Warp Shenanigans: The "Diplomacy" Phase
Everything isn’t something. Or as Craig put it, “What if the real loot was the friends we made along the way?" To which Zaph immediately replied, "No."
You may recall from last week's episode of "Space Tinder: Xenos Edition," Yrliet, our resident alien sniper with trust issues and high standards, was growing increasingly weary of being hit on by Mon-keigh NPCs. Lazarus, ever the opportunistic noble with delusions of grandeur (and possibly a secret thing for pointy-eared emotional unavailability), suggested we make ourselves more attractive by saving some of her people. You know. Heroically. On brand.
Thus began our deeply scientific approach to finding them: warp-jumping randomly from system to system like overly caffeinated space surveyors with a broken GPS. We scanned a dozen worlds, found precisely zero romantic subplots, and began to suspect the GM had finally installed that "Disappointment Expansion Pack."
Eventually, we stumbled upon a system mid-space battle. Cue dramatic music. We inserted ourselves into the fray with all the grace of a diplomatic sledgehammer. Pascal calmly convinced the local PDF (Planetary Defence Force, not a file format) to leave, thus proving once again that Dave is alarmingly persuasive when speaking through a 7-foot metal priest with tentacle arms.
Yrliet's kin, however, were less receptive. We offered them safe passage; they politely declined. We offered supplies; they accepted. We offered witty banter; they exploded. Bit rude, really.
Then we met some scavengers salvaging wreckage. We offered them a ride. They foresaw our doom and politely passed. It is difficult to argue with psychic clarity.
Skipping the Chaos fight (because we like our intestines inside), we diverted to a crash site belonging to the Inquisition. Surely nothing could go wrong there.
Spoiler: Everything went wrong.
The ship was filled with the sort of ambiance you get when a murder cult throws a surprise party. Pulsating walls, psychic howling, and just enough corpses to make you question your life choices. But there was loot. Oh, the loot. And keycards. And locked doors. And enough ominous foreshadowing to make a Black Library author weep.
We were, predictably, ambushed. And just when things got tense, Lazarus (me) began barking orders. Tactical orders. Motivational orders. Possibly some feedback on turret placement. Apparently, this was a bit much for Vegetable, who, in a moment of cathartic release and possible psychotic break, struck Lazarus into the floor with a thunder hammer.
To be clear: one hit. Knocked out. Sister Argenta got caught in the shockwave and was stunned too. Vegetable then immediately sprinted off to play with turrets like a toddler after an espresso.
Zaph and Yrliet, with the cold detachment of seasoned operators, turned the tide with grenades and impeccable aim. We stabilized Lazarus (thank you, auto-docs) and carried on into the belly of the corrupted ship.
There we found it: the Glowy Sphere of Problematic Mystery. It summoned mutants. It summoned plague demons. It refused to die unless its minions were defeated in ritual combat. Naturally, we obliged. Vegetable redeemed himself by turning into a walking plague blender, coating himself in corpse confetti. When the sphere finally exploded in a satisfying burst of narrative closure, we took our loot and returned to the ship for a bit of R&R and morally ambiguous shopping.
The Space Battle (or: Ram Not Included)
We ended the session with a ship-to-ship skirmish. We broadsided enemies. We dodged missiles. We even tried to line up a glorious ram. Thus far, the ram remains decorative. Like a novelty hood ornament made of disappointment. But we gained skills, upgrades, and a new crew position, possibly titled "Ram Alignment Officer" (applications open, experience with spatial geometry preferred).
Next time: Does Yrliet love Lazarus now? Will Craig hit something on purpose? And what exactly is our mission? (Seriously, does anyone remember?)