
| GM BrOp | 
 
	
 
                
                
              
            
            You leave the logging camp the next morning, fortified by the food, drink, and company of the lumberjacks. They live here on the edge of the forest, and there work is hard, but they seem to have a camaraderie unmatched by any other group you have ever been a part of.
The land immediately begins to climb as you head into Darkmoon Vale and you enter the permanent twilight that will follow you for the rest of your time here.
A few hours later, the path starts snaking down into a small valley and runs alongside a stream that runs in your direction of travel. The air here is particularly close and humid and it smells of rotting leaves and moss.
Surprise
Angus Notice: 1d6 ⇒ 11d6 ⇒ 4, Success!
Ezren Notice: 1d6 ⇒ 51d6 ⇒ 6, Success!
Gustav Notice: 1d6 ⇒ 31d6 ⇒ 4, Success!
Out of the corner of your vision, you all see small shapes detach themselves from the looming trees and come darting toward you through the air at incredible speeds!
You are being attacked by 6 giant mosquitoes.
Combat!
I'll deal out the initiative cards in person here at my desk. I have a pack in my dice box for just this purpose.
Angus: 6 of Clubs
Ezren: Queen of Hearts
Gustav: Ace of Clubs!
Mosquitose: 10 of Diamonds
So for this round the initiative order is Gustav, Ezren, Mosquitoes, and Angus. At the moment, none of the mosquitos are in melee range, as they are currently diving down from the trees. Gustav and Ezren may post at any time, and their actions will occur in POSTING order.

| GM BrOp | 
 
	
 
                
                
              
            
            I also forgot to mention, these giant mosquitos are halfling-sized (Size –1), so all of you have to subtract 1 from all of your Fighting checks.

| GM BrOp | 
 
	
 
                
                
              
            
            Gustav's hand crossbow bolt grazes one of the giant mosquitos diving toward the group, causing it to momentarily fly off course. (Creature is Shaken)
I forgot to mention, these creatures have Toughness: 4 and Parry: 5.
EDIT: Gustav, unless I am mistaken you got a raise on the attack: Wild Die Ace = 11 (6+5) minus 1 for size = 10. 10 is 6 above your target (4), so that's a raise, which means you do an additional 1d6 damage.

| Ezren The Younger | 
 
	
 
                
                
              
            
            "Indeed!" Ezren says. "I'll try to make a force barrier around us." The wizard clears his throat and starts chanting while making runes in the air. He taps the end of his stick against Gustav and Angus and then slams the head on the ground.
Protection -- I just realized I don't have this power in my book (the Deluxe Explorer's Edition). Is there a specific Trapping associated with it?
Also, can Trappings be changed? For example, Ezren knows Bolt. Can he use Bolt with a Fire Trapping and then later cast Bolt with a Sonic Trapping?
Protection Power: 1d10 ⇒ 3
Wild Die: 1d6 ⇒ 1

| GM BrOp | 
 
	
 
                
                
              
            
            Protection -- I just realized I don't have this power in my book (the Deluxe Explorer's Edition). Is there a specific Trapping associated with it?
So if you are trying to protect all 3 of you, that would cost you 4 Power Points (2 for you and 1 each for Gustav and Angus), but does not increase the target number of the arcane skill roll. Since you didn't hit the target number (4) on your roll, you may wish to spend a bennie for a reroll. Also remember that you have the Arcane Bond Class Feature, which gives you a +1 on your arcane power checks when holding your bonded object.
There is a way of reducing the Power Point cost of a power by a technique called Shorting, in which you take a -1 to your arcane skill roll per -1 to the Power Point cost. There is a risk, however: if you fail a shortened arcane skill roll, it's considered a Critical Failure!
Also, can Trappings be changed? For example, Ezren knows Bolt. Can he use Bolt with a Fire Trapping and then later cast Bolt with a Sonic Trapping?
No, you're supposed to pick the trapping when you first acquire the power and it doesn't change, although you can obviously change most powers in other ways via Power Modifiers (such as Armor Piercing, Lingering Damage, etc). You can also add new trappings on an existing power when you take a New Powers Edge, where you substitute a new trapping for an existing power instead of getting a brand new power.

