Showing posts with label Sophia. Show all posts
Showing posts with label Sophia. Show all posts

Tuesday, 23 April 2019

Session 220 - Around Elves, Watch Yourselves

The first death of the new era and it's poor little Sophia. Her only crime - asking to be attacked by flying high-level beasties.

With the rest of the party hiding in a cliffside cave, and Damnation Snels showing a monstrous bat a good time, things could be better...


Maps:



Session 220 - Around Elves, Watch Yourselves


Date:
14 years after the End.
May-June.




New Character Origins:
- Siân: A Gypsy with designs on being a “humane” Necromancer. She’s in with the Curators of the Amphitheatre-Museum, so she’s got a solid background in Violin.
- Daisy: A thick-lipped and slow-spoken lady with a background in Cartography. Has a pre-apocalypse map of the local area. Smarter than she looks… possibly.


Character Backstories:
- Damnation Snels: He was insulted by people who disbelieved his warnings of impending apocalypse, but he had the last laugh. +1 Intelligence.
- Sophia: Investigated a fallen star, and heard it speak inside her mind… Once per session, cast a random spell with random target(s).
- Red: During the events of this session, something goes horribly wrong and Red is unable to stop it in time. Survive the consequences of catastrophic failure - a one-time “Get Out of Jail Free” card.

Valuables:
- Chain Armour (100 exp)
- Shield (10 exp)
- Longsword (20 exp)
- Deck of Cards
- Flask of Wine (10 exp)
- 3 coins (1 exp)
Total: 141 exp

Overland Exploration:
- Explored 2 square miles (100 exp)
- First party to discover the Gad Cliffs (200 exp)
Total: 300 exp

Murders:
- 2 Flitting Gads (1000 exp)
Total: 1000 exp


Events:

--- May Downtime: Admin Adventures!
- After the successes of the previous month, it’s time for some cheeky admin! DJ starts a sketchy mining company called “DJ Exploration & Production” - a Wild investment.
- Damnation Snels visits the Snelsmen and finds a really eager teen priest who is absolutely stoked to answer a question from the father of the Snels himself. He asks of the fate of Fate, and discovers that it is “safe and secure”. Great.
- Sophia splits her downtime between spell research and cooking lessons with Japhet & Hirsch. She finishes the month with Magic Missile, a spell that draws the soul of the recently dead into an object of her choice, and a deep culinary grasp of Traveller’s Stew.
- The party is joined by two new members. Siân the Necromancer and Daisy the Habberjock. THey seem nice.
- Others buy equipment in advance of next month’s expedition - the first of the summer!

--- Spring Rebuild Phase - Bone Road
- The Rebuild Phase occurs at the end of the season - New Moondin decides where to focus its resources to rebuild civilisation.
- With an abundance of resources in New Moondin and only a single group of workers, it’s decided to start work on a road to the Saviourbone Mine. The workers set out, they’ll be done with the first stretch of road by the end of summer!


--- June Pre-Expedition: Operation Seagull
- The goal: Kill Seagulls. They are to leave on the morning of the 7th, when Elves are strong, so that Sophia and Daisy will have some extra oomph. Intended route is via the Saviourbone Mine, partially so they can ask for directions.
--- Expedition Day 1: A Beautiful Day
- Despite a bit of rain and storm during the week, by the 7th of June the sky is clear and blue and the air is warm. It’s actually real nice out! Sophia’s not even wearing her wasteland gear, it’s just that nice.
- They head off at a brisk pace, following the beginnings of the stone road along the river before climbing up the hillside into the valley of cairns.
- There’s a newly built cairn up here, and Sophia tries her new Soul Capture spell in case its been built over a recently dead body - no such luck.
- They soon reach the Saviourbone Mine and are greeted by the priest from before - Arnold Nonimus. They ask him the way to the “Seagulls”, and he points them southwest past the Prepper Caves.

--- Damnation Gets Down
- With the weather holding, the party walks off with a spring in their step. Smoke rising from the Prepper’s encampment makes it easy to find them, and they soon see an older woman with wiry hair and a suspicious glare poking her head out of the mouth of a small barricaded cave at the foot of a hill.
- Sophia leads the way, soothing potential tempers with her sweet look and manner. The woman invites them into her cave, and despite witchy misgivings the party follows. She’s not a witch, thankfully, but she’s very suspicious of the group’s guardianship of this young girl - polygamy is against God!
- Damnation Snels’ interest is piqued by this woman of equivalent age, and the rest of the party mysteriously leave the cave to take a breather. While the strains of Siân playing a gypsy love song filter through from outside, Damnation makes his moves…
- From the outside, they hear successive layers of petticoat being pulled back followed by some very loud moaning and grunting. Everyone avoids eye contact.
- A girl with a basket of freshly roasted onions and mushrooms comes skipping up the path towards the cave. The party turns her back, saying that her mother is distracted caring for one of their companions, and persuades her to show them the way to the Seagulls.
- She shows them the way, but when she sees her father foraging in the distances something clicks! She shouts “oh no!” and realises what she’d really heard her mother doing, running back up the path as fast as she can go!


