Wednesday, April 22, 2009

Session 4: Floyd's Puppet Theatre Interpretation

The Order of the Abbey, Part II: Ripening Just in Time for Harvest

The Curtain Opens, revealing the Warrior’s Rest. ERIC enters, wearing many bandages, followed by a monk named HIRSUTE.

ERIC: Well, Hirsute, here we are. The Warrior’s Rest. This is where a new chapter in our story begins.
HIRSUTE: Doesn’t look like much to me.
ERIC: Well, appearances can sometimes be deceiving.

GUY enters, with a big axe in his hand and decked out in animal skins.

GUY: Hi, Eric.

BRIXMORE enters. He is wearing shiny armor and wears a huge holy symbol around his neck.

BRIX: Eric! Guy! Good to see you!

VIRGIL enters from behind the shadows of the inn, wearing greens and browns, the epitome of the ranger.

VIRGIL: Hello.

FLOYD enters with a flourish, wearing a waistcoat, fine clothes, and a big, silly purple hat.

FLOYD: Did I miss dinner?
ERIC: On the other hand, sometimes things are exactly as they appear.

Freeze. FLOYD turns out to the audience.

FLOYD: Well, hi there, folks! Floyd Fiftynames here , probably looking a bit more recognizable than the last time you saw me. It’s been two years since the gang has seen each other, except for the rare occasions when our mentors’ paths crossed, but now our time as apprentices have come to a close, and we’ve all come back for a glorious reunion of sorts! Well, kind of. The mystery and intrigue surrounding our birth year has us jonesing to get to the bottom of our purpose in the world, and Eric seems to be off to a good start. He says he’s found Zarin – you remember him, right? Used to live at the Abbey with us, found some swords, pummeled Virgil, and then ran away? And here we are, gathered together to find out what the next step is.
We’ve gone through a lot of changes, as you can see – Brix looks like a bonafide cleric, with that big church symbol adorning his neck, and if you can’t tell what Virgil and Guy have been studying in their time away, well, you just haven’t been away from the farm very much. Eric’s been studying the arcane, and judging from those bandages, he’s had one or two spells go off in his face. As for me, I am a wandering minstrel . Not a full bard yet – I’ll have to go to Illrea in order to take my bard test – but I’m off to a good start. In fact, I’ve written a song in celebration of our reunion.


We’ve been a long time gone
And in that time
We’ve lived and learned
But now the time has come
To reunite
And to set out on our own!
Great adventure,
Here we come,
let fame and glory
be our muse
and bring us victory,
though it comes with pain
may fortune rain
and bring us happy days.

The freeze breaks; Spoken:

GUY: Virgil! See my axe?
GUY: Get used to it. This axe is going to be with me for a long time.
VIRGIL: Regardless of the fact that there are like, a thousand better axes out there?
GUY: Tell that to the edge of my blade. Besides, I’ll get it improved.
VIRGIL: I don’t know, I still think you’re looking at long-shot odds that you’ll have anything for the rest of your life.
GUY: I’ll settle for the rest of yours.
VIRGIL: Big talk for a little man.

GUY and VIRGIL exit into the inn.

BRIX: By the Proclaimer! Eric, you’re in need of some healing.
ERIC: Thanks, Brixmore. I’d be much obliged.
BRIX: How did you get such injuries?
ERIC: Some people around here guard their information carefully. They don’t necessarily appreciate prying eyes in their books.
BRIX: You’re staying on the level, though, right?
ERIC: More or less. A mage’s level is a little more flexible than that plate you’ve got on, there.

BRIX and ERIC exit into the inn.

FLOYD: So, what’s your name?
HIRSUTE: My name is Hirsute. I came from the Abbey where Eric was recovering from his wounds.
FLOYD: Oh. Do we have to tip you?
HIRSUTE: No, I left with him to safeguard him to his destination, and after that, I am free to go wherever I want. I’ve spent all my life in the Abbey, and I want to see more of the world.
FLOYD: Well, why don’t you follow us around for a while? You can be my wing man. You play the drums?
FLOYD: Darn. I’d really like to find a drummer to herald my entrances.

FLOYD and HIRSUTE exit into the inn. GOLDSCHMIDDT enters, and begins to turn the set around.

GOLDSCHMIDDT: Of course. Leave it to Goldschmiddt to handle the scene changes.

HE turns the set around. GUY, VIRGIL, BRIX, ERIC, HIRSUTE, and FLOYD sit around the center table.

GUY: Goldschmiddt – can we get some drinks?
GOLDSCHMIDDT: Sure. Heaven knows I’ve nothing better to do.

GOLDSCHMIDDT exits into the back room.

BRIX: So, Eric – tell us about Zarin.
ERIC: Word’s gotten back to me that Zarin is about a week north from here on foot, in a little town called Dreia. Needless to say, if we’re to get all twelve of the Year of the Ram children together, Zarin’s the one to start with. We already know him, therefore, he should be easier to convince. And the more numbers we have out there searching, the easier we’ll find the others.
GUY: Well, what are we waiting for? Let’s go!
ERIC: Not so fast. You should know that I’m not going with you.
BRIX: Why not?
ERIC: I need to devote myself to more research – about how to increase our connection within Teris’ magic circle, and where to find the others. You guys need to be out on the road doing the actual searching.
GUY: We’ll be stronger with five than we are with four.
FLOYD: Well, then, let’s take Hirsute here along! He told me outside he’s just dying to see the world.
GUY: Hirsute, huh? That’s a ridiculous name.
HIRSUTE: Fine. Then call me MacGuffin.
FLOYD: MacGuffin?
HIRSUTE: It’s a family name.
VIRGIL: That still leaves you without a bodyguard, Eric. And you clearly need one.
GUY: I’ve got an idea about that. Let’s walk and talk.

The gang exits. GOLDSCHMIDDT enters with a tray of drinks.

GOLDSCHMIDDT: Here you go…

Seeing everyone is gone:

And they’re gone. Shouldn’t have expected anything different.

GOLDSCHMIDDT exits as the set flies out, and the Abbey flies in. SAMARID is chained to the wall. GUY, VIRGIL, FLOYD, BRIX, ERIC, and HIRSUTE enter.

GUY: Psst! Samarid!
SAMARID: (still wild) Rawr?
GUY: Hold still now…

GUY slips the choker back onto SAMARID, who immediately regains his senses.

SAMARID: Blessed be! Master Guy! It’s so good to see you again.
FLOYD: Let me work on those chains.

FLOYD begins to pick the locks that bind SAMARID.

SAMARID: You’ve no idea what’s happened here, boys. A new Abbott is in place, and Brother Art has been imprisoned in the Arimathean Cathedral.
VIRGIL: What about this new Abbott?
SAMARID: He’s a puppet.
BRIX: We’re all puppets.
SAMARID: I mean he’s a lackey of Nikolai’s. No good can come of this.

FLOYD gets through the lock.

FLOYD: Boom.
GUY: Come on, let’s get you out of here. We need you to help protect Eric.
SAMARID: Anything’s better than this!

A monk enters. This is BROTHER JARROD.

JARROD: Not so fast!
ERIC: Who are you?
JARROD: The name’s Jarrod. Brother Jarrod. I’m a dickhead.
HIRSUTE: Clearly.
JARROD: I want you to know I’ll be watching you boys. I’m part of a secret organization that does things like that.


JARROD: That’s it. I just thought you should know.
FLOYD: Well, wait to blow your cover there, Jimmy.
JARROD: Jarrod.
FLOYD: I stand by my statement.
HIRSUTE: Later, lame ass.

JARROD and the Abbey fly out as the boys begin walking.

ERIC: All right. Samarid and I are off. We’ll be in touch.
SAMARID: Bye, boys!
BRIX: Bye! We’ll see you in Dreia.
VIRGIL: Now for a peaceful journey to Dreia, free of complications.

Night falls quickly, and a pack of WOLVES and a BARGHEST appear from out of nowhere.

BARGHEST: Barghest!
BOYS: Barghest?!!?
BARGHEST: Barghest.
BOYS: Ahhh!

The gang runs. A bridge comes in.

GUY: Look! A bridge!
BRIX: Cross it, cross it!

As they cross the bridge, it lights up.

VIRGIL: Runes!

A ghost puppet flies in.

GHOST: I am the ghost of a little girl!
FLOYD: Goon!
HIRSUTE: No, girl!
FLOYD: Girl ghost!
GUY: Run!

The BOYS get across the bridge. The GHOST flies out. The WOLVES and BARGHEST get to the edge of the bridge and shake their fists at the boys.

BARGHEST: Barghest!

A MAN with a cart enters.

MAN: You boys look like you’ve just seen a Barghest. Hop in my cart, and we’ll ride to safety.

The BOYS hop in the cart.

VIRGIL: Thank you for the ride, sir.
MAN: My pleasure. Just do me one favor in return.
HIRSUTE: What’s that?
MAN: (spooky) Stay… away… from… the… Old Mill!
FLOYD: That seems easy enough.
GUY: Why?
FLOYD: What? What do you mean, why? Because it’s a favor.
GUY: What’s so bad about the Old Mill?
MAN: What’s so bad about it? Why boys, you should know…


Somewhere way up in the Twilight Lands
Is dusty, run-down old mill
And you’ve heard in other songs, as I understand
That it’s likely to give you a chill
It’s truth, sure enough, that a spectre haunts the gate
I’ve seen it with my own eyes
And to those adventurers who want to investigate
I provide this here word to the wise:
Fuck the old mill
Fuck the old mill
Fuck the old mill, it’s HAUNTED.
There’s nothing in this place
That a person wants to face
So take my advice and fuck the old mill.


