The HiveCuriously, the Viperidae does not encounter pirates around the hive. Instead, it encounters a Wrethan pirate skiff en route from the Hive towards Spire Kasgyre. Good fortune allowed for the viper to eliminate the skiff before it was able to flee, but that marks the second upgraded Wrethan skiff encountered attempting to get to Spire Kasgyre.
Confirmed Kills: 1 Wrethan Skiff
The UnfinishedThe Dionysis and her escorting skiffs move through the airspace of the Unfinished, which is again surprisingly empty- though construction on the spire itself is still observed by spyglass. There is no sign of the 'Archangel' of the lost skiff's report, nor is there any sign of Wrethan fleet activity at all.
Burned MountainThe air around the burned mountain is still filled with drifting ashes, but there's also something new here- A Wrethan transport vessel. Skiffs report that it appeared to have suffered minor hull damage, as though from impact. Unfortunately, it appears to have spotted the Dionysis before being spotted itself, and begins diving into the mist.
In the absence of other aggressor vessels, the three escorting skiffs move in to attack in order to prevent the otherwise inevitable report from reaching Wreth.
The outcome of the engagement is uncertain. The Wrethan transport's shroud was substantially thicker than expected, and the skiffs only succeeded in inflicted damage through it in the last moments as it was diving into the mist. However, the shroud external web was badly damaged, and the shots that did get through struck the midline webbing spar and the transport's rear quadrant. It's entirely possible that damage, though not immediately fatal, will prevent the vessel from being able to pull out of its dive. The skiff captains agree that there is a chance the vessel could have survived, but it's more than likely the damage caused it to crash into the surface.
The soldiers on board the Dionysis are briefed to expect enemy contact, are loaded onto the dinghies in shifts, and sail to the section of the burned mountain with the fewest lava flows.
Inside the Burned MountainWar is not hell. The Burned Mountain is hell. At the landing point, the marine officer estimates the temperature to be around 105 degrees (41C) degrees, and states that this is as nice as it gets. Every step towards the center of the spire yields another slight increase in temperature, and the men suffer for it dearly. Near the exterior of the spire, where rain can fall, there is sparse vegetation, and some signs of wildlife. Within, there is nothing. The cavern floors are bare and smooth, the results of magma flows rather than erosion, and they branch along a thousand paths and rarely open out into more than a small gallery.
Unlike the Three Captains, where its hazards were clearly identifiable and easily shot, the Burned Mountain is not so easily dealt with. Heatstroke isn't just a concern, it's a killer that haunts every man. There is no water within the Burned Mountain, and every bit of ration is stretched thin to keep the men together- but it's not enough. Soldiers die, not many for now, but it's a problem that will only get worse. Geologic instability, and the nature of the caverns, combines to create devastating effects. One particular event occurred when a minor quake caused fissures to open in the tunnel wall, rapidly filling the tunnel with invisible stythe and forcing the marines to flee and leave many of their own to choke to death after the air contamination became fully evident. After that incident, the remaining ranking officer (one having died of heatstroke, and the other having been killed by stythe inhalation), forbade marines from using light other than lumin crystals and were instructed to ONLY use Witchhunters if Wrethan soldiers were encountered- for fear of igniting unseen firedamp.
On an odd, but less hazardous note, the marines all report hearing rhythmic sounds from within the spire, like enormous machinery. While not directly harmful, it is unsettling to the man when combined with the frequently claustrophobic conditions.
Overall, the Officer reports that significant changes need to be made in order to make good progress, and that he'd prefer to be thrown at the Wrethan defensive line next time as much faster and more glorious way to die. The heat is a constant killer, and if he continues forward, he WILL lose more men. The highest temperature recorded so far is approximately 122 (50) degrees, and while the rate of increase has lowered, it's still getting hotter as the marines go deeper. The stythe and potential firedamp is also an issue he needs to have a solution to, or at least more men to replace those that will inevitably lost.
Confirmed Losses: Squad Siegfried, 25% of squad Siegward
Spire KasgyreAn additional Natalie Skiff has been produced, along with 2 additional squads of marines. The Natalie production line is now full.
Event: War Must End
For this event, I want you to write your most persuasive argument for why your side should give up the pursuance of war and strive instead for a quick peace. This is not an argument for "BLITZ THE ENEMY SCUM, THAT'LL GIVE US PEACE", but something
more like this. This is an argument for why the war is an evil thing, and why your spire would be so much better without it.
The side with the most persuasive argument will be awarded with the ability to take an advantage roll on one design, for both the project and prototype rolls.
It is the beginning of the year 374 AR.
Spire Kasgyre's Production stands at
13(+10)/y Crystal, 24/115 Banked
17/y Ore, 17/85 banked
19/y Wood, 90/95 banked
10/y Silk, 37/50 banked
It is now the design and project maintenance phase. You have 5 dice to spend.
