Tuesday, 28 October 2025

Session 421 - Dungeon Clear!

Date: 14th October 1625

Zenith Deity: Dispater
Moon Phase: Third Quarter
Moon Face: Dragon Face


New Characters:
- Ghost Snels, RETURNED! Just different! And a g-g-g-ghost! He is a Cleric of Denialism and as such hates the False Gods.


New Backstory:
- Gryphon was horrified when his hundred-years-and-a-day cursed slumber meant he had outlived everyone he knew. Or at least outlived most of them, given how many of his former aquaintances had turned into shadows and zombies and stuff. Once per session, come across someone who you saw previously this session.


Events:

--- Helpful Goblinos
- The party awaken in the belly of the Wasteland Castle, surrounded by goblins! These are the helpful mushroom-headed goblins they met last time, so it's fine. Gryphon keeps whispering about how he wants to clear them out, but he is swayed by the rest of the party into being cordial.
- The goblins inform them how to get to the final evil haunting the dungeon - a witch called Grendigack!

--- The Route to Grendigack
- They traverse a hall where the pillars are stone women holding up the ceiling. Every time you look away they change positions. Nieval traverses via BMX and it's fine. The head of Gryphon's father says that these statues are enchanted with blood magic seized from Gryphon's veins and keyed to killing goblins only.
- The next room has a well containing clean water... and a bow! Likelangelo manoeuvres the bow out of the well via ten foot pole. It's got a crucifix design, complete with Jesus, and the water from the well curls up to form the string!
- They hand it to Ghost Snels since he is a (very spooky) Cleric. He fires it experimentally at one of Sulphur's necromantic constructs and finds that it can transfer HP on hit! Sadly he's a level 1 Cleric so doesn't have a lot to give.
- He palms it off to the relatively behitpointed Gryphon who summarily shoots him to heal him up.
- Ghost Snels sees a secret door framed in indigo. He persuades Likelangelo to press the brick that opens the door. It opens, but releases a gas that knocks Likelangelo out!
- Hefting Likelangelo's inert form, they continue.

--- Diagetic Memory Loss
- This room is the one where Gryphon awoke. There is a bed with a shattered glass canopy, Sleeping Beauty style, and the walls are daubed with art showing the draining of Gryphon's cursed life-force.
- Gryphon reaches for his favourite pillow and HARK
- He experiences a flash of pure terror and his memories are DRAINED. He wants to get OUT OF HERE.

--- Grendigack
- The next room contains books... and a witch! Likelangelo stirs and slides onto his feet.
- She looks up from her grim green cauldron and declares that she is Grendigack! An awful dog and a huge spider-salamander-thing wind around her feet and a horrible vulture thing lands on her classic witch hat.
- She drains life through memories, for memories are life. She lairs in a library.
- Nieval downs a potion, turns invisible, and surges forth on his BMX. He realises that the witch is really very attractive for an older woman. He seizes the crow-vulture-thing and ZIPS out of the room! It dies, somehow, in his hands. Corpse-smoke flows back into the witch's cauldron.
- Behind him the witch summons shadow. She cackles in the gloom.
- Sulphur blinks away ichor-eyedrops and sees souls. The witch's soul burns with power, connected via filaments to the familiars around her. Sulphur huffs a Last Breath as a parabellum and death-metal-growls at her minions.
- The battle is terrifying. Familiars pounce and, if the witch is hit, die. Then they reform from her effluvia and pounce again.
- Sulphur sends in skeletons which do a startling amount of damage! The witch is on her last legs already!
- Gryphon gets the last hit, decapitating the witch with the crucifix bow and simultaneously shooting himself in the chest to heal.
- The familiars dissolve, the witch turns into smoke, and all flow into the darkly frothing cauldron.

--- Denied Resurrection
- To forestall any bullshit they create a fire and pour her boiling reforming body onto the coals. Very clever. The witch is dead!
- Her familiars are attaching to those who will for them. Gryphon gains Grim Gertrude, granting great gnashing. Ghost Snels claims Flamerge the Spider-Salamander thing, allowing a poison attack. Likelangelo gains Gorrible the vulture-thing, who will counterattack those who try to kill its master.
- The chest in the room contains a skull-shaped ruby that causes fear and drains memories. Along with it are black-and-white pipes that are beloved by rats.

