Combat heavy sessions make for short summaries
Sadly, the first night my Antagonistic Player is around to play, inter-player drama throws things off causing a slog of a session where almost nothing got accomplished.
Multi-session summary a-go-go.
A perfect example of my players thinking of something being better than my current plan happened tonight.
The Group Arrives in Cranson. Intrigue follows.
Session 10 won't get a summary due to lack of action. NOW WITH BONUS SESSION 12 ACTION!
Stuff happened. Now I have plotting to do.
My players continue to do things instead of infiltrating the party...
With Morano kidnapped, how will the players go about protecting Reginald?
The second session is where the fun begins.
Extremely terse summary- I've had my hands full as of late, and I apologize for the lack of explanation.