The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
As far as I see it we have two options, either go all in on Reaper's Rift, or don't do that and win on the other fronts.
 
Ok 500 titans seems like it should solve most problems.

Also what's the difference between a titan legion and a titan battle group, details please, I need more than just size/one's bigger.
 
Ok 500 titans seems like it should solve most problems.

Also what's the difference between a titan legion and a titan battle group, details please, I need more than just size/one's bigger.
a few things
first a battle group is just a task force of Titans, 20-60 depending on wieght while a Legion is a political institute no matter its size, Avernus currently has 2.
generally you need at least 100 Battle Titans (Warlords) to call yourself a roper legion, Avernus currently has 180, so one of your legions is understrength
 
By Whose Authority: Negotiations New
Munetsi is enjoying her new amulets. Forged once again by the Black Librarians, it has been millions of years since the galaxy has seen these masterpieces. Each wearer can easily summon another wearer to their location. One Munetsi can swiftly recall the entirety of her to one spot, to assemble one hell of a strike force, or simply have another body of hers wish her away to safety.

They have a hard time punching through the proper wards that a ninefold would use for their main dwelling. The Munetsi who volunteers to serve as hostage will still be in some amount of risk.

The ship is headed to the jewel of Casatoria. A lawless wasteland that does not even bother with the pretenses of paperwork or a customs inspector. When you arrive, the Botzivan is basically extorted at gunpoint.

The Botzivan is fast, stealthy (when it isn't breaching into a high traffic system, anyway), capable of manufacturing an arsenal fit for a small, elite army. As the trio of raiders issue their demands once more, Munetsi simply fires up the reactor at full power, as a show of force, to try and get the edge in this hostile negotiation.

The captain of the cruiser sees through this ruse, and does not change their demands. Munetsi tells you that she does not think she can deal with him peacefully, without a loss in respect. She will distract him, while you sneak aboard with She Who Darts Swiftly. She'll use a stealth boarding pod as a proper justification for how you snuck aboard, should anyone ask.

Jameson, slaying the captain 68 vs 94, ticked to 68+20 vs 55

The only naval officer who ever moves quickly is the boarding response team. Naval scale combat is agonizingly slow, even with a small number of ships. This does not change much, even with Tzeentch.

The Captain, one Morrigan the Taker, was quite the vigilant man. He takes the eye of any shipmate that has failed him in some way, and sorcerously combines it with his ship. Every wall has at least one eye, and the intersections and important hallways are quite well watched. Still, you've dealt with worse in the Caverns.

She Who Darts Swiftly cannot move through wards quickly. The way Borderlions do so is distinctive. The command bridge is well warded. Not as much as the vault was, but still enough to delay you, and give the captain proper warning that you are here.

He has his own escape plan, with enough demons between you and him that you simply tick the problem away. With you announcing that the captain is dead, the officers of the ship quickly rally around a new leader, as opposed to falling into infighting.

One of the opposed frigates decides that fortune is found elsewhere, while the other one turns and opens fire on Munetsi.

You quickly start hunting down the new captain. 96 vs 100, holy shit. Unfortunately, tick, 19

Sheriam the Ambusher is your prey. With the old captain dead, she quickly unveils her plots, and usurps much of the old captain's property. Demons and sailors kneel, and he quickly organizes one hell of a counter strike force. Khornate demons working alongside Nurglites, Slaanshi hit and run attacks, Tjapan disposables to rush into your true killing swings, and Tzeentchians to unleash all manners of trickery, summoning lesser ghosts to try and pin your limbs.

Sheriam reveals that they are already ninefold, and that killing the captain is only but a small part of her plan.

You can't believe it, but you are forced back by the onslaught. Too risky to continue. At this point, you would simply have She Who Darts Swiftly move you back to Munetsi, unfortunately for Sheriam, however, tick.

One Munetsi accompanied you with She Who Darts Swiftly. At your command, she recalls several sisters to her, and rapidly assaults Sheriam, who has directed most of her demons to attack you.

As Munetsi pries deep into her mind and soul, she announces that this is a great opportunity to kidnap another ninefold, as her other bodies are not too far from here.

You and Mutetsi move to secure the Cruiser. Sheriam has several bodies here.

Munetsi vs Sheriam 42 18+20 29 vs 40 92 13, 92 ticked to 55, ⅔ victories, 38 vs 55 remaining.
Jameson interrupt, 19, bare pass

Boarding is perhaps one of the most intense and hectic parts of naval combat. Cramped corridors, constant ambushes, the threat of accidentally losing yourself in the void from a broken wall.

Neither you nor Munetsi care about that last one. Between the Recall Amulets, Borderlions, drones, and the Chronometer, it is Sheriam who must act carefully, while the two of you rampage to capture her.

She concentrates all of her remaining bound demons on attacking a singular Munetsi, after unleashing a telekinetic blast that clears the hallway of her drones. Tick.

She manages to counterspell the worst of the blast, and with enough drones to tie down her demons, you see a narrow opportunity to knock her unconscious.

