Showing posts with label Crashed Seraphim. Show all posts
Showing posts with label Crashed Seraphim. Show all posts

Tuesday, 1 October 2019

Session 240 - Find the Lady

A very full-on session! I expected another slog into the angel but instead we got some major exploration, some chats with powerful quasi-allies, and a resolution to the Seraphim issue nobody anticipated!
The Lady is now in control of the Seraphim and marches on Fate. A bunch of skeleton ghosts is maybe dead now? Idk. Need to review the Gambit rules now! Grumpy has a coin that can summon Gifflewim. The last dog on Earth is adorable.
Carter has done a smashing job of updating and beautifying the map of the local area. Check it out!



Session 240 - Find the Lady


Date:
15 years after the End.
May


New Characters:
- Edvaldus, a Fighter who owns a dog called Mossy who is possibly the last dog on earth. It is the happiest dog around! Edvaldus is a very good owner, he swears.


New Backstory:
- Dargo came into a large sum of money when he ate a man and stole his identity, spreading the wealth generously and salvaging the man’s reputation. (+1 Charisma)
Character List:





Overland Exploration:
- 2 Random Encounters (100 exp)
- Explored 3 hexes (150 exp)
- First party to visit Azzle (200 exp)
Total: 450 exp


Dungeon Exploration:
- Lair cleared! (500 exp)


Murders:
- A small child-ghost (20 exp)
- Lots of skeletons, killed by fiat (100 exp)
Total: 120 exp


Salvage:
- Seraphim Cleared! (50000 exp)
Total: 50000 exp


Events:


--- Fourth of May, Expedition Day 3: Slopworm Surprise
- Returning to their camp after the afternoon’s expedition into the crashed Seraphim, the party roll their claimed angel corpses into a pile and plop down to turn over the embers of their campfire.
- Zulu thrusts handfuls of Slopworm into Grumpy’s hands and insists that he cook it! It’s sure to be delicious! She departs into the nearby area to search for more, while Grumpy checks the stores and decides what they’re going to make today. He makes a simple dish of Slopworm and Long Potato that sounds truly vile, yet is fairly appetising and grants resistance to acid damage.
- Zulu returns empty-handed and turns up her nose at Grumpy’s meal, but eventually eats some anyway. Luckily for Grumpy nobody damaged their gear today! He actually gets to sleep for once!

--- Fifth of May, Expedition Day 4: Casual Exploration Day
- In the morning a well-rested Grumpy proposes a theory - the angels are acting differently to last time they came out this way. What if it’s down to the Gods above? Andromeda brings up an old rumour - that the angels go crazy on Sundays. Maybe they wait until then? There is general agreement, anything’s better than the general battle of attrition they’ve had until now.
- It’s Friday today, so if they have a general ramble around for a couple of days to fill the time it’ll be easy enough! Since it’s acid rain outside the dome, Grumpy decides to head out on his own. His faith will protect him and his gear from the rain. The others are going to head around the inside of the Storm Shell to see what’s up.
- As they prepare to leave, a noble looking man shows up with his dog! Apparently his dog sniffed out the group, and he wants to join! He is Edvaldus and, he assures everyone, he’s a good guy. Andromeda’s Void Pet is wary of the dog, forming into a shield shape to protect its master. Zulu’s antelope is above such tomfoolery, and looks down its nose at Mossy the dog.

--- Grumpy, Gas, and Gifflewim
- Grumpy sets off on his own, hefting his glaive onto his back. He plans to go north and check out the lay of the land. Rain pours down, and as he crosses through the Storm Shell the rain begins to sizzle and eat away at his armour.
- After a mile or so he comes across a road stretching east to west. To the east he can see a church steeple through the rain. Overhead, long-winged birds circle through gaps in the clouds. He wonders if there’s a way to bait them down.
- He heads to the town, hoping to head up the steeple, but as he  gets closer he sees the place is wreathed with fog that spews from holes in the earth. There is a carved tower as tall as the steeple that towers over the fog, and he sees something crawling up the side of it. He smells the telltale bitter scent of Omnipoison and hears… bassoon music?
- Backing rapidly away from the poison in case it blows in his direction, he follows the soothing sounds of the bassoon and sees a bubble of good weather! It’s Gifflewim, of course. He’s holding a closed umbrella in one hand, and playing a bassoon with two others - one of them a filigreed wooden arm.
- Gifflewim hails Grumpy and apologises for insulting him last time, and alludes to his alter-ego as the Shovelman who menaces the miners at the Power-Dragon skeleton. Grumpy is somewhat irritated to find that he left all his best tradeable stuff at home!
- After some haggling, Grumpy trades a saviourbone-infused ink for a double-headed coin with Gifflewim’s face on it. Flip the coin and if it lands on heads, Gifflewim shall appear! Good enough for now! Grumpy heads back out into the rain, promising to have some good stuff to trade next time.
- On the way back to the camp, he sees a couple of angels patrolling the outside of the Seraphim. He briefly runs in to attack one on its own, but it runs away and he retreats back to camp.


