Characters: Angela Fole (A), Aesur "Blue" Roseleaf (B), Conroicht Nidingr(C), Ginger Glimmer (G), Lady Licea of Tornet (L) Appearances: A- Blonde hair almost always in a ponytail, early twenties, blue eyes, a little pudgy, wearing a green cloak over hide armor. Clumsy. Light tan skin. B- Blue hair just long enough to grab and elf, young and pretty, perfect make up (eyeshadow and red lips mainly), petite, wearing a leather corset and short, shoooort skirt. Icy blue skin and a nice butt. Brown eyes and flat chest. C- Long Dark hair, tiefling in horns and sharp teeth, lupine ears and legs, grey-black fur on the feet and ears, red and black hair, dark skin where not furred, green eyes. Lean muscle, not particularly buff. Wearing a chain shirt. G- Golden skin and hair, which is always messy, brown eyes flecked with gold, small chest, wearing light armor. Very fit Halfling. L- Black hair, dyed, dark brown irises that are almost indistinguishable from the pupil, pale skin that was once gold, elven features frozen in time, a frail frame. Wearing chain mail that a bit heavy for her. Dm: Through chance or convenience, all of you find yourselves in the employ of a powerful wizard. They have tasked you with retrieving four magical artifacts. The first is a spear, forged by a God of thunder and war, lost in the frosted mountains to the north. The second is a sword, its location well known but believed irretrievable, as only a child of wood, stone, and fire who is pure of heart can draw it from where it rests. The one who draws the blade will lead a nation into a great era of peace. The third is a bow, whose origins are unknown, that never fails to strike its target. It is held by the elves of the eastern forests, guarded close and only lent to those who have proven themselves friends of the people of the wood. The final is a cloak made of the skin of a shifter, guarded by a jealous dragon in the swamps and glades to the south. To make things more complicated, the nation you reside and the men of the west have been warring for decades. The reasons for the conflict are forgotten by the common man, but the drain on men and moral has caused banditry and lawlessness to run free. Combined with goblin, Orc, and ogre attacks normal to certain regions and both kingdoms suffer greatly. The commoners hope that heroes from their local homes or adventurers from foreign lands may stop the conflict, but none so far have succeeded. You and your fellows are at the door of an inn in the village a half day’s ride from the wizard’s tower. What do you do? Blue: Go inside of course! C: Inside. G: Inside, then beer! A: Follow them inside L: Take a quick glance around for anything odd. DM: Other than the five of you, the street is normal. Peasants go about their daily routines, peddlers peddling things, nothing strange. L: I'll follow them inside. DM: Alright, all of you are now inside a smokey, dimly lit pub. A bard plays a tune poorly in the corner and a few half drunk patrons sit around quietly nursing their drinks. B: Are any hot? C: That's your first question? B: Yep. Dm: The best looking is a fairly average peasant boy. He's sitting alone with a mug of something. B: I'm going to go join him. Dm: Right, get back to that in a minute. G: I'm gonna get a drink. Npc Bartender: He leans over the counter to look at the hin. "What can I do fer ya?" G: "I want an ale." Bartender: "Alright. Anything fer yer fellows?" C: "Ale." A: "Wine if you please." L: "Nothing, thank you." Bartender: He turns to prepare the drinks, calling back over his shoulder, "That'll be three coppers. Will you fellows need rooms?" C: I pay for the drinks. We staying in this place? A: Why not? C: Blue's going to f*ck someone if we do. L: They're going to sleep with someone regardless. C: True. L: "We'll take 4 rooms." I motion to blue. "They can pay for their own." Bartender: He turns back around with the drinks and pockets the coins while saying, "That'll be two silver." L: I hand him two silver. Bartender: He turns to the wall and grabs four keys, rooms 2-5, and hands them to Licea. "Yer good for three nights, after that it's gunna be another two silver." G: Oh, I ask him, "Is food included?" Bartender: "Yes." G: Score! DM: Alright, you have your drinks, will you sit at the bar or a table? A: Bar? L: Bar. Let's chat up the bartender. G: Ew. L: Not like that. DM: Switching back to blue, you approach the young farmer sitting alone. He has his head down and doesn't notice your approach. B: Hmm... Alright. I'm going to ask him, "Something wrong sweetie?" Farmboy: He jumps slightly, then sees you and blushes. "N-no. I mean, yes. Kind of." B: I'll pull a chair around next to him, sit and ask him, "What is it?" While putting a hand on his. FB: He turns beat red but doesn't move its hand. "It's just... I saw my ma." B: "Your mom?" FB: He nods. "Yeah, but she's been dead for a month." B: Dang it, why's the cute one got the zombie problems? Dm: *shrug* B: Alright, I'm going to ask him, " How about we go have some fun and talk about this in the morning?" Persuade? DM: Yep. DC 17. B: 8 plus 10, that means I win? Dm: Yep. FB: He half smiles, then takes your hand. "That sounds good." B: Alright, I'm gonna get us a room and bow chicka. DM: The bartender charges you fifty copper and gives you room 6. Roll a performance check with constitution instead of Dex. B: 14 plus 6. DM: you're occupied for the rest of the evening with a very satisfied farmer, unless something interrupts you. Back to the others, what are you going to ask the bartender? L: "Has anything odd been