Session 7 – The Temple

As we enter Aztlan, Skelfeng realizes that one of the guards has assensed all of us, as well as the truck. Hopefully we have not been already marked.

We continue into the city, wary of our surroundings. The people here seem more heavily armored than we expected. Eclipse recalls that in Aztlan, it is not illegal to cary guns, just illegal to use them. The air quality is noticeably worse here than in the UCAS.

Skelfeng checks the compass for magical activity, and finds that it is slightly so.

We search for our contact, El Chupacabra, using our GPS. We come to the place to meet El Chupacabra and leave the truck double-parked. We all walk into the building. As we are walking in Jack hears something. Skelfeng goes astral and checks out the adjascent room to see what is in there. He comes upon an astral being in the form of a gator.

Nutz rings the doorbell and it is answered by 4 Mexicans. Skelfeng, who had been staring down the other Gator in astral form, returns to his body.

The leader tells us that we must go somewhere else to meet. We follow them in the truck to another location and begin discussing the task at hand. Nutz asks them if they have any information, and they agree to help us in any way that they can. We agree to give them the scrap metal from the back of the truck, and they gladly accept. We dig out Jack’s car from the scrap and give it to them.

The rebels sell us 3 gas masks to assist us in breathing around the city. Skelfeng pays them 100 nuyen.

We turn in for the night. Nacre realizes that we are at a higher altitude here, which may explain why we have been having trouble breathing.

We ask them about the area and how things work in Aztlan. Skelfeng asks the other gator shaman about blood magic — he warns Skelfeng about blood spirits.

Jack and Skelfeng go to the 7-11 down the street to get munchies, cigarettes and alcohol. We return and rest for the night. Jack pigs out.

Nacre looks outside and is depressed at the lack of vegitation here.

In the morning, we start doing recon in the area with Jack’s car and Skelfeng’s bike. We discover while riding on the bike that it helps to put cloth over our maks to assist in breathing.

This place is exceptionally poor — the rich simply don’t live here. Everything has something to do with Aztechnology.

We find the target building, and see that it is a 4-story temple in a ziggurat form. It is the temple of Xiutecutli. There are several guards at each entrance.

We return and ask our hosts what the temple is about. He says that it is a temple of the fire god. People can go in and make their “sacrifice” by buying trinkets and sacrificing them.

Nutz and Jack decide to go to the temple to take a look around, but reconsider and decide to search for cyberware instead.

We contact WizKid and he says that there is an older temple inside it and that it goes very far underground. He finds satellite pictures of the temple to show us.

El Chupacabra tells us that most of the guards will be gone in a couple of days for the ritual games. This is perhaps our best window for entry.

WizKid finds an old sewer line that runs into the parking lot of the temple, where we can get into the compound.

We ask El Chupacabra if he will assist us in the break-in by causing a distraction. They agree, and say that they will set off an explosion in the area of the temple to draw security forces away. They also have lockpicking devices that will assist in defeating keypad systems.

WizKid finds that the only entrance to the compound open during the festivities will be the south entrance.

The time of the mission arrives, and we stop 1/2 mile to the west of the building, in an old abandoned tenant building. Skelfeng hides his bike at the location with his shotgun.

We sneak through the sewer lines to the temple grounds and open the manhole cover. Jack takes a listen and hears nothing.

We signal our contacts to create the distraction, and hear the explosion in the distance.

Nacre and Eclipse sneak out onto the grounds. Nacre goes towards the guard building and he and Eclipse are suddenly attacked by two large bear-creatures.

Nacre takes damage and Eclipse shoots one of them with her slivergun. Nacre and Jack kill the other one.

Skelfeng quickly heals Nacre and they move towards the building.

Session 6 – On To Aztlan

The characters have been resting for a few days since our trip to California. Skelfeng has moved into the warehouse, and the others have purchased equipment and made calls to contacts for information.

Smoke Jaguar contacts us and says that they have fashioned a compass that points towards the next artifact. It is their estimation that it lies in a temple somewhere in Aztlan. Nutz and Eclipse try to triangulate the position of the artifact using the compass and a GPS unit. It seems to be somewhere in the central plains of Aztlan, formerly Mexico.

