Dungeon Master: Morning arrives! Where do all adventurers wake up?
Bingly: I lack any funds of significance. My action after dinnering last night would be to find the most bargainy inn available -- as long as it is not a den of filth and disease.
Plummet: Expense isn't much concern for me because my wallet is so ample. It's more important for the inn to have cozy beds.
Pilchard: If I remember, that is the "Bedzere Inn" we passed last time. Obviously I will join my sister when lodging.
Rouge: I awake wherever the boozely blond barfer invited me for after-drinking antics.
Grolka: A barbaric orc is practical about sleepage. I accompanied Bingly in search of cheap housing.
Helsa: Likewise a ranger of hermitly disposition.
Dungeon Master: In this case, miserly sleepers discover an inn called ... Root Cellar! It's an actual cellar beneath a warehouse for turnip storage. Turnip smell everywhere, plus it's necessary to watch for rotting turnips that fell and rolled out of seeing beneath beds. So intolerable in smell, a rotting turnip jostled in the night's middle by a mouse or rat. Very cheap, to stay, though -- one piece of the silver variety.
Bingly: The idea of rats -- it's concerning to me! Remember, I said no filth or disease.
Dungeon Master: These conditions are warnings from other guests, after your room is paid for. The warehouse manager who is also keeper of the inn does not advertise his rotting turnips and rats. Also, there's a counterpoint offered by one guest: "A rat eating a rotting turnip is a rat not chewing on my leg, so think twice about removing those misplaced roots."
Bingly: Hmm.
Grolka: Orcs have no fear of rats. Barbarians either!
Helsa: A hermit befriends mice and rats. These children of nature embody much contrast with civilized lodgings, and also provide an example of humble.
Dungeon Master: The Plume mages rest with comfort at Bedzere Inn. The coziness is worth a 1 gold piece expense.
Plummet: That's so much more than the cheapsters are paying! Still, my funds are sufficient, and a soft bed -- so restful!
Pilchard: I have fewer funds, but if I run out later on, I'm sure my generous sister will loan some to me.
Plummet: I don't remember saying my character has generosity. Mm ... definitely not written on my character sheet. Are you sure I remarked that?
Pilchard: A brother expects his sibling to be shareful! But it's up to you if you correct such suggestions whenever I presume familially.
Dungeon Master: Rouge, you are asleep in a large bed of great elegance and luxuriousness. But there is a noise! Make a Constitution save to see if you wake up.
Rouge: 6. I emit snores of hung-over.
Dungeon Master: A voice, and a hand shaking you! "Wake up! Wake up! My spouse is home!" Roll initiative!
Bingly: Yikes! The sound of trouble, I think ...
Rouge: I initiate with a 7.
Dungeon Master: You hear heavy boots on stairs beyond a door. "Osguira!" demands a loud voice. The door muffles it, but still, so loud! "Why is a traveler's pack in our household entryway?" Your drunkily sluggish eyelids creak open to see a bedroom surrounds you. Wait -- I consult my thesaurus -- 'opulent' is appropriate, I think. A beautiful blond barfer with a face full of panickedness gapes at you and squeaks alarmedly. "She was supposed to return many hours from now!" What do you do?
Rouge: How clothed am I?
Dungeon Master: Naked in the entirety! Your thiefly tiefling limbs and loins and chest have only wondrous satin sheets against them. The barfer also wears nothing. You notice she has a body of extreme sexiness and a head of whirled hair-tangles.
Grolka: Obviously, you were up to much activity last night.
Helsa: Does a tiefling need to roll how recollective she is?
Dungeon Master: No. Many images of passionate and frenzied enter the brain of Rouge. Also a random murmuring ... "So much better than my spouse! If only her blocky musculature had your dainty build and less towering stature instead!"
Rouge: I leap from the bed and examine the room for my clothes and belongings.
Dungeon Master: Scattered widely, although most on the way from the door to the bed. Some undergarments appear to have catapulted in a reckless direction and hang from a chandelier.
Rouge: I attempt an acrobatic cartwheeling to gather up all the floorward clothing. Ugh! My rolls -- so bad! Even with proficiently skill in Acrobatics, it's only an 8.
Dungeon Master: Your effort is floundersome. You end up near the door with only a sock in one hand. The footsteps rumble bootishly closer on the stairs outside. Your turn again. What do you do?
Rouge: I attempt with stealth to lock the door. Gah! My total is 9.
Dungeon Master: The door locks, but so loudly!
Rouge: I hurriedly grab all clothing and goods that I can. Are my weapons here?
