Sunday, 4 February 2018

Herding Cats

Herding cats.

The Cleric was not present at this session.  Four of the other players were scattered.  The bard was churning up the group and there was extra silliness.  And they tried to kill the GM partway through the session.  The murder weapons was coke going down the throat, into both the lungs and the stomach and up and out the nose.  The trigger was naming the party, Six Bean Dip Freaks.

It started with the players trying to do five different things at the same time.  Interrogate the two prisoners with bad cop and good cop who then murders the  prisoner, so bad cop and worse cop.  And the other they determined that the one was under the influence of an enchantment, but they decided that they would still attempt to interrogate him.  Then they decided that the one would test out the magic dagger on the one prisoner and accidentally rendered him unconscious, even though that one was attempting to make a deal with the characters.  

Half that characters went to go explore the rest of the inn.  They did a very haphazard job, they ransacked an empty room then only did a cursory search of every other room.  And they left the Dwarf and the Elf to finish the interrogation with the  cooperative and recently brutalized prisoner.  The prisoner bargained at he should get his possessions back and be allowed to go free if he told the characters all he knew.  And they agreed.  

He told them that he was captured and sent to the North through the swamps into a hidden temple there he met a giant snake with a human head who did something to the people he was with.  He saw some fall victim to the charm and others resist, the one that resisted were taken away and the others bowed down to the snake, so when he resisted her charms, he bowed down anyways.  He later found out that the ones who resisted became alligator food, so he has been playing along all the time since then.  Until the character's killed the people around him, then he felt safer revealing that to them, except that the bard then slashed his arm, so he was having second thoughts.  To prove his worth to them he told them about the Statue of the snake goddess in the basement and about the ghouls.  He also told them which villagers were part of the cult and which ones weren't.  And as a bonus gave them a strategy on how to de-fang the cult in the village. 

He told them that if they attacked the Constabulary this evening they could sneak into the temple tonight after services and defeat the cult priests in the village.  They accepted his advice and then went to inform to the local detachment of the Duke.    At dusk they bust into the constable's house and attack the three there.  The paladin managed to subdue one of the guards in the opening round of combat but the other two were equally heavily armoured and the fight persisted longer than they expected, even with advantage on many of their attacks.  At last they were abled to subdue the rest of the NPCs and afterwards they removed them of their possessions.  The one fighter they fought was using a magical spear and a set of Plate-mail that was magical.  One of the others had a magical shield.   Armoured and armed up they attacked the Temple.  The enter after all the cult members leave.  They enter the temple and see a cleric and three priests arrayed before them.  The priests are dressed in black and appear unarmoured and unarmed.  Both sides attack, the ranger fires his bow at one if the priests and scores a critical hit but the monk knocks the arrow aside with his hand, tipping off that the black pajamas are in fact ninja robes and they focus their ki and course three areas if darkness to spring up and one zone of silence.  The fight was on and they combatants were giving their all.  

The cleric was the first to go down, but the monks were jumping in and out of the darkness they had created attacking party members.  When they killed a monk, one of the magical effects ended.  When the Vestria the Dwarven fighter struck and killed the cleric, blood splattered over the unholy symbol on her shield.  The symbol glowed a ghostly putrid green and a halo of green light appeared over her head.  The last of the monks were dispatched and they were ready to explore the rest of the temple and to find the last cleric in the temple, next time.

The Paladin was without anymore spells ore healing,
The Fighter had a second breath left
The Druid had a spell left and had not changed her form yet.
The Cleric had spells and divine channels left.
The Ranger had cast all his spells
The Bard has two spells left and only used one inspiration.

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