Showing posts with label Session Report. Show all posts
Showing posts with label Session Report. Show all posts

Wednesday, January 11, 2017

Blood Sacrifices

Session 2.5 & 3: Blood Sacrifices 

Cast of the Party
  • +Rob Conley as Sethre, an apostate.
  • +Chris C.  played Ectur, a harden soldier.  
  • +Ken H  played Brytan Nargald, a stealthy scout.
  • Thadius was an NPC run by me.  Their former military commander.
  • Jia another NPC, she is an apostate.

Not all games start with the players in one area.  Or time for that matter.  Ectur and Brytan have been adventuring north for the past two weeks, they ended their last adventure at Udine among the Etruscan apostates.

Sethre awakens, sore and confused.  He's in the forest.  His feet and hands are bound.  From somewhere behind him is a green, pulsating glow.  He can hear people talking.  Chanting...chanting is never good.

He looks around him and sees two other Etruscan soldiers bound like him. Heavy boots crunching the fallen leaves from behind.  He fakes unconsciousness and stifles a gasp when he sees a Roman soldier walk up to one the soldiers, lift him by the hair and slit his throat before throwing him over his shoulder.

Sethre awakens the other soldier, Marce.  They work together to become free.  The heavy boots return and this time they ambush the Roman.  Sethre kills the soldier with an expertly place arcane bolt.  After loots the Roman, Sethre discovers the Roman is not a Roman but an Etruscan.

They move to the edge of the forest and see a rift in the veil.  A blood mage is chanting over a pedestal.  An unnatural rock arch formation where bodies are stacked and the blood is dripping down onto the pedestal.  Another 'Roman' soldier is shouting for his friend.


The players attack.  The ceremony needs the blood of nine men to complete.  Seven have died.  During the fight, Marce kills the Roman soldier on the archway, his blood joins the others.  Eight.  Sethre damages the blood mage to brink of death door.  The blood mage pulls out his dagger and sacrifices himself on the pedestal.  Nine.

The anchor ceremony is complete and the rift is stabilized.  Tendrils reach out from the rift and attack.  Sethre gets pulled into the veil, not knowing the fate of Marce.  Inside the veil he struggles to free himself.  He sees a room of men sitting eating, talking to the apostates.  He reaches out for them and silently shouts for help.



Inside the monastery of apostates, Ectur, Brytan, Thadius and Jai eat.  They are discussing their plans as the apostates have politely asked them to move on.  Thadius becomes sick, the apostates quickly see that he has been infected with the dark taint.  They rush him to the infirmary.  He's in the right place.

"Help."

They hear a whisper of a voice.  They don't see anything at first, but then green tendrils form out of the wall and grab at them.  A battle begins.  Ectur and Brytan manage to get Sethre out, but both of them are swallowed up in it.  After a few pressure rolls they escaped before the rift closed.

They took time to recount what occurred.  Thadius and Jai remained behind.  Anders went with them.  While a tranquil will not fight, he is a proven alchemist and if nothing else the party decided he could carry stuff.

They decided to return to where the rift was located.  Brytan used his tracking to find the location and the dead body and glow of the rift announced they had arrived.  They took in the scene and Sethre understood the pedestal was an anchor to stabilize the rift to allow it to remain open.  They attacked the pedestal and more tendrils reached out for them and they fought them back as they smashed the pedestal.  A large scaly hand reached out of the rift.  As they fought and frantically fought off tendril and destroying the pedestal a 15' tall bi-pedal creature with a head of a dragon stepped out.

End of the session.

Tuesday, January 26, 2016

Yes Virginia, You Can Kill Them With Kindness

http://www.deviantart.com/art/Bob-the-Werebear-285179258
Bob the Werebear by ZeeJayWong
Last night I'll give the short of it.  A halfling rogue, an elven archer and a healing mage walking into a village of lycanthropes and pick a fight.  What we lacked in tactics, we made up for it by our desperation and ability to scream like little girls.  Yeah, we were in a shitstorm and we didn't have to decency to get to the outhouse.

Quick note: we are using a combination of the Fantasy Age and Dragon Age and houseruled system.  +Dwayne Gillingham is using the Majestic Wilderlands as his setting and has introduced a whole new conglomeration of dimensional traveler to stir up the setting.  +Rob Conley's character died last week in a dual to the death and in doing so destroying his clan.  For this session he played a halfling rogue.  And +Daniel McEntee is playing an elven archer.  I am playing the eldest character, a magic with a focus on healing and lightning...and rolling crappy.