--- The Seagulls Cometh
- Leaving Damnation to deal with that one, the rest continue the short way to the cliffs. This is an area of steep gorges and gullies, with rivulets of water running down from holes in the cliffside until they join the river far below.
- There is an abundance of midges and other insects, and as they watch they see slim man-shapes with gossamer wings stretched between their limbs dart from the cliffside caves and dive down to catch the insects by skimming along the surface of the river. Not seagulls.
- They discuss options. Damnation arrives, looking sketchy and buttoning up his fly. Sophia shouts a greeting which echoes through the gorge, and the strange creatures swiftly dart back into their holes.
- There are a fair number of caves on this side of the cliff, so they decide to abseil down to the closest one. Daisy starts climbing down, and there is a sudden chirping clicking noise from the cliffs. Sophia and Damnation recognise it as the language of the Flitting Gads and understand the repeated “Intruders coming! Attack attack!”
- They relay this to the others as Daisy swings into the cave mouth, engaging her Shield. Sophia begins climbing down after her. Siân used Dig Grave to create a trench at the top of the gorge. The take defensive positions with rifles and crossbows from above in case the bird-men attack.
- Suddenly, they’re here! The beings blast out of their caves, scintillating membranes stretching between their hands and feet like wings. They have long curving ears and baleen mouths below long black eyes that stretch around their heads. Elves!
- The crack of musket fire! Damnation gets one dead-on and it falls from the sky, trailing a ripple through the air. DJ’s crossbow bolt nearly hits one, but a keening wail cleaves it in two around the Elf’s form. Another folds its wings into a tight corkscrew, avoiding Andromeda’s shot.
- Sophia has a plan! She jumps off the rope and waves her arms in the air, clicking out insults in Gad-speech: “Your wings are rotten and your voice belongs in a trash heap!”.
- Sophia’s words have had the desired effect. The Gads alter course, flying straight for Sophia. She grins and reaches for the first syllables of WinterSphere - with the Gads all focused on her, they’ll fly straight into it!
- Daisy misses all this, since charging out of the mouth of the cave is a massive bat monster! It barrels towards her, but Daisy has her Shield up and sword ready! She counters all of its blows and slams it sideways into the wall!
- The Gads are flying in towards Sophia. As one, they spit acid from their baleen mouths. The missiles hang in the air before them, then begin to strike unerringly into Sophia’s tiny frame. They hit her over and over, the acid burning and smoking, her clothing erupting into flame.



- Sophia’s burning corpse falls from the ledge, tumbling down through the air, flailing and screaming.

--- Oh Shit Plan B
- On the top of the cliff, the rest of the party is aghast. These things are powerful. They’re fucked.
- DJ runs forward and calls on the chill power of Galaxy Johnson, pretending to take a deep breath from his thumb then breathing out a great billowing cloud of pale mist. It spreads rapidly, and everything within the field chills out. The Gads stop their bombing run and float in the air, watching each others colourful wings. There is a distant hiss as Sophia’s burning body hits the river below.
- Everyone but Damnation Snels takes the opportunity to abseil down to the cave below while everyone’s chilled out and non-aggressive. Red gives the bat monster a very oily massage. It’s non-aggressive, honest. Andromeda raises a non-aggressive Storm Shell - just to protect against the weather you know.
- The field wears off and suddenly violence is an option again! Red fires a burning “friendship arrow” at the oiled-up bat monster, and the explosion blasts it back out through the Storm Shell! It’s fried and on fire and falls out of sight.
- Out of sight and protected by the Storm Shell they explore the cave by lantern light. It’s only a small cave, mostly a home for the bat monster, but the previous tenant (eaten by the monster) has some bits and pieces on him. Lots of guano at least.
- With enemies outside, the party takes defensive positions within…

--- Damnation Snels Does It Again
- Lying in the grave, drinking wine, Damnation Snels tries to keep quiet and hopes the mean Elves outside will go away.
- He hears quiet clicking and chirping - Gad whispers - and tunes in. They’re debating what to do about the invaders in their gorge, then a sharp intake of breath as one says “Oh no it’s climbing back up!”
- Damnation climbs up out of the grave and crawls over to the edge of the cliff. He peers over and sees the Gads clinging to the side of the gorge like bats. He offers them wine, to their alarm!
- There is consternation and threats until he kisses one on the baleen mouth. It freezes in alarm. Another crawls up to see what’s going on and he kisses it too, it freezes. Apparently this works?!?
- The heavily charred bat-monster is next. He kisses its bleeding torn-open lips. Gypsy love music floats up from below, and the bat-monster… is totally into it?! Apparently it’s very amorous and very female. The old man succumbs to the inevitable.
- Down in the cave mouth, hearing the now-familiar sounds of Papa Snels getting busy, the rest of the party relax a little. Maybe with that distraction, they’ll get out of here alive...
Total: 2100 exp


