Showing posts with label Undertavern. Show all posts
Showing posts with label Undertavern. Show all posts

Monday, 17 April 2017

Session 132 - The Diarrhoea Deception

Lots happens to our lucky group of drunkards! The rat cellar quest is completed, and newly minted character Rake is often naked and suffers a short and uncomfortable imprisonment.

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Important Note:
Since the table situation at the Hatter is pretty out of control at the moment, we've moved! New venue is the Mug House at London Bridge, pretty sweet D&D venue!
All thanks to Tom who found it and has booked it out for months to come!


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- Tom allows us to gaze upon the visage of Rake Hacker
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Rake flees, nude, atop Para and Lel.
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- Andromeda takes aim at the burning rat-beast
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Ollie renders: The mould-covered rat beast itself!!


A note on runes since they're back sooner than I anticipated -
You've got a pretty good grasp of runes and they're common knowledge in this day and age, so I figure I'd better make some of the mechanics better known and smooth out some of the inconsistencies which resulted from me just making shit up and forgetting precedent.
Rune Mechanics:
- Penalise AC and encumbrance based on complexity (ie. how many Minor Runes make up the finished glyph) and distance (ie. how far away from it you are).
- Powering a rune takes a whole round, like a spell. Declare you're charging it at the start of the round, it goes off at the end. Keep it running for as long as you want, you can turn it off instantly (so if someone's about to attack you, you can turn it off to get your AC back).
- It takes concentration - you can't cast a spell or another rune while you've got one powered. Taking damage breaks the connection.
- Multiple people can work together to power a single glyph. Penalties are shared between all.
- Beam runes fire a beam of Effect or a high-speed ball of Material. Material is anything affected by gravity, so it's magma balls not magma beams now.
- Another change for consistency's sake - the Repel rune simply repels the element specified. No more differentiation between material and effect elements. Shit got weird with that Decay rune versus the mummy. Flamethrower still possible - Use a Repel Fire glyph to blast the fire from a Make Fire glyph outwards!

I'm pretty sure that Fraser understands this stuff, but maybe others don't.
Types of Major Rune:
Make: Creates an orb of the element floating in front of rune.
Take: Absorbs the element into the rune, releases it all at once when shut off.
Repel: Throws the element away from the rune in a cone.
Beam: Blasts a beam of Effect (sustains) or high-speed blob of Material (doesn't) from the rune. Spend a round to Aim first to avoid maybe shooting your friends.
Change: Temporarily transforms the surface it's drawn on into the element. Returns to normal when shut off. Rune itself remains original material, if that matters.




Session 132 - The Diarrhoea Deception
Campaign Date:
Friday, 14 April, 1660
Moon Phase: Third Quarter
Zodiac: Pisces

Infestation:
9 Days - POWERLAD!, ZARAT, Captain Book

New Characters:
-
 Rake Hacker - woodcutter, highwayman, and Fighter.
- Raaf van Held, a farmer turned warrior

New Backstory:
- Blue John lost half a sixpence in a raging flood. The other half was held by another soldier, proof of their bond. It was lost forever. (Any time something you own is lost or broken, automatically pass your next saving throw)

Enemies Defeated:- 6 mould people, the last of their kind (60 exp)
- A huge mouldy rat monster, shot through the head (250 exp)
- A Necromancer, strung up from branches (100 exp)
- Several zombies, shish-kebabed (30 exp)
Total: 180 exp

Treasure and Equipment:
- 21 sp (21 exp)
- Key #62
- Flask of liquor
- Vial of colourful dust creates spell-disrupting smoke
- Jerky of Lockpicking
- Crystal skull (3000 exp)
- Box of matches
- Axe
- Longsword
- Blunt silvered athame (100 exp)
- Brass bell (50 exp)
- Iron Ration x9
- Book #195: Necromancers. Special: Folio of Undead Creatures - 10 minutes of viewing allows you to identify common Dead and a 50% chance of identifying rarer "species". (100 exp)
- Para and Lel, horses loyal mostly to each other
- 2 wagons
- Book #193: Exploration of the New World (100 exp)
Total: 3371 exp

Exploration:
- 12 miles of travel (40 exp)
- 1 random encountered (20 exp)
Total: 60 exp

