Session 8: Luthier and Jazina

Our group examined the bodies of their past lives closer, seeing more tell-tale signs of how they ended as well as scouring the lab for other information. There was the elf body with black hair and gauges, the wooden autognome, and the jar of arsenic preserving the ooze. The bodies of the bug man and the halfling psi knight were also noted. There were no notes in the lab, it seemed Luthier was old fashioned and hand written all his notes, keeping them on his person.  They also met more Lapidaries, the largest in the group could speak the common language versus using image telepathy. They lapidaries provided healing explained they were no friends of the pirates on board. The lapidaries agreed to help the party make their way to the helm to free one of the Lapidaries kin as well as finding more help on the way. while they were traveling the artificer was constantly casting message in random directions to piss off Luthier, calling him names

They witnessed the crystalline creatures using psychic beams to fight the pirates and eventually they ran into a unicorn in need of protection named Feldamire. The entire group made their way to the larger hanger bay situated on the bottom of the whale shaped ship and found this area was where most of the monsters were being stored before the ship lost power, allowing the monsters to break free.

They examined the different enclosures the creatures were being transported in and found one labeled “Moss Moose” and found the entire area full of large spores, fungi, and mold. The plasmoid warlock touched a bit of the mold and instantly fungus started growing out of his appendage. He severed the bit of infected ooze and watched as the fungus enveloped the entire bit, moving away as the fungus seemed to be pulling the goo towards the enclosure. They could see a few dead guards inside as well, molded over with mushrooms and spores. They left that alone and found another enclosure without a label but with a techno magical shielding around it. the group looked in and saw a strange spherical mass in the center. As they examined a voice magically filled the area, belonging to Luthier, asking them to leave that experiment alone.

This only made them try harder. The artificer used a keypad to open the technological part of the door and the group watched as a strange black eye formed on the white sphere. The creature unfurled its long wings, looking like a legged pancake, and ate the magical aspect of the force field. The Lapidary in charge informed the party that this creature was in fact a lost Spelljammer Pup, a magical construct of truly unknown origins thought extinct. The Artificer had her steel defender flying whale entertain this new monster while the group got ready for a potential fight with a very angry Luthier.

The party took stock of the elevator situation, knowing that most likely that is where Luthier and his forces were going to attack from. As they investigated the elevator was summoned to an upper level. The group waited until the elevator started coming back down and then cut the power, trapping Luthier and his goons. As a team effort they then cut the support wires, dropping the elevator eighty feet.

In the wreckage the doors were kicked open by Luthier surrounded by dying black armored gun touting henchmen. Our artificer had taken a level in blood hunter and used her new ability to cause one of the severely wounded and bleeding out warriors to stand up and take an attack on Luthier, which was unnerving for all involved. The Lapidaries used their refraction ability to focus four psychic beams through the larger Lapidary causing awesome damage to Luthier. The group used hexes, eldritch blasts, goopy sword attacks with bonus flames, and guiding bolts to break Luthier’s spirit as well as body.

With this odd foe defeated for now the group left the unicorn, the Spelljammer pup, and the Artificer’s whale behind with a lapidary to keep an exit route secure. The group took some of the armor from the slain henchmen and ascended the stairs. the warlock took the form of Luthier and three lapidaries stacked together to have the illusion of a person in armor.

At the top of the stairs, they found a long hallway with a few branching larger paths along with one path that should lead right to the helm. The group entered the helm to find Jazina and a few of her crew with three cells on the back wall, one with Juniper’s team, one with a very large Lapidary, and the other with a strange black jar with eyes and teeth sculped into its surface that seemed to be moving. The upper half of the helm walls were clear glass so space could be seen. The group had not seen this version of Jazina before, the one in their vision was larger where this one was about twelve feet tall, pale corpse-like skin covered in light blue tattoos of wave like symbols. They could not tell if she was some kind of hag or giant. The party made some amazing deception checks and the warlock as the fake Luthier convinced Jazina that they dealt with the threat and needed to borrow with imprisoned Lapidary and the Argentheart lackeys. Jazina was unobservant as the warlock stole her keys. He tossed them to the artificer, who had sneaked over to the cells during the conversation, and she started popping open the cells. The lapidaries, seeing this happen took the chance to start blasting. Confused, Jazina and her crew fought back.

The helm was a delightful level of chaos. Lapidaries blasting, druid robots summoning swarms of bees and controlling them while pretending to be dead, rapid freeing of prisoners, and a dark voice in a jar trying to convince everyone it would be better if he was released. The artificer and the crewmates ignored this voice, but the warlock was sold, creepy gooey sounding voice asking for freedom sounded amazing. As crewmates fell and the warlock stole the keys back from the artificer the group witnessed black shadowy thin arms grab one of the bee swarms and a terrible crunching filled the helm. The group was able to defeat Jazina and watched as her tattoos faded, just like when the other Tieflings were defeated, and her body got grabbed by the shadowy thin arms in the cell and pulled inside. The group took this chance to flee with their freed allies and the lapidary prince back to the stairs. On their way they saw at two other junctions the strange Unentangler beast as well as the Moss Moose and chose to keep running. They rejoined with the Unicorn and its wayward Minotaur bodyguard that finally showed up. The Lapidaries thanked the group and returned to their own ship, informing the party to flee the ship as soon as it was convenient so they could “finish the job”

The party took Juniper’s team, the unicorn, and minotaur onto the Spelljammer pup and left out the hanger, using their communicators to inform the other team to get back to the planet as well. on the way down to the planet Juniper told the party that her group had found out they were clones from Luthier and Jazina.

]The party was a bit skeptical but had gained Juniper’s team’s trust at least as well as two favors, one for getting to the center slab first and the other for rescuing them. they all landed on the center slab rock and all three teams met up again for the first time in a few days. The party decided they were going to escort the Unicorn where it needed to go and the other teams were going to investigate Argentheart from the inside. They other teams headed back to the city they started this adventure on to return to their ship proper while the party prepared to talk with the cloud giants again about getting their tracking devices removed. We ended there for the night.

I had mentioned i gave the party a level in a class they had not taken as a free memory of past selves bonus. The artificer chose shadow sorcerer and I joked to her that it would be funny if the whole group took a level in sorcerer. when the druid and warlock arrived, they had also chosen levels in sorcerer, one shadow and one silver dragon blooded.

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Session 9: Rewards

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Session 7: Giants and rescue missions