We sought out the gates to the Dreamlands and eventually found it on a floating island run by Fauns dedicated to Erias. They gave us some time to work, but it was taking Chade *forever* to talk Erias into it - so we all went in to help. Erias agreed, but then sent us back to the isles because the Mad Uthriarc (aka Mr. T) was back. We defeated it again thanks to Belsameth's dagger and Nathan's hand - and Teller was the designated chew toy.
Then we entered the Dreamlands physically with the four portions of Psyclus, Elonar used his Wish, and they returned Psyclus whole. For a brief moment no one needed to sleep, but we figured they were sleeping before, so they can do it again.
Everyone but Barril had to serve as conduit for an Uthriarc, and their minds were all strong enough to withstand it.
The Slerecians were defeated, leaving leaderless armies of psions to deal with. Kylael did not yet get to her body, but we'd probably be willing to help now that we have some time. And we saved the world from utter destruction, just like good little heroes.
Thus ends the Scarred Lands game and the tale of Keevas's Krusaders.
Things are looking up - maybe...we found Silvermane, resurrected Nathan, and went to Tanil's realm with the intent of strolling into the Dream World. Unfortunately Erias has hung out the "No Soliciting" sign and locked his doors. Next week we may have to go back to the Prime and try to convince Erias in a dream...before getting ambushed by the Jack's followers again.
We got back to the prime, were attacked by some followers of the Jack, and then ended up in the Gleaming Valley where we were attacked by Detrian the Sundered, who was brought here from the realms of space and time. Since we were short of napkins, Teller used Belsameth's dagger to decapitate it - which only slowed it down a bit. Then we started travelling with the Jack's advice, and were attacked *again* after an hour by more sorcerers. They want us pretty bad...
We got our souls back (except for Kylael, but she's at least native to the Prime again) and gained some "boons" of the gods...most of which aren't helpful. Then it's back to the Prime - time to find Silvermane and bring him to the Dreamworld...that's going to be a challenge, but we do need to get the guy first.
We pop out of a gate into the Gleaming City and will start forcing the Jack to tell us where to go.
We got screwed by the Marilith to absolutely no one's surprise. We defeated the nalfeshnee as well and broke the tower. Then, to have a little style, we watched from up close and personal - and Vangal came out shortly afterwards. We managed to survive hanging out with him, and we'll be off to the conclave shortly.
We did learn a juicy little bit of trivia though - the gods are *trapped* on their planes and can't return to Scarn, so if the Slerecians take over it won't just be the world that gets destroyed.
All this work to get our souls back so we can get our rightful afterlives, and now that afterlife may not even happen? Those Slerecians are going to have to pay (which is just what Vangal would want us to feel).
We cleaned up the mess at the first pillar, found the second one, and got into a fight with its guardian. We defeated her summoned helper and finally figured out the trick (projected image) and cornered her...then before we could end her miserable existence, she told us she'd help us in return for her life. Possibly foolishly, we took it.
We finished our loot distribution, buffed up our toys, and headed off into the Pestilential Abyss. Shockingly we weren't betrayed, but were still beset upon by some spider demons and fiendish black puddings while trying to destroy the foundations of Vangal's favorite perch from which to watch the chaos in his realm.
Crafting a bunch of holy, cold iron, bane to evil outsider weapons turned out to be a *really* good use of our time in Corean's realm.
We struggled against the monks and were not doing well until Elonar went Ethereal and forced Sovelius to release us. Then we went back to Hell, stole some artifacts, and bargained with Chardun for some spoils of war. Then we found Chade who was enjoying his time as a fox, but decided that he'd be willing to give it one more run as a human...an angel of Madriel brought him back for one more trip through the blood-and-guts of being a pawn of the gods.
Next time out, finish dividing spoils of war and head to Vangal's realm to break stuff. We will be on next week unless someone else has to bag - verdict due by Tuesday.
We mostly loot-whored and murderhoboed tonight. Along the way we did find a bunch of fancy loot, like some very special journals and research work that Antius looted - including one of Elonar's spellbooks. Interesting.
We also did find the moonstone - no one has forgotten about it yet.
We didn't dump a 2' cube of adamantium into our portable hole, even though it's worth more than essentially anything we own.
We defeated Antius and trapped the Jack of tears in a huge diamond. Elonar's carrying him around, and we're starting to get on the Jack's nerves. He's also talking in Elonar's head.