Events:
- We reconvene after the battle with the mould people. Insanity Mammoth's down for a while, so heads off to rest up for a few weeks. (50 exp)
- He walks past convenient new party member, Rake Hacker, and gives him the axe he has embedded in his shoulder. Rake joins the party! (50 exp)
- Mould absorption masks are created from rags and a Take-Earth-Light glyph, and several purchases are made. Chief among them - guns! Guns for all! The all-new flintlock mechanisms are high tech by our time-displaced heroes' standards. (50 exp)
- Cecil's got the straw cloak while Rake has a big straw rat mask. Nix has carved a Make-Light glyph on a ring to see by. They descend into the gloom. (50 exp)
- Rake, informed of the existence of a longsword in the chain-tracks by Insanity Mammoth, crawls into the dark to retrieve it. Unfortunately, mould people! Torches alight and anger over the murder of their friends and family in their hearts, they strike! (50 exp)
- Rake rapidly runs out of HP. They accidentally cut off Rake's clothes. Oops. In revenge, he unleashes his pistols and reveals he's purchased some Scattershot ammo! The shrapnel blast takes out two of the mould people, and he dives to escape as the corridor is engulfed by gunsmoke. (50 exp)
- Just in time, as it turns out. The rest of the party, hearing the ruckus, form a firing line and blasts hot lead into the darkness! The remaining mouldmen didn't stand much of a chance, falling under the sustained fire. (50 exp)
- One survives, barely. Weeping for his fallen comrades, he runs. Rake pursues and tackles him to the cold stone floor! He's possibly the last of the mould people slaughtered last session. (50 exp)
- He says as much, adding that the mould people were all banished down here when their symptoms started showing, and offers a scrap of mouldy skin to Rake as "dinner". Rake refuses, but Raaf takes it for possible future use. (50 exp)
- Hearing a rattling, the mould man startles. He says there's a huge rat, chained to the tracks. Insanity Mammoth was right! (50 exp)
- Rake knocks the mould man out, carries him back to the group, and is a bit put out when Blue John immediately spears his captive in the throat. (50 exp)
- Andromeda searches the bodies while Rake goes back upstairs to smash some rations. She finds a hip flask of liquor and Key #62, along with a number of ears. (50 exp)
- A plan is made! The corpses are piled up at a corner of the tracks, and lights are extinguished. The party listen with bated breath... (50 exp)
- A moment of fear as a normal rat scuttles past Rake's leg! He pulls his trousers up. (50 exp)
- And then... no chain jangling, but a soft thud. Like a thumping on stone. LIGHTS ON! The party is momentarily blinded, but as it clears they see the giant mould-covered white rat dragging a corpse off down the corridor! (50 exp)
- Pistols firing off down the corridor! They pierce its mouldy armour, but it can't scream. The group chase it down, grabbing a few coins that dropped out of the corpse's pockets on the way. (50 exp)
- Andromeda flies towards it with her SUPER SLEEP SLAP ATTAAACK. She misses, and the rat's too beefy to be Sleep'd. She lands, rolling on the other side... (50 exp)
- This thing's just got the sickest chain moves. The anime-style sleep slap seems to have given it super sweet chain-block skills. Nix and Rake are stymied by its flailing chains. (50 exp)
- Raaf gambits, throwing a pint of oil onto it. It's covered in oil! Cecil follows up for the combo fire attack, his torch hitting perfectly and bursting the beast into flame! (50 exp)
- The rat screams! Opening its mouth wide, a red raw hole in the mould is opened in its face! It screams silently! (50 exp)
- It turns, eyes and body aflame! It grabs and bites at Andromeda, who throws herself away from it on her back. Her twin pistols rise up and fire simultaneously! (50 exp)
- She headshots off the crit, shots blasting through its brain and out the other side. Fucking balla. Its silent scream turns loud at the last second as it detonates into a cloud of mould from the inside. (50 exp)
- Luckily everyone's got those Take-Earth-Light masks on. The spores are sucked into the glyphs, shrouding the party members with bubbles of normal air. (50 exp)
- The rat is dead. They claim the fat tail as proof, and head upstairs. Rat cellar problem complete! The party arrange the mould people to look like the big rat did it, honest. (50 exp)
- To the heroes, the spoils. John Jentilman promised a free night at his bar to the conquering heroes! It's a lock in. (50 exp)
- It goes for over a week. (50 exp)
- Eight days later, experience has been gained BUT... they've basically ruined the pub. Blue John pissed off the bartender by smashing bottles of his finest scotch after taking a single sip, making sure he saw. Nix loses ALL her stuff, except for a gold ring and clothes. Nobody knows where. Rake has been arrested?! (50 exp)
- Arrested indeed! And seriously! Taking the fall for the crime of ruining John Jentilman's pub, he's in a rolling cage in a Necromancer's contingent, travelling towards Moondin to be stretched on the rack for his crimes. Apparently Necromancers are law enforcement now?! (50 exp)
- The others in the group pursue on their previously bought horses! Onwards! (50 exp)
- Rattling down the road without his stuff, Rake chats with Gix Nyxthillis the Necromancer. Rake is unswervingly polite, and feigns diarrhoea as an excuse to get him to look away and makes lots of horrific noises. While the Necromancer looks away, Rake talks to the other prisoners. (50 exp)
- The other captives are ok, if a bit weird. One slings across some jerky, the other eventually agrees to be a distraction. She's a really lame distraction. (50 exp)
- Seeing as she's a crap diversion, Rake decides to actually let loose! After eight days of drinking, it's the after-grog-bog from hell. My game goes even further down the toilet. Ha ha. (50 exp)
- Using his bum-fountain as a second, way more horrific distraction, Rake somehow manages to pick the lock of his cell with the piece of jerky. My best explanation is dream-logic. He keeps the door closed and waits. (50 exp)
- He finally stops shitting. The rest of the party, gaining on the Necromancer's unit, ride past a horrific snail-trail of liquid poo. They're close! (50 exp)
- Nix and Andromeda on one horse gallop past the Necromancer's group! They scream that they're being chased by vagabonds who seek only to ravish them! (50 exp)
- Blue John and Cecil charge in on a second horse, riding into the zombie ranks which are already forming up! Skeleton archers fire, unfortunately hitting their horse Wild Rose and causing it to rear up. (50 exp)
- The Necromancer breathes in a vial of Last Breath and is about to command his Dead forces, but Andromeda rides alongside and puts him to sleep with a light Sleep Slap. (50 exp)
- Rake springs from his cage! He runs to the wagons, seeking his gear. (50 exp)
- Andromeda fires a pistol at the sleeping Necromancer, spooking his horse! It runs off into the forest. The wagon horses near Rake are completely chill. (50 exp)
- The zombies surrounding John and Cecil drag Wild Rose to the ground, where they begin to feast. The two riders somehow land ok, past the zombies. (50 exp)
- Cecil gets significantly scratched at by zombies! Rake stands on the backs of both wagon horses, and the dopey bastards begin trotting off. They don't give a shit. Rake seems to be leaving the scene entirely! (50 exp)
- Cecil is pretty fucked up and at least a little dazed, fortunately Rake turns the wagons and skids them to a halt within fleeing range. (50 exp)
- Andromeda follows the Necromancer's horse and bashes his head in. Ez kill. (50 exp)
- John gets into Rake's wagon easily, Cecil stumbles and trips. Shit. Archers fire at Cecil, the arrows arcing into the mud around him. He struggles on, and manages to get onboard pursued by zombies and arrows. They're away! The wagons are searched to find a bunch of cool shit. (50 exp)
- Andromeda searches the Necromancer, finding a bunch of cool shit including a crystal skull! Mercifully, not an alien skull and there isn't a Shia LeBoeuf in sight. (50 exp)
- The Necromancer's corpse is strung up due to Andromeda's ancestral hatred of the Dead. Her mum's friends died that way, donchaknow. (50 exp)
- The party's away! New party mascots, the unflappable horses Para and Lel, have been acquired. They're dopey and won't go out of each other's line of sight, but actually quite sweet and follow commands easily? (50 exp)
- The day is saved! And everyone's in the middle of the forest with some horses and wagons and official Necromancer merchandise. Nice. (50 exp)
Total: 2500 exp