Nutz contacts his friend in Minnesota for further information.

Jack contacts a man about installing a machine gun on his Jackrabbit car. Nutz, Jack and Skelfeng go to the man’s shop to pick it up. At first the man balks at helping out strangers to get gear, but soon he is convinced and shows us the merchandise. Jack buys a Vigorous Assault Cannon, and gives the man 1000 nuyen more than the asking price. The guy is impressed and said that he would accommodate us if we need anything else in the future.

As we return to the warehouse, while walking back from the car Skelfeng’s leg explodes in pain. He has been shot — badly — and goes down. It is apparent that someone is trying to kill us. Before we can fire back he disappears on a motorcycle. At the place where he was hiding, Jack finds a shell from a high-powered military grade rifle. It has markings that suggest it came from Tir na Nog. Skelfeng heals his own wound but passes out from the spell drain.

When Nacre hears about the bullet and it’s supposed origin, he becomes agitated and calls a meeting. He tells us that he used to live on an island for many years, but people of an undetermined origin invaded his home, bearing the same marks as the bullet Jack found. He killed several of them and has been on the run from them ever since. He thought that he would be safe from them in Milwaukee, but obviously that is not the case.

Skelfeng tells him that he will help him out no matter the danger. Jack gets angry and eats a sandwich.

Nutz’ contact finally returns his call and says that in order for us to get into Aztlan, we should go to one of the official border crossings and bribe the guards with some nuyen, instead of trying to go across the Rio Grande.

We speak to Wiz Kid the decker about assisting us more directly in our missions from now on. He says that he needs better equipment to be of any real help, especially while hacking into systems. We decide to give him 50,000 nuyen of our group funds to start him off with new programs and equipment.

The group also talks about getting more security for the warehouse and rigging the sub to automatically submerge if Wiz Kid is in danger. We spend more nuyen on adding the security.

We also purchase registered SINs for each of us, and Nutz gets a special one that will allow him to haul weapons on the truck. We put Jack’s car and the surveillance drone in the container on the back of the truck and pile scrap metal on top of them, so it makes it look like we are hauling scrap metal to Aztlan. We also pack medicine to bribe the guerillas with.

We take the long trip down to the border, and bribe the border guards with 1000 nuyen for passage. We keep moving and soon we are on the outskirts of Aztlan City. We catch a glimpse of Quetalcoatl flying over the city.

Session 5 – Adult Swim

We stay on the Island for the night to recuperate. They return our belongings in good working order as promised.

The next morning, we begin loading up our stuff into the sub. Nutz asks about the location at which we intend to land to search for the staff. The tribe leader says that there are many creatures on the island that may be dangerous, and also underwater threats, but it is impossible to tell what we may face. We ask to buy some spear guns from the tribe to defend ourselves underwater. They sell us 6 spear guns at 450 nuyen each.

We leave for Santa Rosa Island with an escort of 2 patrol boats. As we approach the island, one stays with us and the other leaves to continue patrolling the area.

We come to the place where the “middle toe” of the paw-shaped island must have been before it was swallowed by the ocean. We begin “active” sonar pinging to search the area. Nutz does not find any anomolies from the scan.

The magicians go astral and search the area underwater. Very close to the position of the sub, they find a cave opening about 8 feet wide. Moving to enter, they see a multi-headed beast lying in wait in the cave. Being dual-natured, it sees them as well and moves to attack. The magicians quickly leave and go back to the ship (and their bodies).

After a short discussion, it is realized that the creature we saw was a Hydra. Tebriel also mentions that he saw something else in the cave that seemed to be man-made, perhaps the staff that we are seeking.

We reposition the sub at a safer location and search the surrounding area in astral space — the creature did not follow us and is nowhere to be seen. We return and weigh our options. Finally we decide to beach the sub and bring the codex symbol with us to show the beast, and perhaps he will let us through. Skelfeng holds the codex in front of him and approachs the beast, but one of its heads engulfs him in flames. Obviously he is not impressed. Luckily Skelfeng and Tebriel are not badly harmed and make it back to the ship safely.

