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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1781556" data-attributes="member: 6584"><p>I'm with Stevaroo! Put in someone who'll buy their items, no questions asked and without a trip involved. Personally, I'd make it really fantastical.</p><p></p><p>A planar angle: Perhaps they get contacted by an outsider who works for a merchant in sigil (or some equivalent). Takes items away in exchange for a pile of gems/platinum/whatever. </p><p></p><p>Make it very easy to start with... later you could always build some adventures round it. Perhaps the messenger gets waylaid with a particularly juicy bunch of stuff - the merchant will want to know what happened. Who is the merchant - are they really in Sigil - it's a Yugoloth? What happens to all those Unholy Axiomatic swords they sold... after all, that merchant would flog them to just about anyone.</p><p></p><p></p><p></p><p>Another option is to find some way to keep the same powers, without having the items around. Innate powers is one way to go. There have been quite a few threads about this before - in the house rules section, I think. Getting the mechanics right might be a little tricky. It also might feel like a game of D20 Superheros - which is sort of how regular magic/high level games feel to me anyway.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1781556, member: 6584"] I'm with Stevaroo! Put in someone who'll buy their items, no questions asked and without a trip involved. Personally, I'd make it really fantastical. A planar angle: Perhaps they get contacted by an outsider who works for a merchant in sigil (or some equivalent). Takes items away in exchange for a pile of gems/platinum/whatever. Make it very easy to start with... later you could always build some adventures round it. Perhaps the messenger gets waylaid with a particularly juicy bunch of stuff - the merchant will want to know what happened. Who is the merchant - are they really in Sigil - it's a Yugoloth? What happens to all those Unholy Axiomatic swords they sold... after all, that merchant would flog them to just about anyone. Another option is to find some way to keep the same powers, without having the items around. Innate powers is one way to go. There have been quite a few threads about this before - in the house rules section, I think. Getting the mechanics right might be a little tricky. It also might feel like a game of D20 Superheros - which is sort of how regular magic/high level games feel to me anyway. [/QUOTE]
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