GUY: (sotto voce) Sounds like something we should investigate.
FLOYD: No. No it doesn’t. It seems like something we should stay away from.
BRIX: I don’t know, Floyd. Frequently, such places are a bastion of hidden treasure.
MAN: Treasure? Oh, my no, no… not this place.


Now, every now and then there’s an evil edifice
That people say holds hidden treasure
But the mill holds none of that, I can say with confidence
Unless rotting corpses are your pleasure
So… fuck the old mill
FLOYD: Fuck the old mill!
FLOYD & MAN: Fuck the old mill, it’s HAUNTED.
There’s nothing in this place
That a person wants to face
So take my advice and fuck the old mill.
FLOYD: Fuck the old mill / MAN: Yeah, fuck that place!
Fuck the old mill / fuck it in it’s ear if it had one
Fuck the old mill it’s HAUNTED. / And no good can come of going there,
There’s nothing in that place / except evil, evil spirits,
That a person wants to face / you’ll tear your eyes out
So take my advice / and replace them with your nuts
So fuck the old mill! / fuck the old mill!
MAN: Fuck that crazy, ever-lovin’ mill!


MAN: Well, this is where I have to let you off. Peace in your travels, gentlemen.

The MAN rides off.

GUY: We’re going to that old mill.
FLOYD: I know.

The Old Mill flies in. Boy howdy, is it scary.

VIRGIL: Well, here we are.
FLOYD: Can I just go on the record as saying –
GUY: You cannot. Let’s go.

The boys start to walk through the wheat. Eerie music plays, and the sounds of rustling. Finally, VIRGIL loses his nerve.

VIRGIL: To hell with this. I’m done. I’ll see you guys back at the path.
HIRSUTE: Wait for me!

VIRGIL and HIRSUTE exit. FLOYD, BRIX, and GUY trudge on.

FLOYD: This is crazy.
GUY: Nobody’s forcing you to go.
FLOYD: Really? Because that’s exactly what I thought was happening.
GUY: You can turn around any time you want… Floyd? Floyd?

GUY turns around to see FLOYD hopping away.

I’m glad you’re with me, Brix.
BRIX: Actually, I don’t think I can go any farther. Leastwise not unless I change my armor first.
GUY: Fine. I’ll approach myself.

GUY keeps walking. The mill gets bigger and bigger, until we see IT clearly… the figure that hangs from one of the blades. GUY gulps, and keeps moving.

VOICE (whispers) Guy…
GUY: I’m not afraid, I’m not afraid.
VOICE: (whispers) You… should… be…

Everything flies out, isolating GUY and the FIGURE.

VOICE: Let me treat you to a house of horrors
The likes of which you’ve never known,
The Tally Man has come for you,
To reap that which the world has sewn!
From dreams in darkness was I born,
To bring about the end of time,
I feast on fear and hateful thoughts
That grow and fester in men’s minds
Now madness is my gift to you
Which I now graft onto your soul
So warn the world, if you dare,
My time will come, and heads will roll!

GUY screams as he turns and runs back to the others. FLOYD, BRIX, VIRGIL, and HIRSUTE are waiting for him.

FLOYD: So how was it?
GUY looks at them, panting, then passes out.
VIRGIL: Well – that was the old mill.
FLOYD: Can get back on the road to Dreia, now?
HIRSUTE: Please.

BRIX picks up GUY and carries him. The BOYS walk as the mill flies out and Dreia flies in.

BRIX: Here we are! Dreia. Look – a clergyman!

FRIAR SAL enters with HAVERN.

SAL: Hi there. I’m Friar Sal, and this is my friend Havern.
VIRGIL: Havern? Havern the weaponsmith? I’ve heard of you. They say you’re the best.
HAVERN: Is that what they say?
SAL: You boys must be adventurers.
BRIX: That we are, Friar Sal.
SAL: That’s good. We don’t get many adventurers in town, and we actually have need of some. There’s a tower just outside of town that needs cleanin’ out. It’s haunted with all sorts of evil bugaboo.

GUY comes to.

GUY: Sounds like a job for us. Let’s go.
VIRGIL: Hold on there, cowboy. We need to rest up first. Where’s the nearest inn?
HAVERN: Just got one inn – the Jolly Badger, down the street.
VIRGIL: Well, what are we waiting for?

The JOLLY BADGER turns around to reveal its interior. ZARIN is inside, having a drink.

FLOYD: What a fine and quaint-looking tavern!
BRIX: Hey! There’s Zarin.
ZARIN: Brixmore? Virgil? Guy? It’s been so long! How are you?
BRIX: We have much to talk about, Zarin. Come with me.

BRIX, GUY, VIRGIL, and ZARIN retreat to a table upstage. FLOYD crosses to the INNKEEPER.

FLOYD: Innkeep! You have a stage around here?
INNKEEPER: Sure do – right over thar!

FLOYD hops up on the stage.

FLOYD: Good evening, folks. I’m Floyd Fiftynames, and this is the Floyd Fiftynames Experience.


Come gather round, children, it’s time that ye heard
Of a sad and pitiful citizen
With slack in his jaw and a hideous maw
That by noon’s fairly reeking of gin!
Oh… they…
Call him Sheriff Drooley,
That buffoon Sheriff Drooley
The idiot of Verl’s Crook
And beyond
He attempts to solve each case
By letting others take his place
And drinking liquors of which he is so fond!
Sheriff Drooley is a fool, this fact is fair well known –
He made his name in Verl’s Crook, where he served as chaperone
To all the hardworking peoples there, these folk like you and me,
And the cases that he bungled there were all that he did oversee.
One day a local mystery was causing some duress,
And when asked ‘bout whom would solve the case, he said, “you’ll do, I guess,”
“I’ve many more important things to do upon my plate,
Like sleeping away the afternoon and getting drunk by eight!”
Yes, they…
Call him Sheriff Drooley
Who’d never been to school-ey
Can’t read you your rights because
He can’t read at all,
I once mistook him for a latrine
And lest you think that I’m mean,
Consider all the waste when Drooley stalls!
Legend has it that one night Sheriff Drooley went on the town,
Where he spied a fair young maiden wearing a clean and flowing gown
He worked up the nerve to court the lass, executed his attack,
And woke up the next morning next to Farmer Paddington’s yak!
Now, Drooley, a man of honor, claimed, “This yak that I have knowed
Were not merely the machniations of some drunken episode –
I intend to make an honest woman of the yak I screwed”
So he married her and the two produced a fine and healthy brood.
And they…
Named the species Drooley,
The ghastly Yakkus Drooley,
By all accounts and wonder and a
Curiosity to behold –
And at night you can hear the Moo-ley
Of the yak that’s Mrs. Drooley
And the bull who makes the Sheriff a cuckold!
Yes, they…
Call him Sheriff Drooley,
That buffoon Marshal Drooley
The idiot of Verl’s Crook
And beyond
He attempts to solve each case
By letting others take his place
And drinking the liquors of which he is so fond!

Button; Spoken:

Thank you, thank you!
HIRSUTE: I think I’m gonna be sick.

HIRSUTE begins vomiting.

FLOYD: Humph. Everyone’s a critic.

The Curtain Closes.


Game Notes: Session 4

Regarding occurences between Session III & Session IV

Between the two sessions, approximately two years have passed. Each character was given individual backstory and accomplishment sessions with the DM.

A New PC joins the Party:

Hirsute: Human Monk.


Gameplay began at The Warrior’s Rest, two years after the end of Session III. During the characters’ off time, they trained with their various mentors and learned things about the world independently of each other. Occasionally, individual characters get together when they are in close proximity of each other, and the party also keeps track of one another via the telepathic link set up by Teris’ death ritual.

The party is called back together by Eric, who reports that he has located Zarin. When the party arrives at the Warrior’s Rest, they are surprised to discover that Eric has suffered some serious injuries, which he explains are the result of an exploding tower that killed his mentor, a mage. Eric and his mentor had been conducting research into the nature of the party’s peculiar age grouping when the explosion occurred. Eric reports that Zarin is currently in the Twilight Lands, in a town called Drea. Eric’s desire is to send the party off to Drea while he continues his research, but concern over his well being leads the boys to insist that he upgrade his bodyguard over his current companion – a monk who has accompianed him by the name of Hirsute. Learning from Floyd that Brother Art has been imprisoned, and the new Cardinal has put a figurehead at the Morningstar Abbey, the boys return to the Abbey at nightfall to retrieve Brother Samarind, held captive there and drugged due to the brothers’ inability to control him (without his choker). Guy & Virgil break Samarind out of his holding cell, and return him to the group, but Guy is stopped by one of the brothers (Jarrod) who tells Guy that he is in charge of an organization that keeps close tabs on the party and all who are like them (i.e., 18 years old).

Outside the monastary, Guy returns Samarind’s choker, which restores his powers of reason. They convince Samarind to become Eric’s gaurdian, while the rest of the group goes off to Drea. Hirsute, desiring an experience of life outside of his order, joins the party.

The party begins the journey to Drea. That evening, they encounter trouble in the form of a wolf pack and its leader, a Barghest. After unsuccesfully attempting to engage them in combat, the boys are forced to flee, and manage to set off magical runes on a bridge which allow them to escape. Shortly thereafter, they meet an old man with a cart, who tells them to stay away from the old mill. Naturally, the party decides to investigate the old mill.