We move the sub closer to shore and call in the nearby patrol boat to protect our ship while we are underwater. He agrees and moves towards us. Everyone except the mages suits up and jumps in the water, swimming towards the cave. The mages lead in astral space, attempting to make themselves visible to the other party members so they can easily follow.

The mages come in from opposite sides of the cave and begin to attack the Hydra, Skelfeng with his manabolt spell and Tebriel with his axe weapon focus while the other team members come up into the cave and ready their weapons. The Hydra does several breath attacks, but soon keels over dead, slain by Tebriel’s axe.

Skelfeng, searching its aura, notices that it is not truly dead — it will regenerate in a short amount of time. He returns to his body on the sub and radios his friends, telling them to grab the staff and get out of there. They do as instructed and retrieve the staff, moving quickly to get back to the sub.

We journey back to the main island, greeting the Native American tribe victoriously. We rest briefly and Jack spends some time getting drunk. After a short while, we thank the tribal leaders and take the sub back to the LA docks. We pick up our vehicles and drive separately to Milwaukee.

Inspecting the staff, Skelfeng sees that it has many glyphs carved into it, and ascertains that it is indeed magical from its faint astral glow. We meet Smoke Jaguar and give him the staff, and he credits us all 20,000 nuyen for our success. Smoke Jaguar is thankful for the delivery and we leave for home for a few days.

Nutz finds that he has been credited 250,000 nuyen for the Sea Drake carcass that was harvested by the Native Americans.

Skelfeng spends a few days moving out of his apartment and into the team’s new warehouse, making room for all of his belongings and his new motorcycle.

Session 4 – California Coast

After putting Nutz’ truck and our other vehicles in storage at the Los Angeles docks, and paying a heavy fee for the protection of our goods, we embark on the submarine towards Santa Rosa Island. Our goal is to retrieve the sacred staff. We are using our GPS to track our progress.

It is noted that Smoke Jaguar had given us 10,000 shares of Pueblo stock to help us pass through the Pueblo lands. These were issued by the Pueblo Corporate Council and are sale-able.

Sensors detect a large creature in the water coming towards us, and Nutz quickly takes evasive action. The shamen check it astrally and see that it is very large, but not magically active nor dual-natured.

Nutz sees on the sensors that another creature is approaching us from underneath, and brings us up to the surface. Skelfeng reacts quickly and casts the illusion of a large shark approaching the vessel. It does not seem to have an effect.

Nacre pops the hatch and pulls out his bow, attempting to target the creature. Nuts tries very hard to outmaneuver the beasts, but cannot seem to shake them. Skelfeng changes his illusion to an inky blackness to hide the ship. Everyone else braces for impact as the creatures come ever closer.

The creature from below grabs onto the sub and bites down, causing several of the crewmembers to fall and take damage. Nacre and Bloodhound come out of the hatches and draw weapons on the creature.

Skelfeng draws on his magical power and casts manabolt against the creature approaching from the side, killing it instantly. Nutz prepares to launch his air tank out of the torpedo tube (with C-4 attached to it) into the maw of the beast.

Nacre shoots an explosive arrow at the creature, nearly killing Bloodhound in the process. The creature’s head explodes from the impact, and Bloodhound is covered in goo. Frustrated, he flops down in a chair and lights a cigarette.

The corpses of the two creatures float up to the surface. We try to assess the damage and see that there are a few minor leaks, as well as a good amount of teeth sticking out of the hull.

The mages realize that this creature was a Sea Drake, which is very valuable if harvested and sold for the creation of magical items. Nutz is agreeable to dragging along one of the creatures (after it is explained how much they are worth), and we use a grapple line to bring the one Skelfeng killed to shore.

As we reach shore, two patrol boats arrive without warning and instruct us to exit our vehicle. They fire warning shots. We see a spotter with binoculars on the shore. Nacre shoots him with an arrow.

