From the beginning...

start of n00bz

Once upon a time, there were several adventurers in a bar. They all had their own reasons for being in a particular bar on a certain night, which may or may not have been revealed. It started with an order mix-up, then they all started chatting. Two of which shall not be named, for their paths diverged after the initial encounter. Those that remained, Snarky McDickbag of New Jersey, Sigrid Strongcrotch hailing from the Black Forest, and Red who said no more, were recruited into the local task force against bandits and to investigate disappearances.

They began slowly in the surrounding area and were gradually joined by Riggins McFrancinator of Rigginsville and Ruby from the Citadel, uncovering a massive plot of doppelgangers throughout the realm. The following are their adventure notes as were discovered, as best can be deciphered:

(intermediate happenings, after the beginning and before the rest: Snarky was enlisted into a tourney to fight, was defeated and ushered secretly into an experimental back room where she was then rescued.)

(below: not dated, though happened before the dated notes)
The mayor has a doppelganger (the doppelmayor). The doppelmayor is with us, but he says he is the real mayor and the other an impostor. The mayor has a dwarf assistant Helga whose favorite food is duck bacon. The assistant is coming back to the bar with us. We are not sure whether she is aware of the doppelganger. Turns out Helga is a doppelganger!
We are keeping an eye on Abedar, the god of (?) of the New Jersey people, order at the expense of people.

Defeated doppelganger at infirmary.

-SR joins the party
-we investigate the second noour
-SR check on healer and fights with healer
-we join the fight
-guard is still chained & help(?)
-going to the basement!
-greys bust through the door
-we beat the bad guys!
-bunch of naked people tied up including Calverley, who didn’t know about doppelgangers
-Calverley and fighters stay with Fitz so we can pretend we didn’t discover plot

Adventurers, Calverley, and others leave tent to head to barracks, using sewers to remain unseen. Got lost. When emerged from sewers, guards take us into custody, brought to a holding cell. Red knocks out Fitz before he snaps out of his glamor. Sleep 1 heal up, Fitz is mad. Doppel-Calverley walks in, fight attack. go to office, find note that says “the trap closes.” Go to castle, people are suspicious. We are told to go to an office.



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