Showing posts with label Non-Euclidean Sanctum. Show all posts
Showing posts with label Non-Euclidean Sanctum. Show all posts

Sunday, 5 May 2019

Session 222 - The Hunt Begins

I swear I don't do this on purpose, but once again the one session missed by Charles is the one where MUCH LOOT is found! Model spaceships which are even more valuable to the Amphitheatre-Museum in New Moondin. Good stuff!

To my surprise/dismay, Jasmine survives! Now lumbered with a curse that makes her a clumsy pariah, it remains to be seen whether she'll last through the next one.

While I initially I said there was going to be a Wild Hunt twice a month (on each New Moon) I'm retconning that for logistical reasons - not least because the fast-forwarded time gimmick clashes royally. Ah well. We've nearly made it to the end of in-game summer so at least that's working!
This does mean that Jasmine's Sleipnir plan gets retconned too (since the Hunt didn't come in the back half of June) so watch this space to see if she uses that plan!

Carousing in July went off with significant issue. In Times of Mead, probably the only pub in the entire world right now, has been burnt down by a drunken barbarian! Alas! Maybe we'll find out what went wrong next session...?


Maps:




New Snels Design:




Session 222 - The Hunt Begins

Date:
14 years after the End.
June - July

Characters:


Character Backstories:
- Jasmine: She did something very reckless and impressive due to being peer-pressured by others - eating Elf hearts . +1 Dexterity.
- Zulu: In her youth, Zulu foolishly charged a bull elephant. She survived because she managed to see its tusk coming just in time! +1 Awareness.
- Barrett: Helped put down a mutiny on his ship during the apocalypse, and saw a mutineer in the streets of New Moondin when he found his way there. The mutineer fled, Barrett’s still after him. Once per session, cause someone you’ve met before to flee from you for a round.
- Andromeda: Part of a secret society of POWERLAD-breeders who survived the Apocalypse. She had to leave for New Moondin when her “farm” was washed away, but she’s still a member. Once per session, find a trustworthy society contact in a city.

Valuables:
- 5 silver rods (50 exp)
- A bunch of random valuable bits and pieces (500 exp)
- 5 intricate model spacecraft (50000 exp)
Total: 50550 exp

Dungeon Exploration:
- Explored 4 dungeon rooms (80 exp)
- Found 1 secret door (50 exp)
Total: 610 exp

Events:

--- Main Party: Elf Attack!
- A moment of stillness! A Gad has zoomed off down the corridor of the strange dungeon, leaving the slumped figure of Damnation Snels behind. The party prepares for a further assault…
- In a flash, a shape blurs past! Its wings are razor-sharp, scything down the corridor towards its fallen friend. It’s gone in mere moments, the sheer speed of its passing damage anyone in the way and covering Damnation Snels with more cuts. The body of the slain Gad is gone.
- Privateer Barrett, caught in the corridor after last session’s mid-combat break, bolts for Damnation Snels and bundles him onto the skeleton horse. Damnation, for his part, sticks his hands into his wounds and calls upon the healing power of God - he’s fine!
- Zulu Snakebite bangs pots and pans while Sian makes a racket with her violin - hoping to counter the Gads’ echolocation. Andromeda, God-Hammer in hand, enters the corridor and faces her doom, ready to smash anyone who comes for her….

--- Elf Retreat
- This combination appears thoroughly demoralising to the Gads, and their battle-clicking fades. The way is clear! The party heads for the stairs down and out, lucky to have survived! Barrett tearfully leaves his skeletal horse behind, at a loss to explain how it even got in here in the first place.
- It’s a stinking hot day outside the cave, now flanked by disappointingly euclidean pillars. Sian and Barrett strip off despite the poisonous fumes - wearing heavier survival gear will be exhausting in the heat so maybe it’s better to just take the exposure damage?
- Andromeda peeks outside and sees Gads circling above, surrounded by riders on spectral horses. She puts two and two together quickly - they peer-pressured that kid into eating an Elf heart, it’s a new moon, the Gads must be preparing for a Wild Hunt! That means the Gads in the dungeon above must have fucked off!
- She turns around and tells the party the new plan - back up into the dungeon! Hit it while it’s unguarded!