Team Bonus:
- AAAAAAAAAAaaaaaaaaaa bonus
- Absolutely Disgusting bonus
- Antagonist Antagoniser bonus
- Best of Intentions bonus
- Better Part of Valour bonus
- Brutal Kill bonus
- Coitus boners
- Classic Charles bonus
- Dramatic Escape bonus
- First Against the Wall bonus
- Holy bonus
- I Immediately Regret This Decision bonus
- Leave a Man Behind bonus
- Ludicrous Gore bonus
- Masterchef bonus
- Mountaineer bonus
- Pundemonium bonus
- Rumour Investigator bonus
- Split the Party bonus
- What Could Possibly Go Wrong bonus
- Why Did You Say That bonus
Total: 1050 exp


Individual Bonus:
- Chronicler (Carter / ? - 100 exp)
- Expedition Leader (James / Siân - 100 exp)
- Cartographer (Carter / ? - 100 exp)
- Paymaster (Charles / DJ - 100 exp)
- Quartermaster (Kitty / Andromeda - 100 exp)
- Vanguard (George / Damnation - 100 exp)
- Triage (Kitty / Andromeda - 100 exp)
- Chef (Kitty / Andromeda - 100 exp)
- Art Attack bonus (Carter, George, Charles - 100 exp ea.)
- Artapalooza bonus (Charles - 100 exp)
- Attacco d’Arte bonus (Carter, George - 100 exp)
- Chippo Champion bonus (Carter*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Kitty, Charles - 500 exp ea.)
- An Hero bonus (Carter/ ? - 200 exp)


Death Toll:
- Sophia, blasted apart by magic acid-spit after she taunted a host of flying Elves.

Experience Totals:
- Charles / Dustin “DJ” Johnson, Level 4 Intergalacticist Cleric: 7597 (Level up at 14000)
Level up: +1d6 HP! +1 Healing Pool! +1 Starting Faith! +Backstory!
- Carter / Sophia, Level 3 Brackenfrau Elf
*DECEASED*
- Kitty / Andromeda, Level 3 Laddite Cleric: 6697 (Level up at 7000)
- Timothy / Red, Level 3 Fighter: 5297 (Level up at 8000)
- George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 3 Laddite Cleric: 5397 (Level up at 7000)
- James / Siân Niamh Keeva Caiskán, Level 1 Necromancer: 756 (Level up at 2250)
- Suzie / Daisy, Level 1 Habberjock Elf: 656 (Level up at 2250)
- Carter: +1456 to next character
  

Friday, 12 April 2019

Session 219 - Abducc the Bus

A flawless kill! With some luck and some careful planning, the biggest grub anyone's ever seen - the Bus - is destroyed by might and magic!
New Moondin shall feast well!

We also had a proper Dungeon Masterchef cook-off to my delight, and a visit from a mongrel from overseas! What a time!

Maps:


Charles' Map! Bunker depicted in an excitingly eastern direction.




Session 219 - Abducc the Bus

Date:
14 years after the End.
April.

Characters:
- Andromeda, Level 3 Laddite Cleric / Kitty
- Dustin “DJ” Johnson, Level 3 Intergalacticist Cleric / Charles
- Red, Level 2 Fighter / Timothy
- Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 2 Laddite Cleric / George
- Sophia, Level 2 Brackenfrau Elf / Carter
- Zulu Snakebite, Level 1 Barbarian / Ollie
- Brian, Level 1 Ratman / Gregory


New Character Origins:
- Brian: The world’s strongest Ratman, apparently. He is a cultist in a cult which worships POWERLAD but insists that he was a Ratman, to the chagrin of the group’s HyperChurch worshippers. Comes with a single rather worried looking rat.

Character Backstories:
- Andromeda: Forced out of the man-farming business when a flood (possibly of poison) washed through the farm and wiped out her herd of enslaved alt-timeline POWERLADs. Any time something of yours is accidentally lost or broken, automatically pass the next save you roll in the session.
- Dustin Johnson: DJ’s father was a violent alcoholic, giving him a lot of practice dodging empty whiskey bottles and instilling the vicious streak that allowed him to survive in the mines. +1 Dexterity.

Valuables:
- 1112 rations-worth of fresh Grub meat (1112 exp)
- 17 iron rations total (850 exp)
- A musket (800 exp)
Total: 2762 exp

Overland Exploration:
- Found Shielded Campsite (50 exp)
- Explored 1 Hex (50 exp)
Total: 100 exp

Murders:
- One Big Grub (1500 exp)
Total: 1500 exp

Events:
--- Pre-Expedition: Gearing Up!
- While the rest of the party rests up after their expedition out to the POWERLAD skeleton, Sophia spends her time at the library researching some spells. The fruits of her labour - a trifecta of spells she names HammerSpace, SpookyDoll and WinterSphere.
- Andromeda starts a trend - the customised skeleton Loader-Porter. Program: IF holding unloaded gun THEN reload held gun ELSE follow Andromeda. It has a wicker basket in the ribcage to carry her stuff, and has gunpowder horns like actual horns on its head. Very cool. Others follow her lead.
- Red hides a strange secret - Ephraim Gatsby regenerates in the night and talks to her in the dark. They get on pretty well, but he makes her cut his head off every morning to not arouse suspicion. Sophia, who knows full well that his now-fleshy head had rotted down to a skeleton before, is suspicious.


