We left our heroes in need of a bomb, wherewith to blow up draconian
strongholds in the nephilite cities. Our first thought for a source is
Jumping Jacks, but we've tried Cantrel rather sorely lately, so maybe we
can just find something explosive in our own arsenal, back at the
ranch. (Doesn't your home have an arsenal?)
Turns out we have grenades, but no bombs. Oh well, back to Plan A;
Robbie calls up Jumping Jacks and asks for seven 50-ton bombs to be
delivered to the ranch. They hardly even blanch. They'll be there in
90 minutes.
We use the time to see what Drumthortle and The Lads have been up to
since we dropped in last time. (Drumthortle etc. are not in evidence
themselves, though, since we shipped them off to help repair the
Tellemataru.)
Our new basement contains lots of dwarvish-looking earth-moving
equipment -- vaguely Victorian, vaguely organic. Also three new trucks
bought "by authorized contractor," according to the house computer, and
then heavily modified by The Lads.
Next level down, we find a firing range and a weapons locker, already
stocked with the favorite weapons of several members of the New Blood &
friends. Kate shops around and helps herself to an adjustable shock
pistol, then uses it to christen the firing range.
The Jumping Jacks people come, deliver their bombs, and run away, er,
leave. We load one of the bombs aboard the pantope, set its fuse for
thirty seconds, unload it on the roof of a draconian sanctuary, start
the timer, and scram.
We then double back to our usual time for starting loading, and start
picking folks up at the "block parties" that run all through the town.
They're very surprised when a bronze tunnel opens in the air, of
course...
...26, 27, 28...
... but not nearly as surprised as they're going to be...
...29, 30...
BOOM
... when the bomb goes off. Lots of them run away. But then lots of
them come running back with more friends and relations.
Then two khaki-skinned, humanoid draconian guards, spears at the ready.
Perforce, we start fighting in the midst of panicked refugees. Dafnord
shoots one and downs him. Mithriel shoots at the other with bow and
arrow, but accidentally downs a civilian. She tries rushing him, but
gets speared herself for her trouble. Markel and Dafnord take him on.
Runyana finishes him off with a shot, then reports two more coming.
Runyana blows away one of the next pair. Markel attacks the other and
gets speared. Runyana kills Markel's attacker, and this, thankfully,
seems to be all for the moment. Mithriel, Markel, and Mithriel's victim
of friendly fire start heading down the tube to infirmaries, but not
before Markel takes some more damage by getting trampled by panicked
crowds.
Meanwhile, Runyana reports a group of four humans hurrying away from the
loading site. We suspect them may be draconian agents. Dafnord yells
"Halt!" to no effect. Meanwhile, a small draconian aircraft has spotted
Runyana.
This is getting too messy. Runyana has Tom disconnect the pantope. We
get our wounded to autodocs on our various starships, so we get that
much out of the way.
Back at the loading/battle, Runyana makes her fourth and most
spectacular kill so far: she flies up to the aircraft and shoots twice
through the windscreen. The first shot weakens the screen, the second
takes out the pilot. The craft whirls away to crash somewhere else,
where we will undoubtedly have to cope with it later.
Dafnord is still pursuing the four fleeing humans. Shooting his
goop-gun, he snares three of them. The fourth surrenders, then faints
when Dafnord draws his sword Umbra. (Hey, you have to cut them out of
the goop somehow.) Dafnord then asks the most coherent of the gooped
guys what they were doing, but he just faints, too. Dafnord can have
that effect on people.
Tom brings the tunnel back and we go back to loading people. Markel and
Mithriel return, having spent several days healing in a jiffy, thanks to
Tom's standard pantope tricks.
A fire brigade comes clattering up in early-19th-century-style
equipment. This is awkward, because they're coming down the alley where
our gooped victims lie, and we haven't finished extracting them yet. In
the scramble that follows, Robbie feels a whack on the back of his head
-- no, not his head; he's picked up, by telepathy, an attack on
Mithriel. A large, toothy dragon-man has shown up from somewhere, but
Dafnord quickly hacks him down with Umbra.
Eventually, we get this batch aboard. We take the gooped guys to the
infirmary and Tom does a quick memory audit on them, to find out why
they were running. They aren't spies, but they were "Tories," loyal
subjects of the dragons, or at least lukewarm. They never liked or
heeded the prophecies of the Exodus we carefully planted many years ago,
and didn't want any part of it. Tough. Welcome aboard.
We reconnect for the next round (with Mithriel healed up again and now
wearing a helmet). Soon, we spot another manta-shaped aircraft, one of
their fighters. Remembering the problems he had with ship's guns last
time we tried to take out a flier, Tom purposes we simply use the
pantope to dump some grenades into the cockpit. We do that.
--and alarms go off in the pantope. We've been spotted. Tom hastily
changes the connection to Djinnistan, but not fast enough. A portal
(not one of ours) has opened and dropped a bomb in on us.
BOOM
Kate and Mirien keel over. Braeta and Dafnord are still standing but
hurt. Tom was behind the lectern that bears the helm computer. Well,
bore it. The lectern and computer are gone, but Tom is basically
unhurt. He is very apologetic; he had no idea the dragons had their
dimensional technology aboard their aircraft, or watching over their
aircraft.
Once more, we open our gate to the Munch and use the starship's autodocs
to heal people. Once more, we fast-forward through the days of
healing. We gate back to the ranch and pick up more armor for Mirien
and Braeta. (Braeta's is stuff Daewen once wore when she was playing
the part of the Morrigan.)
And now to see how much damage the dragons took in that exchange.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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