Back to the shitstorm.  We arrived in the village made up of lycanthropes...assassins...worshipers of Kali.  Yeah, it was bad.  We were to deliver a message to the Claws of Kali (Assassins) by burying a crystal in the shape of a flame in the middle of their village. 

We could have done it at night.

We could have snuck into the village.

Hell, we could have just buried it quickly and left.

Nope.  We walked into town, middle of the day, went to the tavern first (which I thought was a nice touch), alerted everyone we possibly could short of putting an ad in the assassins quarterly and then decided it was time to bury this crystal.

We fought wererats, wereboars and werebears.  They bit and clawed at us.  And our rolls reflected our tactlessness.

While my lightning attacks are nasty, they require me to roll high just to get the spell off and it cost a tidy sum in mana to cast.  So I went on a whim and tried another route.  My class specialty is Miracle Worker and by adding extra mana to my healing spell I can also cure.  So I took the chance, it was a much lower target threshold to be successful and the mana cost was much more economical.  So I cured them of their lycanthropy. 

Dwayne allowed it with the provision that would get a resist check.  Which I think I was able to cure two of the group, including one of the werebears. 

So kids, let that be a lesson to you.  While you can knock them down with some lightning you might be able to cast, take them all the way out with a single heal and a smile.  Yes Virginia, you can kill them with kindness. 

Thursday, September 24, 2015

The First Hut on the Left

Last night was our 4th session playing our round robin GMs using he Pits & Perils system.  The was +Ken H  first session at the helm.  I continued to play my charismatic fighter, Chevor and +Chris C. created a cleric called Odo the Penniless. 


Ken created this great map and included some inspirational pictures in this post.  Ken, someone who is extremely knowledgeable about history did an excellent job with developing the atmosphere of the setting.  I have four note cards of notes from the session so I am going to try to make sense of my own hand writing and the remember the flow of the session.

Odo and Chevor were traveling north from Inwood where, Phandor and Chevor solved the mysterious appearance of wolves and found a the missing Rose.  The first place we encounter is Darkness Bottom where we meet Ding, a guard in a narrow stone tower.  "You must be the king's inspectors coming to investigate poor Boc's murder."  Being an honest man I told him, no, we are mercenaries looking to make a living.  Ding frowned, "I don't think you get what I'm saying, you must be the king's inspectors or I can't let you travel this road with all your weapons and armor."  Ahh, so we were those inspectors they were waiting for.

He informed us that the murder occurred in Crossing Church.  The second gruesome murder within a month's time.  He gave us the details that the bodies were mutilated, torn to bits.  And he had many theories on how this came to be, the orcs from Verdoven-Bos, possibly witches.  He also mentioned a man named Anton, he seems to be a favorite person to blame.  He said if we went to Crossing Church that Leona was in charge of St. Amber's Church.  And Elston was the man in charge of the area as a whole, and he resided in Twiggleton.

We continued to travel north.  Met a few more characters before reaching Crossing Church.  When we first arrived was immediately met up with Leona and a woman named Tilly, Boc, the decease's wife.  They were tending to his pyre.  Tilly "I'm not going anywhere.  I'm staying here all night.  When Den was killed they had a pyre for him and in the morning when they came to collect his bones, they were gone.  No one is taking Boc's bones."

Odo and Leona had a short conversation about the area and her church.  She seemed surprised by the presence of investigators even though, we later discovered, she was to have sent for them weeks ago.  It is the only church in the area, but there are two abbeys in close proximity.  St. Diddlemyer Abbey with a long and rich history that several well known scholars and the new abbey is St. Mervin's.  An abbey that was established by Elson's father and himself. 

We then seek out a the man who found Boc's body, Arden.  A sharp old man who repeated the information that the body had been torn to bits.  Insides out, outsides in.  There were bite marks all over his body.  He believed it was the work of the orcs of some devil dog.  This happened north of Twiggleton six or seven years ago.

Odo asked for a tour of the church and Arden obliged.  A simple two room church.  A curious thing being the deep grooves in the floor.  Arden said they had replaced the altar eight or nine years ago.  The old altar had been in disrepair for years and the new one was a gift. 

We then explored the murder scene.  The ground had been scraped clean.  The local did not want the blood soaking into the ground.  It would taint the food grown in the orchard.  The scene was close enough that anyone should have heard Boc yell or at least seen what had happened.  We could see many homes from where we stood.  The only other significant detail we found was a few broken branches on the nearby tree.

