Ok, here's the synopsis of the next episode.
They check the loot from the Orlanthi and find two bastard swords with spell blessings, one has between 1 and 10 castable points of Bladesharp, the other has between 11 and 20 points of Pierce. They are non-rechargeable, but there may be heroquests that can recharge them. Also a ring with a Magic Point reserve in it, and an aluminium wrist band with 1-10 points of Breathe Water. Various other non-magical loot worth around 1000sp, which is divided up among the other soldiers and sailors. Benito, Maurice and Strider (who was sick in bed, his player absent that session) claim sets of scale mail armour.
The ship limps to Zistorwal. Signals from the city inform them that there is a sea battle going on to the east, but the ship is in no fit state to go join, so it heads for the docks. It stops in between two stone jetties with crossbow emplacements at the end, and metal arms reach out of the water and lift the ship up to a pair of balconies above the jetties. Morticia casts her Mystic Vision and sees colourful sparks of magic flying around, some kind of communication spells. They are met by a Zistorite with a mechamagical eye who takes charge of the sealed chest containing the grimoire and leads the party into a small room with comfy benches and a pedestal with a white orb atop it. He instructs them to "place a hand on the orb and think lofty thoughts". One by one they do this, the last bein a little worried that it will all go horribly wrong and they are being atomised, but goes for it anyway. They appear in another, larger chamber with a large iron door bearing the Zistorwal city greeting engraved above it. They leave this chamber into an enormous room with many such doors around it, busy with other arrivals and beggars (I lifted this description out of the Clanking City book), one of whom they enlist as a guide, and then out of Arrival Chamber III and down the steps. Behind them they hear a crackle, and witness a coruscating purple expulsion of energy into the sky that spreads over the shield dome.
They make their way to the nearby White Hand inn and book rooms, then head south-east towards the industrial quarter where their contact from the Golden Liberation Socitety awaits them with the second half of their payment. When they arrive at Algorithm Alley, they find that Calculus Close is not where it should be, a new building has appeared in it's place, and the old metal street sign is lying on the floor, half chewed away by some kind of giant metal-eating rodent. Knocking on the door, it is answered by half a person mounted on a mechanical trolley who informs them that Calculus Close is 23% further up, and when they look a little blank, he indicates to them which way is "up", which is not entirely obvious from the formulae inscribed on the doors. The address they seek is "9x4/3pi^3 Calculus Close".
Calculus Close appears to have been transplanted wholesale, the existing building having been cut out from roof to pavement and the street somehow inserted neatly into the space. They find the door and are let in. They relax, chat, and the agent tells them that for their other reward, an excursion into the Hero World, they should report to the Black Iron Palace in the next few days.
They head off to a military armoury where they sell some of their magical loot, and arrange for the scale mail armour looted from the Orlanthi to be adjusted to fit, and Morticia commissions a cloak to be reinforced with copper wire mesh.
Then it's on in search of recreation, and they spend the evening drinking and gambling and whoring before staggering back to the White Hand.
They check the loot from the Orlanthi and find two bastard swords with spell blessings, one has between 1 and 10 castable points of Bladesharp, the other has between 11 and 20 points of Pierce. They are non-rechargeable, but there may be heroquests that can recharge them. Also a ring with a Magic Point reserve in it, and an aluminium wrist band with 1-10 points of Breathe Water. Various other non-magical loot worth around 1000sp, which is divided up among the other soldiers and sailors. Benito, Maurice and Strider (who was sick in bed, his player absent that session) claim sets of scale mail armour.
The ship limps to Zistorwal. Signals from the city inform them that there is a sea battle going on to the east, but the ship is in no fit state to go join, so it heads for the docks. It stops in between two stone jetties with crossbow emplacements at the end, and metal arms reach out of the water and lift the ship up to a pair of balconies above the jetties. Morticia casts her Mystic Vision and sees colourful sparks of magic flying around, some kind of communication spells. They are met by a Zistorite with a mechamagical eye who takes charge of the sealed chest containing the grimoire and leads the party into a small room with comfy benches and a pedestal with a white orb atop it. He instructs them to "place a hand on the orb and think lofty thoughts". One by one they do this, the last bein a little worried that it will all go horribly wrong and they are being atomised, but goes for it anyway. They appear in another, larger chamber with a large iron door bearing the Zistorwal city greeting engraved above it. They leave this chamber into an enormous room with many such doors around it, busy with other arrivals and beggars (I lifted this description out of the Clanking City book), one of whom they enlist as a guide, and then out of Arrival Chamber III and down the steps. Behind them they hear a crackle, and witness a coruscating purple expulsion of energy into the sky that spreads over the shield dome.
They make their way to the nearby White Hand inn and book rooms, then head south-east towards the industrial quarter where their contact from the Golden Liberation Socitety awaits them with the second half of their payment. When they arrive at Algorithm Alley, they find that Calculus Close is not where it should be, a new building has appeared in it's place, and the old metal street sign is lying on the floor, half chewed away by some kind of giant metal-eating rodent. Knocking on the door, it is answered by half a person mounted on a mechanical trolley who informs them that Calculus Close is 23% further up, and when they look a little blank, he indicates to them which way is "up", which is not entirely obvious from the formulae inscribed on the doors. The address they seek is "9x4/3pi^3 Calculus Close".
Calculus Close appears to have been transplanted wholesale, the existing building having been cut out from roof to pavement and the street somehow inserted neatly into the space. They find the door and are let in. They relax, chat, and the agent tells them that for their other reward, an excursion into the Hero World, they should report to the Black Iron Palace in the next few days.
They head off to a military armoury where they sell some of their magical loot, and arrange for the scale mail armour looted from the Orlanthi to be adjusted to fit, and Morticia commissions a cloak to be reinforced with copper wire mesh.
Then it's on in search of recreation, and they spend the evening drinking and gambling and whoring before staggering back to the White Hand.