--- Jasmine: the Hunted
- Jasmine, lugging Sophia’s corpse over her shoulder, reaches the Saviourbone Mine. The great Power-Dragon skeleton kneels on the hilltop, one wing tumbled to the ground to be “mined” for valuable Saviourbone. The usual miners and priests are not here.
- Instead, there’s a young lady wearing a fox fur sitting and waiting for Jasmine to arrive. She seems friendly, and asks if Jasmine’s ready for the hunt! The key question - Hunter or Hunted?
- After discovering that choosing Hunter means that Jasmine will join the Wild Hunt forever, she chooses being eternally hunted down instead. At least there’s a chance to get out of it! The woman is very pleased by this - she’d have had to be the replacement quarry otherwise!
- The Hunt will begin at midnight. She whistles, and a ghostly horse of mist and light emerges from the earth to bear her away into the sky. Her thanks echoes down from above.

--- Dig Them Holes
- It’s a bastard of a day. A real scorcher. It’s eerily quiet - few flying insects survived the End. Jasmine is digging in the shadow of the Power Skeleton. She looted the Mine for equipment, her shovel shuffing into the ground. She’s digging two graves.
- There’s a distant shout as the priest from before, Arnold, shouts something angrily at her. The miners are back. She yells back that she’s just digging graves and they leave off, the heat’s too oppressive to bother with going over there and stopping her.
- It’s long work. As it gets towards evening she sees Gads beginning to gather in the skies to the west. She suspends ropes around the graves and places bowls of oil at the head of each, then slowly lowers her dead friend’s corpse into her grave. It’s just a funeral for Sophia, see?

--- Going to Ground
- Evening comes in and brings a cooler breeze. Sophia waits patiently, lighting candles around the graves. The new moon hangs ominously overhead. A mist rises, and on the edge of the darkness it almost looks like there are people riding giant snails out there…
- The sky begins to ripple with strange aurorae, and a distant bugle blows. The Hunt begins!
- Sophia hears an incoming shattering sound like breaking glass. The sky ripples, silhouetting flying figures and people on spectral horses. Sophia falls backwards into the grave… and disappears.



- Safely ensconced in her pocket Hammerspace dimension, Sophia waits out the Wild Hunt. It’s not like she can get out until then anyway - she’ll be stuck here until her mana refreshes and she’s unable to maintain the spell…

--- Main Party: Return to the Dungeon!
- Back inside it is! Barrett has a tearful reunion with his skeleton horse, who conveniently helps them work out which way is which. There are far fewer Gad calls echoing through the corridors. Damnation hears the those who remain are clearly a bit put out at not being allowed to join the Hunt.
- The party goes back into the room from before. Snels witnesses someone’s shadow peel off from them and dart into a corridor. A warning of what’s down here.
- While Barrett and Snels carefully open the blocked-off door from last time. The door enters into a room filled with boxes - loot!
- Behind them, Andromeda rebuilds the henge. As she places the last stone a small pillar of bubbling black begins forming in the centre of the circle. She bum-puffs the last of the toke she nicked off of DJ and advances towards it, gun raised.
- To those outside the circle she seems to be heading further and further away, but to her it’s a few short steps until she has the tiny obelisk speared on the end of her musket. It seems fine. She wills it to go into her bag, and then onto her shoulder. It’s an odd thing, but apparently safe?
- It’s lucky that Snels is busy looting the room with Barrett and doesn’t see this clearly demonic artifact come into being. The room’s good looting though - some now-non-valuable silver rods amongst some now-very-valuable old world junk like pig iron and tin snips. Every junk room is a trove! They pass out silver rods to everyone in case of Elves, or more probably spooky shit that can only be hurt by silver.
- Among the crates and barrels is a clump of crates all empty and nailed together, easy to move as a unit and all empty. Of course this hides a secret door! The party piles through a short section of corridor and into the room beyond.