We cut the line to the Sea Drake and try to leave, but they quickly catch up with us and demand that we stand down. They are heavily armed. We soon find out that they represent the Anacapa Nation, the natives of these islands. We exit the sub and they arrest us.

They hook up a tow line to the sub and bring it along. Jack overhears on their radio that they are deploying more forces to our position. They soon pull up to an inlet that appears to be sparsely populated. They tell us to get out, and walk us up to the village at gunpoint.

We are taken to a “City Hall” building. Tribal leaders are gathered here. One man in particular seems to be in charge. He asks us why we have come, and we say that our ship was attacked and we needed to land to do repairs. He asks us why we attacked one of his own men, and we say that we are not aware of anyone being attacked (since no one saw Nacre shoot the man with binoculars). We apologize for the attack anyway. Skelfeng offers to heal the man using magic, and the chief declines.

He says that he will search our ship for any smuggled items, assess us a fine for injuring their man and then he will let us on our way. They do a search and find nothing on our sub and charge us 25,000 nuyen. Nacre pays him and Jack loans him 400 nuyen so he can make the balance. They let us leave.

We get back to the sub and find that it has been stripped clean — they have stolen all of our wetsuits and other gear, basically anything that was not nailed down. Jack returns to the island and tries to negotiate the return of our items with the chief. They deny any wrongdoing, and offer to sell us back our items at an exorbitant price. Jack attempts to intimidate them, but is unsuccesful. We depart from the island.

We head back to the LA docks where our vehicles are stored. We are greeted by a nightwatchman and get some sleep. Jack eats several ration bars to satisfy the craving of his suprathyroid.

We wake up and speak with the dockworkers; they inform us of how to order out for food. Nutz begins to repair the sub with his tools. Skelfeng asks around for information on the islands and the creatures of the water. He finds out some info on the creatures (mostly that the ones we encountered were small ones), but little else.

We contact Smoke Jaguar for help. He says that he will send someone to help us fix the sub and will try to get equipment as well. Two days later, a guy appears in a truck and delivers wetsuits, air tanks, rebreathers, fins, etc. The stuff is in very bad shape. We attempt to clean it, but it seems barely operable.

After four days the sub is finally repaired. We leave and attempt to return to the island, this time without incident from any sea creatures. As we approach the island we are again spotted by a patrol ship. We are escorted back to the main island.

The chief meets us on the main island and is angry that we have come again until we show him the cover of the codex. He then tells us to come ashore. He explains that their people had been waiting for generations for our coming, and that the previous misunderstandings would have been avoided had he known the truth.

He says that he will share the profits from the slaughtering of the Sea Drake, and will return all of our stolen items. We tell him of the passage that has lead us to the area, and he explains that Santa Rosa Island is not inhabited and considered dangerous. Also, the place that the passage speaks of is likely now underwater.

We continue to plan our mission. He promises that no others will approach the island to threaten our objective, and that we will have an armed escort to assist us.

Session 22 – Return to the Surface

We continue going west for 3 days. During one of these days we rest and let Porodo hunt for food, but he is unsuccessful.

While we are walking through a small canyon, suddenly two large boulders fall in front and behind us, blocking us in. Thatsaru uses a hearing spell and hears sinister voices on either side of the boulders.

Arrows bury themselves in the ground near us, and we see goblins and orcs approaching. We attack, and several more appear. We kill the goblins and orcs, and take their belongings. Thatsaru takes a java stone, a meteorite, and a crystal rod.

The next day we continue traveling and finally see grass – we have reached the end of the mountains, 25 miles from our starting point. In the distance, we see a small village and a river. This is possibly the river on which the River Rat lies.

We camp again before reaching the village.

Session 21 – Return to the Surface

After finishing our battles in Y’rzadel’s lair, we return to the storage room to retrieve Dan’tok, Gorin (the Dwarf) and Telly (the Sprite). As we are discussing our plans to return to the surface of the planet, Ennar tells us that he will not be returning with us — since we were successful in our mission, he will stay to combat demons in Mulkra.

