Saturday, May 18, 2024

secret of the dragon emperor ... part 22!

let's get right to it!

GM Elle: Okay, last time we wrapped up with Filvius getting his fortune told by spiderwebs, which pretty much means you've done all there is to do in the burial mound of Hanhgrav the Great.
Sasha: Unless we want to go back to that shed with the weaving thing in it and find out if it's a monster or not. We never did get a good look at it.
Ariel: We're not going to do that just so you can decide it's a monster and kill it! Claire got a pretty good trade out of that whatever-it-was. I don't think it would be right at all to go and kill it.
Sasha: Sir Quackenscrump doesn't know how you can say that when you're not even sure it's not a monster.
Ariel: Fidu is an honest merchant! In his opinion, if you can trade with someone, they can't be a monster.
Sasha: Fidu is also a treasure hunter, though ... and who knows how much treasure that thing might have racked up, trading its future knowledge for magic items.
Ariel: Okay, that's true ... but Fidu is also slothful, and he's already gotten way more than enough exercise today, climbing up that hill and then fighting that giant spider and then climbing up the inside of that statue and getting all freaked out by a ghost. I'm ready to get back to our wagon and take a load off my feet. Or paws. Whatever I've got at the bottom of my legs.
Akane: The wagon! Zedeja insists we move speedily. A cultist has been there minding our goods and donkeys alone much too long! What if she decides to betray the employment contract?
Hettie: Dilfriida mutters that she wonders why Glinssa would ever do that, considering she has such pleasant employers.
GM Elle: Does this mean you're leaving the statue mound then?
Akane: Zedeja is exiting.
MSG: Dolora is about ready to get out and see if she can figure a way to repair her greatclub. 
Claire: Filvius is ready to get going after the things from his spiderweb vision. Oh, which of course he tells everyone about as we're leaving the place. In enormous detail.
GM Elle: When you get back to the cart, Glinssa and the donkeys are all still there. She says you were gone an awfully long time and hopes you found something good inside.
MSG: Dolora says we're not rich by any stretch of the imagination, but we did okay.
Claire: Filvius immediately starts telling her about his knowledge of the future.
Akane: Stop! She is a cultist, remember? Even if reformed, we should not tell her about statuette pieces!
Claire: I didn't say Filvius told her that part. But it sounds like Zedeja just blurted it out trying to keep me from spilling the beans.
Akane: So bad! Your haste to tell her things gave Zedeja haste to keep secrets and now they are revealed! Zedeja tells the junior mage that from now on he must ask her permission to relay any important information to hirelings. Really, to anyone outside the party.
GM Elle: Glinssa keeps her mouth shut and sidesteps away from this discussion to get the donkeys ready to go
MSG: Sounds like she may have a higher Wisdom score than some of our party members.
Claire: It's Willpower in this game, dear.
MSG: Sure, but the joke doesn't work with Willpower.
Ariel: If we're at the cart by now, Fidu is hopping up on the front seat to rest his tired old feet and legs.
Sasha: Quackers says maybe instead of arguing about whether to tell our donkey-tender where we're going, we ought to actually decide where we're going.
Hettie: Dilfriida says she thought we would be heading back to town to unload some of this treasure. Our cart's getting pretty full, isn't it? Speaking out of character, she doesn't actually care about that. She just wants to sell off this crown that she hid in her backpack. Shall I make a Bluffing roll for that?
GM Elle: No, everyone can just decide whether to be suspicious of that or not.
MSG: It's definitely true that the cart is getting full.
Claire: Filvius isn't keen on heading to town instead of pursuing his vision of that tower near the swamp, so he doesn't agree with the idea but he doesn't see anything suspicious about.
Ariel: Fidu just wants to get to work on his nap.
Akane: Zedeja suspects only poor work ethic from our thievish member. She says, "Hush, halfling! Laziness is the job of our hound!"
Sasha: Quackers thinks the odds of running into monsters in the swamp is probably greater than on the road back to Outskirt.
MSG: Is there even a way across the swamp, though?
Claire: Filvius is very quick to pull out our map and make use of the knowledge on it. Hmm. There's a tower on the far side of the swamp, all right. Elle, does this look like the one from my vision?
GM Elle: It does indeed.
Claire: So there's no road to get way over there ... but there is this little village or something at the end of the road that leads up to the swamp. We'd just have to turn right at the next intersection. Probably we could leave the cart there for safe-keeping and just take the donkeys across the swamp.
