((Should probably waitlist me as this sheet is taking me a while, and I don't think I'll have time to complete it today. I don't want to hold things up.))
There is no waitlist. This game currently does not have a defined limit on character slots.
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T U R N 2
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Run towards the castle
The immortal wolf takes off running towards the castle, crawling through heather and splashing through the shallow gelid waters of the moor. It's a long way, but the light of the moon illuminates the landscape bright as day in the canine's eyes. [6] Approaching the castle, Theta sees that the gate is open but guarded by a heavy detail of men in munitions-plate armor and thick hooded coats. Theta crouches low in the brush, close enough to see their breath come out in visible gouts of steam that quickly elongate and vanish on the wind. Most of them have polearms, some have crossbows or longbows. A couple are drinking something hot out of mugs. They look tired of this shitty weather.
Also, not far away, Theta notices a small drainage arch in the outer wall; it curves up a foot or two and heavy iron bars divvy it up into thirds. An adult human would never make it through, but a duck or a wolf might be able to wiggle past.
Watch yer step, lardrear.
Get another mug. Drink until the booze is gone and so am I.
The tubby peasant goes off to argue with the old man in the ancient helmet and Deikos keeps drinking. Eventually, feeling pretty buzzed, he notices that his companions are all getting up to something. Might as well roll with it.
Thank Muta for all the information, and wish him luck on that gods-damned weasel farm he never shut up about. Then see which of the other mercenaries are thinking about a basement excursion.
You exchange farewells and he invites you to stop by if you're ever in the southlands. You get up and head back to your group, who all seem to be making their way back to the table and discussing a very clear intent to enter the basement. How convenient.
"If nobody will join me on the basement raid, then the glory will be all mine."
Akashir places a hand on his mask indignantly. "And the day that we listen to a duck in a top hat is truly a dark day."
See if I can possibly get an NPC to accompany me if none of my companions will. Otherwise, start planning for a suicide mission solo trip.
It looks like they're all on board with accompanying you, actually! The wizard is cautious but eager, the knight seems affably intoxicated enough that you could probably bumble him down there
Cask of Amontillado style, the dwarf is chalking his javelins with the look of a man who is preparing to actually use them, and the snow elf insists that everybody be careful. He doesn't sound like he's being sarcastic, either.
"If nobody will join me on the basement raid, then the glory will be all mine."
Akashir places a hand on his mask indignantly. "And the day that we listen to a duck in a top hat is truly a dark day."
See if I can possibly get an NPC to accompany me if none of my companions will. Otherwise, start planning for a suicide mission solo trip.
Sir Lootington looks at Akashir and the duck. "Teamwork is vital. If you two are going to argue, then trying to work together may as well be a suicide mission. Believe me, I know." He stands up. "However, my ancestor did not sacrafice himself for nothing, and I can understand why Akashir would be mad that some people don't want to help him. Who knows, maybe some of my ancestor's tools are in there. As it is, I suggest we go to the basement. And if noone else wants to go, then I guess it will just be me and Akashir getting the rewards."
Help Akashir plan the trip to the dungeon. Or just go straight into the dungeon. Sir Lootington might be a bit upset if he just runs in with no planning though.
Sir Lootington pulls up a chair and starts leading a planning session for the basement trip.
If there's nothing else to be done here, then there's hardly reason to stay our hand. Yes, we will go to the basement - but we will be careful while we are there.
Quack-Quack accompanies the party into the basement, lamp in wing.
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The adventurers all sit down and share what information they've gathered from the patrons of the tavern, voicing their individual concerns and ideas. The planning session is concluded quickly, and the group gathers their equipment and heads out of the bar and down one of the many grand staircases of the castle down to a sprawling lower level. They search for a while, eventually coming across a heavy iron portcullis set into a passageway sloping down into the darkness. They grab a few complimentary torches just in case the duck's lamp fails, and they walk through the open gate into the notorious basement.
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The party enters a large room with a high ceiling that arches off into darkness. Dust coats the floor, but there are footprints and signs of recent travel. A pile of smashed crates is heaped in the far corner. An arch in the far wall opens onto a corridor that goes for some distance before turning. A stout wooden door is set into the west wall.
Decide marching order, if you want to.
Don't expect too much consistency, but currently:
Akashir is red.Sir Lootington is blue.Quack Quack is orange.Fath is purple, because he has a huge bright purple plume on his helmet.Jacob is green, because I decided that these colors actually corresponded to players after I already put them on the map, and because green looks good on light grey.Sir Deikos is dark gray, because he is covered in gray metal. And he's at the back because he's pretty drunk right now.