The Godsmen Apocalypse

The Fate of Mistedge (Act 2)
Failure Shrouded in Mystery

The party’s endeavor to check on Jovak and Jalabar ended in failure.

None of the party members will describe what happened during that horrendous mission, but each one asked gets a far off look on their face that betrays a dark memory that may never again see the light of day.

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Getting Reaquainted (Act 2)
Every new beginning.

After recovering, Desmond Tiny teleports everyone to the new locale at the Isla de Frie. Desmond regenerates Ariel Arcandance’s arm.

The remaining Godsmen of the party have been promoted to full standing members and are now able to enjoy all the benefits of full membership. Ariel goes through the right to become keyed to portal sticks. One more week has passed and the party is good to go.

Current missions:

1) Check the status of Khedesh and evaluate the possibility of getting a Godsman cell going.
2) Assist Wintermoore in dealing with The Negromancer.
3) (Informal) Josh’s Samurai received a letter asking him to come to Mistedge.
4) Investigating Oakwell Tower.
5) Oversee a funeral.
6) Assist Abdul in checking his security measures.
7) (Informal) Comb over the remnants of the Northwest Division.
8) (From New Steve) Assault Vecna’s fortress and force him to reveal the situation of the world.

New Steve’s advice: Recruit at every opportunity.

The Stubblies decline assisting the party going to , Captain Ahab recommends asking Pete. He and Project Satan accompany the party.

They get attacked by a corruption eater while St. Lucky Pete requests that they gather the bodies near him for a funeral ceremony. They make their way through a number of Corruption Eaters [Heroes of Horror p 144] and Taint Elementals [HoH p 145] to the main keep (after letting those Corruption Eaters free to run about the landscape).

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Finishing Up (Act 1)
Mindlinking

Nick Mindlinks with the bone wall.

They complete that portal and receive the psicrystal. Following that they enter a different portal that contained many platforms slowly descending into lava.

To reset the trap, Ariel Arcandancesacrificed her arm in a gruesome device that succeeded in providing a way forward. The party then reached an odd looking ceremonial fountain filled with sand and discovered the corpse of the adventurer that had taken the final word to their last puzzle.

The trap was designed to steal the youth from those who willingly gave it, and Josh’s monk, Nick’s Psion, and Ariel Arcandance each gave enough years of their life to be truly considered old nearing venerable.

Recovering the psicrystal from that puzzle, the group entered into the only remaining portal and discovered that the prior adventurer had nearly completed it. The final location of the psicrystal was only obtainable by a Godsmen, however, and since he was unable to complete the room, he had stolen the last piece to the portal out of malice. Considering the group’s allegiance, they were able to acquire the last psicrystal and joyfully installed them into Project Satan.

After Project Satan was activated, he revealed that the group was currently on the Ever-Changing Chaos of Limbo and that the force keeping him contained was also keeping the area stabilized. As the world fell apart, the group immediately used their portal stick to return to Oswald’s house. Things were certainly different than they recalled, as three months had passed in their absence and the arcane markings heralding the return of Pandorym were faintly etched into the sky.

Thus began Act Two of the campaign.

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Meeting dem Stubblies (Act 1)
While journeying ever onward.
Notes Only

Nick flies forth to meet the stubblies and has a much better time interacting with them than Ariel did. There was a tense moment when Stubbly the Wild was burned and went into a blood frenzy.

They teleport/run to the steel igloo as a party and are attacked by Dunewinders [Sandstorm 159]. They easily dispatch them and get a new psicrystal. Josh takes Stubbly Wallace’s psicrystal and installs that and the new one into Project Satan’s crystalline prison.

They go through gate 2. They come upon the gates of rejection and pass. Then they approach the bone door and fashion it into a person and pass on some genetic material. Noone wants to give it a tongue, especially Stubbly Wallace.

The session ended with the group pondering how to proceed through this new puzzle.

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Completing Portals (Act 1)
All for science.
Notes Only

Nick Thrusts the psicrystal off of the altar to his cohort.

Nick’s Lizard was sent to prison, Nick died, Jon ran off. Josh succumbs completely to Nerull and brings them back. Then they win and Josh is forced to kill his cohort.

The samurai is killed and Cory’s character attacks Nick’s psion because he won’t return the psicrystal. Cory get’s killed due to Jon’s sculpted invisible fireballs. Josh’s only character (previously referred to as a cohort) swallows the psicrystal.