Ariel: Won't they get swallowed up in quicksand or something like that? Wait, what if we get swallowed up in quicksand?
Akane: Zedeja can levitate persons, but not donkeys. Is quicksand a grave fear?
GM Elle: Someone can roll Bushcraft.
MSG: Dolora can.
Claire: No, Filvius will!
Ariel: We're not going to have to do initiative cards again, are we?
GM Elle: MSG spoke up more quickly, so I'll say they can both roll, but Dolora gets in the first word.
MSG: Oof. 19.
Claire: Hah! 9!
GM Elle: You're not aware of quicksand being a particular danger in a swamp like this ... but navigating off-road requires a Bushcraft roll every shift, and on a failure you experience a Mishap. Spoiler alert, one of the entries in the Mishap table is quicksand.
MSG: Great.
Claire: Filvius says that if Dolora didn't even know that much, obviously she should let him do the Bushcraft rolls when we get into the swamp.
Ariel: What are y'all talking about? I put my fingers in my ears when Elle said "spoiler alert."
Sasha: MSG and Claire are just getting their characters set up to argue over who makes the Bushcraft roll every shift we travel through the swamp.
Ariel: Oh. Fidu is too tired to get involved in that. If we're not moving yet, he'll get out his sleeping pelt and try to squeeze in a nap.
MSG: It is seeming like we've got a consensus built around going for that tower, since we're right here by the swamp anyway.
Akane: This plan of swamp-investigating has not been approved by Zedeja! There shouldn't be so much assumption we'll go there before returning to Outskirt.
Hettie: Indeed? I would have expected her to get on board simply because Dilfriida preferred the other route.
Akane: It's the assuming Zedeja disapproves of, not the choice of direction. Just because assumers sometimes assume the appropriate direction does not mean assuming is appropriate in the first place.
Hettie: Ah, that seems more in character.
Claire: Filvius suggests that we go to that village on the map and check it out regardless. We've got one more shift of travel today before we need to rest, right? We can make it there in one shift, but if we turn in the direction of Outskirt, we'll have to camp out before we get all the way there.
Sasha: More chance of monsters attacking us in the night if we camp out.
Akane: True. A stop at the village seems to hold more wisdom, then.
Sasha: Quackers was actually trying to suggest the opposite. The more monsters we fight, the better.
Akane: Zedeja is aware. But this approach allows her to admit the accuracy of your facts and also dictate a direction for the group that is her choosing, not the duck's.
Sasha: Got it. Well, I'm also okay with getting a few tankards of mead at an inn and sleeping in a bed for the night, so I guess we can head that direction if everyone else agrees.
Hettie: Dilfriida doesn't, but she restrains herself from arguing, since the effort appears unlikely to bear fruit.
GM Elle: If that's where the group is headed, then, let's see if there are any encounters during this shift's travel. And the die says ... mm-hmm. Interesting. Each character needs to make an Awareness roll as you pass through an area where the road runs near a bayou, and twisted dark swamp trees stand to either side. 
MSG: 15 is a failure for Dolora.
Claire: 12 is a failure for Filvius. Good grief, I need to start putting some advancement marks in Awareness!
Ariel: Oh no. I roll a Demon!
Sasha: This is not looking good so far. My turn? Quackers gets a 12 ... that's also a failure.
Akane: Misfortune continues! Zedeja's roll is 19. A failure of Awareness is intolerable to her, though, so I will push the roll and become Angry. So enfuriating to look around and see companions heedless to the environment! She redoubles her watchfulness. Now the roll is ... 15, a success.
Hettie: Ah, the tide of fortune turns for Dilfriida. She rolls a Dragon.
GM Elle: Your choice, then. Dilfriida has spotted the danger so clearly and quickly, you can give one of your compatriots a Boon -- essentially, another roll that only counts if it's lower than the first roll. Or you can negate Fidu's Demon and turn it into an ordinary failure.
Hettie: I believe this choice makes itself. The way most everyone rolled, giving them a Boon might easily do nothing to improve the situation at all. So I'll negate the Demon. In-game, I'll say that because I'm riding in the back of the wagon, I'm positioned perfectly to spot whatever it is and point it out to the wolfkin.
GM Elle: Probably a good strategy. Glinssa also fails her roll, so everyone is stuck except for Zedeja and Dilfriida.
