Session 225 - Big Smash in Angel Town
Date:
14 years after the End.
14 years after the End.
September
Characters:
- Andromeda, Level 5 Laddite Cleric / Kitty - Red, Level 5 Fighter / Timothy - Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 5 Snelsman Cleric / George
- Dustin "DJ" Johnson, Level 5 Intergalacticist Cleric / Charles
- Zulu Snakebite, Level 4 Barbarian / Ollie
- Andromeda, Level 5 Laddite Cleric / Kitty - Red, Level 5 Fighter / Timothy - Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 5 Snelsman Cleric / George
- Dustin "DJ" Johnson, Level 5 Intergalacticist Cleric / Charles
- Zulu Snakebite, Level 4 Barbarian / Ollie
Character Backstories:
- Zulu: Got into a fight with a bully who was way tougher than her - Andromeda! One thing led to another and a fight erupted, leading to the burning of the pub. At least, that’s how Zulu tells it... +1 to hit a more powerful foe.
- Red: Blames herself for Gatsby’s relatively tragic para-dimensional death - if she hadn’t brought him with her, he might still be alive (or well, “alive”). When your actions result in the death of someone you’ve known for at least 3 sessions, gain +2 to hit for 10 minutes.
- Zulu: Got into a fight with a bully who was way tougher than her - Andromeda! One thing led to another and a fight erupted, leading to the burning of the pub. At least, that’s how Zulu tells it... +1 to hit a more powerful foe.
- Red: Blames herself for Gatsby’s relatively tragic para-dimensional death - if she hadn’t brought him with her, he might still be alive (or well, “alive”). When your actions result in the death of someone you’ve known for at least 3 sessions, gain +2 to hit for 10 minutes.
Salvage:
- A whole stack of useful angel metal (1000 exp)
Total: 1000 exp
Total: 1000 exp
Murder:
- Three walker angels (300 exp)
- Fourteen base angels (700 exp)
- Charlie the Angel (0 exp)
Total: 1000 exp
- Three walker angels (300 exp)
- Fourteen base angels (700 exp)
- Charlie the Angel (0 exp)
Total: 1000 exp
Dungeon Exploration:
- 1 Wandering Monster group rolled (50 exp)
- Explored 5 dungeon areas (100 exp)
Total: 150 exp
- 1 Wandering Monster group rolled (50 exp)
- Explored 5 dungeon areas (100 exp)
Total: 150 exp
Events:
--- The Resurrection of Charlie
- Inside the brassy interior of the crashed Seraphim, the party checks out their options. They stand in an empty hangar, facing empty angel deployment racks. Red is drawing a face on the deactivated angel in front of her. She has named it Charlie. Zulu is here too with the giant antelope mount she apparently brought in from the African World-State Reality.
- There are two smoothly curved corridors from here. One leads to a repair hall, the other to a damaged communication chamber of some sort. Andromeda checks out the repair area. It’s got a full 20 angels in there, but she also spots a dodecahedron lying among a bunch of smashed up angel metal. The legendary Control Module!
- She casually walks into the room, gets scanned by one of the angels, and when they fail to attack she just strolls over the the Control Module and grabs it! “Good shot marm!” says McCoy, over her shoulder.
- The angels FREAK OUT! McCoy the loader-skeleton is Chaotic, and they hate Chaos! Andromeda grabs the control module, slings McCoy over her shoulder, and bolts! Beams ricochet down the corridor behind her.
- Red rolls Charlie the broken Angel into the repair hall, hiding behind “his” spherical bulk, singing out something about him being in need of repairs. They scan him and arms come down from the ceiling to make the repairs.
- Unfortunately this reveals Red, and the angels begin charging their lasers! She pegs it back to the rest of the party, beams zipping overhead.
- Soon enough a repaired Charlie is returned to the rack by overhead rail, but he can’t be deployed to the wing due to a rail misalignment. Andromeda presents him with the Command Module and he unfolds to accept it! The Module itself unfolds into a seat, and surprisingly intuitive controls allow him to be piloted like a mech!
- Red holds McCoy back while Andromeda pilots Charlie into the repair room and uses him to shunt all the valuable angel-metal from the smashed up control modules to the entrance. That’ll do for now!