--- Various Treasures
Furthermore, books!
-- #370 - POWERLAD: What Witches Want
-- #284 - On Agriculture
-- #111 Ninhursag, Clathrate Dragon
-- #290 - On Philosophy
-- ## The Isle of Wights
Furthermore, treasures!
-- Nieval finds a Bowel Rope. Formed of woven intestines. Bite the end and it crawls like a snake.
-- Gryphon finds rare spices. 9 meals-worth. Add incredible deliciousness to a meal.
-- Sulphur finds a vial of acid! 1d8 acid damage on hit.
-- Likelangelo finds a Ghost Pendant that allows him to shift into the Ghost Dimension for a round.
-- Ghost Snels finds a Ghost Bomb which, when triggered, heals undead and hurts the living in its radius.

--- Dungeon Clear!
- The dungeon in the wastes is now officially CLEAR despite the occasional resident.
- Gryphon is informed of the many things that his dad did during the long years while he was a sleeping beauty and his dad was experimenting with artificial longevity. Dad seems evil to be honest.
- Gryphon's childhood dog, name of Bigsby, runs up to him as they leave. The dog has a mouthful of ever-burning hellfire. Gryphon doesn't care, the dog is back!

--- Enter the Cook
- They reach the outside and find their campsite.
- Nieval plays the Pied Pipes to summon a bunch of rats, then cooks a meal of "Rats, Cheese, Lard and Bowels" named Ratwurst.
- It's actually nice wtf

--- Postamble
- Gryphon replaces the healing bow into the well, reapplying the healing properties.
- He retires to his ancestral castle. Next time... the Knight of Gryphon??

Total: 10000exp


Treasures:
- 5 books (1000 exp)
- The Bowel Rope
- Rare spices (900 exp)
- Acid vial
- Ghost Pendant
- Ghost Bomb
Total: 1900 exp

Foes:
-The Witch, Grendigack (1500 exp)
Total: 1500 exp


OOC: 
- Carter the Chronicler. Cartographer and Paymaster (300 exp/level)
- George the Expedition Leader (100 exp/level)
- Issy the Vanguard (100 exp/level)
- Charles the Chef (100 exp/level)

Exp Totals:
- Kitty / Sulphur, Level 5 Boo-gilist: 28314 (Level up at 36000)
- Charles / Nieval the Good, Level 4 Specialist: 10591 (Level up at 14000)
- Issy / Likelangelo, Level 3 Specialist: 6180 (Level up at 7000)
- Carter / Gryphon
---- RETIRED! Mentor Perks Unspecified.
- Carter / Carter's Next Character (?), Level 1 ???: 1515 (Level up at ???)
- George / Ghost Snels, Level 1 Denialist Cleric: 1515 (Level up at 2250)

Friday, 24 October 2025

Retrospective 27 - In the Midsts

Thus begins the first episode of the Lockdown era.

Nobody really talks about the then-novel coronavirus any more.
We all experienced it. Kind of shit for everyone. Nobody's experience was particularly unique. High chance that you knew someone who died of it.
A depressing time really, but we endured.


On Keeping the Dream Alive

I am so glad that we kept having D&D sessions throughout the dead times of the lockdowns.
We probably would have reconvened eventually, but the fact that we tried (and succeeded) in keeping the group going is a testament to everyone in the group. Thank you everyone!


To the Moon

On reflection I think the Moon Era was probably the first time I really committed to just letting the group's memes apply directly to the game world. Shrub Nigeria was an autocorrected mispelling of Shub-Niggurath that gained a life of its own largely because Charles insisted that it was true that there was a living anthropomorphic banana who smoke weed erry day on the moon. Why a banana? Why the moon? Why the rastacap when he doesn't have dreads or even hair? These questions are lost to time.

The moon itself was intended as a sort of safe zone where canon wouldn't be affected too much as our minds fell into lockdown madness, influenced by Kitty's stories of the Iceland Madness she experienced as a youth on a trip to that frozen isle. 
Sure there are robots on the moon. Sure there's a chocolate factory. Sure there are horrible moon ant people. But worst comes to worst they can return to Earth without impacting the vague sense of pseudo-reality we've been building up over the past half-decade or so.



On Audience and the Abnegation Thereof

There's the ever-present threat, once you've started playing on video, to make it into a podcast.
After all we're having a great time, why not put it out to the wider world? Surely they'd have as much fun as us?

We had a brief discussion on this topic during a pre-game preamble, and an equally brief "yea nah" from all involved.

