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Ruess

Ruess

The Way Back

Your journey back to the surface goes almost without a hitch. Almost.

When you set for the surface, you manage to discover the very trap that you feared so very long. Unfortunately you discover it by setting it off.

One of you steps on on the steps and takes the lead. And that's when one of the four pillars produces a sound you can only describe as wet, liquid earth flowing upwards. And then a white marble statue with an enormous sword emerges into your vision. You don't stick around to say hello or to try to throw down with the statue - you run.

You run until your legs burn and the statue ceases its pursuit. After a a short break to let everyone calm their nerves and catch their breaths you return to the goblin lair. You take your time hauling just about everything from that place, down to the beddings that you estimate to have some value.

The elevator is ready for you, very likely due to your friend Kaldakaczil having reached out to Roy once outside the antimagic field so that the man knows to expect your arrival.

 

 

 

 

The Surfaceimage.png.05b8037471cd0ed6c060996ff6ce84ac.png

Roy

"Welcome back friends!" Roy declares when you arrive in the . "Good to see you all made it back. I see you found success and profit. Marvelous!"

Yawning Pit welcomes you as seems to be growing into a good habit. You, in turn, take a moment to secure your things for later sales and then see about informing Roy that you have further business in the world below. "Do take care. I will see to your things and their storage until you are finished."

Once that is done you take your time to put your feet up and share your tale of dreads and danger. Your audience consists of several people, each of whom seems like they share your profession to one degree or another.

You can tell that Roy and Rolf pay particularly close attention to the tale you have to weave. It is not a great tale of heroics but it is one where everyone comes home and no one came close to perishing.

 

The Sales

Much of your haul is general goods that need some effort to make fit for sales, but that is not an obstacle to a group as determined as yours. Your new associates are happy to assist in moving your things in return for a modest share in the profits and as such you meet several people regarding several kinds of goods. Much of it is either general goods, materiels that are worth something, or trinkets of shiny value. The last ones seem to also feature several symbols your clerics can identify as belonging to real deal deities of most unwholesome intent.

Despite your fears, the matter of seeing your many goods turned into coin in hand turns out to be delightfully unsurprising. The goblins from before, whose hides your saved on your first day no less, are happy to purchase all your less than marketable goods... Of which there turns out to be rather plenty of. Just for example, a used mess kit that needs a thorough scrubbing is not something too many merchants will offer good prices for, doubly so when the tint on them tells of a long-term neglect. The same can be said of all the armaments and armors, which double up on their poor condition by reeking.

However! It is all worth something, and your new associates are happy for all the materials you are wililng to part ways with. Given that Chira speaks Goblin and several of you have languages mastered, the matter of sales is an elaborate arrangement from which everyone comes away happy.

 

 

The Aftermath

It takes you a full week before all is said and done.

Your goods are sold to persons who paid good coin for them. And my if there wasn't a lot to sell!

Twice, shooting stars paint the night sky above, on consecutive days no less.

Twice, the three moonsAman; cycle is eleven days. [11]
Kirael; cycle is twenty-eight days. [28]
Idwan; cycle is forty-seven days. [47]
shine on the sky, and two of them mirror each other in half-moon state. The gossips and wagging tongues swear a most dire portent has been declareds upon All of Sandpyke. The unrest among the populace that follows helps no one, but it certainly keeps both the City Watch and their mercenary associates deeply busy keeping peace and order.

Each of you comes away from this heavy task with a small hoard of wealth. 253gp, 13sp, 9cp

 

Sandpyke

Armour Chapel*The* southmost ward of the city. Several City Watch officers live here.

AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.

Early morning

Yawning Pit Entrance (Or was it Yawning Abyss? Yawning Hole?)

BigBiz2.jpg.c8cf587f5212bdd9996f45d0e9c76236.jpg

A new day dawns. You have rested. You may or may not have fortunes still left from investments. The sun warms your back.

You have business at Yawning Pit. You see your associates gathering here as well, either indoors or on the front yard. A familiar noise of productivity comes to your ears from a now-familiar goblin smithy on wheels that resides a stone's throw from the tavern.