MSG: Stuck?
Ariel: I knew it! Quicksand!
GM Elle: No, actually. Too late for most of you, you find that a giant spider has spun its web almost invisibly across the road. The donkeys are immediately stuck along with those who failed their rolls.
Claire: Great. Another spider. Filvius is going to have nightmares.
Akane: A benefit, though -- he is learning much about giant spiders.
Claire: He actually will take that as consolation ... assuming he survives.
GM Elle: Initiative cards.
MSG: 3.
Claire: 6.
Ariel: 9. Ooh, that's a pattern!
Sasha: 5 for Quackers.
Akane: Zedeja, 7.
Hettie: And I draw the 8.
GM Elle: The spider gets the 4 and the 10.
MSG: Wow. I thought it would get the 1 and the 2 for sure.
Claire: That would be about par for the course for us in initiative results.
GM Elle: That means Dolora is up, MSG. What is she going to do? Breaking loose of the webbing requires a Strength check with a Bane.
MSG: Dolora's actually going to blow her horn instead of trying to break out first. Everyone will get a Boon on their rolls to counteract that Bane until my turn next round.
Ariel: Woo-hoo!
GM Elle: Spider's turn, then. From out of the trees, you see its bulbous, black shape scuttle to attack. Seeing that some of you are still free, it makes a Web attack on Dilfriida. You get a free Evade roll to dodge the sticky mass of webbing.
Hettie: I believe I shall spend 3 WP on my "Hard to Catch" halfling ability, which gives me a double Boon on the roll.
GM Elle: Not taking any chances, hmm?
Hettie: Not with the rest of the group trussed up like that. I get successes on all three dice.
GM Elle: Dilfriida nimbly sidesteps the gooey glob. Sir Q's turn.
Sasha: Strength check? Aha, Dragon!
GM Elle: I'll say that lets you rip loose so easily that you can take your full turn.
Sasha: Can I get within reach of it and attack?
GM Elle: It's still on a tree trunk, not on the ground, but to shoot its webbing, it came down low enough you should be able to get a swing in on it.
Sasha: Great! Here comes a devastating chop with my longsword! "Die, Monster!" Grr! 18 is a miss, but that makes me Angry -- I'm pushing the roll to get another chance. Much better -- a 2.
GM Elle: The spider attempts to Evade.
Sasha: What?!
GM Elle: It succeeds with a 3.
Sasha: Damn it. Dolora should have used her horn to give it a Bane instead of giving us the Boon.
GM Elle: Claire, Filvius is up.
Claire: Super. I'm going to Lightning Flash the tree trunk the spider is on. Quackers isn't within 2 meters of that tree trunk, is he?
GM Elle: He did have to get in pretty close to be able to slash up at the spider. I'd say he's right at 2 meters if not closer to the trunk.
Claire: Dang. That means there would be a 50/50 chance of the secondary bolt hitting him. Change of plans. I'll just Lightning Flash the spider. Quackers will take some damage, but it's just some d4's.
Sasha: I've got hit points out the tailfeathers, bring it.
Claire: Rolling my Animism skill with a Boon -- this is at Power Level 3, by the way -- a 4 and a 14. That's 4d6 to the spider and 4d4 to the mallard.
Sasha: You didn't say it was going to be that many d4's.
Claire: 17 points to the spider ... 11 points to Sir Q. Damn, I rolled pretty good on that secondary strike.
Sasha: Yeah, you better bust loose of that webbing and get your ass over here to heal me real quick.
Akane: Zedeja casts Power Fist at level 2. 17 succeeds! She then moves closer to be able to Brawl this spider next round.
GM Elle: I didn't say it was Zedeja's turn yet -- but it was, so no harm done.
Akane: Akane is not so Aware as Zedeja, but still, I can look at the card in front of each player and see.
GM Elle: Dilfriida is up, then.
Hettie: I am, unfortunately, the shortest member of the party, and armed with daggers. So will I have enough reach to get to the spider if I dash over there?
GM Elle: I'll say you can leap up to attack. But you'll get a Bane on the attack.
Hettie: Hopefully it won't be a problem, since I have Dolora's Boon and I'm also spending 3 WP to make this a Backstabbing attack, which is another Boon on top of that. And one of my dice comes up a Dragon.
Ariel: Sweet!