There's something to this. On how the players are the audience AND the player, on how this creates an endless "you had to be there", on how describing the events of the game is like describing a dream you had.
Occasionally someone hears about our game at a house party or some other social event and asks whether they can come and watch. This is never allowed, you've got to come play, you know? Be part of the thing. An observer changes what it observes, and that's as true for DnD as it is for photons.



On Treating the Moon as a Real and Present Danger

I have to confess, I love anything that messes with the moon.
If you haven't got a fantasy world with a weird moon/too many moons/not enough moons/a corpse moon, what's the point?

Trouble is, my players now have experience in messing back. POWERLAD turned into a dragon God and chucked an impossibly ancient dragon at the moon. The Red Moon foregrounded as a threat in this current sequence of recaps has (at time of writing) been de-fanged by shooting an additional god up into orbit, and even that has affected the moon by forcing the Red Elves to land their little Martian moon up there and make do behind the blockade.

Why the moon? It might be a deeper philosophical question than I give it credit for. It's up there in the sky, a permanent fixture that everyone everywhere in the world can often see, yet always changing.
If something happened to the Moon we'd all know about it.
Plus it's a real issue for Elf characters. For me it's just kind of a cool thing to be cycling home, look up at the full moon in the night sky, and think "hey cool, the Elves in my game are weak now".

Today I've got a gimmick where the moon rotates over the course of the month, with global effects depending on which face is currently facing the Earth. I though this would be a cool justification for making runes more powerful in certain sessions, but my players have felt VERY perturbed that the moon has started affected the game mechanics. Love it!


On Safe Zones

Something I've been thinking about at time of writing is how the "safe zone" of a city is very important to gameplay.

The platonic ideal of a campaign has a (relatively safe) home town with a (dangerous) adventure locale nearby. Could be a city built on or near a megadungeon. Could be a West Marches setup where the town is at the edge of the unknown wilds. Could be a Darkest Dungeon thing where you upgrade the safe zone before heading out. Could be a Gloomhaven thing where you return back to the main city even if you "die".
Chill place vs danger place. Price list vs action economy. Buy stuff here vs survive stuff there. The core experience.

On the moon, this was of course Shrub Nigeria's nan's granny flat. Get hurt hunting robots and you can retreat to the old-person-smelling embrace of the banana man's nan (who is not a banana).


On Books and Lore

Since playing over the internet is a diminished experience, I tried to make up the difference with sweet sweet lore.
It worked ok I think? That's the whole point of this specific spreadsheet and I absolutely ADORE that a full quarter of the results are now a bevy of in-canon romance novels. 


On the Anomalous Subsurface Environment

Gonzo megadungeon with laser guns and robots? Perfect for the moon!
I've not got much to say about it other than it's good and worked very well when run over the internet. Megadungeons just work. You've got bounded choices, loads of opportunity for shenanigans, and everything becomes that rich soup of intention and consequence we all love.
Five stars, no notes. Send your players into space fantasy today!


On Constrained Possibilities

 Session 264 had me start up a vaguely West Marches thing where the players could choose where they go next! I gave them a full THREE choices! This is great as a DM because you can prep some stuff and your players will go to at least one of those things.

The lesson to learn is that this is true for a "real" game. Prepare some things and your players, because they like you and because they like the game they're in, will choose one of the options set before them or at the very least tell you where and why they want to go elsewhere.
When I was new to all this I assumed that every player would want to look in every part of the game world. Wanting to know every mushroom at the foot of every tree, wanting to gallop off the map on horseback, wanting to know what was in every nook and cranny of every cave.
I used to think that I had to have all the answers, but it's ok to say "I have no idea, let me think for a sec" or even "I have nothing for that! What do you think?" and use your fellow players to massage the world into being.


On Blood in the Chocolate
Not great, not terrible. We're years out from Kiel's big controversy moment so I can say that this module is just ok. Cool to have a chocolate factory that creates real chocolate via a real industrial process, but it doesn't hang together easily. It recontextualises the OG Roald Dahl colonialism and turns it into the horror show it deserves.
It's hard to run over Zoom though. The unrelenting horror of colonial oppression didn't translate particularly well when we were all in our own little disease-ridden universe. Plus I ran it as written and a bunch of oompa-loompas abusing a blueberry person still sucks shit.
Basically, it's ok, but nix the obvious worst bits.
- I still wish I'd run the boss as an "OH HO HO HOOOOOO!" jumping bouncing anime ball of an enemy.

