Senji-bot (aka Darth Xevious) finished capturing us with this legion of stun grenade throwing bots, then as an act of mercy threw our asses into the slave pits at the Spice Mines of Kessel. Now we need to get out of here...it sounds like we have a plan but first the four alien (and Force-using) party members have to survive an encounter in the mines between themselves, some spice spiders, and a handful of angry Gommorians.
We got our new mission from the Jedi Enclave--go find the new unknown evil ship around Kessel (ok, easy enough), break in (ok, easy) and find out who's inside, what's going on, where they're from, and then blow the ship up.
What we found out so far is there is a big uber-killbot on here who can use the Force, and we're getting hosed. Two of us have withstood a hailstorm of stun grenades, two of us are held helpless in Force Whirlwinds, and we're all having a hell of a hard time hitting because we're not accustomed to zero-gravity.
We rooted around in the starport and found a volunteer ship with some parts we could use to fix our ship. After we liberated the parts, the owners of the ship mentioned that they still owned this ship, and they were unhappy.
We made a deal to take two people off the planet in return for the parts, fought our way back to the ship, and escaped the cap ships in orbit. Next week, we'll be in Dantooine.
On the game of 1/16, you chatted with the cops and kept yourselves out of jail, tried to meet up with the International Sisterhood of Magical Girls (and were not very successful), stole some more trash from Emilie's house, and that led you to the mutilated (and vampire-bitten) body of a woman you saw go to Emilie's place a few nights previous.
500 XP to the PC's who took part-Jake, Sakura, Troi, Rhea.
We survived (barely) the fight with the guards and into the prison, then almost died again before Sartok hacked the computer and let the other two Jedi out. Then we escaped before the prison was orbitally bombarded into zillions of pieces.
Jake sat down heavily on the curb and pulled his staff crosswise into his lap.
On the way from Dantooine to Coruscant, we had a hyperspace drive failure and found that the missing enemy we couldn't locate, Ravik, had actually stowed aboard our ship. He broke our hyperdrive (it wasn't the manufacturer's fault after all), so we killed him and spaced his body.
We headed for the nearest planet, Telus IV, which was recently captured by large ships loaded with Sith. We eluded them and landed, looking for repair parts and hopefully to rescue two Force users who did not appear to have the taint of the Sith. We snuck/fought our way to their place of capture, and next week hope to free them.
As we emerge from the gate the bone devils appear - - they seem to 'fold' into space and time, more related to the Duer mathematics that we've seen. Osiluths - Devils - Humanoids - Claw-like hands, scorpion-like poisonous tail.
THe demons put us in an ice sphere (me, stick, and smiley).. now we will eat these other two... first I must play with my food! It has been so long.
We attempted our assault on Strider and it went *really* poorly. Sergey and Kris fell off their rappelling lines and had horrific accidents, which took them out of commission. So, Dame Keller decided we'd done our best (for a really bad value of "best") and we handled the situation by exiling Strider. We checked out the old starship yard (finally), did a little trading, and headed back to Uzdiki where we'll start the next game. Kris may or may not be saved by advanced medical technology, and Sergey will need a new set of legs.
Torggik - we found his axe after killing lamias. Hidden away in the hand -- The stupid wizard told him to write all this down and use a cipher in case his information was lost.
Took me three days to write.
Ciphered below : They've hidden the key back in time - Gate code xyzpdq
We questioned the one remaining Lamia - they were converted by the Duer or the dwarves.(likely the duer). This was about 450 years ago. It was one duer. The key will change things, and that will be bad.
We got into the pump room but ended up killing five guys in the process. Then we ran into the Dame Margaret Keller, who pretty much threatened us. We had the privilege of speaking with the Council where we got to agree to their terms or be hung (or start blowing stuff up, but we decided that wasn't a good long-term).
We ended up having to take four representatives from Gestomer's Island to Uzdiki, pay half a million in blood money to three guys we killed (but they *did* shoot first, and we were only vandalizing their place), and two of the guys had teenage children that Angel is now personally responsible for educating, etc. I'd like to think she'll mold them in her own image and turn them into minions.
Next week we will go to the old starship yard, do our penance on Strider, and head for home.
To catch up on XP's:
We played 11/7 and I did not give out game XP. Jake, Sakura, Troi, and Amy get 500 XP for the "situation" downtown with the dragon. Sky gets 50% XP.
We skipped 11/21 for deer hunting. No XP.
I get 1000 XP for my post on 11/23.
We skipped 12/5 because I was on call. I lose 1000 XP.
We played on 12/12 (an off week). No posts, so no post XP. Jake, Sakura, and Troi get 500 XP for successfully dealing with a horde of zombies and saving all the NPC's. However, some people saw some freaky stuff so the masquerade (as it were) was pretty badly broken. You may or may not care. Sky gets 50% XP.