The party arrives at the old mill shortly before sunset, and they find, as you might guesss, an old, abandoned mill, with a figure hanging from one of the blades. Hirsute, Virgil, Floyd, and finally, Brix find themselves unable to approach the mill after a certain point, but Guy manages to get closer than others, and is subsequently treated to a private horror show that promises to haunt his dreams.

The group continues on to Drea, where they arrive at the town’s inn, and Floyd convinces the innkeeper to allow him to perform that night in exchange for room & board. Floyd’s show is a hit, and he becomes one of the more popular figures in town. Meanwhile, Brix makes the aquaintance of Friar Sal, a cleric of the local church, Virgil meets Havarn, a weaponsmith whom he had heard legends of, and Hirsute becomes sick and misses out on the subsequent adventuring (what remains).

The boys encounter Zarin at the inn the night that Floyd performs. They have a long conversation with him, and appear to set things straight between them. The party tells Zarin of his “special” status as one of the few 18 year olds out there (earlier, Eric had divulged that there had been a total of 10 children born that year, 2 of whom are deceased). Furthermore, they learn from Zarin that he has had conversations with Eric, though this contradicts a claim Eric had made earlier (he portends to know of Zarin’s location, but says he has never seen him in these two years). The group also learns of a tower outside of town called The Tower of the Broken Moon.It becomes clear that cleaning out the tower is something the boys are here to do, as the town is small and doesn’t get a lot of adventuring parties. The decision is made to rest up and heal for a week before they head for the tower.

End of Session III

Experience: The party gains 110 XP for the session.

Flavor Text (written by DM):

The legend of Rogave:
Rogave the Mad was a warrior of unsurpassed skill. A slender man, he had the grace of a cat and the speed of a snake. He came out of the west on a ship with no sails, pulled from below by some nameless horror. None knew his land of origin, but he spoke our tongue and his coins were gold, if unfamiliar. He could be found wherever there was battle, a laughing spinning whirlwind of death. With Malerith, his swordstaff, he could strike you before your blade was bared, and kill your friends before you hit the ground. No one could stand against him until Hemis. With sword and shield Hemis descended from his mountain dwelling and met Rogave on the field of battle. Malerith moved like lightning, but Hemis’s shield let nothing pass. Finally in frustration Rograve drove Malerith into Hemis’s shield. Hemis responded by striking not at Rogave, but at his weapon. The ensuing explosion knocked both heroes to the ground and leveled the armies. Hemis returned to the mountains, Malerith’s blade a trophy for his mead hall.

So it was that Rogave was dicing with a man named Jith. As the night wore on the luck of Rogave drew admiration from Jith, so that Jith demanded a contest. Each would name a feat of daring for the other. If Rogave won he would have Jith’s daughter to do with as he pleased, a beauty by all accounts, and if Jith won he would have Rogave’s magical staff. For his task Rogave demanded that Jith bring him the crown of Vitckik the Mer-Queen. In return Jith demanded that Rogave bring him the eye of Thoth from the Tower of the Broken Moon. Rogave went in to the tower, and that is the end of his story. What happened within none know. Rogave never returned. As for Jith, his body washed ashore some weeks later. Drowned.

The Tower of the Broken Moon:

Originally built to honor a long forgotten moon god, it at some point became the home of Alkawa the Archlich. Alkawa came from the south, fleeing whatever power had unseated him, and claimed the Tower of the Broken Moon for his own. There he worked his dark magics and bred things, creating unholy life. So it was until the paladin Krule entered the tower and destroyed Alkawa utterly. Krule shut the tower behind him and warned that Alkawa’s evil hand not died with him. Since then the tower lies abandoned and accused. A tomb for fools.

Sessions 2 & 3: Floyd's Puppet Theatre Version

The Order of the Abbey, Part One: Humble Beginnings and Grim Portentions
A Puppet Show
Act II

We are in Verl’s Crook. The curtain opens on VIRGIL, GUY, and BRIX in tableau. A WOMAN lies dead in the street. FLOYD enters.

FLOYD: When last we left our young heroes, they were smack-dab in the middle of a murder investigation in a small town about half a day’s ride from the Morningstar Abbey in northern Arimathea. To recap:


Verl’s Crook is a little town,
Not much excitement, one might think –
But a mystery is on the rise,
It’s a grisly local killing
And it seems to be instilling
A sense of duty that is filling
Four young boys in Verl’s Crook.


Anyway, Guy has a plan, or something. Let’s listen.

The tableau unfreezes.

GUY: Brix, come with me to the tavern – we’re gonna search this woman’s room for clues. Virgil, take the body to the church to be buried. Floyd –
FLOYD: Who made you boss?
GUY: - keep Druley out of our way.
FLOYD: All right.
BRIX: Let’s go.

BRIX and GUY exit left. FLOYD exits right. VIRGIL picks up the body, as a sinister looking fellow enters. This is TOLGAS.

TOLGAS: What are you doing?
VIRGIL: I’m taking this body to the church so she can be buried.
TOLGAS: Murdered, huh? Well, I wouldn’t know anything about that. I’m just her boss, with whom she has a terse relationship. Name’s Tolgas.
VIRGIL: I’m Virgil. I’d shake your hand, but it’s full of the corpse of your employee.
TOLGAS: What are you implying?
TOLGAS: Your mom.
VIRGIL: Look, I’m gonna go now, okay?
TOLGAS: Okay, but stay away from my house, which certainly doesn’t contain an owlbear training den.

TOLGAS exits.

Wait. Aw, crumbs.

VIRGIL exits quickly. The rest of the town flies out as the sheriff’s office turns to reveal the interior. FLOYD and DRULEY are inside.

FLOYD: So this is a real sheriff’s office, huh?
DRULEY: Yeah. This is my badge.
FLOYD: Ooh. Shiny.
DRULEY: You wanna drink?
FLOYD: No thanks. Why don’t you care about crime?

For lack of a better response, DRULEY takes a long swig from his jug, groans, and passes out.

FLOYD: Touche.

VIRGIL enters.

VIRGIL: Floyd! I think I found a pretty interesting suspect in the murder case. Whoa. What happened to Druley?
FLOYD: Smells like rotgut to me.
VIRGIL: This town needs a wake-up call. You wanna beat this guy savagely, then pin it on the murderers?
FLOYD: That… is… a… fantastic idea!

FLOYD and VIRGIL beat up DRULEY. The sheriff’s office flies out as the interior of the tavern flies in. GUY and BRIX are there with MAGGIE, the tavern owner. Another customer drinks alone at a table.

BRIX: So that’s the best you got, eh, Mags?
MAGGIE: Yep. I’m the owner of this tavern, and I didn’t see nothin’ suspicious, aside from her spending lots of time with a mysterious stranger who just come to town.
BRIX: Mysterious stranger, you say? And where might we find this stranger?
MAGGIE: Why, he’s right over there.

She indicates the customer drinking.

Well, I’m going back in the kitchen now. You boys have fun on your detective game.

MAGGIE exits. GUY and BRIX cross over to the customer, whose name is GRUTH.

GUY: Hi there, stranger.
GRUTH: Hi there, boys! My name’s Gruth, and I’m in a good mood today.
BRIX: Why’s that?
GRUTH: Just got paid for doin’ a job. A secret job.
GUY: Really? Wanna tell us about it?
GRUTH: Sure! Drinks for everyone!

MAGGIE brings GUY and BRIX drinks.

GUY: So what’s this job?
GRUTH: Well, let’s just say I *strangled* a *woman* in the *street.*
BRIX: You strangled and killed that woman in the street?
GRUTH: You guys got that from what I said?
BRIX: Pretty much.
GRUTH: Hmm. I’m still getting the hang of innuendo.
GUY: You say you got paid for it. What’s that all about?
GRUTH: Well, you don’t kill someone for free, boys.
GUY: So who paid you?
GRUTH: Well, let’s just say it was TOL – ah! Ha, ha! You almost got me there.
BRIX: We sure did.
GRUTH: You know what they say. Fool me once, shame on you, fool me twice, now you’re just being a douche.

VIRGIL and FLOYD enter.

FLOYD: Hi, guys!
BRIX: Floyd, Virgil, come have a drink with our new friend Gruth.
GUY: He just got *paid*to *murder* a *woman*.
GRUTH: Is that how it’s gonna be?
VIRGIL: Hey, look at my club!


GUY: Virgil! We still don’t know who paid him to commit the murder!
BRIX: All we know is it’s Tol-something.
VIRGIL: Tolgas?
GUY: Maybe.
VIRGIL: That’s good enough for me. Put on your stompin’ boots, boys.
FLOYD: I only brought deck shoes.
VIRGIL: Figure of speech, Floyd.

The tavern turns around as the rest of the town flies in. TOLGAS enters with a trunk.

TOLGAS: I’m getting out of this jerk-water burg.
GUY: Not so fast!
TOLGAS: Yikes!

TOLGAS runs inside his house. The BOYS follow in hot pursuit. TOLGAS’ house turns around, revealing an owlbear den.

You’ll never take me alive, you meddling kids!
VIRGIL: Fair enough.

A fight ensues, and TOLGAS falls.

TOLGAS: I am slain!
BRIX: Look! Evidence!

BRIX picks up a stack of letters.

They’re from someone named Doogal.

Musical Chord.

GUY: Doogal?


BRIX: Yeah. Probably some minor figure we’ll never hear from again.

TOLGAS’ house turns around as the boys walk back out into the street. They meet ABEL, with fresh battle wounds.

ABEL: You boys have fun?
FLOYD: You might say that.
GUY: We solved your owlbear mystery. Look.

GUY shows ABEL the letters.