Tuesday, 14 October 2025

Session 420 - blaze it

 Date: 14th October 1625

Zenith Deity: The Lady
Moon Phase: Full
Moon Face: Pocked Face

New Backstory:
- Likelangelo lost an argument with Manrat because he painted him as a huge rat rather than the true self who is a man! When you fail a save, they pass the same save.
Nieval the Good found a wounded dog and took him home to train as a stunt dog. Beasts don't attack you unless you hurt them first.

Events:

--- The Daemons of Our Worst Selves
- Our heroes awaken upon pews. They look at their skin and see that the black obol-tattoos have become golden and fractal. They shut their eyes and count to ten.
- They leave the hall and hear the jingling of keys towards the dungeon entrance. It is not keys, but coins!
- Manrat's eyes glow golden. Something dreadful has occurred.
They all stagger forth and come upon Gifflewim.
- He states that he has delivered wealth to the natural world, and that Julgoor is dead.
-The richest among us glow golden. The least well off shiver with shadows. The concept of wealth will kill civilizations. Thus he has spoken.
- He tells our party that he will be at every dungeon entrance from now on so long as you call him by his name. If you pay him he'll tell you the best treasure and the worst boss.
- Manrat and Sulfur burn treasures into golden obols that ripple angularly beneath their skin.

-- Check that Checkerboard
- They enter the sunken castle once more. They cross the chessboard swiftly and silently. Likelangelo seizes a crossbow. 
- They swiftly cross the sinking floor in the mushroom-goblin direction, then Sulfur sends a skeleton out to see what happens when the floor descends.
- As they wait, a mushroom-headed goblin declaiming himself Mister Mushgob arrives. They chat.
- There is an elf with a huge sword in this dungeon. There's a witch around here somewhere who cursed the sleeper. She has three familiars. Morning Light Mountain has awakened because someone magically killed everything in a mile radius of a portal to Venus. Many such lore.
- Afterwards they see that the skeleton on the descending floor has revealed that the paintings on the walls have horrific images below, like in the disneyland haunted house ride. Spoopy!
- Mister Mushgob has broken from the immotile Morning Light Mountain by being underground. He's a Hobgoblin of the new era, controlled via updates from the Morning Light Mountain through his mushroom hat, and currently an individual because him and his minions have been underground for long enough to lose connection to the home immotile, whatever that means.
- Did you know that Morning Light Mountain came to Earth on a gold meteorite that swung past the sun before smashing into the planet a few hundred years ago? Few do.
- Several eyes light up.

-- Punched Into Wealth
- Mister Mushgob directs our heroes towards the sword-wielding Elf, who is in his territory but is avoided by the goblins.
- The room in between has a punching bag, a few yoga mats, and not much else beyond some glasses designed for protein shakes.
- Sulfur takes some practice jabs at the punching bag. It hits into something behind!
- Likelangelo feels around and feels an invisible treasure chest. Very cool! He finds the lock and, against the odds, picks the lock.
- Within there is much treasure! Sapphires, a necklace, a mirror that reflects ones' true self!
- Sulfur looks in the mirror and sees an abundance of souls tearing through his body. Cool?

--- Dark Souls
- They find the secret Elf door they were told about.
- There is a note written in the Bibliognost tongue which nobody can read.
- They barge in because they can't read.
- Within there is a monster who has the upper body of a beautiful Elf and the lower body of a slippery (and beautiful for slug fans) slug.
- He demands single combat. George slings me a duel concept.

--- Blow Me Down
- Every combatant attacks, counters, and is blown back by the sword that contains the north wind.
- They fight, fight, swap places and fight again!
- The final blow is from Manrat. In the aftermath he wields the sword aloft and declares his retirement.
- The Elf squishes itself into nothingness and seeps into the floor. He will be back?
- In the meantime our heroes loot the area which is full of books.

--- Readers Digest
- Sulfur reads that the clockwork town of Grendel has that most POWERLAD novels currently going.
- Likelangelo learns that France's greatest invention is the guillotine.
- Manrat discovers that the Rat Hole exists because a great bell tolled thirteen.

-- Mr Mushgob Abides
- They go back to Mr Mushgob and discover that he's got a surprisingly well-stocked kitchen!
- Likelangelo cooks and creates "Gryphon's More-Saka" with lard, cheese, and rat-meat!
- It's alarmingly tasty.
- Over dinner, Manrat declares his retirement.
- There's a room with a magic chest that keeps its insides inside. They feast and ponder.

