Game 3/12: 200 XP for Amy, Sakura, Raynah
Game 3/26: 500 XP for Amy, Sakura, Raynah, Troi
Just to preserve one of the most spectacular failures in gaming I've ever seen (all as a result of some awesome dice rolls by the players, of course), here is the deck map of the Righteous Wave just before the pirate ship pulled out of the hole it carved into the side of our ship.
It sank and almost crushed the party.
The sky whirred by, and more bone demons appear.
"There - that should give us enough time to talk" - and time went back to normal. These last demons are even more brutal and powerful, and crafty too. They attempt to wall us in, and use tactics to stay invisible and mirrored. We struggle to kill them, but eventually through the application of many spells and some good old fashioned brute force - we manage to defeat them.
Against the odds, we managed to save ourselves from the wreckage of the Righteous Wave. Then we got back to shore courtesy of the Cost of Living, managed to avoid being hung for the destruction of the Righteous Wave, and headed back out into the Blackness. We boarded the INS Fenix, a Third Imperium battleship, and encountered killbots--and some kind of psionic force that's messing with us and apparently wants us dead.
We part our ways with Dantessa - she has restored our friend Nesbit to full health and life as a parting gift for our effort. In the books in Weijass's bedroom, we found amazing books of her research. One key piece of information we find is a codex of the gates. It is so complete, we feel we could reactivate and navigate the gateways of the world.
Our mission complete, Weijass gives us claris'soulm and a rune of warding that will supposedly grant us safe passage in the realm of Istara (no promises that we would be granted immunity to attacks, however).
She activates the portal to Istara, and we step through the portal - and for just an instant - we find ourselves in Istara's bedroom. Before we can so much as take a breath - we are teleported outside into the blistering heat of the desert.
We chatted with the Supreme Lifegiver and got permission to get some kelp, but he sent us on a side quest to prove ourselves first. We had to sail into the Great Blackness and find out what's there...some research revealed a submerged ship that has a viral automaton on it, and it seems to be killing the kelp. The kelp is unhappy about this, BTW.
We get passage on a boat and things go well until a pirate ship heads towards us. In a spectacle of fine shooting, we kill the helmsman of the other ship and end up being rammed. This trashes our ship, and we hop into our submersible to escape.
Then our submersible gets trapped in the rigging as the ship flips upside down and begins to sink.
We jumped uneventfully through several more systems until we came to the planet of kelp. There, we got attacked by a virus ship that latched onto Rainwind and several smaller spiderbots cut holes through her hull and engaged in combat with us. We fought off ten of them without losing any crewmembers, but barely.
Then we landed (with the virus ship still firmly attached to keep our ship from losing atmo) and chatted with the local greeter. He's friendly enough, but something on this planet is causing Angel to have visions and occasionally lose consciousness. Unfortunately, we may need her help to convince the planet's head official (Supreme Lifegiver) to allow us to take live samples of kelp...and it may be the kelp that's affecting her in the first place.
We are in the library of the church of Rau. Weijass still has the horific scarring on half her body - concealed by mask and cloth in this vision. In the library memory, there are davas interested in research -- we overhear a conversation and determine that she is here paying pennance to rau by amassing him an incredible library; she is close to being granted back her celestial form. There was a high priest here doing research in a side library. She is very focused on the rules and order of her library. (There is a restricted area no one is allowed into). The books on the shelves are full of gibberish.
We talk to the high priest - he is researching lost areas in the astral plane, including an area that contains a whole set of planes within.
This guy is high up enough that weijass herself had to collect books at his beck and call.
We enter the restricted area. As we attempt to penetrate, Weijass would show up and tell us it is restricted. She would force us to sleep if we tried to pick the lock. We determined we needed to pick the lock while distracting her. By having her busy with the high priest, we get into the restricted area. Note - there is no flying or running in the library (she will show up).