ABEL: Dugal, huh? He’s an ex-mercenary who once tried to sieze Compassgate.
GUY: So you’re saying this Dugal has a backstory?
ABEL: I’m afraid so.

The boys look at each other – chord. MAGGIE enters with a groggy DRULEY.

MAGGIE: Listen up, boys! Sheriff Druley here’s gonna get credit for this murder investigation, y’hear?
FLOYD: That seems fair. He is a total drunkard and moron, after all.
BRIX: This does not sit well with us.
DRULEY: What do I care? You’re kids, and this will never come back to haunt me!

MAGGIE and DRULEY laugh and exit.

ABEL: Well, time to go back to the Abbey!

The wagon enters. Everyone climbs on and they start riding.

Come on boys, it’s time to go –
Gotta get back to the Abbey by dark,
But more adventures lie in store
For this plucky band of boys
On whom the world is poised,
They are sure to make some noise
Far beyond the bounds of Verl’s Crook!

Verl’s Crook out; Abbey in. TERIS is there to greet them.

TERIS: Good to see you, boys! Did you have a nice time?
VIRGIL: We sure did, Abbott Teris.
TERIS: Good, good. Wash up now, it’s almost time for dinner.

Suddenly, two evil-looking fellows show up on horseback. These are FAUST and BARRIS.

FAUST: Abbott Teris. So good of you to invite us for dinner.
TERIS (steely) Faust. What a pleasant surprise. Come on in.

FAUST and BARRIS ride in to the Abbey and exit.

GUY: What was that all about?
TERIS: Nothing, boys. Now, if you’ll excuse me, I have… things to prepare for.

TERIS exits. ERIC enters.

ERIC: Hi guys.
FLOYD: Eric! The other boy who lives here with us at the Abbey who is also the same age.
ERIC: That’s me.
VIRGIL: What’s new, Eric?
ERIC: Well, Zarin has disappeared.
ERIC: And Brother Elliott wants to see us as soon as possible.
FLOYD: To the library!

The Abbey turns around, revealing the library. ELLIOTT is in there, reading quietly.

VIRGIL: Hi, Brother Elliott!
ELLIOTT: Boys, it’s good to see you. Remember when I told you, Virgil, that I was going to help you kids explore your magical potential?
VIRGIL: I sure do.
ELLIOTT: Well, touch this ball.

ELLIOTT hands VIRGIL a ball. It glows red.

ELLIOTT: This indicates that you are inclined towards the school of Abjuration.
VIRGIL: Neato!

VIRGIL hands the ball to BRIX. It begins to glow white.

ELLIOTT: Brixmore, you are inclined towards divine magic.
BRIX: Naturally.

BRIX hands the ball to GUY. It glows green.

ELLIOTT: Guy, your talents lie as an enchanter.

GUY hands the ball to FLOYD. It also glows green.

Floyd, you too.

FLOYD hands the ball to ERIC. The ball begins to glow black and dark, foreboding music starts to play.

ERIC (timid) What does that mean?

Suddenly, the door opens, and FAUST steps in. ERIC stashes the ball. The music stops.

FAUST: What’s going on in here?
VIRGIL: Nothing.
FAUST: What’s your name, lad?
VIRGIL: Uh, Mike?
FAUST: Right. You boys should come to dinner. My tum-tum is hungry.

FAUST exits.

ELLIOTT: You heard the man, boys. Go to the dining room.
GUY: Do we have to?
ELLIOTT: Run along, now.

The BOYS start to exit. BRIX finds a shiny phylactery.

BRIX: Hey, a necklace. Looks like it has candy inside.

BRIX breaks the necklace. Suddenly, ELLIOTT’s eyes light up. As the last of the boys exit, the door slams behind them, and ELLIOTT starts to float above ground.

Awakened from the dark
My soul beckons to me
And at last I can answer
And the power courses through me
I recall all the words
That for years I could never
Say or think, let alone
Act upon, it’s as if I had a drink
From some magical cup
I’m alive!
My fingers recall the motions
And my lips recollect the words
For years I’ve been locked in silence,
Never seen, never thought of,
And never heard –
For the last generation
I’ve been trapped in a prison
But now Elliott is free
And he’ll tell anyone who’ll listen
That the next generation
They had better clear a path
Unless some foolish souls
Intend to feel my wrath
I’m alive!
I’m alive!
Goodbye, Morningstar Abbey,
Your walls have been my cell
Right now they’re looking shabby
Perhaps they will spring for a paint job in hell!

ELLIOTT laughs maniacally and disappears in a flash of light and smoke.
The library turns around. We are once more outside the ABBEY. FLOYD, GUY, VIRGIL, BRIX, and ERIC enter.

FLOYD: That was some good ham.
GUY: Is anyone else concerned about what’s going on here?
VIRGIL: Yeah, who is this Faust character, and why does Teris hate him so much?

TERIS enters.

TERIS: Hello, boys.
GUY: Abbott Teris, is there something you want to tell us?
TERIS: Yes, boys. There is a box under my bed that contains some items I would like you to have… when the time comes.
BRIX: When what time comes?
TERIS: Oh, you’ll know. Trust me. See you later.

TERIS exits. ETHAN enters.

ETHAN: Boys.
FLOYD: Dr. Ethan! What’s going on?
ETHAN: Faust brings news from the city. The old Cardinal is dead, and Cardinal Nikolai is his replacement.
GUY: And that’s bad?
ETHAN: Apparently. Abbott Teris has told me I need to leave as quickly as possible.
BRIX: Well, we don’t know how much longer we’ll be here, either.
ETHAN: You’ve been good boys. I know someday we shall all meet again.

ETHAN exits. SAMARID enters.

GUY: Samarid, this Faust character is causing a lot of trouble. Can’t we smash his skull in?
SAMARID: Now, now that’s enough talk about smashing skulls, master Guy. Listen, mysterious things are happening tonight, so whatever happens, don’t remove my choker.
ERIC: What does that have to do with any-
SAMARID: Got to go!

SAMARID exits, as ART enters.

ART: Boys! Come quickly. Abbott Teris needs to see you!

The Abbey turns around. We are now in TERIS’ bedchamber. TERIS lies in bed, near death.

TERIS: Boys… my hour has come. I must tell you things.
GUY: What is it, Abbott Teris?
TERIS: My boys… you are all very special children in more ways than you can know. But know this… you were all born in the year of the ram, which occurs every fifty years, and it is very rare that children are born during this time. You five, and Zarin, are six of only twelve children born in this year. I was lucky enough to find you and protect you… but protect you I can, no longer, except in death. Take this knife, and perform upon me a killing ritual that will forever bind my soul to yours, so that I can offer you what help I can when I can.
BRIX: You want us to kill you?
TERIS: Yes… you must hurry… soon I will be gone, and Brother Art will succeed me as Abbott. Once you complete this ritual, leave the Abbey. Just outside, Abel the Ranger is waiting to take you to safety. Do it now, please!

The BOYS take the knife and plunge it into TERIS’ heart. A strange light fills them, and then is quickly gone as TERIS expires.

ART: Quick now, boys… here’s the box Teris told you about.

ART hands FLOYD the box. FAUST bursts in, wearing a glove with rings.

FAUST: What’s going on in here?
ART: Action hero time!

ART charges FAUST.

Go now, boys!

The set turns around and we are once more outside the Abbey. The BOYS run outside, followed by ART and FAUST fighting. SAMARID enters.

SAMARID: What’s going on?

GUY pulls off SAMARID’s choker.

GUY: Sorry, old friend.

SAMARID flies into a blind rage and runs at FAUST.

FAUST: Holy shit!

ABEL enters in the wagon.



Come on boys, it’s time to go,
This Abbey is no place to be –


GUY: Now’s not the time for songs, Abel!
ABEL: Fair enough.

The BOYS pile into the wagon as FAUST, SAMARID, and ART fight.

Let’s go!

The wagon starts to move as the Abbey flies out. Two of FAUST’s lackeys follow on horseback. Exciting chase music.

FLOYD: Lackeys!
ABEL: Quick, use my bow and arrow!

VIRGIL takes the bow and arrow and begins trading shots with the LACKEYS, who are both hit and killed. Suddenly, a KOBOLD with a spear appears in front of them.

BRIX: Kobold with a spear!
FLOYD (to ABEL) Can I drive?
ABEL: Um, no.

VIRGIL fires his arrow into the KOBOLD, who keels over.

ERIC: Where are we going?
ABEL: I’m taking you to an inn called The Warrior’s Rest. We will set our next destinations from there.
GUY: Destinations? Plural?

ABEL pulls the wagon to a stop. The Warrior’s Rest, an inn, flies in.

ABEL: We’re here.

A gnome named GOLDSCHMIDTT comes out.

GOLDSCHMIDTT: Hello, I’m Goldschmidtt. Have you come to kill me?
ERIC: We’re kids.
GOLDSCHMIDTT: Doesn’t mean you can’t try.
ABEL: Not now, Goldschmidtt. I’ve got to break up these kids for the next two years so no one will follow them.
GUY: What do you mean, break us up?
ABEL: You will each apprentice with an adventurer, who will teach you necessary skills for survival. There’s no going back to the Abbey, boys. Welcome to the world. Time to decide what you want to do with your lives.
VIRGIL: You mean this is it? Moment of truth?
ABEL: That’s right.
VIRGIL: Wow… that’s a lot of responsibility. I have no idea how I want to spend the rest of my life.
BRIX: I know what I want to do.