Misc:- Absolutely Disgusting bonus (50 exp)
- Aggressive Negotiations bonus (50 exp)- Antagonist Antagoniser bonus (50 exp)- Balls to the Wall bonus (50 exp)- Best of Intentions bonus (50 exp)- Brutal Kill bonus (50 exp)- Dramatic Battle bonus (50 exp)- Dramatic Chase bonus (50 exp)- Dramatic Escape bonus (50 exp)- Dramatic Rescue bonus (50 exp)- First Against the Wall bonus (50 exp)- Infamy bonus (50 exp)- Leave a Man Behind bonus (50 exp)- Ludicrous Gore bonus (50 exp)- Noblebright bonus (50 exp)- PETA bonus (50 exp)- Pundemonium bonus (50 exp)- RSPCA bonus (50 exp)- Split the Party bonus (50 exp)- Spoopy bonus (50 exp)- Tactical Fighting bonus (50 exp)- Trapsetter bonus (50 exp)- What Could Possibly Go Wrong bonus (50 exp)- WWE bonus (50 exp)- Overkilled a scary enemy (100 exp)Total: 1300 exp

Party Roles and Individual Exp:
- Remembrancer (Will - 100 exp)
- Caller (James - 100 exp)
- Mapper (Fraser - 100 exp)
- Treasurer (Tom
 - 100 exp)
- Quartermaster (Ollie - 100 exp)
- Guard (Henry - 100 exp)
- Snackbringer (Fraser - 100 exp ea.)
- Art Attack bonus (Tom, Ollie - 100 exp ea.)
- Attacco d'Arte bonus (Tom, Ollie - 100 exp ea.)
- Artapalooza bonus (Tom - 100 exp)
- Venuefinder bonus (Tom - 1000 exp)
- Lulu Exp Inheritance (Andromeda - 1482 exp)
- Carousing! (Exp bonus varies)
Near Death Experience bonus (Rake, Cecil - 100 exp ea)
Rumours:
- The Drakenkult of Moondin has a powerful affinity for runes! They're more powerful than our mightiest rune mages!
- Dogs are the only creatures immune to the mold.
- So this witch called Baba Yaga used to keep the World Eater sealed, but she died. I don't know what the Dead did to seal it but it can't be a permanent fix.
- The wall's magic has fallen. Literally the only reason the demons aren't here is that they can't be bothered to climb a wall.
- Edge is fallen. Dwimmermount is fallen. The whole damn mountain area is fallen. But those in Dwarrow are still safe. Those superstitious fools in the Twinned Cities were right!
- Wearing iron will protect you from the Elves, their dark arts cannot penetrate the warding of such pure metal.

Death Toll and Injuries:
- Against the odds, none!

Exp Totals:
- Fraser / Nix Neckbiter, Level 4 Barbarian: 9770 (Level up at 16000)
*DING!* +1d8 HP! +2 rolls on Barbarian Levelup Table!
- Will / Cecil Fulbright, Level 4 Cleric (Termaxian): 9020 (Level up at 14000)
*DING!* +1d6 HP! +1 Level 2 Spell/day!

- Henry / Blue John Goujon, Level 3 Magic-User: 8746 (Level up at 9000)
- Ollie / Andromeda Spiderbite, Level 2 Muscle Wizard: 3956 (Level up at 4500)
*DING!* +1d4 HP! +1 Level 1 Spell/day! +free spell!
- Tom / Rake Hacker, Level 2 Fighter: 3674 (Level up at 4000)
*DING!* +1d8 HP! +1 to hit!
- James / Raaf Van Held, Level 2 Fighter: 2164 (Level up at 4000)
*DING!* +1d8 HP! +1 to hit!

Absent or Retired:
- Kitty / POWERLAD!, Level 3 Muscle Wizard: 8175 (Level up at 9000)
- Tom / 
Insanity Mammoth, Level 3 Barbarian: 5192 (Level up at 8000)
- Charles / ZARAT, Level 3 Ratman: 4739 (Level up at 6000)

- James / Sergei, Level 1 Specialist (Poisoner): 632 (Level up at 1500)

- Andy / 
Captain Book, Level 4 Specialist (Pirate): 8627 (Level up at 12000)
- James / 
William Fox-Shitt, Level 3 Cleric (Zeanist): 4571 (Level up at 7000)

Friday, 7 April 2017

Session 131 - Death and Axes

A dim light of civilisation amongst the darkness of the trees! Lovely. And apparently there's a real rats in the cellar problem, albeit all the party's found down there so far is a few mould people.
Plus it seems a few people have actually caught the disease and Insanity Mammoth's broken his collarbone... oh dear.

Also Comes the Godhead was cast for once! Wonderful stuff.

Charles has more remembrancer-doodles this week, and Tom delivers some epic Barbarian art.

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Charles doodles some key scenes

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- Tom draws the Godhead-Mammoth facing the mould horde!

