Showing posts with label undercity. Show all posts
Showing posts with label undercity. Show all posts

Monday, August 14, 2023

Princess Farhat alUbasste of the Medina alTaht

 Some time ago adventurers set out on a quest from Princess Farhat in search of some Canopic jars. At the conclusion of that they spent some time researching these strange objects, before ultimately deciding to turn several in for the rewards. In particular one Najm ibm Marwan sought to cultivate a relationship with the princess of the Under City. And so it is that this custom relationship track is presented for those interested in what Princess Farhat, and her unknown patron might have to offer.


But first, some information about the princess, and some rumor mill about the goings on in alTaht (as some call the Undercity, for short). Months ago, when the original call to adventure was sent Princess Farhat was quite concerned about the encroaching bandits, undead, and Kzin. Since the party turned in their findings and collected their reward no small amount of rumor has circulated regarding the Medina alTaht. 


Most notably is that the Medina alTaht (or, as Princess Farhat and her followers have begun calling it, Cali'quwa) has, for perhaps the first time in more than an age, a largely unified organization. The central space (where Sesel had his wedding party) has been occupied and cleaned up into a sort of Great House court space which Princess Farhat now uses to hold court. While the very nature of the Medina alTaht prevents any kind of total dominion of the space, incidents of banditry and incursion into the city from below have all but ceased. Major corridors are patrolled by the Muharibun 'adnah, the guard force of Princess Farhat’s domain, the tell tale kchunk-kchunk of their armor marching through the stone halls creating a sense of dread for those that would threaten Cali'quwa. Those who have no relationship with Farhat are finding it increasingly difficult to move about unbothered in the Medina alTaht.


Along those same lines, perhaps somewhat obviously, is that the ranks of Princess Farhat’s "banu" have swelled, with nearly anyone welcome in their ranks and the promise of strength and vitality to those who excel. But the princess isn’t unreasonable. In fact, to waylay concerns she sent envoys to the Souffets. While the discussions and content of what might have been communicated are not made public, occasionally a member of the Muharibun 'adnah, in their distinctive silvery armor can be seen amongst the guards of Cothon.

(Scribes note for those familiar with the armor, similar to that previously found in the Facility, the warriors are not seen with the headpiece up, at least not in Cothon)




The Relationship Track

Those who may wish to cultivate a relationship with the one who commands Cali'quwa will need to prove themselves worthy of the princess’ attention, for she has many things to be about. So something more involved than the normal relationship-cultivation rules must be built.



Tick 1 - Visitor to Cali'quwa

(Already achieved for all those involved in delivering the canopic jars)


You have proven yourself able to move about the Medina alTaht without supervision, and so are granted leave to do so at your leisure.


Requirement: To attempt to initiate a relationship with Princess Farhat one must first perform some deed such as exploring a new location, recovering items for Princess Farhat, or other similar activity in the Medina alTaht. This is frequently requested by the princess as a general call to adventure, but she will also accept petitioners to explain how they have accomplished some deed that benefits her domain.



Tick 2 - Courtier of Cali'quwa

(Najm, having spent previous downtimes to build a relationship is already at this level)


You have been in somewhat regular attendance to Princess Farhat’s court, becoming known in Cali'quwa as a person who can be relied upon.


Requirement: To roll for this level you must spend one downtime out of each of three months visiting Princess Farhat, attending her court. After the third attendance you may begin rolling to attempt to advance the relationship by spending a further downtime at court.

  • Princess Farhat knows you by name and is more likely to reach out with opportunities for adventure to you directly

  • You have an open invitation to the inner camp and can enter at any time



Tick 3 - Investigator of Cali'quwa


You have spent significant time in Cali'quwa, and have proved to be well capable of discovering the secrets hidden deep within.


Requirement: To roll for this level you must explore the Medina alTaht and return to Princess Farhat with some unknown, valuable information or treasure, unprompted. It is not enough that you are sent on a quest, but that you seek and discover for yourself.

  • Princess Farhat is willing to share with you information, on a limited basis, from her patron; those who have not yet reached this level can only speculate what that information might include, as Farhat is quite secretive about this patron

  • Farhat is also willing to share information relating to their explorations of the Medina alTaht, and locations that might be of especial interest to adventurers



Tick 4 - Defender of Cali'quwa


You have proven to defend Cali'quwa and it’s denizens. Those in Cali'quwa, not just Farhat, know your name and face and (assuming they aren’t actively opposed to you) are likely to give you deference.


