Tuesday, 1 September 2020

Session 280 - The Dragon and the Crack-Ferret

An escape from a Dragon, an encounter with a sneaky ferret that nearly killed Jeremy Wizard, and absolutely loads of fucking rain. It can only be overland travel through the wastes! At least you're near your goal now!


Session 280 - The Dragon and the Crack-Ferret


New Characters:
- Niamh, a familiar Cleric of the Enlightened faith.


Supplies:
- 13 Ferret Rations (13 exp)
Total: 13 exp


Kills:

- A massive ferret (250 exp)
Total: 250 exp


Expedition:
- Found Shielded Campsite (100 exp)
- Saw a Dragon (500 exp)
Total: 600 exp


Events:


--- Braving the Rain
- A summer storm beats down on the party’s campsite, rattling off the roof of the wagon and splashing over the bones of the skeletal steed. There’s one main problem - they’re hungry and Jeremy’s supply of rations has run low.
- They set out to forage and thunder cracks through the sky, a fizzing static sound comes from all around and everyone’s exposed gear is damaged, their arms and armour threaded with juddery lightning traceries! To add insult to injury, they find fuck all food in the poisoned waste.
- Back at the camp, Jeremy begrudgingly uses all of his magical reserves to Mend everyone’s gear and Niamh preaches the Enlightened gospel to a mostly receptive audience. The Blessing of the Lady is upon them - turn any roll into a coin flip today!

--- Vine Dragon
- As he does so, thick vines snake their way across the ground. Around them various plantlife grows and matures and dies and grows, a fast-forwarded flora. A Dragon must be near!
- Andromeda morphs into bat form and flies to investigate with her various visions. She soon finds it - more a moving mass of fast-growing greenery in the vague shape of a Dragon than an actual beast of flesh and bone.
- She flies back and the party quickly decamp in the pouring rain. There is a brief argument over whether they should fight or flee - Dragon hearts are valuable and useful for rune-magic after all - but the issue is forced when the shambling shape of that very monster looms in the downpour!
- Jeremy screams, jumps into the skeleton spider-horse steed, and goes! The others grab on as he careens past, spraying mud across the vine-covered ground, going as fast as he can to evade the great Dragon!
- The Lady’s blessing immediately comes in handy, allowing even the least skilful driver to at least have even odds of successfully piloting the wagon under pressure.
- The Dragon takes to the sky, spreading massive fern frond wings and chasing after the wagon with a sound like wind through trees. Andromeda takes to the sky too, bat wings flapping, and draws the beasts’ attention! She successfully draws it away and the wagon continues on at great speed, jouncing across the rough terrain and pouring rain.

--- Hiding in the Crack
- Soon the wagon leaves the vine-strewn ground of the dragon’s home. Through the ever-present rain they can see that the ground is cracked and broken around here, strange rolls of earth like crashing waves frozen into dirt. More importantly, some of these waves form long tubes that can be sheltered in!
- They take the opportunity to do just that, Andromeda taking watch as usual. Jeremy, freaked out by the idea of Dragons, goes as deep into the safety hole as he can.
- This is an almost fatal error - during the night Jeremy feels something tapping on his head. He opens his eyes to see a huge and pure black ferret staring into his eyes! It goes for his throat, silently choking him!
- Even Andromeda’s enhanced hearing can’t detect this silent killer. Thankfully Jeremy’s bee familiar can! It buzzes over the Andromeda and buzzes angrily, and when she turns she sees exactly what’s going down with her heartbeat vision!
- The thing is powerful, but not as powerful as Andromeda’s vampire-strength! She burns blood to wrestle the ferret off of Jeremy’s neck, and he gets a hand free to send a Magic Missile into it at point-blank range!
- In the cramped fold of hillside it’s nigh-impossible for Niamh and Red to help, but they try. Niamh at least heals Jeremy, Red tries to stab past into the ferret, and finally Andromeda manages to drain the last of the blood from this ferrety foe!
- The horror defeated, the rest of the party try to get some rest. In the morning they awake to the “interesting” scent of Ferfect Frazzlejack Ferret - a mix of tenderised ferret meat and frazzlejack. It’s surprisingly ok!