- Red takes the head to the Necromancers to ask if they could install the head of Gatsby on top of it - very possible! They just swap out the head, easy peasy. Gatsby winks.
- A new expedition is planned for April. Goal: Kill the “Bus”, the enormous grub at the bottom of the bluff to the south-east. They’ll leave on the sixth so that Sophia gets boosted powers from the waning crescent moon.
- Food is procured - turnips and onions from the Goblin Bank’s surplus supply. Barbed spears, ropes and grappling hooks too - the plan is to harpoon it like a whale.



--- Expedition Day 1: Ever So Slightly Lost
- It’s been Hazy for days, so the party heads off along the Tooth Trail on the sixth as planned. The mists are fairly dense but nothing to worry about… or so it seems. After a while they crest an unfamiliar rise and find themselves looking down a long slope towards a spouting red-tinged geyser. They’ve lost the trail!
- The air is nastier than normal - there’s a taste of blood in their mouths. Stay too long and they’ll start to take some real damage. There is a silver lining though - as they turn back to follow their own tracks back to the Tooth Trail they spot a deep cave! Brian the Ratman sends his rat in to scout - it’s safe and dry! Perfect as a Shielded Campsite.
- They retrace their steps and soon find the trail again. The detour cost them nothing but time, and the rising sense of exhaustion that comes with breathing in the stinging Haze.
- They soon reach the top of the bluff they found before. The haze is thick, and they can’t see the bottom of the cliff. Andromeda suggests heading to the bunker and resting up for the night - they’ll be closer to the grub that way anyway!
- The trail leads straight to the bunker - it’s just how they left it! On the approach they see the enormous silhouette of a dragon out beyond the edge of the Storm-Shell. Andromeda falls to her knees - POWERLAD is with them this day!
- Red opens the hatch and tries to make friends. Zulu’s not having any of it, but Brian seems happy to hang.
- They descend into the bunker and discuss dinner options. Sophia suggests a simple stew, but Snels and Zulu have a more outré meal in mind involving human flesh!

--- Expedition Night 1: Dungeon Masterchef!
- It’s on! Armed with pots, pans, salt, spices, and oil, the chefs get to work!
- Sophia prepares “Traveller’s Stew” - a stew made from turnips and onions. With the help of fresh ingredients and rare spices, it’s tasty! That’s enough to unlock the extremely fitting Dinner Perk - protection from weather effects even without wasteland gear. Perfect for travelling!
- Damnation and Zulu work together to create an… interesting meal. They can it the “Frankenstew”. Containing a heady mix of human foot, onion, turnip, rich wine, blood honey, and a freshly killed rat (courtesy of Brian), it’s… something. Something truly superb! Somehow they cook it to perfection, resulting in a Dinner Perk+ - minimum damage from lightning!
- The perks are both wildly appropriate for the dish, to the surprise of many. Traveller’s Stew to make travelling easier, Frankenstew to resist lightning. What a world.


- Everyone devours the Frankenstew, except for Sophia and Brian who just eat the Traveller’s Stew. Sophia looks in with disgust as DJ nibbles the meat off the heel of the foot. Yuck.
- They rest, and in the night Sophia disappears off to dance in the light of the crescent moon. When she returns a few hours later, she sees Red talking to the head and regrown lungs of Ephraim Gatsby while the others sleep peacefully.
- She sees Red cut the lungs off the head and try to hide it when she sees Sophia return. The lungs swiftly rot away to nothing, and Gatsby doesn’t stir when Sophia tries to talk to him.

--- Expedition Day 2: Hunting the Bus!
- The next morning they awaken to rumbling thunder. It is the Warning - a sign from POWERLAD that the omnipoison might soon roll in. They’re safe from the worst of it within the Storm-Shell, of course, but it’s still a nasty time to be out in the open when it happens.
- Zulu and Damnation Snels seem to have been adversely affected by their consumption of human flesh - they find themselves craving it, staring at the good meat on the bones of their fellow party members.
 - Leaving the bunker, they head back to the bluff. There is no rain during the Warning - merely looming thunderheads - and St Elmo’s Fire fizzes from the ends of staves and fingers. Pushing pieces of metal towards each other results in sparks and an audible fizzing crackle.
- They arrive at the foot of the bluff that leads towards the Bus and decide to split into two teams. One group - Top Team - will head along the top of the bluff, making their way to the F-shaped tree that marks the grub’s last known position. The others - Bottom Team - will travel along the foot of the bluff, and use the uneaten portion of Damnation’s preserved corpse to bait it out of the ground.
- Keeping in sight of each other, they set off. The bottom team soon comes across a long fissure blocking their path, but with the help of the top team’s ropes they swing across it easily.
- Sophia experiments with a Take-Lightning glyph and tapping a couple of coins together. It works! Lighting bursts from the coins and is immediately sucked into the glyph. The runes glow as the lightning contained within begins degrading into light.
- Soon the top team yells down the bluff for the bottom team to stop. They’ve reached the F-shaped tree. The Bus is close! They can feel the earth trembling. Lightning crackles across the Shell above.
- Damnation Snels rolls the preserved corpse off his shoulder and steps back. The rope tying him to the body spools out as he quickly retreats.


