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Is Archie short for Arch Enemy?

In the aftermath of taking down big-ass flying battlestation we came across an android calling itself A-51, proclaiming to work for some guy called Archie, who seems shifty - but then apparently he has a whole book about him or something. A-51 said something in a foreign language, Gorbash translated by the cunning use of magic, and she bolted.

Found out later she was still following us, and may or may not have liked to hear Gorbash speaking Splugorth? We don't know. And she basically exploded in our faces.

We went back home, getting armours fixed, having the remnants of the robot examined, talking to Ixchal, trying to get Jayson a pay rise without telling him (because being all noble and "I couldn't possibly, won't someone think of the starving children in Tolkeen" or something), and oh, apparently now Splugorth wants Booker's head. Again. But for a more serious 40 million credits this time.

My Jetpack skill is called Gorbash

Once inside the bridge (or one of the bridges, at any rate) of the flying fortress thing - not to be confused with the Boeing B-17 bomber, which is considerably smaller - we had to set the charges ... or rather, we had to work on opening the doors, setting the fuse (or whatever), chucking the bombs and getting the hell out of there.

We had seven tries before they'd blow up in our face. We got the door open on the sixth.

After that we just had to try and find our way to the outside, somehow, and then literally jump ship. Thankfully we're friends with a dragon, so some thrilling aerobatics later and we were safely on the ground, having severely incapacitated a big-ass flying fortress. With the cunning use of a vengeful dragon and some dragon friends and an air elemental. We have the best of friends, clearly!

From Splugorth with love

We got inside the flying fortress, somehow, and tried working the computer terminals to figure out where in this massive construction we were supposed to be headed in order to place the bombs ... and then we struggled a little to actually open the doors to where we were going.

We did decide that we were basically season four of Babylon 5, the plan being to have a big finale of the series, trying to cram everything in ... and then we find out last minute we got renewed after all and so then have to make up season five. Well, that's provided we actually survive this thing, because let's face it, the odds are not in our favour here.

This looks like a job for fusion blocks!

Sooo ... Gorbash went and had a chat with one of his dragon friends, and now we're apparently supposed to go on some kind of suicide mission because attacking a flying fortress - the Death Star, basically - is somehow a reasonable thing to do???

Captured by a wine storm

It's been a long time, but we're now back in Rifts for a while. We took care of some rescues and went back to Magestar ... by way of a ley line storm. The water turned into wine, and as a plot twist, the wine had healing properties. Surprise! Our armours were getting fixed, Booker reunited with his Cyber-knight girlfriend Joan, and after seeking the advice of a wizard, had Bally/Barry/the symbiote removed from him by Gorbash. The Chosen One is now a bit more squishy than before, especially as we gave away the protective medal to those White Rose people as a token of good faith.

I'm not foreshadowing or anything

Having defeated the group of spider creatures, we had eventually made it to the bottom of the stairs and found the other troll we were looking for, along with six trolls in a singing circle. That was the end of the last session.

In this session, we took on a couple of Spites - the creature that stung the trolls and infected them with murdery larvae! We also had to deal with the trolls, but the ones that were too far gone, we murderised and the ones that could be saved were knocked out and saved.

We realised that the Spites were coming out of a hole in the ground, and plugged it to stop further attacks. As a reward we were given the title "Defenders of Erdugald" and given a blue gem that will glow when Erdugal is threatened, which means we're supposed to come running to help save it again.

Oh, and it turns out that the Old Prios symbol Valgai's carrying is actually a spider symbol of some kind. THE PLOT THICKENS. Except not right now, because this is our last Symbaroum session for a bit. We're doing a few boardgaming sessions and then it's off back to either Godbound or Rifts, but we'll be back in Davokar eventually.

Spider bugmen shouldn't exist

The ominous footsteps turned out to belong to a group of enemies the GM wasn't entirely sure we'd manage to defeat before they murdered us (thanks) - but we did succeed. It took a while to beat all the Arachs and the mummy creature and draghouls and rage trolls with larvae goitres and stuff like that. It was messy.

Even Xanatha ended up getting permanent corruption, because "the Spider King rises" and it's all very bad when creepy spider bugmen type creatures attack. Especially when those aren't even supposed to exist, they should stay being a myth.

Erdugald isn't very nice, but on the plus side (which I meant to mention two posts ago but forgot) Valgai now has Witchsight, and that's ever so handy.

Is Davokar in Narnia?

