So between the kid, work, illnesses, an operation, and various other time-thieving activities (some of which I’m sure were actually enjoyable), I failed to post any write-ups so before tonight’s exciting bout, a quick recap…
BEWARE: There may be Lost Mines of Phandelver SPOILERS ahead.
Or, Rascally Rogues
The PCs clear the rest of the dungeon but unknowingly let the (Possible) Big Bad escape due to the greed and thoughtlessness of the rogue.
The bard befriends a cowardly goblin and gains his trust with cookies.
Or, Suspicious Minds
The PCs find out the (Unlikely) Big Bag escaped which leads tensions rising within the group. The ranger attempts to track but loses the (pn)BB’s trail outside the dungeon.
The group pops back into the village to find a village argument over the three hoodlums the PCs had respectively knocked out, tied up, and left in a fit of magical laughter.
After disguising their new goblin companion in some froody clothing they own up to saving the village who are suitably grateful now they know there won’t be any more bullies rocking around town.
The hoodlums are locked away and the party slyly interrogate a couple of NPCs to see whether they were in cahoots with the (Definitely Not) Big Bad which only leaves them wondering who the hell the (Real) Big Bad is.
Their friendly goblin gives them a clue (that they promptly choose to ignore).
The cleric joins a secret society.
The PCs head off on a Very Dangerous Side Quest as a favour to their a new priest friend. On the way they’re attacked by an ogre with poor balance who falls head first into a rabbit hole and is promptly ground to a pulp. The party kindly give the wheel of mouldy cheese the ogre carried to their goblin friend.
The VDSQ passes with no further problem and everyone feels slightly miffed it wasn’t more difficult.
The rogue is in a huff as the rest of the party refused to let him loot some ruins.
On the way home the party hear an odd cry in the distance, “Hoo-hoorrraaaAAARRRGGGH”.
Or, On owlbears and inquisitions
The owlbear attacks from the trees. Or more accurately, falls out the tree as the bard makes it believe its tail is on fire and is promptly harnessed and ridden by a very lucky teifling barbarian. Having been cowed by magical suggestion it pads along with the companions until they release it at the edge of the woods (but only after peeing on a rag and wrapping it around its neck so it remembers their scent).
Back in town, the band split up in search of Clues and the bard and ranger join a secret society.
After the sun sets the rogue breaks into the bank, the bard distracts the villagers by playing a gig outside the bank, the barbarian and ranger tie up and interrogate a suspicious NPC, and the cleric takes a bath.
We finish just as the interrogation appears to heading toward an unprompted bloody ending…
- Everyone really likes their goblin companion which begs the question: how when is he going to die?
- The barbarian is moving from Chaotic Neutral to Chaotic Evil fairly rapidly.
- I don’t think I’m being tough enough on the PCs during combat. Need to fix that.