Imperial Topaz will be available in the production stage.
Viper Production Line: 1/35 | 7C + 5O + 5W + 2S, +15 From any combination of any resource | Rushed 0 Times | Nothing Invested
Vertical Envelopment 2/10 | 3 from each of COWS + 4 from Any combination of COWS | Rushed 0 times | Nothing Invested
AIM (Special Project) 6/27 | - | Rushed 0 times | Nothing Invested
Battle Barge: 1/8 | 10 Wood, 2 ore | Rushed 0 Times | Nothing Invested
Lance Crystals: 1/25 | 3 Crystal | Rushed 0 Times | Nothing Invested
The Calm: The calm is a region of the aerosphere with almost no wind beyond fleeting turbulence, and absolutely no aetheric currents. It's frigidly cold, and filled with fine red 'snow' that barely moves. Traversing it with a conventional vessel is impossible due to the lack of energy to fuel the lift and trim crystals.
The Everstorm: As the name suggests, the everstorm is a region of the aerosphere dominated by an enormous and eternal thunderstorm. It's a chaotic region of raging winds and surging aetheric energy that manifests in terrible bursts of prismatic flame. No conventional vessel could hope to survive the nightmarish storm conditions.
Kasgyre Territory Blackstone Marine Presence: K 0/14 | W 0/14
Territory: 4/4 | 0/4
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
The Hive Marine Presence: K 0/10 | W 0/10
Territory: 4/4 | 0/4
Resources: 1C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
Glowcove Marine Presence: K 0/20 | W 0/20
Territory: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 0/20 | W ?/20
Territory: 0/4 | 4/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K 0/12 | W ?/12
Territory: 0/4 | ?/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K 2/24 | W ?/24
Territory: 1/4 | ?/4
--->Marine Squad Siegward: Aetheric Pistols (3/4) | Witchhunters (2/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegmeyer: Aetheric Pistols (3/3) | Witchhunters (1/3) | Aetheric Grenades (1 per squad) [75%]
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/45 | W ?/45
Territory: 0/4 | ?/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
RKNV Ophidian - Viper Class
Loadout
1 Communications Officer
1 Vanguard Cannon (forward Mount)
8 Light Aether Cannons+ (Kettlegun) [6 front, 2 rear]
2 Sections Light Copper Armor
1 Medium Core Crystal
1 Small Basic Lift Crystal
8 Trim Webs
4 Trim Crystals
6 reams of webbing
Location: Three Captains
Status: Shipshape
RKNV Anguis - Viper Class
Loadout
1 Communications Officer
3 Light Topaz Aether Cannons+ (Kettlegun) [2 front, 1 rear]
5 Light Aether Cannon+ (Kettlegun) [4 Front, 1 Rear]
1 Topaz Vanguard Cannon (Front)
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
10 Topaz Trim Webs
2 Topaz Trim Crystals
6 reams of webbing
Location: Three Captains
Status: Shipshape
RKNV Viperidea - Viper Class
Loadout
1 Communications Officer
10 Light Aether Cannons+ (Kettlegun) [8 front, 2 rear]
Bronzewood Hull
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
6 Topaz Trim Crystals
8 Trim Webs Bronzewood reinforced
6 reams of webbing
Location: The Hive
Status: Shipshape
Canary - Skyskiff Class (x1)
Loadout
Communications Officer
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Three Captains
Status: Shipshape
Natalies - Skyskiff Class (x3)
Loadout
Comms Officer
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Three Captains
Status: Shipshape
Dionysus - Transport Class
Loadout
Comms Officer
1 Small Topaz Core Crystal
1 Small Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: Burned Mountain
Status: Shipshape
One Eyed-Will - Skyskiff Class (x1)
Loadout
Communications Officer
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Burned Mountain
Status: Shipshape
Natalies - Skyskiff Class (x2)
Loadout
Comms Officer
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location:Burned Mountain
Status: Shipshape
Natalie VIII - Skyskiff Class (x1)
Loadout
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
RKNV Causinae - Viper Class
Loadout
1 Communications Officer
10 Light Aether Cannons+ (Kettlegun) [8 front, 2 rear]
Standard Hull
NO CORE CRYSTAL
1 Small Standard Lift Crystal
12 Standard Trim Crystals
6 reams of webbing
Location: Spire Kasgyre
Status: DRYDOCKED, NOT FLIGHT CAPABLE: Requires Core
Topaz Gauntlet x1
Topaz Pistols x1
Topaz Grenades x1
Topaz VS Core x1
Topaz VS core
Topaz S Lift x2
Topaz Trim pair x2
Topaz Medium Core