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- And Tom also paints up his sick new Insanity Mammoth mini



Session 131 - Death and Axes
Campaign Date:
Friday, 5 April, 1660
Moon Phase: Third Quarter
Zodiac: Pisces


New Backstory:
- Nix Neckbiter's family took on an evil Rasputin-type wizard who sought the family's ruin from within. Nix tried to stop him, but nobody believed her. Her family would go on to die one by one, leading to Nix's adoption by the Barbarian tribe. (+1 to actions taken to salvage a situation that's just gone horribly wrong)
- ZARAT's broodmother was dying of a terrible illness! When standard rat-meds didn't work, ZARAT turned to what he thought were dark wizards but were actually dodgy snake-oil salesmen. (+1 Arcana)
- Captain Book and his crew were cold, bedraggled, and running low on supplies during a long voyage. To prevent mutiny, he was forced to share his private food supply. (When eating to heal, can grant your healing to someone else instead).
- Insanity Mammoth was in a religiously motivated blood-feud with his brother, also called Insanity Mammoth. They fought for thirty days over whether Termaxianism or Zeanism was the true way, ending with the Termaxian Insanity Mammoth being forced to leave his tribe. (One time only - it turns out someone in the scene is your estranged brother! "Wait, JOHN!?" kind of thing. Up to you whether you've forgiven each other by now.)
- Cecil Fulbright's breasts are as the result of a tragic backstory - Cecil is trans and tried to brew a sex change potion, but his luck ran out and it unfortunately only partially worked. Every time someone talks about his tits it's another twist of the knife. (After you fail a roll, +1 to your next roll)

Enemies Defeated:- 8 mould junkies (80 exp)
- 2 extra-mouldy mould men (100 exp)
Total: 180 exp

Treasure and Equipment:
- A stuffed toy penguin- A part-used pack of green waterproof matches
- A stone disk inscribed with a Make-Light glyph
Total: 0 exp

Exploration:
- 12 miles of travel (40 exp)
- 1 random encountered (20 exp)
- First party to visit the village of Spike (100 exp)
- First party to enter the Ratcellar (100 exp)
- Explored 5 dungeon areas (100 exp)
Total: 360 exp

