Volume 3                                                                                                                                                               Volume 4

Hey bashers!
        We've got all kinds of exciting things for you this week in the weekly report of Yogi's campaignes.  More intrigue in the Abyss, a report of knowledge, and the tracking of a long time foe.  All this and more peeled for all to see…

I. Role Call
        We've had some minor changes, and some spelling might still be weird, but it will
        work:
Sterling Slash:
    Kailrin: Bladesinging Godsman, now focused on security worries.  Played by Steve.
    Jerika: Spellslinging lover of Athena who's pretty handy with that broadsword...
        Played by Jenine.
    Nayrb: Mercykiller Ranger who's feeling less handy than usual...  Played by Bryan.
    Ralsek: Tiefling Chaosman Wild Mage.  Need I say more?  Played by Eric.
    Quintina: Female Thief who seems obsessed with many different fetishes.  Played by
        Harry.
    Christian Nightsong: Fiery Gensei who's good with his own fire spells.  Played by Jeff.
    Talaris: Darned Curvy Tiefling who is close with her good buddy Odin.  Played by
        Ken.
    Dratik: Quick thinking Aasimar with a very quick bow.  NPC
Planescrape:
    Seglan: Tricky elf of many appearances and many surprises.  Played by Dan.
    Mara: Charismatic bard/priest who is part owner of Jo-Ann's.  Played by Marie.
    Tokkon: Wemic with a big stick, sometimes hiding as a barbarian.  Played by Bryan.
    Stumpy: Ovum by name, known as the walking bar to others...  Player by Thomas.
    Athrill: Half-elf mage (unexposed Wild Mage) who apparently got the wrong
        half...   Played by Lanse.
    Hurin: Large Human explorer, thinking added to a semi-thinking group...  Played by Justin.

II. When we next meet...
    Sterling Slash - Friday, July 23rd, 6 PM, at the COD SRC North.
    Planescrape - Sunday, July 25th, 1:30 PM, at Dan's apartment.  (Half hour later than
        normal)

III. When we last saw our heros...
Sterling Slash:
        The slash was hunting for knowledge about an old church that suddenly is the center of attention.  Taking the directions given to them by old Kank, they snuck into the back of the old church.  There they found some things of interest, but no real answers.  However, they found the building to be quite old, and put into the walls, they found 5 large standing stones that were far older and different material than the rest of the church.  Also, they discovered the area inside the circle that the stones made had no dust (unlike everything else in the old church).  Closer examining of the stones also showed they were etched with mystical symbols (no, they didn't have read magic prepared) that
looked naturally formed in the stone.  All very mysterious indeed…
        Following the receiving of this information, they slept for the night (it had been a LONG night), and went out late the next morning to check more rumors.  It appeared that suddenly everyone in the lower ward suddenly mentioning they were seeing many more cranium rats that usual (however, this was a mystery never to be solved).  Then, after it opened, they went back to the Ubiquitous Wayfarer to try to get information from Heulester again.  This time, things went a little differently.  Quintina realized what Heulester's looks at the barmaid (named Riean, they were soon to discover) meant.  After slyly convincing Riean to talk with him and kept them talking for a while, she felt happy being the matchmaker.  More importantly, Heulester was so overjoyed to be able to have a chance with the woman of his dreams (even though she did seem to be an old and slightly hardened woman), he was silling to talk to our heroes.  He said that the Athar only had interest in the place because of the disappearances.  However, while being a spy, he also heard some of the Signers trying to break into the Church the first place.  He heard on call another one Elchis.  This got our heroes very interested, and they thanked him for the info (he was more than grateful) and they headed over to the Hall of Speakers, the headquarters of the Sign of One.
        There they met Elchis, a harried clerk who claimed no knowledge of anything they heroes were talking about.  However, the group figured from her nervousness that she was definitely hiding  something.  They were hurried out by an aide of theirs.  While
she definitely knew more than she was telling, the heroes learned no more than that.
        They tried to bring back all they learned to get the reward, but when it was pointed out they didn't know the Harmonium's involvement (important to their secret employer) nor did they even look to see who owns the church, they were rebuffed.  They
needed more info.
        They first went looking for the ownership question.  However, they were interupted before getting that far.  They were attacked by an assassin that nearly killed two of them (poison darts and nasty spells make a vicious combination).  After a
drawn out running fight across two buildings, highlighted by a nicely aimed flame arrow from Christian, a confused ranger and wild mage, and many well laid booby traps (nearly claiming a certain priestess of Odin).  All in all, no on knows who sent the assassin (the body was fully charred when they finally brought the assassin down).  When the smoke cleared, they went to the Hall of Records for the info they needed, and after some modest bribes, they discovered that the place was owned by a Harmonium namer who's name is currently escaping this reporter!
        They were told after checking in at the barracks, that the owner often frequented many bars in the Ladies' Ward.  They were out split up in two parties, looking for the little man.  Finally, Jerika, Quintina, Kailrin (the glassy eyed temporary
NPC), and Dratik tracked him to a place known as Harmonies' Home (sidenote: Once the home to a small bar known as Jo-Ann's).  There, they sat through his long winded story (and anytime they added anything, he looked angry because it was his story!).  However, they did learn some interesting and useful info.  1) He had the place cordoned off after he sent first his wrecking crew in there and they were lost, and then the Harmonium
investigation team disappeared too.  2) He came to own the property from an old priest name Argis Fjord.  He didn't know the old guy very well, and was surprised to get the property in the will of Argis's death.  It still confuses him.  3) He thinks the Signers are barmy, and should be let in.  Why let the stupid live?
        They went back home, shared the info, and then went back to their employer.  She was pleased, and gave them their money.  More jink in the bank.  After the next few days, they avoid most other assassins, uh, I mean, they saw no signs of further assassination attempts.  Yeah, that's what I meant.  Then, and Einehar showed up (special messager from Odin's priesthood) and they were give the location of a hated worshipper of Loki by the name of Magnus.  This was good enough reason to get them all involved.  After getting into the hive to find his "Madhouse".  They found it, and entered.  They found a flaming illusion of a Sterling Slash sash, with burning symbols of Odin and Athena awaiting them.  This made then all very angry.  The small room in the large structure had only a single metal staircase going upwards.  However, Quintina's thiefly intuition warned her that there was more than meets the eye.  She found both the trap on
the collapsing staircase and the illusionary wall where they would have slid into a field of daggers.  Obviously, Magnus wasn't playing around this time.  The closing of the only door out really helped show that.  Or was he…
        They found the secret door on the left and disarmed the javelin trap on the other side.  How did Magnus get out of the place?  Anyway, they found two doors in the next hallway.  However, Nayrb's cartography helped as me made the map they proved one was a trapped and fake door.  Even more trickery.  Now everybody want's to kill him and some still have yet to meet him!  In any case, they found a programmed illusion that let them know that they had two options.  One, die in the Madhouse.  Two, they could survive the Madhouse, and come to see him reach immortality and Godhood.  He hoped they could see it.  Then he would kill them.  Oh, happy day.
        They then went into the next room and fought Skeletons.  However, they were not the main threat.  The series of traps including an illusionary floor with blades and acid below it, a greased wall, and a trapped out door that sent a 8 foot diameter column rolling at them to knock them into the pit.  They did get through, but if not for flying ability, Jerika would have been a red paste…
        The next room had a set of purple squares leading up to a read and blue chess board of immense proportions.  They were told to move as those of the Order of the Plane's Militant moved.  They figured that meant moving like chess knights.  Except for one misstep by Christian, they got through fine (except that when the switch was thrown to open the door, Nayrb got frozen because Knights were brave, yet he didn't dare step yet on the red and blue squares.)  Yeah, everybody wanted Magnus dead.  As they entered the next room, the session ended…

