Ogre11, The Grandmaster of the Written Word

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Last Activity

4/2/2020 3:26 PM

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Storygame Count


Duel Stats

37 wins / 29 losses


Pre-Eminent Architect Exemplar




I like to write. I have lots of stories running around in my head, but it does take me (WAY) too long to get them from my mind to paper (or computer bits). I've always loved "Choose your own Adventure" type books, so I thought, why not write a few to share with others? I hope you like the stories I set up here.

I do appreciate you reading my stories and please do provide feedback on what you read! Feel free to PM me with questions or comments on stories, or even start up a thread if you want to talk more.


Trophies Earned

Earning 100 Points Earning 500 Points Earning 1,000 Points Earning 2,000 Points Earning 5,000 Points Genuinely inspiring advanced editor teaching and helping. Jointly won the 2017 Wilderness Contest Having 3 Storygame(s) Featured Rated 99.9% of all Stories Given by BerkaZerka on 01/20/2018 - Plentiful Contributions to the Site! Given by EndMaster on 01/07/2020 - Well, you're better than most people here. Given by JJJ-thebanisher on 08/27/2019 - For ridiculously prolific writing and excellent site activity Given by Will11 on 01/14/2018 - For your thirteen well-written stories, especially Spy Mission


A UFO at School

There's a UFO at the school!

This story was written as a an attempt to try out a different way to write storygames. I tried to write the entire story from start to finish, then insert choices only after writing the story (see more here). The story is intentionally short: this is supposed to be a short story of the type you might read in a magazine: no matter which path you take, it should end up with a story about 800-1,200 words long. For those interested, there are eight different endings.

Alien Abduction

You were minding your own business when you are suddenly abducted by aliens! Now you need to find your way home before, well, you're not sure, but before something!

This is a short, lighthearted puzzle adventure. It is not too hard and not too serious. The puzzle is simple, but try and pay attention to the clues to avoid dying and having to back up! There are seven ways to die and just one way to win.

Created for Riddles & Puzzles 2016 contest

First Runner-up: Riddles & Puzzles 2016

Story inspired by Will11 (here).

In short, please read and rate this story, we want to see how fast we can get this to 100 ratings!

Cryogenic Failure
You signed up for a long space journey -- so long that you would have to be frozen in a cryogenic state for decades until the ship reached the destination: a new planet that was just like earth, but had no inhabitants. The ship was automated, and a group of 249 other people were frozen with you -- to be automatically un-frozen when the ship reached its destination and landed on the planet.

After many strange dreams, you find yourself waking up, but something doesn't seem quite right. This waking up process is not what was described to you at all, and now you're going to have to figure out what happened and what you're doing to do about it!


This is a relatively simple choose-your-own ending story adventure. There are many different endings (eight total) with a good story (I hope) behind each. Enjoy picking your own story!

Escape From School
This is an IF game in the old Colossal Cave Adventure style. Basically all your choices are just picking directions and manipulating stuff. You wake up trapped in the school and need to find a way out before you are caught! Wind your way through over 100 different rooms and locations to find your way out of the abandoned and locked school building. Initially published: 5.04.19

Update 1.1, 5.13.19: Added a time-out so that if you take too long you get caught in the school (Sorry about lost saves)

Update 1.2, 9.1.19: Fixed beaker issue, updated item use issue, fixed room descriptions (Sorry about lost saves)

Finding the Muse

This is a game based on writing, inspired by the forums here at CYS.

Your goal is to find your muse and write a storygame for CYS. How will you do that? There is only so much time in the day, and there are so many things that you can do...

In this game, you make the selections and see if you can find the way to the muse and the next great CYS story. There are a total of 5 different endings to this storygame.

Special thanks to Kiel Farren and ISentinel Penguin for their forum contributions to this story (whether they believe it or not).

Go Get The Mail!

You have a simple task -- go and get the mail. Oh, it sounds easy, but could you ever imagine how many different things could get in your way?

This is my first attempt at a storygame. It's a very basic "Choose your path" story. Let me know what you think of it in the forums!

Featured Story Hank's Journey
Make decisions for Hank as he wanders out into a world that is quite a bit more than it seems. Watch him head into the darkness and see if and how he will find his way back out...or further in...

Please note the maturity rating on this one. It doesn't mean that it's mature, it means that it's nasty sometimes. While yes, there is some humor, it's pretty graphically adult at times, not like most of my stories. Oh, it's not as bad as some other stories I could mention here, but it's different than nearly everything else I've written, so be warned. It's gross, too, in way too many places.