Turned out that yes, ice trolls could get out. While we were camped up inside Elindra's witch circle, four of them came sniffing about, along with an abomination and an undead that sort of looked like a mummy. Luckily, we kept quiet and they went away - and we weren't going in the same direction anyway. Not that we got lost on the way or anything, not at all.

When we did get our bearings again and set off in the morning, we eventually came across a troll in fancy clothing, but he was badly injured. There was a stinger left in his neck - apparently he had been attacked when asleep - and his friends were infected too. With some nasty parasite thing, eww.

How to solve this? First by removing the stinger remnants so he can actually regenerate, and then by letting the pet spider poison the troll to kill off the parasite but not the troll - using healing to make sure of that.

Anyway, it turned out the troll was Damaka, one of the two trolls we were tasked by that arch troll to find. Well, here he is, and we just saved his life, yay! And there was Erdugald as well, the mysterious place, which turned out to look like a tower.

A very moist tower, that also played with our senses because we're not trolls. Going down into the structure we eventually came across a dead troll, who looked to have had the same idea as us, i.e. use poison to kill the parasite. Unfortunately he also killed himself in the process.

And then we heard FOOTSTEPS approaching ...


Killing with the cunning use of surprising the monster to death!

We came across a goblin stockade, which turned out to only be the door to an underground cave system, where a goblin called Arag was king. He didn't know the other goblin king we had befriended many sessions ago, but agreed we seemed nice and friendly and invited us (minus Elindra and spider, who were hiding at the time) inside.

The goblin turned out to have what we needed, and there was talk of Valgai poisoning the mead barrel and we could take some goblins with us to the lindworm, but Murmei thought it was somewhat barbaric to murder everyone, including children, when the goblin king was actually being really friendly and helpful.

While waiting, Elindra and the spider killed two of the guards outside and made it look like big spiders had attacked. Because that way we'd have snacks for the lindworm. It's just that inside, at the goblin party, the king was actually consenting to have a hunting party coming with us to slay said lindworm. Ho hum.

When the "spider attack" was discovered, the hunting party was sent out with us to try and find and kill the spider. Seeing as how the spider was obviously Hairy Dog, we were in a bit of a pickle ... And as the party divulged what had been learned in the cave, the WAY OUT appeared. The goblins were told to go "over there" and search and we'd search somewhere else and re-group later. Basically, we walked down the path to freedom and didn't look back.

Walking all night, on the edge of the forest, Valgai noticed something strange ... it was a big worm-creature of corruption rising up to stop us getting out of the creepy bubble thing. It failed, and again it was Murmei who got to land the killing blow, much to his surprise. But we got out, FINALLY.

And lastly, we came across an injured old elf in a burned down hut, with bodies of ice trolls around. The ... the ice trolls can actually leave Korratix' Domain?! Like the creepy wolf said they could?!


Maybe the next place we go is peaceful

So, having survived eight creatures last time, we were now face with three big ones and a boss - all thanks to the number of things we had slain in total. The forest is apparently keeping score.

After a brave fight, where none of us died, Murmei (!) managed to land the final blow on the Death Prince, much to his own surprise.

We decided to head back to Rafe the gardening wraith to stay the night, as it seemed relatively safe, and gave him one of the satnav flowers. The next day we used one of said flowers to find some more things: the colour of an elk, and an old wizard playing a convoluted boardgame with a raven.

While Elindra chatted away to the raven, Valgai had a chat with the wizard and traded questions and answers. As it happened, the wizard had cast a time stop spell and was waiting for the raven to die of old age (so he wouldn't have to part with his fancy wand artefact), but it was of course a magical raven, and the game had lasted for 300 years already. The wizard got the last bit of info he needed and disappeared.

Later on, we came across a number of realistic-looking stone statues and a basilisk that wanted us to go kill a lindworm and cut out its eyes as a trophy. It gave us a dragonslaying sword as help. Diplomatic as ever we gave the sword to the lindworm and tried to trade info, but it went so-so. It wants to snack on some tasty goblins, but we're friends with goblins these days, and besides, we've not actually found any so far, so how that'll work out is anyone's guess.

Can we run away now?

We came across a clearing, of sorts ... It was sort of an island, but instead of water around it, there was a deep abyss and a rickety rope bridge. We carefully crossed the rickety rope bridge one by one and had a look around. Turned out it used to be a village and they all belonged to a cult, and sacrificed themselves.

We found a troll metal sacrificial knife in a sarcophagus, and decided to skedaddle before night would fall. Watching from the other side of the rickety rope bridge, there were ghosts and skeletons and it was like Halloween had come a month early. They didn't cross to our side of the bridge, though, so we got out of there.