Dungeon Master: How lustful and unwisdomly drunk do you think last night's Rouge was, upon entering the house?
Rouge: It was probably severely both.
Dungeon Master: Then you left them downstairs -- likely with your pack in the entryway.
Rouge: If there is a window, I run to it.
Dungeon Master: There is. As you run, the knob rattles! The door bangs with pounding!
Grolka: A different version of "bangs with pounding" than Rouge enjoyed the prior night, I speculate.
Helsa: You conjure an image I consider valid. Also a different sort of knob rattling.
Dungeon Master: Loudly booms the voice again. "Osguira! Why have you locked the door! Who is in there?"
Rouge: I open the window. What is outside? How far below is the ground?
Dungeon Master: A garden, large and well-groomed, as if the property of someone wealthy. The distance is 15 feet, but rose-bushes stand directly underneath you. If you lower yourself from the window and drop, you will land in them. If you jump beyond, it's falling damage for sure. Behind you comes the sound of a key scraping into a lock.
Rouge: I leap beyond the bushes.
Dungeon Master: The damage is four hit points! Also, you are prone and some of your belongings scattered again.
Rouge: I gather them quickly. Is there a bush of the non-thorny sort I could hide behind nearby?
Dungeon Master: Thirty percent chance. Roll the dice of hundreds.
Rouge: 05! Finally, I'm lucky.
Dungeon Master: Such a bush is conveniently close. From the open window above, you hear voices. "Why is this bed so disheveled? Whose undergarments are those?!" In response, you hear, "I don't know! I was so drunk from the lonely of your absence, dear spouse!"
Rouge: I grab clothes and scurry to the bush. My stealth roll for concealment there returns to the poorest of dicing -- 11 in total.
Dungeon Master: No one is yet at the window, although from behind the bush, you do not see that. The voices continue -- do you strive to hear them?
Rouge: No. I dress speedily. Is the item I picked from the blond barfer's jacket last night still in my pocket?
Dungeon Master: Eighty percent chance. Roll.
Rouge: 35! What is it?
Dungeon Master: A tiny mechanical crab. It seems to have many gears, and small gems for eyes.
Rouge: What! How expensive is its appearance? Is it worth leaving an entire burgle pack and weaponry behind?
Dungeon Master: Possibly, if it is magical.
Rouge: I'm thieffully unable to determine magic. I listen carefully to see if voices are still heard from the open window.
Dungeon Master: Let's find out with a Perception roll.
Rouge: So many rolls! Will this be another bad one? Well, not terrible. The total is 14.
Dungeon Master: Maybe some mumbles. Is it two people speaking quietly? One person muttering to self after the other has left? Hard to tell with only a 14.
Rouge: I peek. Is anyone at the window and thus able to see me?
Dungeon Master: No.
Rouge: I sneak to the back door of this house, then.
Dungeon Master: What did you roll?
Rouge: Is it required for me to say?
Dungeon Master: Yes.
Plummet: I'm sitting right next to her! The dice shows a 1!
Rouge: Err, 8 with the plus of my skill.
Dungeon Master: Generously, I will say distance and other circumstances provide disadvantage for anyone to hear you.
Rouge: Thank you! So gracious a Dungeon Master.
Dungeon Master: Both rolls are 17 even before plusses, though.
Rouge: It's expected at this point. But I have determination to retrieve my goods! Is the door locked?
Dungeon Master: Eighty percent likely. You can roll.
Rouge: 06. I attempt the lock with my thieving tools. The total is 17.
Dungeon Master: Success. Roll initiative in case it's important you act before some one else.
Rouge: Aha! Natural 20! Finally my dicery is superior!
Grolka: She said, "in case," though. Possibly it's a waste of good rolling.
Dungeon Master: Also, I have not revealed if my roll is also a natural 20, so possibly it's not even superior. What is your action?
Rouge: I proceed inside and rush for the front entryway!
Dungeon Master: You are uncertain where it is from this position.
Rouge: I look for clues in architecture. What skill is that?
Dungeon Master: Investigate.
Rouge: 18!
Dungeon Master: The house is large but spaciously open, so you deduce it.
Rouge: I rush there with speed.
Dungeon Master: You hear also hurried footsteps from the story above. Roll Athletics for this race!
Rouge: Blah. 9.
Dungeon Master: The footsteps sound closely matched! They reach stairs as you reach the entry! You have one round to act before their arrival!
Rouge: I grab up my bow and an arrow and face the stairs! Loudly, I insist, "There was much drinkage last night and I did not know about spousehood! Do not force me to violent defense!"