Just in case that wasn't too clear, here is the trigger warning: if you have a trigger, you're warned. I'm not sure anyone should actually read this.

This is mostly a gauntlet style CYOA story, but there is a bit of branch and bottleneck to it as well.

Updated 8.16.19 to fix a few typos.

Entry for the Succubus Contest, 2019: Winner of the contest!

Featured Story Spy Mission

In this story, you take on the role of yourself. Your day starts out like every other day for you, until a few different things happen... and you have to decide what to do about those things... Join in this fun spy adventure and journey to Prague, Havana, Buenos Aries, and more!

Note: There are a lot of different options in this game. Please do try it more than once -- there are many different ways through (you will always see the same first chapter, but there are many different ways through it to other chapters).

There are also quite a number of endings. For those who like to look for such things, each ending is labeled with a number, and there are 28 different endings (and many ways to get to each one).

Featured Story Surviving Pre-School

High school can be tough with all the cliques, bullies, "resource" officers, and changing rules. But that is nothing compared to the pre-school room! In pre-school you don't even know what a rule is, never mind that you're breaking it. And those evil naps can slip up on you before you know it. Can you make the right choices to make it through the pre-school day without getting spanked?

Please note: There are just three endings to this little short: you survive pre-school, you do not make it through the day, and, well, you don't want to get the other ending.

Also note: This is an intentionally short, very light-hearted story that is meant to be silly. Please read and enjoy in that vein.

Story inspired by MattC


This is a short story that is was an entry for playa988's 4-week long contest. Yes, I wish it was longer, too, but this was intentionally short for the purposes of writing a complete story in the short time frame allowed for the contest. There are, however, 18 endings, so feel free to try the story more than once and follow different paths. The theme of the contest was "gray vs gray," so don't look for a "winning" ending. When it's all grey, no one wins.

The year is 2016 and a series of nuclear bombs have been detonated in dozens of cities across the United States in the population centers. The country is destroyed and many people are dead.

While many cities (and surrounding areas) have been destroyed, there are various areas, far from the population centers, where people have survived. The people are trying to make sense of what happened and are trying to rebuild their lives and their country.

This story takes place in Western Montana where you follow the adventures of Jim Thompson, a survivor of the massive attack, trying to make sense of what is left of the world. Your choices will decide what happens to Jim, and perhaps what happens to the country...

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The Adventures of Rory Thorn in Math Class

Rory heads to Math class. That's boring, right?

Well, it is boring for most people, but not Rory Thorn. Rory always manages to find adventure, even in math class. Join Rory in math class and help decide what happens to him and his adventures!

The suggested way to read this story: do not press the back button. Oh sure, I know you want to, but read the whole story through, then start over. You will find that the stories will take you in entirely different directions and I think you really see that when you start over instead of just backing up! But hey, you're the reader, you get to read it however you want!

There is only one ending to this story. However, there are 32 different pathways that lead to that end! There are almost 16,000 words in this story. However, since there are so many pathways, the average story you will read will only be 3,000 words. So it's a short story...but with 16,000 words...

Author's Note: I do hope you enjoy this story. If you think it should be longer, well, I'm sorry, but do look for more stories in the "Adventures of Rory Thorn" series. The idea here was to give you a LOT of options and end up with a single short story.

The Emperor's Zoo
The emperor sends you to a faraway land to capture exotic beasts for his zoo. But a spreading plague, a witch-doctor, and a brewing feud between local tribes presents . . . difficulties.

This is a contest entry for Bucky's December 2017 contest

This ended up being more of a puzzle game than a story. It still has a good story, I think, so I do hope you enjoy it. It will take a little time, there's not a short way through this one!

The Horror Inside
Drew was a fantastic accountant. He really enjoyed his job and he was good at it. But one day something started happening to him, and he just wasn't quite sure what was going on...

Created for BerkaZerka's Creatures of the Night Contest

The Mayoral Campaign

Try to get elected as mayor of your town!

This is more game than story. Okay, there's not really much story to this one, it's a game. There are many options and lots of variables, so be sure to play more than once!

The Mountain Pass
You wake up after a car crash and find yourself lost in the snow. Can you survive and get out alive?

For those interested in such things, there are eight bad endings and three good endings. Sorry about that, but there are lots of ways to die in the wilderness you know.

Created for January, 2017 New Frontier Contest

The Quick Dating Game

Play the quick dating game and see if you can get the girl!

I hope you have as much fun reading this as I did writing it. It was a lot of fun.

