Tuesday, May 20, 2008

The Final Chapter on the Book of Snoam-Schlabach?

A cliffhanger ending to our most recent session leaves us three weeks to contemplate the fate of Anna McDunugh. It also gives PC's with cell phones the ability to discuss the "Perfect Strategy" that they could attempt in game before we next sit down to play. Its all good, I encourage it. Please, see if you can satisfy your greed (assisting Fengis through The Laandsraad for gold) and your lust for glory (rescuing the chieftains' daughter yet again) doing both. Hell, why not send the wolf to open the sealed door at the Olde Snoam Mine?

I digress before I even really begin: Last session wasn't bad, a little slow, but a lot happened (just not many battles (one?)). I personally was expecting more after the breakneck pace and action of the session before. When the hag was cornered and her wood golem thoroughly trashed by the axe of Patch! Oh well, I blame the sealed door "carrot" I left in the Olde Snoam Mine, probably should have waited until you were more appropriate level to leave something like that lying around. Truthfully, it was originally a device I wanted to use to keep Ademar interested in staying near Snoam-Schlabach, as guild-joining and pick-pocketing opportunities weren't going to be coming from there.

To say the obvious, a little too much time was spent trying to get into a room you weren't supposed to access just yet. But leave it to intelligent PC's to ruin a DM's best laid plans and finding a way in there anyway. Keep keeping me on my toes guys. Its how I stay sharp.

Speaking of staying sharp... How about old Willis McDunugh showing up to drag away our new friend "Hobo" Ray? I'm glad I decided to put Ray in there. Gave me a perfect chance to give you the news in town. I actually didn't believe it would make a difference, but I got lucky.

Recap time: As stated earlier you traveled to the Olde Snoam Mine, inspected the already-been-looted areas to discover "Hobo" Ray in the hidey-hole. He was tired, drunk and stinky but that didn't deter you from grilling him about the "Iron Door". He didn't know much, but thought it might've been a tomb of MacBrady ancestors. Could've been rumor, he says. He conned seven silver out of you for the info though. Then you went to the "Iron Door", spent several hours trying to find a way in. Cor'Nal used a spell to turn the granite on the left side of the door to soft clay. You used a maul and the sharpened end of a staff to create a peep-hole. You peeped an ornate, narrow corridor covered in spider webs. Cor'Nal cast a Flaming Sphere that annhiliated the webs but that was all you would see until Cor'Nal turned himself into a snake and slithered into said peep hole to see... not much else. Then you heard Willis attempting to bum-nap "Hobo" Ray and away to town you went.

So, you returned to Snoam-Schlabach to find that all the Portscale wine had turned to vinegar, most of all the livestock died, except your own leading more townsfolk to suspect you, and people scared out of their minds that a witch (or witches) were to blame. Except for Piter and Company. They believe it to be a conspiracy concocted by someone in Schudlichton. Possible, but unlikely. Either way, all these things point toward an inevitable showdown between the two municipalities. You guys don't seem to care who wins as long as you aren't around when it goes down. Hmm. So heroes you're not.

Anyway, before being whisked away to Gods-Know-Where Anna, in a very cryptic encounter, returned the now-embalmed foot of Vrock to Cor'Nal in the stables adjacent to Homebound. It was bootless, and in a jar of some type of fluid you believe is some barbarian method of keeping stuff from rotting. It ain't really working and the foot could use a Gentle Repose spell for sure. Anna thought she'd bring it to you in case one day you needed Vrocks help and, you know, somehow came across a spell or item that might, um, you know... bring him back to life.

After that, Cor'Nal, (who come to think of it has been very busy this session) entered Homebound and Fengis approached you about escort through The Laandsraad. He stated that he has grown uneasy with the current events in the town and wishes to leave. Immediately. He asks for your help and you tentatively agree. After that all hell breaks loose.

Noise from the outside is investigated and reveals nearly a dozen riders fleeing Piter's estate on the far-north side of town. You ride there to find his guards slain, Anna missing and Piter mortally wounded at the gut. Cor'Nal (busy again) heals the warrior and keeps him from certain death. Piter informs you that six masked men on horseback killed the guards on site, stabbed him repeatedly and took Anna by trail, North. Willis and Anna's husband Briggs followed them in earnest. He begged you to do the same. Things look grim.

We ended the session with a question of morality. Duty versus greed. Do you flee the town when they need help most in order to earn a few coin from Fengis? Or do you join the chase and attempt to save Anna from Schudlichton ignorance? You seem to have time to do both, but do you, really?

We'll know in three weeks.

2 comments:

  1. Since nobody else left a comment I'm just gonna say: This Recap Sucks!

    ReplyDelete
  2. Is anyone else glad that I stopped writing these in "Second Person" narrative?

    ReplyDelete