Munetsi begins bargaining with the other frigate, while you take She Who Darts Swiftly and a single Munetsi to the escaping frigate.

49 on diplomacy (+20 from threat), pass

Munetsi can boast, Munetsi can conspire, and she can also threaten. With a captain truly dead, and another fleeing in rapid succession, the other frigate holds off on interfering, for the moment, anyway

Jameson vs the fleeing ship 86 vs 78

Captain Munetsi fires empty boarding pods at the fleeing ship, to distract and confuse Sheriam, who is going to think you're still aboard the Cruiser.

This frigate is less of an eyesore. The literal skeletal frame calls to mind images of the navy of Kobas. Another cheap ship built by necromancy? Either it's more common than you thought, or you have another lead to follow up on.

Regardless, you're not here to give Chaos tips on interior decorating. She's low on bound demons, and her cultists matter little, in the combined face of you and Munetsi. She Who Darts Swiftly deposits you nearby another command deck, and Munetsi once more calls her sisters to her.

Final capture 87 vs 45

She calls upon whatever member of the ruinous powers who would listen to her, after she lost so many bound demons so quickly. Few take her up on any promises. As you bear down upon her, she initiates her final act of defiance: blowing up the frigate and the cruiser. A tick and a recall, and you all are safe.

Sheriam the Ambusher is yours. A young ninefold, with only a few bodies. Given the soul damage she is recovering from, she likely hid herself underneath the watch of Morrigan the Taker. Not an ideal test subject, but it was an easy enough job.

The cruiser and the frigate simply join the debris that litters the system. Kessler syndrome writ large.

~

Casatoria has heard of Munetsi's deeds. As a Hopebringer, as a giver of gifts. As a ship captain, and as a kidnapper. Word gets around supernaturally fast in the nonarchies, despite the distance you are trying to put between you and Baza'ria.

Introductions
52 27 73
Finding a host
18, 36
Business Oportunities
79
Raiding Investigation
67
Getting involved in some plots
86

Casatoria rolls
Investigation 57
Extortion 89
Munetsi response 33 vs 83 Recall triggered 11 t
Jameson interrupt 75+20

Munetsi makes quite a show, as she simply sends down a shuttle with only one her, and you. As you secure the area, Munetsi then recalls seven more of her.

Borderlions have already sent out your agents, to fan out, get ready with strike forces, and to find information. They also initiate some plots against her, to pick up on any enemies who would get entangled with plots against her.

She has three bodies socializing, to make introductions to the local area. She is treated as visiting royalty, as almost all ninefolds are. She is not treated warmly. Her violent entrance, while normally part and parcel of how this place does business, does not reflect well on her, given her actions at Baza'ria.

Still, she endures. The Nonarchies are surprisingly xenophobic, despite the fact that they are full of mutants. Blue skinned men who have lost the top half of their face walk around, a triangular hole where their nose once rested. Cancerous growths in place of hair have grown over their eyes. Still, there is power in the mutations. They use divination in place of sight.

Tzeentchian are enemies of plague. This does not mean that they are clean. It simply means that they are sterile. The dust choked streets of this worn hive are at once, full of empty streets, and bustling with markets and bazaars.

Munetsi flits to and fro, taking care to not stray too far from a strike force.

One got involved with the organized kidnapping rings.They do not appreciate Munetsi muscling in on their turf, but they are inspired by the idea of kidnapping ninefolds.

Strike forces interfere in both overt and subtle ways. Sherlock and the drones are ever vigilant, and metalshields prove ever useful. Munetsi spent her childhood being vigilant for spiders and hornets.

This was a plan doomed to folly. Yet, perhaps their intentions were simply to hurt and scare her.

One Munetsi is cornered by the rabble. She was trying to meet the various crime rings, and had few drones with her as a result. She drops a grenade at her feet, and has her sister recall her.

Unfortunately, it seems that the amulets do not work if two of her is trying to recall one body. Tick.

Guided by you to engage defensively rather than evasively, she buys enough time for She Who Darts Swiftly to deploy you. You're getting so much use out of your telepathic blade, and capture a psyker for your trouble.

Dealing with disorganized crime is risky business.

~

While dealing with the organized crime that is typical of Tzeentchian businesses, it's more acceptable for Munetsi to have a full honor guard, which seems to be enough to deter any more attempts on her life.

There is definitely someone powerful who wants the Casatoria sector launching raids. This area is prime grounds to organize and launch a naval task force. Countless gangs practice their trade, usually rallying around a psyker who promises glory. Sponsored by ninefolds, they try to prove themselves as capable pirates, or even try to take over a naval vessel with a lucky plot.

One enterprising gang tries to sneak aboard your shuttles, by locking themselves in with your shipping containers, hoping you wouldn't notice or bother checking them.

You're not sure what the psyker who led them was hoping to accomplish.

The psyker reveals another secret of the Royal Practice. Phasing.

They had cast a ritual that let him and his men phase through the attacks of the drones. It does not block any attack enhanced by the warp, however.