This is my official entry for the contest, "Brevity, the Soul of Wit" for August, 2015.

Please note: If you are easily offended by stereotypes, especially as they relate to men, women, and dating, please don't read, rate, or comment on this game. It is meant to be silly.

This is a fantasy adventure where you star in the role of the young adventurer! Follow the adventurer along throughout his life starting out as a child and leading into adventure. Be careful with your choices because almost every time you make a choice, it will have an effect later in the story.

A Solar Flare

Solar flares are quite common. Many days the sun throws out a number of different solar flares in all directions. Most are of no interest to anyone but astronomers. They aren't dangerous. In fact, the worst solar flare followed by a coronal mass ejection in history (The Carrington Event) really didn't even have much of an effect on the entire planet other than a couple fires and a lot of pretty colors.

That was then, this is now.

Most of the time, earth has days to react to a solar flare because there are astronomers out there watching and recording the sun 24 hours a day. But what if there were a solar flare larger than the Carrington Event? And what if that solar storm made a direct hit on the planet, before anyone had time to prepare? Could humans survive? Could the planet itself survive?


Moon Base Alpha

Join Stone Ulrich, leader of Moon Base Alpha, as he heads off to explore parts of the moon - why are there caverns here? Who made them? Are they still here?

Please note: This is not your typical choose-your-own-story on this site. This is a longer length story that really attempts to draw you into the story. If you're looking for a quick few clicks and a free point, this is not the story you want for that.

Note #2: This is what I call an alternative universe story. This means that there is not just one universe to explore with your choices, but instead your choices can lead to different universes. In other words, if you go left at one place, that might mean there are aliens. If you go right, that might mean there never were aliens. So feel free to try again and see different options, but don't rely on your prior knowledge

Created for Bucky's Epic Story Contest, Summer 2018

However, First date of publication:

The Adventures of Rory Thorn in Biology Class

Time for Biology! Sounds fun, doesn't it? What? It doesn't? Well, apparently you've never been in Biology class with Rory Thorn! Come, help Rory get through class by choosing your own adventure and see where he will end up!

The first story in this series is Rory Thorn in Math Class. You do not have to read that story to understand what is going on in this story, but that is his first class of the day, while Biology is his second class.

This series is an attempt to create stories that have recurring characters and are in a way similar to a sitcom -- no matter what happens during the story, everyone returns and is ready to start the next story.

I hope you enjoy this story!

The Adventures of Rory Thorn in English Class
It's time to head to English Class

The Archaeologist

Join in the adventures of archaeology student Tom Forsyth as he follows clues that lead around the world. Help him make decisions that will unwrap ancient secrets without releasing evil on the world. Discover the pathways of old before others decipher the clues and reveal enough power to take over the world!

The Drunk- Explorer Inn
Follow along with Zorek and direct his actions as he retires from the military and starts a brewery.
This was originally an entry for the Year End Story Contest, 2019. However, that story ended up quite rushed. This is a re-do with the rest of the story included. Prompt: For your services to the crown, the king has granted you valuable lands near an important crossroads in a recently conquered territory. Now, it's time to retire and fulfill your dream of operating a renowned brewery and tavern ... but it may be wise to keep your sword-arm ready.

Winning the CYS Contest
Try your hand at winning the latest CYS writing contest! It's not as easy as it sounds: you will have to use strategy, do some quality writing, and figure out how to beat all the other entrants. And you will have to overcome the random number generator (because that's how your opponents are going to be determined).

It's a short game that you can try over and over again until hopefully one time you win that coveted trophy for winning a CYS contest!

Note: This is not an actual CYS writing contest and you will not actually win a trophy for your account if you happen to win this game.

Articles Written

Choose-Your-Own-Stories, Paths, and Writing
How do different paths work in CYS stories? How do you write different paths in your story? What is branching?