And then we found another clearing and a hill with twenty graves on. Eight or nine of them cracked open and we just about managed to fight them off when a bloody Death Prince emerged. Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu...

Ice trolls are dicks

We were in Runvid's Cairn, about to disrupt some runes on gholem-type statue things. We succeeded, and they didn't come to life when we passed a certain point on the map. Instead, we found a room with a tomb, and a shield on the wall. A shield that, as it turned out, gives out bolts of lightning when you touch one of the rocks on the burial mound thing.

After various unsuccessful attempts at disabling the lightning trap (we later found out you're not supposed to be able to) we gave up, and left. Turns out the forge thing was best left alone as well, so Murmei was right to insist not to become a blacksmith. Of course later he took the skill anyway, because it meant he'd be able to patch up Knightlight himself.

We continued our journey and came across the Fortress of Solitude. Despite his previously flawless negotiation tactics ("hi, let's be friends!") Murmei was unsuccessful with the ice trolls, who decided the party would be best eaten. The party disagreed, almost wiped, but finally took out the lot of them, and got a fancy magic spear in the process.

Turned out there was a ginormous wolf creature, who had apparently eaten a dragon previously, guarding a big door inside the ice cave. Elindra talked to it, but it wasn't being helpful either. Apparently there's a portal to another realm behind the door, and the ice trolls want to take over this world, but so far they haven't come very far ... and besides, they're also trapped inside a big bubble you can't simply walk out of.

At any rate, we got out of there, found a treehouse, rested up, and we left off having found a couple of dead ice trolls and a dead boar, and the air was getting chilly again ... to anyone not wearing a cold immunity ring.

Deliberately breaking the Left Hand Rule

So curse the old guy's sudden but inevitable betrayal. Because Elindra's spider-talking was non-verbal, he didn't notice her doing that - instead he focused on Murmei's knowledge of different languages, and him speaking with the giant in particular, to decide he was a demon and ... battle ensued.

RIP crazy old man.

We found the Tomb of Horrors, or at least the Cairn of someone or other. The door was locked, but we made it unlocked and headed inside. It was full of pit traps. Fortunately (even the spider-weary in the party agreed on this term) Elindra has a pet spider who can crawl on things other than the floor.

Eventually we found a big room with a ritual anvil, so the party decided Murmei was somehow best suited to become a blacksmith and turned an ordinary axe into an axe that makes you blind when you carry it, even if you're dragging it behind you on a rope. He also only narrowly missed out on taking permanent corruption during the forging, and wasn't keen to have another go making another perfectly usable weapon useless - despite both Valgai and Elindra thinking it would be great to have a blacksmith in the party.

It was basically a good old-fashioned dungeon crawl, and there's more where that came from!

Breaking plots since 2002!

We're still stuck inside some kind of witch's circle thingy and trying to find our way out - supposedly by finding some tricky questions and their answers. Apparently some questions we might come across aren't the questions sought, they're just there to trip you up.

There was a tree with an axe in it. Nearby we found a really old guy who kept ranting about demons. Maybe we were demons too? We were supposed to attack him, but instead managed to calm him down long enough to hear that he was a demon hunter who had sealed a demon in the tree with the axe. An artifact axe he was bonded to, in fact, and as he was aging, the seal keeping the demon in was getting weaker. He was having a heart attack at this point, but we Medicated him and let him rest ... and read his diary. And investigated the axe.

Setting fire to the tree didn't work ... so we chopped it down. Didn't seem to stop the tree from still displaying signs of possession, but the old geezer could no longer sense it, so we figured we'd probably killed it or something. Later, the guy showed signs of being in much better health than he had been, in fact he kind of looked years younger, but that MUST be unrelated and not at all a sign of demonic possession ... right?

We later came across what we thought was an unusually large troll, but turned out to be a sleeping giant. Murmei woke him up to speak with him, and wasn't horribly murdered in the process. The giant was suitably entertained by some stories of our adventures (although less thrilled by the rusty flute-playing) and gave us a few pointers on how to proceed with our quest.

Let's have a pre-emptive NOPE

The making-a-rat-drunk experiments continued, but we eventually had to let the little fella go. If there was poison in that wine, at least it wasn't meant for rats.

As luck would have it, we could now finally start our journey into Davokar! You know, the thing we were supposed to have done ten sessions ago but got side-tracked when Murmei was put into protective custody.

On the very short road leading into the forest, we found a small camp of witchfinders. The wine was mentioned. They took one look at it and said it was very bad mojo indeed. There was darkness in those bottles, make no mistake. As they knew what to do with said cursed liquids, we gave them the rest for safe disposal, while we continued into the forest.