Munetsi is caught off guard, as while her drones are warded, they do not have runic weapons. An oversight that leads to a simple *tick*.

With the forewarning, Munetsi instead recalls a sister, and together, they empower their drones, which is enough to deal with the psyker. They died in the onslaught, but the gang is able to injure a Munetsi before perishing.

~

One Anjok takes credit for the attack, as retribution for how you handled Morrigan's extortion. The enemy of my ally is my enemy.

Munetsi checks to see if they are being mind controlled before asking point blank if they had a death wish.

Elsewhere, an Anjok privately tells another Munetsi that he only organized the attack because he wanted to be public enemies, but private allies. The gang was a disposable that thought it could escape his influence. He has heard of how Munetsi has a bodyguard capable of slaying witches, and she herself has a taste for kidnapping.

He gives her information on his enemies that, while difficult for you to verify, could lead to an easy capture.

If Munetsi agrees to trade him some weapons for below market value, he himself will get involved in a capture attempt.

-[] Agree
-[] Disagree
 
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-[] Agree

I assume that all such agreements are made with the standing assumption being that both parties will betray eachother.

the question only lies in who betrays who "first" (because that still matter, even though it really shouldn't) and who walks away.
 
-[] Agree

I assume that all such agreements are made with the standing assumption being that both parties will betray eachother.

the question only lies in who betrays who "first" (because that still matter, even though it really shouldn't) and who walks away.

Niether side trusts the other. Of course Anjok is keeping back secrets. He knows that Munetsi is not going to simply agree to kill his enemies for him, on the cheap. But you've done enough kidnapping as opposed to anything else that he feels safe doing business with you.

That or he's plotting betrayal from the get go, and seeing if you fall for it. Likely, he is both helping you kidnap 2 ninefold (or one), and just hoping that if a single one escapes, you'll leave nearly empty handed, while you've dealt with his enemies for him.

Or he's doing business with you, simply to scout you out. See what resources Munetsi has when not at war, and just how far she is willing to go.

Likely, he might not even have a single endpoint he is working towards, simply structuring his ambitions such that all of the most likely paths this plot goes down will advance him

Or, he simply wishes to usurp his rivals holdings, and is simply using you as a mercenary.
 
-[] Agree

Honestly Munetsi could get some exp from navigating the maze of betrayal that she's going to be targeted with.
 
By Whose Authority: Stairway to the stars New
Stairway to the stars

Munetsi agrees to Anjok's proposal. How trustworthy is he? It's impossible to be certain about these things, but if you had Munetsi simply wait until she found someone trustworthy, you'd never be able to get anything done.

Neither side is willing to exchange guests, but Munetsi isn't willing to commit to being a one sided guest to him.

With the info he gives you, assuming it is valid, your targets tend to clump together, not spreading out across the system. Sooner rather than later, Munetsi will be convincing people by example that they should spread out.

Anjok says he has the upperhand in spycraft over Talmon the Tamer. A sorcerer addicted to riding around on the flying Screamers of Tzeentch. By his estimate, he has one Aspiring of Tzeentch bound to him. The one who granted him his ninefold blessing.

You're reminded of some "financial" advice. IF you owe the bank a thousand thrones, that's your problem. But if you owe the bank a billion thrones, that's the bank's problem.

From how Anjok seems to spread himself out (and he's taking pains to keep at least two of his bodies in very well defended locations. You can't exactly fault him), he probably wants to take over the businesses of his rivals. It would explain why he was paying so much to simply have Munetsi order you to true kill them, but Munetsi does not want to be an assassin unless it advances the mission. So, he relents, and gives you info necessary for a capture, along with some disposable spies.

Hejatari the Bloodmaster is going to be trickier. A sorcerer of Tzeentch that specializes in binding Khornate demons. By their nature, difficult to bind. But the rewards of doing so are magic resistant warriors. He has multiple packs of Flesh Hounds; lesser demons that all have some brass collars. Doubtless, he has other demons, and quite likely, multiple two to three Aspiring. He only does short term bindings for them, revolving through the servants of all the gods.

Fortunately, robotic drones piloted by an AI care little for brass collars. Still, if he specialized in binding Khornates, he must be good in a fight. He lived long enough to earn a relevant title.

~

You decide that Talmon is the easier target. Given their preference for aerial combat, you'll have a harder time with him, but Munetsi has drones and wings of her own. He's young, with only six recorded bodies. He does not stagger the waking hours of his bodies evenly, preferring to operate mostly in daylight hours.

Screamers of Tzeentch remind you of manta rays, as they fly gracefully through the air. Tzeentchians have a habit of turning them into demon engines creatively called "Discs of Tzeentch". Their scream can stun, and they are flying pack hunters at heart.

Munetsi the Technomancer attempts to make a facsimile of one, to offer as a gift. With Sherlock's help, she's able to cobble together two working models.