Events:
- Looking back at the evil oak, the party see the corpses of the kid, the mother, and the Halfling guide tangled in its branches. POWERLAD! will harbour fond memories of the tree forevermore, but will be triggered if anyone badmouths it around him. (50 exp)
- This is a bit of an issue, since the Halfling was the one that knew the way the party was heading. ZARAT climbs a tree to get a lay of the land, but it turns out they're in a shallow valley so he can't see far. Insanity Mammoth, luckily, is pretty good at Bushcraft. (50 exp)
- Unfortunately, he misreads the signs and takes the party in a whole wrong direction! At least he's a good hunter, the party's got enough food for a while. (50 exp)
- The party continue... until they hear an angry man shout "HALT! Get down on the ground!". ZARAT tries to climb a tree and is stopped with a shout! Captain Book tries to crawl into the brush but stops when a warning arrow whangs into the tree nearby! (50 exp)
- It takes a good deal of explaining before the mystery man believes the party's not dangerous, he emerges in a long black Necromancer robe with a mysterious glyph on his facemask. (50 exp)
- After patting Insanity Mammoth down (momentarily confused by the "cudgel" in Mammoth's loincloth) he invites the party to join him for dinner. (50 exp)
- A skeleton, unfortunately non-Guido, emerges at his call. It's carrying all his stuff, including a tent! The party set up the camp, Nix claiming the only tent. (50 exp)
- The Necromancer, Gyx Nyxthillis, believes the party's 50 year man-out-of-time story and shows them such wonders as how to power runes. Runes are back! (50 exp)
- He also gives a brief rundown of the changes over the last fifty years. The Fated King is a Fated Queen now, the Dead are integrated with human society, widespread knowledge of runes led to a "Runeaissance", there's a dragon cult in the woods, and the mountains are basically just demon central these days. There's a fairytale about hubris entitles "The Barbarians Who Climbed Mt Death Frost" (50 exp)
- Personally, he's here to find and hunt down Mould people in the woods. He tries to avoid the Drakencult if at all possible, all he knows is that they congregate in the heart of the woods. (50 exp)
- Morning comes round and the party decamp. Thanking the first nice guy they've met so far profusely, he gives them a signed note corroborating their story and directions to Moondin. Just follow the wall north to the Gate and head east from there! (50 exp)
- ZARAT gives him a princely 5 gold as a thankyou. An overwhelmed Gyx gives the party a bunch of stuff in return - a stuffed toy penguin, a pack of green waterproof matches, and his Make-Light disk. The party move on! (50 exp)
- They head to the Wall, a big ol' wall in the fantasy tradition. Getting close makes people's teeth itch, and POWERLAD! has a bit of tingling in the ol' magic muscles. Nothing to worry about though! (50 exp)
- Coming up to a big protuberance from the wall, covered in a large flat spike, the party find a small village! Hurrah! The relief is palpable. The words "Admin Adventures!" spill from grateful lips. The only weird thing - the itchy-teeth feeling is strong near the spike. POWERLAD!'s magic feels off, and even Cecil feels like HyperJesus is somehow further away from him. (50 exp)
- Regardless, fun time to be had! The first building entered is, of course, the pub. The overpoweringly Australian-accented man behind the bar turns his nose up at the filth-encrusted party and their giant talking rat. (50 exp)
- Cecil finds out where the nearest river is and heads off to wash his clothes. ZARAT and Captain Book stay and chat to the bartender for a while. Insanity Mammoth leads the rest of the party to the town blacksmith, where he negotiates the use of the forge. Weapon crafting time! (50 exp)
- John Jentilman the bartender tells ZARAT a very important piece of information - he's got an ACTUAL rats-in-the-basement quest! The sort of quest the party's been dreaming of! Thrilled, he goes off to tell the others. (50 exp)
- Insanity Mammoth and Sergei hit up the friendly neighbourhood horse seller. The horse seller is straight up Bojack Horseman except he's just wearing a horse head. He gives Insanity a price cut in exchange for hooking him up with a Notcoke dealer. Sergei obliges. (50 exp)
- Sergei basically trades cocaine for two horses. Bojack love dat shit. All three horses on offer have now been sold. (50 exp)
