The City of Lyra, Aabran
Early morning, Sorrin’s Day, 25th of Barburn, Year 1304
Questionnaire:
You’re gathered in Lyra’s barracks, collecting equipment and provisions for your endeavor into the Wilderdeep. You spent the night in the city beforehand, collecting yourselves and discussing the terms of your adventure with Lord Pernn, governor of the city.
As it turns out, the late Ophelia Pesh was a close friend and business partner, and her death has left him visibly distraught. Her family is offering up to 500 gold pieces for peace of mind and to bring the killer to justice - enough for a down payment on a cozy house. Lord Pernn struck you as both grateful and melancholy at your offer to help. It is clear that he appreciates your effort, but has little in the way of optimism of your success. Still, the notion you would risk yourselves to aid the city has instilled a small measure of hope within him. He has given you liberty to outfit yourselves at the barracks, and has been a gracious host during your stay.
You stand in the armory, eying barrels and racks full of surplus weaponry and equipment. There are rows of swords, spears, shields, bows and miscellaneous gear. The quartermaster grudgingly has allowed each of you to pick one or two items. He finds the idea of you going into the Wilderdeep incredulous; he occasionally mumbles to himself with a shake of his head. Something about “foreigners” and “death wishes,” it sounds like.
What gear do you select from the armory's pool?
(Max two items or mutli-use bundles each. Select from these lists. Ranged weapons come with quivers worth 3 ammo.)
(Add items to your character sheets, making sure to update uses and weight values.)
As you reach for your equipment and sling your packs over your shoulders, Lord Pernn enters the room. A tiny, horned familiar chitters on his shoulder. He reaches into his robe and procures what seems to be a tarnished whistle. It is carved to resemble the head of a canine, maybe a demon. He hands it to Alexandria, apparently trusting a fellow countryman with the item.
“This may come in handy if you find yourself in peril,” he says, “but use it sparingly, only when faced with real, imminent danger.” He emphasizes the last of his words with a heavy voice and waves the group outside. “It’s almost time to go. Best to get a move-on in the morning. Come nightfall, it’d be a nightmare to trek that place.”
In a few minutes, you leave the gates of Lyra behind. You're on the trail leading in and out of the city, and you can see the vast stretch of forest that makes up the Wilderdeep ahead. Lord Pernn and a few city guardsmen escort you there, pointing to the tracks that led from the scene of the murder along the way.
"Well, here we are," Pernn says, with a clap of his hands. He looks perturbed, as if standing so close to the Wilderdeep is physically uncomfortable. "You have my best wishes for your success."
"And condolences," one of the guardsmen murmurs, almost out of earshot.
Pernn leaves you with a few more lengthy words of thanks, as if he doesn't expect to see any of you again, then turns back the way he came, guards in tow. The Wilderdeep lies before you now, and the leaves on the closest trees rustle in the wind. Although the rest of the land appears bright and sunny in the morning light, the forest appears only dark and murky. It's hard to see much farther ahead.
What do you do?