Round 1: Turn 1
Settlement: Village; Population: Human; Stores: Temple (Human), Thieves’ Guild
Players: tntey, Urist McCoder, Salsacookies, Eritzap, and Toaster
tntey Encounter: Hunting PartyWith a grappling hook slung around each shoulder, you meet up with three huntsman, two armed with bows and arrows and one with a spear. They express confusion about somebody with grappling hooks joining a hunting party, but don’t see any reason you can’t come along. It turns out they haven’t chosen a location to go hunting yet, and they seek your input. Will you go hunting for wolves in the forest[, fire lizards in the swamp, or the Knight Snake in a nearby cave, known for its plated hide? Your companions are chatting amiably about these hunting prospects, and seem willing to share their knowledge freely.
Urist McCoder Encounter: BeggarYou walk around the town aimlessly looking for a mark, and almost trip over an opportunity. A beggar sits in the street, and next to him is an open bowl with some coins. You can’t tell if he might have anything else on him, but you aren’t going to find a more vulnerable mark anywhere else.
Salsacookies Encounter: ?Cave?You walk out of the town on an eastern road, and stray down an unmarked side trail, your feet moving you forward though you have no specific goal. The trail ends in a cave which has a few streaks of soot on its smooth ceiling.
Eritzap Encounter: DruidYou had not previously understood that “druid” was short hand for a person who smells like a sock which was taken off after months of wear only because its wearer stepped knee deep into a cesspit. It seemed the distance between the druid and the town was best explained by the town, having been closer originally, up and moving all of its buildings and residents to just outside the reach of the foul stench. But at least he had work for you.
It turned out fire was good for a nearby plain. It had been short on such blazes recently, mostly because the nearby town was paranoid. The druid tasked you with igniting all of the grasses and decaying material. And while he did not mention protecting the town, you felt it might be a good idea. His only suggestion for how to accomplish any of this was that an adjacent swamp was teeming with fire lizards.
Toaster Encounter: Merchant CaravanYou pass your entire coinpurse to the priest, and in exchange he hands you a scroll from atop a stack behind the altar. As you unfurl it the previously blank parchment is filled with a script so perfect it could only be described as divine.
My people suffer. This village has been cut off from surrounding towns by bandits. Your greatest service would be to help protect a caravan which is travelling to a nearby town to obtain arms and armor for the guards here. Be at the west gate at midnight, and ask for a ride. Protect them.
Not one to ignore supernatural writing with such pristine penmanship, you follow the instructions to the immaculate t. And so you find yourself in the pitch black in the back of a merchant’s cart filled with pelts. You’ve seen no sign of robbers as of yet, but the night is young.
At least one card will be given for participation, so nobody will come away from this without the ability to effect future games. I'm thinking I'll be spreading cards around pretty liberally, so that there is more for players to do.
Feedback on my writing, mechanics, and future ideas always appreciated.
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 1 Gold, 2 Grappling Hooks
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 0 Gold, Stiletto
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 0 Gold, Stiletto
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 20 Gold
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 0 Gold, Holy Writ (Merchant Caravan)