[indent][i][color=f7941d]"And along the way we could find a lovely pond to give our dear Commander Sigurd a well deserved retirement."[/color] She pet the frog on the head with one finger. [/i][/indent] [b]Sir Sigurd[/b] was not amused. Sigurd narrowed both eyes at Aya with what could only be described as contempt. Retirement?. Retirement!? his little frog lungs wanted to scream, instead belching a hearty [color=8dc73f]"Rrrrrribbit!"[/color] of frustration. Blast that damned goat-loving wizard [color=ed1c24]Phaendor[/color]! Being transmogrified is but a minor setback! Sir Sigurd flicked his tongue and blinked one bulbous eye slick with mucus. He would have to get used to this body, until he could find a healer of considerable power... [center][img]https://i.imgur.com/HBrGkJJl.jpg[/img][/center] Although his communication skills would need some work, Sir Sigurd was still entirely capable of carrying on with human thoughts and emotions. But gods-damned did this water feel downright erotic on his slick skin. Nevermind that! he flustered. [color=8dc73f]"brrrr...ibbit"[/color] It would seem his primitive amphibian brain was in contention for his higher-human thinking. He hopped up and down, flicking water and moss and tumbling his wooden bowl over, revealing the [u]commanders medal[/u]. A simple, bronze thing with the symbol of sword, coin and shield. The [u]guilds[/u] would only recognize a commander and company who carried that symbol, and had done so since the first mercenaries arose during the Witch-Wars, some two hundred years prior. Without the medal, they might be branded as brigands or outlaws. But first things first... Sir Sigurd wanted to shout: "Look you bastards! Someone grab the commanders medal and let's get the hell out of this cursed tower! Don't you know that evil lingers where necromancers make...well....EVIL!??" Suddenly, a loud groan sounded from far below, in the basement. The scraping of rusty weapons and bone on stone. Somewhere in the distance, perhaps a little hamlet I just made up, a church bell struck the hour of midnight. "Fuck," thought Sigurd. [color=silver]Scraping, shuffling, shambling[/color]. The sounds of the dead. The eight dead companions the company had laid to rest in the tower basement. Of course they would be [u]reanimated[/u] interred on unholy ground. Sir Sigurd turned to face the stairs. Two evil red eyes glared back at him from the basement stairs, rising. Joined by another and another pair, the shambling zombies were nearly at the top of the stairs. [h3]Combat![/h3][hr] [hider=quickrules] The company has been caught unaware by zombies, former companions brought back to life by the wizards lingering necromantic powers. The company has a chance to respond to the situation. You may take simple actions, like grabbing a nearby weapon, situating yourself in a readying position etc. or any other creative solution you can think of. (Probably light something on fire...) I would strongly suggest players confer in the OOC before any combat. Don't worry this is like the tutorial combat in an RPG, nobody is dying yet.... Remember any action you want to take that does not have a guaranteed outcome will require a dice roll, which I will inform you of before resolving and narrating the outcome. Players may not: 1.Take complicated actions and resolve them yourself. (Like insta-killing a zombie) 2. Advance time forward more than a few seconds (You have enough time to take simple actions, as stated above) 3. Take actions for other players or NPCS. Another note: I may need to adjust some of the above slightly as we go. Any questions should be asked in the OOC. [/hider] [center][img]https://i.imgur.com/ScuJOYVm.jpg[/img][/center] [b]OOC:[/b] [indent]The company of heroes sits around the fire. In just a few moments, eight undead zombies will emerge from the basement stairs. Sir Sigurd is hopping up and down franticly as he has noticed the creatures first. Weapons are close at hand (the ones described in your character sheets), as is the campfire, a barrel of high alcohol content wine, and a barrel of water. The front gate is about ten feet away and locked with a very heavy wooden bar. The door to Humphrey Mushrooms chamber is likewise ten feet away opposite the main door. The treasures the company have gathered are also nearby but lashed tightly with rope and tarp in corners. The zombies will fan out and begin attacking and or eating the nearest living creature in sight. [/indent]