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Farcaster's Musings

The Damned II (Session VIII) - Dis

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Session Date: March 7th, 2008

The 2nd day of Agony, 25306
After a month of patrolling the Elemental Chaos, the haggard band of adventurers finally sets off for the City of Dis. The Centurion Decimus keeps his promise and leads his contingent of one hundred plus the party, now short one member, down from the Burning Mountains and on the long road to the second layer of Hell. The journey is not without danger, as along the way the contingent must pass through the region known as the Fields of Pus. These fields are so named for the pustules that plague the landscape, occasionally bursting to release some Abyss spawned terror. Decimus proves to be an extremely effective leader and a more than capable fighter in his own right. The unit suffers only minor losses as a result.

The 42rd day of Agony, 25306
After a long and grueling march, the contingent arrives at the cave that descends down to the City of Dis. The tunnel is marked with ancient writing which reads, "Abandon all hope, ye who enter here!"

The 44th day of Agony, 25306
Decimus' army arrives at the Iron Gates of Dis. Exactly as Meliphisus foresaw, his minions--the party--are not questioned or given a second glance upon their arrival with the rest of Decimus' contingent. This allows the party to enter Dis without travel orders, which they would certainly have had to provide otherwise. Here, Decimus tells the party that they are free to go. He also warns them that if anyone asks of them, he will claim that the group deserted his army.

The party's best chance of not being challenged for papers is to go to the district known as the Fetters. It is, in fact, the only district they can enter without potentially being forced to show their travel orders. It is also where most planar travelers go -- that would be those crazy enough to visit Hell willingly.

The group heads to the Fetters with all due haste, but as they cross the bridge that leads there, they are beset by specters. The specters seem to mean no harm. Many are just seeking news of the living world or someone friendly to speak to, but their touch drains away life -- even from soulshells such as they -- nonetheless. The party is nearly overwhelmed, but Mason activates the powers of the Sun Sword he carries which is extremely effective against these undead.

Unfortunately, Mason also turns on the daylight properties of the Sun Sword, which other than the red-hot iron walls of the buildings and roads around them, is the only light to be seen in the cavernous city of Dis. This attracts the attention of a two ton, flying goliath known as a Horned Devil. The Horned devil does not interfere with the fight, and merely watches. But once the group has defeated the specters, he requests to examine this most interesting blade Mason wields and then he neglects to return it.

Drained, the group heads to the nearest Inn, the Wages of Sin. There they obtain a room, and Mason becomes .. ahem .. involved with the proprietor, a woman of hefty girth and an abundance of zeal, shall we say and leave it at that.

Over the next couple of days, Donaar and Jonas begin inquiring around the Fetters as subtly as they can about any resistance cells operating here. Donaar attracts the wrong kind of attention to himself and the rest of the group when he inquires about getting forged travel papers.

The 46th day of Agony, 25306
The party makes contact with a woman by the name of Lore. Lore has received word of the group's bold inquiries and has also heard that they are soon to be arrested. Despite the grave risk of making contact with them, Lore claims to want to help them, but they first have to prove themselves not to be infernal agents.

To that end, she engages the services of a priest to help her magically discern if any of them are lying to her. When the questioning reveals that they are holding something back as to their reasons for wanting to find this place called Redemption, the party tries to inform her that they were sent by Meliphisus. However, they are magically prevented from even saying his name in her presence. Their fumbling causes her grave concern.

Sensing that the party is losing an opportunity at a lead and becoming aggravated that they keep trying to say his name, Meliphisus makes telepathic contact with them via the worms implanted in their head. He tells them to say whatever they need to without fear of being magically detected. The only thing they cannot reveal is his name.

The party--minus Mason who is back at the Crown of Iron attending to his "duties"-- manages to convince Lore, at least to some degree, that they want to be free of the control of this unnamed master and that they have their own reasons for wanting to find Redemption.

Lore leaves the party at a safe house and goes to speak with Mason. Mason proves to be a problem when he admits that though he would not betray Lore or her organization, he would be willing to kill her or anyone else for the right amount of money or incentive. This goes directly against Meliphisus' orders to say whatever necessary to still Lore's fears, so he sends a telepathic message to the rest of them that Mason has become a problem and needs to be dealt with.

The Players: Alucinor (now playing Lore, the Human, and very much alive, Rogue), SpiffyBananaFoot (Tim the Eladrin Wizard), Corii (Snow the elven Ranger), Aidan (Red the Dragonborn Warlord), JonDOT (Mason, a human fighter), Krackmonkey (Jonas, Dragonborn Swordmage)

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