We can either bail out of here, *or* stop off on the way to see if we can find the moonstone. That way two of us can carry stupefyingly dangerous rocks. Either way we need to get back to where we came in and either message the guy who summoned us, or just leave and wait for the Planar Binding to end. One way means we need to deal with the ambush.
We dug around some more of the Crucible and got into a fight with Antius and his minions. He was kind of (but not completely) playing nice with us, but he is clearly insane - more like there's someone inside his head...and it's the Jack of Tears.
Elonar has learned some very important things that will hopefully help us out here...something about trapping deities.
We entered the Crucible and started poking around. We avoided a lot of encounters thanks to our masks, but ended up tangling with a single mirthjack and battlemage. When Teller got Confused he ran and almost blew our cover completely, but it looks like we'll avoid that fate for now. However, it makes it even more imperative that we avoid fighting these mirthjacks en masse because they dish about 100 points of damage per round.
We also found what is keeping good King Virduk so healthy and vital...some creepy psionic device powered by the souls of the innocent. Elonar is starting to think that may be a good alternative to serving at the libraries of Hedrada.
April 3, 2016
We strolled through more of the Citadel, finally defeated the four stone golems (it's easier once you're prepared), dealt with a cornugon after much pain - Teller lost his nifty new dagger to a vat of molten metal - and got to a barrier we had a harder time dealing with. There was a bridge (heavy on the "was") and two guards, but the guards were feebs and easily intimidated once one channels the voice of their god.
We are wearing masks that have some kind of taint of the Jack of Tears - and Nathan went all catatonic for a bit, which isn't good.
Corean was happy enough, and so was Alor. Chardun sent us off to do our task (kill his wayward minion Antius), but then we realize that his non-wayward minions plan to bushwhack us on the way out. Before that, we will have to deal with the guardians of the Crucible, like the stone golems we're entirely unable to deal with. But they're slow.
We blasted our way past a few more doors, then found Alor trapped in room with one Cornugon and a few bearded devils. We fought about three times that number thanks to some illusions, but Chade came ready to blast devils and was able to deliver. Alor thought we were here to torture him further until we dropped the Veil, then plane shifted back to Corean's realm where he suddenly realized it was the real thing.
Then he saw Barril.
The darkest corners of Hell are reserved for those who maintain their neutrality in times of moral crisis.
½ pep attend 15x level xp
Eric is playing Nezu and his sorcerer.
Our own personal Gods-moot is over and we debate our three challenges.
1 .Chardun wants Antias destroyed bringing Calastia back into the war.
2. Corean wants our old pal Alor rescued from Chardun’s hell
3. Gain Vangal’s attention by breaking shit.
We approach the shining Corean and agree to his “test” first.
C: I will conduct you to my realms where you may prepare for the sojourn.
You are free to be invested with the proper supplies. Forgers and libraries are at your disposal.
Tanil will need to accompany us to prevent our messy discorporation. She offers to invest an avatar.
She shifts into a Tanil’s Fox and Chade has a familiar now.
We will need to protect the avatar in order to keep ourselves alive and Chade’s spells fresh.
The Iron Hells:
Chaotic spells, Good spells, and positive energy are impeded. Spellcraft check DC20 + spell level or spell/power is lost.
Any spells on Chardun’s spell list are enhanced. Empowered and Maximized.
Demons in eternal war.
Mortal Souls in eternal torment.
Trade hub of the multiverse for mortal souls.
Corean summons an immense destrier for himself and lesser but still impressive horses for us.
Barril’s chaotic nature doesn’t match well with his mount and it tries to stomp him. Corean grows impatient until Chade pulls the halfling up and we proceed.
We perceive and immense wall with a gate clear in our path. We slip between the planes to see one of Corean’s many fortresses is before us. Glowing winged warriors fly about keeping watch and a full platoon on each side welcomes their god.
The Glowing Heaven:
Evil or Chaotic alignments receive a -2 on Int, Wis, and Cha checks.
Spells on Corean’s spell list: Maximized and Empowered.
The castle is made of precious metals on the highest plateau of the highest mountain
7 other doors in the wall seems to be gates directly into the realms of rival evil gods!
Corean has many duties and bids us adieu. -
An archon, named First Smith, with adamantine laced wings, is our new guide.
We are asked to treat all rules with the utmost respect and are then led to our rooms inside.
We see another Burok Torn inside The House! Goren doesn’t seem to be in right now…
A vast skyvault lights the sky. Metal shod trees dot the area and shining, reflecting starlight glows gently everywhere.