| Gustav the Dark | 
 
	
 
                
                
              
            
            Gustav's hand crossbow bolt grazes one of the giant mosquitos diving toward the group, causing it to momentarily fly off course. (Creature is Shaken)
I forgot to mention, these creatures have Toughness: 4 and Parry: 5.
EDIT: Gustav, unless I am mistaken you got a raise on the attack: Wild Die Ace = 11 (6+5) minus 1 for size = 10. 10 is 6 above your target (4), so that's a raise, which means you do an additional 1d6 damage.
That's weird. When I hit "Preview" it only showed me as rolling a (1) on the exploding dice. I like (5) Much better.
1d6 ⇒ 3 Additional Damage

| GM BrOp | 
 
	
 
                
                
              
            
            That's weird. When I hit "Preview" it only showed me as rolling a (1) on the exploding dice. I like (5) Much better.
That brings the total damage to a 8, which is a Raise, which means it takes a Wound and as an Extra is incapacitated.

| Angus Lockheart | 
 
	
 
                
                
              
            
            As we are in a forest and that is my favored terrain please be sure to draw two action cards to determine my initiative (I happen to be fine going last this first round) I would also like to point out Angus has First Strike, so he gets a free action strike against the first mosquito to approach him.
1d6 + 1d10 - 1 ⇒ (2) + (8) - 1 = 9 7 Hit; Damage 2d8 ⇒ (4, 1) = 5 sad roll but still beats their toughness.

| GM BrOp | 
 
	
 
                
                
              
            
            As we are in a forest and that is my favored terrain please be sure to draw two action cards to determine my initiative (I happen to be fine going last this first round) I would also like to point out Angus has First Strike, so he gets a free action strike against the first mosquito to approach him.
Oops, sorry about that. I guess I should read everyone's character sheet again! This means you will get another attack against another one.

| GM BrOp | 
 
	
 
                
                
              
            
            Ezren, I need to know whether you want to spend the bennie to reroll your Spellcasting check and are willing to spend the Power Points to protect everyone before I can resolve the attacks of the giant mosquitoes.

| Ezren The Younger | 
 
	
 
                
                
              
            
            Thank you for the help. I think a mage armor Trapping would be good. I like Ezren's mage armor contrasting with his father's hell knight armor. Yes, spend the points to protect all three of us.
Also, I will spend a bennie to reroll the Spellcasting Skill. So, I should have one remaining. Thank you for reminding me about that...and the Arcane Bond Class Feature.
Spellcasting for Protection Power: 1d10 + 1 ⇒ (3) + 1 = 4
LOL

| GM BrOp | 
 
	
 
                
                
              
            
            Hey, 4 is all you needed, Ezren. Thank goodness for that Arcane Bond. I'll let you describe what the Mage Armor spell looks like, but everyone gains 2 points of Armor for the next 5 rounds.
The giant mosquito that Angus attacked is also shaken.
Recovery roll for Gustav's mosquito: 1d6 ⇒ 1, failure ; Gustav's mosquito remains Shaken.
Recovery roll for Angus' mosquito: 1d6 ⇒ 4, success! Angu's mosquito is no longer Shaken.
Attack on Angus: 1d6 ⇒ 4, nope.
Attack1 on Ezren: 1d6 ⇒ 4, nope
Attack2 on Ezren: 1d6 ⇒ 2, nope
Attack3 on Ezren: 1d6 ⇒ 5, success!
Attack4 on Ezren: 1d6 ⇒ 6, Exploding: 1d6 ⇒ 6, Exploding2: 1d6 ⇒ 4 = 16, ayup!
The mosquito buzzing around Gustav still has not recovered and simply flies about. Angus' mosquito managed to stab its proboscis at the woodsman, but he deflects it with his weapon. Ezren is not so lucky, as two mosquitos latch onto him and begin to drain his blood. The mosquito bites do no damage, but they immediately start draining blood. Because the bite does not do normal damage, armor is not effective against it. Ezren takes two levels of Fatigue and becomes Exhausted (-2 on all Trait rolls). Both the mosquitos are still attached to him.
Angus, since that first attack was free due to your Edge, you still have an attack this round.

