Jan. 16th, 2018

talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
So we started off this session with the dwarf mage and aasimar paladin announcing that they were in love and were heading off into the sunset to get married.

We made it to the tavern, and met the folks there. The halfling bard got into a bard-off with the resident halfling bard, and Manu turned into a great dane to get free room and board. We also met our new party members replacing the mage and paladin - A playing a human wizard and T playing a child necromancer with a zombie mother.

We stayed at the tavern overnight and investigated the next morning to discover what happened to these treants. We started by asking an emissary from the capital if they'd seen anything, but she was snarky and the bard ended up using magic on her, which didn't end up turning out well. Turns out the bartender was in love with the emissary, so when the bard sent her off crying, the bartender kicked the bard out, and then passed his charm save. The bard barely got out of being arrested. It's funny because B is playing the bard, and he normally DMs, so he really should have seen the results coming.

Anyway, we went off and got absolutely no information whatsoever where the treants might have gone, but we did find out where to buy drugs. And met some NPCs, but the main thing was the drugs. And that night the town was attacked by elementals and some sort of weird moss creature.

We had the "planning challenge" of determining the defences of the town which I think we did pretty well with. The enemy force showed up at the gate and I think we were doing really well, but since we took so long messing about and talking to NPCs and trying to buy drugs that we had to end the session mid-combat. Pretty sure we'll reach level 6 by the end of next session.

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talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
talumin

March 2018

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