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<blockquote data-quote="EarlyBird" data-source="post: 7473352" data-attributes="member: 6899077"><p>The next five days keep the group and the other employees of The Golden Goblin busy. Everyone's morning is started by a "pep" talk from Larur Feldin, and a dwarven pep talk is a gruff experience to say the least. He also goes over the list of jobs and errands that need to be completed before the casino reopens. </p><p></p><p>The first two days you spend the morning and afternoon working crowd control as many of the tournament goers return to cash in their chips. Saul is all to happy and sets up a table outside and has the crowd form a line. The group has to settle a few scuffles, but nothing more than pushy ruffians who back down when threatened. Two notable things happen those first two days. One - there is an odd hour each day (at different times) that all small metal objects become magnetized for sixty minutes. Nothing crazy happens, but weapons need to be yanked a lot harder to get them out of their sheaths, and metal armor attracts small items that sticks to them. And two - a strange purple mist seems to form whenever someone casts a spell. Again this happens at different times during the day and doesn't last long, just a little over an hour each day. The mist doesn't have any ill effects on the spell or those around it. It rises slowly and dissipates, with all experiments leading to say that the mist is rising towards The Blot.</p><p></p><p>Day three has the group running errands in town to both let the public know that The Golden Goblin will be opening in two nights, and give them all time to pick up any personal items for themselves. Rose shows the group to a Varisian clothier and part time quilter who makes wonderful comforters (much better than the wool blankets your rooms come with). The oddities continue into day three as on your way back (some of you with quilts in hand), the ground begins to shake. The tremor is small and merciful lasts only a minute or so, but it scares the common folk as they rush to the streets asking what is going on. At about the same time The Blot seems to grow as it momentarily blots out the sun.</p><p></p><p style="text-align: center">[ATTACH]99981[/ATTACH]</p><p></p><p>The last two days Larur has all the employees go through a "mock" night, setting up different scenarios and what everyone's role is during different catastrophic events. These seems like the longest days before the dwarf is satisfied and lets everyone go for the day. Since nobody left The Golden Goblin for those two days (mostly due to fatigue), they don't witness any crazy events like they did the days before.</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7473352, member: 6899077"] The next five days keep the group and the other employees of The Golden Goblin busy. Everyone's morning is started by a "pep" talk from Larur Feldin, and a dwarven pep talk is a gruff experience to say the least. He also goes over the list of jobs and errands that need to be completed before the casino reopens. The first two days you spend the morning and afternoon working crowd control as many of the tournament goers return to cash in their chips. Saul is all to happy and sets up a table outside and has the crowd form a line. The group has to settle a few scuffles, but nothing more than pushy ruffians who back down when threatened. Two notable things happen those first two days. One - there is an odd hour each day (at different times) that all small metal objects become magnetized for sixty minutes. Nothing crazy happens, but weapons need to be yanked a lot harder to get them out of their sheaths, and metal armor attracts small items that sticks to them. And two - a strange purple mist seems to form whenever someone casts a spell. Again this happens at different times during the day and doesn't last long, just a little over an hour each day. The mist doesn't have any ill effects on the spell or those around it. It rises slowly and dissipates, with all experiments leading to say that the mist is rising towards The Blot. Day three has the group running errands in town to both let the public know that The Golden Goblin will be opening in two nights, and give them all time to pick up any personal items for themselves. Rose shows the group to a Varisian clothier and part time quilter who makes wonderful comforters (much better than the wool blankets your rooms come with). The oddities continue into day three as on your way back (some of you with quilts in hand), the ground begins to shake. The tremor is small and merciful lasts only a minute or so, but it scares the common folk as they rush to the streets asking what is going on. At about the same time The Blot seems to grow as it momentarily blots out the sun. [center][ATTACH=CONFIG]99981._xfImport[/ATTACH][/center] The last two days Larur has all the employees go through a "mock" night, setting up different scenarios and what everyone's role is during different catastrophic events. These seems like the longest days before the dwarf is satisfied and lets everyone go for the day. Since nobody left The Golden Goblin for those two days (mostly due to fatigue), they don't witness any crazy events like they did the days before. [/QUOTE]
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