--- Fuck the Bus!
- The Bus bursts from the ground! It’s gone straight for the bait! It swallows the body into its grinding maw, the rope spinning round and round its circling jaws!
- It begins falling back down towards the soft earth… and stops. It wriggles and thrashes in mid-air, bathed in a column of pale light. Standing beneath the leaping grub, DJ Johnson has raised his arms to the sky! Galaxy Johnson has answered his call!


- As it slowly rises into the air, Red springs into action! She leaps off the cliff, falling towards the Bus! She lands pitchfork-first, landing on its soft flesh, clashing metal vambrace on metal, sending lightning sizzling out on impact! Its body shudders in shock, winding it!
- Others follow Red’s lead, Zulu and Brian sliding down the cliffside and jumping onto the Bus’s soft back. Zulu lands with her spear and rapier plunging into its flesh.
- Andromeda takes aim with her musket. It’s a big grub so there’s little chance of hitting a friend. She fires… a direct hit! The shot goes straight into its brain stem! The grub is right fucked up!
- Far above, Sophia has paused her lightning-charge test to torment Ephraim Gatsby. He’s still just a head, albeit on a skeleton body. There’s a little bit of oesophagus that’s regrown though. Sophia salts the newly regrown gullet… and Gatsby screams in pain! Got him.
- DJ chains another Abduction miracle - extending the duration. The Bus will make it all the way to the top of the bluff now! Those on top keep shanking it. Damnation Snels realises that the rope is starting to wind him in and goes for a finishing move…
- He pulls the rope and grabs hold as it starts winding him in. He spins round and round the rotating maw, finally letting go in the air so he flies up and up over the Bus! At the peak of his flight there is a boom of thunder as summons the mighty Storm-Hammer into his hands! He falls towards the Bus, trailing lightning, screaming “I’m seventy-three years oooooold!!!”


- The impact blows the Bus apart, chunks of steaming meat spraying everywhere… then continuing to rise. Grub-blood rains upwards. Just because you’re dead doesn’t mean you stop being abducted! Sophia looks on in horror - how are they getting these meat chunks home?



--- A Meaty Return
- Conveniently enough, the Bus has enough of an undestroyed carapace to act as a meat sled. They slowly drag the corpse home, pulling it with skeletons and muscle-power, over rolling hills beneath the thundering sky.
- As they get closet they notice something they missed on the way in - the field of white stones is gone. However there do seem to be triangular prints leading off the trail…
- They keep going and soon return to New Moondin! The people of New Moondin flock to see the massive amount of meat they will soon be feasting upon. Another successful expedition!
Total: 2000 exp

Team Bonus:
- Antagonist Annihilator bonus
- Balls to the Wall bonus
- Bookworm bonus
- Brutal Kill bonus
- Classic Charles bonus
- Dramatic Battle bonus
- Fame bonus
- Holy bonus
- Long Deliberation bonus
- Ludicrous Gore bonus
- Michael Bay bonus
- Noblebright bonus
- PETA bonus
- Pundemonium bonus
- Split the Party bonus
- Tactical Fighting bonus
Total: 800 exp

Individual Bonus:
- Chronicler (Carter / Sophia - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Sophia - 100 exp)
- Paymaster (George / Damnation - 100 exp)
- Quartermaster (Kitty / Andromeda - 100 exp)
- Vanguard (George / Damnation - 100 exp)
- Triage (Timothy / Red - 100 exp)
- Chef (Ollie / Zulu - 100 exp)
- Art Attack bonus (Carter, George, Charles - 100 exp ea.)
- Artapalooza bonus (Charles - 100 exp)
- Attacco d’Arte bonus (Carter, George - 100 exp)
- Hummus Hero bonus (Ollie*2 - 100 exp ea.)
- JÜGBRINGYR bonus (Kitty, Timothy, Gregory, Ollie - 500 exp ea.)

Experience Totals:
- Charles / Dustin “DJ” Johnson, Level 3 Intergalacticist Cleric: 6241 (Level up at 7000)
- Carter / Sophia, Level 3 Brackenfrau Elf: 5441 (Level up at 9000)
Level Up: +1d6 HP! +1 Mana! +1 Free Spell! +Backstory!
- Kitty / Andromeda, Level 3 Laddite Cleric: 5241 (Level up at 7000)
- Timothy / Red, Level 3 Fighter: 4641 (Level up at 8000)
Level Up: +1d8 HP! +1 to Hit! +1 to Crit/Fumble Table! +Backstory!
- George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 3 Laddite Cleric: 4441 (Level up at 7000)
Level Up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory!
- Ollie / Lulu Snakebite, Level 2 Barbarian: 2781 (Level up at 4000)
Level Up: +1d8 HP! +2 Barbarian Powers!
- Gregory / Brian, Level 2 Ratman: 1524 (Level up at 3000)
 Level Up: +1d6 HP! Max Rats: 4! +Backstory! +1 Rage Break! +Backstory!