We chatted with Ray Callen, the "owner" of the Wake. Then we snuck onto the Wake and found out that the AI is a virus (but a mostly friendly one) that wants out. We gave Darren permission to start filling the drydock, and then we saw a crowd of bystanders looking...we decided to go into the pump station. We blew up the pump, which was good, but then we heard voices...someone wants to know what's up here (which would be us).
We dig through the treasure in the cavern, spread the wealth. I discover a series of formulas that can be used to use arcane magic to raise the dead, or resurrect them, or create clones of them. There are caveats - we use the resurrection capabilities to get Stick back up - however he will be soulbound to the tendorax -- the tendorax that we are about to destroy. We return to the surface. Stick collapses and the veridium pours out of his nose. This gives us enough to make our antidote potion. We hole up for 3 days, during which time Psycho goes apeshit. We end up having to cast hold person on him and subdue him, and medicate him to keep him under while I complete brewing the potion.
In the end, we all drink up.... and our mutant-ness is reduced.
Torch Introspective:
We've been on the run from the Scarlet Fatherhood forever. It seems almost unreal that we've finally gathered enough veridium dust to try brewing an antidote. And we've also finished securing the Tendorax locations, so we are free to set the master gate to a new set of codes, destroying the Tendoraxes near the gates in the process. Somehow, I thought we would never get to this day. And now, I'm not so sure this is what we wanted. We are mutants. Why are we giving this up? For the greater good, I suppose. But in a way, it seems like we are giving something up of ourselves.
We head into the ways to go to the master gate. We hear some SF in the ways - grousing about this form of travel. ...were close to closing the deal with the caralites. They were recalled - priority 1 - at all stations - and close down all the sites. "I don't know what kind of pull that damn drow has, but appearently he says something, and other people jump."
... For me, there is no greater justice than what is going to come. Sodorn, in his infinite wisdom, is soul linked to the Tendorax. And one learned one wonderful bits of news; if two tendoraxes in the world are destroyed simultaneiously, any clone-linked individuals are destroyed permanently and irrbtvcably. Sodorn, your time is coming.
There is a 20 foot tall monk statue on the east wall. As we creep into the room, the stone golem activates and moves to attack snake. Snake retreats and psycho charges in, followed closely by hack. This appears to be a very large stone golem, probably of 20+ HD. The golem makes short work of hack and piles into psycho. We notice a small panel open and there is a crystal inside. Psycho attacks the crystal and the destruction of it seems to shut down one of the golem's arms. It continues to pummel on psycho. A second panel open on its chin and another crystal pops out. Psycho bites it and it glows. The golem is stunned for a round. This panel stays open for several rounds, and psycho managed to keep it stunned while smiley runs around and gets hack up and heals psycho a bit. A new panel opens in the chest. Psycho hits it and the golems staggers. From there we whittle it down using whatever we've got - acid, alchemists fire, bits of melee damage. It dies in a firey mess, alchemists fire potion exploding and killing it.
We arrive in the next room, and the key seems to be resting and being silent for some great deal of time. We send in snake to do the job. He succeeds, and in the process, we get some much needed R&R. 11 hours and a bit later, we move on through the room, rested and respelled.
Two statues, a fanged human being (fizage of torment and anguish) - hands hold a kalibash. The right is a woman, sitting serenly, also holding a kalibash. We figure this is the anguish of life and the serenity of death. The door to the north does not have an arcane lock.
The room beyond is a fighting hall. 4 pillars and a lecturn are in the room. There's a weird glass sculpure and a tome on the lecturn. A quarterstaff lies discarded at the base. The room's walls are lined with bamboo, roof of thatch.
A lone monk with 6 dots (2 rows of 3) on his foreheed sits in the lotus position, hands resting in his lap.
His eyes bulge and glow with light, teeth are fangs. for a moment. then he is serene and calm again.
"Come, my student" - "Do not fail me for I have lost the winding way". This is marik. Have you lost? I contain the sickness, I cannot hold it much longer. You must destroy what comes. When you destroy it, you will destroy the others.
If you fail, they will walk across the face of the earth, with the thing that I have become at their lead.
The things in the past room - are the second to last test of the winding way. On the podium rests the winding way, in a single tome. It also has on it, a water clock to measure a 2 minute combat.
Are you prepared?
His head pops out of his body as he explodes. The head pops off and the guts and entrails hang from the body, animating and whipping around.
Psycho charges in. Idiot.
Snake sneaks in.
We throw some light fire at him (mages), and he smokes us both, but not before i buff the smack out of hack, enlarge and haste for the win. Hack makes short work of him.
The book of the winding way is a large tome with 3 sections written by marik draven.
Section 1: Philosophy of the Winding Way
Section 2: Physicality of the Winding Way
Section 3: Spirituality of the Winding Way
There is a beyond human insight that guided the hand that wrote this. I get the impression that, if I successfully understand a section, I will gain permanent benefits.
This is a minor artifact
We fix up our bodies and rest up, and head out looking for the Tendorax.
We journey into the lake, and after 2 hours, we manage to find a portal, covered in runes, that leads to ???