We were attacked by a Skullbiter named Steve, and after much deliberation decided not to attack the group of them we found a bit further away, because while we could take down one of them (somehow, it has stupid levels of armour) we couldn't guarantee the same with a whole group. When it was killed it turned into a pile of earth with a piece of a runic spear in it. Interesting.

Near a place where it was fabled a dragon had been taken down ages ago, there seemed to be a witch's circle protecting the area. Somehow we ended up in a bubble of sorts, by a cottage occupied by a ghost we decided to call Rafe. Apparently in order to get away from there, we'll have to come up with some very tricky questions and the answers? We ... we might be stuck for a while.

You are defeated, I have the moral high ground!

As it was a bank holiday we convened earlier and started by playing The Lord of the Rings: Journeys in Middle Earth boardgame. We did not succeed with our mission, sadly.

Then we went into the edges of Davokar, pretty much, on the hunt for the escaped gargoyle. We found it - or it found us - and it decided to attack Elindra. She got two permanent corruption for her trouble. Fortunately we had given that seed to the witch in a previous session, which she had grown to a tree that can remove permanent corruption, so she's "only" on one now.

The engagement between Murmei and Elsiosi Garlaka went ahead, and she left town with Murmei's mum. Not before trying to convince Murmei that Elindra is just a mercenary who doesn't really care about him and would turn against him as soon as someone else paid her more than he did.

As a parting gift Elindra and Valgai were given bottles of expensive wine, as a thank you for looking after Murmei. Valgai re-gifted one of the bottles to Elsiosi's brother, who was visibly uncomfortable by it. HMMMM. The party decided to try the wine on a rat, but all that happened was that the rat got drunk. Did that mean the wine wasn't poisoned, or was it maybe a human-only poison somehow? Because even Murmei finally had to admit something fishy was going on with his future wife.

All in all you're just another dwarf in the door

Another dwarf lady showed up on our doorstep only to murder herself. This time Murmei was present and could do a live translation. Not that it really helped, because she was having a go at Valgai for not having left yet and reiterated that the old Symbaroum king is after him.

Meanwhile, the future Mrs Murmei has been found to potentially be an assassin. Her last two tutors have gone missing, never to be seen or heard from again. Her lovesick would-be future husband was undeterred - he just thought it made her sound really cool.

And that's when a couple of bodies were found in the street, and things took a turn from there. Especially as a third one was later found as well ...

Oh, what's a noble ball?

So Mother Dearest has arrived, and there's a ball to celebrate and everything. Two thirds of the party used said ball to scout from the rafters or from the floor, trying to find clues about the owl mask guy.

The remaining third was introduced to the two options of potential spouses. One was a merchant's daughter and thought adventuring was beneath a noble, plus she was terribly boring. The other was an alchemist and right up Murmei's alley, because she also didn't mind nobles adventuring.

Soooo ... end result: owl mask guy wasn't found, and Murmei's now head over heels in love with what is obviously Miss Trappy McTrapface. Fortunately the other two party members decided to be suspicious of Miss Too Glaringly Perfect, 21 and still unwed.

Heeeeeeeeere's MOMMY!

We had a look below the floor boards and found some interesting-looking items. They're a bit necromance-y but ... who cares? We almost forgot to check somewhere else, much to the GM's dismay. When we did find the thing, it turned out to be a hole in the floor. Below it was a magic circle made of mosaic, which might have been active for centuries.

And then the inevitable happened: Murmei's mother arrived in town, and she was NOT happy. Why had her son not advanced? Why had he not had a bath? Which of the two girls she'd brought with her will be the next Mrs Vesuvion? Find out on the next The Ambrian Bachelor.

You can't have Hugh Jackman as a familiar

We decided to go all SWAT team on the cultists. There was a mage abomination and a vindictive demon. Those things are no more, because we're pretty good fighters, actually.

It had to be maggots

In this thrilling instalment, Elindra was ambushed. It turned into Valgai also being ambushed and them killing a bunch of people before they had a chance to kill them. Maggot bomb spells were thrown, and it was gross and painful.

They caught a survivor and decided to interrogate him, while another of the survivors had legged it through the south gate. Murmei eventually was helpful in getting to some messages that were found, and another link to Ravenia was discovered.

Plot, thickening, and so on.

This is how Game of Thrones started

Exploring the burned remains of the cultist hideout, Elindra found a chest. A chest which she cut open and found some letters relating to the Blight Council. It's complicated.