Since Ennar will need the use of the port-stone to eventually return to the surface, it is decided that we must find another way. We return to the chamber with the portal, and attempt to decipher the runes on the control panel. Nadia attempts to use the Translating Orb that we found, but it seems to be undecipherable. Krodmich tries pressing the buttons on the console, but there seems to be no effect.

Hoping for the best, we step through the portal and find ourselves in a rocky valley surrounded by mountains. Krodmich and Gorin recognize the landscape, and surmise that we have arrived somewhere on the Spine Mountains, near Skraag. We decide that we must travel west, where we will eventually meet up with Josephus back at the River Rat.

Finding the terrain difficult to maneuver, we travel a mile west and camp for the night in a small cave. We wake refreshed to a light rain and continue moving west. At midday we come across a small encampment that was recently abandoned. Porodo finds orc tracks coming from the north and splitting off in every direction from the camp. Gorin warns that Orc patrols and Ogres are in the area, and that we must be cautious.

We camp another night and continue the next day. As we travel suddenly there is a rumbling that seems to be getting closer. An Ogre and a Giant appear, and Krodmich tells us to stand fast; he has some skill in fighting Giants. After fighting and killing both of them, we find that they have large sacks attached to their belts containing some treasure.

Thatsaru takes a large garnet gem, which seems to enhance his spellcasting abilities. We give a tattered cloth (which grants armor to its wearer) to the Sprite, since he was without any protection. We camp again for the night and heal ourselves.

Session 20 – Journey Into the Earth

As we continue through Y’rzadel’s Fortress, we find the torture room in which Ennar was previously imprisoned. Fighting the enemies that remained, we were able to free two Dwarves and an Elf. Unfortunately one of the Dwarves and the Elf perish before we can revive them with healing magic.

We take the Dwarf and the Sprite (that we previously rescued) and hide them among barrels in the entrance area. Dan’tok stays with them to guard the door.

We ascend to the second floor and find a large chamber with an immense throne at the rear. Upon the throne sits Y’rzadel, surrounded by his minions.

Eilenos demands that Y’rzadel give up the holy sword, Berethenu’s Will. Y’rzadel laughs heartily and refuses. Eilenos and Thatsaru begin the attack, and Ennar quickly joins by striking Y’rzadel himself with his Spear of Pain.

Ennar and Thatsaru go unconscious from damage, but Krodmich and Eilenos bring them back so they may continue fighting. Eventually Y’rzadel and all of his minions are defeated.

As we survey the room, we realize that all of the heavy iron doors are locked. We find two keys, one made of metal and one made of a demon’s horn. We use the demon’s horn key to open the surrounding doors and search the other rooms.

In one of the chambers beyond there is an immense pile of gold, upon which rests a statue of Grom. In Grom’s hand is held a glowing longsword. Eilenos approaches and takes the sword — it is Berethenu’s Will!

Our task completed, we scour the remainder of the castle in search for further items which may be of use. In another room we find a large chest, in which lies Y’rzadel’s journal. Thatsaru takes it. In Y’rzadel’s study, we find many vials and human organs in jars. There is also a demonic pendant, and Thatsaru takes it.

Thatsaru realizes that the iron key must be for the foot locker in the demon’s bedroom that we were previously unable to open, and we descend to the bedroom to try. The foot locker opens, and inside we find a large emerald, demon armor repair kits, and a potion of full healing (Krodmich takes it).

Session 19 – Journey Into the Earth

We continue through the demon fortress. Presently we find a small room with what appears to be a portal. A keypad rests next to the portal gate, ostensibly for choosing the portal’s destination. We decide not to go through the portal until we have searched the rest of the fortress. We hear screams from the next room, and find that it is the castle’s torture chamber.

In the tower’s torture chamber, we fight a large monkey-creature and a crystaline entity who were torturing a Sprite. After the battle we attempt to heal him, but he is in very bad shape and does not seem to know where he is. We attempt to explain that he is in Mulkra, but is very confused. He passes out from exhaustion. Deciding that we cannot take him with us, we hide him underneath a large bed and move on.

