Saturday 1 June 2019

Session 226 - Escape from Angeltown

Survival! Loot! Shenanigans! Classic D&D right here.

Andromeda keeps on smashing. Red shouldn't have been so trusting. Barrett loses a loved one. Damnation Snels gets former lover burnt to death. Dustin Johnson's business isn't going so hot. Zulu doesn't, then does, then doesn't hit an angel. Grumpy helps rig up a landship.




A kind stranger depicts Damnation Snels
Carter graces us with an excerpt from a book -
The Prophet came to town on a windy September day. His voice was thunder as he called the people to him and like sheep recognising the shepherd we came. When obediently we were arranged he spoke and his voice was like unto the voice of the Lord. In our hearts thrummed the vibration of his words and we knew him to be holy. From the crowd he called forth the Jezebel and the Cuckold and brought forth his accusations. At first the cuckold was doubtful but then the holy spirit filled him and the veil fell from his eyes. Now he saw the light and the truth and if the truth was ugly with the guidance of Prophet he could bear to see it. His words were filled with the Lord’s power and no greater evidence is there! The witch found herself without friend nor neighbour for who would harbour a harlot? With guidance from the Prophet and the Lord we knew what we must do and built a mighty pyre. When dealing with a witch there can be no half-measures and no rationing. Thou shalt not suffer a witch to live! - from The Arrival of the Prophet



Session 226 - Escape from Angeltown

Date:
14 years after the End.
September

Character Backstories:
- DJ: A lifelong pothead, DJ was tragically forced off the weed when he got trapped in that mine for fifteen years! After he found his way out, he was pretty stoked to find that everyone’s holding in the apocalypse. Drug Effects are doubled for you.



- Barrett: Dragged underwater by a kelpie during a dare, Barrett never gave up! He raged against the dying of the light and somehow made it back to the surface, one of the rare survivors of a kelpie attack. +1 to rolls against unconsciousness.





Salvage:
- Electro-Orb (5000 exp) - 5 angels, whole (2500 exp)
- Various forage (8 exp)
Total: 7508 exp

Murder:
- 6 base-tier Angels (300 exp)
- 1 walker-tier Angel (100 exp)
Total: 400 exp

Dungeon Exploration:
- Explored 4 dungeon areas (80 exp)
Total: 150 exp Overland Exploration: - A random encounter (50 exp) - Set Forage twice (100 exp) Total: 150 exp

Events:
--- Inside the Seraphim
- Inside the golden halls within the crashed Seraphim, the party takes stock of themselves and their supplies. The Clerics are low on healing and Red’s gone off somewhere somehow. On the plus side a hand is waved and Barrett appears from a vent in a puff of stench, while Grumpy appears after going on some sort of vision quest. The gang’s together!
- Following last week’s session-ending explosion, they head back into the command chamber and through into the destroyed backup generator hall. The glass exterior of the plasma ball was destroyed, but the glassy orb in the centre is fine! Barrett yanks it off from its stand and passes it to Grumpy. This thing looks valuable!



- He follows up by going to the exit and… it’s irised shut! They’re trapped! Kinda. After a few minutes the internal rings rotate and the door opens into a room of dazzling circuitry… and many angels. There’s a third tier boss-angel, all rotating metal and whirling rings, with a couple of walkers and several base-tiers.
- Angel-sized divots in the glassy floor are connected by circuitboard lines. One of them contains a new angel. The circuits pulse white and the angel’s eye whirrs open - reborn! He decides not to fuck with it and leaves well enough alone.
- He waits for the door to close and the rooms to shift. When it reopens he sees a chamber with angel parts organised into neat piles. 8 base-tier and 2 walker-tier angels are within, and as soon as the door opens they move out to collect up all the shattered angels from the control chamber.

--- Barrett’s Shenanigans: Part 1
- Barrett slips in as they go past, sneaking to check out an exit. He looks along the corridor and sees the circuitboard room - the ring only rotated one place!
- He tries to sneak through but they spot him! He quickly sings a distraction, and his singing voice is so good that for a few seconds it actually works! He uses the opportunity to sprint away.
- He returns to the previous room in time to see the salvage angels returning, and manages to slip past them without them noticing again! The inter-ring door irises shut again, and we realise that Tom managed to evade a dick-in-blender moment for once! Good work Tom!



--- Ark Reactor (Geddit?!)
- The door opens again and reveals a curving corridor that opens out into a chamber containing a huge glowing circular device that looks just like the big arc reactor in the first Iron Man film. I am good at descriptions.
- Snels says “destroy it!”, Grumpy says “no!” and there is a relatively tense standoff until Snels says he’ll destroy it later.
- There are two ways out of this room. Barrett checks one direction while the rest of the party checks the other.