--- Model Rockets
- It’s a showroom of some sort. There’s a large rocket-propelled vehicle on a pedestal in the centre, surrounded by models of other vehicles. They are all very strange - wings and rockets abound. Spaceships, surely! Praise Galaxy Johnson!
- Barrett climbs into the full-size one-man rocket-propelled vehicle and finds a manual in the glovebox. Nice! It purports to be written by “Modunar” and has a Duvan’Ku symbol on the front, along with diagrams of flying to the moon.
- The others investigate the models and realise that they’re extremely valuable! Finely crafted and made of rare woods and metals, they’ll be worth even more to New Moondin’s museum.
- Snels and Zulu decide they’ve seen enough and head back out with their model spacecraft. They pause when they get into the junk room… the Gads have gone quiet.
- Andromeda peeps into the next room and finds a sort of lecture theatre. There’s an audience, but all but two are slumped over. They’re facing a large glowing tablet with text rippling on it, describing a spell called Elf Bane.
- They can always come back, so they decide to leave well enough alone. They head for the door and… the way out is gone! Andromeda’s strange non-euclidean pet has collapsed into a simple cylinder. Where there was a hallway is now nothing.
- After a while of increasingly frantic scraping at the pentagram on the floor, the cylinder reverts to bubbling tar and the door opposite has suddenly always been there. Phew! They exit into the junk room, and all is well.
- There is a brief moment of worry when they head back to the spiral stairs - the stairs are gone! The corridor just keeps going! But Andromeda wills the blob to go inert and the crossroads reappear. The skeleton horse has to be abandoned again, alas, and the party descends.

--- Reading Circle
- Getting home via the river is a good idea, but might be a struggle given the lack of protective gear among the party. Luckily there’s a bit of Traveller’s Stew left to help protect them from the elements, so they decide to have a siesta before setting off in the evening.
- While they relax, they take the opportunity to read some books. Snels grows angry after reading that Halflings were short even in Biblical times and chucks the book into the fire! It implies Jesus was a midget, nobody must have this knowledge! Somewhere on the edge of hearing one can almost hear a voice crying out in despair...


--- Going Home
- Evening comes and the party follows the water downstream. The smaller creeks, flowing out from the holes in the valley sides, merge into one large river that rushes south towards New Moondin.
- They pass a disturbed section of riverbank with triangular prints, and where the river turns towards the town they find skeleton roadworkers patiently building the road. Soon they’re back in New Moondin, safe and sound!
- Red goes to the Library with the party’s books. Deposit them here and they can buy copies in future. Good deal! She’s greeted by an impish young man who speaks long-windedly, the Librarians within seem to be at the tail end of a long party.
- After much chatter, Red deposits the books in exchange for debt tattoos. The transfer is strange - a deep demonic voice is heard from the room where the books are taken, and the man emerges with his arm black with tattoos before returning most of them. How odd.
- As a last thing before returning to the party, Red chucks a message in a bottle into the river, hoping that her dad will find it somehow one day...
--- Jasmine Survives
- After 24 hours have passed and Jasmine is unable to spend the Mana to keep up her Hammerspace spell, the extra-dimensional space collapses. Jasmine pops out of the grave and brushes herself off.
- The woman in the fox-fur, sitting on the pile of gravedirt nearby, claps. Avoiding the Wild Hunt is a hell of an accomplishment! However Jasmine  is now cursed - all will hate her, and falls will kill her. That’s just how it goes.
- She mentions that it’s possible to shoot for moonhood by eating every kind of Elf heart, and she cautions Jasmine not to use the same trick twice. The Elves expect a show! Message delivered, she summons her mist-horse again and rides away into the sky. See you next month!