- Inside the brassy interior of the crashed Seraphim, the party checks out their options. They stand in an empty hangar, facing empty angel deployment racks. Red is drawing a face on the deactivated angel in front of her. She has named it Charlie. Zulu is here too with the giant antelope mount she apparently brought in from the African World-State Reality.
- There are two smoothly curved corridors from here. One leads to a repair hall, the other to a damaged communication chamber of some sort. Andromeda checks out the repair area. It’s got a full 20 angels in there, but she also spots a dodecahedron lying among a bunch of smashed up angel metal. The legendary Control Module!
- She casually walks into the room, gets scanned by one of the angels, and when they fail to attack she just strolls over the the Control Module and grabs it! “Good shot marm!” says McCoy, over her shoulder.
- The angels FREAK OUT! McCoy the loader-skeleton is Chaotic, and they hate Chaos! Andromeda grabs the control module, slings McCoy over her shoulder, and bolts! Beams ricochet down the corridor behind her.
- Red rolls Charlie the broken Angel into the repair hall, hiding behind “his” spherical bulk, singing out something about him being in need of repairs. They scan him and arms come down from the ceiling to make the repairs.
- Unfortunately this reveals Red, and the angels begin charging their lasers! She pegs it back to the rest of the party, beams zipping overhead.
- Soon enough a repaired Charlie is returned to the rack by overhead rail, but he can’t be deployed to the wing due to a rail misalignment. Andromeda presents him with the Command Module and he unfolds to accept it! The Module itself unfolds into a seat, and surprisingly intuitive controls allow him to be piloted like a mech!
- Red holds McCoy back while Andromeda pilots Charlie into the repair room and uses him to shunt all the valuable angel-metal from the smashed up control modules to the entrance. That’ll do for now!
- McCoy is sent back to camp with the valuable metal, led by Zulu’s giant antelope. With those two out of the way, only soulless Red is an issue for the Angels!
--- We Need to go Deeper
- There’s still a hope that there’s somewhere in this place that will turn the angels friendly, and to do that the party needs to go deeper! They decide to sneak through the repair room, Red piloting Charlie to use him as cover, everyone else is Lawful (even Zulu the Barbarian).
- It kinda works! The Angels are very confused because they sometimes pick up Red in their scans, but when they re-scan there’s Angel in the way. They huddle in the exit from the room, hiding Red from the scans, until the exit door eventually irises open.
- They hurriedly bundle Red through the door and check out the next chamber. A large hologram floats in the centre of the area depicting the outline of the Seraphim. Twelve orbs float about the outline, one on each of the six wings and six on the main dome. Each corresponds to a wing-petal, and messing with them changes the gravity in that segment. Very cool!
- Best of all, smaller glowing dots within the hologram represent the location of each of the Angels inside the complex. There are 72 in total, and the party’s location in the complex can be ascertained by walking Charlie in figure-eights and finding that particular dot!
- A deep voice sings through the complex when the gravity is fucked with. Those who understand Angelic Binary know that it’s saying “Intruders Detected - Destroy all non-Angels”.
- The party turn to look back into the repair chamber and see the angels charging their beams! Thankfully the door chooses that exact moment to iris closed as the rotating internal layer rotates away.
--- We Need to go Deeper
- There’s still a hope that there’s somewhere in this place that will turn the angels friendly, and to do that the party needs to go deeper! They decide to sneak through the repair room, Red piloting Charlie to use him as cover, everyone else is Lawful (even Zulu the Barbarian).
- It kinda works! The Angels are very confused because they sometimes pick up Red in their scans, but when they re-scan there’s Angel in the way. They huddle in the exit from the room, hiding Red from the scans, until the exit door eventually irises open.
- They hurriedly bundle Red through the door and check out the next chamber. A large hologram floats in the centre of the area depicting the outline of the Seraphim. Twelve orbs float about the outline, one on each of the six wings and six on the main dome. Each corresponds to a wing-petal, and messing with them changes the gravity in that segment. Very cool!
- Best of all, smaller glowing dots within the hologram represent the location of each of the Angels inside the complex. There are 72 in total, and the party’s location in the complex can be ascertained by walking Charlie in figure-eights and finding that particular dot!