--- Rain, Rot and Revenants
- In the morning, after Grumpy peels off to the east, the rest of the party follow the curve of the Storm Shell to the north. Edvaldus’ dog is super playful.
- They go up into the hills, and find themselves amongst fractures and rills filled with a foul-smelling goop. Mossy loves it, and Edvaldus has to stop her rolling around in the muck. They soon find the source - the rotting remains of a tentacle, preserved inside the Storm Shell after the End War.
- Dargo gets excited and devours some of the tentacle, absorbing it into his form! Even though it’s long-dead, he absorbs some of its meatiness and increases his own Meat Points.
- They keep walking around inside the edge of the Storm Shell and come to an area of shimmering ghostly farmland. Ghostly cows watch dolefully from the ghostly fields. A farmhouse is close by. They climb over a spectral stile to approach a cow.
- Zulu shoots her beam rifle at the cow and finds it doesn’t affect it at all! DJ approaches it and finds that silver touches it as if it were real.
- They head to the farmstead and a ghostly child approaches. He’s extremely misogynistic and greatly offends Andromeda, who zaps him with her lightning hammer! He flies backwards into a hedge and cries, making his parents come running! They’re not impressed by his sniffling.
- His dad has a musket but when he sees his son isn’t wounded he invites the party in. According to him, it’s May 1601 - a month before the end of the world.
- Edvaldus realises that his dog can’t see the farmstead, implying that this is all illusory. DJ lights up a blunt and smokes it and the farm fades away, revealing that the ghosts are really walking skeletons! He tells the family that they’re dead bones and they get angry at hearing the truth!
- The ghost dad shoots DJ, and the others see him fall to the floor and die! DJ himself sees no such thing, still standing, when suddenly the kid jumps on his back and tries to bite him!
- He manages to chuck the blunt to Andromeda and kicks off the child! He suddenly realises that there are hundreds of skeletons standing stock still in the “fields” that have now become barren earth. They’re everywhere!
- Andromeda smokes and puts up a couple of layered Storm-Shells. Dargo tries to talk down the ghost mum, who goes for a kitchen knife. Zulu whistles for her antelope and jumps on! DJ brings his silver hammer down on the kid, killing him.
- Red wanders in, soulless and thus unable to see the ghosts. She raises her gun. There is a click. And then -

--- Red’s Birthday
- “Hello everyone!” beams Sir Robyn, his raccoons Scamps and Snuggles capering around his feet. They’ve returned to the camp in a flash. Grumpy is here too. There is a massive cake on a long table with candles.
- He snaps his fingers and the rain is replaced by a bright sunshiny day. Zulu flirts with him, and he implies that she’s part of his future harem. Also her world is crabs now.
- When asked about Sir Arach-Nacha in New Moondin, he has no idea when that happens. It hasn’t happened yet, from his perspective! The tower Red heard about is where he plans to die. Red asks to go to the moon but Sir Robyn says she’ll have to double her age first!
- He leaves them the cake which grants one who eats it the ability to pass any sort of legal test. Basically if you eat it you’ll pass the bar. He beckons to Scamps and Snuggles and they pull out strange stones and clatter them together… and he’s gone!

--- Sixth of May, Expedition Evening 5: Time Skip??
- The party, sans Grumpy, reappear at the ghostly farmhouse. The skeletons are all gone, somehow. They have to walk back.
- They get back to camp and find Grumpy crucified right next to the cake! He has no idea why. “Maybe it’s something you’re going to do”, says Red. The cross is somehow absorbed into Grumpy’s body and his weapon emerges from his chest. What a strange occurrence!
- Weirder still, they’ve lost a day! What on earth did Sir Robyn do? Nevertheless it’s Sunday tomorrow, so they can finally see what happens to the angels!

