Session 169

In which our heroes ...

Orhan 1 Day 25 TE 6062

Haeraan has two dreams:

About using the orb to go back and fight off the attack.... Haeraan is watching a play. There's a scene where one of the actors rises up and flies across the stage, but then the rope snaps, and the actor comes plumetting down. Haeraan is pushed from behind to leap forward and catch the actor just before he hits...

About removing the curse... A nest of birds. Then a cuckoo comes along and puts an egg into the nest. The cuckoo grows up and pushes out the other birds. Then more cuckoo birds appears, and start making other nests. Some of the nests are later abandoned, but some continue to thrive.

We head back to the island with the ruined village. To await the appearance of ghosts to activate the orb. We're all invisible. We appear surrounded by the smoking ruins of the town. This is not what we expected.

Haeraan challenges the soldiers. They claim to be in charge thanks to the Warlord of the Highlands. We try to stay together because the globe is still glowing.

Imre activates the orb again, and we are in the midst of the battle.

Imre activates the orb and it is night and quiet. We are standing outside Fezzik's house. We knock, he tells us to go away. We knock louder, he yells that he is busy. We check for life signs and find a second one in the basement extinguishing while we watch. We short door in and are about to take him down, when suddenly Imre shouts, "Don't kill him!" Our assault grinds to a disorderly halt... A few rounds later we manage to subdue him. Of course, while subdueing him, Kyrik turns him into a charcoal briquet.

We argue about what to do given the battle is now starting. We head to the back gate and try to lure the additional invaders into a trap. Kyrik lures them in to the gate and Oathar fire balls the sneak attack force. Then we head back up to the front and try to lead the rabble against the invaders. We are not so convincing. But they're willing to take any help available and we wade into the fight. Imre heals a guy and a little angel of death pops up and rebukes him. Then she sees who he is and poofs off to report. Haeraan attempts to sieze the reins of leadership while Oathar heads to the beach to deal with the ships of the invaders... Angels of death pop in and out and are confused.

Oathar hijacks the ship and sails around the island to stash the gold. Imre make him put the gold ship back. We also leave the knapsack of villager keepsakes here too. Grrr...

Imre save Fezzik's life. We pull out the orb, and Imre sends us back home in time.

We get back in the morning of the next day.

Orhan 1 Day 26 TE 6062

Oathar takes inventory of his cargo hold and discovers that the gold is missing. Oathar finds that his gold is missing. Very missing. An ominous storm starts brewing...

Orhan 1 Day 27 TE 6062

We descend into the depths of the ruins. There are a number of twisty passages all alike. We twist and turn and meander about. We descend into the earth and start getting continually ambushed by annoying Trogli with blowguns and other terrors.

We capture one and he cries that we will never defeat the Viet Trog Army! Troglicism will conquer the world! We ask him if there are any places the Trogli don't go. They don't go to the passages of death! Well, that's where we want to go, so we command him to lead us to the passages of death. Oathar blankets the passages with slumber clouds to get us past the VTs.

He leads us to a passage downwards. There's a metal door down at the bottom with a small pad. They are in Terranian. Kyrik reads them.. They say "Enter" and "Status", "Lock". Press Status button, it says locked. We press Lock, it says present ID and Imre pulls out his Terranian Shuttle key. It says ID accepted and opens up. We press Enter and the door opens.

Inside is a big room. It's pretty much a warehouse sort of thing with a bunch of metal hulks lying around. There are the remains of a subway car sitting there, in various stages of disrepair. We head in.

We find a big level and Kyrik turns it from Off to On. It's a large depot like area. Then there is some chunking and thunking, and metal humanoids rise up and come towards us. Kyrik tells them to halt in ancient Terranian. They head towards us. They ask for codes! We dither! Right before they destroy us, we decide to use the god construct. He turns into a 18th magent and gives them the authorization code. They attempt to resist. Tragically, they are metal, so their helms protect them. A fate point later, the authorization code is accepted.

We search like there is no tomorrow. Two big metal doors exit the place large enough for subway cars. Kyrik grabs some books. There are two doors with the red yellow and green buttons. The giant kind with the huge water stuff on the other side. Gah.

Kyrik shortdoors through one of them and finds it filled with water like always. He tries the other and it filled with air. There's a multi-track depot. Yay! At the other end is several tunnels. Off to the side is an area with a ladder leading up to a glassed in area with panels. We talk to the computers and things. They don't respond. We find another of those boxes turning stuff off and on. The panels say the disks are syncing. We puzzle over that for a while. We wonder what Fedora Core version 32.8 would be. Eventually it says beep and he tries again to ask it for a map. We turn to the god construct and get him to give the authroization codes. We ask for inventories but they are "not up to date". The status of the rooms is "activated" and "internal sensors disabled".

Kyrik shortdoors in and finds a robot. Teh god construct gives it an authorization code. It's a room filled with shelves. We toss the joint. We find in a box, 1 cracked laen lens. The box is labled, "power system node".

Kyrik tries the other room and a fate point later, the authorization code is accepted. We portal in and toss this room too. Nothing.

Kyrik goes back and asks for power system nodes in the inventory and their location. They are in the power system station. We finally identify these as the box switches. It tells us to consult manual 28L Power System Node Maintainance procedures. Sigh.

Eventually we tell the talking box to turn itself off, and kill the power switch. The god construct picks the lock, Haeraan opens the door, and we long door the laen lenses out. We repeat this procedure on the power box in the main room.

We install our laen lenses. We lock the main door to the complex again, and teleport back to the beach. Laen lenses for everyone!!! Yay!!!