Part 24: Session 22 Part 1: Nodes and Nonsense
Ive long since thrown out my notes, so I can only remember about half of the quests the party went on during the Epic campaign. I recall they once made a trip to the City of Brass on the Fire Elemental plane, hung out with an efreeti who knew that politeness encouraged business, and killed an Epic slaad or two while hardly breaking a sweat. Still, I can recall that the pattern was: climb a layer of Celestia, get an obscure riddle, get Sam to translate it, jump through a few hoops to get the item, and then get ambushed by the forces of Evil on the way out.The one that really stands out in my memory was pretty unique. The outer plane of Acheron is full of warring factions who fight on giant battle cubes floating in an abyss. As you travel lower, the cubes break into more complex geometric figures until they finally fracture into a storm of flying shards at the bottom. Thing is, theyre always polyhedrons, but the artifact the party is looking for is apparently hidden on a perfect sphere. And sure enough, when they get there, they find an unblemished sphere somehow hiding among the ruined pieces and avoiding collision with the other cubes through some unknown means.
The party travels through a solitary passage that leads to the center of the sphere, where they discover a giant statue made all of adamantine holding the rod they came for. I remember the Wizard tried to Disintegrate the statue to take some of the metal home, and they got rather pissed off when I explained the spell didnt work. They thought I was being a stubborn ass, but after all, adamantine golems are immune to all magical and supernatural effects; they were just lucky they were the Chosen Ones, or else that thing would have activated and smashed them to bits. Or tried, at least. As it is, when a battle cube came barreling down from a higher layer to smack into the sphere, the golem came rushing out of the center to go pummel the unchosen ones (to a chorus of ohhhhhs). Then they fought an Anaxim abomination and got the hell out of there.
The one artifact that didnt follow the formula was the last one, demanded by the sixth ruler of Heaven. It was a mirror that reflects all that it sees, hidden in the center of the minds reflection. This one stumped Sam, so the party had to search around until they got a tip that Ravel (yes, the one from Planescape: Torment) might have a clue where to search. What can I say? I liked her so much from the game that I decided she didnt die, but just hid very, very carefully until The Nameless Ones issues were resolved. Anyway, she tells them to visit the center of the Plane of Dreams, they do so and find the mirror, and encounter surprisingly little resistance on their way out.
This finally gets them an audience with a solar angel who apparently knows whats going on, and they finally get their explanation. Their enemy was, from the very start, the Duke of the Nine Hells himself, Asmodeus. Some time ago, one of the archons penned a prophecy that would, if fulfilled, spell the downfall of the devil. In my campaign, prophecies are more like recipes than absolutely true forecasts, and so an exact sequence of events had to be observed and followed by the forces of Good in order to groom the Chosen Ones. In addition, given the near-infinite nature of the planes and alternate dimensions, the prophecy was actually very long and detailed, including many minor events and character traits in order to clarify who was qualified to take on Asmodeus.
As it turned out, Asmodeus had been grooming the party as well, though only from bits and pieces of the prophecy that had reached him. His reason for doing so made sense in a layers-on-layers sort of way: he figured that, if he was aware of the powers and capabilities of the Chosen Ones, he would be able to counter them effectively when the final confrontation came. After all, its not like you can ever stop the damn heroes once they get rolling, right?
The trip to the bottommost pit of Hell was surprisingly uneventful, mostly because everyone knew who they were and what they were there to do, and that meant promotion opportunities for everyone so long as they didnt lift a finger. They did get stopped by Bel, however, mostly because someone drew the a high-powered devil has become your sworn enemy card from a Deck of Many Things. I have to say, out of all the cards they could have drawn, that one was the most thematically appropriate. Anyway, after curbstomping Bel, the party made their way to the throne room of Asmodeus.
Incidentally, the angels werent demanding artifacts just for the hell of it. Each one, except for the mirror, was modified from its original state to protect the party from one facet of Asmodeus powers. A staff to counter the Ruby Rod, sunglasses to avoid his gaze attacks, that sort of thing. The fight itself was short and embarrassing, but I had counted on it: after killing the Devil, Sam came out from behind the throne with a wry grin and a slow clap. See, all those cults to Asmodeus had lifted him to godhood after all, and they had merely killed the avatar Samael left behind to rule Hell while he could move around freely. Somehow the players had never figured out that the reason Hells minions knew exactly where they were was because they were being shown to their destinations by their arch-nemesis.
Still, they remembered the mirror, which Sam knew nothing about, and which hadnt worked on the Asmodeus construct, but when they pointed it at him, it did the Kings Quest 6 thing where it flashed Sams life before his eyes. See, I went with the fallen angel explanation for Asmodeus origin, so it starts out with him as a mortal Paladin, maybe the most powerful who ever lived, followed by his death and rebirth as a lantern archon, then his slow climb up the ranks of Heavens angels, then the growth of his arrogance and pride which led him to storm the Seventh Heaven by force, only to Fall into the deepest pit of Hell. Still arrogant, still prideful, and now angrier than ever, Asmodeus quickly asserted his dominion over the ancient Baatezu and spent eons planning his revenge and eventual invasion of Heaven, only mildly distracted by the Blood War against the demons.
Upon seeing his lifes story told back to him, Samael felt regret for the first time in his existence, slowly went to his knees, and told the players, Kill me now. While you can. The Barbarian obliged, and so ended a five year campaign.
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Each of the four nodes leads to a small, stable region on one of the four elemental planes. Each region connects to the other three, and all four connect back to the fourth floor of the Temple. However, a demon of some strength protects each of the four paths back, as well as guarding a gem that fits in the golden skull. Ill need all four if Im going to get the best ending.
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Meanwhile, the rest of the plane is full of minor creatures like the vortex or these vapor rats. They may be exotic, but they barely qualify as speed bumps. However, there are at least a few interesting encounters along the way.
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And then Josephus cast a Hold Monster and turned this fight into an absolute laugh.
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For each gem you pick up, you can expect one high-level spell per day, one elemental per day, and you can summon the demon you killed once per week.
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Like the Air Elemental Node, most of the critters are worthless. The galeb duhrs here are only notable in that, thanks to their high Spell Resistance and surprising number of hit points, this fight lasted far longer than it should have.
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And then there were the gorgons. I never really knew why Gygax made gorgons mean metal-plated bulls with stoning breath, considering that it actually means one of three Greek goddesses, one of whom was Medusa. Kind of an odd leap to make, is what Im saying. Fortunately, this particular varietys paralyzing breath wears off, I guess because they didnt want to implement Stone to Flesh spells just for this sole random encounter.
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Yeah, sounds good. We can handle the trip back to Hommlet while were eating.