--- Main Party: Fight for the Exit!
- Down a short corridor that turns to the right into the outer ring, the party finds an open door leading to none other than the Upgrade Room near the entrance! Hoorah!
- The only obstacles - a single walker angel and its four base-tier companions. Red’s not here, but that’s do-able! Right??
- They charge! An initial volley of bow and pistolfire sings overhead, destroying two of the base-tier angels instantly! Andromeda slips on the shiny floor, but Grumpy is there to protect her! He gets into a defensive position with his glaive, imbued with white-hot runes.



- Zulu charges! And stumbles! And recovers! And… whiffs. Alas.
- Snels comes in with a gambit and blinds himself _and_ the walker angel… temporarily. Phew. The fight continues, both sides pummeling each other and whanging off armour. Grumpy thrusts his white-hot glaive deep into the eye of the walker, killing it in a single blow!


- The last angel smacks Grumpy one last time before Andromeda brings down the hammer and smashes it to bits! Enemies eliminated!
- Without further ado, the party grab the dead angels and roll them into the entry chamber and out into the rainy outside world. They live! There’s just one question… where’s Barrett??



--- Barrett’s Shenanigans
- Barrett jogs along a long corridor away from the Ark Reactor. He reaches a large door and waves an angel eye around a bit… and it opens! He’s looking into the Gravity Chamber. And that implies he just ran through the central ring of the angel.
- He goes back to tell the party the news and… oh shit. He’s locked in.
- Assuming that the rings will rotate again and let him into the true centre, he waits around in the Gravity Chamber for a while. Strangely enough, he’s right! After a while the door closes, then re-opens to reveal a clear way into the very core.
- There’s a deep-voiced boss angel in there atop a large dais, singing deep requests for repairs. It’s stuck in a loop where it notices the need for repairs, calls for repairs, pings out, then administers to the base again before noticing a need for repairs, and so on.
- There’s a flickery hologram on the dais too, beneath its whirling form. An older gentleman holding a rusted blade, grim, gaunt, and iron-clad. It’s the god Vorn!
- Barrett enters and breaks the angel’s repair loop, it aims its guns at him! He dives behind a convenient waist-high wall and prays… but suddenly his skeleton horse is here! How did it get in?!



- The boss angel blasts it with lasers! The horse crumbles. Barrett chucks out a potato and sings for the angel to destroy it… and it does! Or at the very least freezes it in time for a while. He takes the opportunity to sprint out while its cannons cycle, tossing his last potato out as a distraction!
- He runs further and, what luck! Finds himself entering the Upgrade Room the party was just fighting in! The rings cycled just right! He keeps running and finally, thankfully, escapes out into the rain.

--- Expedition Night 2: A Well-Earned Rest
- Barrett catches up to the party as they’re re-entering the Shell, rolling their salvaged angels with them. Conveniently enough they find Red already at the campsite! She’s a bit pissed that she missed all the fighting.
- There’s still some light, so most of those present head out into the rain to find some forage while Grumpy reheats the leftover crab hash he calls “Neeps in the Deeps”.
- Of the three foraging groups, it’s Zulu’s solo foraging party that comes good. She didn’t find the Slopworm she was hoping for, but she finds some Frazzlejack during a break in the rain. The wide, thin leaves seem to paste themselves over angel metal, and the round onion-like bulbs that grow between the metal and the earth are edible.
- Red & Andromeda find nothing but their own trail, and Andromeda returns tired out by Red’s constant nattering.
- Damnation Snels and Barrett have a worrying encounter in the rain - fluting singing voices and sound like rain on a tin roof presage the emergence of two angels! Barrett sings out to them, telling them to turn back, and miraculously they do! Barrett’s singing voice is quite the gift!
- They return to camp to eat dinner and cajole Grumpy into fixing arms and armour that were damaged. He agrees to do so, promising to get stuff fixed during his watch overnight. The party sleeps to the sound of soft rain-muffled hammering.



--- Expedition Day 3: The Journey Home
- Dawn brings a ruckus! Roiling winds blasting across the plains sweep in and try to rip up the party’s 10 man tent! The whole thing lifts up, guy ropes snapping, and those inside are rolled from their bedrolls!
- Barrett, still half asleep, yells “reel in the mainbrace” and somehow manages to get the tent wrapped up and under control!
- Since it’s so damn windy and Barrett’s clearly proficient with knots, Grumpy comes up with a plan. Lash the five dead angels together with ropes, use the canvas as a sail, and we’ve got a land-ship now!



