Let’s Play Planescape: Torment! Episode 4

by William Hohmeister

Last time on Planescape: Torment!

Breaking stuff leads to a level-up, and an encounter with a ghost leads to a vague prophecy!

In case you missed it, Nameless helpfully wrote down Deionarra’s prophecy:

I encountered the ghost of a woman named Deionarra, who prophesied that I would meet three enemies, but ‘none more dangerous that myself in my full glory’. They are shades of evil, of good, and of neutrality given life and twisted by the laws of the planes.

Ep4_Image1She said that I would come to a prison built of “regrets and sorrow,” where “the shadows themselves have gone mad.” Here, I will be asked to make a terrible sacrifice… for the matter to be laid to rest, I must “destroy that which keeps me alive, and be immortal no longer.”

Deionarra disappears, and Nameless discovers Morte can’t see her. So he’s a crazy amnesiac scar monster. Although maybe a skull isn’t the best barometer for reading Nameless’ mental weather. Hey, no one else has talked to him yet, maybe even Morte isn’t real…


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Let’s Play Planescape: Torment, Episode 3

by William Hohmeister

Last time on Planescape: Torment:

The living dead walk! Floating skulls talk!

Ep3_Image1Dhall, you’ve been a big help, but you smell. Goodbye.

On my way I try talking to every zombie and person I see. This has a few rewards:

Zombie Worker: The corpse is wobbling unsteadily back and forth, trying to keep its balance.

Nameless: Give the corpse a push.

Morte: “Uh… Chief… you might not w-“

Zombie Worker: There is a *crack* from the corpse’s left leg, and the body falls like a dead tree… the left arm seems intact.

Nameless: “Hmmm, I wonder if I could make use of that arm…”

Good news: I can use it as a weapon!

Ep3_Image2When not vandalizing zombies, Nameless helps a deaf and semi-blind Dustman named Ei-Vene. She wants needle and thread and embalming fluid. All three also act as health potions and buffs* to Nameless. He agrees – sort of. Ei-Vene thinks Nameless is a zombie because of his scars. To carry this off he has to stand there silent like… a zombie. It’s the role he was born to play.

On the way to find the goods, Nameless finds an Anarchist spy disguised as a zombie. The Anarchists are another faction in Sigil – the city we still haven’t seen. No idea why he’s spying, but he offers to tell Nameless how to escape for – surprise – embalming fluid and needle and thread. I find some on this floor, but for the rest I have to head up to the Crematorium.

Ep3_Image3And the Crematorium is filled with curious Dustmen, like that guy in the lower left yelling at Nameless. Fortunately, the Dustmen don’t mind Morte, so I send him off to find the supplies, then head back downstairs.

I get two things from Ei-Vene: an extra permanent hit point and a memory. The hit point comes when she stitches Nameless up, still mistaking him for a zombie. And by watching how she stiches, Nameless remembers leaving a stash inside of a zombie. So that’ll be fun to look for.

True to his word, the Anarchist tells me how to escape: a portal in the northeast memorial hall, opened with a crooked finger bone “key.” Portals are all over the place, apparently, and almost anything can open them.

The Anarchist also disguises Nameless as a zombie, allowing me to reimagine Thriller. Oh, and to sneak past all the Dustmen. Back in the Crematorium, Nameless finds his stash-zombie – now decayed to a skeleton – and recovers a knife, money, and two Clot Charms, a type of healing and buff. All this is in an extra-dimensional space in the corpse’s rib cage. I head to the ground floor

I love these zombies: right beside the stairs a zombie is loitering with the awesomely named Tome of Blood and Ash. It contains runes and spells and the kinds of stuff to make Cthulhu squee. I take it, of course. I’m kind of a jerk to these corpses. When I find actual people, I swear, I’ll be nice.

I find a use for the Tome right away; in the middle hall are four giant skeletons – literally the reanimated skeletons of giants. By using the Tome, Nameless reverses the enchantments on their armor. This destroys the skeleton and leaves behind a magic rune item. I can’t use it yet, but soon. Just gotta become a wizard.

Finally, Nameless finds the memorial hall. He inspects the area but finds nothing. Just as he’s about to leave, the ghost of a woman named Deionarra appears. She knows Nameless, and may have been a lover at some point, though she’s now bitter over a past he can’t remember. She knows he’s immortal, but describes it as a curse because of the memory loss resurrection causes. She fears Nameless will one day even forget that he can’t die.

So thanks for making me think of that, Deionarra.

She points Nameless to the portal exit, but as he leaves she offers a prophecy. I love prophecies, so of course I ask to hear it. Then she hits me with this:

Deionarra: “First I require a promise. Promise that you will return. That you will find some means to save me or join me.”

Which leads me to several choices:

Ep3_Image4I can try to talk my way out of it; I can refuse; I can lie; or I can promise. I’ve researched the game a bit, and these choices supposedly matter. If I lie it makes me more evil or chaotic. If I promise I become good, but if I don’t keep the promise… well, I’m not sure. But there are supposed to be repercussions.

I choose to promise I will save or join her. I’m supposed to be channeling the Doctor, after all, and while he may lie, cheat, and screw people over, I don’t believe the Doctor would willingly abandon someone. I’ll do my best to help her.

Deionarra speaks her prophecy:

Next time on Planescape: Torment…

Portals! Tombs! Manual labor! And… Sigil!

The still images are all screen captures from Will’s game.

Let’s Play Planescape: Torment! Episode 2

by William Hohmeister

A shambling zombie escorts The Nameless One – “Nameless” from now on – into the Mortuary on a slab. Nameless remembers faces and events but he has no context to process them. After a while his back starts to hurt, so Nameless gets up from his slab with a groan.

