Three CaptainsThe second battle of the three captains happens on unfortunately level footing. Kasgyrite scouts appear to have identified our fleet without our skiffs on high-vigil spotting said scouts, the continuance of a worrying trend. This gives their fleet ample opportunity to climb to our level to engage. Our vigilant skiffs are able to spot the bulk of their fleet on approach, but the element of surprise is well and truly lost.
Despite this, our captains move into attack, breaking into the standard two-wave pattern. Their force appears to consist of a pair of vipers and six skiffs, with two transports riding in the middle of the group. Our first wave consists of the mongoose and a trio of comets. As the force sweeps in to dissect the transports, one of the skiff captains notices a rather unusual phenomenon from their ships- a pattern of rapidly flashing lights from the decks of their vessels. There isn't much time to observe further before the vessels are in firing range.
Half of the enemy skiffs appear to be actively defending the transports, and move to interpose themselves in the firing line of our vessels. Not that skiffs make particularly good defense vessels. Unable to maneuver out of the way, the offensive volleys from the Mongoose and the comets smash holes in the shrouds of unupgraded skiffs and obliterate the hull below. Before the mongoose and her escorts have even drawn level, the three defending skiffs have all been obliterated, and the shrouds of the transports beneath have been ravaged. The shot from the Dragun strikes directly into the body of one of the two transports- undoubtedly spreading fire and chaos within.
This, however, is not without cost. The Kasgyrite defense fire has been unified and furious. Both of the Vipers are now equipped with a rapid fire cannon as part of their forward armament, and one of them fires blasts of distinctly amber hue. Worse, both vipers are focusing their entire armament on the Mongoose. Angled on the attack run, there isn't much the mongoose is able to do to spread the incoming fire across her shroud. The mongoose's initial shroud develops a hole immediately, and the secondary shroud develops in the same spot. Then blasts start pelting her hull. The Dragun is lost in an amber ball of light, and the frontal and belt armor turns to slag after repeated shots. The entire bow of the mongoose is wreathed in flames before she's even past the transports. The comets are much better off. The only ships focusing on them are the enemy skiffs, of which three were rapidly disintegrated while defending the transports, and one of the remainder appears to be unupgraded. The other two, however, are dangerously good. Their speed in a straight run appears similar or only slightly superior, but their acceleration and their ability to maintain combat readiness while using that acceleration appears considerably superior. Still, they are but two and our skiffs are able to make it through to the other side with only token damage to shrouds.
The barrage that destroys the first of the enemy transports is the Mongoose's last. A broadside from the Mongoose strikes through an existing hole in the transport's shroud, the force of the barrage removing the left half of the vessel- causing it roll suddenly and plummet into a spin. It's shortly after that however that another series of viper cannon shots ram themselves down the Mongoose's burning front. She breaks up as she passes the Kasgyrite fleet, falling to pieces and falling as repeated cannon blasts take their toll.
The three comets are able to zoom on by drawing the attention and the fire of the kasgyrite fleet after the mongoose falls. It's scorching, and one comet is lost to combined fire before its speed takes it out of the effective range of the Viper's guns. The remaining two are then harried only by the Kasgyrite's upgraded skiffs. The action goes poorly for our skiffs, with their shrouds quickly battered by the more mobile enemy skiffs. The Vipers, sadly, do not attempt to give chase, and move to focus on the Chimera as it moves to attack the remaining transports.
The Chimera and the remaining two comets charge, and the vipers once more forgo the skiffs entirely in favoring of focusing on the Chimera. The Chimera's stronger shroud holds up reasonably well, and the lack of any defensive fire from skiff is a boon. The remaining kasgyrite transport is not so lucky. Its shroud already damaged, its structure weakened by the previous dragun shot, it's obliterated by a barrage from the Chimera, with any cargo it had drifting back to the ground as ash.
Yet even the Chimera is not unscathed. The continuous fire of the vipers is ruinously powerful, and a hole does develop in her shroud. A single amber bolt gets through as she begins to veer off after destroying the transport, slagging armor and leaving a poignant beauty mark.
The vipers continue to focus fire on the Chimera as she and her skiff escort break off to flee, but are forced to deal with a new section of shroud and find her more difficult to target as she's speeding away. The comets end up tangling with the upgraded skiffs, which results in the destruction of one of Kasgyre's upgraded skiffs and the loss of two additional comets.
Heavy losses have been taken, but the transports have been prevented from landing.
Inside the SpireWithout enemy reinforcements, are men are able to continue to grind forward against the enemy. Our navigator squad is of particular use, being able to provide us with decent information on which tunnels are filled with death, or to at least trip the edges of ambushes before our places roll into them. Losses are still taken, and navigators have the tendency to wind up dead with crossbow bolts embedded in various places, but the Kasgyrites are pushed back steadily.
Pushed back, until they run out of places to be pushed back to. At the edge of a spire, with nowhere else to run, the remaining kasgyrite forces make their stand against the Wrethan cannon. Behind their shrouded cover, with crossbows bristling in every direction, they do a fine job of putting on a last show of resistance. They absorb PLACE fire and return with barrages of bolts. They grenade anyone who gets within throwing distance and rain golden gauntlet bolts on any crossbowman who gets near.
It's a valiant, and futile, effort. Their shroud collapses on its own shortly after a cannon shot burns a hole in it. Apparently the same issues of aether consumption that plague our cannon limit the total amount of time that shroud can remain up, and after their shroud falls... well, it's only a matter of time until someone gets a cannon charged.
We lose people, but obliterate their cover platform and reduce their marines to charred corpses trapped in half-molten bronze shells.
The spire is ours.
Wreth now controls the interior of Three CaptainsLosses: The Mongoose, 3x comets, Assault Squad A, Assault Squad C, 50% of Squad h.
