Showing posts with label Veins of the Earth. Show all posts
Showing posts with label Veins of the Earth. Show all posts

Tuesday, 20 July 2021

Session 294 - Tapping the Veins

 

Date: June 21, 21 p.p.
Moon: Waning Crescent
Zenith: Minerva


New Backstory: 
- Iskander's town was beset by football hooligans in the pub, and helped Zulu chase them out before they burnt the place down! +1 Strength


Events:

--- The Dark Descent
- Down a long thin tear in the Earth, hanging by fingertips and squeezing through thin and claustrophobic cracks, our heroes descend down the twisting throat of the world. The liquid darkness oozes away from their light.
- They scrape through a tight squeeze and find themselves climbing up and out into a larger cavern that seems to have been eaten through by some great worm. There are whispers. Zulu dims the light.
- Bodies lie in the gloom. Fresh blood, so recently dead. Some have bites taken out of them. A cautious look reveals the ground has been set with thin wires, hammered into the broken rock and pulled taut. They try to lassoo a body and pull it towards them to investigate, but the corpse is cut to ribbons by the razor wire as it's dragged along the ground.
- It seems impassable, unless they climb the walls. Not going to happen.






--- The Legless Man and the Man-Legged Mantis
- They try to find a different way and soon find one. The Earth is riddled with caves, it seems. Crawling sometimes on their bellies, sometimes curling through cracks. It is in one of these long thin crawls that they hear a voice!
- They approach and see a man with a pith helmet and one leg trying to fish something out of a hole. It's his own leg! They ask him how he got here, and he tells them he was exploring an ancient temple, went through a crack on the lowest level, and never found his way out. His name is Huswan and he has been cursed by a witch! His leg is fetched from the hole, for which he is grateful, and he reattaches it. Witch curse, you see.
- Suddenly there is movement from the dark! Liber Quint is grabbed from behind by great mantis claws! It's almost invisible, entirely translucent. In the cramped space tactics are extremely limited. Celebus tries to stun it, but gets stunned himself.
- Liber shuts her eyes, reaches for the magic, and lets it run wild. Pure chaos surges through the dark, briefly lighting the walls with rippling energies. Both she and the mantis fall to the floor of the thin cave, unmoving.
- The corpses tremble and burst! Clawing their way from their former bodies, each being claws from its meat chrysalis and stares. One was reincarnated as a Halfling, panics, and immediately knocks itself out on a rock. The other was reincarnated as a human-shaped mantis being, calling herself Amanta. She seems, while confused, friendly enough to join the party with her Specialist mantis climbing skills.
- They talk to Huswar and find that he's a conquistador from Spain, who investigated a stepped temple in the search for the mythical city of El Dorito. 
- Celebus kills the Halfling and reanimates it as a zombie.
- Meanwhile Huswar's arms and legs are going absolutely haywire as the result of a trigger word. He asks to die too, and tells them to avoid the Deep Witch. Celebus kills him and reanimates him as a zombie.

--- Knotsmen City
- They follow their current tight squeeze of a corridor for hours or days, time is meaningless underground. The way opens up sometimes, or requires short climbs, but leads ever on.
- They crawl under a shelf of stone and suddenly find themselves in a vast underground cavern! A grand citadel is built into great edifice of stone, and a queue of dim glimmering lights snake up to a gate lit by lanterns.
- The queue is a queue of Knotsmen! They are waiting to get into the great tiered city and are not immediately hostile. Celebus spots a tradesman's entrance and investigates. The guard is bribed with Ferfect Fried Chicken and they sneak in.
- Guards are all over the place, unfortunately. They are stopped and asked for their permits, which they clearly don't have. More chicken is a sufficient bribe, and permits are hurriedly signed.
-A Knotsman with so many bulging knots of veins forcing him to bow over sees the commotion and comes to look. He casts a spell on Iskander that makes him own Iskander's very bones. A bribe is sufficient to reverse the curse.
- They continue on up to a market. Food is good currency here, and they trade some for a picture of a dead castle with an ominous look to it.
- Further up, only Knotsmen may go. They offer some of the last of their chicken to some Knotsmen up there, getting handfuls of precious gems in return. They're hooked on the chicken and wish to know the way to the surface where they might find more. The party looks in confusion at the gems - these would make them rich on the surface world, but down here they're being thrown at them like cheap beads.
- As we close the session for the day one question remains... how the fuck do experience points work when somethings' value is perceived so wildly differently?? Find out below!

