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<blockquote data-quote="Charles Rampant" data-source="post: 6964428" data-attributes="member: 32659"><p>I did this part of the story tonight, actually. They did like it! They referenced a Deep Space 9 episode (one of the Ferengi ones) and seemed perfectly content with the idea of an actual quest rather than another item at the end of the chain. So my concerns there were unwarranted. And this way I got to use Zadara, as well as the Morkoth from Volos.</p><p></p><p>Amusingly, when I lowballed them with a 2% of the Mithril for the party, the party member present accepted it without blinking, so Zadara is fairly happy with the exchange as well!</p><p></p><p></p><p></p><p>Interesting thought. My plan is that the trip to the Abyss will be a big event - say two weeks of tension and fighting - followed by a fairly talky section when they return to Sigil, discuss payment with Zadara, then head out to find and talk to the Morkoth. Say there is a minor fight on the Morkoth's island (which I'm visualising as one of the Half Life Xen levels), but mostly this is chatting. This then leads into the next section of the adventure, which is the players entering Tu'Narath and doing player character things there. I've not pencilled that out yet, but it won't be just a case of turning up and solving it on the spot; instead they'll need to find their way into the heart of the city (outsiders are not allowed outside of the merchant's quarter), and decide how to free the slaves. (They might contemplate trying to kill Vlaakith CLVII, which would be interesting.) </p><p></p><p>So, in short, I'm actually expecting the Tu'Narath section to be just as long, if not more so, than the Abyssal mining section. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The denouement is thus not until they're on their ally's Astral Cutter sailing out of the city, I think.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6964428, member: 32659"] I did this part of the story tonight, actually. They did like it! They referenced a Deep Space 9 episode (one of the Ferengi ones) and seemed perfectly content with the idea of an actual quest rather than another item at the end of the chain. So my concerns there were unwarranted. And this way I got to use Zadara, as well as the Morkoth from Volos. Amusingly, when I lowballed them with a 2% of the Mithril for the party, the party member present accepted it without blinking, so Zadara is fairly happy with the exchange as well! Interesting thought. My plan is that the trip to the Abyss will be a big event - say two weeks of tension and fighting - followed by a fairly talky section when they return to Sigil, discuss payment with Zadara, then head out to find and talk to the Morkoth. Say there is a minor fight on the Morkoth's island (which I'm visualising as one of the Half Life Xen levels), but mostly this is chatting. This then leads into the next section of the adventure, which is the players entering Tu'Narath and doing player character things there. I've not pencilled that out yet, but it won't be just a case of turning up and solving it on the spot; instead they'll need to find their way into the heart of the city (outsiders are not allowed outside of the merchant's quarter), and decide how to free the slaves. (They might contemplate trying to kill Vlaakith CLVII, which would be interesting.) So, in short, I'm actually expecting the Tu'Narath section to be just as long, if not more so, than the Abyssal mining section. :) The denouement is thus not until they're on their ally's Astral Cutter sailing out of the city, I think. [/QUOTE]
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