In the restricted area we find a den - an altar to rau. Behind a hidden door we find a statue and art studio - within is a beautiful statue to grazat. Blood stains on the statue. We see signs of a conflict. In a closet, we find 3 dead davas, encircled by runes so they could not escape as outsiders.
Weijass appeared at the secret door entrance, raving about people entering the private sanctum. You didn't listen - just like the others - and now you must die. We enter combat with blood-sucking construct books (drain 1 CON per round) as weijass watches on.
Hack claws through half of the books in a great cleave frenzy - I finish the job with a blast of sand. Weijass screams "No!" and plows through the wall. Nesbit, our guide, appears to have taken lethal damage from the sand blast. We hear the far-off crash of glass.
We use the keys to exit - to Weijass's bedchamber. They keys say "You have earned the ability to enter Weijass's bedchamber - do not be disrespectful or you will be ejected."
As we journey through the clouds, we start to hear the sound of a music box playing; we step out into a giant bedchamber, luxurious carpeting and appointments; a fully appointed table. Sitting at the table is claris, and an attractive, not burned being that we know as Weijass (15 year old human female)
She restores the petitioner Nezbit, and introduces herself as Geldressa. She used to follow Rau - the god of knowledge. What made you evil? I lost sight of being kind - I lost sight of, forgot these things. I also -- matured -- with the help of Grazat. The other memories, occasionally like to remind me. I banish them back to where they came from. I struggle so long to change things - to make a difference -- the creatures of this world worshipped nothing that was real.. did so much to try and make it real. Those below -- some made unfortunate choices and deals.
Nezbit explains - she can overpower everything that is real - you can overpower the past. The ones that believe in me -- i can hear them. "If you release them - they will go on believing in you". I could do that - I would lose those devoted - it would be so empty.
We convince her to release the trapped ones, because it is the good thing to do.
We find out she has her books - and gives us permission to read them. In the books - we find some of the missing pieces of the puzzle - The fact of why this is happenening: Weijass put together that those who are worshipping fake gods are doing so to be fooled into a lifetime of servitude to a demon; weijass has info that shows that is not the case; those that are worshipping the demons/devils - matched fairly well with the idealology. There was a pattern of gods/godlings whose cults that were being destroyed at the hight of their power. THeory: those that see the fall of their ideology lose hope, and their very souls disappear from the multiverse. Her church was cultivating those whose belief in their cult werre absolute. She was just starting to question this. Several areas highlighted where a dark elf involved - most recently the downfall of a cult that worshipped a slime god. On a completely separate note - she has information on the gates - compiled over the years - pieces that indicate they are related to the lost souls. There is enough information in the codes that we can reconstruct all our gate locations.
Where are you from Galdressa? I served under Rau - after the disgrace in the church of Rau - after the indescressions - Forced a high priest to tell her about strange pockets where you could lose yourself - tortured the priest until he told secrets. Found this hole in the astral plane. When we arrived here, we found this multiverse full of lesser beings pretending to be gods - we even destroyed a few of them. Then we realized we could form our own religion. Unlike some of the others - she helped her followers.
On the table is an adamantine holy symbol of weijass. We take this as proof. She fades us back into the "real" realm into Dantessa's room. We meet Dantessa, show her the truth of the death of Weijass. We return her to Galdressa's room. She gives us claris and permission to leave. She gives us a runestone with a symbol of istarra. If you bring this with you, istarra is obligated not to destroy you on sight, not destroy you, and allow you safe passage across his/her realm. I recall that istarra never really picked a gender.
You have something of Weijass's - something written in her own hand. I feel if I can collect the things that belonged to her - I can extend how long this seems real. For claris to travel with you - he must travel as a formed soul - it will keep him safe. She touches him and he collapses into a small orb. We are free to use the portal
Last time out you explored deeper into the mine, found someone who apparently was interested in buying Troi, Lex, and Jake until they got all aggressive, beat up some eyeless freaks, and rescued a middle-aged lady.
350 XP to Jake, Lex, Troi, Sakura.
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.