--- July: Carousing!
- Flush with cash after selling the model spacecraft to the Amphitheatre-Museum, the party carouses! They tear up the town. Literally.
- They awaken in the Spider Temple to the disapproving glare of the Spider-Priests. Andromeda wakes up with only her hammer and her armour on hand - where they fuck is her stuff?! And bizarrely she seems to have lost her actual groin?!
- Snels discovers to his dismay that he’s got a tattoo on his private parts. It says “I ♡ POWERLAD”.
- The town’s only inn - In Times of Mead - was burnt down. Zulu was seen fleeing the scene.




- Red manages to avoid consequences. Apparently she’s the only one who can hold her liquor!

- July: Jasmine Prepares for the Wild Hunt
- Jasmine is unfortunately unable to carouse due to the Elf curse. She skulks through the town to research a spell that will summon an eight-legged steed. The summoning is a success and she nets herself a permanent fungal horse pet. She’s sure to give the Elves a show...



Retcon Warning: We’ll play out the Sleipnir plan next session. Wild Hunt is back to once a month for logistical reasons!

Total: 2600 exp

Team Bonus:
- Better Part of Valour bonus
- Bookworm bonus
- Dramatic Escape bonus
- Enmity Inciter bonus
- Heresy bonus
- High as Fuck bonus
- Long Deliberation bonus
- Masterchef bonus
- Next to Godliness bonus
- Pundemonium bonus
- Split the Party bonus
Total: 1150 exp

Individual Bonus:
- Chronicler (Carter / Jasmine - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Jasmine - 100 exp)
- Paymaster (Tom / Barrett - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (George / Snels - 100 exp)
- Triage (Carter / Jasmine - 100 exp)
- Chef (Ollie / Zulu - 100 exp)
- Art Attack bonus (Carter, Ollie, George, Tom - 100 exp ea.)
- Chippo Champion bonus (Tom*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Kitty - 500 exp ea.)

Experience Totals:
- Kitty / Andromeda, Level 5 Laddite Cleric: 16703 (Level up at 28000) Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory! - George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 5 Snelsman Cleric: 14503 (Level up at 28000) Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory! Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory! - Timothy / Red, Level 4 Fighter: 14003 (Level up at 16000) Level up: +1d8 HP! +1 to Hit! +1 to Crit/Fumble Table! +Backstory!
- Carter / Jasmine, Level 4 Elf (Flibbertigibbet): 11262 (Level up at 18000) Level up: +1d6 HP! +1 Mana! +1 Free Spell! +Backstory! Level up: +1d6 HP! +1 Mana! +1 Free Spell! +Backstory!
- Ollie / Zulu Snakebite, Level 4 Barbarian: 10826 (Level up at 16000)
Level up: +1d8 HP! +2 Barbarian Powers! +Backstory! Level up: +1d8 HP! +2 Barbarian Powers! +Backstory!
- Tom / Privateer Barrett, Level 4 Specialist: 9806 (Level up at 12000)
Level up: +1d6 HP! +2 Skill Points! +Backstory! Level up: +1d6 HP! +2 Skill Points! +Backstory!
- James / Siân Niamh Keeva Caiskán, Level 3 Necromancer: 8601 (Level up at 9000) Level up: +1d4 HP! +1 Mana! +1 Free Spell! +Backstory! Level up: +1d4 HP! +1 Mana! +1 Free Spell! +Backstory!

Friday, 26 April 2019

Session 221 - Around Yourselves, Watch For Elves

A dungeon! A real one!
After a mad night of feasting on flesh and taunting a young girl into eating the heart of her friend, the gang decide to continue checking out the valley of the Flitting Gads. Unfortunately it's the time of the New Moon when they're at their strongest. Interesting choice... Damnation Snels steps sideways. Jasmine gets peer-pressured. Andromeda needs a hit. Red loses a friend.
DJ feeds a bear. Barrett hides a horse.

Maps:
Some Artist's Impressions of the Super-Gads:








Session 221 - Around Yourselves, Watch For Elves


Date:
14 years after the End.
June 8. New Moon.