Giving a gift 94

Talmon eagerly accepts them. In the Nonarchies, Tzeentchians are surprisingly free with their gifts. It makes things more complicated, and can be a show of strength, in a sense. Naturally, they almost always contain some sort of bug or secret flaw. The discs are no exception, but Talmon likely only suspects some trackers and only a singular override. He's willing to trust Munetsi enough that he tries them out.

Talmon spends his time practicing sorcery, competing in sports, conducting high speed robberies, and serving as a mercenary. He's quite involved with teaching young psykers, particularly the ones in the street gangs. Popular, but not too strong.

There are six bodies to capture. One is hosted by Tejeki, so you're going to half to break into his manor.

He seems to be a believer in the buddy system of managing his bodies, and keeps four of them in two pairs

Anjok attempts to hire him for another robbery, but he's not interested.

Making a distraction 89, 25, 49

With Shifters, and Munetsi's disposable, er, renewable cultists, making distractions is easy. Unfortunately, distractions are a common plot, and so, the riots only drag out one Talmon.

Still, with all of hims sighted, you give the order to attack.

There are four locations to attack simultaneously. The target is not that strong, though his is fast, so ambushes are imperative.

Tejiki's palace is a spire of twisted crystal. Pulsing with power, and with a trio of gold bands, etched with crude and disgusting runes. A place for students, charging high fees for moderate quality instructors. Most likely, Talmon wants to recruit the drop outs, and has a long standing deal with Tejiki.

Getting your agents inside such a facility is not a particularly difficult task. A pair of Shifters display a small bit of power and talent, and pay the tuition upfront. Together, they plant breaching charges on the third and fourth floors, to make an easy entrance for Munetsi and her drones.

With that prepared, they lie in wait, and plan some distractions, to be ready on the word "go" from the battlenet.

The Academy is shaken by multiple explosions, and Munetsi dives in. Her drones quickly knock out one of his lesser body doubles, and she herself makes short work of a real Talmon

Elsewhere, Talmon keeps a pair of bodies in the higher spires of a nearby hive. A celebrity in the sport of Screamer ball. An all too complicated sport involving multiple balls, some of which are weapons, and one flying ball which is the only one that matters, all played in a giant colosseum on the backs of the Screamers.

Munetsi attempts to start a riot, to make an opening for her drones. Yet, the Tzeentchians are quite used to people attempting to interrupt their games. The Screamers and their riders quickly team up against Munetsi and her drones, forcing her back and in a dangerous situation.

She Who Darts Swiftly takes you to the arena with her trademark rapidity. As you breach reality, you have your true killing technique ready, to scatter them.

You had intended to scare them, send them scattered and running. All you accomplish is getting stunned by the psychic scream of dozens of demons.

Meanwhile, Munetsi and the Ghost Legion attack his personal castle, in an area overlooking the underhive. They bring heavy weapons and armor to bear, with the drones leading the charge as they always do.

Talmon doesn't just specialize in Screamers. He has many imps at his beck and call, and his celebrity status means his cultists are even more eager than Munetsi's. The assault is delayed by their vigilance, and the Ghost Legion takes some casualties.

A Talmon who is trying to harness the riot the Shifter's caused to his own purposes, to boost his popularity and to attack his rivals, is easy prey for Munetsi, as she tests out her new stealth armor.

As you are stunned by the psychic horde, this won't do at all.

Tick

You readjust your entry point, and steel your mind. You will not be ambushed again.

Most of your instincts you send to the assault on his castle, telling them to adjust for vigilance.

If this is what being a seer is like, having to pay attention to everything, you don't envy Ridcully.

With your entry point closer and you ready to truekill one of the nine Screamers, the sacred numerology is broken. True killing a Screamer to scatter them is enough to get them to recoil, with you leaping off their backs to get closer to the Talmons. You knock the Talmons unconscious.

~

The castle is taking too long. Talmon is sure to come up with an exit plan, the operation has such a short window to work in. Munetsis dive into the fray, cutting through the crowd of imps and fans, leaving behind a few drones to perform suppressing fire.

Talmon is ready for a fight on short notice. However, he is not ready for a fight against an opponent of Munetsi's caliber. Shots from ai slave catching rifle are enough to capture him, and Munetsi sees to it that the Ghost Legion is able to escape with minimal casualties.

~

Talmon has a small secret. Yesterday, he just finished a ritual to make another body. They are at the armor smith, to get fitted for a new set of his preferred equipment, as this body's mutations leave him larger.

Feeling that all of his other bodies have just been rendered unconscious, he calls a Screamer to him, and starts running for his life.

He's headed for the Lord's court. If he can just make it there, he will be in a position to bargain.

However, the Ghost Legion was prepared in the likely case of a failed head count. They pass a warning to the Munetsi attending court. As she heads off to intercept before anyone can interfere, she summons another Munetsi, to make up for her lack of drones.

He is fast and desperate. He dodges the first Munetsi, but the second is able to slice off the wing of the Screamer, sending them tumbling. Still, he was able to get word off to the Lord earlier, who decided to interfere on his behalf. One of his men catch him with telekinesis, yet Munetsi is able to capture him, and all three of them Recall to the safety of the Botzivan.

