In the Service of Death

Zombies are scary!

Problems with the Watch, drugging of a young girl, and loss of bladder control

The PC’s received their task from Morr, the God of Death, to stop the killing of his priests in Heimdaal. They were shifted from the spirit plane to the mortal one. Unfortunately, moving through the aethyric chaos is rather chancy and the body choice was terribly random. There was a fair amount of entertaining confusion as they players tried to figure out who they were.

One player dropped into the body of Seremela, a high elf pharmacist, who was in the middle of a transaction. She finished with a little trouble and tried to make sense of who she is now. Seremela’s personality change was marked by her young assistant. As Seremela was getting some fresh air, a note was pressed into her hand by a hooded woman. Just then a crash came from the back room accompanied by a piercing scream…...

The next player became aware in the body of a human female, an wizard’s apprentice by the name of Janeton. She is also gifted with an outrageous Bretonnian accent. A dwarf brewer, Rygar, was talking to her about a mine strike while finishing a transaction for a couple barrels of beer. Her master’s thirst required much to quench. She was quite confused about the situation and, even more strange to the dwarf, about where her master’s dwelling was. Rygar took pity on the addle-brained human, after all, that is what happens when people mess about with magic. He agreed to escort her to Zoroaster’s house. She left the brewer and went towards the her fellow travelers…...

A player dropped into the body of a halfling woodsman with an axe nearly as tall as he strapped to his back. He was the least confused as he was not in any interactions at the time. However, his attention was caught by a wood elf carrying a battered suitcase trying to evade a couple members of the Watch. Useless trinkets and chains trailing behind him, the elf passed rapidly by Basil and dashed down a nearby alleyway. Basil watched four guards sprint after the elf and liesurely followed the trail. He sensed a kindred spirit in the elf…..most unfortunate.

The last player found himself in the body of a wood elf who was in possession of a highly mobile market stall with a inventory that was remarkable in its utter lack of value. His business had attracted the unwanted attention of the law and he was obliged to avoid them in a quick fashion. A mad dash down the filthy alleyways of Heimdaal led Breganu right to the door of Seremela’s shoppe. Thus it was that a soiled, limping wood elf, carrying a battered case of useless trinkets, fake relics and foul smelling elixirs, brought an awful stench into the shop. A young girl screamed…..

The players meet in their borrowed bodies. Convenient, no?

It was rather to difficult to explain to Seremela’s assistant why a wood elf, wanted by the Watch, was standing in the storeroom. The girl was rather distraught by the excitement of the day and Seremela sent her upstairs while assuring her that he would be turned in shortly. Owing to her trust in Seremela, Magritte relented and went upstairs. The group had conflicting ideas of how to ensure the silence of Magritte, and murder was bandied about with alarming ease. A compromise was reached and the young Magritte was merely drugged by her boss. Such a trusting lass…..

The group decides to stay together and go with Janeton to her master’s house and see what information he may supply. This also serves to get Breganu the Wanted out of town, in the disguise of a woman. Using the suitcase and boots of Breganu, Basil creates a false trail out the eastern gate. He then meets up with the rest of the group for the rendezvous with Rygar. A broadsheet is picked up. A clue perhaps?

Rygar is not impressed with Janeton’s choice of traveling companions. He knows of the elf Seremela. She is an alleged deal in the more recreational substances, and alleged is as good as guilty where a elf is concerned. Still, an agreement is an agreement and he is headed up to the mountains to deliver beer to the strikers anyways.

Indicision strikes the party after separating from Rygar. Should we continue on to Zoroasters? Will he be looking for me if I don’t show tonight, says Janeton? Should all of us go into the house? Why didn’t we go to the temple? Should we turn around now? The elf is still in woman’s clothes. The GM finds this humourous as he eats his large fajita burrito.

They decide to continue on as it is dark and they are almost to the destination. Zoroaster was not pleased with the intrusion of strangers to his abode. He only wanted his new robe and his beer, not entertaining alleged friends of his apprentice. The situation is explained and, after a beer, Zoroaster is more open-minded. He agrees to let the party stay and provides what information he can. He does recommend a trip to the temple tout de suite.

Leaving before daybreak to make it to the shoppe before the trusting Magritte woke from her drugged sleep.


Rather, shuffle, shuffle….uuuuhhhh…then some clumsy swings. The horse, petrified with fear stands stock still as the shambling group converged on the party. Janeton smells the rotting flesh and stares straight ahead, willing them to not be there and wetting her robes…most uncomfortable that. The rest of the party hacked away at the frightening corpses downing four of them before the halfling, clutching his side, stabbed the horse in the hindquarters. That provided the horse with a threat greater than the undead and bolted into the rising sun and straight to town.

Seremela tended to the wounded party members at her shoppe and found that Magritte was not there.

Worry ensues. Plans are made for the night. Will the temple be visited? Who gave the note to Seremela? Has the halfling learned a thing or two about the undead? Will Jeneton get dry clothes? Does Breganu actually like dressing as a woman? Will the dwarves reach a settlement? Stay tuned dear readers.



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