--- Seventh of May, Expedition Day 6: Haywire Angels
- They watch the crashed Seraphim carefully from the morning on, noticing some oddness in the angels’ movements but nothing particularly untoward. In the early afternoon something more drastic happens - the angels go on the fritz! They keep swapping weapons and attempting to upgrade and downgrade themselves. Time to charge in!
- The angels within are glitching too. Exploration by means of Andromeda’s map gets them through the angel and into the ring control room where one can override the rotation of the Seraphim’s internal sections!
- With some artful ring manipulation, Andromeda opens the way into the centre of the Seraphim itself! The inner boss chamber is revealed!
- On a raised dais in the centre of the circular chamber, two holograms fight each other. One is Alaunus, armed and armoured with his heavy mailed fists. The other is the Lady, quick-witted and laughing, dodging his heavy blows. Over their heads, a glitching boss angel spins fitfully.
- Edvaldus tries to pull some pipes out of the wall, Zulu takes aim at the boss angel spinning above, Andromeda runs in to split up the fight!
- The Lady, seeing Andromeda coming, tells Alaunus she’ll see him next time and turns his hologram into a spinning coin which fades away. She chats for a bit - saying that with a bit of help she can download into the boss angel, or even the entire Seraphim itself. Her plan is to go to Fate and kill the “little green boy” Styx who somehow knocked all the angels out of the sky. With access to Fate, she can then reset all of the angels around the world.
- She needs someone to input the download code though, and scans it into Red’s head. Zulu, wanting to limit her options, opens fire on the boss angel body with her six shooters! The angel is heavily damaged!
- The Lady yells at her to stop shooting. Red taps away at a console. There is much argument as the party considers the options. Downloading her into the angel limits her powers, especially since it’s damaged now. Downloading her into the Seraphim is too risky, she’d be too powerful!
- Edvaldus charges towards Red who he’s just realised has been inputting the download codes this whole time! She throws him to the ground and presses Enter. The Lady laughs gleefully. Red smiles, she inputted the code to download the god into the Seraphim itself! New friend!
- The Lady downloads into the Seraphim and purges the bad code from its databanks, resetting all the angels. She’s taken control! The Seraphim shudders as it begins working its way up onto its remaining legs. The Lady thanks Red profusely!
- She opens up a path out of the Seraphim for any to take, and considers shooting those who wronged her. Luckily for all, the coin flips come up good and she doesn’t shoot anyone! She’s not so lenient with Zulu who shot the hell out of the boss angel body. Zulu and Grumpy flee on antelope-back, beams blasting out behind them.
- The rest of the party decide to stay put. Might as well ride this angel all the way! The Lady’s laugh echoes through the massive mechanical monster as the Seraphim crab-walks onwards like an enormous metal hand, angels surrounding it in a halo, stomping north towards the shining city of Fate. 

Total: 2200 exp


Team Bonus:
- Absolutely Disgusting bonus
- Aggressive Negotiations bonus
- Balls to the Wall bonus
- Best of Intentions bonus
- Brutal Kill bonus
- Child murderer bonus
- Classic Charles bonus
- Diplomancy bonus
- Fame bonus
- High as Fuck bonus
- Holy bonus
- Internecine Strife bonus
- Long Deliberation bonus
- Masterchef bonus
- Pundemonium bonus
- Puzzlemaster bonus
- Split the Party bonus
- What Could Possibly Go Wrong bonus
Total: 900 exp


Individual Bonus:
- Chronicler (Carter / Grumpy - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Grumpy - 100 exp)
- Paymaster (Ollie / Zulu - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (Russell / Dargo - 100 exp)
- Triage (Kitty / Andromeda - 100 exp)
- Chef (Russell / Dargo - 100 exp)
- JÜGBRINGYR bonus (Ollie, Kitty, Timothy - 500 exp ea.)
- Corn Colonel bonus (Timothy - 100 exp)
- Art Attack bonus (Carter - 100 exp ea.)


Exp Totals:
- Kitty / Andromeda, Level 7 Laddite Cleric: 57152 (Level up at 112000)
Level Up! +1d6 HP! +1d6 Healing Pool! +1 Faith! +Backstory!
- Charles / Dustin Johnson, Level 6 Intergalacticist Cleric: 40645 (Level up at 56000)
- Tim / Red, Level 6 Fighter: 40065 (Level up at 64000)
- Carter / Granite "Grumpy" Ironjaw, Level 6 Warden Dwarf: 37309 (Level up at 70400)
Level Up! +1d10 HP! +Backstory!
- Ollie / Zulu Snakebite, Level 6 Barbarian: 36036 (Level up at 64000)
Level Up! +1d8 HP! +2 Barbarian Table rolls! +Backstory!
- Russell / Dargo, Level 4 Inheritor: 11917 (Level up at 18000)
Level Up! +1d6 HP! +1 Meat Point! +1 Mutation Limit! +Backstory!
- George / Edvaldus, Level 3 Fighter: 7143 (Level up at 8000)
Level Up! +1d8 HP! +1 to hit! +1 to crit/fumble rolls! + Backstory!
Level Up! +1d8 HP! +1 to hit! +1 to crit/fumble rolls! + Backstory!