Put me on the path to faith,
And teach me to subdue the wraith
Or the vampire lord that haunts the swamp
I can give them a resounding whomp,
And while my friends are damage-dealin’
I am at the ready to provide some healin’
And with sage advice to improve the souls
Of the mightiest kings and the lowliest gnolls.
Might makes right I’ve come to learn
So the fighter’s path I have discerned
Is the proper one for me to take
So my enemies might come to quake
At the sight of my axe and the sound of my voice
As it leaves them with no other choice
But to right their wrongs and amend their ways
And to only do good for the rest of their days.
I’m lazy, ego-driven and vain,
So it’s nat’ral I’d want to entertain,
Sing a song that fills your heart with hope
As I find a saucy maid to grope
Be as well know for my finesse
As I am for my sexual prowess
And someday I will be reknowned
As the most beloved Gnome in town.
It don’t take crystal ball to see
That there’s magical power inside of me
Gotta figure out what it’s all for
How to use it and how to get some more
Gonna give my life over to research
With my trusty familiar on his perch
Gaining power I can’t yet comprehend
And I hope it works out in the end.
After hearing you all, I think I know
That my future lies in the art of the bow
Gonna learn to hide and sneak and track
And become a master of the ranged attack
And if I get bored with all that, well
I can always learn to cast a spell
And one more thing, I know, of course,
That I’d very much like to own a horse.


ABEL: Those all sound like excellent career paths, boys. I’ll get you all apprenticed out in no time, and you’ll all meet up again in two years time. Best of luck to you, lads.


BOYS: As individuals to preserve our fate
It’s best that we should separate,
There are years ahead and much to know,
And it’s almost time for us to go,
But we know that we will meet again,
In two years we’ll come back to this inn,
We’ve had many adventures, but there will be more
And we just can’t wait to see what’s in store.

Button. Curtain Closes.


Game Notes: Session 3

Gameplay began where it had left off in Session II, with the party joining Dr. Ethan for a late-night dig party. The group travels north of the Morningstar Abbey for about an hour, where, in the mist of the night, Ethan identifies a grave that the boys must dig up. They dig and hit upon a wooden box, which they take out for Ethan, who opens it, revealing a fresh corpse (despite the fact that the grave was not “freshly dug”) with blood trickling out of its mouth. Ethan tells the boys to guard the perimeter, and not to let any creatures that should come by during his ceremony disturb him.

Sure enough, after a bit of time, the corpse starts screaming, and four wolves (possessed by some spirit or will) begin to circle the party. Guy is the first to attack, an d the wolves quickly begin fighting to get through the boys. Brix and Guy fall during the attack, but are not killed. Virgil and Floyd, meanwhile, do not do so well in the fight either. However, Ethan completes the ritual, and the wolves back off. The party burns the corpse and coffin, and they head back to the monastery. After some prodding, Ethan reveals that the man they performed the ritual on had been a vampire, but had been seriously weakened – what the party just witnessed was a completing ritual. Ethan also mentions that Viggio was hurt during the process of fighting this vampire, and it will probably take him a long time to recover. Brix asks Ethan to teach him how to do the things Ethan knows how to do, but he declines. As payment for their services, Ethan gives the boys a ring from the dead man’s finger, which Virgil keeps for the time being.

The next morning, the boys go about their business at the monastery. Guy goes to see Brother Samrid, who tells Guy that he has learned that their previous training session had been “a mistake,” and that there will be no more training from him. Guy, frustrated, finds a hiding spot where Samarid’s greataxe and wyvern-skull helmet are located. Samarid discovers this, and kicks Guy out of the spot, sealing it off by putting an anvil over the door.

Virgil has gone to the woods to read, and while he is out there, he encounters Zarin, who is carrying two very old and nice looking longswords strapped to his back. Zarin tells Virgil that he has decided to run away from the monastery. Virgil, knowing what Abbott Teris has told him, tries to stop him, but Zarin (whether from training or the power of the swords – most likely the latter) proves to be the superior fighter, and leaves Virgil bloodied and bruised and unconscious in the forest. Virgil wakes up later to find himself bandaged by some mysterious entity, but Zarin is long gone.

Virgil returns to the monastery, looking rather haggard, and Brix discovers him. After gathering Guy and Floyd (who had opted to sleep in), they track down Abbott Teris in the chapel. The party tells Teris what has transpired, but Teris does not seem exceptionally concerned about it. They boys decide to be proactive when it comes to Eric, so they find him aiding the distiller. Eric, always being a little more straight-laced, is non-chalantly weirded out by the party’s behavior, but he agrees to a tentative pact with them to share information and watch out for each other. Eric is also aware that he is not to reveal his real age to anyone else. During the course of their conversation, Eric repeats an incantation he heard Ethan say in his arguments with Abbott Teris – but speaking this incantation causes a lightning bolt to shoot out of Eric’s hand. At this point, the boys take Eric to the library, and ask Brother Elliott to let Eric try out the magic glass ball. Strangely enough, Brother Elliott seems to have no memory of using the glass ball on the boys in the first place, and when the subject is brought up of the ball’s purpose, Elliott seems to suffer a seizure and passes out.

Eric is given the ball, and taught by Virgil how to concentrate. When he does, the ball turns black and Eric’s eyes begin to glow. Eric snaps out of it, and the group heads back to their dormitory. On their way, Eric confesses to having had dreams about sitting on a throne atop many skulls. He mentions that the party is in this dream, but they look different.

Meanwhile, trouble begins to brew when a large group of soldiers led by a man called Faust arrive at the monastery. These men are from Compassgate, and they represent the new Cardinal, who’s name is Nikolai. The party immediately begins to sense trouble, and Teris tells Guy that when it gets too crowded, Brother Samarid’s choker becomes tight. Faust arrives in time to see Guy seeking out Brother Samarid, and Faust questions Guy about his age. Guy responds somewhat honestly, and then reveals to Samarid in private that he is here to remove Samarid’s choker, a proposition to which he reacts in fear and tells Guy that he cannot do that unless there is no other option.

While this is going on, Floyd and Brix have gone to Teris’ room to collect their box of stuff in the event that they have to leave the monastery that night. Floyd gets the box, and Brix also takes strange necklace (later discovered to be a phylactery) from the room as well. Virgil and Eric pack the party’s bags and go to the library to collect books. The boys reunite, and are informed that dinner will be soon, and that everyone is expected to attend. The boys head to the barn to talk to Samarind, and Dr. Ethan shows up as well, explaining that he has been instructed to get out quickly. The boys tell Ethan of one of the hiding options they’ve bandied about – the hidden chamber that they cleared out at the beginning of the first session. Ethan tells the boys he will hide there.

Floyd decides to open the box and the party views it’s contents. At this point, Brix shows the party the necklace, and they discover that it can twist. Brix twists the necklace, and a loud explosion comes from the library. Virgil realizes Brother Elliott’s secret – he is an imprisoned lich, explaining his confusion. The boys have accidentally set him free. The party makes for the library, where they discover a now-lucid Elliott, who remembers everything. He quickly disappears. Also attracted by the explosion, Faust and a few soldiers show up. Virgil speaks for the party, and he lies poorly about his name (“Um, what’s that? Mike?”). It is now time for dinner.

The party heads off to dinner, and they sit very near to Brother Art, Faust, and Faust’s primary assistant, a shifty man dressed in black. At dinner, Abbott Teris welcomes Faust and the soldiers, but makes the mistake of not remembering to address Nikolai as “Cardinal,” a point Faust is quick to correct. Guy has trouble controlling his temper and his mouth, and Brother Art, embarrassed, and frightened, kicks the boys out of the mess hall and tells them to go to their dormitory. Floyd takes this opportunity to lie to Faust about his name and age.

The party (Guy, Brix, Virgil, Floyd, and Eric) wait in their room, when Art comes in and tells them they have to see Abbott Teris quickly. They are whisked away to his room, where they discover him very ill and ready for death. He asks that the boys perform a killing ritual on him which binds the spirit of Teris to the boys. Floyd is insistent that Teris name his successor, despite the fact that the monastery appears to be breaking up. Teris names Brother Art. Outside, Floyd attempts to tell Brother Art about what happened inside, but they are interrupted by Faust, who, seeing them, puts on a gauntlet and begins to apply rings. Though there is some disagreement about whether to stay and fight, Floyd refuses to leave, and the rest of the party stays together. Knowing that their best chance is to attack quickly, they do so in an attempt to daze Faust or knock him off his feet. Eric is the most successful, briefly halting Faust with another lighting bolt, but the magic is too powerful for Eric, and the backlash takes him out of the fight.

Guy goes to get Brother Samarid’s help, as Art and Faust grapple with each other. Virgil and Floyd push the two down the stairs, as Floyd informs Art of his promotion to monastic leader. Guy, meanwhile, finds Samarid, and quickly removes his choker, which unleashes a hellacious rage from Samarid. Samarid promptly throws Guy away (perhaps in an attempt to protect him?), but Guy and Brix lure Samarid into the hallway (after getting him his weaponry and helmet) to where Faust and Art are fighting. Immediately, Faust braces himself for the fight with Samarind. Art tells the boys that Abel the ranger is waiting for them outside of the monastery, and that they have to go. Floyd pleads with Art to keep the order together in some semblance.

The boys escape out the library window and make their way to Abel, who is waiting with a wagon. He tells the boys to go South, then East, to the Twilight Lands, where they’ll come across a tavern / inn called the Warriors’ (need name here), and to ask for Murdoch when they arrive. Soon the boys are off, but they find they are being followed by soldiers in chariots and on horseback. A thrilling chase / fight ensues, in which Guy learns that he really should let Floyd drive. The boys dispatch the chariots, and the horsemen are dispatched by the kobold spear throwers in the pass, (the wagon provides cover that protects the boys). Virgil uses his last arrow to kill the kobold with a spear who blocks their path.

