More pages

The Story:

Chapter 1plugin-autotooltip__default plugin-autotooltip_big Chapter 1: Juanda's Cave

We’ve lived all our lives in this bloody canyon, and me can’t takes no more. Me hates the canyon. And me hates me companions.

Anyway, the five of us were huddled in Juanda’s ice cave. Someone tapped on the curtain entrance and Juanda opened it. Outside were two officers of the law. One of them was Glennard. I told the coppers to state their business or taste a lick of me blade.

Chapter 2plugin-autotooltip__default plugin-autotooltip_big Chapter 2: Chicken Soup

After having agreed to split all of their spoils evenly, Blacksong, Juanda, Bernherd, and Glennard decide to get together to share tales of their past. Bernherd tells the tale of his first companion, a man so much like Blacksong that they are nearly indistinguishable.

Chapter 3plugin-autotooltip__default plugin-autotooltip_big Chapter 3: Laying Traps

Suspecting that the Traders Guild was going to find Black Song's secret path to the surface eventually, the party decided to lay some traps. Glennard cast a spell that would notify him if anyone tried to enter the cave. Black Song dug a pit. Behnerd made a magically malodorous malady. Juanda used her magic to block off the passage with a natural-seeming wall of stone, which could be climbed over if one knew where to look.

Chapter 4plugin-autotooltip__default plugin-autotooltip_big Chapter 4: Time to Make a Deal

Cliffhanger... we picked up weapons and money in our heist and were mid discussion on being criminals.

Black Song wonders aloud if he should leave his crew or go off alone.

Someone has triggered Glenard's trap. We turn to notice a man and woman standing outside of the cave.

Money and Equipment


Many traders use the barter system, especially between distant communities, but there is a somewhat standard currency.


The dollar is a brass coin half an inch in diameter. By an amazing coincidence, it's worth about the same as one modern US dollar. It is often cut into half-dollars (or halves) and quarter-dollars (or quarters).


A small coin made of gold-plated tin. It is worth $10.


Roughly square, flat sheets of translucent red crystal, about 1/8“ thick and half an inch in diameter. These are a byproduct of Heat Crystal mining. Reds are pretty much universally accepted on Everest, even though they can only be mined in Landing. Reds are impossible to counterfeit, because they're easily identified by the fractal pattern that appears when held up to the light. Reds are worth $100.


Hexagonal, flat sheets of smoky blue crystal, about an inch in diameter and 1/2” thick. While much more bulky than Reds, they have roughly the same value, and can be mined all over the world. Blues are worth $93-$100, depending on where they're traded.


A circular disk of extremely durable plastic, 1“ in diameter and and 1/4” thick. The technology to create hard plastics is no longer available, so these have become a valuable, portable currency. Chips are worth $1000.


Basic gear

You can assume you have basic things like a change of clothes, enough food and water for one day of travel, a pouch or wallet to put your money in, a fire-starter etc. Anything beyond that has to be specifically listed on your character sheet, but if it's a cheap, mundane item, you can assume you have enough money to buy it without micro-managing your treasure.

Anything costing $10 or more has to be paid for out of your own money.

Surface survival
  • 1 week's rations: $200
  • Ice gear – snowshoes, poles and well-insulated clothing. Very heavy, but necessary. $300
  • Heat Cloth – a layer of cloth with a few very small Heat Crystals sewn in, which is worn under the outer clothing. Lasts for about 2 weeks: $1000
  • Small Heat Crystal – heats a well-insulated one-room house for two months: $1000
  • Large Heat Crystal – heats a larger house for two months: $2000
  • Sled – treated to withstand the cold and resist ice build-up: $200
  • Climbing gear – ropes, pitons etc, enough to get you out of the crater: $1000
  • Air bladder – a skin full of air. It's refreshing and sometimes necessary, but not a long-term solution: $5
  • Oxygen tank – enough air for a week: $150,000. $1000 to refill.

Fighting equipment is abstracted. Describe it however you like!

  • Swords, daggers, bows and other weapons: $100
  • Light armor – reduces damage taken by 1, but reduces agility by 1. $100
  • Heavy armor – reduces damage taken by 2, but reduces agility by 2. $1000
  • Universal Salve – Heals any wound, giving you back 4 HP. $100
  • Fire bomb – A little red bead which will fly up to 500' to reach its target, where it explodes, dealing 1d6 damage. This is a black market item. $20
  • Glow stick – About as bright as a torch, but it produces very little heat and lasts for 3-4 months. $100
  • Flashlight – Very bright. It produces a cone of light in one direction, and typically lasts for 4-6 months. $400
  • Glider – If you strap yourself into this magical winged contraption, you can fly, and even carry one other person. It can manage about one trip out of the crater and one back in before it stops working. Good if you need to get somewhere in a hurry. $700
  • Pork and beans are common and inexpensive.
  • Some pigs have been bred for long, fleshy ears. These are deep fried and sold as Elf Ears, the best of which can cost as much as $20 each, but there are more common varieties you can get for a couple dollars. You can also buy Elf Rinds, Elf Hocks, Elf Rump etc.