 

 

 

Ruess

Ruess

The Way Back

Your journey back to the surface goes almost without a hitch. Almost.

When you set for the surface, you manage to discover the very trap that you feared so very long. Unfortunately you discover it by setting it off.

One of you steps on on the steps and takes the lead. And that's when one of the four pillars produces a sound you can only describe as wet, liquid earth flowing upwards. And then a white marble statue with an enormous sword emerges into your vision. You don't stick around to say hello or to try to throw down with the statue - you run.

You run until your legs burn and the statue ceases its pursuit. After a a short break to let everyone calm their nerves and catch their breaths you return to the goblin lair. You take your time hauling just about everything from that place, down to the beddings that you estimate to have some value.

The elevator is ready for you, very likely due to your friend Kaldakaczil having reached out to Roy once outside the antimagic field so that the man knows to expect your arrival.

 

 

 

 

The Surfaceimage.png.05b8037471cd0ed6c060996ff6ce84ac.png

Roy

"Welcome back friends!" Roy declares when you arrive in the . "Good to see you all made it back. I see you found success and profit. Marvelous!"

Yawning Pit welcomes you as seems to be growing into a good habit. You, in turn, take a moment to secure your things for later sales and then see about informing Roy that you have further business in the world below. "Do take care. I will see to your things and their storage until you are finished."

Once that is done you take your time to put your feet up and share your tale of dreads and danger. Your audience consists of several people, each of whom seems like they share your profession to one degree or another.

You can tell that Roy and Rolf pay particularly close attention to the tale you have to weave. It is not a great tale of heroics but it is one where everyone comes home and no one came close to perishing.

 

The Sales

Much of your haul is general goods that need some effort to make fit for sales, but that is not an obstacle to a group as determined as yours. Your new associates are happy to assist in moving your things in return for a modest share in the profits and as such you meet several people regarding several kinds of goods. Much of it is either general goods, materiels that are worth something, or trinkets of shiny value. The last ones seem to also feature several symbols your clerics can identify as belonging to real deal deities of most unwholesome intent.

Despite your fears, the matter of seeing your many goods turned into coin in hand turns out to be delightfully unsurprising. The goblins from before, whose hides your saved on your first day no less, are happy to purchase all your less than marketable goods... Of which there turns out to be rather plenty of. Just for example, a used mess kit that needs a thorough scrubbing is not something too many merchants will offer good prices for, doubly so when the tint on them tells of a long-term neglect. The same can be said of all the armaments and armors, which double up on their poor condition by reeking.

However! It is all worth something, and your new associates are happy for all the materials you are wililng to part ways with. Given that Chira speaks Goblin and several of you have languages mastered, the matter of sales is an elaborate arrangement from which everyone comes away happy.

 

 

The Aftermath

It takes you a full week before all is said and done.

Your goods are sold to persons who paid good coin for them. And my if there wasn't a lot to sell!

Twice, shooting stars paint the night sky above, on consecutive days no less.

Twice, the three moonsAman; cycle is eleven days. [11]
Kirael; cycle is twenty-eight days. [28]
Idwan; cycle is forty-seven days. [47]
shine on the sky, and two of them mirror each other in half-moon state. The gossips and wagging tongues swear a most dire portent has been declareds upon All of Sandpyke. The unrest among the populace that follows helps no one, but it certainly keeps both the City Watch and their mercenary associates deeply busy keeping peace and order.

Each of you comes away from this heavy task with a small hoard of wealth. 253gp, 13sp, 9cp

 

Sandpyke

Armour Chapel*The* southmost ward of the city. Several City Watch officers live here.

AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.

Early morning

Yawning Pit Entrance (Or was it Yawning Abyss? Yawning Hole?)

BigBiz2.jpg.c8cf587f5212bdd9996f45d0e9c76236.jpg

A new day dawns. You have rested. You may or may not have fortunes still left from investments. The sun warms your back.

You have business at Yawning Pit. You see your associates gathering here as well, either indoors or on the front yard. A familiar noise of productivity comes to your ears from a now-familiar goblin smithy on wheels that resides a stone's thow from the tavern.

 

 

 

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