Damaged: The Chimera has damaged belt armor
Confirmed Kills: 2x Kasgyrite transports, 3x kasgyrite skiffs, 1x kasgyrite upgraded skiff, all remaining troops at the Three Captains.
The UnfinishedAll is quiet in the air around the unfinished. There's no kasgyrite presence, no bird presence, and only a singularly chill wind for company. The single comet assigned as an escort is thrilled to not have to deal with a defense fleet by itself, but the transport captains make superstitious warding motions as they get their vessels close enough to land dinghies. Despite efforts to quash them, stories are still told of the lost landing force, and of the terrible things they wrote of in their last letters.
Patriotism or no, there is no marine who looks happy about setting foot on the accursed spire.
Inside the SpireWithin the spire, all is chill and quiet. It's openness is a stark contrast to the conditions of the three captains, and while firing the cannon in the direction of travel is cathartic and warms the air nicely, it's not nearly as devastating as it is in corridors.
For weeks, the only reports that come back are simple descriptions of discoveries of new rooms in the unfinished and descriptions of a rising sense of unease in the men. No horrors are described, and despite the unease, the entire landing team reports that they are in good physical health and are making steady progress.
Then comes the report of a survivor. A woman, one of the original officers who led the first landing team. Though the rank and file regard her with superstition and mistrust, she had approached the camp slowly and had answered any and all identifying questions thoroughly. She refuses to speak of how she's survived this long, and seems perfectly happy to remain in the custody of the landing force. However, she has demanded to send a single letter. The letter, sealed, is thankfully not seen by any members of the landing team and is passed, as per her request, directly to the brass.
The letter demands lives. The former officer's letter confides that she's discovered things about the unfinished, including some kind of 'master' figure, and that she has the power to negotiate a peaceful turnover of the spire to us. Assuming we're willing to pay the price. Sixteen squads of patriotic soldiers, who we will never see again. She assures us that they will feel no pain, and we need not make any investment to their equipment, merely turn their lives over to her. If we do not send her men, and attempt to advance without the blessing of her master, she assures us that things will be much, much worse. She requires four squads to pay for out current progress, and another four squads if we wish to progress further without angering her master.
She notes that if we turn this deal aside, we cannot return to it.
Spire WrethThe dockyards report that three more comets are halfway to completion.
It is now the beginning of the year 370 AR.
Spire Wreth's production stands at
13/y Crystal, 27/65 Banked
17/y Ore, 23/85 banked
19/y Wood, 46/95 banked
10/y Silk, 33/50 banked
It is now the design and project maintenance phase. You have five dice to spend.
Khipha Mining Techniques: 15/25 | 2 each from COWS, + 4 from any combination of COWS | Rushed 0 Times | Nothing Invested
E.S.P: 4/25 | 2 Ore, 2 Crystal | Rushed 0 Times | Nothing Invested
Aether Forge 2/40 | - | Rushed 0 Times | Nothing Invested
Windrider Production Line: 17/40 | 8C + 8O + 5W + 3S, + 23 From Any COWS | Rushed 0 Times | 19C, 16O, 32W, 27S
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.
Wreth TerritoryHaze-Maze Marine Presence: K 0/8 | W 1/8
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 4/4
Resources: 1C, 3O, 1W, 2S
Conditions: Deadly Gas Pockets, significant vertical shafts and steep tunnels.
Miner's Folly Marine Presence: K 0/18 | W 1/18
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 4/4
Resources: 1C, 6O, 0W, 1S
Conditions: Toxic Stone, Massive Caverns, pitch-black
The Verdant Vista Marine Presence: K 0/18 | W 0/18
Territory: 0/4 | 4/4
Resources: 1C, 0O, 8W, 2S
Conditions: Mostly earth and soil, Unstable pocket caves
The BeltThree Captains Marine Presence: K 0/20 | W 6/20
--->
Marines---> Defense Squad D: Silk Vest (Officer) | Pincushion (1/4) | Suppressor (1/4) | Gauntlets (2/4) | BLOCK | PLACE | Envenomed Bolts
---> Defense Squad E: Silk Vest (Officer) | Pincushion (2/4) | Gauntlets (2/4) | BLOCK | PLACE
---> Support Squad F: Silk Vest (Officer) | Pincushion (3/4) | Suppressor (1/4) | PLACE | Envenomed Bolts
---> Support Squad G: Silk Vest (Officer) | Pincushion (3/4) | Suppressor (1/4) | PLACE | Envenomed Bolts
---> H: Silk Vest (Officer) | Pincushion (1/4) | Gauntlets (1/4) | [50%]
---> I: Silk Vest (Officer) | Suppressors (3/4) | Gauntlets (1/4) | Envenomed Bolts
Territory: 0/4 | 4/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K ?/12 | W 0/12
Territory: ?/4 | 0/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K ?/24 | W 0/24
Territory: ?/4 | 0/4
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K ?/45 | W 4/45
--->
Marines---> Squad U-A: Bronze Cutlass (Squad)
---> Squad U-B: Bronze Cutlass (Squad) | PLACE
---> Squad U-C: Bronze Cutlass (Squad)
---> Squad U-D: Bronze Cutlass (Squad) | PLACE
Territory: ?/4 | 0/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
WOSV Chimera - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor - [MILD DAMAGE | 2 ore to fix]
Location: Three Captains
Status: Damaged armor
WOSV Marge - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Spire Wreth
Status: All papers are in order.
WOSV Batholith - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: The Unfinished
Status: All papers are in order.
WOSV Shibboleth - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: The Unfinished
Status: All papers are in order.
Comets - Skyskiff Class (x2)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Three Captains
Status: All papers are in order.
Comets - Skyskiff Class (x1)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: The Unfinished
Status: All papers are in order.