She later went clothes-shopping with Valgai, who pretended to be her dad, because surely we all need to look our best if we're to have an audience with Baked Alaska Nightpitch, the ruler of Thistle Hold? Murmei and Nightpitch seemed to ever so slightly bond over not being keen on Murmei's mum arriving. She apparently wants Nightpitch to organise a ball.

We also made inquiries into who the burned-down building belonged to, and it turns out it's a noble in Ravinia - a.k.a. the duchy (or whatever) that the House Vesuvion estate is in, and Murmei's dad often goes to the capital city. So this is all connected??? Scheming nobles, cultists, Davokar, and everything else?

In a bid to avoid his mum's insistance on him getting married, Murmei had the brilliant plan that he and Elindra could get hitched (in name only) because if he's already married when his mother shows up, she can't insist on him marrying someone he doesn't even know. Elindra wasn't as keen on the idea, despite the fact she'd automatically become quite rich, but on the other hand, as Valgai kindly pointed out, marrying a Changeling would probably result in Murmei being disowned anyway ...

There's one such thing as coincidence

We're still in Thistle Hold. Elindra has a great plan to avoid getting mind-controlled by the Symbaroum king again, which probably won't work and she might end up wiping the rest of the party. As she came to discover the cellar where we found the flayer in a previous session was part of some ancient Symbaroum ruins. Maybe the whole town was built upon ancient Symbaroum ruins?

Valgai decided to play politics and have the domestic servant clean the house in order for Murmei's mum and her entourage to have somewhere to live when they arrive, while he and Elindra stay in an inn somewhere. He probably has some kind of blood-based tracking spell on him, but doesn't currently want to remove it for strategic reasons.

Murmei stayed in his tower learning to summon a fire elemental into the armour - and succeeded! He now has a pet, and proudly told everyone what he's calling it. Whether or not it can speak is yet to be determined.

Oh, and the place where Elindra had seen the cultists go in and out? It burned down, and she didn't do it. Plus some dude in a tree house inn was curious to know more about when Murmei's mum was arriving. Curiouser and curiouser for sure, and we're no closer to actually starting our Davokar expedition either.

We clearly don't have enough enemies

In this gripping episode, Valgai started to train the city guards (they clearly need improvement) and Elindra went undercover to try and find out more about the cultists lurking around Toad's Square. They are up to something, planning an attack. Nefarious creatures.

Murmei, locked up in a tower like Rapunzel, had a mysterious visitor - a man in noble clothes, wearing an owl mask, promising glory and whatnot ... but the problem is that he was trying to recruit Murmei of all people ...

The session ended when Valgai had a knock on the door. A dwarf woman came to the door, said some words in foreign, stabbed herself in the guts and died ... and turned into smoke. Her words were a warning from the old king of Symbaroum: "I'm coming for you."

How was stuff safer in Davokar?

We're back in Thistlehold. Elindra went to speak with the guards, who weren't happy about her admitting to having murdered some people that were up to no good. They said she should wait for a ritual to finish, and stay hidden until that was done, so she headed over to the Ordo Magica, who it was safe to presume had a protective circle she could sit in for a bit.

Murmei was summoned to Ordo Magica because rumours were abound about him having fraternised with elves. He disagreed. Being very nearly murdered by elves was not exactly cavorting with them, so there. He later went back to ask them to fund the expedition into Davokar. It ... didn't go as planned. First, they had the audacity to say he had to wait until his mother had got to Thistlehold, and then that he had to spend two weeks with her. Pointing out that actually, time is of the essence because people are trying to kill him made them insist that he move to Ordo Magica HQ where a room would be prepared to keep him safe. In return, he'd only have to spend a week with his mother ... and a proposed future wife.

Valgai ... abides. He's getting himself some upgraded armour and a nice cup of tea with Elvis. On the plus side, he has now been given Master Vernam's house, because he's a noble that doesn't have lands of his own, and someone needs to look after the house now that Murmei's effectively in wizarding protective custody for the next three weeks.

The funniest thing of all is that the GM thought we'd be on the road by the end of the session!

Killing blows do matter

The B team went to find Tanith, the Child of Baal we've befriended, to warn him that ascending to godhood would mean someone else would piggyback on the divine power-giving and things would go very badly indeed.

Found the guy up an elvish mountain. He did ascend, in the end, after we fought off some dracoliches and such.

Packed with potions of greater invisibility and clarity (... this will make one of the quotes below make more sense) we took the air ship to the floating "island" in the sky aaaaaand CUT to the A team! Who finally made it back to Faerûn! But it's now three weeks later, and Things Are Seriously Wrong.

