[center][h3]The City of Lyra, Aabran[/h3] Early morning, Sorrin’s Day, 25th of Barburn, Year 1304[/center] Questionnaire: [hider=Lakmi Zogolli] You are a foreigner of these lands, and their ways are curious to you. What about Aabran has made the most impression on you? You might not have been raised on tales of the Wilderdeep, but mention of the place unsettles even you, to some degree. What do you hope to accomplish or gain by helping the city of Lyra? What might your people back home think? [/hider] [hider=Linoleum] The Wilderdeep is the subject of several songs, stories and rhymes. You know at least one of these from memory. Where have you heard it before? You're a simple bard; you play a gong, for heaven's sake! What makes one such as you so eager to venture there? [/hider] [hider=Alexandria Belladonna] You are from a noble Aabranian family - You have grown up with folk tales of missing children, terrible beasts and places better left undisturbed. You are perhaps the best-informed of the party as to the Wilderdeep’s infamy. What makes you, of all people, unafraid to explore the Wilderdeep? If you have been to Lyra before, what do you remember since the last time you were in the city? [/hider] [hider=Serah] You hail from the north of the world, where the chill wind stings and the snow buries all. What has led you south to Aabran? How might your druidic expertise help you in the Wildwood? [/hider] You’re gathered in Lyra’s barracks, collecting equipment and provisions for your endeavor into the Wilderdeep. You spent the night in the city beforehand, collecting yourselves and discussing the terms of your adventure with Lord Pernn, governor of the city. As it turns out, the late Ophelia Pesh was a close friend and business partner, and her death has left him visibly distraught. Her family is offering up to 500 gold pieces for peace of mind and to bring the killer to justice - enough for a down payment on a cozy house. Lord Pernn struck you as both grateful and melancholy at your offer to help. It is clear that he appreciates your effort, but has little in the way of optimism of your success. Still, the notion you would risk yourselves to aid the city has instilled a small measure of hope within him. He has given you liberty to outfit yourselves at the barracks, and has been a gracious host during your stay. You stand in the armory, eying barrels and racks full of surplus weaponry and equipment. There are rows of swords, spears, shields, bows and miscellaneous gear. The quartermaster grudgingly has allowed each of you to pick one or two items. He finds the idea of you going into the Wilderdeep incredulous; he occasionally mumbles to himself with a shake of his head. Something about “foreigners” and “death wishes,” it sounds like. What gear do you select from the armory's pool? [u](Max two items or mutli-use bundles each. Select from these lists. Ranged weapons come with quivers worth 3 ammo.)[/u] [hider=Weapons] [list] [*]Fine Bow; near, far, 60 coins, 2 weight [*]Crossbow; near, +1 damage, reload, 35 coins, 3 weight [*]Bundle of Arrows; 3 ammo, 1 coin, 1 weight [*]Club, Shillelagh; close, 1 coin, 2 weight [*]Dagger, Shiv, Knife; hand, 2 coins, 1 weight [*]Short Sword, Axe, Warhammer, Mace; close, 8 coins, 1 weight [*]Spear; reach, thrown, near, 5 coins, 1 weight [*]Long Sword, Battle Axe, Flail; close, +1 damage, 15 coins, 2 weight [*]Halberd; reach, +1 damage, two-handed, 9 coins, 2 weight [*]Rapier; close, precise, 25 coins, 1 weight [/list] [/hider] [hider=Equipment] [list] [*]Adventuring Gear; 5 uses, 20 coins, 1 weight Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use. [*]Bandages; 3 uses, slow, 5 coins, 0 weight When you have a few minutes to bandage someone else’s wounds, heal them of 4 damage and expend a use. [*]Poultices and Herbs; 2 uses, slow, 10 coins, 1 weight When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and expend a use. [*]Antitoxin; 10 coins, 0 weight When you drink antitoxin, you’re cured of one poison affecting you. [*]Dungeon Rations; Ration, 5 uses, 3 coins, 1 weight Not tasty, but not bad either. [/list] [/hider] [u](Add items to your character sheets, making sure to update uses and weight values.)[/u] As you reach for your equipment and sling your packs over your shoulders, Lord Pernn enters the room. A tiny, horned familiar chitters on his shoulder. He reaches into his robe and procures what seems to be a tarnished whistle. It is carved to resemble the head of a canine, maybe a demon. He hands it to Alexandria, apparently trusting a fellow countryman with the item. “This may come in handy if you find yourself in peril,” he says, “but use it sparingly, only when faced with real, imminent danger.” He emphasizes the last of his words with a heavy voice and waves the group outside. “It’s almost time to go. Best to get a move-on in the morning. Come nightfall, it’d be a nightmare to trek that place.” In a few minutes, you leave the gates of Lyra behind. You're on the trail leading in and out of the city, and you can see the vast stretch of forest that makes up the Wilderdeep ahead. Lord Pernn and a few city guardsmen escort you there, pointing to the tracks that led from the scene of the murder along the way. "Well, here we are," Pernn says, with a clap of his hands. He looks perturbed, as if standing so close to the Wilderdeep is physically uncomfortable. "You have my best wishes for your success." "And condolences," one of the guardsmen murmurs, almost out of earshot. Pernn leaves you with a few more lengthy words of thanks, as if he doesn't expect to see any of you again, then turns back the way he came, guards in tow. The Wilderdeep lies before you now, and the leaves on the closest trees rustle in the wind. Although the rest of the land appears bright and sunny in the morning light, the forest appears only dark and murky. It's hard to see much farther ahead. What do you do?