Adventure Summary
Leading up to the last session:
- The group of PCs accepted a mission from the Memory Merchant to return to Avernus and deliver a letter to her sister Zanze.
- The group entered Avernus and first stopped at the wandering pub where Osarn pawned his clan dagger.
- The innkeeper said he traded the clan dagger to someone else.
- The group continued to travel through Avernus to find Zanze and deliver the letter.
Alec’s Summary of the last session:
We are in hell. After sleeping near the hell hounds, we start packing up. We move through the Petrified Forest and hear distant screams, which we’ve grown accustomed to by now. The trees in this forest have claw-like branches that try to grab us. Some have leaves, and scorched leaves occasionally fall, as if searching for meat.
As we reach the edge of the woods, we spot a huge ravine and a building with scaffolding in the distance. It’s about a mile or two away if we drop into the ravine, which is quite steep. Joel has a spyglass and notices a nightmarish scene. There are volcanic formations, sharpened obsidian, and a structure made from petrified tree trunks with bodies impaled on them. Bodies are scattered at the base of the hill and along the slopes. Bird-like/mosquito creatures occasionally swoop down to snatch bodies and drop them onto the spikes. There’s a lot of activity on the hilltop but less near the edge, and it appears that the bodies have been trying to climb the hill.
Mad Maggie’s location is three days from this strange tower-like structure, and most of us are leaning towards heading there to pass through, rather than going around. Daniel rolls well on religion but can’t recall much about it. We debate whether to go in, with Kate and a few others eager to do so, while Daniel and some others are nervous. Ultimately, we decide to proceed. It takes hours to get down the hill, and we see our first body about 100 feet away, causing us to pause.
Chris and Kate send in their familiars, and the atmosphere is tense with the smell of burnt flesh. Chris’ bat is scared, and the bodies are densely piled closer to the hill. There are plenty of those flying creatures around. Kate, Chris, and Sean sneak closer after possibly spotting something valuable. They find pools of bubbling lava near the obsidian spikes, and at the bottom of the spike, there are bones and loot from people impaled on the spikes. They sneak closer to take a coin, and Kate uses prestidigitation to lift it to them. The coin resembles a soul coin, and they take it psychically.
Daniel uses augury to foresee violence if they move closer to the next spike. Drax decides to keep an eye on them and starts walking closer. We all start moving closer, and Seth has us roll perception. At the next pillar, they spot something possibly magical, and one of the bodies reaches out and touches Spin’s ankle upon noticing them. The magical item is a tiny vial, and Kate pulls it to them. There’s another spike beyond it, and Daniel sees that there will be some kind of violence if they proceed.
We realize we’re not supposed to be here and decide to head back to the cliff to climb back up, which takes hours. Eventually, we decide to head east. As we continue, we come across horses and bodies. Haurman’s Hill is behind us to the left, and there’s a camp on the edge of the plateau. Drax sneaks up and observes two tents, one larger and one smaller, with horses in the bigger tent. The horses have unusual features like muscular arms, spiked legs, and sharp teeth. Drax can’t see what’s inside the other tent, so he returns to us and informs us about the strange horses.
Spin decides to walk up to the other tent without sneaking, while Chris sends a familiar, and Drax and Sean sneak up as well. The other tent turns out to be a large market stall. Inside, there’s a peculiar creature with a long snake neck, which greets Spin and offers them a mount for one soul coin each. Spin inquires if they accept shards, but they only take coins. They also have untainted food under glass and weapons. The creature mentions they are in the Plane of Knives.
We decide to enter the shop, with Susan interested in examining the weapons. There’s a long bastard sword, a wooden club resembling a caveman’s weapon, and a dagger for sale. Chris asks for a recommendation, and the creature suggests the horses, explaining that short people can double up. We offer a water breathing potion in exchange, but it’s declined. Spin asks about the sword’s value, and the creature reveals it’s cursed, sapping the wielder’s wakefulness but stealing it from enemies. The club is described as a plague club, and it’s an item of healing, curing diseases of those it strikes.