Friday, 5 April 2019

Session 218 - A Deathly Detour

Something I really dig already about running a proper hex-crawl is the maps.

Like Charles has got a pretty simple one here:

And Carter's putting together a theoretical hex-map of the area:


Hopefully as you guys explore and create trails these maps will develop over time. Exciting!


We saw the RAW POWER of Hyper-Church Clerics this session, with layered Storm-Shells absolutely wrecking some skeletons. Even more fun, the skeleton-controlling villain luring pilgrims out into the hills... got one-shot by a literal shot in the dark from new character Zulu Snakebite. Alas, these things happen.

Zulu Snakebite herself. We're Into the Luluverse now.


- Charles already laying down those spicy memes

- Tom shows the state of play



Session 218 - A Deathly Detour

Date:
14 years after the End.
March.

Characters:
- Andromeda 237-B, Level 2 Laddite Cleric / Kitty
- Dustin “DJ” Johnson, Level 2 Intergalacticist Cleric / Charles
- Red, Level 2 Fighter / Timothy
- Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 2 Laddite Cleric / George
- Sophia, Level 2 Brackenfrau Elf / Carter
- Volcano Bucktooth, Level 1 Barbarian / Tom
- Zulu Snakebite, Level 1 Barbarian / Ollie

Courtesy of Carter
New Character Origins:
- Volcano Bucktooth: A Barbarian from an adjacent reality where the world is dominated by an enormous African kingdom. While being chased by the genocidal Snakebite tribe, he stumbled through a temporal rift opened up by the End War. Now, gripping his cleaver and a necklace of ears, he has found his way to New Moondin.
- Zulu Snakebite: A Barbarian from an adjacent reality where the world is dominated by an enormous African kingdom. Warlord of the world-dominating Snakebite tribe, she chased Volcano through the temporal rift. Her mind was scrambled by the experience of crossing the timelines and she was forced to grovel to survive. Only now is she beginning to regain the memories of her former glory… and she hasn’t yet remembered quite who it was she was chasing through that rift.

Character Backstories:
- Dustin Johnson: In order to survive for so long in the collapsed mine, Dustin was forced to eat human flesh to survive. They begged him to stop, but he killed them all anyway. When you strike the killing blow on a creature, heal 1HP for each of their HD.


- Andromeda: A man-farmer by trade, Andromeda kept POWERLADs shackled like cattle. They were not the true POWERLAD - merely lesser copies of the great hero himself.  When one them escaped she went out and brought him back with a firm hand... and a hook through the ribs. Once per session, stumble across someone who ran away from you this session.


- Damnation Snels: When his mother was sick, he turned to dark and magical acts to save her. To his credit, she went on to have a long life. It’s quite likely that this witchcraft was blamed on his wife, leading to her murder by Damnation’s evil son Adam. +1 Arcana.

- Sophia: She tried to help the town of New Moondin through the poisoned years, but they wouldn’t listen. Her childlike looks and demeanour led to her advice being ignored by older voices. Gain a reroll against any fallout from someone disregarding your advice.


- Red: Red’s father, Sir Robyn, was insistent that his child was a boy. Before he could do anything rash, the thirteen year old Red talked him around. Once per session, de-escalate a verbal confrontation.

Valuables:
- 15 vials of Last Breath (750 exp)
- 16 longswords (320 exp)
- 10 Powerspider Meat (10 exp)
- 8 obols (8 exp)
- 6 Longcap Mushrooms (6 exp)
- Various trinkets (3 exp)
Total: 1097 exp

Overland Exploration:
- First to visit the Saviourbone Mine (500 exp)
- Explored 2 square miles (100 exp)
- Set 1 Forage (50 exp)
Total: 650 exp

Events:
--- Armed to the Teeth
- After the success of the last expedition, there is a flurry of activity as heavy wasteland gear is purchased and money is deposited in various accounts.
- Sophia splits her funds, putting half of her excess cash in the Goblin Bank and investing the other half in Julgoor’s rapidly blooming side-business - funding expeditions out into the wastes.
- News of their success has spread, and soon a couple of new additions to the team are hired on for a promise of a cut of potential loot. Zulu Snakebite and Volcano Bucktooth - dark-skinned Barbarians from another reality. Stranger things have happened.
- Zulu is an amazing chef, and Volcano is accompanied by a teenage Spider-Kid on Rumspringa named Mandible. Both good additions!
- Rumours are swirling in town, not least that the electric ghost of POWERLAD recently led home some pilgrims who were caught in a storm. Andromeda’s ears perk up - she was planning to go to the bones of POWERLAD anyway!
- The party plans next steps, eventually voting to head out to the POWERLAD skeleton and see what’s up. Sophia, thwarted in her desire to take some labourers out to the white rock field to the south, stays back in New Moondin.

