Quoted By:
While most of the day was spent in idle conversation with hopeful spirits- the day begins to grow long as the shadow of the old town of <span class="mu-s">Mistfall</span> looms. You will spend the night there.
Once a prosperous town at the very tip of the great chasm- this town sits where the river meets the chasm, a small amount of water sluiced from the river falls down into the inky blackness below. This results in a constant stream of mist. The grass here is always wet with dew, and the soft sound of water falling on rocks, just dulled enough to be a pleasant sound instead of a deafening drone. It is said the town was built to keep the thirsty earth from devouring all of the fresh river waters- and still gave some as some kind of appeasement, but was since abandoned. Even since then, it still does its duty silently. It has instead become a sort of resting spot for travellers- most animals avoiding human ruins and the chasm finally being further then a stone's throw away. While you think the worst of it is over; nobody really wants to sleep on this narrow strip of land besides this yawning void...
But, as you approach the town, something unexpected happens. There is a... man, who approaches you. He comes alone, without weapons, nonetheless stopping your party's path. He wears a wooden mask and is covered in dark rags.
“Ho!” Someone says. “We are heading onto Mistfall.”
“Yes- we live there now. Please move on.”
“...But it is almost night-time. It's the safest place to rest!”
“Yes. That is why we live here. We have nothing of value. Please leave.”
This is unfortunate. This town is the only good stopping point from here to the edge of the Great Lake- and you'll need all the rest you can get for tomorrow. However, the sharp among your party can tell the way the stranger speaks- he is clearly nervous that a highly armed party of many adventurers is approaching his town. There are probably women and children there- he's clearly nervous.
While you don't mean this creature any ill will, you <span class="mu-i">do</span> need to stay in this town for tonight. Maybe there's a way to convince him?
<span class="mu-s">Rules</span>
This is a <span class="mu-s">Skill Roll</span>. For each category, roll your class die twice, or more if you are a Rogue, and take note of the distance between the two closest numbers. The lowest distance (range) you roll per category will be used. An exact match is considered a range of 0 and is a perfect successes.
Because this involves diplomacy, <span class="mu-s">Humans</span> get to roll an extra die for this roll, regardless of their class. You convince them to...
>Attack you with only (X) warriors
>Convince them to steal only (X) items
>Prevent their magician from cursing more then (X) people
>Give you (X) intentionally bad pieces of advice
>(Wiggles only) Cast a Glamour on your party to make the people give you supplies for your journey (Magic Roll)