After successfully outsmarting the planetar, we are ported out of the pocket dimension, and into a fragment of the tower, which Nezbit thinks is another pocket dimension.
I missed some game time because I was at work. Then I had to make phone calls with work at the end of the game. In the middle, we finished dealing with the scout station - which included helping out some people who were stuck in low berth for 50-odd years and the sim that was controlling their stasis. We dug up a computer for the sim (Samisa) and took her along with us.
We made our way a couple more planets down the track to kelp-land, which we hopefully will hit next game session. We are skipping the game on 3/7 because of Weetacon.
Came here as a petitioner, was a formerly powerful mage in the church of Weijass.
His devotion to Weijass was recognized early on, Weijass herself called him into service and put him to task to help build up her libraries, which were already considerable since they'd been here over 500 years.
We begin to pick our way from Longbow to the kelp planet. We encounter a number of less and more crappy places and end the night looking for fuel refiner parts at a bombed-out scout base.
We rescued RDS Sather from Sage's complex (which Sather was using as a lab) and he agreed to come with us. He knew where Cassul and Constance were and it was nice to meet them. Rainwind and the rest of her crew were also there, so we had a delightful reunion. We also decided that we needed more fresh kelp and planned a trip to the kelp world to fetch a batch. Then we'll complete the pair of kelp-based communication and show it to someone important in the Imperium.
However, we also came across another old friend who departed the system shortly after we arrived...and we're not sure where the INS Invincible is headed. Hopefully not Uzdiki, or there may not be any Imperial bigwigs to talk to when we get back.
The party continues its exploration of the tower. In the southern room we find an ooze factory with one very overgrown gray ooze. We make short work of it thanks to Psycho's... eagerness. Gray oozes disolve metal and organic materials. Mental note - immune to fire and cold. It appears that someone was trying to grow oozes here.
We got up to Sage's cabin, found some other guys who are looking to do Sage wrong, apparently, then headed up into the mountains. We found a hidden complex with security guards that are supposedly from Sage Security...bad. However, they have a prisoner--and anyone John Sage wants locked up is probably a friend of ours at this point.
We got to Seror and got help...from Angel's brother, Kiri. We almost beat the news of our exploits to that planet, so he was pretty unhappy about her showing up. Still, he acted upon the wishes of their father and helped us out, for a price.
We are now back on Uzdiki and will head up to John Sage's cabin where *hopefully* Cassel is hiding. That boy has some explaining to do, for sure.
Traveller News Service
3-2151 - Usdiki Nearspace - Usdiki
Traveller News Service has learned that the trader Mary's Best has been pirated after an illegal stop on Usdiki planetary second moon.
We didn't find Cassel, but we found a safehouse for some guys who know him. We manage to talk this Julius guy into not killing us; one of his men slips us some information on where Cas may be. On the way back to Uzdiki, we get jumped by some of Cade's crew who turns out not to be too loyal. Cade was also an Imperial Agent, and before he went unconscious he triggers a beacon that makes us super Wanted.
The pilot, Arthur, is relatively friendly but that may be in part because he can't escape, and we have guns. But we need to decide where to go, and what to do...because John Sage is now after us, according to Cade's note. And Cassel DeMessul has a big hairy secret that Sage wants badly.
Ahead of us are a large Mefit, some smaller mefits, and several fire elementals.
Nesbit approaches the guardian of the portal, who informs him that "there is a toll." The portal burbles a bit, and the guardian says "Uh, stay there."
From the portal emerges a bearded devil and a Erynes (Female devil; like a succubus but devilish). Bearded Devil glaive causes infernal wounds (resistant to healing) and diseases with claw and beard. The devils pay the mefits in some form of items; including two books.
The Mefit spills the beans that his master was a servant of Weijass - he had a purple tower. The Mefit took a bunch of stuff on his way out, but there was more to be had. We agree to bring back 10,000 gp worth of books in exchange for passage now. We stride through the molten lava and come out in the volcano. It's friggin hot here, in ghenna. The plane itself stands in our way; non-lawful and non-evil characters suffer -2 (for each)
As we journey down the mountain, we encounter hellcats. Other than being invisible in full light (20% concealment here). DR5/good. Resistenance to fire. Smart creatures, telepathically communicate. large, 900 lbs, do not have reach.
We spend time observing the city (the halls of enlightenment) and determine we can sneak our way to the purple tower, and hopefully beyond into the main complex. It will be a complex skill check. We spend the night on the mountainside; fight off some fiending dire mountain rams, and successfully rest up for the AM. We set out for the town.