--- Expedition Day 1: To POWERLAD’s Bones!
- Leaving a grumbling Sophia behind, the group heads out into a hazy morning. They are following the directions they’ve been told - head north-east past the bend in the river, climb the path up the hillside until you reach the cairns, then follow the cairns as they turn north towards the Saviourbone Mine.
- The weather soon turns to a welcome rain. It fizzes when it hits the ground, sign that the Storm-Shell is keeping the worst of the acid away. The Barbarians, despite their lack of wasteland gear, are fine out here. They joke about the harsher conditions of the desert.
- With several members of the party laden with heavy wasteland gear and equipment, it’s slow going. Nevertheless they find the trail easy to follow. A long path snakes up the hillside at the bend in the river, leading up to a shallow valley marked by cairns and set with lightning rods on the hilltops.
- They reach POWERLAD’s bones - the Saviourbone Mine - in the early afternoon. They see the grand draconic skeleton of the Power-Dragon kneeling heroically at the top of the hill, a single wing spread wide. It’s still upright, the joints are held together by crackling plasma.


- The fate of the other wing is obvious when they reach the summit - it’s fallen to the ground, and a number of people are hacking at it with picks and hammers.

Artist's impression of chopping the wing off
--- The Saviourbone Mine
- A bedraggled priest comes to greet the party. Dustin Johnson, aka DJ, steps forward to greet him. Andromeda and Damnation, the Clerics of POWERLAD, fall to their knees in prayer before the mighty skeleton.
- DJ asks why they would destroy the body of their god, and the priest explains that his skeleton is POWERLAD’s last gift - by crafting this miracle material into weapons and disks, rune magic becomes much more useful.
- DJ asks for some raw Saviourbone, but is rebuffed. This stuff is tightly controlled by the Ex-Drakencult - he was their lord more than most. If you want to buy some, please make your way to the shops in New Moondin.
- Damnation Snels approaches the priest, who is happy to talk to another person at this point… but is shocked when Damnation has the same request! They make a deal - 10 obols for enough of a Saviourbone offcut to create a shrine to POWERLAD.
- The Barbarians ask about local issues, and they’re told about flying creatures which occasionally harass the miners. “Ah, must be seagulls” muses DJ. After some discussion, the priest offers to give a Saviourbone disk (50 ob RRP) to anyone who brings him the corpse of such a creature.

--- Expedition Night 1: The Ghosts in the Hills
-  Despite an offer to stay out near the Mine, the party decides to head home as dusk is falling. Hopefully they’ll see the rumoured ghost of POWERLAD!
- They head south again, following the path of the cairns. It’s dark and the rain has stopped, replaced by a stinging haze. The moon looms large and close overhead, the gibbous moon glimmering through the mist.
- Where the cairns begin to turn back towards New Moondin, they see a light in the hills! It’s exactly as promised! They head uphill, leaving the cairns behind, heading south towards the light. On the way they come across a small clutch of Longcap mushrooms - lucky!
- The haze makes the going exhausting. Andromeda ditches her cooking gear as they go, but by the time they reach their destination almost everyone is exhausted. They find nothing except a twisted and broken lantern, still warm…

--- Skeletons!
- DJ lights up a lantern of his own, and sees them in time! White bone faces leering from the mist - skeletons! The party fans out in a wide defensive circle, unsheathing their weapons.
- The undead strike quickly with shuddering speed, slashing in with cold swords. Zulu’s shield shatters as she parries a deadly blow, and poor Mandible the young teenage spider is killed instantly.
- Damnation and Andromeda yell at the party to fall into a tighter defensive circle, then call forth simultaneous Miracles. Andromeda slams her Saviourbone hammer against the ground and Damnation opens his arms wide as layered Storm-Shells are called forth between the party and the skeletons!


- The mindless skeletons close in unheeding. They move through the Storm-Shells… and there is a series of rapid thunderclaps as the skeletons are blasted apart! Only three make it through, and between Red and Zulu they are easily dispatched.


- Zulu hears a mocking giggle from beyond the Storm-Shell and casually chucks her spear in its general direction. There is a faint “hyurk” and a splatter - direct hit!

- The coruscating electrical shields keep out the mists, allowing those within to breathe clean air for the first time in days. They loot the skeletons while they wait for the shells to dissipate - claiming swords, daggers, and a few other bits. While the party loots the bodies, Andromeda takes the opportunity to quietly “Lay on Hands” herself.