Manor
56 vs 25

First pair
2 vs 86,

Jameson deployed 9, ticked to 78, bonus granted to another

Second pair
21+20 vs 85
Second round
Munetsi 83 36 vs Talmon 50 43


The gang's mentor
92 vs 68-15

The secret body
30
Stardust's detection 74 vs 32
Where is he headed? Lord, Hopebringers, beg for help from an ally, other
How friendly is the lord? 86

Pursuit 77 vs 39+35, bare pass

Anjok makes his move, casting scry
80, 59, 24
Munetsi resists
59+30, 8+30, 53+30

Munetsi punishes 81 vs 47

Your fifth capture. Munetsi is making a name for herself, and will likely earn a full title. Most likely, it will not be "The Gift Giver" as she insists on.

~

The Cult of the Gift Giver is a kind, compassionate organization. She preaches that her gifts are her sermon. Offering a large number of mid grade consumer goods, cultists flock to her. Warriors will take up her banner, for the arms and armor she offers.

Not particularly strong, but she has an easy time getting new members.

Given that every ninefold knows that it is all a front for a kidnapping operation, none are surprised to see that Munetsi does not torture people. All slaves of Chaos must work to bring pain and suffering to others. Munetsi is assuredly a slave of Chaos, as while the testimonies of the kidnapped are unknown, it is easy to presume that they would speak of unfathomable cruelties that only a being with nine minds could suffer.

She is assuredly a Tzeentchian, for who else could plot to kidnap the ninefolds? Only a ninefold would have the ambition and gall to kidnap someone as worthy as a ninefold.

Perhaps she seeks Khorne as her patron? Everywhere she goes, she has been quite violent. She has many secret warriors at her beck and call, and many shapeshifters within them.

Keelser Soze is her patron. This is true. But is Keelser Soze a Tzeentchian? No. It is Khayon the Black, who seeks to steal the ninefold blessing without first taking the Mark of Tzeentch. No, it is one of the younger chefs of Vect, who will flavor the ninefold meal with spices of torture of his own design, which is why he wants them unharmed. Yes, and Keelser Soze is an oracle who hides among us.

She must have been born a Slaaneshi, to have become as beautiful as she is. The dominance she holds over her thrall proves this.

She must have been a Khornate, and trained by the one who was once her master: Jameson.

Both Anjok and Munetsi knew that they could not trust each other. While she was expecting a betrayal or some important secret withheld, all Anjok did was try to divine her secrets.

Yet, the Shifters and the Ghost Legion were beyond prepared for this type of scenario. Munetsi was drilled extensively on how to spot scries, and the Ghost Legion jams prying eyes everywhere they go.

Still, one gets through, and Anjok sells this information, to collect a small portion of the bounty that Munetsi earned through her actions on Baza'ria.

The Nonarchies will have a better understanding of the skill and number of the forces of the Ghsot Legion at her beck and call.

Anjok flees, after his betrayal. To be expected. Just as much as Munetsi preparing to punish him for his sudden yet inevitable betrayal.

She tracked him down, but keeps you in reserve. She does not need to or intend to true kill him. This is a simple matter between ninefolds. Only a Tzeentchian amount of stabbing is required, not a Khornate.

Her ambush makes it clear that she could have true killed him, yet held back, as a sign of largesse and mercy. Good business practices, a rarity among Chaos. Which goes to show how highly she values the trade good of an intact ninefold.

~

While kidnapping is what the ninefold's think is her mission, in truth, it is to act as a distraction, while you work in the shadows.

You have a possible target, and a raid located, aimed at the Trust. Not large enough to be worth breaking your cover over, but easy enough for a borderlion to track. Still, it might be best not to destroy it too early, or outright.

Your man is Yeun Starscourge. A pirate who has recently taken up a minor ambition of getting others to attack the Trust.

Far enough and dangerous enough that he does not have many takers, he knows that the Nonarchies should not let the Trust have as much breathing room as it does. A pirate that has looted entire sectors, with a mountain of Drukhari tech to show for it.

A great raider and investor, it is said that he has multiple library ships from all the books he has stolen or otherwise purchased.

Right now, he is in the system, and is involved in countless affairs of shipmaking and piracy. He has acquired promises of "right of first buyer" from many raiders. He spends little time on the ground.

His personal fleet is dangerous, and spends most of his time in it. That's not to say you can't get agents to visit. Munetsi has enough respect that agents in her orbits can viably say that they are involved in the affairs of a ninefold, should they be pressed too hard. Still, nobody from Operation Stardust should wander into the view of the eyes of Tzeentch.

He is currently recovering from a campaign, with both physically, and for his fleet. He was quite successful, but must recover before he can set out once more.

Come up with a stunt to use the Godminder. Take care on how you will get it back.

Munetsi has earned the title "the Enslaver".
Rep gain on kidnapping Talmon 91, boosted to 101 by prior nat 100 on boasting.
Interest in Jameson 35, no significant change.

