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...
If I’m making a character for this, do you have any restrictions? What’s the party have in it? Any retainers or the like I could pick up? I’m thinking of making a muscle wizard...
We do need to adopt a proper high-level mentality here in the Doomed City. No one should open things, that's a job for unseen servant. We've all got a pile of magic items and only one session to use them in.
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.