Dungeon Master: At the stair top, you see a woman. Enormous! Her species is the goliath type. So large and strong looking! Also half undressed.
Plummet: Half undressed?
Pilchard: Rouge hurried too speedily, I think. The blond barfer must have skill at enticing a spouse to forgive her quickly.
Helsa: Mm. It appears with a tiefling's reduced hastiness, this goliath spouse would be too occupied to investigate noises.
Dungeon Master: Accurate. Rouge, are you attempting Persuasion reasonably, or attempting to strike fear with an Intimidate?
Rouge: Probably my sloppy condition of dressing and bruised flesh from leaping over rosebushes make me less effective as an intimidator. Also, my skill for Persuading is better. But ... either way, my roll is bad. 8 total for Persuade.
Dungeon Master: She is unpersuaded. However, the arrow pointed at her creates a pause. The blond barfer appears behind her and says, "Oh no!" She rushes before the goliath and faces you with arms spread for arrow-blocking. "Please do not kill my spouse!" She winks at you to show her worry is untrue. "This is only a misunderstand because of two over-drunk people!"
Rouge: I say I have no wish for killing or the being killed. "Will you let me depart in peace?" is what I ask the goliath.
Dungeon Master: You can attempt Persuasion again, with advantage for the selfless imperiling of the blond barfer on behalf of her spouse.
Rouge: This time, it's a 17.
Dungeon Master: Growlingly, the spouse tells you to take your things and go.
Rouge: I obey promptly!
Dungeon Master: You escape with 20 experience points for this terrorizing encounter of jealousy.
Bingly: I hope there are no such adventures in the rat-ful Root Cellar ...
Grolka: Are you adulterizing with a goliath-spoused rat?
Bingly: I meant adventures so hazardous, not antagonisms with spouses.
Dungeon Master: Both sets of inn-sleepers awake without peril.
Bingly: Good. My guess is, there are no breakfasting options at the Root Cellar.
Grolka: Incorrect. Obviously, there are choices of rotten turnips, unrotten turnips, and possibly with some huntering, rat meat.
Helsa: Hmm. A hermit is used to impoverished dining, but it seems worth some effort to sleuth a place with watery porridge as a minimum.
Dungeon Master: The warehouse boss can recommend several porridgeries. Is this a word? Anyway, establishments of porridge-making.
Bingly: Let's proceed to the closest.
Grolka: Agreed.
Helsa: Sensible.
Dungeon Master: For their 1 gold piece spent lodging, the Plume mages have a breakfast included, downstairs in the room of commons. It's eggs and onions, plus a dish to the side of mashed turnips. For extra expense, bacon is obtainable.
Plummet: I purchase bacon! How much is it?
Dungeon Master: One copper coin per slice.
Plummet: Five slices, then!
Pilchard: I observe my sister's slices longingly and purchase one slice if she will not share.
Plummet: Of course a sister will share, when she has these extra turnips!
Pilchard: Thank you, but it's a polite decline for your unwanted turnip mash. I expend a coin on bacon.
Dungeon Master: This bacon! So good! Pilchard must make a roll of Constitution saving.
Pilchard: My bonus plus roll is 21.
Dungeon Master: Your hunger is manageable. A poor roll would have required another saving to resist additional bacon-buying.
Helsa: It's good we others have escaped this temptation by dining at the porridgery.
Dungeon Master: One copper per porridge bowl.
Rouge: When safely away from the blond barfer's palace of perilous spouse encounter, I return to the regions I last observed my companions.
Dungeon Master: Roll Investigation to see how well you find them!
Rouge: Natural 20! This die taunts me with a success level beyond necessary!
Pilchard: No, shouldn't a success so grand discover all our locations? Now we can have a speedy reunion after breakfasting and continue our quest, right?
Dungeon Master: Certainly! But this assumes all party members have the same goal once breakfasted.
Bingly: To find the old woman who has many ingredient needs for her craftiness, right?
Plummet: Yes, but the Plume mages hoped to launder the smell of turnips from their robes first, I thought.
Pilchard: Likewise. But ... do we have spare clothes for wearing while our turnippy ones are washing? Ah, yes, my character sheet lists both "fine clothes" and "robe."
Plummet: Mine lists ... nothing! Am I clothesless?!
Dungeon Master: No, just in the most basic clothes, not "fine" or robe-ish.
Plummet: Oh, good. It's still a problem for visiting the laundry, though. I'll be naked while the laundrist washes my things! I should shop for spare wearables before we go.
Rouge: I am gathering you before this quest of clothes shopping and washing can begin.
