risking the lives of everyone aboard just so you can flaunt your navigating abilities. Were you expected somewhere urgent you might think differently, but at the moment you’ve received no such order from the Captain. Speaking of the Captain, you send Hillbrant a simple message telling him that a jump isn’t in the cards for at least a week. You don’t get a reply, but you know he’s at least read it.

The next few days pass uneventfully. On the fourth day, though, you begin to notice a crack in the fabric of reality in-system. It’s far out beyond the orbit of Kayleigh Prime, just barely on the edge of the red giant’s crimson light. By your estimates it’s the residual Warp energies from the storm bleeding out into realspace. Harmless at this distance, but something to keep an eye (or three) on just to be safe.

Sure enough, on the sixth day something happens. The hole in reality folds back into itself, but not before emitting a stream of malevolent energies towards the Pearl. You call for the gellar fields to be raised just in time for the jet to wash over you harmlessly. Or so you think, anyways.

Several minutes after the gellar fields power down, you get a message from Nelia:

“We’ve cornered the psyker. He’s gibbering in tongues, made worse by whatever that was outside. So far he’s not done anything we can’t handle, but I’d feel more safe if you or an astropath was present.”

> [1] Head down to Deck 15 with your bodyguards in tow
> [2] Let Keyes know and have him handle it
> [3] Nelia’s got blanks, she’ll be fine
> [4] Write in
>>
>>45452627
> [1] Head down to Deck 15 with your bodyguards in tow
>>
>>45452627
>[1] Head down to Deck 15 with your bodyguards in tow
>>
>>45452627
> [1] Head down to Deck 15 with your bodyguards in tow
>>
>>45452627
>[1] Head down to Deck 15 with your bodyguards in tow

Finish what we were ordered to start.

Goodnight HEL, Anons. I gotta work in the morning.

Good to have you back, Boss.
>>
>>45452627

Not one to leave Nelia hanging, you gather up Yin and Yang, then head down to Deck 15. Once there you’re given directions by one of the voidsmen guarding the elevator. Along the way you’re given numerous stares and gawks, but nothing you can’t handle. Eventually you find yourself outside one of the several shuttle bays on the deck. There’s a trail of both voidsmen and Arbites leading back up the corridor, sealing off the bay. They part when you approach, allowing you to see inside.

Nelia, and what you assume are her two blanks, are standing a stone’s throw away from a man dressed in deep purples and black hiding behind a stack of crates. Even from here you can hear his mumblings. They cause your stomach to churn, as if they’re calling forth a power that should not be. A cursory glance at him with your Warp Eye confirms he’s a psyker, and that he’s gathering strength for something. What specifically you have no clue. But you feel like it’s a good thing you came down here when the crates explode outward in a flash of pink fire.

> Housekeeping next post
>>
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Another short session like 04 was, but hopefully enjoyable nonetheless. We'll pick up here next week sometime hopefully. Thanks for bearing with me.
>>
>>45452874
Thanks for running HEL.



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