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John play: Hero for hire
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<blockquote data-quote="megamania" data-source="post: 6176457" data-attributes="member: 9255"><p>JOHN PLAY</p><p>“04 INTERNAL PLAY”</p><p>SEGMENT 74</p><p>“TRAVEL TO THE PIT”</p><p></p><p>BARRAKAS 17 ,997 </p><p></p><p>It takes a day to set up the arrangements and two days to travel to the area of Black pit by Electric Rail. He gets off in Hatheril and then must ride in from there. It takes another few days to reach the Black Pit on the other side of the Black Cap Mountains.</p><p></p><p>The rising fumes and smoke mark where to go. Play remembers a few things about the area. Black Pit itself is a deep crack in the earth. Creatures most vile live here within its walls and depth. Most everyone avoids the area thus why many outlaws have come here. So many that they created a small trade town here. A dangerous town.</p><p></p><p>Why come here?</p><p></p><p>The trail became cold looking for Ginger and the boy. They spoke of Black Pit and quite frankly, he dislikes fiends enough to want to disrupt their plans.</p><p></p><p>Play looks above and sees an airship floating by an opening to a valley. Many people and supply tents are below. Curious but deciding it is not of his concern, Play passes it by (see Storm Dragon novel series) and continues towards Black Pit.</p><p></p><p>As he enters the town many people check him out. Few come here that are not able to defend themselves well. Play notices many less common races here. Orcs, ½ Giants and many Teiflings. Most avoid direct eye contact with Play. Most of the buildings have small windows. And many of these are either barred, closed or if no visible means of defense is there- magically protected. Or it is to keep out the smell. Though still about a mile away from the true pit, the smell of sulfur is strong. </p><p></p><p>John Play continues on horseback to the safest looking tavern he can find. It has the mark of Ghallanda on the sign, a good sign. Two halflings on a raised platform behind the counter welcomes Play. The room is basic and on the top floor. Metal bars cover the window. From the window, he can see the rising fumes. </p><p></p><p>Play decides to begin looking for Fierce Holdhearer. He begins with a tavern. It is a great place for rumors and general mischief discovery. He begins with a place called The Last Bone. It is a dirty and nasty place with saw dust on the floor and cheaply made furniture. It has Teiflings and several other planar appearing people within it. </p><p></p><p>After four hours and too many drinks (watered down) Play learns very little of great use. It is agreed there are questionable activities here, he has not found any evidence of Fierce Holdhearer or the cultist from Sharn.</p><p></p><p>He decides to try one last thing, he has a few “friends” here. They are however in hiding so finding them won’t be easy. His first choice- Tetherstone. A dwarf soldier from Wroat that defied the Breland government during the war.</p><p></p><p>Assuming his drinking habits have not changed, Tetherstone loved his dwarven ale. In his wanderings, he had seen a dwarven tavern decides to begin his new search there. He finds the place several blocks down. “Onatar’s Brew” </p><p></p><p>He walks into the doorway and stops to look around. The place is rowdy. It is full of dwarves and again…. Very rowdy. A few dwarves note Play’s entrance but the others are too busy drinking and being rowdy. Play wants to join in…. even though it is only about fifth bell in the afternoon. Then he sees what he was looking for- a dwarf trying to sneak out the back.</p><p></p><p>Play moves quickly to follow but a few dwarves just happen to “get in the way” either by stumbling into his path or spilling a drink on him. Play avoids it all but is delayed. He goes out the back and looks around. Tetherstone is moving through a crowd to the right. Play follows.</p><p></p><p>Tetherstone weaves in and out of the crowd then takes cover in an alley. He peeks out to see if anyone is still following him. Seeing no one he turns to escape deeper into the alley.</p><p></p><p>“Hello Tetherstone. I assume Breland still has a warrant for your arrest?”</p></blockquote><p></p>
[QUOTE="megamania, post: 6176457, member: 9255"] JOHN PLAY “04 INTERNAL PLAY” SEGMENT 74 “TRAVEL TO THE PIT” BARRAKAS 17 ,997 It takes a day to set up the arrangements and two days to travel to the area of Black pit by Electric Rail. He gets off in Hatheril and then must ride in from there. It takes another few days to reach the Black Pit on the other side of the Black Cap Mountains. The rising fumes and smoke mark where to go. Play remembers a few things about the area. Black Pit itself is a deep crack in the earth. Creatures most vile live here within its walls and depth. Most everyone avoids the area thus why many outlaws have come here. So many that they created a small trade town here. A dangerous town. Why come here? The trail became cold looking for Ginger and the boy. They spoke of Black Pit and quite frankly, he dislikes fiends enough to want to disrupt their plans. Play looks above and sees an airship floating by an opening to a valley. Many people and supply tents are below. Curious but deciding it is not of his concern, Play passes it by (see Storm Dragon novel series) and continues towards Black Pit. As he enters the town many people check him out. Few come here that are not able to defend themselves well. Play notices many less common races here. Orcs, ½ Giants and many Teiflings. Most avoid direct eye contact with Play. Most of the buildings have small windows. And many of these are either barred, closed or if no visible means of defense is there- magically protected. Or it is to keep out the smell. Though still about a mile away from the true pit, the smell of sulfur is strong. John Play continues on horseback to the safest looking tavern he can find. It has the mark of Ghallanda on the sign, a good sign. Two halflings on a raised platform behind the counter welcomes Play. The room is basic and on the top floor. Metal bars cover the window. From the window, he can see the rising fumes. Play decides to begin looking for Fierce Holdhearer. He begins with a tavern. It is a great place for rumors and general mischief discovery. He begins with a place called The Last Bone. It is a dirty and nasty place with saw dust on the floor and cheaply made furniture. It has Teiflings and several other planar appearing people within it. After four hours and too many drinks (watered down) Play learns very little of great use. It is agreed there are questionable activities here, he has not found any evidence of Fierce Holdhearer or the cultist from Sharn. He decides to try one last thing, he has a few “friends” here. They are however in hiding so finding them won’t be easy. His first choice- Tetherstone. A dwarf soldier from Wroat that defied the Breland government during the war. Assuming his drinking habits have not changed, Tetherstone loved his dwarven ale. In his wanderings, he had seen a dwarven tavern decides to begin his new search there. He finds the place several blocks down. “Onatar’s Brew” He walks into the doorway and stops to look around. The place is rowdy. It is full of dwarves and again…. Very rowdy. A few dwarves note Play’s entrance but the others are too busy drinking and being rowdy. Play wants to join in…. even though it is only about fifth bell in the afternoon. Then he sees what he was looking for- a dwarf trying to sneak out the back. Play moves quickly to follow but a few dwarves just happen to “get in the way” either by stumbling into his path or spilling a drink on him. Play avoids it all but is delayed. He goes out the back and looks around. Tetherstone is moving through a crowd to the right. Play follows. Tetherstone weaves in and out of the crowd then takes cover in an alley. He peeks out to see if anyone is still following him. Seeing no one he turns to escape deeper into the alley. “Hello Tetherstone. I assume Breland still has a warrant for your arrest?” [/QUOTE]
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