Total: 8000 exp

Foes:
- The Bibliognost: 1000 exp
Total: 100 exp

Treasure:
- 4 sapphires (800 exp)
- Silver necklace (500 exp)
- Some books (400 exp)
- Silver hand-something? (50 exp)
Total: 1750 exp



Exp Totals:
- George / Manrat Snels, Level 8 Ratman: 124722 (Level up at 224000)
- Kitty / Sulphur, Level 5 Boo-gilist: 26799 (Level up at 36000)
- Charles / Nieval the Good, Level 4 Specialist: 9076 (Level up at 14000)
- Issy / Likelangelo, Level 3 Specialist: 4665 (Level up at 7000)
*LEVEL UP!* +1d6 HP! +1 to Saves! +2 Skill Points! +Backstory!






















Tuesday, 7 October 2025

Session 419 - Sic Semper Colonis

Date: 30th September 1625

Zenith Deity: The Lady
Moon Phase: First Quarter
Moon Face: Pocked Face


New Backstory:
- Nieval the Good was told an ancient truth by his father on his deathbed - they are of a long lineage of many Nievals the Good. The name and daredevil profession passed down from father to son on the moment of the father's death. +2 Wisdom


Events:

--- Elfpox Blankets
- Manrat sweatily awakens in the bubble-tent to the sound of Nieval the Good regaling Gryphon with his backstory. Manrat has a cough and a deep red rash. What's going on? Is it the tent? Why is he sick? Is this the curse of using Red Elf technology without being an actual Quislist? (Yes)



- There's more castle to clear so they head back into the castle. Hopefully the Quislist priest has a cure.
- Nieval is still weak from last session's shadow-sucking encounter, so they drape his floppy body over Ezekiel (Sulphur's huge zombie minion) and help Manrat in.
- They reach the weighing-scale floor before the temple and Gryphon asks his father's head on his waist what the point of this is. His father says that it's to stop a pile of goblins from invading the chapel. If 20 goblins (or, in fairness, 10 humans) are in the antechamber at the same time it sets off the poison gas trap. Good to know!

--- Standard Coloniser Behaviour
- Nieval and Gryphon cross the weighing room and enter the chapel, not trusting Sulphur's various minions to be lighter than the trap.
- The head priest of Quislism is here! They ask him for a cure to Manrat's rash, and possibly to buy some Red Cream, and are informed that the cream will cure the rash! Or rather, since the Red Cream resurrects the dead, if they kill him and resurrect him he will be free of the rash!
- What is the rash? Why, Noctis Flux! The disease that afflicts non-believers who use the Red Elves' pillows. Believers are unaffected of course, due to religious antibodies or something. The priest and his minions have one dose of Red Cream left, 500 obols, available for today only because it's the end of the month and it will soon lose its curative properties.
- Manrat, hearing this, looks up Noctis Flux in his Martian Bible and finds nothing but bad news.

--- Thus Always to Colonisers
- Manrat marches in, surrounded by his horde of rats, and raises his rash-bearing arms to the priest. The priest begins to proselytise about the foolishness of false belief while Manrat throws his arms forwards and sends his hordes into battle!




- The Cleric stamps his foot and declares that this land is his land! Rats and bullets are deflected from his righteous territorial claim!



- The Cleric's battle-sisters move to defend, but are also beset by rats! They wield longswords and red-stained chain. They attempt to defend the (relatively) devout Nieval before he attempts to stab them (apologetically) in the back!



- Gryphon is quietly pleased about this development. They are after all clearing his castle. He swings his grappling hook to help the rats get into the priests' armour.





- Sulphur arrives with his minions. Skeletons are of course lighter than a whole person, which means it's Fine for the lumbering zombie hulk to follow along too. He sucks down a Last Breath and orders them into battle.




- Sulphur and his gang miss over and over against a nun who is clearly practicing Nun-Fu, so he blows off her leg with a Humorous Amputation Punch! Confetti flies and the nun dies under an onslaught of undead claws and teeth.
- The priest and the surviving nuns, seeing this, decide to withdraw into the ablution chamber with all due haste and bar the door.