- A deep voice sings through the complex when the gravity is fucked with. Those who understand Angelic Binary know that it’s saying “Intruders Detected - Destroy all non-Angels”.
- The party turn to look back into the repair chamber and see the angels charging their beams! Thankfully the door chooses that exact moment to iris closed as the rotating internal layer rotates away.
--- Self-Destruction
- The door opens again a few minutes later, showing a different area. Angels rearrange the plugs on some great machine full of flashing lights and golden cables. They sing in circles, constantly requesting repairs.
- Red saunters in, keeping her head down, and takes Charlie towards a door with a large angel-eye sized iris. The door opens! Too easy!
- The Angels in the main area sing out “Self-Destruct Room opened! Destroy intruders!” and reconfigure into combat mode!
- Red drives Charlie in and the door closes behind her! Inside the room is a long console with two golden keys spaced far apart, each with its own red button labelled “α1” and “α2”. A gold button labelled “Ω” is in the centre beneath a glass shield.
- The door into the room opens, and the angels pile in! Red charges on Charlie, trying to break straight through, but only gets halfway through the mob!
- A tense battle ensues, Red atop Charlie, attacked from all sides by the angel foot soldiers who have all manifested hammer limbs! She parries and counters and thrusts and dodges, world’s greatest duelist!
- The door opens again a few minutes later, showing a different area. Angels rearrange the plugs on some great machine full of flashing lights and golden cables. They sing in circles, constantly requesting repairs.
- Red saunters in, keeping her head down, and takes Charlie towards a door with a large angel-eye sized iris. The door opens! Too easy!
- The Angels in the main area sing out “Self-Destruct Room opened! Destroy intruders!” and reconfigure into combat mode!
- Red drives Charlie in and the door closes behind her! Inside the room is a long console with two golden keys spaced far apart, each with its own red button labelled “α1” and “α2”. A gold button labelled “Ω” is in the centre beneath a glass shield.
- The door into the room opens, and the angels pile in! Red charges on Charlie, trying to break straight through, but only gets halfway through the mob!
- A tense battle ensues, Red atop Charlie, attacked from all sides by the angel foot soldiers who have all manifested hammer limbs! She parries and counters and thrusts and dodges, world’s greatest duelist!
- The beam cannons of the higher-tier angels sizzle through the air, targeting Red amongst their lesser brethren. They don’t care about firing into melee - their beams will just bounce off their minions.
- She parries a blow badly and falls back against Charlie’s console, stasis beams fizzing around her, and takes a solid blow from an angel’s hammer. Her armour is bashed and scraped, it’s just a matter of time until she’s overwhelmed…
- Charlie sees her plight and in a feat of backstory bullshit he lifts a hand and smacks his own self-destruct button! Red is ejected from his back, the explosion sending her flying up through a convenient vent and away from certain doom!
--- A Visitation
- In the gravity hologram chamber, the party watch Red walk into the next room, look around, and… suddenly the door between them hisses shut! Red’s trapped!
- They look at the map and see that the ship’s internal layers are rotating past each other. This is going to be very tricky to map.
- There’s no time to worry - singing from another exit portends the arrival of two standard-model spherical angel on the hunt for intruders! Damnation Snels walks to stand before them, telling them there’s nothing to worry about here officers, and they attack him!
- They slap at him with their ordinary non-weapon hands - without a second-tier angel to command them they don’t bother to change to effective weaponry. He stumbles back under the onslaught!
- Zulu unslings her beam rifle and lances a shot downrange towards the angels. It bounces off - they’re immune to their own beams! Not well impressed with modern tech, Zulu lobs her spear instead and deals a direct hit!
- DJ flubs a bowshot and Andromeda rushes in with her electrified rune-hammer, smacking one and denting its armoured shell! There is an explosion of lightning before contact with the Angel deactivates the glyph, but her followup strike smashes it to pieces anyway!
- Snels strides in with a close-combat pistol shot, supported by DJ’s giant ball-peen hammer-bong which ends up panel-beating the dents out of the angel’s shell.
- In the gravity hologram chamber, the party watch Red walk into the next room, look around, and… suddenly the door between them hisses shut! Red’s trapped!