Tuesday, 24 September 2019

Session 239 - Angel Attrition!

Session 239 - Angel Attrition!

Date:
15 years after the End.
May

New Backstory:
- DJ survived the fire at the pub during that massive carousing session because he was making bathtub booze in the basement. By pure luck, the alleged gin was in fact fire retardant and saved his life! (Once per session, reroll a die)


Character List:


Murders:
- 4 base-tier angels (200 exp)
- 1 second-tier turret angel (100 exp)
Total: 300 exp

Salvage:
- 5 angels, salvaged whole (2500 exp)
Total: 2500 exp

Events:

--- Third of May, Expedition Evening 2: Revenge of the Crabs!
- As they return to their camp in the late afternoon, dragging the angels captured last session behind them, our heroes come across a troubling sight. Their camp has been overrun by stoneshell crabs!


- Two of the tents have crabs rooting around in them for food. Another crab is picking through the fire, accidentally making itself delicious and studiously avoiding looking at another couple of crabs rutting amongst piles of eggs. A sixth crab to the side of the camp spots the party coming in and snip-splutters out some sort of crabby warning!
- DJ points a finger at the watch-crab and levitates them into the air! It warbles out in terror! A second Abducc targets the mating pair and they ascend too, still gamely going at it!
- The crabs in the tents poke their heads out, and the party sees that their mandibles are full of crab meat! They’ve got into the stores and cannibalised their fallen brethren! Such beasts! Zulu theorises that this is their burial ritual, feeling a strange kinship with the crustaceans.
- Andromeda runs in and yells, waving her massive great-hammer around to scare them off, and the creatures flee! They scuttle off sideways into the mist, leaving their compatriots to continue rising slowly into the air.
- She checks inside the tents to see if there’s any food left, and is horrified to find that the tents have been used and there are piles of eggs all over the place. She also discovers that the eggs are actually pretty moreish.
- DJ lets the abducted crabs fall gently. The watch-crab lands and scuttles away as fast as he can, but the other two are captured in the “jizz tent” and held as a breeding pair. More culinary delights for New Moondin!
- Zulu cooks tonight, since Grumpy’s hands are full repairing everyone’s gear as usual. She milks her antelope, squeezes honey from a honey-bun, and combines it all with shredded onion and fried long potato on bread to make “LOBHA”, a sort of eggless french toast. It’s yum! And grants a bonus to Tinkering!


- It starts to rain, and everyone rests well except for Grumpy who spends the night under a Repel Water glyph fixing arms and armour. He really does such a lot for the team.

--- Fourth of May, Expedition Day 3: Saviourbone Storage Solutions
- Dawn breaks to reveal the rain has stopped in the night, replaced once more by the ever-present mists of the Haze. Zulu, grinning, returns to camp with a bucket of fat, wriggling worms! She went out before dawn to collect these nasty tasty boys, mud-dwelling Slopworm. She read in a book that they’re delicious!


- DJ goes to collect his repaired gear and laughs at how tired Grumpy is, managing to be both racist and ungrateful with his apology. Grumpy wonders why he bothers.
- Andromeda takes her top off and preaches the power of POWERLAD beneath the stormy storm-shell above. The party listens and watches appreciatively, the experience marred only by the sound of Dargo retching up chunks of his clay-like body into cups.
- It’s decided to take the angels and the captured crabs to the Saviourbone Mine for storage while they head back to the Seraphim. Every angel captured is one less inside, so they can wear the base down if they’re careful about it.
- On the way to the Mine beneath the dragon skeleton, they cross paths with some very strange tracks. Bulbous footprints and the occasional handprint. Odd, but not odd enough to investigate.
- They reach the Mine and are greeted by a spider-priest calling himself, of course, Arnold Nonimus. They dig a hole for the crabs and store the angels here, also getting prices for shipping the stuff back to New Moondin. Fairly reasonable! Then they head back to their camp and out to the Crashed Seraphim.