--- Road Get!
- In the morning the rain finally clears! Thank goodness! They set off again and avoid the dragon’s lair, soon coming to an actual trail on the edge of the woods, wonderful! Everything’s working out nicely!
- They roll off down the trail at a much greater speed than previously, heading down towards Puddle on their pre-apocalypse map. The trail takes them into a boggy forest and through to Puddle which is being reclaimed by the marsh. Nevertheless, there’s evidence that somebody’s been here recently - muddy tracks and the remains of a campfire.
- They camp here in the ruins for the night. It rains during the night, but eases into a muggy haze in the morning. Heading further gets them to the outskirts of what was once the village of Pindle, so they turn south-east towards their goal.
- At the crossroads is a pub called Crossroads and there’s… a small man waving at them from the door? Suspecting ghosts or some similar shenanigans, they bravely roll onwards.
- Further along they see ash-blackened skeletons standing by the roadside. Said skeletons turn to follow the wagon as it passes by them, so Jeremy digs in his heels and gets the wagon to get out of there!

--- The Glassmaker of Despond

- They reach Despond on the edge of the massive lake called the Lone Sea in good time. Sir Robyn’s tower is somewhere between here and the village of Pond to the south. Something piques Andromeda’s interest - a glassblower’s shop with a puff of smoke rising from the chimney!
- She enters the place and looks around… and notices a nigh-invisible creature open the door to the office and slip through. Mystery!!

- We end on that little cliffhanger! Surviving a dragon, a massive ferret, and loads of rain is no easy feat!


Total: 6000 exp


Roles:
Remembrancer: Charles (100 exp)
Triage: Timothy (100 exp)
Vanguard: Kitty (100 exp)
Expedition Leader: Timothy (100 exp)


OOC Bonuses:
- Art Attack bonus (Charles - 100 exp)


Exp Totals:

- Kitty / Andromeda, Level 8 Andromedan Vampire: 163356 (Level MAX)

- Tim / Red, Level 8 Duellist Fighter: 150949 (Level MAX)

- Charles / Jeremy Wizard, Level 7 Magic-User: 99098 (Level up at 144000)

- James G / Niamh, Level 1 Enlightened Cleric: 1716 (Level up at 2250)

Saturday, 22 August 2020

Session 279 - The Road to Robyn

Ah, the sweet balm of the hex-crawl returns once more!
Following ancient maps from before the End Times, our intrepid crew of explorers makes use of the clear summer days to roll up the main road towards Salisburgh.
Between unexpected rivers, crab-human relations, and a whole mess of resurgent mutant life - not to mention the surprise return of Gifflewim and Jeremy's soul - out heroes had a lot on their plates!
Except for food of course, that would have been too much to ask... 




Session 279 - The Road to Robyn


New Backstory:
- Beepbox had an opportunity to save his ailing father’s life when travelling doctors came to town, but he had to turn them down in order to save schoolful of kids. +2 to hit against creatures you witnessed harming innocents this session.


Supplies:
- 2 Frazzlejack (2 exp)



Events:


--- We’re Going To Need a Big Boat
- With Japhet & Hirsch supplying the party’s overland travel needs, the course is set for the party’s expedition out to Sir Robyn’s tower on the shores of the Lone Sea!
- But first, an aside in service of their next big trip. They order a strange vessel constructed - a ship with skeleton legs that they intend to use as an amphibious vehicle to take them all the way to Dwimmermount.


- The work begins, and the gang head out into the wastes!


--- Pedals to the Metal

- As luck would have it, it’s a nice clear day as they set off into the scoured lands! Jeremy Wizard drives the steed - a horrific spider-like horse skeleton - and pulls the wagon which features two big glaring eyes through which Japhet & Hirsch can view their progress.
- Most of the party stay within the relatively comfortable wagon, while Red rides on top with her rifle at the ready. Jeremy sets a rapid pace, the rugged trail and clear day making it an easy ride.




- They soon reach the main road towards Salisburgh and drive onwards, keeping up the pace. As Kink hives into view in the distance they begin to debate whether to blast through or just drive around. Last time they were here they met demons, after all.
- They compromise by skirting round the outskirts of town… only to remember that Kink is built over a river and has the only bridge for miles. Into town it is, then!


--- Crabs and People
- They cautiously rumble through the streets, seeing movement out of the corner of their eyes down alleyways and between houses. Crabs scuttling out of sight… or is it people?
- They approach the bridge and see that it’s got a load of stoneshell crabs on it, along with a bunch of oddly-attired people. They have big fake pincers on their hands and wiggly fake antennae on their heads, devices they seem to use to communicate with the crabs!
- Red knows some crab-language and uses it to try and get over the bridge, but her words are offensive! After a minor altercation, and a promise that they won’t come back, one of the crab-communicator men persuades the crabbos to let the wagon through. Phew!