- Several hours later, the party's spending spree has ended for now with a bunch of extra kit. They're SO ready for the generic rats in the cellar quest! (50 exp)
- John Jentilman ushers them into his basement, a circular room with a bunch of kegs and wine bottles and a well in the centre. He tells them he's locking the door, but if they want out they just need to pull 15 times on the bellpull. (50 exp)
- Insanity Mammoth goes first, stolen wine bottle in hand! At the bottom there are a couple of straw models of giant rats, a straw rat hat, and a straw cloak. Cecil nicks the cloak and hat. (50 exp)
- Three exits from this room, one behind a curtain. Stairs go upwards, so the party heads that way. (50 exp)
- There's some sort of track or drainage ditch running along the middle of the corridors up here. Theories abound, so Insanity Mammoth rams his longsword into a junction on the off chance it's a train or something. (50 exp)
- ZARAT engages rat mapping protocol, sending 4 rats to explore forward into the first room they find. One rat doesn't come back, but it's because the next room along is good by rat standards! (50 exp)
- The door is inspected. It's not much of a door, just bodged together barrel wood really. Voices are heard chatting within! (50 exp)
- ZARAT calls into the room, a curtain separates one side of the room from the other and a little girl pokes her head out. "IT'S A REALLY BIG RAT!!" she screams, terrified. "But kids love me!" complains a saddened ZARAT. (50 exp)
- A man's head pokes through, exclaiming similar! Insanity Mammoth strides forth, pulls back the curtains, and sees a room full of mould people! Worse, there are two extra mouldy people whose faces are completely covered over! (50 exp)
- Captain Book tries to find a second door into the room for backstab purposes, kicking open a likely looking door only to discover that it's a whole room of its own, full of dead mice. He shuts it in a hurry. (50 exp)
- Mammoth lays into the people around him with his new greataxe while Cecil comes up behind him and casts the mighty Comes the Godhead! Insanity Mammoth is infused with the spirit of HyperJesus! (50 exp)
- A halo spins into place over his head, his eyes glow with white fire, he's outlined in a glowing aura. Shit's legit. (50 exp)
- ZARAT and POWERLAD! prepare some crossbow bolts by dipping them in oil, preparing to burn the extra-mouldy guys. (50 exp)
- Maybe half the party is wearing Take-Light-Earth facemasks like the Necromancer was earlier. This will come in handy soon. (50 exp)
- The mouldmen charge in, combat gets chaotic. POWERLAD! and ZARAT fire their flaming crossbow bolts into the room, but the fire gets snuffed out in contact with the extra-mouldy people. Bummer. (50 exp)
- One of the extra-mould guys lets loose a burst of mould spores from within. POWERLAD! breathes it in and is suddenly whacked out on a maaassive trip where he zooms out and out and out from our world and out into the universe, sees HyperJesus fighting Queen Satan. Down for the count for now! (50 exp)
- The other extra-mould guy bursts spores out in the doorway. Captain Book and ZARAT are affected! Captain Book sees all possible timelines, all that lead to this place and all that lead into the future. He's tripping balls. (50 exp)
- ZARAT channels Charles and gets social paranoia, becoming really worried about whether other people are having a good time, whether he's doing this right, whether he fits in or is making things bad for anyone. He's down too. (50 exp)
- Luckily everyone else has a facemask! Insanity Mammoth is rocked by some solid hits from the mouldmen, he starts to go down but engages the RAGE and begins smashing faces! Nix also rages and is an absolute monster, hewing down people left and right. (50 exp)
- A mouldman gets a fucking brutal crit on Insanity Mammoth, cleaving straight down into his collarbone! Mammoth staggers backwards, axe still lodged in the wound, and laughs as his Cross Counter activates and the mouldman is torn to shreds by the spirit of HyperJesus! (50 exp)
- It's Axe O'Clock in Nixland, she draws and quarters someone on the spot with a massive double-double damage dual-wielded axe strike! (50 exp)
- Cecil bonks a mouldman on the head with a big stick. (50 exp)
- All this is too much for the mould people, who break down and beg for mercy! (50 exp)
- No prisoners! No mercy! The rest are slaughtered by the raging Barbarians as others break for the exit bell. Thankfully, the bartender was actually telling the truth and the party isn't locked into another dungeon! What a nice change of pace! (50 exp)
Total: 2150 exp