The party arrives at the inn, which turns out to be a converted old burial ground. They find Murdoch, who informs the party that they will be broken up for two years to make it harder for them to find, and so that they can obtain some much needed career training. Murdoch apprentices the boys as follows:

Virgil – Virgil decides to seek the career path of the ranger, and is apprenticed to Murdoch himself.

Brix – Brix chooses the path of cleric, and is put under the guidance of a traveling cleric.

Guy – Guy chooses to study the art of being a barbarian, and he is joined with a fellow who knows the art. Occasionally, he and Virgil see each other, as this man and Murdoch are friends.

Floyd – Floyd chooses to study the bardic arts, and he is assigned to Titus, who plays the Twilight Lands and Verl’s Crook on occasion.

Eric’s choice is a mystery to the others, but Murdoch assures us that his path will be similar to ours.

When game play resumes, a period of two years will have gone by, and the PC’s will be 18 years old.

End of Session III

Experience: The party gains 700 XP for the session, bringing their total to 1000, which is turned in for 2 ability scores, rolled randomly. The party advances to 1st level, and XP is reset at 0.

Contents of Teris’ Box (receivers in parentheses):

10 Potions of Cure Light Wounds (spread out among the party, 2 per)
A Cloak that grants the wearer +10 to Hide (Virgil)
Gloves that grant the wearer +3 to Open Lock (Floyd)
A ring that increases a spontaneous spellcaster’s 1st Level Spells by 3 (Floyd)
A ring of Spell Storing – Level 1 for Memorized Spellcasters (Virgil)
A Necklace that grants a bonus to Undead Turning (Brix)

Floyd kept the box itself, and uses it to store his thieves’ picks.

Game Notes: Session 2

Game play began where it left of in Session I, with Floyd heading over to the Gilded Lily to tell Abel about the murder in town. Floyd arrived at the Gilded Lily to find that Abel had left town that morning to investigate a disturbance involving owlbears, and that the boys should stay put and out of trouble. With this too-little, too-late information, Floyd went back to find the others.

Meanwhile, Sheriff Druley, largely uninterested in the idea of solving a murder, unofficially deputized the boys to follow up on the case. Key evidence discovered by Brix includes the blood on the dead woman’s ear ring, which is shaped like a star. This was strange because the woman had been strangled, and there were no signs of a cut or puncture on the woman’s body. Guy was able to discern the woman’s employer and place of residents by questioning some of the nearby townspeople. The first order of business as far as the party was concerned was to question the woman’s boss, a merchant named Tolgas.

The boys arrived at Tolgas’ home (after Virgil takes the body to the local church for proper disposal), which was decorated with big-game trophies, only to find Tolgas to be hostile and threatening in the face of their line of questioning. While not entirely satisfied with his answers, Tolgas had a somewhat corroborate-able alibi, so the party left and went to the boarding house / inn where the woman lived. There, they met Maggie, the owner of the house, who was seemingly less helpful in cooperating with the investigation, despite the party’s claims of official business in lieu of the sheriff. Floyd went to the sheriff’s office to talk to Druley. Virgil, frustrated, goes to the general store to buy some pipe tobacco and a pipe that could be used in a pinch as a club.

Brix and Guy, meanwhile, remained at the boarding house to try and persuade Maggie or proceed with the investigation without her. Guy attempts to head upstairs, but Maggie calls out her “reinforcements,” a mildly retarded kitchen cook the size of an upright piano, who dissuades Guy from going upstairs without permission. Brix attempts to buy Maggie’s cooperation, and succeeds. Brix and Guy are granted access to the woman’s room, which doesn’t yield much, but during the search, their conversation with Maggie leads to the revelation that she had recently been spending a lot of time with an out-of-towner who is hanging out downstairs in the bar, spending a lot of money drinking.

Taking up the kids-in-awe angle, Guy and Brix strike up a conversation with the man, whose name is discovered to be Gruth. Gruth buys rounds for himself and the boys while Guy asks him about his exploits. It becomes clear through the course of the conversation that it was Gruth who killed the woman, and that he was paid to do so.

Floyd, meanwhile, has engaged Druley in conversation back at the sheriff’s office. Druley has spent the afternoon drinking, and is pretty far gone. Floyd is disturbed by the town’s lack of concern over crime in their town, and decides to do something about it when Virgil arrives, having completed his purchase and grown bored while smoking at the hotel. After Druley passes out, Virgil and Floyd beat him savagely in an attempt to send a wakeup call to the town about the crime spree. They then head back to the boarding house to find Brix & Guy.

When they arrive, and see the other two talking to Gruth, they immediately behave as though they’re not with Guy & Brix, and sit at a table nearby, waiting for Gruth to sufficiently incriminate himself. Once he does that, Virgil gives Gruth a wallop hard enough to knock the latter unconscious. This act attracts the ire of Maggie, who asks the boys to conduct their business elsewhere.

The boys bind Gruth and take him to the sheriff’s office, where they strip him of his possessions and put him in a cell. Suddenly concerned with creating confusion over what crime was committed by whom, the boys bring Druley downstairs to try and make the beating seem more like a fall down the stairs. After questioning Gruth, the boys are able to get the impression that Tolgas is likely responsible for hiring Gruth to kill the woman (for reasons probably related to the feathers found on the woman’s person; these suspicions would prove to be well-founded). While the others continue to question Gruth, Guy heads off to Tolgas’ house. He sneaks into the house, and is almost discovered, but not before he comes up with evidence that Tolgas is indeed the responsible party. He narrowly escapes the house, but Tolgas realizes that he is found out, and the boys learn that Tolgas plans to move out of Verl’s Crook, forcing their hand. Meanwhile, Gruth still refuses to incriminate Tolgas directly.

The party makes speedily for Tolgas’ house with what weaponry is available (mainly spears, clubs, and a confiscated short sword). After stumbling on a pit trap, they find Tolgas in his basement, where they handily dispatch him. The basement, as it turns out, is a barbaric owlbear training facility. Correspondence in the possession of Tolgas reveals that he was training owlbears for a man named Doogal. The boys also take possession of some coins, a short bow, and Tolgas’ snake shaped dagger. Some of the money recovered can be used as to implicate Gruth to the murder.

The boys return to the sheriff’s office to find Druley coming out of his stupor. He and Maggie have a quick pow-wow with the boys waiting upstairs. Maggie comes up to inform the boys that Druley will be given credit for the investigation. They are a bit put out by this, Guy and Brix more than the other two; they vandalize Tolgas’ house that night to lower its resale value.

Abel arrives the next morning, bearing battle wounds from two owlbears they killed. He learns of the boy’s exploits from Maggie, though Floyd takes great pains to explain the party’s side of the story, displaying a disturbing trend towards full disclosure. Abel and the boys head back for the Morningstar Abbey (with a stop at Viggio’s along the way where Abel picks up something for him). On the way, Abel reveals what he knows of Doogal – that he’s an ex-mercenary who once attempted to siege the southern town of Compassgate. Doogal’s last known whereabouts involve him hiding out in the caves of the mountain range (information derived from the tight-lipped, doomed Gruth).

The boys arrive back at the abbey in time for bed. The next morning, they return to working with their mentors. Both Brix and Virgil are given invitations from Ethan and Elliott, respectively, to meet up with them (along with their friends) later in the day. Guy works with Brother Samarid, and discovers Samarid has training outside of the monastary’s defensive fighting techniques. Samarid agrees to train Guy to fight, and Guy discovers that the choker collar that his mentor wears has some magical restraining function. Samarid also implies that the boys are not free to leave the monastery anytime they want, though that had never been expressed to them before. Floyd tells the story of the boys’ exploits to Brother Art, who attempts to instruct Floyd in the art of using a story to sell something.

At lunch, Guy expresses a concern that the monastery is more of a prison than a sanctuary, given the unusual backgrounds of many of the residents on the grounds, including the boys. They make a sort of “all-for-one, and one-for-all” pact. Though this pact does not include Zarin and Eric, the other 16 year old kids at the monastery, they agree to watch out for their safety as well. Coincidentally, Zarin approaches the boys during lunch to tell them about a cave he wants them to see north of the monastery. Recollecting the information regarding Doogal, the boys agree to see it at a later time, though they must turn down the offer to see it that evening due to prior engagements.

At the end of the day, the boys go to see Brother Elliott, the first of their appointments. Brother Elliott is interested in learning something about the boys vis avis a magical glass ball that each boy is asked to hold. The ball yields the following properties:

Virgil – the ball glows red. Virgil’s magical energy (whatever it may be) is aligned toward Abjuration, and it is opposed to Conjuration.

Brix – the ball glows white. Brix’s energy is aligned with Divination, and it is opposed to (not noted).

Both Guy and Floyd cause the ball to glow green. They are aligned to Enchantment, they are opposed to Necromancy.

After explaining this to the boys, Elliott reveals that he has laid out a summoning circle on the floor, but the magic is interrupted by the arrival of Abbott Teris, who tersely informs the boys that it is time for supper, and requests the opportunity to speak to Brother Elliott alone. The boys head to the supper hall, where they eat ham. As is the way of things, a wayward dwarf happens to be eating and staying at the abbey that night, and he is full of news. One key piece of news is that Gruth has escaped prison in Verl’s Crook. The second piece of information is that the reigning Cardinal of the land is dead, and a new Cardinal has succeeded him. This news seems to affect Abbott Teris greatly, and he withdraws from the hall. The boys promptly follow him, questioning him about why he left. Floyd discloses a little more than the rest of the party feels he should regarding their relation to the Gruth, and Teris explains that he was dear friends with the now-deceased Cardinal.