Recent Posts

Corona Tag! on 4/1/2020 10:36:28 PM
Hey, I'm trying to procrastinate here! ***** North of Town You take a long look at the guards. You can see one fellow, a particularly hairy and round fellow, slapping his hand with a medium-sized club. It looks like he is really aching to use it. You don’t want him to use it on you, so you’re going to head in the opposite direction: north. You turn and start up the street, quickly dodging a wagon that rumbles down the road. It splashes a bit of mud up on your legs, but that’s not the first time you’ve been covered in mud. You wipe the worst of the mud off with your hand and then shake your hand off as you start heading up the road. The road twists and turns a little as it winds slightly uphill towards the edge of town. You pass by a few buildings that you recognize, like Goznart’s church. You idly wonder if he is inside now, safe and sound, or if he’s out on the street somewhere as well. As you reach the edge of town, the buildings start to thin. The alleys are a little wider and the buildings a little smaller and a little shoddier. They still look to be in decent shape, so it’s not like there’s abandoned houses that you could squat in. There’s no way the town guard would put up with that. You’ve heard stories of people being thrown into the dungeon for that because people around here considered that just plan theft. At the edge of town the farms start to appear. Nearest to town there are fields filled with some kind of crops, but you’re not sure what they are, that’s not something you learned a lot about growing up in a orphanage. There are a few plots with different crops in them and occasionally a small fenced area with a few animals. You see and hear goats and chickens and wonder if you could work on one of these farms in exchange for a place to stay. But you don’t see anyone to ask, so you keep heading along the road. The road starts to thin out a little as you pass the larger pastures with cows and horses. There are few horses, mostly cows, but you spot a few here and there. You remember hearing that most of the quality riding horses come from places further away from here. Many of the horses raised here are use for pulling wagons and plowing fields. You keep walking past those farms and you can see the dark trees of the forest ahead. With the sun starting to set, the forest looks even darker than you had imagined it would be. Perhaps this wasn’t the best idea in the world for a kid from an orphanage in town to try and spend the night in a wild forest. You take just a quick glance back towards town as you consider the guards with the clubs and figure you really didn’t have any other choice. As you get closer to the trees, they appear to be getting taller and darker. Surely that is a trick of the light with the setting sun, but now you realize that by the time you enter the forest, it is really going to be completely dark in the forest. If there’s magical beasts in there, you just hope they kill you quickly and you don’t suffer in pain for a long time. You remember once hearing a tale about giant spiders that live in the forest that inject a poison into you that keeps you alive while they wrap you up in webs! Then you live in the web until the spider decides to come back and eat you alive! No, perhaps this wasn’t the best choice. At least in the dungeons of town you were quite unlikely to be eaten by anything at all. As you reach the edge of the forest you realize that there is almost no sound coming from inside the woods. You can see the individual trees at the edge of the forest in the dying light, but everything beyond is completely dark and utterly silent. The road turns here and runs along the edge of the forest, so there are only bits of trails that lead into the forest and those quickly turn into darkness. You’re not going to have any guide to follow when you enter in. You take one step into the woods and then turn back. The fields look bright in the dying light compared to the darkness in the woods. You slowly turn back around as you decide that this is the only way you’re going to make it through the night, but you can find somewhere else, somehow, to be tomorrow night. As your eyes slowly adjust to the darkness in the forest you decide that’s your only goal tomorrow, to find somewhere else to spend the night. When you can see a little in the darkness, you can see the individual tree trunks around the forest. They seem to be quite haphazardly placed, but there is little else at this level. The thick branches and dark leaves occupy the highest places in this forest, so there is almost no ground cover: just old leaves and lots of dirt. You’re not really sure what you’re supposed to do to spend the night in the woods, so you have to decide what you want to try tonight. You think about it and realize that you could just plop down right where you are. You’re near the edge of the forest, so if anything were to come out of the darkness, you’d only have a short distance to run out into the freedom of the fields. On the other hand, now that your eyes have adjusted a little to the darkness, you could look around and perhaps explore a little more in the darkness. There might be a shelter of some kind, a clearing, or some other kind of natural area that you could hide in rather than just sitting out in plain sight. That might help keep you hidden from something that appears, but it would take time and possibly lead you deeper into these dark woods and whatever might be in them. Plop down where you are and spend the night next to a tree. Head deeper in and search for some kind of safer space instead of out in the open. ***** @Just_Bubbly and @Megumeme

[Untitled Monthly Newsletter] April 2020, Issue #1 on 4/1/2020 11:49:51 AM

v20200001 Update - The return of updates on 3/31/2020 12:00:06 PM
Nicely done!