Grolka: Gather us first. I'm certain we woke earlier from less cozy beds and breakfasted more quickly without distractions of bacon-buying.
Helsa: Your reasoning -- so impeccable!
Dungeon Master: I declare the group gathering accomplished. What do you do next?
Bingly: Let's be direct and find the crafty old woman who needs special ingredients.
Plummet: Ooh! I hope we asked somebody last night where to find her!
Pilchard: Hmm ... last session's ending was just after dinner and this session starts with characters waking up, so did we even have a chance to? I think some hours could have been used in there to inform ourselves.
Dungeon Master: It's a disorderly sequence to go back and say so, I think. But efficient, so the Dungeon Master allows it. You have learned an address and also her name: Wrinklada the Thingsmaker.
Rouge: I have had no breakfast after a very exercised evening and awakening. While walking to this Wrinklada, I gaze carefully for carts or kiosks selling street food.
Dungeon Master: You see some. Toasted Turnips on Convenient Stick according to one sign, Flaky Tasty Turnip Tarts according to another. Each is 2 copper pieces.
Rouge: I expend that amount.
Grolka: "Thingsmaker" ... seems very unspecific.
Helsa: Or her talents for crafting have a very wide scope.
Dungeon Master: You may find out soon -- arrival happens!
Plummet: So speedy! Do our legs ache from such quick walkery?
Dungeon Master: No. I skipped the description of colorful events like a good-memory horse eyeing Bingly with anger, and turnip salesmen calling out from many street corners.
Bingly: No complaints from Bingly about that!
Dungeon Master: The window of Wrinklada's business is large and fanciful! Many sorts of objects have been displayed -- chairs, cabinetry, futons, accessories of fashionable, teapots -- it's a large variety, all with an appearance of quality so fine.
Bingly: Should we examine through the window a while and gain clues about what we might be asked to find for ingredients?
Plummet: I'm too excited! I go in.
Pilchard: I accompany her.
Rouge: Likewise the thieveling tiefling.
Dungeon Master: Wait though! A signs says, "No Food or Drink, Please!" You have not finished your turnip-y breakfast entirely.
Rouge: Pff! I am Chaotic Chaotic. Probably I don't even read the sign, but definitely it inspires disobedience if I do. I stroll in breakfastingly.
Grolka: Since I'm barbaric, I see nothing for objection in such behavior.
Helsa: I delay entrance to appear unassociated with this rule-breaker rogue.
Dungeon Master: Inside an assistant greets you. He is short and round -- a well-fed dwarf with spectacles and such a neat beard. "Hello!" he remarks. "What assisting can I do for you?"
Plummet: "We're adventurers! Is Wrinklada here?"
Rouge: I am looking for pocket-sized items while this assistant has distraction from conversing.
Dungeon Master: Hmm. Items of that size appear unfindable, except inside cases and shelves of display. The assistant tells Plummet, "Always busy, Wrinklada -- so I have authority to sell and buy most things."
Bingly: I attempt a Charm of this Person! The difficulty for him to save from my spell is 13.
Dungeon Master: Possibly unwise! He may have saving bonuses from many experience levels more than you!
Bingly: Definitely it's unwise ... my character has Wisdom 6.
Dungeon Master: Well, his roll is terrible, and so ... Charmed! The book says he is Friendly to you and you may socialize with him Advantageously.
Bingly: I tell him we are especially good at adventuring, and so Wrinklada may want to hire us for finding ingredients too unusual for his buying. He should go get her. It's a Persuasion roll?
Dungeon Master: Yes, and remember the Advantage.
Bingly: Hmm. I manage only a 14 even when Advantaged.
Dungeon Master: Unfortunately, only an Easy task would have success on 14. This one is not so Easy. "Many adventurers claim impressive experience, but sometimes it's an over-estimation. Wrinklada would be unpleased at disturbance from such a case."
Bingly: I'll try altering tactics. "Would she like to see an octopus, then? I have one."
Dungeon Master: Roll the dice of percentage to see if he knows of octopus interest by his superior.
Bingly: 26.
Dungeon Master: He says, "How would I know?"
Bingly: I make a suggestion. "You should ask her! Imagine her face of disappoint later, if she finds she has missed an octopus-eyeing opportunity."
Plummet: Ooh, this is a good point!
Grolka: I'm uncertain about its goodness ...
Dungeon Master: Again you can try a Persuasion with Advantage.
Bingly: Oh. Very poor. My total is 6.
Dungeon Master: In this case, you are lucky. It's very easy to make him think an octopus has enough novelty to simply ask her a question. He tells you to wait. And exits through a behind-the-counter door.