On the other side of the orchard was Anton's home, a bit away from the other homes in the hamlet.  Anton features were very different in that he seemed ageless and that he had gold eyes.  He was a gracious host who seemed to enjoy the sparring of conversation.  He discovered he had heard, nor seen, anything.  However, he did get very interested when asked about the local history.  He mentioned a few times that the history was deep in this area.  The area is ancient, Imperial roads and ruins can be found in many places.  Before that the elves ruled this old forest.  And there were others even before that. 

Our final actions were we explored where Den was murdered a few weeks earlier.  The locals had cleansed the ground there also.  We decided to set up camp near the pyre to help Tilly keep watch on Boc's pyre so she can retrieve his bones in the morning. 

Our strategy after that is to explore north into Twiggleton, St. Mervin's Abbey and on up to St. Diddlemyer Abbey. 

It was a great session.  No combat.  More of a police procedural.  A few times I was thinking, "What would Brisco do?"

Wednesday, April 30, 2014

Example of My Prep Session Notes



This is probably the most I've done for session prep.  This is the guidelines I used for the adventure.  +Ken H who played Hyroth had a railroad adventure unlike the others in the party.  He was directed by his geas to complete his task. 

I rarely do this much prep ahead of time.  I find it narrows the focus too much, but I did like having the information in front of me.  And I think I enjoyed setting up the adventure template.

Friday, February 21, 2014

When a GM Plan Goes to Shit...Have Fun

Last night I finally got around to running a game for our Monday night group on Thursday night.  I'd rolled out the characters and a little of the game system I'm using.  One of these days I'll have to get more of it out of my head and onto paper.  I had three players set up and then a fourth to add, which was easy enough to do.

The plot was simple.  Or so I thought.  Instead of "you all meet in a tavern and glad hand one another", I decided to start them out separately and bring them together in a battle with a common enemy.  Or so I thought.  Here's a little of how it went down.  I'm sure I'm going to miss a few details.

Quick Cast of Characters
+Chris C. as Malcolm, a rogue which in my campaign means he's a tough guy, fighter thief guy.  A member of the Silent Knives thieves guild.
+Ken H as Hythom, a battle mage.  This class was pretty much ripped off from Hackmaster with a few changes.  I'm using a spell point system and Ken volunteered to my guinea pig.
+Rob Conley as Marrick, a ranger.  A local boy to the campaign setting.
+Dan as Arden, a duelist.  This class was inspired by +John Stater's class in Blood & Treasure.  He is a hired sword of the Silent Knives.

Okay, my simple set up was this.  Malcolm was assigned to free a prisoner and then transport him through the tunnel within the inn and trade the prisoner for a scroll.  The guards are paid off, just don't make a big scene and you'll be fine.  So Chris cases the area and then sets a fire to the hay at the lord of the manor's stable.

That did not have the desired effect so he went into the inn to drink.  There he met up with Arden who sorta announced who he was looking for.  He also met up with Hythom, who was inquisitive.  But it worked out and they got together to do this thing.  Or so I thought.

Instead, there was this little guard named Carl, who worked only part time as a guard because he drinks so much and to tell the truth Carl is not good at staying awake.  The party decides, screw taking the prisoner, we'll kidnap Carl, a guard, instead and trade him for the scroll.

They cover Carl in a cloak lead him through the tunnel and at the other end they meet the skimmer pirates.  Rewind a few minutes...........outside the tunnel, Marrick is in the trees resting when he sees a group of skimmer pirates land and take up positions around the entrance of the tunnel.  Marrick finds a good vantage point where he can see the guys in the trees to shoot them out if needed.  And a quick word about the pirates, they are the common enemy everyone had some dealings with in the past, the backgrounds that came with the characters.

The party makes the trade.  The pirates immediately know Carl is not the prisoner they were looking for.

BATTLE!

A cool battle ensues.  The party takes some minor hits, but they are able to take the pirates down.  Now this is the event I thought would bring the party together and they would hold hands as one fighting force and sing sea shanty songs as they drank victory ale.

Buzzz!

What happened next was battle part two.  Marrick was still unsure of the group.  Said something about needing to turn in the pirates to the lord of the area.  The party didn't want to have anything to do with that.  Marrick insisted.  Hythom put a magic missile in Marrick's ass.  Marrick shot back and ran, Hythom caught him with one more magic missile for good measure.  It was at this time Arden struck Hythom from behind sending him into the after life.