Requirement: To roll for this level you must perform some defensive act for Cali'quwa or its denizens. This could be as simple as clearing out a nest of bandits, or as complex as protecting some right in the courts of Cothon-Gadeed. Each petition is a case-by-case basis.

  • You are given a personal token of Princess Farhat, some jewelry to show your station

  • The princess is much more free with information requested from her patron, though the greatest secrets are still guarded

  • Princess Farhat knows certain techniques, though the nature of those techniques are only learned upon reaching this level of relationship, and she can be petitioned to act as a teacher for these special techniques

  • Those forces interested in wresting control of the Medina alTaht from Princess Farhat may take a special interest in you



Tick 5 - A lord/lady of Cali'quwa


You are a trusted confidant of Princess Farhat, and she has awarded you some domain of Cali'quwa as a result.


Requirement: Based upon information received from questions to the patron of Princess Farhat, your trustworthiness will be determined. Likewise, one must attend the court of the Princess once per month for six months. After the sixth month this step can be rolled once per month, assuming Farhat trusts you (a conversation with the DM to determine this fact).


  • You can learn the deepest secrets of Princess Farhat’s patron

  • You receive a modest dominion in Cali'quwa for which you are responsible

    • You may requisition a small number of soldiers to help patrol your domain

    • You are otherwise responsible for maintaining, defending, and improving your section of the great Under City


Complications (d8)

  1. You have taken a misstep in some manner that has upset either Princess Farhat or her patron, or both. Your relationship decreases by 1 tick and cannot be advanced until you make amends.

  2. You have been selected for some odd, specific mission. May that be anything from coordinating with representatives of the Dual Cities, clearing out some den of thieves in the Medina alTaht, or even simply delivering items, the task must be completed within a reasonable timeframe or suffer the loss of 1 tick of relationship.

  3. The Princess’ patron is disappointed in your behavior. You must spend 1d3+1 downtimes taking lessons from her aids on how to behave in the presence of Princess Farhat.

  4. A third party of the Dual Cities (or surrounding denizens) has decided you are a perfect opportunity to gain insight into the inner goings on in Cali'quwa. They will likely black mail, bribe, or otherwise coerce you to do as they require.

  5. Your actions have upset several members of the Muharibun 'adnah. When interacting with them you are at -1 to reaction rolls, and even if you previously had free passage (or the right to use their forces) they are likely to harass you instead (anything less than a 9 reaction). This will continue for the next six months, unless reparations are made.

  6. You are requested, through anonymous messenger, to take part in a secret ritual. You are sworn to secrecy, with little to no information about what might take place in the ritual. If you do not attend you move down 2 ticks, and cannot advance beyond tick 3 without significant proof that you can be trusted.

  7. Members of the courts above take notice of your actions. Roll 1d6. On a 1-3 they are upset at your attentions to Cali'quwa, and you are at a -1 to improve relationships with the great houses of Gadeed for the next 6 months. On a 4-6 a representative of a great house begins bothering you with a request that absolutely must be taken to Princess Farhat, but none of the members of the house could stoop so low as to go themselves. They will continue to bother you until it is resolved.

  8. Reroll on the table above, or some other circumstance has arisen in which the Referee will take a personal hand to develop.



Friday, August 11, 2023

Canopic Jar Rewards

This is an update following the decision of the company to turn certain jars over to Farhat of the Medina al Taht (the undercity), after a series of adventures and expeditions run by Jacob.

 

As a reminder for the party:

Farhat is willing to pay 1000 dinars per sealed canopic jar. She is willing to grant a single selection of some of their finest jewelry (the cheapest of which is likely worth at least several thousand dinars) for at least 10 jars, and another selection for a “green metal” Zortirum jar. This would be similar to “finding the right buyer” for an item, and so any dinar value recovered here will count as XP to be divided amongst the various participants in the expeditions.


You all have:

14 ‘plain’ canopic jars

-No life is detected within 3 of these

-1 of the lifeless ones has been opened, the seal broken

2 Zortrium canopic jars

-Being Zortrium it is not possible to scan for life in these jars


The party turns in:

10 live jars

2 sealed but dead jars

1 Zortrium jar


The Rewards:

13,000 dinars

Talisman (worth more than 20,000 dinars as per Gan’s appraisal)

The surface is adorned with shimmering gemstones, each representing a different branch of knowledge - the emerald for science, the sapphire for literature, the ruby for philosophy, and the diamond for mathematics. As the light catches these precious gems, they sparkle and dance, reflecting the vast spectrum of knowledge that exists in the world. There is a series of ancient runes etched around the talisman, reminiscent of constellations.

