Session 4: To the Lighthouse
We began with the party resting in the sea cavve in which they had just fought a Danoran holdout miner, apparently empowered by some recovered artifacts which gave him the power to command minor beings of shadow and earth energy. Ume and Ekthos took their rest period to study the symbols they found from the mining foreman--one turned out to be a symbol of Urim, an entity symbolizing the power of stone and earth, and the other was a symbol of Nem, the furtive stag symbolizing shadow and darkness. These grant the wearer enticing powers, especially when standing on Axis Island--they seem most powerful in this location. Meanwhile, Dipnip approached the marble obelisk standing in the center of the cave and gingerly, with the use of his psionic powers, pulled a third symbol from the obelisk. This turned out to be a symbol of Avilona, an aquiline creature which typically symbolizes the power of the wind and skies. The party debated about the most fashionable way to don these items, which (d)evolved into a bit of an assessment of the changing tides of fashions across Dipnip's lifetimes, as well as his predictions of the future. Once the accessorizing was determined the party resolved to leave the sea cave and ascend to the island's surface.
There, they were met by suffocating temperatures and cacophonous insects and birds. For most, this environment was unlike anything they had ever experienced--incessantly buzzing, teeming with life, and most of all, super hot and sweaty. Ekthos created a hawk simulacrum to survey the land and after sensing that there were relatively few patrols, the party determined to follow the roads along the river to their destination at the fort. In the meantime, they examined the passwall scroll which they recovered from one of the Fox Team Four members (RIP). This gave the party a reasonable sense of the fort's layout, as well as the place where the passwall spell was intended to be used.
They then set off, following the roads along the path of least resistance. Taking in the sights and sounds of the dense jungle, they found little respite among the canopy shade. But with sure footing (and Dipnip's conjured psionc cane) they made steady progress. Before long, however, each of them was struck by a stunning vision. For a few seconds, they were transported to an alien landscape, similar yet with a completely different color palate and appearance. They saw purple trees, neon frogs, and a bright blue sun setting in the sky. Just as quickly, they snapped back to reality, their brains having had the experience of a piece of rubber being pulled taught and then released. It was somewhat relieving to know that each of them experienced the same thing, though it did seem more than a mere hallucination--each of them seemed to be drenched, as if they had really stood in the swamp water that covered the imagined world. The party theorized that this could be a vision which precipitates the kinds of seismic events that killed the Fox Team Four, since their dying team member seemed to have experienced the same vision, but with little left to do, they moved on.
Just as their legs were beginning to fatigue from the ascent up the coastal mountains, they came to a bridge which served as the quickest way across a chasm and toward their destination. Unfortunately, just on the other side approached a group of patroling soldiers of seemingly Risuri origin. The group had diverging plans about how to tackle the situation, from hiding to robotic distraction, but their hand was forced in the end by the group's movements. Ultimately, Eggberticus and Brakkus decided to wait until the patrol was on the bridge and attempted to suss out their loyalty--whether to the King or to the Duchess. Not liking their answer, Brakkus took one miraculous swing of his axe and severed both cords which held the bridge, sending the patrol toppling to their doom. Ekthos then used his simulacra and his mending cantrip to restore the bridge to more-or less working order, and they crossed without much trouble (but for some bouts with acrophobia). The march gave us some really illuminating glimpses into Dipnip and Brakkus's professional relationship, as well as the general physical hardiness (or lackthereof) of the group--some really seemed to be struggling in this environment.
As the group continued on, drawing nearer to the fort (and the fortifying sea breeze, giving some relief from the muggy and still air), some of their number began to hear a disquieting pulse from a small clearing in the jungle. Ume climbed a tree to get a better vantage and spied a large, imposing metal automaton, seemingly missing its head. Dipnip used his new acquisition to cast Jump, perching up in the tree himself to get a better look, but also could not discern the creature's origin. He did, however, note that it seemed to be leaking witchoil. He hypothesized that this witchoil exposure may have caused their halucinations, and at the very least should be remedied somehow. Ekthos also felt that this could not go unfixed and, despite the fact that the automaton appeared to be swinging powerfully, albeit blindly, at things in its presence. Ekthos sent in Mekthos, whom he had just created, to approach. Unfortunately, the machine heard Mekthos's advance and swung mightily, smashing Mekthos to bits. With this, the group thought best of their plan to fix the machine, and Brakkus's lack of bedside manner really became apparent.
By early evening, the party arrived at the fort. Determining that it would be best to cast passwall at the spot marked on their map, because of the lack of interference from potential security wards and alchemical implements, Ekthos first created a new automaton, the spider Arakthos, to scout along the fort's otuer walls and parapets. They discovered that the fort was being operated by a skeleton crew of the Duchess's rebel men. After casting passwall and entering the fort, the party decided it would be best to head straight for the lighthouse at the base of the seawall and avoid opportunities for detection. Nonetheless, they did not make a particularly stealthy approach, with Ekthos's nerves in particular acting up, putting some of the fort's guards on higher alert.
At the sea wall, the party smooth (or at least semi-smooth)-talked their way into the lighthouse, with Dipnip prepared to explain the more visually exceptional members of the party--Brakkus and Eggberticus--and their presence. They pretended to be a maintenance crew, employing liberal jargon and techno-babble to confuse the guards, albeit Brakkus's short temper did lead to one of the guards being force-fed a cookie to which he was allergic. It was unclear whether the party's explanations about ghosts running the sea wall machines were fully understood or believed by the guards, but the guards were unwilling to take a chance at any rate.
Once in the lighthouse, the party's plan was set in motion. Under the supervision of the lighthouse keeper, in one fell swoop Ekthos let fly an automaton hawk armed with a fairie fire grenade and pulled the switch to open the sea wall. The faerie fire grenade alerted the far-off Risuri navy, but also of course the fortress guards. After dealing with the immediate threat in the lighthouse in the form of a spellcaster and several able guards, the party faced off against wave after wave of fortress guards using baricades, magical wards, and a mechanical snake. Dipnip cleverly disarmed the sea wall controlls such that, even if the party were captured, their mission would be completed. But ultimately the party managed to hold off the oncoming forces for the ten minutes that the Risuri fleet needed. Before long, the fleet's gangplanks met the sea wall cobblestones, and their vastly superior forces beat back the rebels. With that, Captain Smith srutted down from the deck of the RNS Impossible to meet the heroes, congratulating them with cigars and asking for their help in the ensuing battle to retake the fort. As the party took a much-needed breather, the Risuri Navy continued to make progress on breaching the harbor walls, and with that the session was over.