Extremely terse summary- I've had my hands full as of late, and I apologize for the lack of explanation.
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.
Woo boy. Where to even begin?
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...
Things get seedy
With Morano kidnapped, how will the players go about protecting Reginald?
The second session is where the fun begins.
The door to the building is open, but inside is nothing but darkness. The lights are out: What do you do?
So you’ve finally done it. With the best of intentions all around the table, your PCs have finally blundered into the blender like curious gerbils, and now they are hopelessly outnumbered and outgunned. They are doomed, unless you unleash Secret GM Gambit #4 on them.
The spellbook of a long dead wizard that has gained the ability to read itself and cast spells from itself. If could be amazingly powerful as an ally, or use its magic to manipulate and rule a kingdom.