Eric Boyd If you want them for this session, you can hold on to the five copper masks you snagged. (That too would go into the XP/GP tally, currently TBD.) You do have a connection who seems pretty handy at making masks. I may post something about him sometime. He can make you some copper looking masks that he thinks will look pretty similar, but that will take 1 week. It will cost you 25 gp per mask.
You can keep 1 iron whistle. We'll say you recovered 2.
With the help of Tim Other s character, Xol Rashek you are able to make your way into a private inner garden of the palace, where Almuric's impressive physique is draped over a divan, drinking away his sorrows from a flagon. He greats you will sullen arrogance, but tosses aside the flagon to follow you straight away when he hears what you propose. When he gets a look at the beasts, and you show him how the whistle works, he is fascinated. He inquires where you procured them, and accepts your discretion with a knowing smile. He offers you 1500gp for the two, and expresses a willingness to do business again soon.
A Primer on the Abyssal Dungeon The Short Version : This huge dungeon was designed as a prison, with seven locks of increasing difficulty reach its central prison chamber. The party believes that the real king of Zyan is imprisoned there, with a powerful imposter ruling in his place. The party has opened 3 of those locks, and is currently in the area beyond the Hydraulic Portal (the third lock). Each "level" of the dungeon in some way echoes some aspect of Zyan, the flying city of the dreamlands that sits above it. The area the party is in seems to be a set of tunnels for workers with pipes and clockwork puzzle elements. The Much Longer Version : To really understand the current dungeon you need to a bit of campaign background. It’s a major location in the setting. Here’s everything you need to know—at least given the current state of the party’s knowledge. If you read this, you should be up to speed. Zyan above, the flying city that rests on the rock from the bottom of w...
Campaign News 7/28 Since returning from your successful raid on the Children of the Spore, your stature has clearly risen at the pagodas. Malichar takes a proprietary pride in your accomplishments, smiling and jesting with you in his booming voice. He sates your prodigious appetites (Dozar and Sleestakarus) with only the slightest hesitation, and the mellow and complex wines of Zyan flow freely. There is now a festival air around your pagoda, which is well-lit and passably furnished, and overflowing with your goods and possessions. Meanwhile, lank Nekalimon stares bitterly, skulking about your pagoda trying to catch your attention and interest. Your lessons on valuable plants with Ulram continues. He is frank with you that he hopes you might become a more natural and easygoing source of products than the ones with whom he usually deals. You witness some remarkable sights. Malichar rouses you from deep sleep one night to show you the splendid sight of a storm forming in the chasm below....
Campaign news for 12/15 Upon your arrival back to the Pagodas of the hanging merchants, you see that Ulram has expanded his operations considerably. He now stocks a larger selection of tradable goods for dealign with the jungle denizens, and has two pagodas for his jungle animals, one devoted solely to birds. From the bird pagoda, you hear a constant stream of birdsong and squawking. Malichar complains mightily about the noise. "In truth, we can expect no better from a member of the clan of gutter cleaners. He has risen above his station, and is clearly mad on power. I'm afraid this will continue indefinitely--until someone teaches him a lesson." Almost as soon as Malichar has finished this statement a guard from Nekalimon's pagoda enters his store looking for the party. "Someone," the guard shudders, "is here to speak with you. You should not keep him waiting," he adds ominously. He have a feeling that Ivar has finally come knocking. We will pick ...
We really should hang on to this, although as a cleric Dozar can't wield it. Just the thing for big monsters.
ReplyDeleteOK, we'll make the XP adjustment, once we've figured the sale of the muscle jellies.
ReplyDeleteEric Boyd If you want them for this session, you can hold on to the five copper masks you snagged. (That too would go into the XP/GP tally, currently TBD.) You do have a connection who seems pretty handy at making masks. I may post something about him sometime. He can make you some copper looking masks that he thinks will look pretty similar, but that will take 1 week. It will cost you 25 gp per mask.
ReplyDeleteYou can keep 1 iron whistle. We'll say you recovered 2.
With the help of Tim Other s character, Xol Rashek you are able to make your way into a private inner garden of the palace, where Almuric's impressive physique is draped over a divan, drinking away his sorrows from a flagon. He greats you will sullen arrogance, but tosses aside the flagon to follow you straight away when he hears what you propose. When he gets a look at the beasts, and you show him how the whistle works, he is fascinated. He inquires where you procured them, and accepts your discretion with a knowing smile. He offers you 1500gp for the two, and expresses a willingness to do business again soon.