Apr 8, 2022 4:31 pm
Official XP and Time Tracker
It's around noon on a unseasonably hot and muggy autumn day. You stand before a sinister moathouse, the basement proving to be crawling with foul beasts and undead alike. The party stands before a dilapidated and haphazardly repaired drawbridge spanning over a moat. The carcass of Maloria's old horse lays at the bottom, already swelling with necrotic gasses and covered with large bluebottle flies eager to find a soft meat in which to deposit their eggs.
The company is led by three veterans of the ruins: Cleric Maloria Stoneforge; the brave halfling, Gilly Puddlefoot; and the wizard, Eltrezar the Medium.
Joining them are three newcomers eager to prove themselves: the rogue, Luban the Unlucky; a mage called Ora Rusk; and a dwarven fighter named Thurig Stonehearth, an old acquaintance of Maloria's.
Bringing up the rear are two "hirelings", or perhaps attendants might be a better term: an unknown sorcerer named Spugnoir, interested only in scrolls and other magical manuscripts; and the silent Trading Post Man-at-Arms, sinister in demeanor and untrusted by the party, but attached to the company again in exchange for the use of a cart and mule, with which to haul back any items from the recently discovered armory the dungeon dwellers are using to conduct their attacks and raids on nearby travelers and homesteads.

It should be noted that the bonuses of whichever PC or NPC has the highest Initiative on each side will be recognized. In this case, Gilly Puddlefoot has the highest Initiative in the party, with a +2, so all Initiative rolls for your party will be at +2.
It's around noon on a unseasonably hot and muggy autumn day. You stand before a sinister moathouse, the basement proving to be crawling with foul beasts and undead alike. The party stands before a dilapidated and haphazardly repaired drawbridge spanning over a moat. The carcass of Maloria's old horse lays at the bottom, already swelling with necrotic gasses and covered with large bluebottle flies eager to find a soft meat in which to deposit their eggs.
The company is led by three veterans of the ruins: Cleric Maloria Stoneforge; the brave halfling, Gilly Puddlefoot; and the wizard, Eltrezar the Medium.
Joining them are three newcomers eager to prove themselves: the rogue, Luban the Unlucky; a mage called Ora Rusk; and a dwarven fighter named Thurig Stonehearth, an old acquaintance of Maloria's.
Bringing up the rear are two "hirelings", or perhaps attendants might be a better term: an unknown sorcerer named Spugnoir, interested only in scrolls and other magical manuscripts; and the silent Trading Post Man-at-Arms, sinister in demeanor and untrusted by the party, but attached to the company again in exchange for the use of a cart and mule, with which to haul back any items from the recently discovered armory the dungeon dwellers are using to conduct their attacks and raids on nearby travelers and homesteads.

OOC:
Just a reminder: the group has decided that, in the interests of moving the game along faster (especially during encounters), we will no longer be using the optional "Individual Initiative" rules and waiting for players to take their turns accordingly. Instead, we will be suing the "Group Initiative" rules, the DM will roll one Initiative roll for both sides, and the winning side will take their turns all at once, following the sequence of events listed below.It should be noted that the bonuses of whichever PC or NPC has the highest Initiative on each side will be recognized. In this case, Gilly Puddlefoot has the highest Initiative in the party, with a +2, so all Initiative rolls for your party will be at +2.
