Sunday, October 26, 2008

House party

The party settles into their new home and beings to prepare for the house warming party. Criers are sent into town to announce that a New Adventuring guild has arrived and they wish to invite all of the town to come meet them. They also wish to meet any adventurer who believes they are worthy enough to be invited to the (Guild Name). As each of you go into town over the next few days to explore, drink, and do various errands you hear that the town is abuzz with the prospect with a new guild close to town as well as the party. With two days before the party Arroway sends a messenger with the details of the night's feast. The list details enough Wine, Mead, Bread, and other previsions to feed an army, among which is the main course, Roast Dire Boar, a 12 foot long 2000lbs leviathan. The morning of that party a few members of the local Mage's Guild arrive at the house and, in a gesture of good will, offer to magically light the outdoor area and provide entertainment for the night. As the sun begins to set Arroway arrives with a small caravan of wagons. He heartily greets the adventurers once more and with a simple whistle people begin to pile out of the wagons scurrying about setting up the night's feast. A great fire is lit and out from one of the wagons comes the gargantuan boar, held aloft by twenty or more men, all of them struggling under it's immense girth. Within an hour it seems as though half of the town has arrived for the party. Bards wander about singing songs and telling stories to all those who will listen, a few Wizards meander about performing magic tricks and spectacular illusions. Everyone is having an amazing time. Many would be adventurers come up to each of you expressing their interest in the guild, however there were really only three who stuck out in your minds. You all party, eat, and drink well into the next morning. The dire boar is picked clean, the cask filled wagon is nearly dry, and a few of the towns folk are passed out on the lawn by the time everything winds down. While Arroway sent his team of cooks and helpers away after they'd cleaned up he stays and drinks a few more flagons with the adventurers. Those too drunk to go home are brought into the house and put in the Barracks, and as Arroway finally departs, he tells you to come by the tavern in a few days to settle up the bill. The next morning all of you wake up in your rooms with splitting headaches and a new friend next to you in bed. It was a great party.

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