Retribution from others for kidnapping a celebrity 6, 51, 90
This should get interesting.
 
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Come up with a stunt to use the Godminder. Take care on how you will get it back.

I have two ideas actually.

arranging a stroke of luck for a pirate raider was not particularity difficult, dozens at any given time thought they where on the trail of some hidden score, creating a vault for one to find would be easy enough, one that just happned to contain a library of encoded tomes. though subtle manipulation where needed to ensure the timing was correct. But it ensured Godwin 'Slick' starstealer had something valuable and strange enough that Starscourge would come to personally investigate his bounty. He would leave mildly disappointed, several of the more interesting artifacts and grimores would be found to be either decoys or subtly damaged upon closer inspection, but enough would be guanine that he would simply buy what he would and leave. After that it would be a simple matter to buy one of the damaged technological curios, one crafted to be of little interest to any save a technomancer betting on a longshot. that it had a handful of stones embeded in its structure an oddity, that ensured that the godminder would not be noticed.

the hard part in forcing an in person meeting between starscourge and the local yardmaster did not lie in creating a cause, but in doing so without leaving them both to paranoid to meet face to face. In the end, the ghost legion simply acted at random and let nature take its course. Their underlings began spiraling into paranoia and distrust, resulting in a major disruption. A common form of miscommunication among the changers slaves, and one that needs a face to face meeting to resolve, lest their underlings remain to skeptical to work together. From there it was a simple matter of hiding the godminder in the locked drawer of a desk just outside the meeting room, the office it was in evacuated as the security perimeter of the meeting room was temporally expanded. Retrieving it would be a simple matter of a shifter taking the form of a clerk and sheepishly bribing the guards to be allowed in a few minutes before the rest, as they had left some effects in their office that they would rater their co-workers not see. A common enofgh occirace it would ge unremarked upon, even if they ever relzied that it had been a shapeshifter who had bribed them.
 
1) From back when we could ask that Rashan ghost inside Farsight's sword about Ka, do we know for sure whether or not paragons for Ka-Power and Ka-control are a thing or not?
1) they are
That makes it virtually certain that Paragons are 3rd Force. Because they can't be Sa, not if they can affect Ka like that.

I mean, I was already >95% certain, but now I really don't see another plausible explanation.
 
By Whose Authority: Spiraling New
Spiraling

Retribution from others for kidnapping a celebrity 6, 51, 90
This should get interesting.

With Munetsi fully introduced to a society that isn't currently on crusade, you're hoping that things slow down. To give you more time to focus on the bigger picture, Shifters begin to take your place as "Jameson". For a Shifter to be considered an adult, they must cross a continent on the Crucible on foot. Or tendril. Or fly. Whichever they prefer, but they must do so unarmed, with only their powers.

Munetsi will be in good hands. After all, you'll be there thirteen seconds before disaster strikes.

As you step into this more shadowy role, outside of the public eye, your mind turns towards screens and estimations. Force estimations, mission summaries. Sherlock creates for you a private instance. Between him basically being able to hitch a ride along Munetsi's souls, and the infrastructure of the Borderlions, he can be everywhere, watching everything, tracking everyone.

Still, even he can be fooled.

Munetsi is your cover. The two of you have achieved proper cover identities. It will last without issue, until you have to true kill a favored or have to hold back an honored.

With She Who Darts Swiftly, there are few places on a continent that you cannot be in a flash. However, with Munetsi being so successful at kidnapping ninefolds, they are making sure to spread out. If even a single body escapes Munetsi's clutches, the kidnapping turns into a negotiation, really.

The ninefolds are making arrangements, to keep bodies in harder to hit places.

Fortunately, kidnapping ninefolds is only a very uncommon ambition, not an unknown one. This means that society is less freaked out by the idea. Unfortunately, it also means that they have experience taking advantage of, or outright sabotaging, kidnapping attempts.

Tzeentchians are quite factional by nature. With multiple minds, they can easily be part of multiple factions. Alliances, conditional alliances, false alliances, all turn against and work alongside Munetsi. With a bodyguard capable of true killing, and her showing off her demons captured in jars, few have the will to outright oppose her.

Still, Talmon has his allies, and they seek to punish Munetsi, with either disposable assets, or getting someone else to do the dirty work.

His sports team is pissed, for you interrupted a game that they were sure to attain glory in. His students have contracted with a Slaaneshi Aspiring, to summon hir legions and attack the Cult of the Gift Giver.

Renewables given short lived equipment. Little training, but very replaceable. The Ghost Legion acts as Tzeentchian Commisars, forcing discipline.

Each set of agents must have their own "ambitions", otherwise society gets spooked. As such, they organize little betrayals, lapses in guard, making equipment fall off the back of trucks. It's quite dangerous, to let corruption seep in, and to pretend to let your guard down. As such, "ambition managers" are deployed, to counteract these false betrayals.

They are a good way at catching actual plots against Munetsi.

