New Blood Logs:
Tom Noon's Tale
NewEuropa
In Chaos
Voyages of the Nones
Meanwhile...
Destine
Mother Goose Chase
Ancient Oz
Varkard
Adventures of the Munch
Lanthil & Beyond
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We left our heroes victorious after an unexpected battle inside the
pantope itself. The two immediate goals before them are to help Cantrel
win the remaining battle at Jumping Jacks and to stop/confront Ms.
Yanova herself, hoping for resolutions, not to mention explanations.
But before we do either of those, it would be very handy to get Salimar
back. She was, you recall, severely toasted by a large enemy blast,
while hiding in the topsoil near the ranch. She has since been picked
up by fellow minions of KaiSen.
Tom dowses for her through the pantope, and soon the window shows a
roomful of bizarre equipment and equally bizarre staff. It is, we
suppose, some kind of sick bay. The equipment is of extraterrestrial
make, and the staff are assorted aliens. That tub, there, is obviously
full of Salimar, since we don't know anyone else who looks like
purplish-green slime when relaxing or recuperating.
However, it would be rudely, even dangerously, abrupt to simply open the
door here and now. We move the window outside -- thus discovering that
Salimar is on a space ship in high orbit around Hellene -- put our side
of the window in the airlock, then open it to a door, but only so we
can send the message, "Greetings, sentients. We're here to visit
Salimar. Permission to come aboard?"
We get an audio/visual link, revealing Chester, the Kishaer liaison we
met earlier. He points out we don't have a ship (or any other visible
presence). That's okay, we can still come aboard. Where would he like
us? He suggests the main airlocks.
We are met at the airlock by Chester, accompanied by a couple of very
large, furry caterpillars, colorfully striped, with lots of eyes. It's
not clear what they use for hands, or if they are armed, but it is
clear that they have very large mouths; the pixie is suspicious, until
reassured by Chester that they are people and do not eat people.
This trio escorts us to Salimar. We ask Chester how she's doing. Quite
well, he hears. The med-techs are fascinated, and her recovery is
facilitated by her ... unique ... anatomy. "Not having any, you mean?"
Well, yes, though Chester gathers that her molecular structure is quite
fantastically elaborate.
We pass the many armed guards (or perhaps it was the many-armed guards)
and enter the sick bay. There, Salimar is conscious and conversational,
despite being liquid and having a very fine net straining through her
very slowly. We give her a briefing on what's been happening since she
was laid low, and she is anxious to return to the fray. But they aren't
quite done with her. A large, yellow, bird-like doctor(?) with far too
many joints in its limbs steps forward.
They are still extracting the last few dozen grams of Salimar from the
"slurry" they compounded from fried mess of semi-vitrified topsoil and
victim. They are anxious to get as much of her back as possible,
especially since her memory system seems to be more ... chemical ...
than that of most folk. They also need to return some samples they used
to work out a healing accelerant. Also, she should wait until the
solvents evaporate.
And there's the matter of the, uh, remains. They have some
quasi-organic gunk, here, that used to be part of Salimar, but certainly
isn't alive any more. What would she like done with it? Reassimilate
it, somehow? Give it a proper funeral? Recycle it? Um...
Salimar asks if it would be of any use to them, and on learning that
they'd be fascinated to study it, decides to donate (some of) her body
to science.
Only Daphne, Robbie, Kate, and Tom have come to see Salimar. Everyone
else is waiting back in the pantope. Dafnord, indeed, is healing in our
own autodoc. And Cantrel is getting impatient. Gannar informs Robbie,
by comm link, of this. Cantrel knows that time is elapsing, so long as
the pantope is connected like this, and is worried about his own battle.
Tom promises him that we will resume the battle right where we left it,
never mind the exact timing. To scratch Cantrel's itch, we return to
the pantope and fast-forward half an hour while Salimar finishes pulling
herself together. As she resumes her humanoid form and climbs out of
the hospital tub, the bird-doctor cautions her to avoid strenuous
activity. When she expresses a desire for a jolt from the psi-charger,
it strongly advises against it -- and indeed seems taken aback by the
whole idea of the device. (All its other users concur. Only Salimar
likes the thing.)
Everyone gets back in the pantope, and we disconnect. Before we return
to the battle in Jumping Jacks, though, we have Salimar retrocog in the
pantope, to see if she can observer anything interesting in the events
of our recent battle.
She looks back at the "crashgates" when they were opened here. With
some effort and disorientation (we see her ripple), she pushes her
viewpoint through the crashgate and beyond. Besides the troopers
waiting to charge in, she sees a smaller armored figure in an elevated
command chair, equipped with miscellaneous controls. Behind this figure
stands another, tall and slender, also armored, but in armor of a
grayish, shimmering tinge.
She drops this and looks over the five bodies of troopers, living and
dead, that are in the pantope with us. (Gannar has been re-stunning the
survivors whenever it looked necessary.) Markel helps strip the armor
off dead body. The guy looks human enough, though there's a little
trace of psi about him she wouldn't expect and can't identify.
She starts to examine a live one and backs off, warned away by her
precognition, and by Tom's report of earlier encounters with psionic
booby traps.
She tries dowsing on a boot and helmet, to see where they came from.