Medallion (worth 15000)

The ornate jeweled medallion in the style of a crescent fortress-moon. The medallion is made of exquisite gold, intricately carved and adorned with an array of dazzling jade gemstones. The outer edge of the medallion is shaped like a crescent moon, with delicate filigree work that adds a touch of elegance.

The center of the medallion features a large, radiant gemstone that captures the light and sparkles with every movement.

The medallion is suspended from a delicate gold chain, allowing it to be worn as a necklace. The chain itself is adorned with smaller gemstones.


The cut (calculated by times joined in the expedition):

Bart (4): 4572 dinars and xp

Gan (2): 2286 dinars and xp

Heijo (4): 4572 dinars and xp

Najm (4): 4572 dinars and xp

Alianor (2): 2286 dinars and xp

Durham (3): 3429 dinars and xp

Pako (1): 1143 dinars and xp

Lars (.5): 571 dinars and xp

Fa Min (1): 1143 dinars and xp

Arngier (3): 3429 dinars and xp



Thursday, January 19, 2023

Session #95: Why Buy Armor When You Can Just Take It?

 [written up by Jacob, who ran this session--thanks, Jacob!]


Part 3 of an ongoing quest. This adventure set out after many interrogations of their new captive, with plans to “finish” their question once and for all. The group collecting in Cothon-Under-Star before heading forth into Cothon-Under-City:

Alkari-helm taken this expedition


  • Bart (magic-user 9)
    • Gan (fighter 6)
  • Avinnia (magic-user 6)
  • Heijo (magic-user 6)
  • Najm (magic-user 7)
    • Alianor (fighter 2)
  • Durham (fighter 8)
    • Lars (magic-user 4)
  • Arngeir (fighter 5)

Avinnia's map of an
interior complex
Many hours later the group returns, in two parts. First Durham and Lars make their way back to the city, a coffle of barely clothed prisoners carrying armfuls of armor between them. And then a while later the remaining adventurers, excitedly discussing something about jars and scrolls.


The Lucre

  • 6 dinars (gp)
  • 3 plain canopic jars
  • a strange dark wood "stick" with a vein of a bright red crystal running in a spiral pattern from end to end
  • 2 bolts of thick spider silk
  • 2 strange metal orbs about the size of a palm
    One of the orbs
  • 3 staff weapons
  • 22 sets of armor that functions as plate, and is fundamentally similar to the Renyu plate, though with certain differentiations that would make it obvious to one who is familiar with either set to recognize at a glance that the wearer is not of their group
    • Note: these do not include the helms
  • 2 zats
  • 1 helmet similar in function to those previously found to look like Renyu, but in this case it has more of an Alkari appearance (claimed by Alianor)
  • 1 small powercell (claimed by Gan)
  • a large number of scrolls, all written in a strange pictographic language
  • a spell scroll
  • 6 prisoners

The Learning
Najm's updated map
  • 31 xp from a glowing blue/red magical creature
  • 39 xp from some big spiders
  • 195 xp from defeating the armored warriors
  • 100 xp to each player-character for actually exploring into a new "floor"
  • 6 xp from treasure

The Cut
  • 1 dinar to each player-character
    Any dinars to hirelings will have to be paid by the players
  • 136 xp to each player-character
    118 xp to Gan, Alianor, and Lars
    an additional 100 xp per level to Avinnia and Najm each for provided maps (as always, this is also available for others who draw art, maps, or write in-character accounts of the expedition)





Wednesday, January 11, 2023

Session #94: What is a Treasure Hoard, but the Bed of a Sro?

[an expedition run by Jacob in the Medina al Taht--the "Undercity" beneath Cothon--thanks, Jacob!]


Having begun a quest to aid Farhat of the Medina al Taht, the barbarians of Cothon gathered once again to set fourth and continue their investigations such that they might complete this quest and claim the lucrative rewards. Setting out on this particular mid-morning adventure:

  • Bart (Magic-User 9)
    • Gan (Fighter 6)
  • Avinia (Magic-User 6)
  • Heijo (Magic-User 7)
  • Najm (Magic-User 7)
    • Alianor (Fighter 2)
  • Durham (Fighter 8)
    • Pako (renyu)

And later joined by Arngeir (Fighter 5), hearing of their adventure and heading down into the Medina some hours after the main party.