Rouge: I examine the display cases for locks.
Helsa: Is this observable? I have an unsettling of nerves for our tiefling to have such interest in whether cases are locked, if I see it.
Dungeon Master: Rouge did not say her examination was stealthy, so roll whether you are Perceiving it.
Helsa: 18.
Dungeon Master: You do see ... but how Insightful is your seeing? Roll the skill of Insight.
Helsa: Much poorer. Only a 6.
Dungeon Master: Possibly she is only looking because she wants to take an object out for closer examining. Remember, you have not observed her being thievish, only tieflingish.
Helsa: All right. Still, I'll continue Perceiving at her.
Dungeon Master: Rouge, you do find the cases to be locked. Roll to notice Helsa ogling your activities.
Rouge: 19. I will shrug to appear undisappointed.
Dungeon Master: The assistant returns, following behind an old, old woman in simple robes. She is wrinkly to a degree that's extreme. "Where is this octopus?" she asks.
Bingly: "Here!" I say. I summon my octopus from the pocket dimension and hold it out to her. "Look at its many tentacles and peculiar eyes!"
Dungeon Master: Wrinklada frowns. "Is it just a familiar octopus? There's no way to acquire ingredients from a mollusk of that sort."
Bingly: "Oh, I'm sorry!" I return the octopus to its dimensional pocket. "Please tell us a special ingredient we can find for you to make up for this misunderstand."
Pilchard: Pretty sharp!
Dungeon Master: Wrinklada casts glaring eyes at her assistant. "Phlibbus! Again my time is wasted! Tell them the story of King Klardo's bones and avoid bothering me more today!" Then she turns and goes.
Bingly: "But ..."
Dungeon Master: Already, she is gone. Phlibbus has a scowl for you. Also, a story: The Bothersome King of Braddlebrick Bay. He tells you that to the east is the kingdom of Braddlebrick Bay where once the ruler was King Klardo. This king had an ability to annoy, which many kings could get away with. But Klardo annoyed some powerful being -- a mighty sorcerer or demon or deity. "Such an annoying king!" said the being. Then it cursed him with heavy bones. With bones of this kind, all moving gave Klardo an exhausted state. No dancing for King Klardo, or hopping, skipping, and jumping either! He died sad and so, so tired. Plus, everyone around him had additional annoyance having to help him move until he died.
Plummet: What a sad story!
Dungeon Master: Yes, but also very annoying to the people who lived there. The grave of the king gave even more annoyance. Whoever saw it became annoyed. Even walking nearby -- so annoying! Finally, they dug him up and took his body to bury far away. So now the location is lost. Phlibbus tells you you must find it, because Wrinklada desires the ground-up bones for an ingredient.
Pilchard: What sort of object needs ground-up cursed bones to make?
Dungeon Master: Phlibbus tells you, "Don't worry about that. Just go away and find the bones."
Grolka: How?
Helsa: Seemingly, more information is required.
Dungeon Master: Phlibbus indicates that such concerns are yours, not his. Then he shoos you from the shop.
Bingly: Well, dang.
Plummet: Ooh! Wait!
Grolka: What?
Plummet: You know who knows lots of things about things?
Rouge: Um ...
Helsa: So many conceivable answers for that question ...
Plummet: Sages! I know because I am one. (So I had to look it up after the creating of characters.) We should find a sage with specialization of bones! Or, of Braddlebrick Bay historicality.
Pilchard: Smart idea, sister!
Plummet: Thank you, brother!
Rouge: Maybe not an idea of instant use, though. Is this turnip town of Napplyville a place to find such sages?
Helsa: Dubious.
Bingly: It's okay! We are adventuresome adventurers! Now a goal is before us. It's the start of our first real adventure!
Plummet: Pretty true, I guess.
Rouge: I feel my adventures last night and this morning had reality before this one, though.
Helsa: Possibly "quest" has more appropriateness than just "adventure."
Rouge: I can get with that.
Grolka: So, what next?
Bingly: Seems like a sage about Braddlebrick Bay might be found in Braddlebrick Bay.
Pilchard: Do we know how far that is?
Dungeon Master: Several weeks in an eastward direction.
Bingly: We'd better be going, then.
Plummet: After the Plume mages launder their clothes!
Dungeon Master: It's a good place to end this session, I think. 100 experience points each!
Bingly: I increase in level!
Rouge: Likewise!
Dungeon Master: Good! Now it's okay to send monsters too dangerous for level ones!
Plummet: Uh-oh. Maybe not so good.
Dungeon Master: You will find out next time!
(Readers! "Next time" is found here!)