- They look at the map and see that the ship’s internal layers are rotating past each other. This is going to be very tricky to map.
- There’s no time to worry - singing from another exit portends the arrival of two standard-model spherical angel on the hunt for intruders! Damnation Snels walks to stand before them, telling them there’s nothing to worry about here officers, and they attack him!
- They slap at him with their ordinary non-weapon hands - without a second-tier angel to command them they don’t bother to change to effective weaponry. He stumbles back under the onslaught!
- Zulu unslings her beam rifle and lances a shot downrange towards the angels. It bounces off - they’re immune to their own beams! Not well impressed with modern tech, Zulu lobs her spear instead and deals a direct hit!
- DJ flubs a bowshot and Andromeda rushes in with her electrified rune-hammer, smacking one and denting its armoured shell! There is an explosion of lightning before contact with the Angel deactivates the glyph, but her followup strike smashes it to pieces anyway!
- Snels strides in with a close-combat pistol shot, supported by DJ’s giant ball-peen hammer-bong which ends up panel-beating the dents out of the angel’s shell.
- Zulu dives at the angel with the power and agility of a jungle cat, trips, and falls into it sending both sprawling! Andromeda, mildly amused, smashes the shit out of the surviving angel with her hammer. Too easy!
- With the angels easily executed, the party is surprised when Red falls out of a vent and rolls to a stop in front of the gravity hologram. She’s back! And bruised! Dustin Johnson immediately touches her arse and heals her back up.
---Just Fucking Die!
- The door opens again and it’s the server room Red was just in! The rotation reversed! Red, now fully healed despite her notched rapier, charges in and begins parrying and counter-attacking her way through the room, carving a path through the angels!
- Already damaged by her previous combat prowess and the explosion of Charlie, Red carves through a bunch of angels before they know what hit them! The armour-piercing beams of the walker angels sear through the air and force her back, only sheer luck saving her from an early grave.
- It’s down to two walkers now. DJ calls on the powers of Galaxy Johnson and a pale light shines down on one of the angels, abducting it into the air! On the ground, Andromeda swings in at the remaining walker and staggers it while poorly aimed beams from the angel above sizzle through the air.
- Red and Zulu pile onto the walker angel to support Andromeda, leaping off her back and sliding around her legs to destroy it in a mighty team combo!
- DJ cancels Abduct, hoping to destroy the angel with fall damage, but it engages wing thrusters just before it hits the ground. It tries to boost away, but Andromeda’s got it with her whip! She yanks the whip back and shears a wing off, grounding it.
- Though wounded, it’s still dangerous. It fires a beam at DJ the abductor and nearly gets him in the head. Red, Zulu and DJ charge! DJ whangs it with his ball-peen to little effect, Red does a cool double-attack combo move and Zulu… falls into this angel too.
- The Angel and Zulu are scrabbling around on the ground, struggling to get up. Andromeda and Snels miss with hammer and gun as they try to hit it without hitting their friend. The thing scrabbles and rolls and shoots and nobody can fucking hit it!
- Its surviving beam cannon takes off a chunk of Red’s hair as she rolls under the confused melee and stabs it right in the eye! Finally, begrudgingly, the angel succumbs to the damage.
--- Power Ball
- Since they already know there’s a self-destruct mechanism behind the retina-scan door, they try to other way. There’s a large chamber with a massive plasma ball in the centre of it, thick brassy cables leading into the server hall.
- They go back to towards the gravity chamber and… it’s gone! The complex has rotated again! A walker and four base angels are approaching from an unfamiliar area. They see the destroyed angels and go into assault mode!
- DJ raises his bong-peen hammer to his mouth and breathes in, holds it, then blows it out in a huge vape cloud. The angels stand down, their massive central eye gets bloodshot, and they begin analysing their hands.
- They go back to towards the gravity chamber and… it’s gone! The complex has rotated again! A walker and four base angels are approaching from an unfamiliar area. They see the destroyed angels and go into assault mode!
- DJ raises his bong-peen hammer to his mouth and breathes in, holds it, then blows it out in a huge vape cloud. The angels stand down, their massive central eye gets bloodshot, and they begin analysing their hands.