Characters:

New Character Origins:
- Privateer Barrett: A sailor on a privateer vessel before the End, he survived the sea turning to blood and managed to make it into the Storm-Shell before the gas hit. Unfortunately he was carried off by a giant bat creature at some point and has been hiding in its cave ever since. Kept his spyglass secret and safe in his prison pocket.


- Jasmine: Sophia’s room mate and leatherworker by trade. As a Flibbertigibbet, a Message Elf, she was on her way to deliver a missive to Sophia when she found her burnt and ruined corpse floating downstream towards her. Sophia’s spellbook-dress was mysteriously intact, however.




Character Backstories:
- Dustin Johnson: As a primary instigator of the Johnsonian UFO cult, he has built up an adoring following of fanatics who love to hear about the tales of the modern conveniences. Henchmen standing next to you are immune to morale.




Valuables:
- 49 Bat Rations (49 exp) - 64 coins (7 exp) - Book #145 - Azoth & Aether (100 exp)- Book #147 - Jesus (100 exp)
- Book #161 - Death & Sainthood (100 exp)
- Book #247 - Insects & Arthropods (100 exp)
- Potion #136 - Effervescent blue, smells sweet and fizzy
- Potion #144 - Swirling orange, smells like blood.
- Potion #211 - Bubbly yellow, smells like boiled cabbage.
Total: 456 exp


Dungeon Exploration:
- First party to enter the Non-Euclidean Sanctum (400 exp)
- 1 Wandering Monster (50 exp)
- 8 Dungeon Rooms explored (160 exp)
Total: 610 exp


Murders:
- 1 Flitting Gad (500 exp)
Total: 500 exp


Events:

--- Papa Snels Bags a Bat
- Hiding in a cave in the side of a ravine, hearing distant groans echoing in from the valley walls, the rest of the party decide to dig themselves into the thick guano to hide from the bat monster when it eventually returns.
- The fell sounds eventually stop. Half an hour or so later, a very drunk bat creature with Damnation “Daddy” Snels riding on its back stumbles back into its lair. It shrugs the old man off its shoulders and fumbles along the wall, then falls into a contented heap in the middle of the cave and motions for him to come give it a contented post-coital cuddle.



- Damnation Snels shoots it in the fucking head.
- As the gunpowder-smoke clears the others pull themselves out of the guano to find Damnation Snels standing, pantsless, with his musket pressed against the monster’s temple and its brains splattered across the cave floor.


--- Expedition Night 1: Bat Soup
- Waste not want not! The bat is carved up by those who aren’t forbidden by their God from wielding edged weapons. It’s a lot of meat.
- Since it’s coming up to evening, they decide to cook up a nice meal with the fresh meat. Fucked Bat Stew results from incorporating bat meat, bread and wine into leftover Traveller’s Stew. It’s surprisingly fine, despite the strange decision to add guano to the dish, and fittingly grants a bonus to Backstab.



- The “interesting” smell brings forth a new party member, who was hiding underneath the pallet bed deeper into the cave. Privateer Barrett, an ex-sailor, shuffles in begging for some Traveller’s Stew and presenting a soiled spyglass for inspection. Given the general mania of the bat-eaters, he’s accepted without question.


--- Jasmine Follows the Riverside
- It’s been a hard day for Jasmine. She was meant to be bringing a message to her roommate Sophia, and instead she found her burnt and ruined corpse floating in the stream. Now carrying her dead friend, she stumbles upriver unsure of what she should do next.
- From a cave up high on the valley wall, there is a sudden shout! It’s a bunch of people yelling down at her. It’s hard to hear what they’re saying at first, but it amounts to “Eat the heart you wuss! Eat Sophia’s heart! She’d have done it to you! Eat it!!!”
- Sobbing and mumbling that it’s not true, Sophia was a nice person, Jasmine is peer pressured into eating her dead friend’s heart. The tears roll down her cheeks as the power of Sophia’s heartspell merges with her own. The last sliver of the moon shines pale above. Jasmine knows it’s only a day until the Wild Hunt comes with the New Moon to punish those who break the heart-taboo...