--- Body Blow
- The retreat leaves the party the opportunity to plan. They can hear things being piled up against the door. Sulphur grins and hefts the zombie-torn carcass of the battle-nun.
- He chucks the corpse at the door and at the opportune moment detonates it with a Corpse Explosion punch! The door is blown inwards, and before they can recover Gryphon swings in on his grapple-rope and straight into the priest!
- His first blow takes off the priest's head, the second drains the last of his life-force through Gryphon's shadow powers! Turns out eating that shadow was a pretty cool thing to do!
- The sisters hold and attempt a fighting retreat towards the secret exit and Sulphur sees something strange happening to the body of the priests. Souls whirl around it, but these souls are unlike the souls she sees normally.
- Sulphur knocks one of the nuns into one of his skeletons, who rips out her throat and exposes it so he can collect her Last Breath. It's a good day for breath-collecting! If you love a wetty.
- There's one nun left, and Gryphon takes the opportunity to rip out the priest's spine and fling it at the nun. Destroying the body usually stops resurrection nonsense, right?
- The nun shrieks, "you have no idea what you've done!" and bravely fights back against Nieval the betrayer. 
- Sulfur slurps down the wetty Last Breath and tries to command the red priest to stop reviving, but it feels... discordant. His heart rings like a cracked bell. It doesn't work. His body reforms as a flesh bubble thing with the priests' face sliding over the skin.
- Gryphon punts the flesh-blob into the secret room with the stoneshell crabs and hopes for the best. Sulphur brutally murders the remaining nun as she tries to follow.

--- Cockatrice Finisher
- They slam the door and hear panicked crab noises as the priest-blob blossoms. Luckily Nieval's backstory makes him perennially unlucky and the worse thing on the encounter table shows up all at once...
- Luckily for him, they appear in the room with the crabs and blob-priest!



- Our heroes crack the door and witness the stone-billed cockerels descend upon the stoneshells, their eggs, the blob priest. All turns to stone under their deluge. The collapsed entrance is soon blocked by the swelling mass of the stone blob, the crabs who don't escape are soon turned to rock and rubble.
- The cockatrices start to nibble at the rocks as the party quietly closes the door and moves a safe distance away...



--- The Taste of Safety
- With a bunch of dead colonisers on their hands and a relatively clear and safe area, they decide to make the ablution chamber their new basecamp. After all it has an actual toilet!
- They loot the bodies of the dead, retrieving a suit of heavy red armour from the priests and a few suits of red-stained mail from the nuns. Plus the nuns' swords and the priest's cudgel.
- They find loot amongst the Quislists' belongings. A shard of dragon-core which pulses with barely-constrained energies. A magical regenerating canister of squirty plastic cheese. Some specialty switcheroo crossbow bolts. Detailed instructions on how to brew an Invisibility potion.
- Given that they've now got infinite cheese and (for now) a ready supply of rats, they decide to make what is possibly the first reliably repeatable recipe - Gryphon's "Delicious" Moussaka! In the sink! It's Cheese and rats, layered like a lasagne! It's also incredibly tasty somehow. So good that you sleep like a baby!




Total: 7000 exp


Loot:
- 3 Longswords
- A cudgel with a Nonanist symbol on it
- Heavy Armour (Red Elf plate)
- 3x Medium Armour (Red-stained chain)
- Shard of Explosion Dragon Core (100 exp)
- Squirty Can of Plastic Cheese counts as 1 ration but never goes off or runs out
- 2 Switcheroo Bolts swap location of you and target
- Potion Instructions: Invisibility
Total: 100 exp

Foes:
- Quislist Priest (250 exp)
- A few Quislist Battle-Nuns (225 exp)
Total: 475 exp

OOC:
- Carter the Chronicler, Cortopgrapher and Paymaster (300 exp/level)
- George the Expedition Leader (100 exp/level)
- Kitty the Vanguard (100 exp/level)
- Charles the Chef and Artist (300 exp/level)

Exp Totals:
- George / Manrat Snels, Level 8 Ratman: 122728 (Level up at 224000)
- Kitty / Sulphur, Level 5 Boo-gilist: 24705 (Level up at 36000)
- Carter / Gryphon, Level 4 Fighter: 8805 (Level up at 16000)
*LEVEL UP!* +1d8 HP! +1 to Saves! +1 to Hit! +1 to Crit/Fumble! +Backstory!
- Charles / Nieval the Good, Level 4 Specialist: 7082 (Level up at 14000)
*LEVEL UP!* +1d6 HP! +1 to Saves! +2 Skill Points! +Backstory!