They go through and get stabbed by demons. They go through 6 and Jon crab flying for cover to the igloo. He meets the two Goliaths they were looking for, but doesn’t think anything about it. One of which is decked out in purple knight’s armor and the other (who his friend called “Stubbly”) who both think he’s crazy due to the weird things he asked them.

The game was called after Jon went back to his friends.

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Project Satan Beginning (Act 1)
Beginning of the end.

After going through the portal to the outskirts of Nigburg, Desmond informs the group that they have no way back, so hopefully his friend is not dead. No one says anything and they stand around for a while before departing.

They reach the house of Desmond Tiny’s friend Oswald Fiddlebender and find him to be alive and doing quite well. Desmond requests that his friend make a new batch of portal sticks for the Godsmen. Oswald is in the middle of a project that could take 6 months to finish, but if they could retrieve a copy of a stick he could easily replicate it. The last one he had he gave to a pair of Goliaths who went hunting for Project Satan, a cryptic task that has sent many potential adventurers to death. After agreeing to return the portal stick (and being forced to swear an oath to find Project Satan) the group set off to the Abyss to locate the Goliaths.

After getting through a series of devious and deadly illusions (and Corey’s character selling his soul to a demon unknowingly) the group entered the chamber containing Project Satan in an unfinished state. In order to become activated, he needed seven more crystals to be entered into his body. The group solves a clever word puzzles for six portals and enters number 7, one that was previously finished by someone who had come before.

They enter a walled in area with no ceiling (that is evidently suspended in the air by an unseen force) that contained three Sword Archons (Book of Exalted Deeds). They were set to guard one psi-crystal in order to preserve it for the time when Project Satan would be needed to fight. The Sword Archons informed the group that the search for Project Satan would inevitably drive the group insane and they would attack the angels in order to recover the crystal, but that the group was free to stand guard with them indefinitely. Their words rang true and Corey’s character was killed in battle by their Discorporating Dive ability that sent Corey’s soul to a prison in the Seven Heavens of Celestia where he will remain indefinitely because they never release an unrepentantly evil person’s soul (and also because no one yet lives there to pass judgment on him).

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Wrapping Up the Tower (Act 1)
Onto a good faith mission.

The foe on the next floor that the assassin had warned them about had a strikingly deranged appearance. His hair and armor were covered with numerous self inflicted scars and he clearly had not bathed in days. He wielded his spiked chain with deadly efficiency, intentionally striking out at anything within reach as he passed by, and often at himself when no target presented itsself. His path was seemingly aimless, but his keen eyes missed nothing, not even Shade could pass by. He was once a normal human but Dirk Morganstern explained that when an individual rapidly surpasses the threshold of severe depravity, he can become a creature known as a “Tainted Raver.”

A Tainted Raver (Heroes of Horror p 154) is in a constant state of madness that strengthens their muscles and reflexes. The taint that has corrupted their mind courses through their system and drastically improves the rate at which their body naturally regenerates. Given this new found knowledge, the party wisely decided to sneak their way past the mad man on the following floor.

The process was fairly straightforward, Elliot wildshaped into a cheetah and kept his attention while the rest of the party searched for an exit. To their horror, the key to the next floor was tied around the madman’s neck (and of course their assassin refused to simply pick the lock, demanding instead that the group “broaden their horizons”).

Quick thinking, and a grease spell from Jonathan, got the key off of the spiked chain wielder and allowed the group to progress to the penultimate floor.

The following floor was a gauntlet across many spinning blades and moving floors. Unfortunately the entire floor was under an antimagic spell that activated once the party threw the switch to open the first door.

After sustaining more than a few injuries, the party eventually made their way to the final stairwell and climbed it hesitantly. They discovered that the top floor to the merciless tower held only one prisoner, Carson Biggums, though he certainly was not what they were expecting.

As they entered the only room of the top floor, they came face to face with an enormous gold dragon. Though he was restrained by large spikes and his wings had been torn to prevent flight, the creature known to the group as “Carson Biggums” was still a terrifying sight. It was difficult to gauge his emotions upon seeing his rescue team, but more than one party member broke the silence with “Holy shit! You’re a dragon!”

