Sixty-first session - 2 September 2005 - Incarceration Begins
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In attendance:
Chris | Roderick | Cleric/13 |
Dave | Aramil | Ranger/13 |
Jim | Bigby | Wizard/13 |
Ken | Vincent | Rogue/10, Ranger/1, Wizard/1 |
Kurt | Pavo | Dwarf Sorcerer/1, Fighter/10, Dwarven Defender/1 |
Val | Bria | Half-elf Psychic Warrior/12 |
30 October 1108
The next morning after the undead rider delivered the infernal contract, Sorgul reveals that his studies and prayers indicate that the prisoner held on Prison Plane 121 is, in fact, Gruumsh, the orc-god imprisoned by the other gods at the end of the Second Age.
Sorgul also explains that he cannot be trusted to return to the prison planes as he may come under the influence of Hades once again. However, he offers to help in any way he can - including by casting the Plane Shift spell to get the party to the Prison Plane.
Despite significant unknowns, the party agrees that they must go on this mission. Even the visitor, Bria, and the newly returned Pavo offer to join the others. However, before departing, it is decided to buy some last-minute supplies in Rota. The rest of that day, October 30th, is spent in Rota stocking up on essentials.
The next morning, October 31st, the group gathers around and Sorgul casts a Plane Shift - using the special tuning fork that came with the contract, a carefully crafted fusion of a purple crystal and a silvery metal.
During the spell, Sorgul strikes the tuning fork - which begins to ring with an odd, oscillating harmony that seems to stretch beyond human hearing. The sound rapidly increases in volume until it becomes painful. At that point, the tuning fork emits a white tendril of energy that sparks and forks into each traveler's forehead. After this energy effect, the tuning fork shatters and the plane shift occurs.
Once at their destination, the party is beset with an immediate and tangible aura of death that saps their energy. Only Aramil seems immune - and that is because the Death Ward spell on his armor somehow automatically activated.
In addition, they find themselves near a group of undead on the shore of what they believe to be a river of blood at the bottom of a twenty foot deep canyon. The river is, in fact, full of dismembered corpses and blood (far more of the former than the latter). However, the corpse pieces are all “alive” and squirm, claw, and scream constantly.
The leader of the pack of undead (which seem to be Ghouls feeding on the body parts in the river) orders the party to leave immediately. He indicates that he has ordered his “workers” not to attack, but that the party's presence may be too tempting for them and that he can only control them up to a point. The party decides to take his advice and they climb a series of crude steps up to the surface.
Once up on top, out of the canyon, the party becomes aware of a powerful presence. It emanates from a specific direction and seems to be that of a searching spotlight, randomly darting across the plane. After several minutes, the spotlight focuses on the party and they realize it is the watching eye of Gruumsh. The divine aura nearly overpowers them, but wanders away after a relatively short period of time.
Since the river flows in the general direction of the malevolent presense, the party decides that to be the obvious destination. However, while the terrain is essentially flat, it is full of deep ravines, sheer cliffs, and craggy rock outcroppings that slow movement to around a mile per hour. Around this time, the party also makes a sickening realization: That the entire ground is composed of crushed and packed bone.
After a couple hours, the party is met by a group of undead pulling a cart filled with bones in the opposite direction. After a brief and uncomfortable conversation, they in addition to the river they are following, there are two others. These three rivers are called the “Rivers of Souls” and they converge on a large pyramid which houses the prisoner. In addition, they learn that the bones are used to shore up the walls of the plane - a job whose purpose remains a mystery.
The windstorm.
After another few hours, the pyramid finally looms into view, having been shrouded behind the dust that seems to be forever hanging in the air.
Arrive at the pyramid. Talk to some guards.
Head back out toward Slaadi territory. Battle a group of Red Slaadi.
(More details to come)
XP awarded: 2,900 to Vincent, Pavo, and Bria; 2,200 to Roderick, Aramil, and Bigby.