--- Ephraim Gatsby
- The Storm-Shells soon fall and the stinging haze blows back in. They head out with the light of DJ’s lantern, soon coming across a quivering and spasming body pinned to the side of a hill by a spear. Their hands cover their face - palms up - as if they’d tried to protect themselves.
- Red pulls the spear out and the man thanks her. There’s a hole straight through his forehead, but that does little to mar his perfectly coifed hair and fancy cravat. He looks into Red’s eyes and is immediately lovestruck - “Why, you’re just like me!”
- He admits easily to attacking them - he’s been luring weary pilgrims from the path and turning them into skeletons. Last Breath is at a premium, you know.
- Zulu immediately chops off his head and grabs the big cleaver that he’d dropped to begin mincing the body, which quickly rots. DJ steals his brogues and finds a bandolier of 15 Last Breaths. Red begrudgingly nicks his cravat.
- Red grabs the head and asks him if he’ll live, then blows up his windpipe. “Maaaaaaybeeeeee” moans the head. Using this macabre method, she discovers that his name is Ephraim Gatsby.

--- A Hot Meal
- They return to the battle site and the curled-up corpse of poor Mandible the spider-teen. Zulu puts the cleaver to work - dressing and butchering the carcass. There’s a lot of good meat on there!
- Others get a fire going with long-dead wood. Combined with honey squeezed from a honey-bun and the Longcap Mushrooms found earlier, Zulu soon has a nice little meal going - Honey-Glazed Spider with Shrooms. It’s palatable.
- Red refuses to eat her “cousin”, so sits and reads her book on the Iounians of the Moon. Zulu eats the meal with relish - slurping the honey off the carapace before really getting in there to suck out the meat.

--- Expedition Day 2: Exhaustion
- The sun rises and the haze persists. Joy. The rest and food is enough to get them back on their feet, but only just. Everyone has a persistent cough behind their filter-mask. Even the Barbarians are looking a bit the worse for wear.
- They stumble northwards, eventually seeing the lightning rods atop the hills ahead.  They trudge through the mist, down into the valley, and follow the cairns north towards the Saviourbone Mine.
- When they reach the mine it’s past midday. It’s taken a long time to drag themselves this far. The priest sees them coming and runs down, so they tell him what transpired out in the hills. He’s very grateful and offers to let them rest in safety for a while, finally giving them some much needed rest.

--- Expedition Night 2: Sweet Respite
- It’s a fortifying night of rest for all. Andromeda hooks up with another Laddite and heads to a private room, Damnation Snels looking wistfully after.

--- Expedition Day 3: The Return
- They awaken to a stormy morning and head off. They travel back along the cairn trail, sticking to the path as it bends back towards New Moondin. They eventually come to the zigzag trail down the hillside to the river, and walk downstream along the bank until they reach the town.
- It’s with a sense of relief that they finally arrive back in New Moondin, returning to a town whose filter-plants keep the poison from inside the buildings. This “quick detour” wasn’t as quick as they’d hoped, but at least they all survived!

Total: 2000 exp

Team Bonus:
- Bookworm bonus
- Coitus boners
- Classic Charles bonus
- Dramatic Battle bonus
- Headtaker bonus
- Henchman Abuse bonus
- Holy bonus
- I Immediately Regret This Decision bonus
- Leave a Man Behind bonus
- Long Deliberation bonus
- Masterchef bonus
- Noblebright bonus
- Pundemonium bonus
- Rumour Investigator bonus
- Split the Party bonus
- SpoOoOoky bonus
- Total Exhaustion bonus
Total: 850 exp

Individual Bonus:
- Chronicler (Carter / Sophia - 100 exp)
- Expedition Leader (Kitty / Andromeda - 100 exp)
- Cartographer (Carter / Sophia - 100 exp)
- Paymaster (Charles / Dustin - 100 exp)
- Quartermaster (Ollie / Zulu - 100 exp)
- Vanguard (George / Damnation - 100 exp)
- Triage (Kitty / Andromeda - 100 exp)
- Chef (Tom / Volcano - 100 exp)
- Art Attack bonus (Carter, Charles, Ollie, Tom, Timothy - 100 exp ea.)
- Artapalooza bonus (Carter, Charles - 100 exp)
- Attacco d’Arte bonus (Ollie, Carter, Charles - 100 exp)
- JÜGBRINGYR bonus (Charles, Tom - 500 exp ea.)

Death Toll:
- Sweet Mandible the Spider-Teen, slain in his first engagement.


Experience Totals:
- Charles / Dustin “DJ” Johnson, Level 3 Intergalacticist Cleric: 4917 (Level up at 7000)
Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory!
- Kitty / Andromeda, Level 3 Laddite Cleric: 3517 (Level up at 7000)
Level up: +1d6 HP! +1d6 Healing Pool! +1 Starting Faith! +Backstory!
- Carter / Sophia, Level 2 Brackenfrau Elf: 3917 (Level up at 4500)
- George / Praise-God-For-He-Gave-His-Only-Son-So-That-We-Might-Be-Saved-From-Damnation Snels, Level 2 Laddite Cleric: 3017 (Level up at 3500)
- Timothy / Red, Level 2 Fighter: 3017 (Level up at 4000)
- Tom / Volcano Bucktooth, Level 1 Barbarian: 1357 (Level up at 2000)
- Ollie / Lulu Snakebite, Level 1 Barbarian: 957 (Level up at 2000)