Any buildings and construction we see seems to be almost completely metal.
We also notice a deep respect as the buildings appear to flow seamlessly with the landscape. No rough or turned earth disturbs the area.
Mortals deemed worthy are arrived here to train and learn forge work and metallurgy. They are expected and willing to assist the good fight.
Several lodgings surrounding what resembles a dwarven drinking hall. We’ll be comfortable here.
Complete access to libraries with pretty much all spells. chaos or evil descriptors not available.
Forges available to craft any metal weapon for ¼ its normal price. Chaotic characters may have to do a little sweet talking to be allowed to use the forges.
Items of metal are taken at full value for exchange.
Any potion or relative item can be just ‘taken’ if under 300gp
Magic crafters may use the forge to craft at 1/10 normal cost (xp and gp) of crafting. (involving metal items)
Cost of enhancing: calculate difference between the two and that’s the cost. And if it's metal, it is then 1/10 that cost.
Chade gets himself a kick-ass mace and also improves his armor.
Berril upgrades his bracers himself
Elonar has his bracers upgraded. He also spends time in the library. ‘Good lichdom’ seems to be his plan A to avoid being an eternal secretary.
Nathan orders a +1 holy longsword
Teller enhances a dagger to be holy and bane
We begin to plan.
Certain devils can see in magic darkness.
Outsiders have darkvision to 60’ (that’s us)
We don’t eat or drink but we must breathe.
Our battle plan is an assault through the gate by Corean forces so we may sneak away.
No map, but information regarding Alor’s location. It is known as the Font of Merciless Pity.
A small dungeon known to be used to carry out tortures for those who have committed “atrocities” in the service to selflessness.
The way out includes teleport, plane shift, or just battling our way back through the legions of Chardun to the gate.
Will Alor come back with us? The Plane Shift needs a willing creature.
Kylael: Well he’s always been an exceedingly reasonable person…
Paul: ½ pep, joe.
We begin around that rough plan.
How do we find Alor? How do we sneak/hide in the horrible landscape?
Wind Walk. Seeming. Non Detection. Plane Shift. Find the Path.
Can we use Astral Projection? Will it work as we are outsiders?
Nope. We don’t have souls.
As we wait for Chades superweapon, Goren arrives with some “old” dwarves and some beer.
He informs us that our stronghold is in this Barak Torm. Along with our forge. And the ghost.
G: So what is your task?
Us: We have been sent to retrieve… uh a soul.
Us: Umm… Alor?
G: Well, good luck. Don’t die. Get destroyed. Whatever. I couldn’t wish you back and I don’t know if the others would want to.
I hear some say that the others still have champions but as for Tanil, you’re all that’s left.
So, y’know. Don’t die.
Barril hears stories of a pit fiend named Rah-Hab. It is Chardun’s head executioner. Being the executioner for petitioners and souls is a bit complicated. Death can be temporary; in which a petitioner almost instantly reforms. A more permanent death needs to include the destruction of the soul.
Rah-Hab is known to wield two swords: Petty Scourge and EverDeath. The first causes ‘temporary’ death, and the other...
We are set to follow behind a group of three solars who are in on the down low of our plans. Our chances to slip away depend on our skills and the chaos of the battle.
Plan to Veil ourselves into bearded devils as we enter. We’ll flee the battle with Wind Walk. Set down a few miles away. Cast Find the Path, and return to our flight.
We set a schedule with the solars and prepare to enact our grand plan.
Barril is gabbing with the hosts of war and quickly figures out that Chardun has build such a massive resistance that no attack from this side has ever been successful. Every solar and soul walks in knowing they will be destroyed and reformed for the glory and honor of Corean.
Elonar seems to be enjoying the spectacle of a host of lawful creatures essentially enacting a massive chaotic farce for our benefit.
We step through the gate and…
The plane kicks us in the jimmies.
Lawful or Good -2 wis, int, cha checks. Both = -4
We Veil, run, and windwalk.
Our specific battle fades away. But the din of battle permeates the plane.
We land and cast Find the Path.
Kylael feels a tug that isn’t Osborne and we take off again.
3 hours of travel and her find the path tells her to turn. Soon it tells her again so we can safely bypass an enormous borehole. We don’t look in.
We approach a massive canyon at the 6 hour mark and follow along. A precipice, half way up the wall holds a dungeon flanked by broken columns and buttresses. It appears we need to enter…
We decide to approach straight in. Slowing our approach. The hole is constructed stone. Not natural rock. Torches shed reddish light from inside adding to the ambiance.
