They left in a hurry, which is good, and they left the pot on, which is better.
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They left in a hurry, which is good, and they left the pot on, which is better. Bandits keep excellent supplies and terrible watch rotas.
Rift board, from level 1. One of twelve gold names the board draws from — nothing unlocks it and nothing uses it up.
| pays | gold, a little XP |
| takes | 1–15 min |
| costs | 1 stamina per minute |
| may roll | 5% |
They left in a hurry, which is good, and they left the pot on, which is better. Bandits keep excellent supplies and terrible watch rotas.
Rift board, from level 1. One of twelve gold names the board draws from — nothing unlocks it and nothing uses it up.
Plunder the Camp is entry #8 in the Missions chapter of the Grindveil Codex.

Eleven wagons, one road, and a merchant who describes the cargo as "textiles" in a tone that closes the subject. Nothing has ever attacked this caravan. He pays for guards anyway, every single run.

The ledger says forty. The village says twelve, and shows you the twelve with great ceremony. You write down twelve, because the ledger is in the capital and the village is right here.

Six names on the board, four of them the same man under different spellings. The clerk pays per poster, not per person, and has never once asked a follow-up question.

Getting in is a door. Getting out is a door. The eleven minutes in between are where the wage comes from.

The fence asks no questions, which is a service, and prices accordingly. You are not being robbed. You are paying for silence by weight.

He talks for the whole road. By the third hour you know his daughter's name, his supplier's markup and exactly what he thinks of the Guild. You would not trade the walk for a quiet one.
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