We could only get a faint sense of our higher-up gods, not of the B team - except for Aumen, who we found severely (and I mean SEVERELY) injured in the catacombs below. The sky island thing was a trap, and quite possibly our friends/minions are dead and we're all going to hell in a handbasket.

And this is the last session for this part of the adventure!

The GM is God

Last session ended on a cliffhanger, with a bunch of Netheril showing up at our new digs in Saerloon asking for their tithe. We said, not verbatim, "u wot, mate?" and declared our spa church an independent enclave. They responded by fencing us in and telling us we could jolly well stay there, then.

Gond didn't respond well to this, went on a bit of a murder spree and destroyed the portal. He, with some backup, went to destroy another couple of portals, because screw those guys.

The B team reunited with Varion, who seemed ill. Turned out he was covered in various runes, which he couldn't see (the rest of us could), and that were draining him of divine energy. Red wizard shenanigans! We have now thought of a reason why he'd be doing that kind of thing - maybe it's all a ploy to become divine? - and also have a good idea of the identity of said red wizard. He might also be hanging out in some kind of ship about a mile off the ground ... now, where have we heard about THAT before?

The green, green flames of home

We finally decided to name our pantheon - the Church of the Green Flame. We fought a fire being, proving that distraction really works - someone distracts it (misses), allowing the next person to successfully hit.

There was an ex follower of Denethor's, who had gone a bit loopy and blinded himself, and he was taken down as well ... as were the five women strapped up about to be sacrificed. They were taken down in a very different way, I should add. Rescued, as opposed to killed.

We ended up seeing Tanith again, the Child of Baal we met ages ago, who turned into some kind of murder ball (murder Baal?) in a very ... distressing way. Oh, and we opened a spa and a Green Flame temple franchise in Saerloon. Yay the B team!

Welcome to Saerloon, home of ... stuff

The B team went to the city of Saerloon to investigate. Alwin managed to do a "Diagonally" instead of "Diagon Alley" on the way travelling through some sort of fire-to-fire transportation system and had a bit further to walk to catch up.

In the city, fighting ensued, because of course it did. We won, because we have plot armour. Or happened to be lucky. One of those.

(I may have forgotten to post stuff here for a bit.)

Summer is coming

When we got back to Auriga's chamber she wasn't there - but Yeenogh was unconscious on the floor, having been drained of divine shards. Auriga had gone up north to battle with herself.

We went inside the mind of the winter general (which had the interesting temporary side effect of turning Gunda into 50 copies of herself) and beat him. He was a long-dead halfling and an old friend of Auriga from back in the day. A black goo spider creature had turned him into an undead creature, but we banished it and hopefully now all is well.

Curse your sudden but inevitable ... unconditional surrender?

We went in search of the Winter Court. We found hordes of things to kill ... and once we took care of those, another horde appeared. Okay, so we needed to find the person behind it.

It was another Godbound. From Faerûn, just like us!

Instead of fighting to the death, she decided to give her unconditional surrender - which didn't stop Elani from wanting to kill her, of course.

This woman had been hired by the Winter Court around 1000 years ago to look after a portal, which currently only goes one way: from Faerûn to Auriga. Maybe we can fix it and go back? Not that we're entirely sure what's going to happen, now that she was convinced (by being paid more by us, basically) to abandon her post as guard dog.

Seems like a battle is coming, and Auriga is what they want. Things are about to get very interesting indeed.

Like Jesus but with a feminine touch

While Denethor worked on sealing the hole back up, we (well, mostly Elani) talked to the moth man, the Child of Auriga, who thought it would be a great idea for there to be more of its kind. So Elani got to work and spawned about a thousand of them.

We even had time to go on a few tangents, which has been a while. One was which dragon breath would be most useful, another which Marvel or DC superheroes we best represented. Gunda liked being a Thor/Wonder Woman cross.

Aaaand then we went back to Auriga to say hey, we got rid of the Rotting Court, and ... she was different. She was much stronger, but her memories were very different. What did we mean her not being able to separate herself from the World Engine? That wasn't a problem. She also didn't remember a bunch of other stuff, and Yeenogh freaked out when meeting her because there was so many people there who also ... weren't there. It seems Auriga has a bad case of split personalities going on, and one of them is a kid called Hedwig the Winter General.

Apparently the Court of the Sign of Madness is also in the house!

This isn't a good thing.

We built this weapon for rock 'n' roll!