We land on the ‘patio’, solidify, and head in. Some infernal writing along the arch, and we notice some kind of glyph at the top.
We hear screams from within as Teller searches for traps. It’s certainly a glyph of some kind. Triggered by entering. Teller isn’t certain he can remove the powerful magic.
Chade’s read magic tells him its acid damage vs. anyone passing. 1d8/2 levels.
Barril casts Greater Dispel on the glyph. Success!
Elonar casts Locate Creature. Straight in.
Kylael first. The room is blazing with heat from THE FLOOR IS LAVA. A few bridges span left to right into doorways from which screams emit.
At the far end of the room is another archway leading out flanked by two bearded devils. They speak to us.
Devils: S̺̠̪̗̮̘͂o͔̺ͯͦ͐m̤ͫ̃ͥe͖͚̭̺͕ͯͤͦt͔̗͕̻͚̳h̺̦i͚͙̬̇̊̌ͤͯ̇ͯn̗g͇̠̥̖̺̿̇ͧ̈̏.̖̪̋ ̪͉̞ͯ̅S̹ọ̣̪̻̖̪͓̉͊̈́ͤͣm̘̤͓͖͙̾͛̆ͤ̂ͯe͕̙̰͇̰̮̾̏̽ͅt̹̜̦͎͎͉hi̖͔̩̟̊͗͐̆ͮ̉n̰͙̗̼̂̆̑ͥͥ͋g̯̮̮̖̔̓̅ͮͧͅ.͕̼ ̓̅̿̂̈S͔ͪo͓̫͖̟͙̥̤̔̈ͧ́ṃ͚͇͖͎̝ͧ́ĕ̯ṫ̬̫̙h͍̯̙̹̔͌ͣ́ͨ̈́ì̼͎̮̻̻͉ñͯͬͦğ.̩̇̽̈͐̈
Do we speak infernal? Chade tries to cast tongues secretly. Bluff check.
Chade: I’M CASTING TONGUES!!!
D: Why are you casting spells? Where are your charges?
C: They’re outside with the others. Some souls we caught in the gate battle. Come help bring them in.
D: Wait. No one who falls in the gate battle comes here! You’re lying!
Kylael: Slippers of spider climb. Up the wall to the ceiling.
Chade: Draw mace. Activate boots. Bampf to 1.
Teller: Activate ring of invisibility jump to the platform
The instant he lands: FIREBALL! from some glyph on the floor 32dmg.
Barril: MM at 2 17dmg overcome DR? yes.
2: “We’re being attacked. ALARM!” (yes he says ‘alarm’) Moves across the lava toward the entrance.
Teller AOO = hit for Dead.
Elonar: Energy resist. Draw bow
Nathan: Run Jump Set off Glyph. fireball 23dmg His armor glows. move to flank #1
1: step into lava swing at Chade. Miss
Kylael: Run across the ceiling to above Chade
Chade: Feat Miracle Flames. Moves down the hall to find a room of petitioners chained to the wall as lava pours down over their bodies.
Teller: Activate ring. Wait for another devil to approach. The glyph glows and again FIREBALL! 26dmg Nathan fails his save. Teller is invisible.
3: Attack Nathan miss
Barril: MM on 3 16dmg Move up a little
4: Move up Glave on Chade Miss.
5: Move up Glave on Chade Miss
E: 5’ step Shoot 6 1hit for 8dmg 2crit 33dmg
N: 5’ step FIREBALL 24dmg #1 hit, hit, hit
1: 5’ step away and into the lava. glave on nathan Miss.
K: Begins casting
Chade: 5’ step FIREBALL 24dmg attack on 4 1hit 25dmg 2hit 23dmg Dead. on to #5 3hit 19dgm
Teller: Boots for speed on 3 1hit 47dmg Dead! Move to 8 FIREBALL 24dmg
7: Teleport! Barril & Elonar gonna make a new friend.
Barril: up close and personal Disintegrate. Cast defensive: Good. touch to hit: good. overcome SR good. It’s save: Rolled a 1
No more #7
6: Teleport to elonar Natural 1
Elonar: Drop bow. Draw melee weapon! Hit! 15dmg
Nathan: 5’ step fireball 30dmg Wait for 1 to approach
1: goes into some kind of battle rage. goes for Nathan Miss.
