Showing posts with label Edvaldus. Show all posts
Showing posts with label Edvaldus. Show all posts

Tuesday, 8 October 2019

Session 241 - Dinos & Dissidents

So first - an apology. You’ll notice a big retcon in the recap below, essentially writing the terrorist plot out of the game’s chronology.
I shouldn’t have let a PvP situation occur without both players being ok with it, and especially shouldn’t have tried to fix an issue in-fiction rather than just talking about it properly at the table.
The in-fiction solution where I made it a political clash clearly didn’t work, so I don’t know why I thought it would work this time!

Which leads to me having to make a proper rule on PvP and attacking other players’ characters:
- It is impossible to kill another player’s character without their consent.
- If PvP occurs, it usually occurs without dice rolls. We decide the outcome “from above” unless the players involved want it to go to a roll-off.
- If anybody feels like their character is being attacked due to real life player-player issues, we talk about it for real to make sure.

I’m going to be real careful about premeditated secret plots in future. Especially secret terrorist plots. Two secret terrorist plots, two occasions when I thought I’d lost a player forever. There’s a pattern here I’m not going to be repeating.
If you want to enact a secret terrorist plot, radicalise the rest of the party first! Split-second decisions that end up fucking over the party are, of course, hilarious and I love them. Mostly because it means there's no collusion between player and DM!

Anyway hopefully this is all less relevant now that you guys have reached DINO WORLD.
Exciting times!
It’s fucking wild in there, and remember you can leave at any time… but with all these dinosaurs and none of that poisonous rain who would want to?


We've got some sweet pictures from Ollie this week, picturing his other character Beepbox Strawberry Stars de Moor. Pictured looking hot in a cool vest, and also the design of his upcoming angel armour.



Also the poor ghost kid who was murdered. Murdered! By DJ.




Session 241 - Dinos & Dissidents

Date:
15 years after the End.
May

New Backstory:
- Zulu has a secret crush on Grumpy. If Grumpy would be damaged, can jump in the way and take double the damage instead.
- Dargo had debt collectors demanding money from him after he took over another person’s life. They seized it by force. +1 to hit people who’ve taken something from you.
- Andromeda has great respect for Grumpy. When Grumpy succeeds at something, Andromeda gets +1 to do the same thing.
- Edvaldus had to shore up a building to keep hungry people away from his sweet dog, protecting Mossy from their post-apocalyptic predations. Once per session, prevent something from destroying a barrier or fortification.
- Grumpy has great respect for Andromeda. When Andromeda succeeds at something, Grumpy gets +1 to do the same thing.


Character List:


Overland Exploration:
- First party to visit the ruined town of Mink (200 exp)
- First party to visit the town of Enoch (500 exp)
- First party to enter the Dome of the Dinosaurs (1000 exp)
- A random encounter (50 exp)
Total: 1750 exp

Salvage:
- 10 iron rations (500 exp) - A massive gold bar (130 exp)Total: 630 exp

Events:

--- Snels Cleans House
- A split party! Grumpy, Luna, Zulu and Edvaldus have made it back to New Moondin. Edvaldus runs ahead to the Snelsman church while the others follow at a more leisurely pace.
- He gives the necessary codewords, revealing that he’s been a Snelsman spy all along! There is heightened security in the church, and he ascends to Damnation’s room in the belltower to inform him of Red’s treachery - she uploaded a false god to the Seraphim, threatening everything!
- Damnation turns to him, his eyes black with prophecy. A vision of fire and poison flickers darkly in the depths, a vision of death and betrayal. He reaches out to Edvaldus and grabs him around the throat - “You have failed me for the last time, Edvaldus!” he roars, and throws him out of the window!
- The rest arrive in time to see Edvaldus plummeting from the belltower. He screams as he falls, and crunches to the ground. Dead on impact. His sweet dog, Mossy, wriggles out of Grumpy’s grip and runs to the corpse, whining at the death of her master!
- Above, Damnation Snels turns from the window. His vision clears, and for the first time he sees the corpses swinging from gibbets attached to the church! He whirls to his guards and demands an explanation, and Suffer-Not-The-Demon-To-Live Shepard enters, explaining that these were traitors! There is a resistance movement that must be crushed!
- “You monster, we do not kill children!” proclaims Damnation, and points to Shepard, yelling “Fire!”. Shepard is blasted by the guards’ beam rifles, falling back out through the window, plummeting after Edvaldus! The crowd below cheers - Shepard is dead!


