Quasi Dungeons and Dragons

Author: drafterman

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TheDredPriateRoberts
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@Buddamoose
(I'd say we can handle coffin makers+ checking on Ireena + Winery )
(In that order, let's go)

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The group, as one, heads to the coffin-maker's house. Both doors to the house are wide open, barely hanging from their hinges. There is no sound and no sign of the coffin maker.
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@drafterman
(That's how we left it right?)
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@TheDredPriateRoberts
(Just the south door was open)
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@drafterman
(so the doors were busted out, vs busted in?)
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@TheDredPriateRoberts
(Yes)
secularmerlin
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@drafterman
I would vote we go to the coffin makers shop first unless one of our other goals is on the way there.
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@drafterman
Hmm guess was a little behind events.
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(Alright guys. Whatchya gonna do?)
Earth
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@drafterman
Assuming everyone is here, I give each person a stake and cast Detect Good and Evil inside the shop.
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@drafterman
Yeah they are probably gone but better to be sure
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Unlike before, Grahf detects no undead anywhere in the shop.

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@drafterman
Yeah I probably would have taken off if I were them. So now what?
Earth
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Oh shit. Check up on the church.
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@Earth
Yeah I guess we had better.
drafterman
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(Did you guys search anywhere inside the shop or just step in, detect nothing, and step out?)
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@drafterman
(Stepped in and casted)
TheDredPriateRoberts
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@drafterman
(any discernible foot prints, if so how fresh do they look?)
(we are probably too late, I bet the maker's body is inside)
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The group searches through the house, including the storage area where the undead were first detected. The 6 crates have been burst open as if from the inside. The crates are filled with dirt, leaving just enough room for a humanoid body to rest. In the middle of the floor is the corpse of the coffing maker, his throat and entrails ripped out. In blood on the floor:

Vargas is next
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(mount up boys, we got a possy already, let's ride, Blazing Saddles)
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@drafterman
Vargas is next

(Yeah somebody should go check on them bones.)

To the smithy
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They follow the directions given to them to the smithy. It takes them to a small decrepit shack near the southern border of the town. The road here runs into a southern gate that doesn't appear to have been used in a long time. The gate is rusted shut and held closed with a chain and large pad lock. Vines have encroached upon the gate and the road leading away from town on the other side is cracked and filled with weeds from disuse.

Near the gate is the small squat smithy shop.
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@drafterman
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After a few minutes a squat, balding man in blacksmith's garb comes out of the building.

Eh?
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We were told you could help us with our smithing needs.  Our occupations require the best tools for the job.  At this time we would like some of our weapons silvered.  Is that something you can help us with?  We have the silver already.
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Blacksmith: Hm. A bit of an odd request. But sure, it's something I could manage. Have to melt down the weapon and reforge it. Takes about a week. What have you got?
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@Buddamoose
@drafterman
Longsword and handaxe and (Snerp's weapon)
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The smith takes one of Robert's longswords and one of Snerp's hand axes (and presumably the silver needed).

Anything else I can do for ya?
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@earth
Don't you need a silver weapon too?
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@drafterman
(actually I'm having 2 weapons done, since I don't wish to give up both longswords, I'm opting for one longsword and one handaxe, which will still give me one of each for dual wielding, not sure what snerp has for a weapon)