Our heroes meet up again. This time everyone was in attendance and things started getting stirred up right away.
Alex Wolfe (The Werewolf) wakes up in the company of the Russian mob. They explain to him about how they fished him out of the bay and that he’s been asleep for a few days. Ursala walks in and makes him offer. Join her. She’s a free holding lady and can offer Alex the protection of a supernatural nations. Alex decides to self compel his “Lone Wolf” aspect and not join. Ursala quietly agrees but still smiles hinting that this isn’t over yet.
The Dude continues to have girl problems. Whisper isn’t speaking to him and he’s pretty sure that she has convinced Simon (NPC hack and nerd boy) to hack his email and other accounts. He’s also learned from Artie that his girlfriend has convinced the Warden to teach her sword fighting. And she’s getting kind of good with a kukri.
Oddly enough Artie’s life was pretty calm until he got a phone call from Sussuarana (The Were Puma and Guardian of the City Park). Annie, one of the mortal hipiey types who hang out in the park, has gone missing. They were supposed to meet after Annie and her friends “Stopped the bloodshed” the previous night. Artie agrees to help and calls in the rest of the party.
The group does a little investigating and find Annie’s pad. A loft shared with an indeterminate number of other hippie types. The place smells of sweat, patchouli and weed. The loft is pretty much just a communal living space with every shared. Artie can’t find anything that he could use to cast a tracking spell for Annie. The group questions the one lone stoner there and they get no where. They do steal the only laptop in the loft and go about some forensic hacking. Going through the browser history they find that someone has recently been on a forum but everything was in Spanish. They decide to got to the only they can think of for help, Sister Maria. She translates the page and they learn that the forum has (confusing) directions to a cock fighting ring. Artie manages to find a local rock a billy musician as a guide through the bayou.
The group find the compound to no problem and leave their guide to watch the truck and try to sneak in. By this time it is dark and storm clouds are forming overhead. It’s starting to rain. Oddly, enough occasionally those very large raindrops turn out to be frogs. The party is a little freaked by this.
They sneak along the road and eventually come to a clearing. The place is a disaster. A barn, some sort of arena and three of four mobile homes have been torn apart.
SPOILER ALERT: This is where things get interesting and I did roughly base this adventure on Chickens in the Mist. So if you’ve been warned.
The group gets attacked by half a dozen chickens. OK, chickens the size of very large dogs. It’s a brief and bloody fight with Artie taking most of the punishment from the chickens. But he does work a little mojo and discovers that yes, magic did play a role in creating these jumbo sized roosters. The group begins searching the compound for any survivors. They find a hand, lots of blood and finally Annie. The girl had survived but she still in shock and doesn’t offer much in the way of help. That’s when they hear the sound of tearing metal, crashing and scream. They run back to their truck and meet their guide halfway. He’s being chased by a couple of really, really big chickens. This time about the size of a horse. Another brief and bloody fight ensues with the player characters pulling through relatively unscathed. They finally manage to get Annie calmed down enough to learn that there is an even bigger chicken on the loose. It’s huge. They really don’t want to believe her but they’ve seen stranger things. With their truck destroyed and two mortals in tow, they head to what they hope is the closest bastion of civilization.
The storm is going full swing and they party just has the luck to run into Chickenzilla. Once again, it’s a very brief and ugly fight. Artie spends most of his magic juice on frying the brain of the chicken which works pretty well. The other characters pitch in do enough to keep the beast distracted. Artie once again puts his magical sense to work. He knows that the creatures were magically enhanced (the player just keeps rolling poorly). He can’t prove it but he knows the one group who could pull off making creatures grow quickly like this would be the Summer Court.
The group spends the rest of the night getting out of the swamp and working their way back to town. Artie fills in Sussuarana on what happened and who he thinks is behind. Sussuarana appeals to Artie for help and what they should do about. Artie agrees to do something. He sets up a meeting with the Dryad Park Ranger. Unfortunately, the meeting doesn’t go well. The Dryad is holding a major grudge against the party for stealing a plant that was in her care. She agrees to relay a message to the Summer Court whenever she can around to it. NOTE: Don’t take this as timeline from an immortal being.
The party cools their heels and the session comes to an end.









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