We open the portal, and a water-like platform appears, and we ride the water-geyser down a shaft of stone into air. We are below the depths of the lake. We go down about 200 feet, and it opens into a cavern. Stones and fungi glow below, there is another large subterranean lake here. The walls here pulse with a familiar blue glow. As the water geyser subsides, the pulsing does too. There is a lake down here, and there are some mounds and what looks like a backpack.
Searching reveals some very old backpacks - maybe pre-cataclysm - they have been magically treated to withstand the test of time. Inside: adventuring equipment and piecing together parts, we find journals written by different hands. This equipment was worn by a group called the Black Company. The straps have been broken off, belt loops torn from the bag - they were forcibly removed from their owners (forced up by a column of water). This is in the underdark, or what was left of it. Dum-De-Dum!
We got agreement from the Fruit Trade Union, which was pretty easy. We may have given away some kind of commitment to build a space port on SeaSouth, but someone else can break that for us easily enough. Then we got to Gestomer's Island and got some dirt on the Keller family...they will probably not be too much in favor of us, but having an armed starship tends to give a guy some clout.
Next week: Deal with the Kellers and the Callens, visit the starship yard off in the desert, and lift off for civilization. Maybe we'll even check out the up-port.
We finished up chatting with all the people on Metallos, the northern continent. Then we went to Seasouth, the southern continent. Then we saw a ship that looks to be fusion powered, and just as we finished up we let Rainwind land in the city to freak out the locals.
Found Abbot Serras (Dead) at the top of the tower - Marik had written him a note describing the door.
We find Marik's quarters after defeating the monk. A note to Serras - Remember what we discussed and your passage will be easy.
Asererak's tomb was below - spawning of undead minions that could procreate. He was slain and buried deep in the mountains - with his seeds. I must only pray to get the spells to destroy it.
We go to the door - we touch the medallion to the door and it opens. Inside is a circus of spinning knives and shit. Looks like it is going to hurt a lot; snake takes away the pain, and we manage navigate the room unharmed.
Short notes this week, got here late.
As we finished the last game, you were staking out a cemetery when you heard a bang downtown. You found a dragon flying around burning stuff and civilians being attacked by some hellhounds. You defeated these (illusionary) menaces, but not without drawing some attention. You had just fled the scene, gotten rid of all your contraband (meaning weapons), and gone to Jakeís place. Based on comments about not having much else to do, I assume you all went home to await the aftermathÖafter all, Sakura already found something on a local TV stationís website about a disturbance downtown.
Roanoke Times, 6/30/07
The front page of the Saturday paper includes a picture of a silhouetted figure wreathed in smoke and carrying a spear floating above several burning cars. You can clearly see the top half of an old VW microbus above the flames. There is a driver struggling to get out of the rear-most car in the pileup and what looks to be some people fleeing into the darkness.
Caption: A young man prepares to attack a dragon at the intersection of Campbell and S. Jefferson last night. The weapon he is holding is believed to have slain the dragon.
FIERY CREATURES ATTACK DOWNTOWN
We move north into the reaches of the monestary, and find a great hole melted into the ground. Descending into the pit, we find a desecrated area. To the North are blasted doors made of obsidian, the remnants lying to the south in the hall. There is a small blood spot and a body (Gaylin) which has been blasted into the wall in the south, the subject of some awful necromantic blast which has left his body melted into the wall. He is holding the remains of a scroll case and some thieves tools in his hands.
You who profane this temple of Nerull - what have you done with the gods?
It does not matter what you have done to Nerull - plenty of gods have called out to me since we have awakened
You shall not stop me - soon the monk will succumb, and he will lead all the undead forces from here. You can not kill us, we will come back.
The pit below is a festering pit of undeath - the undeath was packed in here for thousands of years.
Lying beneath the critter, tied around its foot is the gate way. We nab that.
There are ruins and symbols on the tomb walls, which say to take the book and find the gate and use the gate keys to spread the undead swarms out to the world. When the tomb is reopened, it will prepare a leader from those of power who are nearby. Take over their body and use their skills to lead an army from here. The Hulathoin has been modified so that under the control of the leader, bodies fed to it will create more undead.
Nerull was the god of death before the cataclysm - often at odds with Pelor. Doesn't exist any more. But then again, neither did Pelor a little while ago.
We search a great deal of the complex and find various monk-like stuff. We also run across a Night Wing which we carefully don't mess with, and a posse of vampires building coffins and cysterns appearently getting ready for the great exodus.
The entire structure seems to be chissled from a single piece of stone. The only part that seems to be a separate door with a large rune. The muffled sound of grinding gears and mechanisms at work emenates from the building. If this was built by the monks, they hide their skills well in other areas.
These doors were painstakingly crafted and locked by some sort of special mechanism - a special key,etc is needed to open it.
The arcane lock will open to the things it is keyed to. The rock around this has been magically reinforced. In the runes around the door we decipher "trials of the winding way".