After playing with a plant, growing it to gignatic proportions and hatching one of Auriga's protectors from it, we took Denethor's Floating Wagon to a hole in the ground. A big, big hole in the ground full of necrophages, eww. Down there we found a thoon hulk, some spider type creatures and a throne.

Battle ensued.

We were looking rather out-gunned, then Auriga's moth creature crawled under the throne platform, and it eventually cracked, and there was a big ass Rotten Court general hiding there. Which we, by the skin of our teeth, managed to somehow down.

And then we got pelted by dropping dead necrophages and got the hell out of there.


Mutually beneficial non-extinction

Denethor made himself "Denethor's Floating Wagon" and came to join us. In the underground vault place, Elani (mistakenly called "Elindra" in last week's post, which has now been fixed - but which I realised during this session and pointed out - and then we kept calling her by the wrong name!) made a garden of plants that could feed people and other ones that could sort of concentrate levels of dust. Gunda went a bit Sermon on the Mound about Auriga, who may or may not also want to bless cheesemakers.

Yeenogh and Umberlee had a party, complete with a beer dragon - that's a dragon which has a beer breath. A must-have at all parties!

In the end we gathered us all on Denethor's Floating Wagon, extended to fit six people, and headed south to speak to the dragon people. Elani impressed them by transforming into a silvery dragon, because these dragons don't have metallic colours. They have been working on a teleport spell to get all of the dragon people in their city safely to a suitable planet nearby, however, they're now willing to help us as well.

First past the goal posts IN SPAAAACE

We had to cancel the session last Monday, and the same reason caused me to forget to post this last Sunday, so here we go:

Denethor was hard at work with stabilising the planet's engine and the planet's goddess. Elani and Gunda went exploring on the surface of this new, if a bit collapse-y planet, which seemed to be full of snow - incidentally, it also didn't have Christmas, but we're pretty sure we weren't in Narnia.

There was a big monolith, but we didn't monkey around to Also sprach Zarathustra. Instead, some people were found, words were exchanged, and then we had to run because some undead, human-sized locusts came buzzing and we didn't fancy getting turned into one of those.

Our new-found friends led us to a system of caves, which were sealed from the surface. They had a spaceship, ginormous forges, a river of dust and took us to their leader, Zolya. She had a robot doctor friend, who informed us of what had come to pass since there was a riot on said spaceship and it ended up crashing on the planet a millennia or two ago.

We discovered we could absorb energy from dust, which they said was unheard of, and things got a bit tense. On the other hand, we found out that not only had the Undead Court been around, the Frozen Court had too, and they were still present. But at least Denethor could use some dust to repair the engine. In theory.

What doesn't kill you gives you XP

After much ado, and a bit of heavy hinting from the GM, our secondary party finally decided to go to Ordulin Maelstrom, because weird rift-y sort of things in the sky. Turned out there was a portal where Uncreated were coming through. Red-Haired Lady was there ... as was Gond - wth?

After helping Gond and RHL - mostly Gond as RHL rolled poorly - we found out there are in fact TWO Silent Forges. The original one, Gond's creation which are (arguably) good guys, and the other one, headed by a Red Wizard of Thay, and we all know they're bad news.

Our primary party went through a mirror thing into a world which Yeenogh hadn't managed to progress through previously, because its god was dying and the world was falling apart and he refused to help her. Our party, obvs the Good Guys™, went in and said we'd help save her, her world engine majingy and her people, if she'd let us use her mirror to the next world.

Jumping from one mirror portal to another means we should end up back in our own realm eventually. At least in theory. Or maybe we'll just end up hopping from mirror to mirror in a sort of tent-hopping Deathly Hallows type deal. At least we have the next yay many sessions knowing what we're doing ...

Make Gond Great Again

Our main characters had a look in the angels' armoury, where Elani found a foresty-looking crown behind a hidden wall. She decided to take it with her, as it basically looked like it was made for her. It turned out to be an artefact called the Fey Crown, which changes its main Word and therefore powers depending on the season - or surroundings. Denethor would LOVE to find out how to make one, but it's currently wayyyyy beyond his pay grade.

Our secondary characters were on the road to Yhaunn, where they got stopped by a toll road. There was some kerfuffle happening (we may or may not have had something to do with causing it), and made their way to the town and up to a church that seemed to emanate the whole weirdness bit. Oh, and we spoke to red-haired lady who said she wasn't the bad guy we thought she was, and actually, we sort of have common goals. We find that rather suspicious, as it happens ... especially as the GM made us note down how many times we've failde Spirit saves while in Sembia ...

