Greetings Cutters!
We're back here even in a week's time. I may get this to be regular
yet. Not! Next week's Notes will be very interesting.
That also means that the players out there will have some strange fun this
week...
I. Role Call
This is
mostly the same as last week, but with notable corrections... We'll
start with the members of the Sterling Slash:
Kailrin - Bladesinging elven
Godsman who loves to create stuff and smoke his herbs.
Played by Steve.
Jerika - Half-elf wizard/cleric
of Athena who seems to get along with everybody.
Played by Jenine.
Nayrb - Mercykiller ranger
who misses his comrade in arms. Played by Bryan.
Ralsek - Chaosman Asamar
who uses chaos in all he does, especially his magic. Played
by Eric.
Quintina - Female thieving
elven blond. Played by Harry.
Christian Nightsong - Fire
in race, fire in personality, fire in spells. Previously
misreported as Asmodius. Played by Jeff.
Dratik - Planewalking Asimar
seeking redemption. NPC.
And now, the main personalities of Planescrape:
Seglan - Elf holding his
old friend Slash. Played by Dan.
Mara - Bard/Priestesss who
both sings the blues and slings the booze. Played by
Marie.
Tokkon - Large Wemic (lion
centaur) with a big stick. Played by Bryan.
Ovum - AKA Stumpy.
Prime Dwarf just learning about the planes and his god.
Played by Thomas.
"Lance" - A wild mage, with
his trusty familiar Hop. Not the real character's name,
but I can't find it right now. Played by Lanse. [Repost note:
Athril is name!]
II. Timeline
Sterling
Slash - It is almost exactly 2 years after the Great Modron March first
left Mechanicus. It's been a long time already.
Planescrape
- It is now about 1 year and a half into the great Modron March.
The modrons are in the outlands between Hopeless (gate town to the Grey
Waste) and the gate town of Gehenna...
III. When we last left our heros...
This section
details the last gaming session for those not there in as much detail as
can really be expected...
Sterlings Slash game:
Following the defilement of the final resting of Tsarkin, the group hurrily
went to Silvania, gate town of Arborea, to their second HQ in the outlands.
Portal Lag hit (causing a lose of two months that they haven't yet realized)
and they hurried to their little hidey hole, previously the laboratory
of Valrin. After extensive prepreations for traps, they discovered
their little fort undesturbed.
Then went immediatelyto the scrying room (which has a permanant magical
telescope, scrying tapestry, and warded crystal ball) and surveyed for
their enemies. While they couldn't lock in on Jandau, they could
get Valrin, who was with Jandau who was found wearing the shadowy body
suit the person who annoyed the funeral was wearing (or at least it was
very similar...). Jandau was talking with a decaton (conjecture
was that this was Valrin) in a dark room with shadows blocking the view
of Krim, the manta. He was only seen later. After about a minute
of scrying, sound suddenly cut in (something the crystal ball never did
before) and the group heard Jandau and Valrin discussing the Modron Crusible,
as magic item that held all the knowledge the modrons had collected.
The evil twosome wanted it for all it's chant. They discussed the
March, now weakened going into the last leg, and entering Rigus, the gate
town of Archeron (the last plane to be surveyed before the return to Mechanicus).
Our heros were determined to stop them, but before they could learn more,
Krim came in from the shadows, and was ordered to end the Slash's scrying.
The ball went clear quickly.
The group quickly mustered to leave again, especially as Dratik knew of
a portal in Sigil that led to just outside Rigus. However, lacking
the magical green honey they needed to get back to Sigil, they tracked
down their old party member, Pala the druid. It took a while, but
they found her and she got them the honey from a bunch of specially cooperative
bees. They also picked up the key for the portal in Sigil so they
didn't stay long there. Besides, their new base should not be complete
(except for the portal lag)...
After a quick run through in Sigil (with no attacks or large events), they
gotto and through the portal in Sigil. They arrive just outside the
city of Rigus. They could hear the military drilling from over a
mile away. Only Nayrb was comfortable with that. They headed
to the gates and were given cerramic plaques labeling them as visitors,
outside the military ranking of ALL citizens of the city. Later that
day, they saw a visitor get his plaque broken and immediately put into
military service. This was not a happy place.
The problem is that the day before, the Great Modron March had passed directly
through, and then the city seals the gate for one week, as per their contract
with the Modrons. This meant that the heros had 6 days to wait.
However, they had their mind focused on making good use of this time.
So they gathered information and rumors. This turned out to help
immensly.
They learned many things, including the three alternating exit points into
Acheron, where it would go next, and that the Modrons were probably heading
to Rolling Thunder, the realm of a Power, because that is where the modrons
usually went. However, upon closer examination and talking with the
powers enemies, they learned that since this march was out of sync, the
contract didn't hold up. Therefore, they couldonly be heading for
the Mines of Mireshal, the only other known portal to Mechanicus in Acheron.
Armed with this knowledge, the knowledge of how to get there,
and pockets much lighter from the garnish (bribes)
that they needed to spend, they entered the plane at first oppertunity.