| GM BrOp | 
 
	
 
                
                
              
            
            Angus loses control of his sword when he fails to connect with the giant insect. It flies from his grasp and into the underbrush next to the path.
Angus is disarmed. He can retrieve his sword if he spends all of next round recovering it or may draw another weapon. Retrieving his sword will require him to Withdraw from Melee with the mosquito he is currently facing, however.
Mosquito Combat Round 2
Initiative:
Angus: Jack of Hearts AND Jack of Clubs!
Ezren: 5 of Diamonds
Gustav: 4 of Diamonds
Mosquitos: King of Spades
So Mosquitos, and then everyone else in posting order.
There are 5 giant mosquitos remaining. Two are currently sucking blood from Ezren, two more are on him but haven't found an unprotected spot to jab him yet, and one is still trying to find purchase on Angus. Note that any attached mosquitos are considered to be Vulnerable, which means that all attacks are +2 against them.
To everyone's dismay, the two giant mosquitoes on Ezren continue sucking out his blood, his red essence visible as it courses through the semi-transparent probosces, after which they detach and clumsily begin to fly away, their abdomens red and bloated. The wizard grows pale (well, paler) and stumbles a bit as he barely keeps his feet under him. (These two mosquitoes fly away and are 12" away.)
The two remaining mosquitoes on him continue jabbing at him. One manages to find a spot of unprotected flesh and attaches itself, while he weakly fights off the other. (Mosquito 1 on Ezren: 1d6 ⇒ 3, miss! Mosquito 2 on Ezren: 1d6 ⇒ 5, hit!. Ezren would normally take another level of fatiue (moving him to Incapacitated), but their blood drain ability actually only allows to drop people to Fatigued, so he remains at that condition).
The mosquito buzzing around Angus stabs at him, but he pushes it away and avoids being punctured. (Mosquito 3 on Angus: 1d6 ⇒ 3, miss)
Current statuses:
2 Mosquitoes on Ezren, 1 of which is attached and Vulnerable
1 Mosquito on Angus
You are all up!

| Ezren The Younger | 
 
	
 
                
                
              
            
            The mage armor forms in the blink of an eye by the appearance of a band of arcane and geometric symbols encircling the waist which slowly revolve around the person. The symbols glow with golden-green light.
Ezren grunts and mutters curses as the giant mosquitoes suck on him. As they fly away he calls out, ”Blood suckers!” but immediately regrets it. Need to conserve my energy for the fight, he thinks. Feeling the bite of a new mosquito he grips his cane and chants, accepting the exhaustion to cast a magic spell. A bolt of light flashes from his hand.
Spellcasting Bolt: 1d10 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 2
So a total of 8...or does Exhaustion also factor into the Wild Die?

| GM BrOp | 
 
	
 
                
                
              
            
            So a total of 8...or does Exhaustion also factor into the Wild Die?
As far as I understand it, bonuses and penalties on Trait checks apply to the number rolled; how you get to that number, whether it's from the Trait or the Wild Die, doesn't matter. That's what makes the most sense to me, at least. If the penalty didn't apply to the Wild die, you technically wouldn't be fatigued anymore if the Wild die was your highest result.

| Gustav the Dark | 
 
	
 
                
                
              
            