D&D Ramblings on 3/30/2020 3:58:09 PM
And since you asked, here is the main location for the next adventure (so far): Wedding City Wedding City, as the name implies, is a place celebrated for weddings. People come from all around the nearby lands to join in wedded bliss in this city. Of course, mainly those that can afford it. Wedding city sits at the edge of the continent near the edge of a cliff with beautiful views out over the Oeax Sea. (insert map here) The city itself sits on the shore in a dip in the cliffs to give access to the sea. While most of the trade and communications with the rest of the lands is overland via the road system, they do have a small port system that is available and is sometimes used, especially for more exotic trade items. The city itself is primarily self-sustaining from the farmlands to the south. Inside the city proper there are four main districts: the harbour, the castle ward, the old district and east town. To the north the hills rise very quickly to give way to beautiful green forests, the primary location of many of the weddings in town. The main road into town is the road that leads straight east through the largest portion of East Town. That is the large road that leads nearly straight east across Fargunia and to God Town. The northern road leads out east and picks up a number of different small villages and eventually winds its way to Ham City. The southern road out of East Town follows a similar meandering path across the southern edges of the lands ending up in Echo Dwelling. The south road out of the Castle Ward leads just to the local farmlands and sort of ends after the farmlands end. The Southern Farmlands: To the south of the city are sprawling farmlands. The climate here, tempered by the water and the cliff to the west, allow many types of crops to be grown. There are wheat fields for making flour and hay fields for feeding the animals. There are corn fields, bean fields, and a few smaller farms that make do with various other items like tomatoes, potatoes, and lettuce. The crop fields almost alternate with pastures for cows, chicken, and even some horses. The two southern roads out of the city are often busy with traffic from the farms as farmers bring their goods to market. The Harbour: This is really the smallest of the districts, as there is not a huge amount of trade from the water. The port here is large enough and deep enough that they can support nearly any manner of ship. There are a number of people here who make their living heading out into the water for fish to bring back and take to the market. There are just two medium-sized warehouses here and behind them are a couple fish processing plants. As might be expected, in the northeastern section of the harbor there are a couple sailor bars and a couple cheap inns where rooms can be obtained. The Castle Ward: This is the area that has grown up around the small castle in the city. Most of the buildings in this area are primarily there to support the small castle. There is a stable, a blacksmith, a trinkets store, and so on. There is even a small inn with just bunkrooms for visiting groups of servants and the like. The castle itself is actually more of a remnant of an earlier time. The castle stood as a far western outpost long ago. It still remains there as the seat of power for the government of Wedding City. There are still walls around the keep, but it has been ages since the gates were even closed. The towers still stand guard, but they are crumbling a little and have not been kept up. Inside the castle is a small keep where the mayor of Wedding City lives and entertains nobles and other high ranking guests. The Old District: This is, quite obviously, the older section of the city. This is the area that was first built up when the city started expanding out from the castle outpost. This section of town really has a little of everything that you might find in a small town, as before some of the expansions, it supported itself. There are small inns, blacksmiths, general stores, and so on here. Most of the buildings are just older and a little more run down. There are a few older temples here -- most have newer buildings out in East Town, but these are often run by older people who simply didn’t want to move into the newer and fancier places. Many people who live here don’t really like the East Town in general just because they believe the old district people are the originals, while the East Town people are all newcomers. There’s no open hostility here, just a feeling of distrust. East Town: This is the newest and largest section of the city. This is really the section that’s developed in response to the idea of the city being a destination for weddings. There are all of the normal shops and places in this section, including plenty of residences, but the vast majority of them really support the wedding industry. The main street into town is lined with stores and hawkers to try and entice people in to join them. Every major religion is represented here and plenty of minor and completely random religions that may or may not have been invented just to fleece the unwary. There are small and medium temples and places of worship in this section for every religion known in the Wold. Most of the buildings here are newer. Those that are on the main road into town all look very new and are often kept painted and cleaned up to attract the tourists. The road is very clean and open and feels very welcoming to any who travel the road -- though they are likely to be approached by many roadside hawkers mainly selling weddings, but also various charms and trinkets to go with the wedding. The further from the main street one goes, the more the places look like a normal town and less of a fantasy/tourist version of a town. North of Town: North of town is where many of the more expensive weddings are held. While the moderate priced weddings are often in the luxurious temples in East Town, those who truly have means will have their wedding up on the hill. The hill is very steep and there is a long and winding pathway that leads up the hill. On the top is a clear, bright forest with a few different clearings ready for wedding ceremonies. The largest clearing is near the edge of the cliff with a view out across the sea. Beyond this area, the forest gets thicker, but it is not known for dangerous creatures. If a wolf or bear is spotted, the town quickly dispatches people to keep the forest safe for everyone. There are a number of small paths and game trails that lead off into the woods, but nothing that really goes anywhere. For this module, a cult has taken to worshipping the green dragon, Slartanus. While Slartanus is clearly evil, the cult is gathering in the name of Maab, claiming that they are doing her bidding while serving Slartanus. A few of the zealots may even claim that Slartanus is actually Maab in disguise! Slartanus didn’t start this rumor, but he has done nothing to stop it, either. The cult has taken over one of the churches in Wedding City and is using it to attempt to recruit more to the cult. They hope one day that Slartanus will rule over the city and eventually all of the surrounding lands. There is at least one other temple to Maab in Wedding City that actually worships Maab. As usual with competing temples in one city, neither of the two temples trust one another, though the second temple has no idea that there is a green dragon involved with the first temple to Maab!