First they entered got onto the Goblin/Orc battle cube (for those who don'tknow,
Acheron is an infantly large place with many large metalic cubes that often
strike each other. Things live on the cubes, see? Thank goodness
the sounds of the constant battles were far away. They traveled for
two days with only minor incident, and then made it to the gate town into
Maglubiyet's (head goblin god) realm. After fooling and bribing the
guard Mog (which I, as the DM, had a blast playing!), they headed to the
main holy town, where the next portal they needed was at. The group
each had to sing the praises of Maglubiyet to get through, and many players
thought I was sadistic for making them actually sing or spout poetry to
get through. But hey, I (Yogi) sang for Dratik! In any case,
they finally got through that portal.
The next cube was the cube of the Drunegar dwarves. Dour and gloomy,
they got through without too much trouble (except that none of them could
talk with the dwarves until they rested and Christian memorized Tongues).
After they conned their way through the gate, they finally were at the
Mines.
There, they arrived just as a garbage shipment was arriving from all places
in Sigil (clue for the clueless: The Mines are known for pertifying all
things that come hear, plus it seems it is the garbage pail of the Planes.
The piles of stuff there are amazing!). In with the garbage was a
small group: Jandau, Krin, and a team of Lizardmen. As you may guess,
battle ensues. Highlighted by acrippling legshot on Jandau by Nayrb,
Kailrin's attemped chase being foiled by the lizardmen, and Krim and Jandau's
close escape. The battle is where the game ended...
Planescrape:
The group was hired by Estevan (as part of a favor) to follow the Great
Modron March in Caersi (also known as the prison plane), and find what
path the Modrons took out. Find out where it goes, and how they get
to the Grey Waste (their next stop). For this, the group (now only
Seglan, Mara, and Tokkon as Malgorn disappeared and Max has retired to
perform with Terry) allowed another favor ower to join their group, being
a half-elf mage (Lanse's character) for magical support. The gate
information was passed on by Estevan, and they were on their way to the
gate town of Caersi.
The dejected town of renegades and outcasts was not awe inspiring, but
they quickly found the gate into the place (a black tar pit they sank into),
and with the laughter of an old man as they tried to determine whether
it truly was the gate or a real tar pit, they finally enter the plane.
They appeared in swampy marsh land. The path of the Modrons was clear
in the damage and dead bodies across the marsh land. The path abruptly
stopped after about a mile. Confused, a female human introduced herself
as Aach behind them. She said she knew where the Modrons went, and
for 200 GP, she could show them. What else could our heros do?
Getting into her hot air balloon she had stashed (looking like the balloon
was created from skins of various beings), they moven up. She
said they flew across to another orb (the plane is just a large chain of
them). It was a little disturbing to fly the 100 miles of airy void,
especially for Tokkon (wemics weren't ment to fly!). Once they landed,
they found the Modron track again, going straight into a pit of quicksand.
Not fully trusting her (for good reason!), she took her money, then asked
to come with them. She was sick of the plane and wanted to give her
faction, the Revolutionary League, the laugh. The group thought this
sounded decent.
One the otherside of the quicksand, they found a large, musty dungeon tunnel
(very different from the usual planehopping!). Seglan immediately
seemed to relish, wanting to take point. Just down the passage, as
they moved, there was a great crashing from above, and down fell a large
dwarf in a flumph! It grumbled, stood up, and suddenly the dwarf
and Seglan went into histarics. Apparently the dwarf, Ovum (AKA Stumpy)
was an old friend of Seglan's. The dwarf told them all that they
were in then Prime World of Toril, under Mount Waterdeep, near the city
of Waterdeep (to which Mara stiffed, yet never explained). Now all
they needed to do is find out where the Modrons went to the Grey Waste.
The muddy modron prints continued until they came to a large room with
many exits, and a large tower with many different spinning levels.
This odviously had their gate, so they went toward it. The spinning
levels meant only one person could pass through at a time between levels.
This was bad, as they got on the fourth level, the tower ground to a halt
(Aach being the only one knowing this would happen and left the rubes there!).
Just as it was stopping, this was stopping the portals from working.
This was bad. They all immediately dove for the portal. Luckily,
they all managed to get through (amazingly enough), and finally caught
up the March. They followed the march for days (highlighted only
by the dreary landscape, Mara and Seglan getting grey, Hop watching Mara
change clothes, and a large larvea swarm that nearly stampeeded the March.
In the end though, they got to Hopeless, and found a portal back to Sigil
(where Aach had gotten back to, sold the info
so the characters would get less money, and told horrible stories of our
heros). Stumpy finds Clangdon ale. He was happy.
IV. When we meet again…
This shows
our next game time and local.
Sterling Slash, Friday, July 2, 6 PM, College
of DuPage, SRC North Café.
Planescrape, MONDAY, July 5, 1 PM, Dan's Apartment.
You need any better details, you know where
to ask…
V. Jo-Ann's Bulletin Board
This is
the announcement board at everybody's favorite inn and tavern. Jo-Ann
is not responsible for any announcements listed. If you want to say
somethin' put it up! If you're offended, pike it!
Nothing new now. Need
to send this out. More next week!
-Yogi
VI. Farewell and Good Riddance
David "YOGI" Ugorek
DUgorek@hotmail.com
Chaos, panic, & disorder - my work here is done.