Hettie: You know what? I'm also going to shell out my last 3 WP to use my new Assassin ability and add in another d8. That's 2d8 for the Dragon, 1d8 for Backstabbing, 1d8 for Assassin, and 1d6 for my Agility.
MSG: Damn, woman!
Hettie: 25 points.
GM Elle: You get it right in whatever passes for a spider's heart, and it falls dead.
Claire: Whew! That combat certainly could have gone much worse.
Ariel: We're getting pretty good at killing these spiders. Fidu didn't even have to do anything.
Sasha: Elf! Where's that healing!
Claire: We started a new Shift after the statue, right, Elle? So Round Rests and Stretch Rests are reset?
GM Elle: That's accurate.
Claire: Then I'm going to suggest we take a Stretch Rest, because I'm totally out of WP. Without waiting for anyone to respond, Filvius conks out in his Inner Peace Stretch Rest coma.
Ariel: I guess we're resting, then!
Akane: Assuming no further spiders lurk nearby.
GM Elle: I don't think it's likely. They're generally solitary hunters, I think.
MSG: Is that what we figure out if we make our Beast Lore rolls, or are you just saying we can go ahead and roll to heal up from resting?
GM Elle: You can roll.
MSG: Nice. 5 WP back for me.
Claire: 7 for Filvius.
Ariel: I get 6!
Sasha: All my WP back, but only 1 HP. Crapola.
Akane: Zedeja commands you to let her treat you with Healing. Then you receive another 1d6 from the rest. My roll succeeds on a 5.
Sasha: Thanks! But ... the d6 says only 2 extra points back for me.
Hettie: 3 WP back for Dilfriida, and 2 HP.
Claire: Okay, here comes my Heal Wounds spell on Quackers ... I succeed with a 9, doing 2d8 of healing ... 9 points
Sasha: Back up to full, then.
GM Elle: Proceeding with perhaps a bit more caution, you eventually get to the T intersection on the map, where the left road leads to Outskirt and the right leads to the little village drawn on your map.
MSG: Hang on. I just had a thought. Isn't our map really old?
Claire: Ooh, that's right.
Ariel: So?
MSG: So what if that little village was there fifty years ago but turned into a ghost town since then?
Sasha: Ghosts are monsters, so Quackers is fine clearing out the place if that's the case. We took care of that ghost king without lifting a finger, right?
Akane: True. But we did not find out the results of lifting a finger at him. Possibly they would have been  less preferred.
Hettie: Dilfriida immediately says that Outskirt seems like a lot more of a sure thing, now that it's been pointed out the village might not even be there anymore.
Claire: We can't make it back to Outskirt today, though -- it's getting late, isn't it?
GM Elle: Yes. You'd have to do a forced march into the night or else camp out along the road.
MSG: Dolora isn't especially optimistic by nature, so she suspects any of our options will end up being uncomfortable or dangerous.
Claire: Filvius wants to get knowledge of whether this map is accurate about the village though. And even if there are only abandoned buildings there, it might provide better shelter than camping out. Then the trip to Outskirt would just take us maybe a shift and a half tomorrow.
Ariel: Fidu for sure votes against a forced march. That sounds exhausting. And if there is still a village there, sleeping in an inn sounds way better than in our tent.
Sasha: Seems like Dilfriida is the only one who'd rather go back to Outskirt.
Akane: Zedeja gave no opinion. But possibly it's obvious: the preference of a skulkish halfling must be opposite that of the mage.
Hettie: Fine. Dilfriida caves on the matter again.
GM Elle: In that case, an hour or so after making the turn toward the Haunted Marshes --
MSG: Oh yeah, that is what they're called, isn't it? Seems like the place being a ghost town is even more likely. I haven't looked at the map in a while.
GM Elle: Presumably Dolora saw it when Filvius got it out earlier, though, so I hope you're not about to re-open the debate on which way to turn.
MSG: No, we definitely made the turn, sorry to interrupt.
GM Elle: Then with the sun lowering into the mountains in the west, the mists of the Misty Vale thicken from haze into fog with the approach of night. Ahead and to your left, though, you think you see a light. As you continue forward, the light resolves itself into a couple of simple lanterns that flank the door of a quaint but well-kept-looking country inn. A hanging sign above the door bears the name "Road's End Inn." You notice as you draw closer that the design of the inn looks similar to the drawing on your map.
Claire: Oh. So it's just one building, not a whole town?