            "Hold still mage. Don't want to miss and hit you".
Gustav tries to hit the attached mosquito with his Q-Staff. If it's dead he goes for the other one on Ezren.
1d4 + 2 ⇒ (4) + 2 = 6 Fighting
1d4 ⇒ 1 X1
1d6 ⇒ 1 Wild Die
7 to hit
Damage 1d6 + 1d4 ⇒ (5) + (2) = 7
Thief Bonus Damage to Vulnerable if applicable. 1d6 ⇒ 4 
Damage either 7 or 11

| Angus Lockheart | 
 
	
 
                
                
              
            
            Angus draws his heavy mace and tries a whack at the mosquito trying to bite him.
1d6 + 1d10 ⇒ (1) + (2) = 3 2
He misses terribly.
All this training and you're shaking like a child in your first real combat.  Shake it off, you fool! Lives are in the balance.  Angus's brow furrows as he looks at Ezren in deep concern.

| GM BrOp | 
 
	
 
                
                
              
            
            Mosquito Combat Round 2
Ezren, your Spellcasting check succeeded, so you can roll damage, please.
Gustav steps up and hits the mosquito currently siphoning Ezren's blood dead in the middle of its abdomen. It ruptures like an overripe melon, showering both of them in blood and viscera. (Another mosquito incapacited)
Angus misses.
The two remaining mosquitos decide that they have had enough of all of you or that you are too much of a threat and fly off.
Angus and Gustav can each get a free attack on the mosquitoes as they are "Withdrawing from Melee" if you like.
COMBAT IS OVER!
Ezren remains Fatigued. He will recover one level of fatigue per hour (he has 2 levels to recover). There is nothing that says he can't walk during this time, but if you want to RP that you should take a few hours and rest, that's fine too.

| Ezren The Younger | 
 
	
 
                
                
              
            
            Bolt Damage: 2d6 ⇒ (4, 2) = 6
Ezren groans as the mosquitoes fly away. He looks at his arms and sighs. ”Nice of them to leave me some of my blood.” He checks the others for obvious wounds. He seems to lean more on the cane as he walks off the trail and leans against a tree. After taking a long drink of water, he checks the angle of the sun.
”I just need a few minutes then we can start walking again.” His eyes close. After a minute or two of silence, he says, ”You know that’s not the first time mosquitoes have dined on my blood. I doubt it will be the last.”
Another drink of water. ”Okay, let’s continue. If we see a spring or stream, I’d like to get more water.” He pushes himself from the tree and starts walking. His stride is slightly slower, but he seems vigorous enough. ”Too bad I won’t have a bed tonight.”

| Gustav the Dark | 
 
	
 
                
                
              
            
            Gustav lets the mosquito's go without an attack.
"They're just doing what they do. They aren't evil or anything. We just need to keep an eye out for more, and don't make ourselves so vulnerable".
He then turns to the aged human.
"Take all the time you need. I'm sure we'll need you at strength going forward. Let me carry your supplies for you".

| Angus Lockheart | 
 
	
 
                
                
              
            
            1d6 + 1d10 ⇒ (5) + (8) = 13 8 hit with a raise
Damage 2d8 ⇒ (4, 8) = 12 explode 1d8 ⇒ 3 plus bonus 1d6 ⇒ 1 16
Angus isn't so forgiving, although perhaps it is himself he's having trouble forgiving. He bashes the retreating bug out of the sky. "Doesn't mean they might not be tempted to return while we sleep. The less of them out here the better, by my way of thinking."
He looks at Ezren, concern furrowing his brows. "Glad you're gonna live, Old Younger. Let's find that water."

| GM BrOp | 
 
	
 
                
                
              
            