--- Back to the Angel Base
- There are no guards around the Seraphim as they approach. They enter carefully to make sure Zulu’s demon-born body isn’t destroyed by being inside the angel. She’s not! Success! Zulu rides her antelope in too, hooves clacking off the metal floor.
- Andromeda takes point, heading left towards the angel upgrade section. The glow of a large screen reveals a choir of 4 spherical angels and a single upgraded turret-mode angel. Two of the base angels are plugged into a console, singing quietly.
- Zulu kicks her antelope into a gallop, charging straight for the gunner angel! She misses and rides past, turning for another charge. DJ and Andromeda quietly rush towards the closest plugged-in angel and smack it with hammer and ball-peen, destroying it!


- Dargo, unwilling to get close to the angels, fires from a distance as Grumpy charges at two of the angels with his glaive, screaming bloody murder.
- The alarm is raised by the gunner and it orders its minions to swap to hammers - better armaments against the assaulting forces. There is a deep rumbling as the Seraphim sings its way to alert status.
- Andromeda and DJ close in on Grumpy’s assailants, destroying one as he slices through one with his glaive. Zulu charges down the last base-tier angel, breaking it on the horns of her antelope, and wheels towards the gunner again.
- They meet at the gunner in one great charge, Zulu smashing it off balance from her steed before Andromeda and DJ boost Grumpy glaive-first into its heart! The gunner collapses, song cut short… but its song yet echoes around the massive chamber. More of them are coming.

--- The Way Out is Through!
- Gunner angels appear from the opposite side of the chamber and fire on the party! Zulu and DJ charge in, but they realise that there are far more coming from the chamber beyond.
- Grumpy messes with the upgrade consoles, breaking off a USB in the connection port and tinkering a DoS attack to prevent angel upgrades from processing for a day or so.
- The angels acquire a target and beams flash out at DJ, tearing through his armour as he dodges, and spherical units roll out and smack him with hammers!
- He recovers and breathes out his signature chillwave from his bong-peen hammer, chilling out everyone in the room. It’s careful, considered, peaceful action-stations for Andromeda who goes about annointing the peaceful congregation with “friendship oil”.
- Suddenly a pair of beams lance out from the hallway, out of range of the chill-mist, searing her leg! A third-tier Ophanim has fired into the peace zone, breaking the effects!
- The party’s morale breaks. There are too many - it’s time to go! Zulu defends Andromeda and DJ heals her as she calls forth a Storm Shell, taking more blows for his trouble. Grumpy uses a Take Lightning glyph to create a hole through the lightning shield and the party fall back in good order.
- They grab the angel corpses and make for the exit - any angels left behind will be repaired and make this all a waste of time. Dargo squirms into a fairly intact angel and hamster-balls it out of there.
- To his horror, the exit room is full of angels! They’re getting pincered! All their eyes focus on him and their beam-cannons begin powering up… but Zulu rides past him with DJ behind her! DJ breathes out another chill zone and deactivates the kill box.
- The party runs out piecemeal, Grumpy bringing up the rear. Dargo chucks a few of his chaos-mud vials around to distract them when they come to as he goes past. They escape into the mists, back towards their camp, angels foiled once again!

Total: 1550 exp

Team Bonus:
- Balls to the Wall bonus
- Best of Intentions bonus
- Better Part of Valour bonus
- Brutal Kill bonus
- Coitus boners
- Classic Charles bonus
- Dramatic Battle bonus
- Dramatic Escape bonus
- Fame bonus
- Heresy bonus
- High as Fuck bonus
- I Immediately Regret This Decision bonus
- Long Deliberation bonus
- Masterchef bonus
- Pundemonium bonus
- Tactical Fighting bonus
Total: 800 exp

Individual Bonus:
- Chronicler (Carter / Grumpy - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Grumpy - 100 exp)
- Paymaster (Charles / DJ - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (Russell / Dargo - 100 exp)
- Triage (Kitty / Andromeda - 100 exp)
- Chef (Russell / Dargo - 100 exp)
- JÜGBRINGYR bonus (Ollie, Charles, Kitty - 500 exp ea.)
- Chippo Champion bonus (Ollie*2 - 100 exp ea.)
- Art Attack bonus (Carter, Charles - 100 exp ea.)

Exp Totals:
- Kitty / Andromeda, Level 6 Laddite Cleric: 50009 (Level up at 56000)
- Charles / Dustin Johnson, Level 6 Intergalacticist Cleric: 33502 (Level up at 56000)
- Carter / Granite "Grumpy" Ironjaw, Level 5 Warden Dwarf: 30166 (Level up at 35200)
- Ollie / Zulu Snakebite, Level 5 Barbarian: 28893 (Level up at 32000)
- Russell / Dargo, Level 3 Inheritor: 4774 (Level up at 9000)
Level Up! +1d6 HP! +1 Meat Point! +1 Mutation Capacity! +Backstory!