Ariel: Who cares? There's light, so it's open. Fidu wants to go in and get a room and some food and then get to bed!
Sasha: Well, this sucks.
Hettie: Really? In what conceivable way, dear Sasha?
Sasha: I mean Quackers thinks it sucks. If there's an inn sitting here all by itself without even a town to help protect it, obviously there aren't a bunch of monsters roaming around in the area.
Akane: Unless a monster is an innkeeper here.
MSG: Well, the only way we'll find out is by going in, so Dolora's going to head on up and enter.
Claire: Filvius too.
Ariel: Wait for me!
Akane: Yes, party members should allow elders to go first.
Hettie: Doesn't Zedeja need to pause a moment to give some kind of stern instruction to Glinssa?
Akane: Yes. She says, "Cultist! Wait for us to arrange for donkey storage in stables. Do not drive our cart off into a swamp while we negotiate with proprietors!" She also tells the duck knight to stay and keep watch on our donkey-watcher.
Hettie: Dilfriida says she'll do it, just to get under Zedeja's skin.
Akane: Zedeja is briefly argumentative, but allows it, because her truthful goal was to get the halfling to do this anyway.
Hettie: Ah, Zedeja's getting sneaky, is she? Luckily for you, Dilfriida isn't too intuitive when it comes to  interpersonal manipulations.
Sasha: Sir Quackenscrump joins the others going inside, then. Doesn't seem to be much reason to worry about monsters getting our donkeys at the moment, so he's ready to hit the mead barrel.
GM Elle: Inside, you find yourself in a warm and cozy dining room with about twenty other patrons who sit at the various tables eating and drinking or playing at dice. Behind the bar, you see a cheerful-looking halfling woman --
Akane: Zedeja becomes suspicious.
Hettie: Pardon a moment -- is it not just Dilfriida she considers beneath her trust?
Ariel: OMG, Zedeja's not some kind of anti-halfling racist, is she?
Akane: No, it is the cheerfulness and so many customers here. Have we seen any others on the way here? Did we pass nearby farms? What are such numbers of diners and dicers doing on a road that leads nowhere?
GM Elle: Is Zedeja blocking the door for everyone behind her? You can all smell the mouth-watering aroma of some sort of roast cooking on a spit in the fireplace.
Akane: There's no blockage from the mage. But she has narrow eyes on all these inn-goers.
Ariel: Maybe everybody in Outskirt just knows they cook a great roast at this place and people come here and spend the night to have fun and eat some good roasted whatever-it-is. All Fidu knows is, he's hungry and tired. I'll go over to the bar and ask the halfling lady if there are rooms available and space in the stables.
GM Elle: She introduces herself as Helemi, and says there's plenty of room for all ... as long as you don't mind doubling up. There's a special on the roast tonight, only a silver and five coppers per serving, and the rooms are two and a half silvers apiece.
Ariel: Wow, that's cheap! See? No wonder people are coming here from all over.
Akane: Skepticism continues on the face of Zedeja.
GM Elle: She asks if the five of you are your entire group, and if you'll all want the roast. There's also stew for half a silver if you'd rather.
MSG: Roast for Dolora, definitely.
Claire: Filvius too!
Ariel: At those prices, I won't even do my normal Bartering. 
Sasha: Roast and a mead for Sir Quackenscrump.
Akane: Zedeja has an oldster stomach. Possibly stew is more suitable. Also, stew for our donkey-minder. How much cost is there for her to sleep in the stables?
Hettie: I know Dilfriida's not there to point this out, but wasn't her first question whether the five of you were the whole group?
Ariel: Oops! I was just so impressed by the prices!
Sasha: At the point Zedeja mentioned Glinssa, Quackers would probably say something about Dilfriida too.
Akane: Zedeja's oversight was purposeful.
Hettie: I figured that.
GM Elle: Helemi says, "So enough of you for three full rooms ... But why make your last friend stay in the stables? They can share a room with one of our other singleton guests, or stay in the common room for a silver."
Akane: Our agreement for the employing of this person includes provided shelter. It does not require the shelter to be cozy. Additionally, we have gear in our cart. Her duties include watching over it.
GM Elle: Helemi seems a little hesitant.
Akane: Zedeja narrows eyes even more full of suspicion on her.
