"The light will provide water if we are in need," Lyssa says confidently, reaching to her side to place a calloused hand on the sun emblazoned on her shield.
"Well, I still have two things to discuss. Should you wish to go immediately, we can get those out of the way quickly. I just need Lyssa and Myrrion to sign their contracts first, before we move on."
At a cursory glance, the contract is fairly simple: you agree to all the risks associated with dungeoneering, cannot sue, et cetera. Additionally, you agree to these terms for your two crooks. The juicy part is near the bottom.
As an adventurer taking on a dangerous job, you'll be paid both a salary and will be paid on commission. Daily, you will be paid 3GP (gold pieces), enough to support a comfortable lifestyle with 1GP left over. The commission part, though, is where the money is at.
A rubbing or transcription of text in the dungeon will be valued at 1GP/page
Even just bringing a trinket will net you 10GP
Common magic items will usually be 25GP
Uncommon magic items will earn you a commission of 100GP
Rare magic items are worth 1000GP
Additionally, providing context for a magic item's discovery will be worth 10GP. The contract is not specific on what context means.
The Lord of Eldewick may ask you to guard him or one of his agents should he wish to enter the dungeon. You will be reimbursed 5GP per person protected per day in exchange, with bonuses (not specified) for any encounters.
The contract mentions even rarer or unique magic items may be worth more, but are usually individually appraised, and that consumable items are worth half the usual commission. It also notes that you can buy a magic item by foregoing the commission and paying twice the commission's cast (OOC: This is basically a 25% discount).
Near the bottom of the contract, it states several requirements.
You must maintain daily contact with your agent, unless you give them advance notice or can explain why you didn't contact them in retrospect.
You must hand over any artifacts you find in the dungeon.
If you hand over no artifacts or otherwise fail to earn any commision for a month, your contract may be terminated.
In exchange for this, you are granted several things.
You will be given a 50GP bonus for signing the contract.
The Lord of Eldewick will sponsor your otherwise very costly Dungeoneering Liscence.
You can take on other, short term jobs in a dungeon as long as it does not involve you acquiring artifacts- though accompanying others to an artifact upon their request is permitted
While you skim the contract, Agrix pulls a quill and ink jar from his bag. "Yes, I do."
Being a lawful Paladin, Myr is a stickler for rules, so she reads them carefully so that she can follow them. Ambiguities in the rewards don't bother her, including what is meant by context. She wasn't much concerned with money, and if she didn't get the "context" right, she just wouldn't get that bonus. But she did see one stricture she was concerned about.
"How are we to maintain daily contact with an agent when we are likely to spend a week or two inside the dungeon?"
"That's where the second matter comes into play", Agrix replies. He reaches into his bag and pulls out a pair of smooth stones. One has a pair of parallel lines slightly sticking out of it, while the other has matching divots. "These areSending Stones, which can be used to contact me once a day. You'll have to be blunt in your message- you can only send a few sentences- but I'll know you're still alive and have some idea of what you're up to."
Myr takes the stone and looks at it a bit before putting it away. "Is there any particular time you want us to contact you? Though we're likely to lose track of time in a dungeon."
"No, like you said you're likely to lose track of time. However, I'd recommend sending me a message either after you wake up or just before you go to sleep, to either say what you plan to do or what you did in a day."
Lyssa looks over the licenses, hers first and then Howard and Corgan's. She hands the two criminals their own licenses, reasoning that they should be accountable for them.
"What happens to people without licenses?" she asks.
"You won't be allowed to enter a dungeon without supervision from someone with a licence, and if you do anyway, you'll be fined. The fines can get pretty big depending on what you do in one. Do something too bad and you might even get jail time."
Myr mentions, "There was something about getting gold when we signed, I assume for us to equip and prepare for the dungeon trip." She wasn't really concerned about the money, but preparing for danger seemed like something good to do.
"Yes,"Agrix replies, "You each get 50 gold pieces for signing on. Whether you use them to equip yourself or put them in savings is up to you."
He reaches into his bag and pulls out a pouch. Agrix shakes it out, and platinum coins clatter onto the table. "For the ease of transport, they're platinum, but they're of equal value. You each get five."
Lyssa has not seen platinum coins before so she looks at them curiously. She picks one up and inspects it, almost as if she doubts it could take the place of proper copper, silver and gold. Nevertheless she pockets her share of the provision funds.
"There's a smithy in town. He's brought on some aides for you adventurers, and you should be able to find some basic equipment there. At waystops inside the dungeon, there'll be a small store with the essentials for dungeoneering. Failing that, if you're looking for something more expensive, you could try the town of Aben Shriri, about a half-day's journey out. If any of you came from the west, you probably passed through or by it."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"The light will provide water if we are in need," Lyssa says confidently, reaching to her side to place a calloused hand on the sun emblazoned on her shield.