The group finds an “orgy room” with succubi who have (nude) men in their thrall. We kill the succubi and the men recover from the spell. Porodo is only momentarily affected by the succubi, and does not manage to cause any damage to the other party members.

The (nude) men seem to know each other, but are confused as to their whereabouts, similarly to the Sprite. They ask us if we know a way out of the castle, and we explain that they could either help us defeat the rest of the demons or go through the portal that we found. They decide to go through the portal, so we lead them to the room and they depart.

We continue through the fortress, and fight a roomful of stunted demons.

Session 18 – Journey Into the Earth

The party continues through the citadel. Tha’tsaru goes off on his own and encounters an Abyssal Maw, a hideous creature who attacks him with a flaming mace.

We find several foot lockers containing a wealth of gold, though there is no way that we can carry it all. We take a few coins and move on. We also find an armory room with demon weapons and equipment, and Tha’tsaru dons a suit of black plate mail.

The group continues through the fortress, exploring and fighting many demons. Two succubi (female demons) attack us and we defeat them.

Session 17 – Journey Into the Earth

We continue to set up camp, along with our 150 ranger companions and 30 dwarves, at the River Rat Inn. A bald, greasy man approaches us and demands to know why we are here. We tell him that we bear bad tidings from Elleday. Eilenos and That’saru accompany the man (who appears to be the proprietor of the River Rat) into the inn. The place is crammed with rowdy patrons; mercenaries, traders and merchants, and also several guards armed with swords and shields.

We find Josephus speaking with a hooded man at a table at the back of the bar. We notice, strangely, that he has gray hands protruding from his cloak, but we cannot see his face. Josephus gathers us and introduces the man as Ennar, the guide who we met at Dunnerton several months ago. His skin, as we saw, is a pale grey and he has a strange rune tattoo over his left eye. His eyes have an eerie, reddish hue to them.

Josephus explains that he sent Ennar on an “errand” after our adventure in Dunnerton. He traveled to Mulkra, the center of the planet, to find one of Antinius’ Trappings: Berethenu’s Will, the paladin’s fabled longsword. He reached an evil fortress in Mulkra, the home of Y’rzadel the demon and many other sinister creatures. These demons, the servents of the evil god Grom, were charged to protect Berethenu’s Will from falling into the hands of the righteous. Ennar was able to find the resting place of the sword, but was captured before he could obtain it.

Ennar was held captive at the tower for over four months, and was horribly tortured. The demons attempted to turn him evil by casting spells on him, but he managed to escape. While he was fleeing he was able to find the Ring of Restoration, another of Antinius’ Trappings.

Since his return to the surface, Ennar has been studying ways to combat and kill demons. He shows us a weapon he has obtained, a spear with orange glowing runes. He explains that it is the Dark Lance, imbued with runes of pain to slay nearly any foe.

Josephus explains that he will remain and gather more forces to stand against Necros, but we must accompany Ennar back into Mulkra to retrieve Berethenu’s Will and the other artifacts which reside in the demon’s tower. The dwarves and rangers will assist Josephus in his task, as only a small group of us can be transported to Mulkra. The Shadow Hunters, too, will continue their mission of warning the outlying towns of Necros’ return. They have already encountered scattered bands of undead in their travels.

Agreed on our task, we retire for the evening. The next morning we pack our belongings and say our good-byes to everyone. Presently, Ennar produces a black stone from his robes, speaks in a strange language, and a swirling red vortex surrounds us. We feel nauseous, and things go black. We come to and find ourselves on barren rock, with an angry red sky above us.

We see before us our destination, a huge black tower. As we travel toward it, Ennar explains that demons are generally immune to lightning attacks and poison, and can communicate telepathically. In order to resist demon mind control, the party consumes emerki roots before entering the tower.

The party approaches the front door and Ennar proclaims our purpose to the demons within. A small demon appears, and Ennar jabs his wicked spear into it. We advance into the castle and fight the demon hordes in the entryway. After defeating the first wave, we take in our surroundings. There are murals and carvings everywhere, and it is lit by red torches. We move through the fortress, led by Ennar.