My Story-Game is up for You to Read and Criticize on 3/30/2020 12:25:22 PM
That's now how this works! You can't just slap up an awesome story and then run away! You have to stay and take all the slings and arrows and random comments saying "lol" on your story. You must respond to all of them and accept all of them as equally valid, even those that are clearly posted by 12-year olds who didn't actually read any of the words in your story. And you have to defend every choice you made in the story against those same 12-year olds who complain in the forums. Come on now, stay around and take your beatings! Obviously, I'm kidding. Sorry to see you go, I hope you're taking care of yourself and thank you for sharing your talents with the site. I've only had time to just glance at your story, but it sounds and looks pretty darn awesome!

Word count on 3/30/2020 10:10:37 AM
From what I can see, text in scripts is simply not counted in word count.

Hello all! Newbie here on 3/30/2020 10:09:35 AM
Welcome to the site! Good luck with your story.

D&D Ramblings on 3/28/2020 7:41:34 PM
Thanks. This is kind of an interlude and a wrapping up of the last section. They weren't supposed to attack the lich, he was way too powerful for them. They kept attacking over and over again. It was very close to a tpk. The lich backed off in the end and just left. I hate that, it's kind of an unsatisfying ending, but the lich totally would have listen if they talked to him. And he only attacked them when they attacked him. But they kept fighting and not talking. Ah well. Anyway, the next module is going to take them across the land: they have tangled with a rather large green dragon twice in the past three years (real time). It has escaped twice. This time the green dragon is going to take the leader of their mercenary unit hostage (an NPC). They're going to have to track down the green dragon, find it hidden near a city and protected by a cult of green dragon worshippers. They will be able to find their captured NPC, but I'm working the classic, "save your leader or get the bad guy" scene. I don't think the green dragon will fight to the death this time, but maybe.