            The rest of the day of travel through Darkmoon Vale thankfully passes without any further interruption, and you even pass a small stream where you are able to rest and replenish your water supplies. Although the trail has its uphill and downhill sections, you decide that in the aggregate the land seems to be sloping downward.
The woods are dark and nearly silent, with only the occasional bird song breaking the quiet. Even at midday, the sunlight barely manages to penetrate the thick darkwood canopy, shrounding everything in a permanent twilight. Because of this, sunset begins early and when you pass the fallen trunk of a mighty darkwood tree late in the afternoon, you decide to make camp there for the night.
Because you got such good directions before traveling into the Vale, I won't have you make Trait checks to avoid getting lost. Ezren is still recovering from his blood drain, and could probably use a good night's sleep without taking a watch shift. Do the rest of you want to split the night's watch? Do you want to take any special precautions or set up the camp in a special way? You are in the shade of a massive felled darkwood tree that you can shelter under should it start to rain (which is generally does at night in the Vale).

| Gustav the Dark | 
 
	
 
                
                
              
            
            "Angus how about you take first watch, and I'll take second? We'll let Ezren sleep and recover a bit".
He then looks around the area.
"Let's put our backs to this big tree and build a fire between us and the forest. Perhaps we could put up some branches and dried leaves outside the campsite so if anything comes upon us we might hear it first".

| GM BrOp | 
 
	
 
                
                
              
            
            Gustav Notice check: 1d6 ⇒ 31d6 ⇒ 5
Angus Notice check: 1d6 ⇒ 11d6 ⇒ 1, Critical fail! I'll just describe it :)
Angus takes the first watch, but the fight with the mosquitoes must have taken more out of him than he thought. He sits down with his back against a darkwood tree and closes his eyes for just a second. Several hours later Gustav wakes for his shift to find the woodsman passed out and snoring at the foot of a nearby tree. He is about to rouse him when he sees a giant serpentine form slithering its way down the tree towards Angus!
Giant Snake Surprise
I'm dealing Angus and Ezren into this combat even though they are both asleep and therefore can't act this round, just in case they get a Joker.
Angus: 9 of Hearts
Gustav: 8 of Hearts
Ezren: 3 of Hearts
Snake: 7 of Clubs
Gustav, you are going just barely before the snake. If you rush over to it, you can reach it and still attack this round.

| GM BrOp | 
 
	
 
                
                
              
            
            Oops, after saying I would post the vital information for the creatures you fight, I have fogotten to do so.
Giant Snake Surprise
Giant moorsnake: Parry 5, Toughness 5.
Gustav's hand crossbow bolt hits the giant snake but bounces off of its toughened skin.
It rears up and hisses at the dwarf, momentarily distracted from the wakening Angus, and lashes out at Gustav.
Fighting: 1d6 ⇒ 1
The snake overshoots its mark by quite a bit, launching itself into the underbrush where it disappears from view.
Gustav, you ignore illumination penalties because of your darkvision, but for the others it is currently "Dark", which means a -4 on attack rolls, Notice rolls, etc. The fire is providing little light as it is mostly coals at this point. You could bring it back to life by spending an entire round feeding it with easily flammable material or do it as a free action with a successful Survival check. If you do so, it will increase illumination to "Dim" (which means only a -2 on checks).
At the moment the snake is completely hidden from everyone's view (including Gustav's) as it is somewhere in the nearby underbrush and is not making a lot of sound. Gustav is the only one who saw it. Ezren and Angus are waking, and can act this round, but did not wake in time to see its attack. For all they know, Gustav is just standing there yelling with his weapon drawn.

| GM BrOp | 
 
	
 
                
                
              
            
            Giant Snake Surprise
Oops again, I forgot initiative.
Gustav: Ace of Clubs
Angus: Jack of Spades
Ezren: Nine of Clubs
Giant Snake: 2 of Clubs
Gustav, you could search for the snake (and find it with a successful Notice check at -2 due to concealment from the underbrush), or you could simply wait for it to return (if it does).

| GM BrOp | 
 
	
 
                
                
              
            
            Giant Snake Surprise
Gustav quickly throws some dried leaves and twigs you had collected into the fire, causing it to flare up and illuminate the campsite around you.
Everything within the ring of trees and underbrush that is your campsite now has Dim illumination (-2 on related checks). Everything outside of it (where the snake presumably is) is still at -4.
Angus and Ezren are up!