A portion of Najm's map of the weird forest

Late that afternoon the party returned, excitedly chattering. From the conversation of the group, in between their loot counting, it is overheard that they encountered some kind of Sro like creature. At the bars later, after having finally won some treasure during these adventures, Alianor is seen getting her fill of drink and regaling those who would listen about a wonderful forest beneath the Medina, an escape from the cold and return to a pleasant autumn temperature, and a Sro that was masterfully brought down without it ever getting the chance to breathe upon them. She also seemed to be a bit confused, alternating between the Sro leaving and also having a sword through the top of its skull.

Najm's depiction of the Sro tied to the bridge on which it was faced

The Lucre

  • A leather patch formerly sewn onto a piece of armor displaying crossed scimitars
  • A silvered shortsword
  • 5 torches (these are just normal torches)
  • A silvered scimitar (taken by Arngeir)
  • A black pearl (magic)
  • A vial of relatively clear liquid with a foggy green mist suspended within (magic)
  • A scroll that obviously depicts a magical ritual (magic)
  • 3 plain canopic jars
  • 3504 dinars (gp)
  • 6000 dirhams (sp)
  • 12000 fals (cp)
The Learning
  • 4894 xp from treasure
  • 74 xp from a pair of tsaggu
  • 1664 xp from defeating the Sro
The Cut
  • 468 dinars, 800 dirhams, 1600 fals to player-characters
    234 dinars, 400 dirhams, 800 fals to Gan and Alianor
  • 886 xp to player-characters
    443 xp to Gan and Alianor


Artwork, maps, or written reports will, as always, earn a character 100 xp per level, and so Najm is claiming 700 xp for the above sketch and map.


Tuesday, January 3, 2023

Session #93: Assistance in Medina al Taht

 [written by Jacob, who ran this session--thanks Jacob!]


Having heard the call for aid in the Medina alTaht, Najm ventured to Cothon-Under-Star in search of fellow barbarians with which to aventure in the “basement” of Cothon. And so, the group headed down into the Medina alTaht in the mid-morning:


  • Bart (Magic-User 9)
    Gan (Fighter 6)

  • Avinia (Magic-User 6)

  • Najm (Magic-User 7)
    Alianor (Fighter 2)
  • Haijo (Magic-User 6)

After several hours exploring the depths of al Taht the company returned in the early afternoon. Hauling an ornate chest, and discussing amongst themselves a distribution of the various treasures.


The Lucre

  • 3 simple canopic jars, with no particular distinguishing features

  • 1 ‘special’ canopic jar, similar to this in design but made of Zortrium metal

  • A fist sized rock of a strange transparent crystal (went to Najm)

    • Several smaller pieces were also taken by Heijo

  • A wooden staff made of a dark stained rosewood, the head of which is worked into an intricate daisy (went to Najm)

  • An ornate chest and golden key (the lock of the chest was detected as magical)

  • A pair of earrings, detailed leaves made of gold joined at the center to a small sapphire like some kind of blue berry. (claimed by Bart, worth 250 dn each)

  • An armband made of overlapping golden leaves (claimed by Bart, worth 250 dn)

  • A pair of serpentine hand weapons (one to Heijo, another to Avinnia)

  • A strange, presumed hand device, made of a golden metal with a large red gem at the center, and a brace inside which one could place their hand (this could be sold to the right buyer)


The Learning

  • 1244xp for the slain cloaker

  • 2330xp for the slain Wraith

  • 100xp to each for discovering a ‘stair’ to a new ‘floor’

  • 750xp from treasure


The Cut

  • No coinage from this adventure, and the treasure was already divided out save for the hand device

  • 865 xp to player characters
    433 xp to Gan and Aliannor


(player reports, art, etc. representing this session will earn a player-character 100 xp per level)


Saturday, December 17, 2022

A Request for Aid from the Undercity

[presented by Jacob, in relation to adventures in the Medina al Taht, the "Undercity" that lies beneath Cothon-Gadeed


One day, as the winter months draw long and cold, a messenger arrives for Najm. They are dressed in what look to be fairly standard attire, if a bit dirtier than one might expect, even for a messenger. Though one would notice that somewhat prominently on a lapel is a silvery pin in the shape of the crescent fortress moon. He greets Najm formally, though in a way that shows he wasn’t especially practiced at the motions, introducing himself as Haafil. After that he explains that he has come to Najm on behalf of Farhat'amirat al Fasad wahakimat almadinat taht (this said with the practice and formality of someone who has to regularly use a liege’s full title), who requests Najm's presence at his earliest convenience. She [Farhat] wishes to contract Najm and whatever band of barbarians he can collect, to help deal with an increasing threat to her domain. He refuses to elaborate, claiming no knowledge beyond the request itself.


