Hey gang, it's been a month! There's been some content updates since we last spoke:
Counterspell is gone!!
Executive action has been taken to stabilize the Fate Point market!
The Nemesystem was tweaked so baddies can Taylor Swift their way out of an inconvenient effect for the low, low cost of one action.
Listen gang: the rules may change but the story remains the same. I'm gonna try to make sense of what I scribbled down a month ago. We exist in the context of all in which we live and what came before us, just super heckin' burdened by the trials of this soul-powered necro-city. Let's fucking notes.
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Emily, surprising no one, asked a question to begin the session. Null has a whole hour left on her cloak. Yay!
Okay, we're still in a street fight after Trolley fled (presumably towards the fort we swerved earlier). The cultists, erstwhile counterspell spammers, really ruined our day with all of the counterspell spamming, STR-draining swords and super convenient flying ability. Boneclaws and Death Knights were also present. We try to focus on the cultists as they try to focus on us, but the other dudes have different ideas. Flynn gets his ass beat and all of his shit counterspelled. Berrik also gets all of his shit counterspelled. These clowns clearly don't give a shit about conserving spell slots! Lotty almost gets carried off by a Boneclaw, but she finesses her way out of it like the queen she is. More culling fog shows up. As we whittle down the cultists, we realize they all have Death Ward on them. When we have a second, we will text the Conclave to let them know.
Berrik is tired of this shit and hides behind cover so that he can go invisible uninterrupted. He will then use his next turn to cast Mass Healing Word on some cultists in the culling fog - as expected, it deals necrotic damage to them instead of healing them. Good to know! We will text the Conclave about this too. The battle continues, cultists are getting whittled down. Flynn, who had entered Dao form to lessen the hurt of his ass getting beat, returns to a painful goblin form hopeful he can start blasting. The final cultist tries to cast Disintegrate on Lotty as a final "fuck you" to the Ashen Company, but Berrik makes sure that save is a Nat 20 portent. The cultist dies of stab wounds, but probably would have died of embarrassment soon anyway after that maneuver. Boneclaws are down, then the final Death Knight. We survive! Weak and hurt, we rush over to Lotty for some Greater Restorations and quick heals before we hoof it for the fort.
A few hundred feet later, we are carefully approaching the looming fort we think Trolley fled to. Lotty, wearing the Pauldrons of the Lost Legion, hears some ghostly tactical advice from her shoulder phantoms. They tell her there are two points of entry - the gate and the side door. We think it over. Could we, the Ashen Company, ever take a subtle approach? Could we resist temptation and not bust through the front door like the Kool-Aid man? As we are going over our options, someone (I think Lotty) lobs a firebolt at a cultist standing guard on the palisades hoping to open a surprise attack. The Ashen Company is surprised to see the magic careen through and past the illusory baddie. Well shit, what now? Well we don't trust the front gate now, so side door it is.
We roll up to the side entrance and decide to try a sneaky approach. Null lockpicks the door. It swings open and the Ashen Company find themselves facing a Death Tyrant. Fun!
I wrote down that the Pauldrons said more stuff here but I can't remember what it was. Oh well.