- She walks beneath the cave entrance where the bat-maddened people laugh and jeer from above. One holds a rope, another chucks another heart down to her. In unison those above start jeering again, telling her to eat this heart too! Eat the heart! Eat it!!!
- Jasmine does so, horrified, and grabs the rope when it’s lowered to her. The hearts sit heavy in her belly. What a horrible day. She ignores the capering madmen and hides in the cot room, sobbing as she decodes the spells locked within Sophia’s dress, and hears the people lying in the guano fall to sleep as evening turns to night.


--- Expedition Day 2: An Early Start
- In the darkness of the pre-dawn, holding lanterns against the dark, the party decides to check out these caves before the Gads emerge. With luck they’ll be able to murder them in their beds.
- The majority shimmy down ropes to the valley floor, while Jasmine stays up in the cave with her beam rifle. She’s not risking herself for these arseholes.
- The stream at the valley floor is easily traversed despite being deep enough to carry off a twelve year old, so they jump across to approach a low cave mouth on the other side. There’s gravel scree rising up a shallow ramp towards the opening and a heavy musky smell.
- Barrett sneaks up to the opening and peeks inside. In the lantern-light he sees a furry shape and hears a low growl. A bear! Andromeda approaches and the bear grumbles out of the cave, snuffling around, completely calm.
- DJ feeds it some of the less savoury pieces of bat meat while Barrett sneaks in behind it. There’s evidence of human meat stuffed into nooks and crannies - someone’s been feeding the bear - and there’s some loose change scattered across the floor amongst the remains. Further in, cave paintings show the bear and the Gads sitting peacefully together.
- Dawn is here, and it’s already gearing up to be a scorcher. The party leaves the cave and jogs towards the next cave along the stream before the Gads emerge. Across the valley, Jasmine hears some echolocating clicks pinging off the cave walls beside her. She sends a Message to Andromeda telling her she’s bugging out, then leaves towards the Prepper enclave.


--- Non-Euclidean Madness
- The others reach the next cave and find it flanked with strange non-euclidean pillars. From one angle they are straight oblongs, but as you move they become curved and threatening. Proper dungeon stuff. Cold wind blows from the entrance with an ominous moan.



- They enter, Andromeda with a lantern on her hip, and walk into a triangular room. As they move in, the far wall stretches out to form a square with a single lidless eye drawn upon it. The pupil of the eye is the Duvan’Ku symbol, and the lensing effect means it always seems to be facing you directly. Reach out to touch it and it’s always too far away to touch.
- Two corridors branch out to the sides. One contains pale light moving strangely, from the other comes a constant breeze. They pick the route with the dancing wisps.
- Snels leaves the bat monster’s head at the entrance to warn the Elves away… but Barrett countermands that by sneaking over and putting it near the cold corridor. While at the entrance he sees that Gads are swarming around the dead bat monster’s lair. Good thing they left!
- The party heads into the deceptively deep corridor. It stretches strangely, and the light from Andromeda’s lantern becomes dim and flickery as though it’s underwater. The entrance is far far behind them, and going backwards only makes it retreat further away. They are stuck here, perhaps.
- The dancing lights resolve into distant eyes of dark bulbous creatures way way away. They wave long arms that stretch for miles. Dustin Johnson decides that this trippy perceptual shit is not for him and lights up a blunt.


--- Extra-Perceptual Combat!
- The creatures attack the spark! Their long arms reach through the cosmic distance and scrabble at his armour, distorting the links into the distance but failing to scratch his flesh. Their claws are as big as worlds, small as lice.
- The Otherpot kicks in and DJ finds himself in a circular room, the corridor back is a hole in the floor, the creatures are fairly lame flailing things on the walls that can’t reach him from where they are. His compatriots are repeated around him, but he’s fine.
- Barrett grabs the doobie and puts it to his mouth. He sees things as they truly are in the next dimension of perception. Red arrives, somehow, shrieking something in Yetiese. The creatures tear her friend Gatsby apart and he swirls in a temporal tornado into some other place. Red tries to save him to no avail, the fourth dimension is the domain of her feared father.