Planescrape:
        The heroes here just had stepped back into the Abyss.  They went to a small bar at Celion's request.  There they met with Warwick, a tiefling that sold them info about what was happening with the rumors of Waukeen, the goddess the heroes were there to
rescue.  They heard that every two months, She was moved between Samora, the city they were in, and Zaggratta, Graxx't's capital of his realm Agrazzat.
        They decided then that they needed money, so a few went back to Sigil to get some (Celion knew the way back along the staircase).  They went and came back while some of them gain intelligence staying in Samora.  The knowledge they gained is that most people knew about the transfers with all the pomp and circumstance.  However, no one knew where Graxx't's "Lady Quest" stayed when she was in Samora.  They also saw (but did not capture) the plain man who tried to bribe them into coming.  People hate it when they feel like they are being stalked by a Cyrist.  They also learned that the realm has many furnaces, as they are called.  They are gates to anywhere around the realm.
However, only 1 in 3 was a real gate.  The rest were just there for the fiends to laugh at whoever tried to use them.  Well, the realm reflects its Lord…
        They also heard that the chant they needed was probably in Zaggratta.  So when everybody got together, the heroes took the gate they new went to an area outside the capital.  However, this put them in the middle of the Viper Forest.
        The forest was full of trees with scaly white bark, and branches that were actual snakes.  However, at the Forest feared fire, Our heroes got through with only one fight.  From then on, the forest hissed the horrible epithet "Flamebringer" and kept them ill at easy the entire trip.  Then they finally reached the capital, claiming to be scouts for a weapons dealer.  They got into the city very quickly J
        In the city, they first went to a bar that walked around on elephant legs.  Let's just say it's fun to watch the drunks leave 8^)  However, they learned there the 1) The Weeping Mortal is where to go to talk with fiends and get chant.  That is, if they like hanging around with intoxicated fiends.  2) Stumpy does climb well.  3) Wemic know better than to try rope ladders.
        They headed across the town, changing layers of the Abyss as they went (it exists on all three layers at the same time) when they ran into a bar known as the Planewalker's Guild, tied to the famous organization.  This was good, they went to the
associated inn and rested for the next hard part.  So ender the short session.

IV. Timeline
        Sterling Slash: Two weeks after the completion of the Modron March (Hashkar
            126)
        Planescrape: 21 months after the modrons started, 3 months before they finished,
            (Hashkar 125 or Torilian DR 170)

V. Bazaar Bargins
        This week, we spotlight Pearls of the Planes

        Pearls is a small stand run by run by a small human known as Way Foo.  However, the place has many different options for what to get.  He notes himself as a talented diver, and he often gets Pearls, as the name suggests (often useful for those wanting to cast Identify spells).  However, he also sells clams, cooks clams for regular customers, and sells other odd things he finds.  However, what he is most known for is his ability to retrieve almost anything from any liquid area.  In fact, couple of years back, he reputedly swam down over 200 feet in pure acid to retrieve a small trinket, and yet returned unharmed.  Obviously added by magic, no one has yet been able to discover how he does it.  But if you need retrieval, if you get him to the body of liquid, he'll get what you need!

VI. Jo-Ann's Bulletin Board
        This is the board in everybody's favorite bar.  Anyone can put
whatever they want, and I won't rip it down unless it is profane
or has death threats (ENOUGH ALREADY!)

    Just do it!
                                - Brought to you by your local Cipher/Priests of Nike Alliance

    WANTED:  About seventy flies of any description.  Will pay in salted herring.

    FOR SALE:  2500 salted herring.  Bargain rates.
                                -See Athrill
 

VII. Goodbye and don't get Lost to us all!

                                                        David "Yogi" Ugorek
                                                        DUgorek@hotmail.com


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