- Insanely, it works! The rain has stopped and the huge draconic Power-Dragon Skeleton is visible to the south, so they head there at great speed! They make good time as the strange vehicle rumbles onto the road, dodging cairns as they go.
- The wind fades in the final leg, and luckily they find some forage! A shallow, oily pool contains “Bone Marrow” - courgette-like protuberances sitting just below the surface of the water. It smells like meat, but it tastes alright.
- They head on, rolling their angels manually, and by the early afternoon they’re back in New Moondin. Expedition complete!

--- Snels’ Sidequest: The Prepper Camp
- Damnation Snels visits the Prepper Camp with a proclamation. He calls forth a crowd, including the older lady Christina Cuckold and her husband, and begins to speak.
- He claims that it was not his fault, and that she is a witch! She charmed him with evil magics, and even invited Elves and other horrors into her home! When they’re starting to turn on her he unleashes the final part of his plan - calling forth the miracle Moral Crusade!
- The crowd are suddenly ANGRY and VIOLENT! They descend upon Christina, dragging her to a stake and putting her to the torch! He throws in the elf head and his wife’s hand, purging himself spiritually of all unnatural taint. He feels no remorse - he has done no evil here.
- Satisfied that the Preppers have abided by Snelsman teachings, Snels persuades them to become a proper Rebuild-tier Settlement. A new town is founded!

--- Post-Expedition: It’s Business Time!
- The rest of September passes as they recover and do bits and pieces around the town.
- Red heads to the Crafting district to get her cool combo gun made - a musket plus beam rifle! She returns to the honesty jar of her honey whiskey business and finds it empty, and all the honey whiskey is gone! She’s gone bust. Why are people so dishonest??






- Next door, Zulu’s spending a wodge of cash recreating the pub with an Africanised tiki theme. Lots of shields and spears on the walls, lots of racist stereotypes, and the bartender has a bone through his nose and blackface. It’s a bit much, but it’s the only pub in town…




- Julgoor’s Exploration & Production grows, as does Damnation Snels’ weird protection racket. DJ is saddened to discover that his mining business isn’t doing so hot - there’s not much of value in the ruins of the Hot Box.
- Barrett goes to the Transporter’s Guild and starts planning a wacky races style wind-powered wagon, pulled by a new skeleton horse and pushed by runes. It looks sick!



- Grumpy takes the power node from the angel’s power generator and sets up an electric company! Between this and the Spider-Priests’ electro-webs, we’re looking at street lights and power for all!
- Snels looks into the Long Potato situation with his prophecy miracle… and what he discovers disturbs him. Could Long Potato really be people?!
- September rolls wetly towards a misty October. All in all, a successful session!

Total: 2500 exp

Team Bonus:
- Aggressive Negotiations bonus
- Balls to the Wall bonus
- Best of Intentions bonus
- Better Part of Valour bonus
- Breach and Clear bonus
- Brutal Kill bonus
- Classic Charles bonus
- Dramatic Escape bonus
- Enmity Inciter bonus
- Fame bonus
- Heresy bonus
- Holy bonus
- I Immediately Regret This Decision bonus
- Leave a Man Behind bonus
- Master of Disguise bonus
- Pundemonium bonus
- Ridiculously Bad Rolling bonus
- Split the Party bonus
Total: 900 exp

Individual Bonus:
- Chronicler (Carter / Grumpy - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Grumpy - 100 exp)
- Paymaster (Charles / DJ - 100 exp)
- Quartermaster (George / Damnation Snels - 100 exp)
- Vanguard (Tom / Barrett - 100 exp)
- Triage (George / Damnation Snels - 100 exp)
- Chef (Ollie / Zulu - 100 exp) - Philanthropy: 5000ob (Zulu - 4000 exp)
- Art Attack bonus (Tom, Timothy, Charles, Carter - 100 exp ea.) - Artapalooza bonus (Charles - 100 exp)
- Chippo Champion bonus (Tom*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Kitty, Tim, Charles - 500 exp ea.)

Exp Totals:
- Kitty / Andromeda, Level 5 Laddite Cleric: 24629 (Level up at 28000)
- Timothy / Red, Level 5 Fighter: 20629 (Level up at 32000) - Tom / Privateer Barrett, Level 5 Specialist: 20092 (Level up at 24000) - George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 5 Snelsman Cleric: 19929 (Level up at 28000) - Charles / Dustin Johnson, Level 5 Intergalacticist Cleric: 16084 (Level up at 28000) Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory! - Ollie / Zulu Snakebite, Level 5 Barbarian: 18325 (Level up at 32000) Level Up: +1d8 HP! +2 Barbarian Powers! +Backstory!
- Carter / Granite "Grumpy" Ironjaw, Level 3 Forgelore Dwarf: 5686 (Level up at 8800)
Level up: +1d10 HP! +Backstory! +Lorebond!

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