- Damnation Snels steps sideways… and finds himself facing an unholy obelisk of rippling black sludge. It stretches into a cylinder that reaches upwards forever. On the face of the cenotaph is a rectangular inset that kaleidoscopes into other shapes. In the centre of the inset is a hand-shaped hole.
- The dutchie is passed to the left-hand side and the party’s perception changes one-by-one to the circular room. The last to smoke up is Andromeda, who has spent several rounds parrying more and more attacks from the flailing baddies. She screams for the fucking toke, and her vision clears to reveal the room’s true higher-dimensional form.
- Papa Snels sees Gatsby being sucked into the cenotaph, swirling round and into the peak of the obelisk, screaming. Some other-dimensional prophetic sense seizes him, and he falls to his knees with a new truth blasting into his mind - his sons were right! He abandons his belief in the truth of POWERLAD and gives himself to the Snelsman faith.
- As the rest of the party shoot the flailing monsters one by one, Damnation Snels reaches into the hand-hole in the cenotaph. He feels a hand gripping his own, the warm familiar hand of his long-dead wife. He knows he could go through and join her… but instead he pulls.





--- Euclidean Sanity
- The cenotaph, the walls, the unreal perspective, everything is drawn up and out and into the object he grips in his hand. Reality warping and shifting and coming down into a single locus - the broken-off hand and arm of Damnation’s wife. It feels warm but motionless, and when he tries to look inside the break it’s all-encompassing vantablack.
- Damnation Snels is standing in the centre of a dull square room, holding the hand of his wife. It even has her wedding band. The corridor out is short and uninteresting. The eye on the wall in the entrance chamber is mere paint.
- They go through the entrance chamber and investigate the other corridor, finding a bare room with a small model of an obelisk on it. There’s a tiny model of Snels’ wife lying there, sans hand. It’s warm to the touch. On the ceiling is the bottom of a spiral stairway.
- They stand on each others’ shoulders to reach it, and discover that a sharp pull is enough to make the whole thing corkscrew down from above. It’s a stairway upwards!


--- Elsewhere: Jasmine Meets the Preppers
- Jasmine is carrying Sophia’s heartless body home. She passes the prepper enclave on the way to the Saviourbone Mine. She asks about for a cart to help carry her friend home, and an angry man trailed by an older woman stalks towards her.
- It seems that the lady Snels seduced has blamed her infidelity on the child Sophia. At least the husband is buying it! Jasmine puts them both on “the list” and trudges onwards.


--- Dungeon: Onwards into the Dark
- After a bit of stair climbing, the party emerges into a nexus of corridors. The sound of Gads chittering and clicking echoes throughout from no particular direction. After climbing a spiral staircase for a while it’s hard to know which way is which.
- They pick a direction and follow it along, finding a half-door to the left. It’s like a horse stall with no upper door, and the hinges of the door are rusty. Inside the room are overturned tables and smashed alchemical equipment. Cool! Only issue is that the sound of the Gads has subsided, and the dungeon is deathly quiet…


- Barrett spots some books on a shelf and decides he just has to have them right now! He leaps over the rusty half-door and makes a real racket. The hinges screech and the door smacks against the jamb. The sound of alarmed Gads chattering starts up immediately!
- The rest of the party piles into the room! There’s another half-door at the other end of the smashed lab, and beyond it is some sort of half-finished henge-style summoning circle. Unused slabs are leaning against the walls.
- Barrett scrabbles for the books then scurries off to hide. DJ roots around in the shattered glassware, finding colourful vials of liquid, then kicks over some tables and splashes oil everywhere. Andromeda finds a full-size door in a little annex and leans a henge slab against it in case something’s going to burst out of there. Damnation Snels, no longer fine with skeletons due to his sudden epiphany, kicks his loader-skeleton out into the corridor to distract whatever’s coming.