Online Kidnappers on 3/27/2020 7:32:32 PM

D&D Ramblings on 3/27/2020 7:11:38 PM
I haven't had a lot to write for a story on this site, so someone asked me what other stuff I was writing. So here's a bit from a Pathfinder module that I'm working on. Some won't make sense, as it's for a group that's in the middle of a campaign. They just tried to fight a lich and got their butts kicked. So read it or don't. And if you don't know anything about D&D or Pathfinder, just ignore the parts with numbers and things that don't make sense to you. Will you see these characters in a story here one day? Probably not, I usually just make those things up quickly, but maybe! Some of the people in the town: Defacto Mayor (not really an elected position, but when he speaks, most of the town listens and supports him): Earl Segarus. Earl is a level 2 human fighter/bard about 30 years old. He is of average size, but just a little taller than most. He had some quite basic training on fighting and being an adventurer, but he never kept up with it. He found that he liked telling stories a lot more, and people liked listening to his stories. He has a charisma of 16 and a bluff skill of +4 which is one reason why he is so popular in town. He will really want the Agents to stay, at least for a short time. Antenor and Portia Evans. This is the couple that runs the inn in town. They are an older couple and both are a bit overweight. Antenor has started to grey and has quite the bald spot that Portia pretends not to see. They will offer the Agents free room and board for as long as they want as a reward for saving the town. Of course, they hope “as long as you want” doesn’t turn into a very long time because they wouldn’t be able to feed a group of adventurers for an extended period of time. Michael Glendower. This is a slightly undersized human male that is just 15 years old. He wants to be an adventurer, but he’s really not fit for it. When he learns that Michael of the Agents shares his name, he might become a bit of a pest to Michael, following him around and trying to get him to take him with the Agents when they leave town. He is also a bit of a klutz, so it should be clear he has no future as an adventurer. He is quite skinny as well. Marina Talbot. This is a stout female human farmer who has a cow and goat farm just outside the edge of the town. She has short, cropped hair that she cuts herself. Her face is tanned and worn, but she is very fit. She is in her early 40s, but looks a bit younger. She works hard and provides much of the milk for most of the town. She also drinks hard and spends her evenings at the inn. She is a bit of a gruff character and doesn’t really like strangers. She is reluctantly thankful that the Agents saved the town, but she will also lead the demands that they stay until the lich is dealt with. If the Agents suggest leaving (before meeting up with Isumbras), she will insult them, call them cowards, and say that any deaths in the town will be blood on their hands for stirring up the lich and leaving. Lennox Gobbo. Lennox is about 80 years old and has lived his entire life in the town. He is a handyman and can fix little things, helping out where he can. He obviously can’t do as much physical work as he used to, but he knows how things work and knows what needs to be done to fix them. He has long, thick white hair and spends every night at the inn. He knows little about the lich or the castle, just that they’ve always been there and no one ever crosses the white bridge. When there are discussions and disagreements in the inn he will agree with whatever the last person has said. Ognian Hanak. Ognian is the town brewer (Whitebridge Brewing Co). He is a barrel of a man, six feet tall and nearly six feet wide. Rumor is that he may be half-orc, but no one has the guts to ask him. He doesn’t have a hair on his head, but he doesn’t care because he keeps the town in beer. He also has some small wheat fields just south of town to help supply his brewery. He can often be found rolling a keg of beer from his brewery across the street to the small inn. Golarn Ragesteel. Golarn is the town blacksmith. He is a very tall, very thin man, not the typical appearance for a blacksmith. He is usually covered with soot because he hasn’t really come up with a reason to clean himself off yet. He is a friendly fellow, but he lacks experience and skill as a blacksmith. He’s made few weapons, but he can make hinges that are mostly straight and can sharpen scythes for farming, but little else. Colin Alfan. Colin in the town gossip and messenger. He is a skinny boy about 14 years old. He doesn’t really have a lot of skills, but he can run fast. He takes messages from one person to another in town (he’s never been out of town) and therefore really knows a lot about a lot of different people in town. He doesn’t mean to talk out of turn, but he is a bit of a simpleton and often forgets when he’s told not to talk about things. Gamma Herry. Gamma is an older woman who still manages to work on her small plot of land, primarily sewing and working with cloth. She has a small group of a dozen sheep that she maintains and all the equipment to turn sheep’s wool into primitive garments. She’s no expert, but she can make clothes and blankets that are functional and work just fine. She watches over Colin, and Colin lives with her, but no one really knows who Colin’s parents are. The Tavern: The tavern itself is a rather small place, really more of a gathering place for townspeople. Whitebridge is far off the regular trading path, so they’re not often a place that people travel through or even to. The full name of the tavern is the Full Mug Tavern. Most people in town will call it “The Mug.” Antenor will be quick to correct anyone who calls it that in his presence, but that’s clearly a losing battle. There is a common room on the first floor that has a long bar with a dozen seats at it. This is where most of the town gathers in the evening to drink and talk. In the room there are also two rectangular tables that can seat six. These are seldom used by the regulars. There are two additional floors in the tavern. On the second floor is an open room with a few scattered beds. This is the common space for those who really don’t need much for the night. There are bits of straw around that have been used for padding in the past. If the Agents want to stay here Portia will bring in a few loads of straw for the beds and the open space. The top floor of the tavern has four rooms that are just large enough for individual beds (human-sized, not minotaur-sized). For the people of the town, these are luxury rooms and they are very seldom used. They will be offered to the Agents, though there are only four beds. In-Town Happenings: Arrival in Town: After the arrival in town, Earl will demand that the Agents stay in town and attend a town meeting to talk about what to do about the castle. This town meeting will not be for 2 days because it takes time to get everyone into town for the meeting (Not really, but Earl is trying to retain some kind of control over the town). If