- Whirling, Snels tells his guards to follow him and strides from the church, heading directly for the Red Letter. The media has been independent for too long! He sees Grumpy scurrying away towards the newly renovated Justice Dome, previously the Hot Box, and smiles grimly.
- The soldiers goose-step past Luna, who is busy dragging the corpses away. She takes them into an alleyway and raises them as zombies, clothes them in hooded robes, and makes one of them carry her while the other escorts. Master of the Dead at last!
- They invade the offices of the Red Letter and scatter the staff, allowing only pro-Brotherhood writers and editors to remain. They seize control of the press and proclaim their first order - print wanted posted of Red!
- Zulu has used the Lawyer Cake to pass the bar in mere minutes, and is now a certified lawyer in New Moondin! She uses her legal powers to make the whole thing legit. Plus Snels controls the courts, so it’s pretty easy to make it work...
- Finally, he turns to his guards again. “God has foretold a plan to commit a terrorist atrocity at the Justice Dome tonight, while I am giving an inaugural speech. It is a joint conspiracy between the Necromancers and the Spider-Priests. See that they are dealt with.”
- At the Justice Dome, Grumpy is dismayed to discover from a passing Spider-Priest that the terrorist plot has been called off. The entire population of New Moondin will be there tonight, motivated by spectacle and a proposed tax for non-attendance. Collapsing the dome will destroy the town. Sadly their experiments with spider-based knockout gas were also a failure - it merely smells poisonous.
- Grumpy turns round to see Damnation Snels standing before him, arms open in benediction. “God told me what you were going to do, Grumpy. But I forgive you”.

--- Seventh of May, Expedition Day 6: Luck Be a Lady
- Miles away to the west, outside the Storm-Shell, the enormous brass hemisphere of the Seraphim crab-walks across the scoured earth. A halo of 44 angels orbits it, glinting brightly.
- Inside the central core of the great machine, Andromeda, Dargo and Red stand watching a hologram of the Lady inside a holographic cockpit.
- Andromeda asks her what the plan is, and the Lady tells her that she plans to go to Fortress-City Fate, fuck up the “little green guy” Styx, take control of the city, and use it to reboot all the angels.
- It seems that after the End War, a burst of demonic energy from Fate took down the angels’ comms network, followed by another demonic EMP which took the angels offline. They’ve been down ever since, and without direct access to the hardware the Gods were locked out… until now!
- As they get closer, the Lady discovers that Fate is covered with an enormous bubble of hard clear diamond. Beneath the dome are miles of jungle, the Fortress-City Fate towering above, and even the soaring peak of Mt Death Frost!
- Andromeda floats the idea of sending in a small assault team of several individuals, getting into Fate, and granting the Gods access from within the city. Rather than just smashing their way in, naturally. The Lady initially says no, then says “oh why not!”. Sounds like a party!
- Red decides to adopt the Lady as her new mum, and volunteers to receive an earpiece that will allow her to communicate with her from afar! She is warned not to use it to connect to the Gods above while the Lady’s not in the sky - but it can be used to talk to the Seraphim version of the Lady if you’re in range.
- Dargo’s been looking out of the open gate at the front of the Seraphim, and calls the others over. Below he can see wagon, stuck along the road, with someone gawping up at the Seraphim looming overhead!
- Andromeda wants to go see if the wagoneer needs help, but the Lady’s not interested. She’s willing to give them a lift to ground level though, so summons a few angels to courier the party down. They land near the wagon and the angels fly off, following the Lady towards Fate.

--- Fleurette’s Horde
- The wagoneer is awed by the spectacle of these people delivered by angels, and is intrigued by their sealed survival gear. She herself wears nothing of the sort, most intriguingly having a thin dangling metal band around her wrist - her kara - that allegedly protects her from poison.
- Her beast of burden, unable to wear such a band, gave out soon after she set out of Enoch. She seem naive about the ways of the post-apocalypse, and inside the wagon the party is amazed to find a massive supply of rare, valuable iron rations!
- The woman, Flourette, dismisses it as “just food” while the others gaze upon it in amazement - more treasure in one place than they’ve seen in ages! Andromeda and Red agree to get her back to Enoch in exchange for the food, which seems like a great deal to Flourette.
- Dargo collapses into blood-mud over the dead ox to the woman’s alarm, but is assured that “this is normal where we come from”. He takes the form of ox and begins to drag the wagon with his newly stolen strength. Inheritor power go!
- They travel slowly, acid rain pouring down around them. This is Flourette’s first time with acid rain, and she soon realises why everyone else is so worried about it! Her clothing is nowhere near adequate! Dargo’s ox-speed is powerful but slow, especially in the wet, so they decide to ditch the wagons and hoof it. Red and Andromeda grab some iron rations for the road.
- Distantly, through the rain, they hear a great rumble and a shattering sound. They can see the shining silhouette of the Seraphim smashing a great leg-claw into the glass dome! Red tries to call for transport assistance via her earpiece, but its staticky and she can’t get through.
- Dargo’s strange crab-ox form carries Flourette while Andromeda uses her dragonskin wings to carry Red. Lonely Blade, Red’s spider-brother in sword form, engages a ghostly flame when the sun starts to set.