I haven't GMed for a couple of years not.  Within the first hours of the first session I've got two guys running into town, one guy limping through the forest and one guy face first in the dirt.  I laughed and informed them "They blew the shit out of what I had planned."  Onward we go.  We were having a great time.  Dan laughed so hard at one point I think he peed himself although I cannot confirm that.

Arden and Malcolm return, carrying the loot from the pirates. They get an earful from Fenton for deviating from the plan, for setting a fire of the lord's stable, for getting a guard involved and bringing a stranger along.  The players were not interested.

Then they encounter the little higher up guy named Torp, he runs the only store in the village.  Malcolm and Arder dropped off their loot to sell.  Torp pushed a single silver piece across the counter, "I'll offer you one silver for the lot and I guarantee it will best offer you'll get this side of the lake."  Torp told them how it works in the guild.  How they need to work together and need to trust one another or it doesn't work.  And maybe, just maybe, listened to those who've been doing this for years.  He told them to learn from this, and do better next time.

Meanwhile, the wounded ranger, Marrick, went to the guard and reported what happened.  The guard investigated and discovered one of the pirates was one of the wanted captains and there was a price on his head.  100sp.  This brought on cries of outrage and moans of anguish from Chris and Dan.  Marrick collected his reward and got to meet a few of the folks who run the village.

The sudden demise of the mage, Hyroth, was assumed.  Little did the party know that the crazy cleric of Ballor, one of the nine gods of the dead, watched and took the Hyroth to his temple.  The cleric has large pustules that he picks at and doesn't bother to wipe it off.  He marked Hyroth with his god's symbol and gave him a quest to 'close the gate'.  Hyroth agreed to do the quest as long as the cleric stopped touching him.

We ended there.  Four characters in three very different places. 

So my plan worked out well....

We had a blast.

Saturday, February 8, 2014

Modernizing a Fantasy Adventure

I was happy to see +Erik Tenkar reported he'd used my adventure from The Manor #3.  I'd playtested that adventure a few times and liked it.  It is the first of a three part adventure series.  But I've only completed the first one.  Any way, +Douglas Cole wrote a post about the game over at Gaming Ballistic.  A concise retelling of the adventure.  It sounds like the players had smoking hot dice.  Usually its the GM that clobbers the players.  And I just saw that +Peter V. Dell'Orto posted a recap on his blog, Dungeon Fantastic.


The one thing from the report is I need to include an on-line friend map with the PDF versions.  A map that is not labeled with numbers or shows where the secret doors are.  When you know where a secret door is then it's just a door.  

Douglas mentioned that he wanted to take the adventure and modernize it.  I'd been thinking of redoing another adventure of mine in the same way.  I think that would be a cool exercise.  And being Douglas is a GURPS guru and I'm not to shabby myself, recreate it for a different system.   I hope I get a chance to do this.

Wednesday, April 3, 2013

Three Goats, a Boat and Kobold named Larry Walk into a Mega-Dungeon

Monday night we had our third session in Ken Harrison's, Montporte mega-dungeon.  This time around we only had two brave souls able to wander the potty lined dungeon.  We had a few NPCs to back us up, but our ranks would soon swell. 

Bard, from The Clash of Spear on Shield, joined the group.  We had a lot missing due to emergencies, video games with their child and work.  So I dusted off Adzeer Mattui, Monster Hunter of the 1st Circle, and in we went.  Farther into Monteporte than ever before.

Mattui was in a smooshing state-state-of-mind.  His mace only had dried blood upon it and that is never good.  A monster hunter should always feed his weapons with fresh blood. 

Onward we went.  We found a dining room with prayers on the walls.  Nothing to smoosh, nothing to eat.  This room serves no purpose to me.  Onward.

The scurrying of some big beetles.  We chased them down.  While the defeat of insects it low on the ladder of glory it was all I had to work with at the time.  We chased those beetles down and smooshed them.  I believe we found another potty, but there were no skeletons inside, no boom booms, no treasure.  Onward!