Najm certainly wishes to take up this request, to venture again into Medina al Taht. There are things down there that bear more investigating! Who will join Najm in this endeavor? When shall we set out? Those who are interested may come to the Saint Iskameen's moorings in the harbor, and from there the discussion will probably continue in Fahra's Hole-in-the-Wall


Thursday, October 14, 2021

Session #55: Arm Wrestling

[run and recapped by Jacob--thanks for the game last weekend!]


Over the last week it could be seen at the Kantor that one Durham of the Ringing Anvil, and one Najm of the Confraternity of Saint Iskameen met frequently to discuss some endeavor. And so it was that they eventually gathered a crew with the intents to investigate the Free Renyu who seem to be living in the Medina al Taht ("the Undercity"). Najm, after several strikes against his newly founded Confraternity and its fishing ship, additionally set the crew out with the intention of beating back some bandits that have made a base for themselves there as well.

The gathered crew included:

Durham (Fighter 6)

with Pako (Renu)

Gan ad-Din (Fighter 5)

Avin (Magic User 6)

Najm (Magic User 4)

with Hry-haya (Alkari)

Arngeir (Fighter)


When the group finally returned to the surface they were fairly bedraggled, Avin looking particularly gaunt. Most notably though, rather than a more traditional haul of bags of treasure, the group instead carried with them a very large body-builder of a man who was tied up and whom they regularly stabbed deeply with a sword as they hauled his corpse to the tavern Under-Star and a private room.

Over the next several hours a few details make themselves clear, from the serving staff bringing in their drinks. The group apparently stumbled upon some rather large bandits that were quite difficult to put down. “They seem so upset by the thing that even during their drinks they continue to stab the poor fellow.”


The Lucre

  • 124 dinars (gp), 44 dirhams, and 290 fals (cp)

  • A simple golden earring worth 140 dinars

  • A bone-white ring engraved with abstract symbols worth 120 dinars

  • An ornate (but functional) dagger, with a ‘snack’ compartment in the pommel, worth 130 dinars

  • A tiny ‘coin’ pouch containing a single red and white pellet

The Learning

  • 538 xp from treasure

  • 2688 xp from ‘enlarged’ bandits (650 + hp ea.)

  • 200 xp per character for discovering and descending to a new level

The Cut (12 ½ shares)

  • 21 dinars, 8 dirhams, and 48 fals to each player-character
    10 dinars, 13 dirhams, and 24 fals to Hry-Haya

  • 571 xp to each player character
    286 xp to Hry-Haya

  • The tiny coin pouch and pellet

 Any gold-valued item a party-member wishes to claim may be "bought out" by subtracting its value from their share of gold (up to and including their own funds, if necessary to equal its listed value); non-valued items must be meted out by the company's agreement, according to negotiations and what seems fair.

And as always, any write-ups, artwork, etc. representing the expedition from an in-character point-of-view will earn the corresponding player-character 100 xp per level.



Wednesday, September 22, 2021

Session #49: Horror and Madness in the Undercity

[the Scribes must apologize for their hiatus of a lunar month or so; the new tax codes have required a greater deal of attention than expected, and so these chronicles of deeds have languished in the meantime; this entry is tardy several weeks!]

All the talk in the Dual-Cities of Cothon-Gadeed in recent weeks has revolved around the recent wedding feast of Zaida al Rashid and the former-barbarian Sesel, Voice of the Survivors. Not unprecedented--especially not since Sesel's grant of citizenship by the Souffets of Gadeed--nevertheless, it was a great public feast, and a reminder for all the foreign-residents and barbarians living in Cothon that perhaps they could indeed scrape together enough gold and influence to raise their own stature!

Nevertheless, life has continued, especially for the other barbarian-adventurers in Cothon, including Sesel's boon-companions and fellow Survivors of the Tel. Indeed, such were the adventurers who descended into the Undercity, following Sesel and something that he found when wandering the catacombs alone to get away briefly from the excitement of his pre-marriage party.