Misc:- Absolutely Disgusting bonus (50 exp)
- Aggressive Negotiations bonus (50 exp)- Balls to the Wall bonus (50 exp)- Brutal Kill bonus (50 exp)- Diplomancy bonus (50 exp)- High as Fuck bonus (50 exp)- I Immediately Regret This Decision bonus (50 exp)- Ludicrous Gore bonus (50 exp)- Next to Godliness bonus (50 exp)
Total: 950 exp

Party Roles and Individual Exp:
- Remembrancer (Charles - 100 exp)
- Caller (James - 100 exp)
- Mapper (Fraser - 100 exp)
- Treasurer (Will - 100 exp)
- Quartermaster (Kitty - 100 exp)
- Guard (Tom - 100 exp)
- Tracker (Andy - 100 exp)
- Snackbringer (Charles, Fraser - 100 exp ea.)
- Art Attack bonus (Charles, Tom - 100 exp ea.)
- Attacco d'Arte bonus (Tom - 100 exp)
- Artapalooza bonus (Charles - 100 exp)
- Disease acquired bonus (POWERLAD!, Captain Book, ZARAT - 100 exp ea.)
Near Death Experience bonus (Insanity Mammoth - 100 exp)
Rumours:
- I forgot to give you rumours! Next time, I promise!

Death Toll and Injuries:
- Insanity Mammoth, broken collarbone along with permanent stat damage

Exp Totals:
- Andy / Captain Book, Level 4 Specialist (Pirate): 8627 (Level up at 12000)
- Kitty / 
POWERLAD!, Level 3 Muscle Wizard: 8175 (Level up at 9000)
- Fraser / Nix Neckbiter, Level 3 Barbarian: 7616 (Level up at 8000)
- Will / Cecil Fulbright, Level 3 Cleric (Termaxian): 6866 (Level up at 7000)- Tom / Insanity Mammoth, Level 3 Barbarian: 5192 (Level up at 8000)
- Charles / ZARAT, Level 3 Ratman: 4739 (Level up at 6000)
- James / Sergei, Level 1 Specialist (Poisoner): 632 (Level up at 1500)

Absent or Retired:
- James / William Fox-Shitt, Level 3 Cleric (Zeanist): 4571 (Level up at 7000)- Henry / Blue Jon Goujon, Level 3 Magic-User: 7132 (Level up at 9000)