The next scene we encounter is the bodies of gynomes (undead gnomes), kobolds and goats littering the room.  Little arrows were everywhere.  We found three cave goats still alive and burden with much food and drink and little floatie devices to help Mattui get across the water.  And one little kobold boat.  It was then I found the blood trail and followed it to a barred door.  After a short conversation with a wounded kobold he bravely came out yet another pooper room.  I had no idea dwarves need so many boom boom rooms.  Mattui wanting only to kill the best meat, healed him fully and asked him to dine.  While my intentions were to smoosh the kobold after a good meal, he told us his name was Laramore.  So we called him +Larry Moore, or Little Larry.  So I kept him.  Onward!

Little Larry shared a map with us.


Larry is a horrible map maker.  We found out the orcs were back the way we came and probably where out prisoners were being kept.  While Mattui wants to save the prisoners it is the smooshing that is the important thing.

We back tracked a bit.  Found a room with spiders, Dante attempted to immolate some spiders, but he throws like an owlbear with peckers for arms.  Little Larry and Dante rushed in as Mattui stood beside and smooshed the horrible spiders.  It was there we found yet another pooper room and Dante found a silver bar in one of the bowls.  He pulled it out and exclaimed, "Not much poop on it either."  There is a fine line between being brave and being foolhardy. 

It is there were we stopped for the night.  Our party grew by three goats, a boat and a kobold named Larry.  I would say it was a very successful night.  Smooshing was had.  Silver and treasure was found.  And Mattui may have found his first convert to the Monster Hunter religion.

Sunday, November 25, 2012

1.33 Rooms

Zzarchov invited me to a game where the theme was Arabian Night setting, Ray Harryhausen style.  How the hell could I refuse an offer like that?  I didn't even try.  I got to game with two new people, Shoe, played an assassin-type character and Matthew led the was with his cleric of a goddess who shall not be named.  I played Al Zabar, lucky mage not so extraordinaire.

We used Zzarchove NGR (Neoclassical Geek Revival) system.  I've been reading about it for what seems like years, have a copy of the first edition and PDF of the latest version.  It was good to see it in action.  I am used to playing in game where conflict is fairly a regularly.  In NGR it is considered a loss encounter.  From the general conversations I had with Zzarchov the point of the system is to go into the dungeon, avoid combat and get out with as much treasure as possible.

Out adventure started with going to a church we heard that had a yet unplundered basement of shiny stuff.   We questioned him for a bit.  He said 'The Manticore' lived below.  Not a manticore, but the big guy, the original.  Crap. 

We explored very little of the dungeon.  We found a room where someone had already kicked in the door.  Inside we explored and found a silver candelabra.  In addition we found a head, hand and...wait for it...his manhood in a pile near a secret door we found.  Inside was a small room with a burn silken pillow on the floor.  Each action we chose we needed to do checks to see how much suspicion we accrued.  Being a flashy dressed, not meant to be stealthy, but more for to draw attention I collected a heft amount of suspicion.   Once that happens the inhabitants of the dungeon bum rush you and leave your manhood on the floor for the next party to find.

We found another secret door into a harem room.  Ladies everywhere, but we felt something was very wrong and got out.  Before leaving we managed to grab a big fat gem and avoid some bad critters.  So we got out of the dungeon with our hides intact with a big fat gem and a silver candelabra.  Not too bad of haul.  We only explored 1.33 rooms.

Thursday, August 23, 2012

Clubb'n Lunitics : Boris Finds a Hobby

Storm outside.  Rich people inside.  Homicidal maniac somewhere.  Boris in the hallway on chair waiting for screaming to begin.  Rich lady say she want to go to library.  Can't sleep.  Boris go with despite rich lady protest.  Once Boris explain homicidal maniac on loose, rich lady more agreeable.

Lawyer man comes into library and asks to speak with rich lady.  Lawyer man paying bills so Boris step outside, but knows only bad things happen when Boris not around.  Rich lady scream.  Boris rush in, find rich lady looking at bookshelf, "He was just right there."  Boris look, but can't find shit.  Don and Erskin in house somewhere.  Boris put two bullets into a book too big for its own good.

Don find latch.  Weird secret passage.  Erskin finds body of lawyer man.  Boris should never leave room, only bad happens.  Weird wiggly tunnel is closed at other end.  Boris goes in.  Lawyer man was strangled.  Has open envelope in his pocket.  Hmm.  Push on other end of tunnel and opens to master bedroom where rich lady stay.  Take lawyer man downstairs.  Other rich people see Boris.  They want to call police.  Ha.  Like police do anything.  One man think Boris kill lawyer man.  No holes in him.  Boris innocent.