Total: 5000 exp


Valuables:
- A daguerreotype of a city in motion, blurred people walking through the long exposure. Some still figures must not have moved. In fact, one seems to be looking straight at you... (1000 exp)
- A string of flawless diamonds, worth 5000 obols on the surface. (500 exp)
- A single perfect emerald, worth 1000 obols on the surface (100 exp)
- Two handfuls of loose diamonds, worth 10000 obols on the surface (1000 exp)
Total: 2600 exp


Defeated Foes:
- A mantis shrimp, reincarnated. (250 exp)
- A recently reincarnated Halfling, murdered. (10 exp)
- An 'armless spanish conquistador (5 exp)
Total: 265 exp


Exp Totals:
- Ollie / Iskander Fullbeard, Level 4 Fighter: 11848 (Level up at 16000)
- Charles / Celebus Uppytus, Level 4 Necromancer: 10264 (Level up at 18000)
Level Up! +1d4 HP! +1 Mana! +free spell! +backstory!
- Kitty / Liber Quint, Level 3 Bibliognost
*REBORN*
- Kitty / Amanta, Level 2 Mantis Specialist: 2622 (Level up at 3500)
Level Up! +1d6 HP! +2 skill points! +backstory(?)









Tuesday, 1 September 2020

Session 280 - The Dragon and the Crack-Ferret

An escape from a Dragon, an encounter with a sneaky ferret that nearly killed Jeremy Wizard, and absolutely loads of fucking rain. It can only be overland travel through the wastes! At least you're near your goal now!


Session 280 - The Dragon and the Crack-Ferret


New Characters:
- Niamh, a familiar Cleric of the Enlightened faith.


Supplies:
- 13 Ferret Rations (13 exp)
Total: 13 exp


Kills:

- A massive ferret (250 exp)
Total: 250 exp


Expedition:
- Found Shielded Campsite (100 exp)
- Saw a Dragon (500 exp)
Total: 600 exp


Events:


--- Braving the Rain
- A summer storm beats down on the party’s campsite, rattling off the roof of the wagon and splashing over the bones of the skeletal steed. There’s one main problem - they’re hungry and Jeremy’s supply of rations has run low.
- They set out to forage and thunder cracks through the sky, a fizzing static sound comes from all around and everyone’s exposed gear is damaged, their arms and armour threaded with juddery lightning traceries! To add insult to injury, they find fuck all food in the poisoned waste.
- Back at the camp, Jeremy begrudgingly uses all of his magical reserves to Mend everyone’s gear and Niamh preaches the Enlightened gospel to a mostly receptive audience. The Blessing of the Lady is upon them - turn any roll into a coin flip today!

--- Vine Dragon
- As he does so, thick vines snake their way across the ground. Around them various plantlife grows and matures and dies and grows, a fast-forwarded flora. A Dragon must be near!
- Andromeda morphs into bat form and flies to investigate with her various visions. She soon finds it - more a moving mass of fast-growing greenery in the vague shape of a Dragon than an actual beast of flesh and bone.
- She flies back and the party quickly decamp in the pouring rain. There is a brief argument over whether they should fight or flee - Dragon hearts are valuable and useful for rune-magic after all - but the issue is forced when the shambling shape of that very monster looms in the downpour!
- Jeremy screams, jumps into the skeleton spider-horse steed, and goes! The others grab on as he careens past, spraying mud across the vine-covered ground, going as fast as he can to evade the great Dragon!
- The Lady’s blessing immediately comes in handy, allowing even the least skilful driver to at least have even odds of successfully piloting the wagon under pressure.
- The Dragon takes to the sky, spreading massive fern frond wings and chasing after the wagon with a sound like wind through trees. Andromeda takes to the sky too, bat wings flapping, and draws the beasts’ attention! She successfully draws it away and the wagon continues on at great speed, jouncing across the rough terrain and pouring rain.