I purchase the cursed sword, which has a unique effect of putting targets to sleep upon a successful roll against their will. Daniel asks about incense, such as Dragon’s Breathe, which adds courage and creates illusions of dragons. Moonpetal Dust aids in dream visions.
As we continue our journey, some of us get hurt as we traverse obsidian rock formations. We encounter an area with red dust and spot a colossal hand in the distance. Deciding it’s a bit far, we camp for a rest and take shifts watching. However, nothing happens, so we decide to move on. We come across massive steel walls and, to the left, the wreckage of a giant machine.
I examine the machine, which appears to be a broken boat with water wheels on the sides, now partially sunken. We discuss the possibility of getting our own ship and naming it ‘The Belefonte.’ We decide to head towards the broken boat, which is significantly larger than a regular ship.
I stealthily peer inside a crack and see several levels with hallways and rooms, but no signs of movement. With weapons drawn, we decide to move in stealthily. I lead the group at the front, without my weapon drawn. We encounter a person who questions my identity and intentions. I introduce myself and explain that we are friends to many and foes to fools. The person is satisfied with the response and asks why I’m there. I mention that I have something to deliver to Zanzey.
The person instructs us to stay and approaches with a hood, obscuring their face. They identify themselves as Zanzey. Daniel hands her a letter, stating that it’s from her sister. Zanzey reads the letter and calls for her mother, signaling us to follow. We enter a room with copper tanks and chains hanging all over. The light in the room starts to brighten, revealing a gigantic woman, around 10 feet tall, with blue skin, sharp teeth, and covered in chains. She’s imposing yet attractive and strong. Zanzey hands her the letter, and she reads it aloud.
The mother informs us that we were sent by her daughter, the nomadist, and mentions that we smell of a mysterious power. She’s interested in this power, as there are rumors of a power loose in Sigil, and the Lady of Pain is looking for it. The mother wants us to help her make contact with this power. She detects a scent of dark hair, fruit, and forgetfulness among us, possibly related to a mission no one remembers.
She offers us money to find this power and establish contact. Zanzey provides us with saddlebags containing a thick chunky chain, and the mother explains that it’s a direct line to her. We are to find the power we’ve encountered before and give her the bag for direct communication.
She asks what we want in return and offers soul coins. Spin requests 100 coins, but she finds it amusing and offers 10 instead. We counter with 10 coins each, and she agrees to provide them once we successfully make contact with the unknown power.
Zanzey then prepares a contract, which Spin reviews. The contract stipulates that we will receive 10 coins each once we establish direct contact between the mother and the power, either personally or through the chain to Captain Yazeera.
Daniel tries to recall information about a god named Eldria, the god of serendipity, but it’s not from memory; it’s something bubbling up from faith. He recalls a memory of stepping out of a portal and seeing a woman with an apple in her hand. She takes a bite and then regurgitates the apple into a whole one before running off. This memory seems to come from the dusty rose.
Nesira inquires about what Daniel knows of Eldria, and he mentions that it’s associated with Golarian and suggests finding more about Eldria.
The mother acknowledges that we’re a unique group and expresses interest in future business. Spin asks if she knows anything about the whereabouts of Grandmother Spider, but the mother is unfamiliar with it and suggests Mad Maggie might know. However, she emphasizes not to tell Mad Maggie that we’ve spoken with her.
She mentions seeing someone with a clan dagger that Daniel is looking for, and she describes the individual as a thief and a maggot. He never appears the same way twice but might resemble the person he took the dagger from. When Daniel asks how he would recognize him, the mother suggests looking for someone who took something from him. We agree to sign the contract for the soul coins and other benefits.
Before leaving, we ask if she can help us get back to Sigil. She inquires about how we got here and advises us to pass Haruman’s Hill. She describes how to find a woman trying to throw herself into nothingness, with a chain wrapped around her ankle. Following that chain will lead us to a valley of portals, one of which will take us back to Sigil. She also advises us to avoid Haruman’s Hill and stresses not to speak to Mad Maggie. She gives us seven soul coins and instructs us to buy horses from the merchant but, again, not to talk to Mad Maggie.