--- Old Friends
- They roll onwards, making good use of the long summer daylight. They crunch through some crystals (Jeremy being told to “drive! drive!” out of what can only be dragon-sign), roll past the lovely-looking Samuel who they leave in the dust since he’s a literal demon, and finally stop for the night by the side of the road a mile onwards.
- Red finds a small outcrop of frazzlejack - shallot-like bulbs that grow near fallen angel metal - as she sets up camp. Thoughts turn to food - they didn’t bring much beyond some iron rations Jeremy has stashed away. Better than nothing!
- They settle down for the night, but during Beepbox’s watch he hears a yell! In the pale moonlight he sees a familiar face - Gifflewim! He pelts over the crest of a low hill towards the wagon, umbrella held aloft, chased by a whole lot of stoneshell crabs!
- Beepbox fires a beam rifle warning shot and the crabs turn and flee back from whence they came.
- All the noise has woken the rest of the party, who emerge from their beds to greet the weirdo merchant Elf. Jeremy trades back the Snels USB and some astroturf to get his soul back. Red trades her choker - the only thing she’s ever really owned from Sir Robyn - in exchange for some future boon. Gifflewim gives her one of his coins, which he’s circumspect about giving away these days.
- He agrees to stick with the party if they can drop him off at the camp up the road, they’re completely useless survivalists and easily grifted which is right up his alley.

--- Life Party
- Dawn breaks and the day opens to what looks to be an absolute scorcher. Gifflewim’s umbrella handily ensures that the nearby area has a light summer sprinkle of rain instead, so they head up north to this bad survivalist camp.
- They arrive in good time and see for themselves the effect that the Dharga has had on the local area. If anything, there’s now too much life around here. The sunburnt limbs of the great flesh-tree of Dharga stretch out from the diamond dino-dome, dripping and dropping big blobs of fat flesh that roll down to the lush and lurid sea of life below.
- They ask one of the locals what the fuck this is all about and they say they’re surviving here due to the gifts of the Dharga, feasting upon its off-cuts. A cry goes up from the village as they see a great hairy orb drop from the armpit of a tree-limb and roll across the plains towards them, apparently under its own power. It rips through a few tents as it rumbles to a halt in the village and the locals gather round to shave it, eat it and/or milk it.
- The local they were talking to goes to eat some too, and they see that there’s a horrible burbling second face on the back of their head. Clearly the price of easy life is at least a little bit of mutation...
- Gifflewim recommends that the party not go through there up to Salisburgh - it’s not in a good way as they can see. Instead they should probably off-road it towards the marshes and take up the trail again there.
- Poison Phil takes a rifle from the hands of a man who seems to be mutating into a puddle of flesh and gets on the wagon. It’s time to move on!




--- Heatstroke
- They roll on, heading south-west as per Gifflewim’s recommendation. It’s still really fucking hot,  and without the magic umbrella the heat really starts getting to people. Red is especially affected in her heavy armour. After a few hours of this Jeremy stops the cart - there’s got to be something they can do! He tries out a few runes until he makes an air conditioner for inside the wagon. Much better!
- Jeremy takes them further at a very slow rate to avoid crashing - they’re rumbling over rough terrain now. Red jumps out to get a drink of water as Jeremy steers them past a thin stream and gets a horrible shock when she looks into the depths and sees a faceless face staring back! They move swiftly on.

- They continue through an area rippled like dunes and veined with cracks like shattered glass and settle down as the day turns to dusk.

--- Woodsmoke
- Jeremy Wizard smells woodsmoke during his watch that night and, intrigued, follows it. Amidst swirling woodsmoke he sees a house on stilts and approaches it. A young woman’s voice calls out to him, and he sees her waving from the doorway. He turns and flees back through the smoke, but he can’t find his way out! He’s trapped! He -
-
- He opens his eyes and sees the rest of the party standing around him. Some watchman! But why does he smell of woodsmoke?
- He groggily looks around the campsite - all perfectly fine. Raindrops begin to fall from fat grey clouds overhead. The heatwave has been broken by a summer storm!
- Next time… do they brave the rain on the way to Sir Robyn’s tower?

