<div class="floatright">(https://i.pinimg.com/564x/a9/02/2c/a9022c7f2267ce96494814d5fc76f71a.jpg)</div>The road to the tiny village of Dusklit was a long one and a tiring one. One could be thankful, at least, that it was a road. Many adventures that the Delvers find themselves on are through bogs or forests or other sludge. This one, at least, it was sturdy road beneath their feet. Upon reaching Dusklit, the night was well fallen and the Delvers were tired from a long day. The watchman at the front of the road, a doddering old man with a heavy mustache, offered generously to guide them up to the old Diralisk home come morning, but that the pathway up was dangerous at night. Snakes and loose rocks, certainly not enough to scare away Delvers... but... Why not have a bit of drink and a night's sleep before going into danger.<br/><br/>So it was that the Company found themselves at the Farmer's Stopover, a tiny tavern that clearly hasn't seen a new face in some time. The folks inside are clearly locals, many of them dirty from a long day's work. The drinks are fine enough for the rural setting, the beer functional, a perhaps too light red wine, an unidentified white liquor that the townsfolk keep insisting 'will put muscles on your backs and hair on your chest and something dangling between your legs.' They say this rather less when the Delvers are nearby, but there's a drunkard or two that'll let it out.<br/><br/>Although most of the townsfolk seem content to offer brief nods and pointed stares, the bartender, an ash haired woman with a tight smile everyone just calls Marm, is quick to offer them kindness, food, and drink. That is, until she clearly tightens up when she catches wind that they intend to go to the old Diralisk home.  "Bad business that," she murmers, pursing her lips and giving a shudder. "Diralisk was a mad woman and... the company she kept was unsavory. Town's better for her passing if you ask me."  She makes a religious sign and passes out drinks before going back to her duties, shooting uncomfortable glances the Delvers way.<br/><br/>The tavern is a small one with just a couple of rooms available for the night. It's easy enough for them to purchase them out, two rooms with two beds each. The rooms themselves are serviceable enough, nothing fancy, with beds big enough that most humans could fit in them comfortably alone or quite cuddled up with another. Radja, of course, will have trouble. This far out from other races they don't have a giant sized bed.<br/><br/>The night goes on simply enough, the Delvers are well cared for while spending very little. Even the small travel stipend from the Company is enough to keep them easily cared for.<br/><br/><strong>Delvers, your night is Dusklit will hopefully be a calm one. But then, we wouldn't be stopping here if it was. As the evening turns to night and the tavern begins to empty, give me a choice and a roll. <br/><br/>If you spend the evening drinking and talking with Marm and the other patrons, roll +Charisma. On a hit, you get a piece of valuable information, ask any question about Dusklit or the Diralisk home and I'll answer honestly. On a 7-9, your questions raise suspicions, the townsfolk will spread rumors or make plans against you. On a miss, you make a serious social slip-up and may end up with a tavern brawl on your hands.<br/><br/>If you go up to rest for the evening, tell us your sleeping arrangement, there are two bedrooms with two beds each. While the crowd downstairs continues to drink and carouse, skittering thunking noises begin up the side of the building towards your rooms, roll +Wisdom. On a 10+ you’re able to wake or rouse yourself quickly and prepare a response, take +1 forward. On a 7–9 you react just a moment too late;you are awake but unable to prepare. You can grab a weapon and throw on some armor before you're in combat. On a miss whatever shatters through the window has the drop on you.<br/><br/></strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics Help!</div><div class="spoiler_body">So, this is a SUPER unorthodox way to play, but I want to get us rolling dice and having events immediately!<br/><br/>All rolls in Dungeon World are done with 2d6 and a stat modifier! If you roll a 6-, you "miss" which means you mark experience and I get to make a move (do something bad or complicating to you). If you roll a 7 or higher, you "hit" which means you manage to do what you intended. If you roll a 7-9, that's a partial hit while a 10+ is a full hit! No matter what, when you make a roll SOMETHING happens. Missing on a lockpicking check doesn't mean you don't pick the lock, it means I do something! Missing on a Discern Realities doesn't mean you don't notice something, it means you notice something bad OR something bad happens!<br/><br/>Normally I won't be putting you in positions of going 'either/or', but in the interest of getting everyone to roll some dice and to get us into an ACTION ACTION ACTION mode right away, I thought this would be fun!<br/><br/>It also demonstrates the authorial meta layer of Dungeon World! It's okay for you to know that if you're up in your rooms you'll be attacked, because you WANT to be attacked! We want fun adventures! It's okay for you to know that if you try to get information, you may cause a bar fight! You WANT a bar fight! Likewise, sometimes I may show you things your character doesn't know, because we are all writing this together!<br/><br/>If you have ANY questions, feel free to hit me up in the OOC!  I'll also end pretty much every post with...</div></div><br/>Delvers, what do you do?[/b]