A skull floats over to talk.

Will_Planescape_Ep2_Image1At the risk of being cliché, I am either too drunk or not drunk enough to be talking to you.”

It’s Morte Rictusgrin, the… floating skull. I really can’t emphasize that enough. I imagine Nameless spends some time checking for wires and pinching himself before finally responding:

Nameless: “Who are you?”

Morte: “Me?” The skull seems indignant. “How about *you* start, scabbie? Who are you?”

The body language at play must be incredibly subtle, since Morte has no body.

Nameless: “I asked you first, skull.”

We’re getting off to a bad start, but mom always told Nameless not to talk to strangers. Morte and Nameless eventually get through the introductions – or they would, if Nameless wasn’t… y’know. Name-less. Morte rolls with this, however, and offers to read the scars on Nameless’ back. Nameless has so many scars they can actually double as post-it notes.

Morte: “Say, you got a whole tattoo gallery on your back, berk. Spells out something…” “Looks like directions.” (Morte clears his throat)


I know you feel like you’ve been drinking a few kegs of Styx wash, but you need to CENTER yourself. Among your posessions is a JOURNAL that’ll shed some light on the dark of the matter. PHAROD can fill you in on the rest of the chant, if he’s not in the dead-book already.

Don’t lose the journal or we’ll be up the Styx again. And whatever you do, DO NOT tell anyone WHO you are or WHAT happens to you, or they’ll put you on a quick pilgrimage to the crematorium. Do what I tell you: READ the journal, then FIND Pharod.”

Which seems like good advice, except Nameless doesn’t have a journal. He barely has a loincloth. Nameless and Morte agree to try to escape together, as both have qualities the other lacks: Morte knows the Mortuary and isn’t a walking scab with amnesia, and Nameless has hands so he can open doors. It’s a match made in a terrifying necropolis. And Morte is by far the superior fighter. He’s only got 20 HP, but his AC is 2. Compared to Nameless, Morte floats like the butterfly.

They quickly run into an obstacle: the door leading out is locked. Morte instructs Nameless to take a key from a nearby zombie by force. Despite his superior fighting ability, Morte is relunctant to join the fight.

Morte: “All right, you found the scalpel! Now, go get those corpses… and don’t worry, I’ll stay back and provide sound tactical advice.”

Nameless: “Maybe you could *help* me, Morte.”

Morte: “I will be helping you. Good advice is hard to come by.”

Morte: “Human resources can mean a lot of things. I need to know you’re loyal to this company.”

Nameless: “When I attack this corpse, you better be right there with me or you’ll be the next thing that I plunge this scalpel in.”

See? I’m already putting those Charisma points to work with some diplomacy.

The pair leap into action!

Will_Planescape_Ep2_Image2Uh, I know I asked for this, but… could you chew with your mouth closed, Morte?”

Fun fact! Morte’s weapon slot is his “bite.”

Nameless takes the key from the ex-corpse, and the pair makes their way slowly through the Mortuary. Morte reveals he really has a taste for zombies:

Morte: “Pssst… Some advice, chief: I’d keep it quiet from here on – no need to put any more corpses in the dead book than necessary… especially the femmes. Plus, killing them might draw the caretakers here.”

Nameless: “Why do you care about the female corpses?”

Morte: “Wh – are you *serious*? Look, chief, these dead chits are the last chance for a couple of hardy bashers like us. We need to be *chilvarous*…”

Nameless: “Last chance? What are you *talking* about?”

Morte: “Chief, THEY’RE dead, WE’RE dead… see where I’m going? Eh? Eh?”


Nameless has no interest in zombies, ladies or fellas, but he likes messing with Morte:

Morte: “Psssst. You see the way she was looking at me? Huh? You see that? The way she was following the curve of my occipital bone?”

Nameless: “You mean that blank-eyed beyond-the-grave stare?”

Morte: “Wha – are you BLIND?! She was scouting me out! It was shameless the way she WANTED me.”

Nameless: “Wanted you to go *away*, maybe. She was obviously too distracted by ME to pay attention to some stupid bobbing head with a big mouth.”

Eventually they find Dhall, an ancient, diseased Dustman penning names into a gargantuan book from his floating recliner.

Will_Planescape_Ep2_Image3Dhall tells Nameless more about the world. The Mortuary is located in Sigil, and is run by the Dustmen, the faction Dhall works for. Morte and Dhall both have different feelings about the Dustmen – Morte calls them addled death-worshippers – but both agree that, if the Dustmen knew about Nameless, they’d try to stop his regeneration. Probably by fire.

Dhall knows Nameless much better than Nameless himself. Nameless has treated the Mortuary almost as a second home, and many former companions now rest within. The most recent is a woman in the northwest memorial hall. Nameless decides to find her, and at least pay respects – and to see if her name triggers any memories.

Dhall permits Nameless to go, but warns him to be careful. Even if Nameless weren’t a walking blasphemy against Dustmen beliefs, he’s guilty of the most bizarre breaking and entering ever.

Next on PLANESCAPE: Bad medicine! Anarchy! Undead nightmares! And… Escape!

(-ed. – We haven’t decided when Episode 3 will run, nor on what day of the week we will settle into, but this series is greenlit. It will be back once we get a little further ahead with it. There will be an announcement. Our dear friend and not-so-silent partner Jeremy of the seven-month Batman run  returns next Wednesday. With a Batman post. Who woulda’ thought? Keep Blogging!)