Total: 7000 exp


Expeditions:
- Expedition Begun!: 500 exp
- Change of Plans: 100 exp
Total: 600 exp


Roles:
Remembrancer: Charles (100 exp)
Triage: Timothy (100 exp)
Vanguard: Ollie (100 exp)
Expedition Leader: George (100 exp)
Cartographer: George (100 exp)
Quartermaster: Ollie (100 exp)
Chef: Izzy (100 exp)
Paymaster: Charles (100 exp)


OOC Bonuses:
- Art Attack bonus (Charles - 100 exp)


Exp Totals:

- Tim / Red, Level 8 Duellist Fighter: 149033 (Level MAX)

- Izzy / Ratman, Level 8 Ratman: 127133 (Level MAX)

- Charles / Jeremy Wizard, Level 7 Magic-User: 97182 (Level up at 144000)

- Ollie / Beepbox Strawberry Stars de Moor, Level 7 Cleric of the New Eden: 78099 (Level up at 112000)

- George / Poison Phil, Level 2 Fighter: 3121 (Level up at 4000)

Level Up! +1d8 HP! +1 to hit! +backstory!

Tuesday, 18 August 2020

Session 278 - New Moondin Under New Management

 




Session 278 - New Moondin Under New Management


New Characters:
- Poison Phil, a grizzled Homesteader of the post-apocalypse, armed with a felling axe and a Fighter’s spirit.
- Voidshaft, some sort of horrible biomechanoid neo-Ratman who stowed away inside a corpse to get off the Moon. Surprisingly friendly.







Events:


--- Return to New Moondin
- We return to New Moondin after months of being on the actual moon! Curious onlookers are grateful to see the Snels-Seraphim fly off again, rather than do the now-passé technique of disgorging angels and taking over the town.

- Snels’ plan is to fly to Dwimmermount and start drilling down from the peak of the mountain, hoping to kill and/or save false gods Terms Termax and/or Eris. Seems there’s already a bit of a race against time at play!

- Walking through town they see goblin beggars shuffling through the streets asking for alms, while overhead the Spider-Priests are still in the process of re-rigging their electrified web-wires. Abandoned armoured cars and other Brotherhood-era relics are gathering dust in the corners and alleyways.




--- The Spider-Temple
- They head towards the Spider-Temple to see what’s up. The temple itself seems almost alive now, standing on eight long legs draped with webs. She’s greeted by a spider-priest and shown inside - the innards are rigged with strong webs and can be controlled by a pair of drift-compatible spider-people from a control room high above.
- They’re going to use this big motile temple to rig up and reinforce heavy comms-webs between towns. Much safer than relying on travel, and heavy-duty enough to surface the poison storms if everything goes well.
- The spiders tell Red that their dad is dead as usual, but Red counters that this isn’t true - he’s been subsumed into the Dharga! That massive flesh-tree to the north-west is part him! The spiders express their amazement, but they don’t know much about what’s going on that way.
- She also talks to her Pachycephalosauroid children. They each have a favourite colour, names of Renaissance artists, and a radical attitude. They grow up so fast!

--- The Chicken-Industrial Complex

- Next stop is a visit to DJ’s fried chicken business. They pass by Japhet & Hirsch’s tower on the way there, it’s wreathed with purple steam and topped with a single, blinking, watery eye. The eye itself looks far away into the wastes.
- They reach Ferfect Chicken and discover that it’s now a massive undertaking. There are three main fast food places, each with their own specialty. KFFC sells Ferfect Chicken Burgers which help protect against the weather, Goblin Hut’s Long Pizza improves Saves against Poison but may have side effects, and We’ve Got Crabs Ltd’s Crabbie Pattie helps you run away. All surprisingly on point!
- Jeremy Wizard tells the fast food workers that he owns the place, and they get the manager. An enormous spider called Corporal Chicken emerges and shows Jeremy round the back of house.
- It’s horrifying. Battery-farmed chickens are crushed into tiny cages. Stoneshell Crabs are mercilessly bred in a saltwater pool, jammed together, and processed for their meat and Last Breaths. Distantly there are cries of goblins. Allegedly fear makes the meat grow tender.




- Jeremy Wizard thinks this is all very modern and efficient and thanks the Corporal for his excellent maintenance of his business. He’s happy to leave the day-to-day management in Corporal Chicken’s eight capable hands!


--- To the Pub!
- That all unexpectedly sorted with no awkward questions or moral quandaries examined, the gang head to the pub. As luck would have it, the two-torsoed demon-masked Japhet & Hirsch are behind the bar! They’ve been helping out here since the goblin labour force disappeared underground into their Underhive after Styx was evicted.

- They listen around for rumours in case there’s anything spicy on the way to Dwimmermount. No such luck at the moment unfortunately.
- Also the Burning Bush has burnt down like 3 times since the party left for the moon - it happens.