asked, he can make it happen in 1 day as a favor to the Agents. Staying the Night: If the Agents ask in the inn about a place to stay, Portia will look them up and down, especially Sigvar, the minotaur. She will count the members of the group, then count on her fingers. Finally she will say, “Ah, but I have only the four rooms and none more.” She will gesture towards Sigvar and continue, “But alas, this one will not be fitting through the doors or in the bed. Perhaps Marina will have some space?” Marina does indeed have some space...in her barn. With the cows. And the goats. Certainly the Agents can elect to stay outside town in the wilderness, or in their extradimensional space, but that will be an insult to the people of the town (and they can learn this with a sense motive check, DC 15). If Sigvar (or anyone else) elects to stay with Marina, they will find she is quite gruff, but willing to allow space in her barn. During the night, whoever sleeps there will be woken up by a goat chewing on their clothes. With a perception check, DC 24, they will wake up when the goat starts chewing. If they fail the check, the goat will manage to eat a hole through a sleeve and do some damage to the clothes. If the person complains to Marina, she will just shrug and say, “That’s what goats do.” During the Day: The Agents will have an entire day to wait for the town meeting in the evening. Marina will be taking care of cows: milking them, letting them out to pasture, preparing straw for feed, etc. Agents can offer help, but she will not request it. They could explore, but there is very little to do in town: this is a working town of people who work. There is a blacksmith and his hammer will be heard from a distance. He normally is at work making tools, hinges, and other things rather than weapons. This is Golarn, and he would gladly stop work to chew the fat with visitors. He will ask a lot about news from other places. If they walk near the brewery, Ognian will likely pop up in a window and ask if they’d like a tour. The brewery isn’t much, but he keeps it very clean inside. It is powered by a small water wheel that runs off the stream that runs under the white bridge. The Town Meeting: Early in the evening, people will start gathering in The Mug. All the NPCs above will be there, as will about 20 other people. The Mug will very quickly fill up to maximum capacity. There will be murmurings of conversations as the group gathers, but Earl will quickly bring the group to order. He will introduce the Agents and then just stand there, expecting them to tell the town what’s going on. If they do not address the crowd, he will encourage them with a, “Well?” Townspeople will ask about the castle and the lich and want to know details. If they mention that the lich was not killed, Golarn will call out, “You should be the sheriff of town until that thing is dead.” He will point at a random member of the party. Lennox will quickly agree, as will much of the town. Presumably, the group will refuse and arrangements will be made for the security of the town. They know of the citadel and would gladly accept assurances that a group would come guard their town from the evil lich. Colin might overenthusiastically volunteer to take the message, but then he will admit that he’s never been out of town before and would need directions. The Next Morning: When the agents are awake and in town (wherever they might stay the night). Colin will approach the group and ask if they have seen Lennox. He reports that he was supposed to take a message to him this morning that Gamma Herry needed a gate fixed. But when he went to The Mug where Lennox always is in the morning, he wasn’t there. If they investigate, indeed Antenor will report that Lennox sleeps on the floor of the tavern most nights and if he’s not there, he sometimes wanders up to the common room. But no one has seen him this morning at all. It turns out that Lennox had just a few too many to drink last night. After the tavern closed after the meeting, he wandered over to the brewery to try and get some more to drink. Once there, he passed out, inside, behind the brewing barrels. However, it will likely take a little time to find him there. Perhaps a search party will be started, but at some point, someone will suggest that the lich took him. The Agents will have to try and assure them that the lich didn’t have anything to do with this, but that’s if the Agents agree. If they do think about it, it would seem very unlikely that a lich of the power they saw would bother a simple old man. But if the Agents think it was the lich, that angle can continue, at least until Lennox is found. Meeting Isumbras: On the day before they are going to leave, someone will spot a small figure moving at the castle. This figure might be near the castle or on top of the castle (if it still stands). It is wearing robes of some kind and moving about with purpose. When the Agents go to investigate, they will find a small halfling there, Isumbras Featherbottom. As you move across the massive white bridge, you can see the figure more clearly now. You can relax a little as you see the figure is little more than two feet tall: clearly not the old man lich that you fought so hard in the castle. The figure has brown robes and a hood pulled up over its head. It holds in its hand some sort of flat device that appears to have a number of flashing crystals on it. The figure moves about, taking steps in seemingly random directions and the crystals continue to flash, perhaps in some sort of pattern. When you reach the edge of the bridge, the figure apparently hears you, stops, and turns. You can see the slightly wrinkled face of what looks like an older man, but in the body of a child. It takes you a moment to realize that it is likely a halfling male with bits of white hair peeking out from the edges of the hood. He ponders a moment, looking at the group with a tilt of his head. He takes the strange device and places it into a large pouch hanging from his belt, then walks towards the group saying, “Greetings. I am Isumbras Featherbottom. Who do I have the pleasure of meeting on this fine day?” Isumbras can explain that he is an expert on evil undead. He has a device that can detect the amount of evil in a place. He was drawn to this location because of a very strong evil presence that was spreading. He can explain to the Agents that his device tells him that the evil presence is getting weaker. When he is told about the lich he can nod a lot and claim that that indeed makes sense to him. He is quite sure that the evil is starting to dissipate and that the lich is clearly gone from this place. The evil taint on the land has already begun to leave the area, but it will take a long time as it clearly took over a hundred years to infest the place. The group can head back into the town and Isumbras will agree to stay there to continue to monitor the level of evil in the area. Some of the townspeople will still want the Agents to stay and protect them, but there will be a little less resistance when they decide that they have to leave.