Sunday, January 14, 2018

Banished to the Purple Planet - Part Four

Under a Weirdling Sun

Peril on the Purple Planet is an epic DCCRPG box set devised by +Harley Stroh. The adventure is a hex crawl, so player characters get to explore a completely open and lush world. Characters must discover artifacts, make alliances, battle terrifying worms, and sustain the deadly sun's rays if they are to ever make their way back home.

Care to hear about this week's banishment? Read on!

Previous Tales of the Banished

The Banished

Banished to the Purple Planet, Part Four

Holy crap, it's been a long time since I've done a blog post! Over a month. Sorry about that. Not that we haven't been gaming... we have. It's just that life, the holidays, family stuff, and work stuff all just got in the way a bit. But we're back on the Purple Planet, where we belong. 

On to the journal entries:

Day 5

  • The group kicked off their 5th day of travel at the edge of a corrosive lake, trying to figure out how to get the submerged skiff out of the deadly water.
  • Imric put together an idea to use Force Manipulation to raise the skiff, and successfully cast his spell. In just a few moments, the silvery machine was brought on land. 
  • The crew then spent the next twenty minutes or so trying to figure out how to get the device to work. Much like other artifacts on the Purple Planet, the Skiff had a series of eight rune-carved buttons that had to be pressed in order.
  • Nicodemus and Floyd did most of the pressing while Ssof Rehtaf watched, just waiting to have to heal someone. Eventually StarRider started pressing buttons too.
  • Eventually the party got the Skiff moving, and they set out for adventure! Tough decision to make though: where to go?
  • Nicodemus, the Thief with a 4 Intelligence, effectively made himself captain of the Skiff, and travelled south, hugging the edge of the mountain range while staying over the water.
  • The Skiff travelled 54 miles before stalling out. The craft needed greenstone shards to operate, although it could still hover while a new shard was swapped out. Otherwise the Judge would've had a TPK as the party sank to the bottom of the corrosive water.
  • If these weren't long-term characters, you know full well that I would've scored that TPK!
  • The Skiff traveled another 12 miles before coming to a greenstone cache resting on a stalagmite-looking pillar rising from the water. On the top of the pillar the party found a cache of greenstone shards.
  • Ssof Rehtaf cast Detect Magic on the shards and gleaned some details about the magic crystals. First, the shards are part of large greenstones, which must be much larger. Second, enough greenstone shards (at least 25) would have the same arcane effects as the larger greenstone. Third, this conversation reminded the party about what the actual plot of the adventure.
  • The Skiff traveled another 18 miles before Nicodemus had the bright idea to try to run it up the mountain. Yes, the craft hovered, but no, it didn't do inclines too well. The the skiff tipped, and half the party fell out and took damage.
  • Back to the coastline travel.
  • After another 24 miles, the skiff was able to start moving southwest as the mountain range started coming to an end. 
  • At the edge of the beach Nicodemus saw a legless Kith body clutching a rayrifle. The Thief-Captain ordered Screaming Otto to retrieve the artifact. Screaming Otto jumped onto the land but when he rolled the body over, it appeared that the Kith was still alive! He blasted Otto twice (nearly killing him), and the party was forced to slay the legless assailant. 
  • I should note that +Jonata Sodre had to spend a METRIC CRAP TON of Luck to make two DC 15 Fortitude saving throws so that his character didn't get disintegrated. 
  • Back on the Skiff.
  • Another 24 miles and the Skiff ran right into a dust storm. The brutal weather scoured the skin of the team, and forced the craft to move randomly. Fortunately, it randomly made landfall in the nearby wasteland hills!
  • Having reached the south-western edge of the corrosive lake, and with the weirdling sun near rising, the party set up camp beneath the skiff. 
  • They also forgot to turn it off, so eventually they burned out the greenstone shard that was still in use. 

Day 6
  • After a full day's rest, the party decided to take the Skiff towards a forest they saw in the distance.
  • A few miles after breaking camp, they came across the husk of a 45' long worm. 
  • StarRider poked around the inside of the dead worm after making an incision in its side. Clutching the skull of a dead Kith, there was a live Kith! 
  • Rather than attack the Kith, StarRider showed that he meant it no harm. 
  • The two struck up a strange conversation, and started understanding each other.
  • The Kith's name was Dukdiv, and he believed that StarRider was the one who saved him from death. So he pledged himself to the wizard.
  • This gave the Judge an excuse to allow a player to try out the Kith character class featured in the Purple Plant Boxed Set!


"James, this is good news! You finally come to Brazil! You don't have the excuse of money." - Jonata. 

"The party needs a nurse." - Alex grateful that Andy was playing his Cleric. 

"There's no seatbelts in medieval times." - Judge James to Andy, who was asking about safety equipment.

"Paint me like one of your French girls, Nicodemus." - Paul to Alex, after the comment about the skiff being like the Titanic. 

"I'm really screaming now!" - Screaming Otto after getting blasted by the Rayrifle a second time. 

"Not quite a colonoscopy." - Paul about digging into the dead death orm.

"He's a genius. Like Antonio Banderas." - Jonata

In Memoriam 

  • None this adventure

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