Countless are the stories of Tzeentchians who seemingly plot against themselves. You know why. It's to lure out their enemies. Since danger will come finding you, there's little reason to keep it at a far distance.

It's also because they are insane. They are only almost as wise as they pretend to be.

~

Munetsi is not clear to bind demons. Sealing them is a good compromise. It still technically counts as sorcery in this society's eyes. That, or they assume she sold them to Keelser Soze. The idea of her keeping a Nurglite demon in a glass bottle (made of hellishly tough glass, mind, and warded to hell and back) and hanging for her chandelier is a delightful conversation starter.

With packs of Sorcerers mounted on Screamers and a small legion of Daemonettes at your door, it's time to get to work.

Munetsi (defending, +20 not added)
73 82+20 100
Attackers
41 73(ticked to 100, nvm) 72

Munetsi is twelve, each one practising several types of magic. Technomancy is simply her calling card, thanks to Sherlock's omnipresence. With meatshields and metalshields, divinations of her own, illusions and fortifications. There is little this horde could hope to accomplish, even if they almost accidentally tricked you.

Munetsi, hunting for the Aspiring 60, beginning to seal 44 vs 39, round 2 85 vs 83, ticked to 19, another Slaaneshi Aspiring caught.

With the enemy routed, Munetsi begins her hunt for another Aspiring to add to her growing collection. With barely enough time for your Chronometer, she banishes the lesser demons before her, and another her begins to seal them away.

~
The hordes of heretics are far from the only concern. Munetsi is at the local lord's court. Retribution is not merely dealt with by martial means.

Munetsi vs enemies
15 vs 30-15, tie?

Lawsuits are brought before the court, insisting on property damage claims, loss of time with ruined ambitions, and an odd claim that she stole someone's car. Given that Munetsi is perfectly willing to barter away minor luxury goods for favors, or even just sell cultists to people, she maintains her standing without issue, as the lord grows tired of this trite matter, as Talmon is gone, and cannot even be resurrected.

~

With Shifters giving you free time, and Sherlock making paperwork a breeze, you turn your attention to the night sky, where Starscourge makes his reign.

His shipyards are large. He pays many for the privilege of being the first buyer for interesting hauls. To the raiders, this is an easy way to get repairs. To him, it's a cheap way to get ahead of any interesting acquisitions.

As such, it's easy enough to find a raider who will claim they have a haul worth buying. Gold coins flood the treasure holds of the deck. It's simple enough to plant the Godminder among a haul of fool's gold.

As Starscourge laughs at the fools you had the borderlions steal from, your other agents are in place to get swindled by the raider, as he dumps the fool's gold and Godminder back to you. All readings are negative. You have an easy time planting some Scarab shackled sleeper agents in Starscourge's ships. It will be an easy kill, you feel.

~

Munetsi in other troubles?
1, uh oh

Selelioth the Skinstealer broke loose from the seal, and seeks to let loose her fellow demons, to take revenge on Munetsi.

Surprise round 63

As she takes the jars, she gleefully smashes them loose on the ground, freeing the-tick.

Munetsi interrupt 47+20, beats 63.

Munetsi is summoned to redo the bindings. Selelioth screams reverberate through the factory manor.

She really needs to find proper buyer for these things. Can you simply ask a Tzeentchian demon to make someone a full ninefold, and simply sell them to you? With the Chronometer, it's not like they could properly betray you.


Hunting for Hejatari 93

Most of Anjok's information still seems to be good, and he thinks himself too powerful to kidnap. He's mostly right, but there's an arrogance in that statement that you think you can exploit.

While he has many ways of dealing with hostile magic, your forces are superior in an ambush. That said, it would be useful to not get bogged down in fighting a horde of 250 flesh hounds. As such, you're going to attempt to see if you can't do this all in one big swoop, using the Chronometer less to ensure your success, but to cancel the operation if it doesn't succeed immediately.

He has eight bodies. Five of them are at his main castle. Two are at his business, and one is visiting a host.

Not an easy assault, especially in 13 seconds, but let's see what time has in store.

Main base
78 90 83 93 97 (what the fuck Munetsi)
vs
92 83 11 86 85 (what the actual fuck Hejatari)

Shop
83 22
vs
46 42

Host
59 vs 66

Borderlion cut down sentries silently, so that Munetsi can move a robotic army in silence.

She gets into position with missile launchers aimed at his walls, seeking to punch through and fly in, bypassing his wards. With the combined arms of drones, psychic powers by the dozens, Astartes, and champions, she charges in perfect synchronicity. AI and Battlenet follow suit.

Yet Hejatari is a man who sleeps and shits with a blade in his hand. Flesh Hounds eagerly jump up and tear apart drones, his bound Aspiring answer his call, he himself proves just how and why he survived as a Sorcerer who specializes in dealing with Khornate demons.

The fighting is a majesty to behold, and is a perfect illustration of why the ninefolds must be strangled to death in their cradle, before Tzeentch is born.

The bodies he keeps at his shop and at his host are no less vigilant or powerful.