"When do we depart?"
"Well, I still have two things to discuss. Should you wish to go immediately, we can get those out of the way quickly. I just need Lyssa and Myrrion to sign their contracts first, before we move on."
"Do you have a pen or quill?" Lyssa asks, seemingly ready to sign, giving the contract a cursory look while she waits.
At a cursory glance, the contract is fairly simple: you agree to all the risks associated with dungeoneering, cannot sue, et cetera. Additionally, you agree to these terms for your two crooks. The juicy part is near the bottom.
As an adventurer taking on a dangerous job, you'll be paid both a salary and will be paid on commission. Daily, you will be paid 3GP (gold pieces), enough to support a comfortable lifestyle with 1GP left over. The commission part, though, is where the money is at.
The contract mentions even rarer or unique magic items may be worth more, but are usually individually appraised, and that consumable items are worth half the usual commission. It also notes that you can buy a magic item by foregoing the commission and paying twice the commission's cast (OOC: This is basically a 25% discount).
Near the bottom of the contract, it states several requirements.
In exchange for this, you are granted several things.
While you skim the contract, Agrix pulls a quill and ink jar from his bag. "Yes, I do."
He offers it to you and Myrrion.
Being a lawful Paladin, Myr is a stickler for rules, so she reads them carefully so that she can follow them. Ambiguities in the rewards don't bother her, including what is meant by context. She wasn't much concerned with money, and if she didn't get the "context" right, she just wouldn't get that bonus. But she did see one stricture she was concerned about.
"How are we to maintain daily contact with an agent when we are likely to spend a week or two inside the dungeon?"
"That's where the second matter comes into play", Agrix replies. He reaches into his bag and pulls out a pair of smooth stones. One has a pair of parallel lines slightly sticking out of it, while the other has matching divots. "These are Sending Stones, which can be used to contact me once a day. You'll have to be blunt in your message- you can only send a few sentences- but I'll know you're still alive and have some idea of what you're up to."
He offers the divoted one to Myr.
Myr takes the stone and looks at it a bit before putting it away. "Is there any particular time you want us to contact you? Though we're likely to lose track of time in a dungeon."
"No, like you said you're likely to lose track of time. However, I'd recommend sending me a message either after you wake up or just before you go to sleep, to either say what you plan to do or what you did in a day."
Myr thought a bit, "Hmm, how about calling you when we make camp at night, so we can call you earlier if something urgent comes up during the day?"
While Myr sensibly asks about the required daily contact, Lyssa signs her name at the bottom of the contract. Her script is harsh and efficient.
"Here," she says as she hands it back to Agrix with the quill.
Having her questions answered, Myr also sign her copy of the contract.
"Well, that moves us to the last matter at hand," he says.
He pulls a set of papers out of his bag. "These are your dungeoneering licences. I get a copy, you get a copy."
Agrix hands Myrrion and Lyssa both their licences, but hands Howard and Corgan's to Lyssa.
"That resolves my duties with you here, I suppose."
Lyssa looks over the licenses, hers first and then Howard and Corgan's. She hands the two criminals their own licenses, reasoning that they should be accountable for them.
"What happens to people without licenses?" she asks.
Corgan shrugs and signs the paper. There is no way he's going to be called a criminal for not signing a paper that he wasn't given in the first place.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
"You won't be allowed to enter a dungeon without supervision from someone with a licence, and if you do anyway, you'll be fined. The fines can get pretty big depending on what you do in one. Do something too bad and you might even get jail time."
Myr mentions, "There was something about getting gold when we signed, I assume for us to equip and prepare for the dungeon trip." She wasn't really concerned about the money, but preparing for danger seemed like something good to do.
"Yes," Agrix replies, "You each get 50 gold pieces for signing on. Whether you use them to equip yourself or put them in savings is up to you."
He reaches into his bag and pulls out a pouch. Agrix shakes it out, and platinum coins clatter onto the table. "For the ease of transport, they're platinum, but they're of equal value. You each get five."
Myr says, "Thank you." as she adds the coins to her purse.
{recorded 5 pp on character sheet}
Lyssa has not seen platinum coins before so she looks at them curiously. She picks one up and inspects it, almost as if she doubts it could take the place of proper copper, silver and gold. Nevertheless she pockets her share of the provision funds.
"Where is the best place to outfit ourselves?"
"There's a smithy in town. He's brought on some aides for you adventurers, and you should be able to find some basic equipment there. At waystops inside the dungeon, there'll be a small store with the essentials for dungeoneering. Failing that, if you're looking for something more expensive, you could try the town of Aben Shriri, about a half-day's journey out. If any of you came from the west, you probably passed through or by it."