Angels are bigger in person

Our adventures in the Night Roads continue. We were spotted by some angels and had to run into something that looked like an inn on the outside. Turns out this was Yeenogh's safe house. Like the TARDIS, it was bigger on the inside. And surprisingly, Vecna was there. The person Elani previously had to execute on behalf of Silvanus. Fortunately, Vecna had no recollection of this ...

We then went to heaven (?) or something like that, which looked like an old, decrepit building, and fought some angels. They were hard enough, and we essentially fought the minion version. We really don't want to meet their superiors.

He only has 4 HP?!

Huzzah! We're back in Faerûn with ... not our demigods, or whatever, but rather with their trusty sidekicks who were back in Tilverton when all of a sudden there's a disturbance in the Force (or whatever).

So, there's Alwin the Paladin, Falrin the Paladin, and Viconia the Drow. They lost connection to their respective superiors. They then decided to go to Scardale through some kind of portal, but while they were going through the portal tunnel thingamabob Varion, who was holding it open for us to pass through, was divebombed by some kind of playful dragon type creature and we arrived there not in the middle of the day, as we were planning on, but time went askew and we plopped out in the middle of the night, in the middle of a battle with monsters.

Because these characters are more than mere mortals now, they dispatched the creatures, and it was discovered that they had been sent to take a shield. We tracked a flame-haired woman who disappeared with the shield.

END SCENE.

Our actual Godbound characters woke up in the Night Roads, which is where they've been since the last cliffhanger back in July last year. They met Yeenogh, who is another god type thing, who said that things were NOT as they seem. Not at ALL, in fact, and if there's a way out of this place then it would be very good indeed for us to get there. DUN-DUN-DUUUUN!

Oh yeah, and our Words aren't working, so we have no godly powers anymore and we're basically stuck somewhere in limbo. This is going to be fun.

I only have a small retcon this week

We continue toward civilisation. Murmei got a papercut from the old map - the meaning of this has yet to be revealed, but might become important later - when we do the sidequest the troll gave us instead of the main quest.

As we were making our way through the forest, we saw a big snake-type creature coiled around a tree branch, but it completely failed to spot us - somehow - so we decided to leave it alone. It's the type of creature that will pick off people one by one so it can eat in peace, and we didn't much like the thought of being eaten, frankly. Besides, if it hasn't noticed us ... let's just move along.

Moving along, we came across some elves. Elindra talked to them, making sure to name-drop some winter elves we had befriended previously. This made them decide among themselves that we weren't worth the bother killing, so we didn't have to fight them either.

The guide proved so observant we didn't notice we were nearing a cairn until we were almost on top of it. It rumbled and a hole opened up, with a couple of undead coming out of it - the type that would indicate a necromage might be in the vicinity - so we decided to give it a wide berth.

In fact, we made it all the way back to Thistlehold without murdering anything. So, true to form, Elindra decided to change that, by murderising some people that had "our" house under surveillance ...

That face doesn't inspire confidence

We're trying to get back to Thistlehold. First, we went and told the goblins what had happened, and they were very grateful that the spider had taken the Creeping Darkness with it. They weren't so keen on their hideout having partially collapsed when the sinkhole collapsed a bit further, although that wasn't actually our fault and we don't know what happened. We were lucky not to fall in ourselves, basically. No one was hurt, though, and that's the main thing.

The journey back was uneventful, up until the point where a big boulder with a sword sticking out of it was spotted. Turned out to be a massive arch troll, and Murmei was delighted. Those things are exceedingly rare, don't you know? It's also kind of rare to survive an encounter with them, but it didn't stop the young lad from striking up a conversation.

Because Murmei has awesome diplomacy skills (stop looking at me like that, he totally does!) the carts and oxen managed to get away a bit, and the troll, Uhux, was convinced to let Valgai ("who is big and strong and really good at stuff like that, honest") remove the sword from his shoulder.

The troll was so grateful to not have a poisoned sword in his shoulder that he gave the party a quest, to find where his friends had got to. They were going to Erdengald (Murmei stopped listening to what that was as soon as "great knowledge" was mentioned) but hadn't been heard from since.

Uhux even gave the party a map, and went to pat Murmei on the head, at which Elindra decided the troll was attacking her friend ("friend" here being used in the loosest of terms) and we very nearly had a diplomatic incident, i.e. Elindra would have been insta-killed, and possibly got the other two wiped as well. But as luck (helped along with some XP losses and temporary corruption) would have it, we were free to go on our merry way. With a magic artefact sword! We could also brag about having met and survived an arch troll! Win!