This timeline is a wash. Tick

Your order recalled. Your forces obediently wait. Each second the Chronometer needs to recharge is agonizing. An entire twenty six seconds. You change the order of your assaults, to see if you can't find a victory. But first, you must wait, and hope you are not noticed.

Stealth 99+10, 17, 36 vs 94, 30, 25

Sweat drips down your chin, as you come to realize that twenty six seconds is in fact an eternity.

He notices a disturbance at his shop, and will be on guard. The operation is falling apart, but let's see what time has in store for you.

Castle
91 52 30 17 69 vs
57 77 20 11 92

Shop
37 9, critfail
79+10 86+10

Host 4 vs 25

The battle at the castle is less intense, for how you changed the initial order of your assault. However, Munetsi's performance is altered as a result. Synchronicity comes and goes, the nerves of the ambush must be getting to some of hers.

The shop pair was far more alert, and Munetsi's miscast bungles the ambush.

The host is unaware, but Munetsi encountered an early patrol.

Tick

You're learning more of his defenses at his castle, but Hejatari is becoming more and more aware of you.
Stealth 99+10 36 37 vs 96 26 42

Somehow, his castle selves are not yet aware, you think. You give the order once more, to see what time has in store for you.

Castle
77 89 43 40 56 vs
3 32 65 32 69

Shop
45 50 vs
12+10 64+10

Host
2 ticked to 4+20 vs 65
Jameson interrupt 14

You've finally found the hole in his defenses at the castle. He's too paranoid of assaults that breach from below, he sends too much of his hounds that way. It's not a clean sweep, but you think Munetsi could win here.

At the shop, things are somewhat tied. Munetsi downed one body, but the other one is fully engaged.

The Host is fully aware of Munetsi, and gets the drop on her.

Okay, this is the timeline. Tick.

You have She Who Darts Swiftly bring you to the mansion, yet even with your forewarning, Munetsi could not reposition in time. You have to abort your own assault to deal with the host's guards.

Even with knowledge from the future, things have not gone according to plan.

Round 2
Castle

38 61 96 vs 76 93, continuing to round 3

Shop
30 50 vs 99+10

Host
7, Jameson 42, vs 71

Multiple Munetsis are injured, there is a Hejatari still standing at the castle, he's managed to summon one of his Aspirings at his shop, and his allied host has as well. Through the battlenet, you call for a full mission abort. At least the Chronometer can see this part of the mission safely.

~

Fuck

~

Casualties are relatively light. Only a dozen Astartes are KIA, and all of Munetsis are alive. With the bodies you captured, Hejatari simply withdraws his soul from them, and retreats to his allies, calling on debts and pacts of protection.

The Chronometer is extremely powerful. It is not all powerful, however. Even with it giving you the information and ambush advantage, Hejatari still got away.

This event has shaken Munetsi. There is a reason why, despite the sheer power soul melding can give a group, it is not done. Self doubt becomes poison to the whole, and minor disagreements are almost always major blowups.

This event gives Munetsi a good reason to go to ground. With Starscourge ruled out, it's not like there's much reason to stay in the Casatoria sector anyhow.

Here's hoping some time away from Tzeentchians, on the journey there, will do Munetsi some good. Shifters can take over, as few in her cult know the disciplines of how to tell a ninefold apart from a Shapeshifter.

~

It's all too clear you need to practice with this marvelous device, and console Munetsi.

You order the sleep to not go as fast as possible.

-[] Head to Mite'kans
A demonworld turned to the purpose of growing food. There are an absurd number of hive worlds as a result in this sector.

-[] Head to Szizkinba
A Dark Mechanicus realm

-[] Charla'bola
This jewel has recently been wrested back by Slaanesh. See if there is a possible candidate among the reclaimers.
 
[X] Everything on Reaper's Rift
[X] Shard's Other T5 Flashpoint Mortarion Slow

Honestly it's just simple and straightforward. I do actually have an alternative deployment plan but I think 'everything on Reaper's Rift and try to beat Mort using a Krork Fortress World' is the cooler plan.
 
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[X] Everything on Reaper's Rift

Honestly it's just simple and straightforward. I do actually have an alternative deployment plan but I think 'everything on Reaper's Rift and try to beat Mort using a Krork Fortress World' is the cooler plan.
while I can respect rule-of-cool; I think there's a disproportionate utilty value in select units being present at other fronts.

example: a handful of high-skill ritual-psykers at another front can be huge relative the benefit of adding them to the same front that you already have thousands of.
 
[X] Everything on Reaper's Rift

I want to at least try and do end this war sooner rather than later cause the galactic situation isn't stable at all so playing the long game doesn't seem likely to me.
 
[X] Everything on Reaper's Rift

Honestly it's just simple and straightforward. I do actually have an alternative deployment plan but I think 'everything on Reaper's Rift and try to beat Mort using a Krork Fortress World' is the cooler plan.

so a logistics question here, if we lose our entire expedition doing this, how far would that set us back?
 
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