50: You Jelly?
General Summary
With our return to Elathera’s plane, Industria gets started on her secret projects, urging everyone she brings into it to also keep it a secret. First, she needs Lucky to write down how they split their soul and figure out how to recreate it, but doesn’t elaborate on why she needs that information. Lucky’s left confused and curious, but doesn’t interrogate her as she’s walking away to start her second project. She makes her own plane, which is a lush garden where it’s always springtime. The Garden of Indy now becomes home to the seed she obtained in Heaven and she bounces back to the material plane to kidnap, I mean, recruit a gardener from her Order to tend to this garden. Elathera spends all this time reading up on night hags and learns we’re in for a struggle as their kind are resistant to most magic, which knocks our spellcasters out of this for the most part. She finds me to go over this information and so we both get to stand around uncomfortably as we realize nothing in our lives will ever be easy again.
Also Etna is on our good buddy Pandemonius’s plane and Elathera’s worried that if we kill the hag, we might anger him as well. With Industria hopping into the conversation, somehow we all manage to avoid the simplest plan of action and try to figure out how we can destroy that plane. Collapsing it in on itself is one option, skinning it of its boundaries so it merges with the ethereal plane, and the most ridiculous one; ram it into another, preferably empty plane. But Elathera shoots the last option down, stating that the Inevitables, which are beings designed to keep balance in the universe, will hunt us down for that. Industria has a good point though when she says we’ve already garnered their attention on several occasions, given the sort of shit we get ourselves into.
Ultimately, we opt not to destroy an entire plane of existence right now. After checking out the Garden of Indy, we decide to talk with Pandemonius and he’s none too pleased with us. We don’t stop by enough and every time he tries to reach out to us mentally to see what’s up, something is blocking the connection. Given that none of us are doing that, we find that a little concerning, but that’s a problem for another day. After discussions of the hag, we have his blessing to kill her and kill her we will. We track her down to a portion of the plane that absolutely screams “I’m hiding a hag!!” because it’s a creepy, dark forest and with how tightly packed it is with trees, we might not even notice whatever’s lurking in the dark. Which turns out to be an argumentative crow who only Industria can understand, a bandersnatch which fucks a few of us up until I claw its eyes out, an intelligent, giant spider looking for a snack. Oh, and an drow named Tebryn who Jordeira realizes is undead, who’s been stuck here for months and doesn’t seem to realize he died at some point.
He’s not happy with us considering we broke into his home, but he reluctantly agrees to help us track the crow which will lead us to the hag if we can get him a better home. Once the crow’s found and zips off to avoid being eaten by a hungry spider, Industria takes off after it to watch as it slips into a cave far away from the rest of us. Luckily teleport is a thing, so we’re by her side in no time and are greeted by the sight of a door within the cave. Doors are our natural weakness and if this hag had opted to throw a riddle in there at some point, we would’ve been truly fucked. I suggest Industria go ahead with her plan to talk to the hag to provide the rest of us with a distraction so we could slip into Etna’s home undetected. It sounds like a solid plan, but Industria shits the bed several times, but by some act of divine intervene (probably the hag lets us all inside. Bad move on her part because we immediately spring into action, but she’s confident she can pull through seeing as how she has literal nightmares on her side.
Such charming nightmares such as a giant, severed snake head with eight more snakes writhing around from its wound and a towering, black knight with blades for hands. But hey, two can play at the summoning game and I throw down a purple summoning salt, confident that whatever comes out is gonna aid us greatly. Instead, we’re gifted a giant jellyfish that begins flopping around the battlefield because hey, it’s not made to be on land and I’m beyond embarrassed by this mishap. So I throw down my blue salt instead and out comes a marid, which is glad to help us provided I help it with something after. I don’t have time to think this through, so I willingly agree and ask it to help my jellyfish before Industria kindly (and by kindly, I mean not so kindly) reminds me we have a hag to deal with. So I direct the marid to dear Etna and tell him to take her ass out. Meanwhile, Industria decides to cast miracle on the jellyfish to allow it to breathe air and float, but this thing is terrified and has no idea what’s happening and proceeds to attack everybody.
Thankfully, Elathera stops time to allow Industria to tame the jellyfish and when she does, Elathera starts to buff this thing up with magic. When time resumes, I’m treated to the sight of a roided up jellyfish that Industria’s riding and with that, our previous worries of Etna getting the best of us is stomped out. I’m sure the hag’s absolutely baffled with the current circumstances, so I take that as a chance to strike and finish her off. Since the marid didn’t do anything, our deal is done, but he still wants to tell me a story and it’s here we learn he used to be summoned often by Elathera’s grandpa. So before the marid leaves, she asks him to be our tour guide when we reach the plane of water in the future and he agrees before poof! No more genie and it’s then we realize that we didn’t even get his name. We tie up the last loose end here when Industria snaps the crow’s neck and feeds it to Greg the Jellyfish.
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Report Date
03 May 2021
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