We got into Cassel's apartment, and it turns out he left us a few clues...we followed them far enough to realize we need to go to one of Uzdiki's moons. We may have to run off to some far-flung water world, but first we need to get smuggled off-world.
The party concludes its business in Pelor's realm. Things of note:
Snake is going to stay with Pelor to resolve his split soul issues.
Smiley gains a new soul through the miracle of Pelor -- party members reinforce Smiley's soul through contributions of XP which are allocated to Smiley as extra PEPs (Pelor's favor) 100 XP per pep.
Smiley and Torch learn new tricks from the Books of the Winding Way (Smiley: +1 Wisdom; Torch: Dodge feat)
We learn that staying in Pelor's realm accrues a desire to stay there (100 points per day). If these points are greater than our XP, then we no longer desire to leave. We stay for 11 days and then depart.
After much deliberation, we decide to travel via astral-ethereal-plane of fire-ghenna, to Weijass' realm to save our friend Claris. We equip for climbing and traversing Ghenna and the Astral.
Along the way, we encounter an astral storm (we hide in a pocket space which is a mage's personal shitter), we kill a ethereal ooze. We kill that and take it's home for resting the night.
There's a big steam mefit (6 feet tall) and 3 greater fire elementals (female) - steam bitches. Nezbit suggests that we negotiate. We pause here for the night.
So, we're sitting in the hall of Pelor talking about what's going on, thinking that we are able to catch our breath, and two bone devils show up and try to kill us.
I guess they'll let anybody in here.
March 7 - CY 2321
The party is in a large hall in the Cathedral to Saint Assys; We are talking to saint Assys' avatar about finding Claris, and suddenly there is a "whoomp" sound and there are barbed demons amongst us. They seem to be interested in me (Torch).
Ba'Bau demons - sneaky and sly, sneak attack, spell like abilites (darkness, see invis, teleport); protective slime that causes anything touching it to take damage. Can summon friends (40% chance of success). DR/10 cold iron or good. Immunte to electric and poison, resistance to acid/cold/fire. SR. 7 HD.
"You know too much - so now you must die!"
It seems that in the absence of the scarlet fatherhood, the others are struggling for control (humans, in the world)
There are only a few that truly understand that I am not Pelor. I present the image of pelor to create the worship necessary to sustain this place (he is saint Assys).
Something is not right; this world is really a prison for those inside of it. Most of the things pretending to be gods are evil demons an devils.
Pelor lives in the blessed field of ELyssium. The most strongly good aligned plane on the great wheel.
People that are dying are ending up in pocket outer planes (if they are not good) -- the other "gods" are creating their own pocket realms.
We have a long philisophical discussion about what is happenening to souls in this realm - this pocket existance somewhere in the astral plane.
I discover I can think about math again... I also note that demons seem to be coming at scheduled intervals (2 min...4 min...).
I will have Merrick come to help you (Merrick was the guy who started the path of the winding way).
While we wait to test my theory, Assys takes us on a tour of Elyssium. Lion headed men and winged creatures and lantern archons (glowing balls) are everywhere. The demons do come on time.
We are introduced to Merrick. Assys shows us some of our past on a big screen, and introduces us to him, and vice versa.
Merrick informs Assys that he will not be our guide, because we have not shown enough respect for LAW and Order. "I have fought very hard to uphold the ideal of good and the challenges of duty, honor...You have some work to do in that department"
You are travelling into realms where your philosophy and belief may have more power than your physical capabilities.
We are welcome to stay here as long as we want, but we must remember our purpose, or we will be bound to stay here forever. We go out and see new elysyium and are able to shop, etc. We buy and trade a bunch of stuff.
Pelor requests our presence...Back in his chamber, Pelor informs us he has found us a guide, knowledgeable of the planes, that will take us through what is before us... please meet Nesbit.
Nesbit explains that the universe is not indeed infinite, and that there are bands at the edge of the astral plane. He says he is not from here. He was born the elemental plane of air.
We are going to take some time to finish crafting items -- 11 days for a wand of CSW, Brian is going to recraft his adamantine longsword.
To be continued.
We get some things set up and settle in on Uzdiki. We start looking for Cassel de Messul, and apparently some lady friend of his is missing. We are going to be neck-deep in the social scene of Uzdiki, apparently.
Armor Rating: 7
Rules for Critical hits to armor apply.
20% chance of any hit going to legs
10% loss of Stamina