- DJ douses them in “friendship oil”, a classic move, arguing that since they’re robots they should love oil. When the chill-mist dissipates he lights up the oil and the party legs it for the plasma ball room!
- The angels scream in confusion and roll into the main chamber at speed, stop-drop-and-rolling to put out the fire! They sing in confusion, unsure of what happened.
- There is a crack of gunfire and one of the base angels is destroyed as the musket-shot smashes through its eye and pings around inside it! Red ducks back into cover as return fire fizzes past.
- The base angel engage hammer-limbs and the deep voice sings out - “activate counter-sniper mode”. The lights of the complex dim into darkness, while the room the party’s in remains lit by the plasma ball.
- Andromeda suspects trickery. She lights up a blunt and takes a deeeep drag. Feels good. She peeks out around the wall and sees… nothing. It’s regular darkness! She barely dodges the beams
--- Fish in a Barrel
- There are certainly sounds of angels moving about out there, singing quietly to each other. DJ puts his filter-mask helmet on a stick and pokes it out from behind the wall. Beams blast straight into it!
- Andromeda flicks her whip out and waggles it around to draw fire while DJ smashes an oil flask in the entrance then back-hands an oil bomb into the server chamber. They’ll try to bottleneck them here.
- Beams lance out from the darkness but fail to hit the thrown bomb, and a pool of fire splashes into existence! Unfortunately the beams seem to have cracked the glass of the plasma ball. Energy crackles around the cracks.
- Bottleneck plan seems like a bad plan now! Zulu quickly decides she doesn’t want to be anywhere near that if it explodes! She chucks her fancy cloak onto the unlit oil to prevent slipping, then pelts out of the corridor before the beam angel can recharge!
- WHANG! The two base angels hiding on either side of the doorway smack her with hammers! She staggers back as DJ and Red slide past, parrying away the opportunity attacks.
- Andromeda’s last out. She grabs the oil-soaked cloak from the ground and slaps it over one of the angels, then flicks her blunt at it and should have said “420 blaze it” but we somehow missed that good good one liner!
- The angels scream in confusion and roll into the main chamber at speed, stop-drop-and-rolling to put out the fire! They sing in confusion, unsure of what happened.
- There is a crack of gunfire and one of the base angels is destroyed as the musket-shot smashes through its eye and pings around inside it! Red ducks back into cover as return fire fizzes past.
- The base angel engage hammer-limbs and the deep voice sings out - “activate counter-sniper mode”. The lights of the complex dim into darkness, while the room the party’s in remains lit by the plasma ball.
- Andromeda suspects trickery. She lights up a blunt and takes a deeeep drag. Feels good. She peeks out around the wall and sees… nothing. It’s regular darkness! She barely dodges the beams
--- Fish in a Barrel
- There are certainly sounds of angels moving about out there, singing quietly to each other. DJ puts his filter-mask helmet on a stick and pokes it out from behind the wall. Beams blast straight into it!
- Andromeda flicks her whip out and waggles it around to draw fire while DJ smashes an oil flask in the entrance then back-hands an oil bomb into the server chamber. They’ll try to bottleneck them here.
- Beams lance out from the darkness but fail to hit the thrown bomb, and a pool of fire splashes into existence! Unfortunately the beams seem to have cracked the glass of the plasma ball. Energy crackles around the cracks.
- Bottleneck plan seems like a bad plan now! Zulu quickly decides she doesn’t want to be anywhere near that if it explodes! She chucks her fancy cloak onto the unlit oil to prevent slipping, then pelts out of the corridor before the beam angel can recharge!
- WHANG! The two base angels hiding on either side of the doorway smack her with hammers! She staggers back as DJ and Red slide past, parrying away the opportunity attacks.
- Andromeda’s last out. She grabs the oil-soaked cloak from the ground and slaps it over one of the angels, then flicks her blunt at it and should have said “420 blaze it” but we somehow missed that good good one liner!
- The angel bursts into flames! The other tries to smack Andromeda but stumbles, then pursues. DJ runs into the darkness to flush out the sniper angel which keeps firing and displacing. He feels something whoosh overhead as he runs - he dodged an attack!