Now everyone in the library.  Boris babysit all the rich folk in one room while Don and Erskin search mansion.  Rich people don't like Boris.  Boris is indifferent.  When a shotgun blast tears open chest they bleed just as much as whiskey breathed bum in alley.  Boris like shotgun.  Indifferent.  Result same.

After sometime Don and Erskin return.  Boris might have napped because the constant whine from rich people make sleepy.  They think they know who bad guy is.  Boris suggest play good man, club you in the head man.  Don play good, Boris play club.

Don tries to talk to man, but does no good.  He too smooth.  Liquid words roll off tongue and fall on floor.  Boris turn.  Considers crowbar.  Instead tell the man he too good for such thing.  Punch him the stomach.  He take punch okay.  Boris little happy he no cry.  Help man up by hair.  Ask him other question.  Don't like answer.  Hmm, bang his head of counter to see if words just stuck in head. 

Don come in with hands on head.  "What did you do?"  I say I play club man.  Clubbed him.  You bad at this if you no know how to play.  Noise from upstairs or in basement.  No of us there.  Lunatic is on loose.

Rejoin everyone in library.  Boris feel something bad happen.  After some slippery talk from Don and Erskin, we find man possessed.  Then maniac appears in the door.  Boris been waiting for him.  Introduce him to Ivanka.  Only shred his side.  Take crowbar and go after.  Little maniac man very tough.  Attack Boris despite Ivanka's hello.  Respect much for this crazy little man.  Boris step aside attack, club him in the other side then pin him to the floor with boot.

Erskin and Don have possessed man pinned to ground.  Take him downstairs to basement.  Some scary room with magic equipment.  Boris know this bad.  Very bad.  Erskin and Don find wiggly passage and connect with spirit world.  Convince spirits to take the spirit possessing man to where it belongs.  Ugly spirit.  Like a hundred legged spider.  Boris would have liked to have shot it.  Never shot big spider before.  Man okay.

Layer man only dead, but Boris still get paid.  Team Victory have won.  Boris have idea.  Take lunatic man and call paper.  Get publicity, like Heyward, for Team Victory.  Tell people we good team to hire.  Get job done.  Boris may even smile for camera.

Thursday, August 9, 2012

Back in Action

The Wednesday night Weird Tales group is back in action.  There is a slight line up change.  Kreskin took off with a woman.  But Team Victory does not stand still.  It evolves and adapts.  Enter the mentalist Erskine.  To Boris's dismay the replacement wore nice clothes and no gun...

Heyward sent Team Victory on another job after he tried to undercut our pay.  Our job, to attend the reading of the will for Cyrus Westerly.  Cyrus was planted ten years ago.  Something fishy about it.  Rich folk, who understands them?

We doive over to the mansion by the sea and spoke to the lawyerman.  While he speaks I'm paying attention to the servant lady.  She mentions something about spirits in the house.  I don't like spirits.  Five folks will arrive to listen to the reading of the will.  I'm here to make sure no one gets all fussy.  Flashlight is already duct taped to the barrel of Ivanka so I'm ready.

Our preliminary inspection of the room, the will is kept in a safe, Don found signs of someone who replaced a false frame around the safe.  He took it down and we found a crawl space.  Old mansions have crawlspaces.  Nothing new, but I still wanted to look.

The I-hope-to-be-rich folks come in.  All very fragile.  The men were more like women and the women were wisps.  Humanity is very disappointing.  Servent lady mentioned spirits again. 

I don't like spirits.  You can't shoot them.  Ask servent lady what's good against spirits.  Rock salt.  I go to the kitchen.  No rock salt so load up with two pockets of table salt.  I'll make it up as I go.  While all this is happening I formulate in my mind what is about to happen.  The old man was a bad magic person, there are spirits all over the mansion, its ten years later, reading the will at the time and place of the old man's death.  The will is a spell and the spirits are going to possess us! 

They read the will.  I stand as far away as possible with my hand in my pocket ready to throw salt.  Hmm, no spirits.  Sorta boring actually.  No one screams.  No one fights.  But, then we get the news there is a homocidial maniac on the loose.  This is more my style. 

We search the basement.  The room full of toys creeped me out.  Spirits like to play with toys.  Rock in chairs.  And slam doors.  No homocidal maniac. Damn, can't catch a break.

People going to bed.  Storming outside.  No rest for Team Victory.  I grab a chair and put it outside the frail woman's bedroom that got rich tonight and wait for the screaming to begin.

SESSION END