All she gets is the impression of Far, Far Away, but that might be due
to her standing in the pantope when she does it.
Time to look in at Jumping Jacks. To refresh you, this is the elite and
secretive security service and arms dealership Cantrel runs, making
judicious use of our anachronistic and arcane connections. It is in
Pericles, the capital of Hellene, and for the last few days has been
under a force dome isolating it from the outside. Someone has
circulated a cover story about an industrial accident needing to be
cleaned up, while inside battles rage between Yanova's troopers and
Jumping Jacks personnel.
At Cantrel's behest, we case out the north end of Jumping Jacks, while
in freeze-frame, at the moment we extracted Cantrel from the battle.
It's very chaotic. There's lots of wreckage about, and our boys in
black are getting the worst of it from the villains in white armor.
Cantrel's main goal is to take out the force field projectors that have
divided up the interior of the big force dome. Accordingly, we gate
into the minor force dome that covers the Munch. Salimar steps out to
touch it, so as to dowse for its source. It is a hazy gray wall, and
resists her touch several centimeters before she actually brings her
hand near the grayness. It also blocks "normal" psionics, which is why
we're asking Salimar to do it; her psionics is capable of
extradimensional tricks.
She ducks! Her precognitive anticipation went off. She doesn't know
what was going to happen, but something. She did, however, get a
general sense of direction in her brief look.
Following the bearing out of the dome, with a window, we come across a
triad of blocky machines on tripods, looking vaguely akin to the
semi-portable force field projectors we have seen squads of troopers
lugging about. (We've since captured one for ourselves.) One of the
three points toward the Munch.
Markel is just about to blow them away with his captured plasma bazooka
when the cat zips in on his egg and blasts them with the egg-ship's
guns.
BOOM
Nearby masonry cracks and, in the pantope, the cat in the egg goes
flying. The egg hurtles into the tent and yanks the whole thing into
collapse a few meters away. None of this helps Dafnord, who was in the
tent, in the autodoc, trying to heal.
But the force field around the Munch is gone, as are, presumably, a
couple of others.
There's some confusions, of course, while we fish the autodoc and
the cat's egg out of the tent and put the tent back up. The cat
is, naturally, solidly encased in impact foam. Dafnord, once he
learns what happened, patiently waits for the cat to de-foam ...
then kicks the egg. Hard. Foam. He waits for the cat to de-foam
again. He kicks the egg...
Cantrel points out that the effect that sent the cat flying was no mere
back-blast, but something more exotic. Tom remarks we must destroy the
next set from further away. Robbie proposes we use grenades, drop them
on the projectors, then snap our doors shut. Cantrel tells him were we
can get the grenades -- Locker 17, a hidden weapons cache. We move the
door there and Cantrel takes the opportunity to pick up a pair of
nunchuks, a flight belt, and similar equipment, while we help ourselves
to a crate of grenades.
We drop Cantrel off, happily barking orders into a wrist comm.
Now that we can do it out in the open, Kate does a series of dowsings
for us, locating projectors, which we handily blow up by Robbie's method
of bombing them with grenades, then snapping the door shut and watching
in window mode.
One projector is the one that wraps a force bubble around the Nones. We
have a lot of enemy troopers stashed there, mostly stunned. We drop
some more stun grenades in before we blow away that projector.
Our blast greatly surprises the dozen troopers who were guarding the
projectors. It also, unfortunately, surprises the aircar full of
Jumping Jacks folk who were diving in to attack, but they recover and
make good use of their advantage.
After two similar strikes on the enemy, we come across something
different. The projectors Kate locates are far, far bigger than any
we've seen before, and more numerous. They are surrounded by enemy
vehicles, on ground and aloft, and personnel, several dozens of them,
many with their helmets off, some unarmored. It looks, in fact, like
enemy field HQ. There are two small sets of projectors and one big one.
We have only two doors to the pantope, so we decide to take out the big
one and one little one. Our usual method, plus a few extra grenades,
works just fine. best of all, when the big cluster goes out, the big
force dome over Jumping Jacks disappears.
The moment this happens, four big air trucks come rushing in --
obviously having been poised outside waiting for this. They land in a
pattern, amid the chaos we've just spawned. A fifth truck comes in,
lands, and a different force field snaps in place over Jumping Jacks
-- more silvery, and of a slightly different shape. Its function is
different, too -- the old one trapped Jumping Jacks; this one traps the
enemy.
We know this because amplified voices from the trucks begin bellowing
about being duly deputized officers of the Pericles city-state, while
the lids and walls blow off the first four trucks and armed troopers in
black-and-silver Jacks uniforms come barreling out.
We help out by dropping stun grenades on various concentrations of the
enemy troopers, starting with what looks like the command center.
Spheres come floating up from the ground trucks, with people riding in
them. They're gun platforms and shoot at any enemy vehicles coming
near. (Only two do.)
Some of the Jacks troops are in powered suits, just so they can carry
guns that big, it seems. But they aren't shooting, much. The enemy are
too disorganized to resist. And when six fighter craft coming dropping
through the force field -- four of them air fighters, two of them small
spacecraft, all of them moving so fast as to be nearly teleporting,
apparently crewed by people (AIs?) indifferent to high Gs -- enemy
resistance seems effectively broken.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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