Choosing to ignore their rudeness, the gold dragon instructed the crew in the delicate matter of releasing him. Before complying, Josh’s character desired to know the situation “Carson” was resulted in that demanded his imprisonment.

Carson patiently explained in excruciatingly precise detail as to how he systematically hunted and eliminated the drow Lords of the Underdark before embarking upon an entire genocide of the species. Though nearly successful, the Mercykillers apprehended him before he completed his task. Josh’s rage was contained only due to the aura generated by his cohort’s Vow of Peace. With significant regrets, the group released Carson and returned to the Godsmen encampment after retracing their steps through the prison.

Upon returning, the group debriefed, spent some of their earnings and met with Desmond Tiny to go over the details of their upcoming trip of good will.

Desmond’s friend Ozzy lived a few days due east of Nigberg, and remained out of contact after the initial terrorist attacks. Fearing the worst, Desmond finally called in the favor Josh had long owed and the group was set to leave the next morning.

(The party gains 5000xp for the mission and is given 18,000 gp to spend).

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Clockwork Nirvana Prison Later Floors (Act 1)
Moving on up
Mostly Notes

The group resumes, Corey passes over the small gift to Desmond.

On level 5
Individual cells floor to ceiling. Kill VI little guys, go up ladder to 6th floor.

Some of what Dirk Morganstern said was true, he believes this Mercykillers prison was a front for when they once worked with the Purifiers of the Hallowed Doctrine where they contained and experimented on taint. He thinks this was the source of all taint and that the Mercykillers made an army of tainted foes secretly creating taint monsters to further law.

Jon is familiar with the assassin as a past lover.

The Assassin sells healing potions for 3x the listed price. Jon and Josh buy 2 cure light wounds for a total of 400 gold.

The Assassin explains that there is some insane guy just walking around the next floor randomly attacking things with a spiked chain. He often giggles while attacking the air and seems to patrol randomly. The assassin also reveals that the foe is unnaturally perceptive, being able to spot him even while invisible, which is why he didn’t remain on that floor very long.

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Clockwork Nirvana Prison (Act 1)
When will we ever escape death by water?

Highlights of the Session

The team gained entrance to the Mercykiller’s prison on the Clockwork Nirvana of Mechanus by crafting a symbol and showing it to the pair of Clay Golems guarding the front door.

The first floor contained empty cages and two dead Mercykillers (who were looted for their spectacular Adamantine Full Plate). A successful knowledge check revealed that they became undead prior to having their skulls bashed in. Dirk Morganstern (an expert on Taint explained that dying in a tainted area results in the corpse reanimating soon after falling.

There was a brief combat on the second floor between many Homonculi and Hell Hounds (Monster Manual 1). An Autamotan (Monster Manual 3) ran off and flipped a series of levers to activate an alarm. The party tracked him down and saw the complicated 12 lever combination of switches. After a brief deliberation, Cory hit a few switches and the party was trapped in the room as it filled with water. They got out after Dirk Morganstern used his Venomfire enhanced raptor claws to slowly eat through the Adamantine doors. Other notable solutions include Mike making a Magnificent Mansion escape route and Jon using Explosive runes on the door (set off by mike’s intentionally failed dispel check). The entire time Josh’s Samurai was using power surge (a Kensai ability) to pump his strength in order to lift the door.

Floor three contained hundreds of prisoners in cages suspended over pits (that mike discovered were simply short drops with magical darkness at the bottom) that had turned into zombies after dying by Taint. The party made quick work of a trio of Visilights (Monster Manual 3) who are native to the plane.

Floor four contained three Clockwork Golems that posed a considerable threat to the party. This was the first battle that Shade visibly assisted them in (though he was still invisible of course). When things seemed dire, Mike performed a suicide attack that destroyed himself and all three golems, his sacrifice will be remembered forevermore (plus it netted him a number of achievement).

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Water Adventures (Act 1)
Oh Captain Jack, giving them what for!!
Notes

With Ahab the team set out from Isla de Frie to a grotto hunting a Sisuitl. They anchor the main ship and depart in a smaller boat. Along the way they failed their will and dove underwater.

After a long difficult fight they survived to reach the beach. They began going into the only cave and encountered three drawings and a Nymph that Ahab immediately stabbed her. Josh healed her and then she cursed them stating “You deserve to fall to the Sisiutl!”

They continued through the clear water and entered the Sisuitl’s lair after forcing open an ancient door.

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