--- Hiding in the Crack
- Soon the wagon leaves the vine-strewn ground of the dragon’s home. Through the ever-present rain they can see that the ground is cracked and broken around here, strange rolls of earth like crashing waves frozen into dirt. More importantly, some of these waves form long tubes that can be sheltered in!
- They take the opportunity to do just that, Andromeda taking watch as usual. Jeremy, freaked out by the idea of Dragons, goes as deep into the safety hole as he can.
- This is an almost fatal error - during the night Jeremy feels something tapping on his head. He opens his eyes to see a huge and pure black ferret staring into his eyes! It goes for his throat, silently choking him!
- Even Andromeda’s enhanced hearing can’t detect this silent killer. Thankfully Jeremy’s bee familiar can! It buzzes over the Andromeda and buzzes angrily, and when she turns she sees exactly what’s going down with her heartbeat vision!
- The thing is powerful, but not as powerful as Andromeda’s vampire-strength! She burns blood to wrestle the ferret off of Jeremy’s neck, and he gets a hand free to send a Magic Missile into it at point-blank range!
- In the cramped fold of hillside it’s nigh-impossible for Niamh and Red to help, but they try. Niamh at least heals Jeremy, Red tries to stab past into the ferret, and finally Andromeda manages to drain the last of the blood from this ferrety foe!
- The horror defeated, the rest of the party try to get some rest. In the morning they awake to the “interesting” scent of Ferfect Frazzlejack Ferret - a mix of tenderised ferret meat and frazzlejack. It’s surprisingly ok!


--- Road Get!
- In the morning the rain finally clears! Thank goodness! They set off again and avoid the dragon’s lair, soon coming to an actual trail on the edge of the woods, wonderful! Everything’s working out nicely!
- They roll off down the trail at a much greater speed than previously, heading down towards Puddle on their pre-apocalypse map. The trail takes them into a boggy forest and through to Puddle which is being reclaimed by the marsh. Nevertheless, there’s evidence that somebody’s been here recently - muddy tracks and the remains of a campfire.
- They camp here in the ruins for the night. It rains during the night, but eases into a muggy haze in the morning. Heading further gets them to the outskirts of what was once the village of Pindle, so they turn south-east towards their goal.
- At the crossroads is a pub called Crossroads and there’s… a small man waving at them from the door? Suspecting ghosts or some similar shenanigans, they bravely roll onwards.
- Further along they see ash-blackened skeletons standing by the roadside. Said skeletons turn to follow the wagon as it passes by them, so Jeremy digs in his heels and gets the wagon to get out of there!

--- The Glassmaker of Despond

- They reach Despond on the edge of the massive lake called the Lone Sea in good time. Sir Robyn’s tower is somewhere between here and the village of Pond to the south. Something piques Andromeda’s interest - a glassblower’s shop with a puff of smoke rising from the chimney!
- She enters the place and looks around… and notices a nigh-invisible creature open the door to the office and slip through. Mystery!!

- We end on that little cliffhanger! Surviving a dragon, a massive ferret, and loads of rain is no easy feat!


Total: 6000 exp


Roles:
Remembrancer: Charles (100 exp)
Triage: Timothy (100 exp)
Vanguard: Kitty (100 exp)
Expedition Leader: Timothy (100 exp)


OOC Bonuses:
- Art Attack bonus (Charles - 100 exp)


Exp Totals:

- Kitty / Andromeda, Level 8 Andromedan Vampire: 163356 (Level MAX)

- Tim / Red, Level 8 Duellist Fighter: 150949 (Level MAX)

- Charles / Jeremy Wizard, Level 7 Magic-User: 99098 (Level up at 144000)

- James G / Niamh, Level 1 Enlightened Cleric: 1716 (Level up at 2250)