At this time, the party takes the opportunity to find out why they are bound to the Abbey. Teris reveals that the six sixteen year olds living at the abbey are, to Teris’ knowledge, the only children born that year. He has taken measures to magically advance the ages of the non-humans so that they all grow at the same rate. The boys are disappointed that they did not learn this sooner, but are assuaged of the suspicion that they are being held prisoner. Clearly, Teris knows something that he is not sharing at the present, but there are various prophecies regarding these boys in various cultures around the world. In addition, Teris informs the boys that there is a wooden box under his bed that he wants the boys to have should anything happen to him.

At the conclusion of this conversation, it is near midnight, and the time has come to meet with Brother Ethan. Brother Ethan meets them outside the grounds that night, with shovels for everyone. He makes everyone share a blood oath that they will not share what goes on that night with anyone else. Everyone cuts the palm of their hands and allows blood to hit the ground, except Floyd, who cuts his forearm so as not be in pain while he digs with a shovel.

End of Session II
Experience: The party was awarded 150 XP for the session.

Session I: Floyd's Puppet Theatre Musical Interpretation

The Order of the Abbey, Part One: Humble Beginnings and Grim Portentions
A Puppet Show
Act I

The curtain opens to reveal a monastery. FLOYD enters.

FLOYD: Hi there, folks, Floyd Fiftynames, licensed Bard here, just strummin’ and singing. You folks have been a big fan of my music, but I frequently get asked, “Floyd, what’s the story behind some of these songs? One thing I wish is that I knew more of the story of you and your friends.” Well, I’m here to grant that wish, though the magic of musical puppet theatre! So sit back, relax, and enjoy The Order of the Abbey, Part One: Humble Beginnings and Grim Portentions.

It all starts in northern Arimathea, at the Morningstar Abbey, where myself, my brother Guy, a dwarf named Brixmore, and a human named Virgil grew up. Orphans, the lot of us, we were all apprentices to monks at the Abbey, living a simple life… a good life.

In days long ago at the Morningstar Abbey,
We worked on the land and made mulberry wine,
Had ne’ry a worry and no cause to hurry,
The work could be hard but the living was fine.

SAMARED enters. Spoken:

That there’s Brother Samared. Big fella, ain’t he? My brother Guy was apprenticed to him. For years, we thought of him as a gentle giant… just a man who worked his forge. Say, here comes Guy, carrying a cord of wood.

GUY enters.

GUY: Brother Samared?
SAMARED: Yes, young master Guy?
GUY: Do we really have to be in my brother’s stupid puppet musical?
SAMARED: Well, we’re puppets, so I don’t s’pose we have much choice. We’re bound by our strings. It’s sort of like this mysterious choker I wear around my neck.
GUY: Well, I don’t like it. It makes me feel all rage-y inside.
SAMARED: Trust me, master Guy. I know the feeling.


It’s no way to act when you’re muscled and brawny,
Singing and dancing while held up by string –
But it must be so for to service the story,
So release the dignity to which you cling.


GUY: All right.
SAMARED: Attaboy. Now, let’s go over to the forge and throw some rocks around.
GUY: Oh, boy!

GUY and SAMARED exit. VIRGIL and ELLIOTT enter.

FLOYD: Why, there’s Virgil, our human friend, with his mentor, Brother Elliott, the Abbey librarian.


VIRGIL: I’d like to study some more about magic –
ELLIOTT: But you are not ready, so I must protest.
VIRGIL: If I am denied the results could be tragic –
ELLIOTT: You’ll learn soon enough, boy, now give it a rest.


ELLIOT: Virgil, I understand your urgency, and I do see enormous potential in you… quite a lot, in fact. Tell you what – come see me after hours tonight, and we can explore your magical prowess.
VIRGIL: Thanks!


FLOYD: Elliott’s always been the bookish type, shy, quiet, and reserved. Or so we thought. Funny story about him… oop! Wait, here comes Dr. Ethan, and his charge, young Brixmore the dwarf. Ethan’s one of the few who live in the monastery who isn’t a member of the order – aside from us kids. He’s a good friend of Abbott Teris, the head honcho of the Morningstar Abbey. Say, there he is, too! Coming to meet Ethan, it looks like.

ETHAN and BRIX enter from one side, TERIS from another.

TERIS: Dr. Ethan, I’m going to send the children into town with Abel the ranger to help him with an investigation.
FLOYD: They’re talking about Verl’s Crook, the closest town to the Abbey. As the quartermaster’s apprentice, I go all the time with Brother Art.
ETHAN: The children? But Abbott Teris, my work –
TERIS: This trip won’t interfere with your work, doctor. I’m sure of it.
ETHAN: As you wish, sir.

TERIS exits.

BRIX: Dr. Ethan, is this work of yours something I can help you with?
ETHAN: As a matter of fact, yes, Brixmore, you can.


I need you take this vial into the town now,
And bring it to Viggio, a friend of mine.
Is this a task I can entrust to you, son?
BRIX: Give me the vial and all will be fine.

BRIX and ETHAN exit.

FLOYD: Everyone still with me? Good, ‘cause we’re still in the introductions. Here comes Brother Art. He’s my mentor, and the quartermaster of the Abbey. Art’s taught me some Dwarven Trade language, and instructed me on the art of communication and making a deal.

ART enters.

ART: Floyd?
FLOYD: Yes, Brother Art?
ART: Have you seen Eric or Zarin around anywhere?
FLOYD: Eric or Zarin? You mean the other young lads who are about our age and are also wards of the Morningstar Abbey? *wink*
ART: Yes, that’s right. Zarin’s been gone all morning, and Brother Terry, the distiller –
FLOYD: Because we make wine here, you see –
ART: … yes, Brother Terry needs Eric to help him load the cart when Abel the Ranger arrives.
FLOYD: No, haven’t seen them.
ART: Good day, then.

ART exits.

FLOYD: Okay, real quick – Eric is apprenticed to Brother Terry, and Zarin… well, Zarin’s kind of a loner. But he’s kind of like a brother to us, as we all grew up here, and never knew our actual families. In fact, even though Guy and I are the only ones who are actually related, it’s like all of us kids here share a very special common bond… even though we don’t know what that is just yet. Perhaps it’s just the idyllic life of growing up here at the Abbey.


In days long ago at the Morningstar Abbey,
We worked on the land and made mulberry wine,
Had ne’ry a worry and no cause to hurry,
The work could be hard but the living was fine.

Musical Button.
VIRGIL enters.

VIRGIL: Hey, Floyd.
FLOYD: Virgil. What’s the latest news?
VIRGIL: Same old, same old.
FLOYD: Same here. I think I’m going to go check on supper.
VIRGIL: Don’t let me stop you.
FLOYD: See you later.

FLOYD exits; ZARIN enters.

ZARIN: Virgil?
VIRGIL: Zarin. What happened to you? You don’t look so good.
ZARIN: I found this cave out beyond the Abbey borders. I fell asleep, and when I woke up, I found these swords.

ZARIN brandishes two shiny swords.

VIRGIL: Those sure are some fancy swords, cowboy. Let me see them for a second.

In a rage, ZARIN pummels VIRGIL.


VIRGIL falls unconscious. ZARIN looks around, and exits quickly. GUY and BRIXMORE enter.

GUY: Nothing like throwing rocks around to work up an unnecessary sweat. Hey, what’s that?
BRIX: It looks like Virgil!

BRIXMORE runs to VIRGIL and turns him over.

Virgil, Virgil – are you okay?
VIRGIL: Unghhh…
GUY: What happened to you?
VIRGIL: What does it look like happened? I got my ass stomped!
BRIX: Who did this?
VIRGIL: Zarin.
BRIX: Zarin? Zarin who lives with us?
VIRGIL: That’s right.
GUY: Lie still. You need healing. Brix, is that a potion you’ve got there?
BRIX: No, it’s a vial Dr. Ethan gave to me. I’m not sure what it is.

He opens the vial and looks inside.

GUY: I think that’s blood.
VIRGIL: Blood?
VIRGIL puts a drop on his finger and tastes it.
It sure is. And it’s ice-cold.

FLOYD re-enters. To the audience:

FLOYD: Now, this is where the plot begins to thicken, or coagulate, if you will.
GUY: I’m going to tell Abbott Teris.
BRIX: No! I don’t think Dr. Ethan would want me to do that.
GUY: Good for Dr. Ethan. I’m going.
BRIX: Nuh-uh!
GUY: Yuh-huh!

Scuffle. A trumpet sounds, and ABEL enters with his wagon.

ABEL: Yah, horse!
FLOYD: It’s Abel the Ranger!


ABEL: Come on, boys, it’s time to go
Hop in the wagon now, all aboard!
You get to go to town today,
And help me to investigate,
Hopefully to mediate,
And certainly not to consternate
The friendly townfolk in Verl’s Crook!

The BOYS cheer and hop into the wagon.

BRIX: What’s Verl’s Crook like, Abel?


ABEL: Verl’s Crook is a little town,
Not much excitement there, one might think –
But a mystery is on the rise,
Holds up a large, orange feather
That’s all about this feather
And impending stormy weather
Which is why I’m wearing leather
Armor when I’m in the little town of Verl’s Crook!