| Ezren The Younger | 
 
	
 
                
                
              
            
            Ezren is startled awake. Heart beating loudly in his ears, Ezren feels for the cane he keeps by his side when he sleeps. A snake? Where? And where’s my -- his fingers find the cane and curl around it. Once it’s in his hand he begins to chant, gesturing to the three of them.
4 power points to cast Protection on Gustav, Angus, and Ezren.
Spellcasting for Protection Power: 1d10 + 1 ⇒ (7) + 1 = 8
Wild: 1d6 + 1 ⇒ (6) + 1 = 7Exploding: 1d6 ⇒ 4

| GM BrOp | 
 
	
 
                
                
              
            
            Although it is amazingly quiet for a creature its size, the three of you all hear the snake slithering through the undergrowth of the forest. It seems to be trying to move around and come at you from behind, but the breaking of small twigs and branches gives it away. It spends its round failing a Steath roll and attempting to move around you.
Giant Snake Surprise
Initiative:
Angus: Ace of Diamonds
Gustav: Ten of Diamonds
Ezren: Six of Diamonds
Snake: Five of Clubs
The snake currently has Light Cover versus missile attacks because it is partially hidden in the underbrush (-2 penalty). That will be negated if you move towards it and attack it in melee, however. You are all close enough to reach it in this round and still get an attack.

| GM BrOp | 
 
	
 
                
                
              
            
            Reminder that as long as you go before the snake in initiative (which all of you do) you can post in any order you like.

| Gustav the Dark | 
 
	
 
                
                
              
            
            "Quit trying to hide in the bushes you sneaky Bastage".
Gustav boldly steps forward and thrashes at the snake with his Quarterstaff.
1d4 ⇒ 4 Fighting
1d4 ⇒ 4 X1
1d4 ⇒ 2 X2
1d6 ⇒ 2 Wild Die
so 10 to hit.
Damage
1d6 + 1d4 ⇒ (3) + (1) = 4 Damage
1d6 ⇒ 2 Raise?
1d6 ⇒ 3 Vulnerable due to multiple attackers?
So somewhere between 4 and 9 damage

| GM BrOp | 
 
	
 
                
                
              
            
            Giant Snake Surprise
I forgot the list the snake's relevant stats:
Parry: 5, Toughness: 5
Gustav, your attack does score a raise giving you the extra d6 as rolled for a total damage of 6, which beats the snake's Toughness by 1. The snake isn't "Vulnerable", however. Multiple attackers is knows as "Ganging up" in SWADE, but gives you a +1 on Fighting rolls for every extra person and doesn't effect damage.
Gustav's quarterstaff connects with the giant snake's head, causing it to rear back in confusion.
Giant snake is Shaken.
Angus and Ezren are up!

| Ezren The Younger | 
 
	
 
                
                
              
            
            Getting up, Ezren’s knees crack. He stands on his bedroll, in his sleeping robe. He deliberates about putting on his boots in case he needs to run, but decides launching a bolt of arcane energy takes priority. He holds his cane aloft, chanting, then a brilliant radiance streaks from his right hand towards the giant snake.
Spellcasting Bolt: 1d10 + 1 ⇒ (8) + 1 = 9
Wild: 1d6 ⇒ 4
I think that's a Raise so damage is 3d6.
Damage: 3d6 ⇒ (3, 4, 1) = 8
4 Power Points spent in this fight

| Angus Lockheart | 
 
	
 
                
                
              
            
            Angus rushes over to Gustav's side, striking at the snake now Gustav's strike has pointed it out.
Sword 1d6 + 1d10 ⇒ (1) + (8) = 9 8 Hit
Damage 2d8 ⇒ (6, 3) = 9 9 Damage
Angus slices into the giant snake, spraying blood across the forest floor, and he barks "Get out of here, you legless lizard!"

| GM BrOp | 
 
	
 