---Seventh of May, Expedition Night 6 - To Enoch!
- Evening brings them to the walls of an abandoned town. It’s set up as an anti-Dead bastion, a relic of the times before the End War. Andromeda does a flyby and scans it with her infra-vision but sees nothing moving within.
- Despite the night they press on, following the road and the light of Lonely Blade. Thankfully the acid rain clears for a time, and in the late Spring warmth they pass by the town and jog along the road. They pass a stoneshell crab moult and in the distance they see a rainbow-hued light show from whatever the Lady is doing to that dome.
- They continue on as dawn arrives, heralded by more accursed acid rain, and get into Enoch before it starts to pour too fiercely! The town is lit by gaslights and has a weird frontier victoriana feel. People stand in the rain, marvelling at the way it melts away at their clothes. Remarkable!
- A guy on a porch sees that the party have lost their kara bracelets and, horrified, invites them into shelter! They talk to him a bit and he drops lots of strange terminology - hardcore mode, indomes, a simulation they’ve all left, getting bored in paradise, multiple human iterations, and dinosaurs! Apparently he once got killed by a pterasaur in there.
- Andromeda explains that they need to get inside the dome, get to Fate, and meet the Fated King Styx. Time is of the essence! The man tells them that it’s too dangerous in there, but he’ll tell them the way in. Also Andromeda calls Flourette “Flan” and the name sticks, to her dismay. He himself is dismayed at Lonely Blade’s voice.
- As they’re about to leave, Andromeda asks if anyone’s heard of someone called Pearl. He has! She’s some cool tyrannosaurus hunter who came out of the dome recently, very impressive! Andromeda leaves a message.

--- Eighth of May, Expedition Day 7 - Into the Dome
- They head to the entrance into the dome with all haste in the pre-morning light of the crescent moon. They haven’t slept, but this is important!
- They follow their guide who takes them along the side of a lake and points up to a cave from which a waterfall pours. They climb up and find a long tunnel banded with strange matte material, through which water and a conveyor belt move outwards towards the lake.
- They climb along the sides of the tunnel, walking on the edges of the conveyor belt until they reach a stone door which grinds open to show… the most wonderful rainforest! The rush of fresh, clean, oxygenated air surges into their lungs, making them feel better than they’ve ever felt before!
- Birdsong and strange warbling echoes through the dense brush and towering trees. Far far above, Fate begins to shine like the morning sun. Andromeda suddenly realises that Fate is truly distant, many miles above their heads, and this dome is truly vast!
- As they turn to leave, realising that getting to Fate is going to be far more difficult than anticipated, they hear voices coming through the trees. A mismatched pair of warriors - a thin pale man arguing with a huge bronze-skinned lady. They’re alarmed to see that the party, and doubly alarmed that they aren’t wearing bracelets!
- The pale one leaves quickly, identified as undead by Andromeda’s heat vision. The other one tosses down a massive gold bar and also turns to leave, but Andromeda puts up a storm shell to prevent her leaving and demands, “Exposition! Now!”
- They discover that there’s an elevator in the centre of the miles-wide dome, and apparently nobody goes back into Fate. Everybody comes out, dies, and sometimes comes out again. She’s very surprised to discover that some people survived outside the dome this whole time!
- She tells them that if they need to talk to a Styx they just need to smash some stuff and one will come running, so Andromeda yells “STYYYYX!” loudly.
- A massive roar answers! The warrior looks scared and flees, getting zapped by the Storm Shell as she does so. The ground trembles as a massive beast looms overhead, inspects the party, and moves off. The booming cry of the terrible lizard echoes across the rainforest as it stomps past, shaking the earth!


- Welcome to the Dome of the Dinosaurs!

Total: 2300 exp

Team Bonus:
- Best of Intentions bonus
- Better Part of Valour bonus
- Diplomancy bonus
- Fame bonus
- Heresy bonus
- Internecine Strife bonus
- Literally for real a terrorist bonus
- Noblebright bonus
- Pundemonium bonus
- Split the Party bonus
- War Crime bonus
Total: 550 exp

Individual Bonus:
- Chronicler (Carter / Grumpy - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Grumpy - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (Russell / Dargo - 100 exp)
- Triage (Kitty / Andromeda - 100 exp)
- Chef (Johnathon / Luna - 100 exp)
- JÜGBRINGYR bonus (Kitty, Timothy - 500 exp ea.)
- Corn Colonel bonus (Timothy - 100 exp)
- Art Attack bonus (Carter, Ollie, George - 100 exp ea.)
- Artapalooza bonus (Ollie - 100 exp) - Recursive Character Kill bonus (George - 500 exp) - Amusing Death bonus (George - 500 exp)
Exp Totals:
- Kitty / Andromeda, Level 7 Laddite Cleric: 59300 (Level up at 112000) - Tim / Red, Level 6 Fighter: 42013 (Level up at 64000) - Carter / Granite "Grumpy" Ironjaw, Level 6 Warden Dwarf: 38657 (Level up at 70400) - Ollie / Zulu Snakebite, Level 6 Barbarian: 37784 (Level up at 64000) - George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 6 Snelsman Cleric: 36640 (Level up at 56000) - Russell / Dargo, Level 4 Inheritor: 12965 (Level up at 18000) - Johnathon / Luna, Level 3 Necromancer: 4592 (Level up at 9000)
Level Up: +1d4 HP! +1 Mana! +free spell! +backstory!

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!