--- Planning Session
- Japhet & Hirsch overhear the chat about how to get to Dwimmermount and offer their services - they’re interested in exploring the Wastes so they’re giving steeds and wagons to those heading out. Also they’re offering bounties to those willing to go out and find lost travellers, who they track via their remote-viewing eye tower.
- The gang consider the offer while planning their route to Dwimmermount by poring over old maps from the pre-apocalypse. The plan is to head up past Salisburgh and onwards to the great river Deeprush, then find a way to sail upriver to Dwimmermount.





- A new quest begins!


Total: 5000 exp


Roles:
Remembrancer: Charles (100 exp)
Triage: Timothy (100 exp)
Vanguard: Tom (100 exp)
Expedition Leader: George (100 exp)
Quartermaster: Kitty (100 exp)
Chef: Tom (100 exp)
Paymaster: Charles (100 exp)


Expeditions:
- Expedition Complete: 500 exp

- Planned Next Expedition: 500 exp
Total: 1000 exp


OOC Bonuses: - Art Attack bonus (Tom, Charles - 100 exp ea.)
- BÜZBRINGYR Bonus (Everyone, probably - 100 exp ea.)


Exp Totals:

- Kitty / Andromeda, Level 8 Andromedan Vampire: 161540 (Level MAX) - Tim / Red, Level 8 Duellist Fighter: 147412 (Level MAX) - Charles / Jeremy Wizard, Level 7 Magic-User: 95361 (Level up at 144000) - Tom / Voidshaft, Level 2 Neo-Ratman: 1600 (Level up at 3000) Level Up! +1d6 HP! Max Rats: 4! +Backstory! - George / Poison Phil, Level 1 Fighter: 1400 (Level up at 2000)



Session 277 - Earthbound

Lockdown in the UK is (perhaps briefly) over, so it's back to the pub - and the Earth - for us!
Bananas, Elves and Nyan-Eleven. What a wild moon finale!



Session 277 - Earthbound


New Backstory:
- Red has a child back on Earth that she left in the care of others - naturally it’s the dino-kids she formed with Dargo! Next character can be your child, starts with half your exp.
- Scarlet Eclipse crashed an Iounian party when he arrived on the moon. Once per session, somehow gain access to a large social event.


Foes:
- Pearly Blob-People (100 exp)
- Quite a few Red Elves (1000 exp)
Total: 1000 exp

Moon Clearance Bonus:
- Escaped the Moon! (100 000 exp)
Total: 100 000 exp


Events:


--- Invasion!
- A knock on the door of Shrub-Nigeria’s shack… it’s Andromeda! She’s returned! Covered head to toe in a spacesuit to keep the sun’s light off her vampire body, she’s spent the last five months fixing up the Seraphim so everyone can get home.
- A babble of confusing explanations of what’s been happening on the moon adventure are cut off by Andromeda. Something more pressing is happening - the Red Elves are invading the Moon!
- Outside the windows, a shimmering wave of sparkling explosions presages the rising of a Red Moon on the horizon! Soap bubbles and whimsical shapes hit the Moon’s cratered surface and detonate in bursts of confetti. Scarlet Eclipse is aghast - this isn’t at all what he expected!
- Shrub-Nigeria pulls a curved yellow lever and one of the walls of his shack swings open to reveal weaponry! He tosses a banana with a trigger to Jeremy Wizard and starts handing out banana-guns like SMBs and shotbanana’s to his Highounian mates and the rest of the party. He tells the party to grab his bananacar and get back to Earth while there’s still time, he needs to defend his shack!
- They jump into the bananacar along with Vermillion Vest whose driving skills will come in very handy and Vishnarak the Vibe-Killer who everyone likes for some reason. Vest kicks the car into gear, Beepbox attaches himself to the rear via banana-skis, and everyone else grabs onto the sides. They’re off!


--- Blobs!
- A cat-shaped missile trailing rainbows crashes through Shrub’s Nan’s Granny-Highrise and Vermillion Vest has to race through the slow-falling debris. Nyan Eleven!
- Behind, Shrub’s shack is encased in a smonkscreen of sweet-smelling astroturf smoke. Banana rounds fire from the smoke, bunches of bananas split into multiple banana-warheads, bouncing off most bubbles yet popping several and revealing them to be the landing craft of the Red Elves! The downed Elves fall slowly, returning fire with strange magicks.
- Globs of pearly jelly spatter from the sky in front of the bananacar, forming themselves into shimmering blob-people and attempting to stop the escape! Vermillion Vest skids through a few of them, but others grab onto the rear of the bananacar and fight!