                
                
              
            
            The impact of the magical energy combined with Angus' precise stroke finishes off the snake, which flails about in its death throws for a bit until it stops moving. As the rest of its movement stops, you notice that its middle section (easily seven feet or more in length) still seems to be moving and appears unusually bulbous for an otherwise sinuous creature.

| Gustav the Dark | 
 
	
 
                
                
              
            
            Gustav still breathing hard from the exertion of the battle notices that part of the snake isn't dead yet.
"Wait there is something still moving there. Let's cut it open and see if we can grab some free dinner".
He then looks around at the others. "Anybody got a knife I can borrow"?

| Ezren The Younger | 
 
	
 
                
                
              
            
            Ezren stretches his arms over his head. ”That could have been much worse--A dagger?” he says. His knees bend slightly and he bends at the waist, using the cane for support. It takes him fifteen seconds to pick up the sheathed dagger that was under his rolled up shirt he was using as a pillow.
”Here you go,” he says motioning that he will toss it to Gustav. He sends it towards the dwarf. Stepping into his boots, he slowly laces them.

| Angus Lockheart | 
 
	
 
                
                
              
            
            Angus looks out into the darkness, squinting and listening for sounds of any movement. Snakes, especially giant ones, tended to hunt alone, but it was better to be safe than sorry. Tangentially he side-eyed Gustav's work with the snake's belly.

| GM BrOp | 
 
	
 
                
                
              
            
            Gustav cuts deeply into the belly of the snake and to his great surprise and arm pops out, waving about frantically. Realizing that there is a person still alive inside the dead snake, the rest of the group joins in trying to widen the hole. After another few minutes work, you pull out a red-haired elven women covered in snake blood and other fluids. Her skin is covered in bad rashes (most likely caused by the snake's digestive juices), but otherwise she seems to be all right. She lies on the ground, sucking in as much air as she can draw into her lungs.
Apologies, Fliss, if I got somethig wrong about the character.

| Fliss Cooper | 
 
	
 
                
                
              
            
            On closer inspection you can see that the young woman's ears don't have teh points of elves, atlhough she's skinny enough taht you could make that mistake. "Ech! Yuk! Blek!" It's some minutes before she can make any other sound but then she slowly gets to her feet, face almost as red as her hair.
"So, uh. You're probly wondering what I'm doing here, which is a fair question. I'm Fliss. Cooper. Thank you for your help there, I got lost and took a nap against a tree and the next thing I know - well, you can see what happened." She looks pained. "I don't supose you can be persuaded not to tell that story? I'll never live it down if it gets back to the tavernacle." You can see the holy symbol of Cayden Calien round her neck, and her weapon is a basket-hlited rapier of extremely good quality.
"Anyway, so I'm not from round here, I was just stopping by when I found out about the illness in town. I had a uqick chat with Laurel at first light and headed off to, you know. Be heroic." She looks downcast for a moment, before brightenin up again. You get the sense that nothing keeps her down for long. "You guys are doing the same thing, yeah? Looking for a cure? Unless you'r bandits of course, in which case I'll have to fight you even though you saved my life."

| Angus Lockheart | 
 
	
 
                
                
              
            
            "Sure, sure, we're not bandits. We're out here looking for a cure, just like Laurel told you." Angus smiles. "This is Ezren the Younger and Gustav. Oh, (ahem) and I'm Angus, Angus Lockheart."
Angus looks over to Ezren "Anything you can do about that goo covering her?" he asks.
Hes skin flushes a but when he realizes he's still in his bedclothes.

| Gustav the Dark | 
 
	
 
                
                
              
            
            Gustav notices the first slender leg appear at his cuts. "Oh No! It's having babies".
Then he remembers that snakes don't normally give live birth and keeps from stabbing at the emerging figure. He steps back as she emerges and grunts.
"Well... so much for dinner".
He then begins to clean the snake blood and guts from himself.
 
	
 
     
    