VIRGIL: Do we get leather armor, too?
ABEL: Ha, ha, ha! What funny young, defenseless kids you are! I am sure am glad Abbott Teris said you could come along.
GUY: And why are we going with you again?
ABEL: Why, to entertain me, of course!


Hurry now, it’s getting late,
And we’ve got miles and miles to go.
BRIX: Gonna take this vial to Viggio,
GUY: And we’re gonna solve a mystery
VIRGIL: and then we’ll make some history
FLOYD: I hope I don’t get blistery
ALL: on the wagon ride to Verl’s Crook!

Button. The Monastery flies out, revealing a small town: Two houses, a sheriff’s office, an inn, and a tavern.

ABEL: Yah, horse! Well, we’re here! Here’s the inn we’ll be staying at, The Gilded Lily!
FLOYD: Wow! What a piece of crap!
BRIX: Abel, do you know where a man named Viggio lives?
ABEL: Sure do! He lives in that house, over stage left! Well, I’m off! See you soon.
GUY: But I thought we were going to help you with your investigation.
ABEL: Yeah, about that… bye!

ABEL exits.

BRIX: C’mon, gang, let’s go to Viggio’s house.

They cross to Viggio’s. BRIX knocks on the door. VIGGIO, a corpulent man stained with pasta sauce, answers the door.

VIGGIO: What do you want?
BRIX: Hi, I’m Brix, and Dr. Ethan asked me to bring you this vial.
BRIXMORE hands VIGGIO the vial.
VIGGIO: You little punks didn’t open this, did you?
GUY: No.
VIRGIL: Well… I might have tasted the blood inside.
VIGGIO: Well, come on in so I can stick you with a big needle full of bile.
VIRGIL: Peachy!

The BOYS and VIGGIO exit into the house. A WOMAN enters, walking down the street. Suddenly, a masked MAN runs up and garottes her. The WOMAN falls down dead. The MAN exits quickly. The BOYS re-enter.

ALL: Bye, Viggio!
VIGGIO (offstage) Get bent!
FLOYD: I wish he was my dad.
GUY: Hold on, what’s this?

GUY approaches the body of the WOMAN.

VIRGIL: Looks like a corpse to me.
GUY: We need to investigate.
DRULEY: (offstage) Hold it right there!

SHERIFF DRULEY enters. He is an idiot.

I’m Sheriff Druley. I’m the sheriff.
GUY: This woman appears to have been murdered.
GUY: Right. Get out of my way, would you?
DRULEY: I’m not really sure what to do here.
GUY: But you’re the sheriff.
GUY: And I’m a book-fuck commoner.
GUY: Why do I get the feeling that this is going to be the start of something beautiful?
DRULEY: Hey! How would you boys like to be my deputies?
VIRGIL: Hooray.
DRULEY: I’ll be up in the sheriff’s office, drinking.

DRULEY exits.

GUY: What do we got, Brixmore?
BRIXMORE examines the body.
BRIX: There’s blood on her earring, which is odd, because she appears to be strangled, and there is no sign of a cut or puncture wound on her body.


GUY: You there – townsperson! What do you know about this woman?
TOWNSPERSON: Well, she worked for Tolgas, who lives in that there house, and she lived in a room above the tavern.
GUY: Okay, get out of here.


FLOYD: Why are we doing this again?
GUY: Because! Blah, blah, blah, high ideals, blah blah, blah, misplaced sense of responsibility! Blah, blah blah –

FLOYD sighs.

FLOYD: There he goes again,
My brother and his higher purpose,
Can’t seem to understand that
Life’s a thing to be enjoyed;
Turning our little four man band
Into a freaking three-ring circus
He wants to save the world, acquire power,
Then there’s Floyd…

FLOYD produces a top hat and cane.

Some folks want to reach the big time,
And some folks just wanna sing
Some folks could care less if they rhyme,
But I say let that meter ring
Through every heart in every village
From here to Luthia and back
I’ll dance my way to Compassgate
If you tell me that I’ve got the knack
So let me entertain you!
Brix is hung on the Proclaimer,
He thinks he hung the moon,
Virgil wants that arcane power,
And boy, does he want it soon,
Then there’s my brother, like no other,
A sixteen year-old with world views,
But given the chance, I’d rather dance
And I can’t wait to spread the news
So let me entertain you,
I’ll be the best you’ve ever seen
I’ll win your heart, just to start,
But I’ll bring it back and have it cleaned
I’ll climb that mountain to my success,
And I won’t quit ‘til I reach the top,
But it seems there’ s hero work to be done,
So for now I’ll have… to… stop.

Button. Curtain closes.

Session I Notes

Game play began with the DM's new character generation method. The entire party started out as 0 level characters (no class assignments, feats, and no skills, starting money, or possessions to speak of). All characters are 16 years of age and have been raised since toddlers in a monastery. Little is known of their heritages, and the Brothers of the monastery are not in the mood to share. The PC's are as follows:

Virgil: Human. Virgil’s monastic apprenticeship is to Brother Elliot, the librarian.

Floyd Fiftynames: Gnome (brother to Guy). Floyd is apprenticed to Brother Art, the quartermaster.

Guy Fiftynames: Gnome (brother to Floyd). Guy is apprenticed to Brother Samarind, the farmer.

Brixmore: Dwarf. Brix is assigned to Doctor Ethan. Doctor Ethan is not a brother in the monastery (not all who reside within its walls are).


Abbott Teris is the chief executive officer of the monastery. The monastery’s primary source of income is as a producer and distributor of wine & select spirits.

As game play began, the characters had been assigned to locate a lesser Brother named Felix. After searching in a few places, they come across Brother Art and Brother Terry (the distiller), who suggest that they look for Brother Felix in the wine cellar. The characters go down to the wine cellar, where they find the body of Brother Felix, apparently somewhat chewed to death. They also find a secret door in one of the shelves that leads to a somewhat sizable hole.

The characters report the death to Brother Art & Brother Terry, who in turn summon Brother Samarind and Abbott Teris to the scene. After investigating the hole and discovering evidence of rats, the Brothers send the characters into the hole (being ideally suited for its size) to investigate / clear out the infestation. They equip the characters with clubs and leather armor.

The party quickly encounters a few rats which are easily dispensed with, plus two rats that are somewhat harder (Virgil and Floyd are both bitten by the larger rats during this encounter). A thorough investigation of the compartment reveals it to be a catacomb of some sort (several long dead skeletons line the walls) and a room is discovered with a somewhat fresher-seeming corpse. This corpse, however, attacks the characters, and they fight and dispatch the creature. The characters return to the Brothers and report their findings.

Brother Ethan cures Virgil and Floyd of the Filth Fever they contracted from the larger rats during the encounter. Shortly thereafter, a ranger-in-residence named Abel arrives, and it is decided that the four boys will accompany him into town to assist / observe an investigation in which he is taking part. The night before they are to leave, Doctor Ethan gives the party a package and asks it to be delivered to a man in town, whom the doctor describes, though he remains sketchy on details such as name and location. He requests that the party not open the package. Guy takes the package with his personal assurances that the materials will be delivered and Doctor Ethan’s instructions will be followed. After Doctor Ethan leaves, and Guy has determined that most of the dorm’s inhabitants are asleep, he opens the packaged. Inside, he finds three vials of a dark red liquid, which, after waking up the other party members, they determine to be blood. Rather unusually, the blood is ice cold. Guy tastes a bit on his finger, and Virgil goes so far as to drink a small portion of it, much to the consternation of Brix, whose loyalties to his mentor cause him distress over not following instructions.

Guy & Virgil determine that Abbott Teris should be informed of Doctor Ethan’s request, but Brix strongly disagrees. A scuffle ensues between Virgil and Brix that rouses the other boys in the dorm, one of whom calls it to the attention of Brother Elliott, who proceeds to confiscate the vial Virgil kept and behave in a generally creepy fashion while they wait for Guy to return from his visit to Teris.

Guy finds Teris in his quarters in the midst of a heated conversation with Doctor Ethan (luckily, he had stashed the vials he took with him before entering the Abbott’s room). Guy asks to speak with the Abbott alone, and Teris dismisses Doctor Ethan, who does not seem fooled by the situation in the least. After explaining the situation, the Abbott’s recommendation to Guy is that the party do as Doctor Ethan requests.

The next morning, the party rides blearily into town, where they take a moment to familiarize themselves with the inn (The Gilded Lily) before heading to the house that the ranger suspects is the home of Doctor Ethan’s contact. The man, portly and slovenly, reveals himself to be the correct contact. He is also exceptionally objectionable and makes several off color and offensive remarks to the boys. The man confirms the party’s suspicion that the vials contain vampire blood, and that the man is a specialist in curing magical diseases. After finding out that Virgil drank some of the blood, he takes him (along with Guy & Brix) into a back room for treatment. Floyd stays behind to copy a globe onto a piece of paper.

Virgil’s treatment turns out to be a rather unpleasant needle full of a bile-like substance inserted directly into his abdomen. He is also given some medication to take with him. The man rather rudely ushers the boys out of his house (though the party had taken no great lengths to win the man’s favor, anyway), and Floyd promptly defecates on the man’s doorstep. The party then wanders back into town.

Upon arrival in town, the party comes across the scene of a murder of a woman by apparent strangulation / asphyxiation. She appears to have been garroted. The Sheriff, a man named Druley, is investigating the scene of the crime, but he appears to be out of his element. Guy takes measures to assist / take over the investigation, while Floyd heads back to The Gilded Lily to find the ranger and inform him of what’s occurred.

End of Session I
Experience: The party was awarded approximately 160 XP for the session