Tuesday 24 March 2020

Session 259 - Assault on New Moondin

It's been a while! Between the trip to Venice and the self-isolation after Venice and the subsequent global lockdown, it's looking like face-to-face D&D is over for the foreseeable!

Fear not, we're going to try to get something working tonight over Hangouts. You should have my email or some means of contacting me if you're not on zuckbook, so if you're in let me know!

As for this recap... despite having had literal weeks to write it I've only finished it off today so it is likely to be rife with errors. If you spot any, send them my way!

Stay safe, wash your hands, all that good stuff.



Izzy draws Jeremy Wizard and his bee familiar
Close up of the bee? Or horrifyingly biological angel? You be the judge!
Also by Izzy.
Timothy supplies Red's family portrait, they all seem so happy!





Session 259 - Assault on New Moondin

Date:
March. 15 years after the End.
New Backstory:
- Some of Drake Blackthorn’s experiments didn’t go well back in the day, losing him a great deal of money and personal pride. Can improve your next d20 roll by 1d4, but if you fail you take that in damage.
- Damnation Snels has become good friends with Jeremy Wizard over the past few adventures, to their mutual benefit. +1 to rolls when next to each other.
- Jeremy Wizard ordered the counterattack when the other gold farmers were being forcibly ejected from the Styxtrix, although he himself ran the other way without getting involved. When you’re at the back of the marching order, the party gains +2 to first round initiative.

Foes:
- A small squad of angels, routed (100 exp)

Events:

--- Assault Plan Bravo
- With the direct assault stymied by Styx’s incredible defences, plans are drawn up for a slightly more subtle plan. Trust in Singular Thay is low, so any plans have to deal with the possibility of a sudden and anticipated betrayal.
- It’s going to be a couple of weeks until the Lady is in the sky and Styx’s angels go a bit haywire, so there’s a couple of weeks to kill setting up operation “Door Knock Dickhead!”
- Drake converts the live angel into wearable armour. Jeremy Wizard preps some more radio gems. Andromeda tests out her Storm Shell theory - it’s possible to dig under the dome! The only risk is letting the poisonous weather in.
- The dig team of Andromeda, Ratman the Ratman, and a Necromancer commanding the undead diggers themselves get to work. Jeremy Wizard goes into the Shell, pretending to be a refugee from Fate.

--- Saviourbone Miners Saved!
- Jeremy strolls over to the Saviourbone Mine safely and flags down an angel. It scans his kara and, not knowing what to do, kicks it all the way up to Styx! Styx wants the kara since it’s a Fate original and asks Jeremy to come to New Moondin - he’ll even get the angel to carry him there!
- Jeremy acquiesces, but sneakily drops one of his charmed comm-gems for the Saviourbone miners to communicate with.
- An Arnold Nonimus retrieves the gem and chats over the crystalnet. Andromeda takes the call, and finds out that the miners have all been put out of a job by angel automation and are on basic food income! They’re just chilling in their dugout otherwise.
- The dig team use the gem connection to help aim their digging, and after some days they finally break through into the miners’ underground home!
- Inside they meet a new party member who demures the traditional name of Arnold Nonimus, instead simply calling himself Spade. He has a spade. A spade that is also a rifle.
- The miners are ready and willing to attack the angels, since they’ve got supplies of guns and powder. Time to crack some angel shells!
- Andromeda is first into the field, shattering an angel with a powerful blow from her newly obtained hammer! Spade smashes another one with his spade!


- The angels flee this unprecedented assault, potshots from the miners following them as they roll away at great speed.
- With the angels in retreat, Snels calls up Singular Thay and tells them to press the attack towards New Moondin! He also calls up Come-Forth-If-Thou-Consider-Thyself-Hard-Enough Roper in Prepperton and tells him to go seduce the local elves for some reason.

--- Jeremy and Red Hit the Town
- Jeremy watches the Styx-based ads inside the angel taxi and follows Drake’s instructions to disable his own kara. When he arrives in New Moondin the angel opens up to reveal that Red is in town too! She must have walked separately.
- They head to the spider temple as quickly as possible, giving Styx some bad excuse about how they’re totally heading to the Seraphim. Inside the spider temple they discover that the spider Sir Robyn within has forbidden the spiders from leaving the temple.
- Red demands that her spider-father let her people go, while Jeremy Wizard casts magic missile on the darkness, miraculously hitting something! A sexy version of Jeremy emerges from the blackness… it’s demon shenanigans alright!
- Red yells at her spider-brethren to flee - she has a plan! She grabs Jeremy and engages the jetpack on her cancer-armour, blasting the two of them out through the roof! The jets burn up the demon-web as they escape!



- Outside, on the roof of the temple, they hear word that Roper succeeded at his seduction task and survived! Everyone else is shitposting over the crystal-net. The word comes in eventually amongst the memes - it’s time to march on New Moondin!

--- Into the Underhive
- The team at the Saviourbone Mine use their last teleport gem to warp into the Underhive beneath New Moondin, there to rally the troops and lead an insurrection against Styx that will tie up his forces and prevent him from reacting to Singular Thay’s assault.
- They emerge from a fire into… a massive subterranean complex, massive and strange. Some weird blend of tech and magic and plants and gardens, brimming with plants and animals of various kinds. Styx has been busy!
- Andromeda sees a strange mushroom-animal hybrid scuttling along and tries to eat it, but receives no sustenance from it. What’s been going on down here?!
- They head in what they hope is the direction of the exit, heading through a garden arch in a hedge. They find a man doing some work, who explains what the deal is now. Goblins and humans have to do equal work now! And a Goblin’s minion’s work counts as the labour of their parent, so humans have to do comparatively more work!
- He knows the way out though and indicates the way they need to go. They follow a path to the exit and find a large frog who insists they punch out to finish the workday.
- Just then, Red and Jeremy arrive amid a swarm of spiders! The spiders are saved! The frog, overwhelmed, hops to a safe distance as the party plans their next move in their assault against Styx!

Total: 4000 exp

Team Bonus:
- Aggressive Negotiations bonus
- Balls to the Wall bonus
- Best of Intentions bonus
- Better Part of Valour bonus
- Classic Charles bonus
- Diplomancy bonus
- Dramatic Rescue bonus
- Enmity Inciter bonus
- I Immediately Regret This Decision bonus
- Long Deliberation bonus
- Noblebright bonus
- Pundemonium bonus
- Social Justice Warrior bonus
- Split the Party bonus
- What Could Possibly Go Wrong bonus
Total: 750 exp

Individual Bonus:
- (Most TBD since I can’t find the job sheet!)
- JÜGBRINGYR bonus (Tom, Charles - 500 exp)
- Mezze Master bonus (Timothy - 400 exp)
- Art Attack bonus (Timothy, Izzy - 100 exp)
- Artapalooza bonus (Timothy - 100 exp)
- Attacco d’Arte bonus (Timothy, Izzy - 100 exp)

Exp Totals:
- Kitty / Andromeda, Level 7 Andromedan Vampire: 141431 (Level up at 144000)
- Tim / Red, Level 7 Duellist Fighter: 78038 (Level up at 128000)
- Izzy / Ratman, Level 7 Ratman: 68337 (Level up at 96000)
- George / Damnation Snels, Level 6 Born Again Barbarian: 36269 (Level up at 64000)
- Charles / Jeremy Wizard, Level 5 Magic-User: 27887 (Level up at 36000)
- Russell / Drake Blackthorn, Level 4 Specialist: 6287 (Level up at 12000)
Level Up! +1d6 HP! +2 Skill Points! +Backstory!
- Tom / Spade, Level 1 Fighter: 1193 (Level up at 2000)

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