GM Elle: She returns to smiling and says, "Of course, of course. Let's call the whole arrangement 20 silvers, then, and I'll include a tankard of mead for each of you along with dinner." She says the stables are around back if you want to have your "employee" put the cart and donkeys there. Then she pours out seven tankards of mead from a keg with a spigot and informs you that dinner will be served shortly, as the cook is about to cut up the second roast of the evening.
MSG: Dolora will volunteer to go out and let Dilfriida and Glinssa know.
Claire: While we're waiting for the roast, then, Filvius will circulate and see if there's anybody who looks like they might have some knowledge he can squeeze them for.
Ariel: Fidu will just sit at the bar since that's where he's been talking to Helemi. He doesn't see any reason to put more mileage on his legs finding a table.
Sasha: Sir Q will grab a barstool beside you and start knocking back the mead.
Akane: Zedeja looks whether there is a quiet corner that is suited for the elderly.
GM Elle: Something strange happens as Dolora reaches the door to go out, though. You suddenly feel the room contracting around you. The walls seem to warp and close in, and a swirling blackness crosses your vision, blotting out all conscious thought.
MSG: And is that just Dolora, or is it everyone?
GM Elle: Everyone inside the inn.
Hettie: And those of us still out at the cart?
GM Elle: Well, some time passes, and you aren't seeing any of your party members come out.
Hettie: Then Dilfriida will get aggravated and go in to give them a piece of her mind.
GM Elle: All right. Glinssa says she's going to take the donkeys and cart around back. There's a track leading that way off of the road, so she assumes there are stables back there. When Dilfriida enters the inn, she finds the common room full of people seemingly enjoying themselves -- but none of your companions are anywhere in sight.
Hettie: Hmm. I rather doubt I would like the looks of that. Dilfriida will retreat back out the door and try to get Glinssa for backup before investigating further.
GM Elle: As soon as you touch the door handle, then, the same strange distortion overcomes you and you slip away into oblivion.
MSG: Oblivion?
Sasha: Well, I guess that was a weird way to finish up an otherwise fun campaign.
GM Elle: Not actual oblivion, people. I'm just trying to communicate how far out of it you all went. You drift in unthinking, dreamless darkness for an unknowable period of time, and then wake up, finding yourselves in an oblong dormitory with moonlight streaming in from a window. There are separate beds for each of the six of you. You don't see any sign of Glinssa. The room is very cold, as if someone had left open a window in winter -- though the actual window is not open. In one dim corner is a rocking chair, occupied by some person of small stature. Along the wall opposite the window is a large tapestry.
MSG: I hope this is supposed to be creepy, because I'm pretty creeped out.
Claire: Very high creep factor, all right.
Ariel: It's got the heebies and the jeebies. Fidu feels like he may have trouble going back to sleep. How comfortable are the beds?
Sasha: Quackers is just mad he didn't get to finish his mead.
Akane: Creepiness must be secondary, though. Most important is the confirming of Zedeja's suspecting such a cozy inn located nowhere. This proves again that all must listen to Zedeja!
Hettie: I am hoping that, having fallen prey to the mind-warping phenomenon slightly later than everyone else, Dilfriida also awakens slightly later and does not have to hear more of Zedeja's crowing about her infallibility.
Akane: Zedeja is not infallible -- only less fallible than all other party members.
Hettie: Be that as it may, I'm still hoping Dilfriida slept through that part.
GM Elle: In the interest of moving the story forward, I'll say sure, she woke up after Zedeja said it.
Ariel: Well what about the beds? Fidu really would want to go back to sleep if it's the middle of the night. I wasn't just asking one of those oracle questions.
Akane: Oracle questions?
Hettie: "Rhetorical," I believe.
Ariel: Yeah, that's the kind I meant!
GM Elle: The beds aren't either comfortable or uncomfortable, but with any attempt to go back to sleep, you find yourself chilled to the bone and your skin prickles with the sense that someone or something is watching you.
Ariel: Ugh. Then did we at least sleep enough for it to count as a Shift Rest?
Sasha: Yeah, if we were really that far out, I think it ought to.
GM Elle: I'm going to say no, because having your mind washed into blankness isn't the same as getting a good night's sleep. But if anyone hasn't yet taken a Stretch Rest since last Shift, you can mark one off and roll to recover WP and HP.
Akane: Zedeja will do so. All others have Stretch Rested already, I think. Ah, recovery of 6 WP!
GM Elle: All right then ... what do you do now that you're awake?
 
[more of this session next post!]

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