8: 5’step attack Teller Nat. 1
K: Summon Earth elemental. Slam on 6 1hit 17dmg 2hit 23dmg DEAD
Barril: I CAN'T SEE!!!
K: move to the north away from fireballs
C: Full attack on 5 1hit 22dmg 2hit 20dmg Dead.
T: Activate ring. Activate boots 5’step
B: MM on 1. SR means no go.
E: pick up bow. put bow away
N: 5’ step full attack on 1. hit hit dead
8: teleport away
out of combat
Elonar thinks he hears a giant metal door slam shut.
Chade cast energy resist. and moves out of the room
Nathan jumps back to the not glyphed ledge we came in at.
Elonar heads across. Jump boom jump boom
Barril: Grab Teller and Nathan Dem Door
Chade: Cure serious on self Overcome the plane: OK
The other ledge is just as annoyingly geometric leading to an alcove with a path left and right as well as a huge iron door due north.
Wait. Wait. Wait.
Eric has a house, again. Yay!
Teller approaches the door with Nathan in tow. The rest stay behind.
The ceiling roils with energy and a beam of black lances down at Teller.
Energy drain! Fort save to negate Mitch uses a pep. Success.
Teller search for traps. The room is trapped with level drain. Teller doesn’t think he can disarm it.
Can we dispel? for a little while
Activates when we enter. Some kind of true seeing.
Elonar scrolls a fog cloud and we have concealment
Nathan approaches the door and Teller follows him.
Teller: Don't touch that! Let me check.
Door: Covered in scenes of torture and more infernal writing.
No traps on the door. But it's barred from the other side.
Nathan begins his transformation to gas.
The rest follow suit.
Half a minute and we’re sneaking under the door.
Creatures that were at the door back up as Teller and Nathan start to form.
Their dark gaze pierces our souls and Teller and Nathan make fort saves or die.
Some peps and we’re ok. Teller and Nathan shut their eyes and force their way back under the door.
Bodak: undead extraplanar. Not smart. Just used to Death Gaze whatever they’re pointed at. (30’)
Not Devils. But DR/cold iron. Resist/Immunity Elec Acid Fire. Darkvision 9HD.
We had glimpses of petitioners in cages being dipped in the lava around the room.
Another bridge leads straight ahead to more doors.
We try to find a strategy for attack.
We close our eyes.
Elonar: Knock. The doors swing open.
Chade: Turn undead. He feels a resistance from the plane. Turned, not destroyed.
He turns two of them.
For our experiences in the outer planes:
Paul ½ pep Brian for planning, library, and forge
½ pep to Eric for same
½ pep Brian for “you don’t need to breathe”
Kevin: ½ pep Eric for rollplay 1/2 pep Brian for library work
Joe: ½ Eric for live action Berril 1/2 to Brian for Fogcloud
Mitch: ½ Eric for live action Berril 1/2 to Brian for Fogcloud
Brian: 1/2 to Joe 1/2 to Kevin for ‘wand of putting out fires.’
Eric: 1/2 to Brian for rp 1/2 to Mitch for using a dagger to take out a devil in one hit!
1/2 pep 15x level xp end
We are on for the 13th.
We met with Tanil who sponsored a meeting of the gods. Then we chatted with most of them and got a honey-do list from three of them including busting up so much stuff in Vangal's realm that he notices, is impressed, and doesn't kill us because we were so artful about it.
Elonar has also been subjected to an afterlife in Hedrada's realms, cataloguing.
We finished off the devils, found their heavily trapped loot, and entered Tanil's realm. They were kind of expecting us, but weren't happy that we carried instruments of evil. We went back to the cave, identified everything and found out that 1) one of Barril's cousins is an evil wizard in league with devils; 2) he really liked powerful, nasty traps; and 3) they had a nasty face-stealing item. We destroyed the Veil of Skin as an offering to Vangal, kept the rest of the loot, and headed back into Tanil's realm.
Last time out some of us were dead. Turns out that actually all of us were, and the ancient Slerecians started to root through Teller, Nathan, and Barril's minds. They didn't learn all what they wanted to, but they still want us all dead. We found ourselves in the Dreamlands thanks to the intervention of Enkili and Erias, but we have no souls...until we get souls, we're not making it back to the Prime. Time to start begging from the gods.
We did some research and got a little too close to the truth...and the Slerecians - I mean someone - decided to silence us. Looks like we may have been able to keep them from wiping our minds, so it's time to get out of Lokil. Too bad Barril's locked up.