This adventure occurred some weeks ago, but only now have the rumors begun to turn from the wedding, and return to circulating the exploits of the Survivors and others:

  • Bartholomew Pettibone (magic-user 5)
    accompanied by Nuur of Nous (psychic)
  • Heijo (magic-user 4)
  • Sesel (fighting-man 6)
    accompanied by Raoden (magic-user 3)
  • Avin (magic-user 6)
  • Durham (fighting-man 6)
    accompanied by Pako (renyu)
  • Ravna (magic-user 5)


The company emerged from the Undercity some hours later, smelling of a strange mix of fishy garum, beer, and something musky, with emotions high--some so strung out that they seemed to stare wildly about with wide white eyes, unable to form their thoughts into coherent words. These last three--Heijo, Nuur, and Raoden, even after hours had passed at the tavern of Cothon-Under-Star, were still seen to be incoherently mumbling, watched over by Bart and others. Meanwhile, the ever-loyal Gan ad-Din was sent forth on yet another errand--to find a cure for this strange madness!

But what had happened? Durham had actually emerged somewhat before the rest of the company, and while he calmed his nerves with wine (for he was clearly agitated, and also curiously smelling of garum), his renyu-servant Pako spared a few details for curious fellow-patrons:

"Followed Sesel under city--into dungeon. Heard Klackons behind and hid. Then were kurgha ahead, very bad smell, very bad. Killed with magic. After that, smelled doors like Green Doors. Durham not like, me not like. People wear garum, I like that. Then we kill vampires. Durham want go home after that, and here we are."

Unfortunately, whatever transpired to drive Heijo, Raoden, and Nuur to invalid madness happened after Durham's and Pako's return, and Nuur and Raoden were both too incoherent to relate anything more. Perhaps an adventurer will present the tale in their own words in due time!


The Lucre

  • a jeweled and brocaded bowcase, depicting a scene from the epic of Faramars, (1000 dinars, i.e. gp)
  • still held in the bowcase, 11 arrows of hard dark tiu-wood, with smoky black obsidian heads (100 gp ea., for 1100 dinars altogether)
  • a wondrous wreath of deliberately patinaed bronze laurels, along with finely wrought sahulen plumes of tumbaga; unfortunately, the metals are badly bent, which reduces the total value from what it could otherwise be (3500 dinars, unless repaired)
  • several fragments of once valuable books, scrolls, and scroll cases--covers inlaid with nacreous ghar-shell, the pages all rotted away, and the gilt-and-jewelled ends of scroll cases, and a crumpled scroll of gold foil, its etchings long since lost, &c. &c. (5000 dinars)
  • a bizarre and ornamental--knife?--the quillions of outreaching arms, four to either side; the "blade" strangely twining tentacles; at the center of the hilts, a face, alien and grinning; and the pommel a composite of gems, one blue, with a sliver of green to one side, and a crescent of red outside that (6000 dinars)
  • another of the metallic orb-like "eyes"; this one is inscribed in a strange language seemingly composed of various "points" and "commas"
  • a thin circular sheet of green metal (clearly zortrium), quite old, and yet still polished to a mirror-like sheen on one side; the back is inscribed in a spiral pattern with indecipherable logograms proceeding to (or from?) the center; it was clearly once set into some kind of frame that has since broken (or rotted?) away (unknown value; perhaps the right buyer would pay a fortune for such a thing?)
  • three muskily-scented humanoid heads, cut off by the adventurers

The Learning
  • 16,600 xp from treasure (can be increased by finding the right buyer and/or repairing certain items for increased value)
  • 927 xp from kurgha x17 (50 + hp ea.)
  • 652 xp from vampires x3 (200 + hp ea.)
  • 878 xp from hli'ir x2 (400 + hp ea.)
  • 100 xp to ea. character for exploring an unknown section of the Undercity

The Cut
  • 2371 dinars (gp) and 2 dirhams (sp) to ea. player-character
    1185 dinars, 7 dirhams to Nuur and Raoden
  • 3509 xp to each player-character
    1755 xp to Nuur and Raoden each
  • the "eye"
  • the strange mirror-like object of zortrium
  • the three vampire-heads


As always, anything that a player-character wishes to retain for personal use may be "bought out" of the lucre with that character's own funds. Anything sold to the right buyer for a higher price than listed will increase xp and gold cuts commensurate with the increase.

And reports, art, etc., regarding the events of this expedition are worth 100 xp per level to the player-character furnishing such a thing in-character