- Andromeda and Zulu finish off the other base angel as DJ lights his lantern in the darkness on the other side of the chamber - there are two left! The beam angel and a last base one!
- Red sprints over and slides in front of DJ to protect him! They both dodge under beam-fire from the walker angel… and the beam lances straight through the door to the plasma ball! The glass cracks and there’s a rising whine as something begins to overload!
- Zulu throws her bedroll down over the fiery oilslick over the exit, determined to Walter Raleigh the party out of here before the plasma ball explodes. Andromeda rushes to the others and helps them finish off the last base angel - it’s time to go!
- They flee for the exit, beams scything overhead as the walker angel fails to get a target lock, and dive through just in time! The plasma ball detonates, filling the server room with arcs of fizzing fingers of energy! The remaining walker angel explodes!
- Andromeda and Zulu finish off the other base angel as DJ lights his lantern in the darkness on the other side of the chamber - there are two left! The beam angel and a last base one!
- Red sprints over and slides in front of DJ to protect him! They both dodge under beam-fire from the walker angel… and the beam lances straight through the door to the plasma ball! The glass cracks and there’s a rising whine as something begins to overload!
- Zulu throws her bedroll down over the fiery oilslick over the exit, determined to Walter Raleigh the party out of here before the plasma ball explodes. Andromeda rushes to the others and helps them finish off the last base angel - it’s time to go!
- They flee for the exit, beams scything overhead as the walker angel fails to get a target lock, and dive through just in time! The plasma ball detonates, filling the server room with arcs of fizzing fingers of energy! The remaining walker angel explodes!
- In an unfamiliar corridor intersection, in an unfamiliar segment of an unfamiliar angel complex, the party decide where to go next. At the very least they know there are only fifty-four more angels in this place...
Total: 2650 exp
Total: 2650 exp
Team Bonus:
- Aggressive Negotiations bonus
- Balls to the Wall bonus
- Better Part of Valour bonus
- Brutal Kill bonus
- Classic Charles bonus
- Dramatic Battle bonus
- Dramatic Escape bonus
- Henchman Abuse bonus
- Heresy bonus
- High as Fuck bonus
- I Immediately Regret This Decision bonus
- Kill It With Fire bonus
- Leave a Man Behind bonus
- Master of Disguise bonus
- Michael Bay bonus
- Pundemonium bonus
- Ridiculously Bad Rolling bonus
- Split the Party bonus
Total: 900 exp
- Aggressive Negotiations bonus
- Balls to the Wall bonus
- Better Part of Valour bonus
- Brutal Kill bonus
- Classic Charles bonus
- Dramatic Battle bonus
- Dramatic Escape bonus
- Henchman Abuse bonus
- Heresy bonus
- High as Fuck bonus
- I Immediately Regret This Decision bonus
- Kill It With Fire bonus
- Leave a Man Behind bonus
- Master of Disguise bonus
- Michael Bay bonus
- Pundemonium bonus
- Ridiculously Bad Rolling bonus
- Split the Party bonus
Total: 900 exp
Individual Bonus:
- Chronicler (Kitty / Andromeda - 100 exp)
- Expedition Leader (George / Damnation Snels - 100 exp)
- Cartographer (Kitty / Andromeda - 100 exp)
- Paymaster (Timothy / Red - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (George / Damnation Snels - 100 exp)
- Triage (Timothy / Red - 100 exp)
- Chef (Ollie / Zulu - 100 exp)
- Art Attack bonus (Tim, Ollie - 100 exp ea.)
- Attacco d’Arte bonus (Tim , Ollie - 100 exp)
- Hummous Hero bonus (Ollie*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Tim, Charles - 500 exp ea.)
Exp Totals:
- Kitty / Andromeda, Level 5 Laddite Cleric: 22370 (Level up at 28000)
- Timothy / Red, Level 5 Fighter: 18370 (Level up at 32000)
- George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 5 Snelsman Cleric: 18070 (Level up at 28000)
- Charles / Dustin Johnson, Level 4 Intergalacticist Cleric: 13625 (Level up at 14000)
- Ollie / Zulu Snakebite, Level 4 Barbarian: 12566 (Level up at 16000)