going on?" Bartender: He pauses in cleaning a glass and squints at you. "No. Who told you that?" DM: Sense motive if you like, dc 5 L: 7+4. I literally couldn't fail. C: 15-1 G: Er, 1 A: 20! DM: Oh right. Besides ginger, it's clear to all of you something is strange. L: "No one has told us anything. Why don't you?" Persuade - 14+4 DM: Hmm, alright. Bartender: "I ain't telling you nothing about the zombies." G: ha! Wait, zombies? C: They mentioned them during blue's thing. G: I wasn't paying attention. A: Good job. To the bartender, I ask, "What zombies?" Bartender: "I just said I ain't telling you nothing about our zombies." L: I'm going to ask him, "Are you using divine or arcane magics to reanimate the dead?" Bartender: "Magic? We don't do none of that, we just ask the snake and she brings our dead back to protect us." L: That's odd, but not wrong, I guess. A: Were there any guards when we came into town? DM: You don't remember seeing any. A: Huh. Do we care? C: Not really. G: "Anything else odd going on?" Bartender: "Nothing." DM: He's probably telling the truth. G: Man, that sucks. What time is it? DM: Evening, maybe six o'clock. G: "Oy, dinner soon?" Bartender: "Whenever ya like. We got soup and biscuits." C: "I'll take some." A: "Ditto." G: "Same!" Bartender: He prepares four bowls and put them in front of each of you. L: Darn it, I hate eating. G: it not like it's gonna make you fat. L: Yeah, but I will have to empty my stomach. C: We all eating then? A: Yeah. G: Yep. L: I suppose. DM: You all eat the food. It's hot and satisfying. C: We talking about food or exes here? A: *eyeroll* I guess we sleep after this? G: Yep. L: Hurray for quiet reading time. C: We head to our rooms and sleep. I take room 2. A: 4 G: 3 L: 5 DM: Angela and Licea hear blue late into the night. A: Can I join them? B: Yes! DM: Farmboy is happy to have the extra company. Anything else? C: Nope. G: Nah. L: Reading. DM: Then all of you get a good nights rest. Farmboy brings breakfast to Blue and Angela. B: Aw, how sweet. I'll thank him with- A: Before you finish that statement, didn't he have zombie mom? B: Nuts, you're right. I guess I'll ask him about it while we eat. FB: He gives you both a plate of sausage and eggs, then explains about his mom. "She died of the red pox a month back. Two nights ago, I was going round the farm late cause I heard something moving and I saw her in her best dress, the one they buried her in, walking along the corn." A: "The bartender said the snake raises the dead to protect the town." FB: "I don't know nothing about that, but I ain't too keen on my mom walking around all dead like." B: "Don't worry, we'll take care of it honey." C: We will? G: Yeeeah, zombie punching time! A: You're ridiculous g. G: You know you love it. FB: "I thank ya for that. Probably some one in town'll know more." B: "Yep. Let's go." A: Clothes. B: Yeah yeah, I put my clothes on first. DM: C and G wake up about now, L, you heard most of it since you're just across the hall. You also finished 480 pages of whatever you were reading. L: I think it's 'On reanimation,' by A. C. Orps C: That was terrible and you should feel terrible. DM: Anyways, what're you going to do? C: Breakfast. G: Seconded. B: Can I interrogate the bartender? DM: Sure. He gives those two their breakfast and you sit at the bar. B: I'm going to ask him, "Where do they bring people back at?" Bartender: "Eh? Whatcha mean?" B: "Where do they bring the dead back at? You can tell me." Rolled 9 plus 10 on persuade. Bartender: "Weeell, ya head on down the street west outta town, then cut down south along the river til you see the old iron mine." B: "Thanks hun." I go tell the others. FB: "I'd like to go with ya, if I could." C: We want to bring him? G: Sure. A: Yeah. L: I might need something to raise. *winks* B: Hey, no reanimating boyfriends. A: He's your boyfriend now? B: Eh, close enough. C: Let's go then. I ready my axe, spear, shield, and longsword, leaving the rest of my gear in the room. G: I'm going to put on my chain mail. B: Rapier and my pretty armor. A: Hide and spells, locked and loaded. Oh and my alchemist's fire. L: Chain mail, healing kits, potions, my quarterstaff... Should do it. DM: You head towards the old mine with Farmboy in tow. Any of you ever going to ask his name? B: Nope, if you name them you have to keep them. DM: It takes about an hour to walk to the mine entrance. There's a lot of evidence of coming and going. G: I go inside! B: Second. C: Third A: Fourth L: I examine the tracks. DM: Human sized footprints and some drag marks. You want to roll for more? L: Nope. Sixth. Dm: Inside there is a straight shaft with old, rotten wood rails on the floor. G: Search for traps? B: I search for traps! 18 plus 9. DM: A basic rockfall trap is hidden from the ceiling. B: Disarm! 16 plus 9 DM: You successfully disable the trigger mechanism. G: Onwards! DM: The tunnel slopes downwards into the earth. You can see the marks on the wall where the stone was dug out. The air is cool and still and there is little noise besides your own footsteps. You see branching tunnels, but no recent tracks down them. Eventually, the tunnel opens up to a large natural cavern. G: Spot check! 5 plus 6 DM: You see motionless bodies along the walls and a sleeping figure in the middle of the room. B: Traps? 15 total. DM: you don't see any. G: I approach the sleeping figure. DM: The rest following? All: Yes. DM: The sleeping figure is feminine in form. They wake as you approach, reptilian scales quickly replaced by smooth flesh. That's where we end for now.