--- Gad Attack!
- There’s a building doppler effect as something tears down the corridor, and Damnation’s loader-skeleton is suddenly shattered into bone as it screeches past! The party, hiding behind the half-door on the other side of the lab, take aim and hold their nerve.
- Creepy heads poke out around the opposite door - Gads! But these are stranger than before. Their baleen goes all the way down their neck, they have a fan of quills on their head, and their eyes are a black ring around their head. Their baleen stretches… they’re charging a spell!


- With the Elves in heavy cover, and the party facing down a barrage of cover-ignoring magic missiles, the situation seems dire. Then somehow, impossibly, a skeletal horse barges in! It’s Barrett’s horse he’d had “moored” nearby! Must be residual non-euclidean effects!


- It charges past the Gads but somehow fails to disrupt them, and the Clerics charge forward! You don’t get cover against melee! They fall upon one of the Gads, smashing it with hammers and forcing it backwards - though the spell continues to charge.
- Barrett follows in their wake, shortsword drawn. He leaps over the Clerics’ backs and stabs straight through the head of the Gad! It crumples to the ground!
- Damnation Snels continues the momentum, skidding round the corner with his musket drawn… and takes a Magic Missile to the head! His breather-mask takes the brunt of the damage and he stumbles into the wall.
- The Gad suddenly spreads its wings wide and is gone, a gust of wind left in its wake. There is a doppler-effect shriek… and we leave it on a cliffhanger.
Total: 2450 exp


Team Bonus:
- Antagonist Appeaser bonus
- Balls to the Wall bonus
- Brutal Kill bonus
- Coitus boners
- Classic Charles bonus
- Freudian bonus
- Headtaker bonus
- Heresy bonus
- High as Fuck bonus
- Holy bonus
- Leave a Man Behind bonus
- Ludicrous Gore bonus
- Masterchef bonus
- Next to Godliness bonus
- PETA bonus
- Pundemonium bonus
- Shunga bonus
- Split the Party bonus
- Tactical Fighting bonus
- Trapsetter bonus
- What Could Possibly Go Wrong bonus
- Why Did You Eat That bonus
Total: 1150 exp


Individual Bonus:
- Chronicler (Carter / Jasmine - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Jasmine - 100 exp)
- Paymaster (Charles / DJ - 100 exp)
- Quartermaster (Kitty / Andromeda - 100 exp)
- Vanguard (Tom / Barrett - 100 exp)
- Triage (Carter / Jasmine - 100 exp)
- Chef (George / Damnation Snels - 100 exp)
- Art Attack bonus (Carter, George, Tom, Charles - 100 exp ea.)
- Artapalooza bonus (Carter, Charles - 100 exp)
- Chippo Champion bonus (Carter*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Kitty, Tom, Charles - 500 exp ea.)

Death Toll:
- Ephraim Gatsby, Red's soulless best friend, sucked into higher dimensions.

Experience Totals:
- Charles / Dustin “DJ” Johnson, Level 4 Intergalacticist Cleric: 9258 (Level up at 14000)
- Kitty / Andromeda, Level 4 Laddite Cleric: 8258 (Level up at 14000) Level up: +1d6 HP! +1 Healing Pool! +1 Starting Faith! +Backstory!- George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 3 Laddite Cleric: 6458 (Level up at 7000) - Timothy / Red, Level 3 Fighter: 6158 (Level up at 8000)
- Carter / Jasmine, Level 2 Elf (Flibbertigibbet): 3017 (Level up at 4500) Level up: +1d6 HP! +1 Mana! +1 Free Spell! +Backstory!
- Tom / Privateer Barrett, Level 2 Specialist: 1561 (Level up at 3000)
Level up: +1d6 HP! +2 Skill Points! +Backstory!