Due to a few players unable to attend, Pilot and the Combat Engineer were left on guard duty at the junction whilst Sergi, Doc, Ash, Drive and Guns continued to explore the complex…
The junction goes left, right and straight on. Sergi leads the group left and they find themselves heading down a passageway that gets increasingly cobwebbier [official word]. Drive finds a piece of skin which he identifies as being shed by a spider; it’s a fore-leg and the skin fits over his arm (including armour) up to almost his shoulder! the area is littered with dessicated carcasses of rodents and their feet crunch on bones of the same as they walk. The group become a bit more cautious after this.
The passageway ends abruptly at a dead end, with just a small ventilation hatch high up on the wall. It’s too small for the spider to be hiding in, and the group back-track to a door they passed a few meters back. The room is full of large metal drums and smaller metal boxes. A large tank is set into one wall. There is an overpowering odour in the air which Doc quickly identifies as kerosene. Sergi immediately goes about trying to extract some kerosene out of the tank, but without power the pump doesn’t work. So he breaks out his little tool kit and starts hammering away, trying to puncture the tank.
The others are concerned that it’s only a matter of time before Sergi creates a spark and blows them all up, so they beat a hasty retreat back to the junction and leave him alone, hammering away. Back at the junction, Drive (who has almost recovered his wits from his escapades earlier with Blanket), takes point and leads them down the right-hand tunnel.
There’s no abundance of spiderwebs and the group soon find themselves at another dead end. This one, however, has two huge tanks set into the wall. Drive finds Sathar writing on the tanks (in purple), whilst Doc determines that these are water tanks holding roughly 38,000 litres of water! Ash and Doc study the mechanical controls and belive they figure out how to open the valves to these tanks.
Meanwhile, Sergi has been hammering away but without success. All he has managed to do is blunt his tools. The wall of this tank is obviously too hard and too thick for him to get through. Annoyed, he declares that he lights a candle (which he leaves in the doorway), and runs off to join the others. (The GM rolled a d100 with a 10% chance of the flame igniting the fumes, but Sergi gets away with it).
The group decide to press on, sploshing through ankle-deep water for a while. They find two passageways opposite each other, but in either one they can only advance five or six metres before finding the tunnel has collapsed in.
Continuing on, the passageway widens out and they find a large dune of sand in the centre of the tunnel. Sunlight streams down an open hatchway. They can’t tell how deep they are and whilst they can reach the hatch, there’s no way for them to get a purchase and climb up the hole. Doc and Drive search the dune of sand but find nothing. Moving on, they soon find a two metre deep hole in the floor. Doc sees human bones at the bottom and cautiously scrambles down to inspect them. The blue denim overalls have a name-tag: McCartney. The overalls also have a dark brown stain all down one side, from armpit to waist. Doc quickly confirms the stain as dried blood. It’s the puncture marks in the rib-cage area that rather give it away. Made by teeth, most likely…
Guns and Sergi look about and both find tracks. Guns identifies them as made by a very large (8ft at a guess) biped who doesn’t wear shoes. Ash’s player asks the GM if these could have been made by the same up-lifted Lizardmen defending the Sathar at the research facility they investigated a couple of months back. “No,” says the GM, “these are bigger.”
Moving on the group find a spherical room full of water and a doorway opposite. The only way to reach the doorway is by swimming. They decide to leave it. Back in the main passageway they find another short corridoor which leads to another spherical room with a ceiling way up in the darkness. This room gets dubbed as the ‘silo’. They come out onto a catwalk. several metres below them is inky-black murky water. Above them they can just see another catwalk. Sergi decides to climb the ladder to the upper catwalk. He is several metres up when Doc sees what he thinks are glowing eyes under the surface of the water. Before he can raise the alarm a meaty tentacled appendage shoots out and wraps itself around Sergi!
The arm is too strong and pulls Sergi off the ladder, throwing him down into the water. The other immediately open up with their weapons; Doc and Ash with their P90’s, and Drive and Guns with their shotguns. It’s not difficult to hit the creature, and Doc and Ash unload long bursts causing great damage, but the creature seems unaffected. Drive and Guns switch their shotguns to full auto as well, but again, the creature seems to ignore the damage they inflict. (The GM tells the party to think of the Watcher from the first LoTR film).
Sergi’s not having a great time of it. He can’t swim very well and he’s encumbered with his heavy backpack and a P90 in one hand. He fails swim roll after swim roll, ingesting water and taking a point of fatigue each time. The ladder is six metres away and he’s unable to keep his head above water, never mind swim towards the ladder. Meanwhile, the creature tries for another target, but Doc dodges the flailing tantacled arm. More long automatic fire and shotgun blasts hurt the creature and it soon sinks into the depths out of sight. The party don’t know if they killed it. Sergi is losing his battle with the water. He’s weak from losing too much fatigue, and he will soon lose conciousness.
Ash dives in and soon (after a bit of a grapple) manages to get Sergi to the ladder. He’s halfway up when Ash sees the glowing eyes in the water beneath him! A cry of alarm has Guns firing at the water with his sniper rifle, guided by Ash’s frantic pointing (whilst also scrambling up the ladder). The creature disappears back into the depths and the party regroup on the catwalk.
Whilst Doc sees to Sergi, a massive explosion rocks the complex and sizeable pieces of masonry rain down onto the group, hitting several of them. Most of the party glares at Sergi, realising that it was his kerosene ticking timebomb finally igniting. (The GM had been regularly rolling a d100, hoping for a 90-100 result. He rolled a 99).
The group decide to retreat the the passageway and Guns field-strips and cleans Sergi’s P90. Drive decides that he will now attempt to climb the ladder in the silo, so, once rested, the group enter the silo again. Drive shimmies up the ladder with no problems and finds it terminates at an over-large ventilation hole set into the wall. There’s no cobwebs or dead rodents, so he clambers in. Due to the reduced head-height he has to crouch whilst advancing, but he finds that after ten metres or so the ventilation shaft ends, near the top of what appears to be another silo. There’s a catwalk just below, so he climbs out and begins to work his way around until he finds a ladder attached to the wall and leading down.
Descending the ladder, he finds himself in a room full of Sathar machinery or large computers. After calling over his radio, the others soon arrive (via a different route) and inspect the equipment. Drive, however, has grown bored with the non-functioning equipment and has found a stairwell leading further down…
Splashing about in knee-deep water Drive finds eight very large strange glass-fronted sarcophogai spaced against the wall of this spherical room. Seven of them are broken, but the eigth is intact and open…
(Session ended here).