- Red gambits to kick them all off the car and they go tumbling, Beepbox finishes them off by running them down with banana-skis!

--- Elven Bubble-Craft Assault!
- Overhead, a bubble from the shack battle careens past. It rights itself and a portion of the bubble peels back, revealing a Red Elf who zaps Red with a stunning spell! Beepbox engages his jump pack and busts into the bubble with shotbanana drawn.
“You should’ve kept your eyes… peeled!” he shouts as he pumps the banana and… accidentally discharges the ammo backwards. The big peeled banana within slowly drifts downwards outside, exploding in a huge banana-scented explosion that the bananacar jumps through in slo-mo!
- Red, atop the bananacar, swings out the car’s main weapon - a gatling gun made from a big bunch of bananas! “Sorry to burst your bubble” shout Red and Beepbox in unison as they simultaneously blast the bubble walls from within and without!
- The bubble bursts and Beepbox leaps backwards towards the car, firing banana pistols akimbo at the surviving Red Elves.
- Distantly, Iounian monks and hordes of clangers have joined the battle. The Soup Dragon takes up the rear, blasting a column of superheated minestrone at the Red Elf invaders.
- Another bubblecraft has landed ahead, but Beepbox came prepared with a banana bread bazooka. “You’re going to learn to loaf me” he says as he fires, turning away from the explosion that takes out every Red Elf in the impact zone and their bubble-craft too!

--- Shrub Nigeria Finale
- Vermillion Vest ramps the bananacar through the explosion, in midair giving everyone a good view of what’s going down around the Shrub Shack.
- Shrub-Nigeria has gone full eldritch horror, grown into a huge kaiju-scale banana-man whose yellow skin has split into massive yellow tentacles that grasp and destroy all in reach. He wields a massive blunt as a club, its astroturf fumes wreathing the area.
- The bananacar lands and skids to a halt before the entrance to the Seraphim, a full squad of angels standing ready in defence. They run inside and discover that Andromeda did it - the loading screen is on 99.9%! Snels uploads into the mainframe and completes the transfer, taking control of the Seraphim!
- Red tells him about Eris and Dwimmermount and the rest of the recent lore, and Snels agrees to take the party back to Earth. Moon lockdown complete!
- The Seraphim launches and the gang see their last glimpse of the Moon and the massive battle taking place.
- Shrub-Nigeria grabs the Red Moon and begins smashing into it, cracks already appearing on its surface. With a mighty swing he launches the Red Moon upwards, and beams of pure white energy blast into it from the direction of the Earth. Direct hits from the orbiting Gods themselves!
- The Red Moon bleeds bubbles and whimsical shapes, hitting the lunar surface before recovering and retreating into the vast blackness of space. Defeated… for now!


--- Return to New Moondin
- The Snels-Seraphim breaches the atmosphere and drifts serenely down through the clouds, petal-wings opening into a heat shield. As they fall, they can see the world they knew below, albeit somewhat changed in the last few months.
- The enormous Dharga flesh tree grows through a great breach in the diamond dino-dome, blooms of colour and life spreading across the land both outside and within the breach.
- Colonies of white stone seem to mark where Stoneshell Crabs have started to make crustacean habitations, some with survivalist tents set up nearby.
- Closer now, through the Storm-Shell into New Moondin itself. The Seraphim lands in the traditional place astride the remnants of the Creeper Fields, already being somewhat recultivated. In the town below they can see goblin beggars, spider-priests crawling across their electrified web-wires, and a trepidatious crowd that is already gathering to see what the deal with this Seraphim is this time.
- We’ve returned to Earth! Welcome back!


Total: 5000 exp


Exp Totals:

- Kitty / Andromeda, Level 8 Andromedan Vampire: 160140 (Level MAX)
Yosh! Leverrup! +1d6 Healing Pool/HP! +Minimum Faith 8! +Backstory!

- Tim / Red, Level 8 Duellist Fighter: 146012 (Level MAX)

- Izzy / Ratman, Level 8 Ratman: 125512 (Level MAX)

- Charles / Jeremy Wizard, Level 7 Magic-User: 93761 (Level up at 144000)

- Ollie / Beepbox Strawberry Stars de Moor, Level 7 Cleric of the New Eden: 76378 (Level up at 112000)

- George / Scarlet Eclipse, Level 6 Muscle Wizard: 52429 (Level up at 72000)
Level Up! +1d4 HP! +1 Mana! +Free Spell! +Backstory!