Varden Plan and Dissolution To Do: Difference between pages

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Some possibilities for [[Varden]]. These make use of the [[Exalted Improving|costs and training table]], rules for [[Forgotten Suns: Science|Sciences]] and the [[Mark of Autochthon]].
This is an ever changing page of stuff that the PCs (or players) need to decide or get done:


== Magitech ==
== Questions ==


Varden is the only one in the circle who knows much about artificing. To really get good at it, however, he needs to learn the Science of [[Forgotten Suns: Science#Magitech|Magitech]]. This will allow him to use his Craft skills on things that are too advanced for him at the moment, such as repairing the [[Luminous Talon Rain|two]] [[Molt-Defying Plumage|warstriders]] (check the bottom of those pages, by the way, as they list what is needed to repair them). To get them up and running, you'll need a Magictech rating of at least {{Dots|2}}. To get them fully functional, complete with flight options, you'll need Magitech {{Dots|4}}.
# The press definitely wants to interview you. Do you agree?
## if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
## How much do you tell them?
## What do you omit?
## What do you lie about?
# When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
# Which of the magic items (see below) interest you?
# Are there any items you'd rather sell?
# You want to buy anything with the cash?
# Does the group have a name?
# In the week that follows the barbarians leaving, is there anything you particularly want to do?
# (For Oreni) When you talked to the parents of the rune children (see below), how truthful were you? Did you, for example, give your full name? Did you give the full details of the rituals? The cults?


For the first dot of Magitech, you need to have Occult 3, Craft (Fire) 3, Craft (Air) 1 (all of which you already have), Lore 4, and some source of knowledge that can teach you. So, you will need:
== Experience ==


* 6xp to take Lore to 4 (144 hours)
Each character receives 12,737xp for the chapter just completed. This puts everyone to 63,737xp which, unfortunately, is well short of the 71,000xp needed to reach next level. Previously, you were just passed the threshold for reaching your current level, so you still have a bit to go.
* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|1}}. You could also use the Mark's "tapping the source" ability for this if you wanted, but this seems like a waste.
* 2xp and 200 hours to learn. (Naturally, using Precision could speed this up.)


To learn Magitech {{Dots|2}}, you first need to learn another science called Perfection. This is a more mundane science for making flawless, but still non-magical items. Mortals train for a lifetime to be able to do this. It will not take you that long. You already have the abilities needed to learn Perfection {{Dots|1}}, and can again use [[Wyr'palja's Workbook]] and other sources to teach you:
== Rewards ==


* 2xp and 40 hours to learn. (Naturally, using Precision could speed this up.)
The rewards gained for the runebearer kids:


Magitech {{Dots|2}} requires Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection 1. So, you'll need:
* Dullin Balacazar, human male, age 8. Delivered to 1 Outer Ring Row, Rivergate. Dullen is the grandson of Menon Balacazar, a "wealthy financier" who everyone knows is really the kingpin of city's most powerful organized crime family. He [[Dissolution News - 21st of Growth, 721|previously]] offered a 5,000gp bounty for the safe return of Dullen, which Dullen's mother paid immediately. She also asked lots of questions about the cults who took Dullen, and the ritual in which he was to be sacrificed.
* Darata Chornim, human female, age 6. Delivered to 6 Dawn Path, Nobles' Quarter. Darata lives only with her mother Tara in a fairly small house (for the Noble's Quarter) with an extremely well tended garden near the Holy Palace of the Church of Lothian (which is the home of what is sort of like the "pope" of the whole church). Tara clearly is strongly devoted to Lothian, and can cast divine magic (she cast bless on Oreni), but doesn't appear to be official associated with the church. She was nearly beside herself with joy when her daughter was returned, and took a holy symbol from her own neck to give to Oreni, forcing him to take it, insisting "the blessings of Lothian would watch over you". The symbol is an exquisitely made and detailed Lothian ankh, fashioned from platinum and a number of small, tasteful sapphires. Oreni detected magic in it and has since determined that once per day, a short prayer to Lothian will create a ''[http://www.d20pfsrd.com/magic/all-spells---final/resilient-sphere resilient sphere]'' around the location of the symbol at the time of casting. This sphere does not move once cast.
* Corrent Epathi, halfling male, age 10. Delivered to 3 Princes Street, Nobles' Quarter. Corrent is an orphan, cared for by a female human named Zellath Kory. Ms. Kory was not home when Corrent was returned, but her house staff was ecstatic. Corrent demanded that Oreni come see "his bird house", which turned out to be a small metalworking shop in the basement. In this shop, Corrent makes stunningly realistic statues of birds out of silver, most of them actual size. Clearly gifted with skill far beyond his years, he gave a rather stern looking (and somewhat fragile) owl to Oreni in thanks. Days later, an invitation to dine with Zellath Kory and Corrent at the start of the month arrived for Oreni at the Ertho estate.
* Tarthia Kor, human female, age 8. Tarthia, the runebearer who was killed, is the daughter of Lac and Brellyra Kor, who live at 5 Stout Street, Midtown. Lac is a metalworker and so a member of the Ironworker's Guild. Oreni didn't meet them until after Terthia had been resurrected. Of the four clerics in the city capable of casting ''[http://www.d20pfsrd.com/magic/all-spells---final/true-resurrection true resurrection]'', the Kor family preferred Maeda von Rustal, the High Priestess of the Temple of Teun, the Mother of All Machines. Once it became clear that the child came from a working class family, donations flooded the temple, with the temple itself donating a third of the cost of the spell (30,000gp total). Upon the return of his child, Kor provide each member of the group with a rose made from iron, forged by his own hand.


* 8xp to take Lore to 5 (192 hours)
== Loot ==
* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|2}}.
* 3xp and 300 hours to learn. (Naturally, yadda yadda.)


Magitech {{Dots|3}} requires Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection 1. So, you'll need:
I went through the loot list and sold anything that you guys clearly wouldn't want, converting it mostly into gemstones. This includes the cash reward from the Balacazars, but I did not sell the other rewards. All told, the cashed in loot comes to around 45,000gp total. This materializes as the following for each member of the group:


* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|3}}.
* 6 x 1,000gp emeralds
* 6xp and 600 hours to learn.
* 3 x  500gp topaz


Magitech {{Dots|4}} requires Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection 2. This is a bit trickier. You can't actually raise abilities to 6 until you raise your Essence to 6, which you can't do until you are at least 100 years old. So, instead, what you need is add specialties to your abilities. These will add to your rating for particular uses of the skill. So:
In addition, the stuff that was not sold needs to be divvied up. Here is the list [with who can actually make use of it]:


* 3xp and 288 hours to gain a +1 Magitech specialty to Lore. (Note that the Mark can give you this specialty without xp or training time for a permanent point of Source.)
*[http://rpg.divnull.com/ptolus/rosegate.pdf Rosegate house] (~100,000gp)
* 3xp and 144 hours to gain a +1 Magitech specialty to Occult (cheaper, because it is favored).
*Bell of Greater Sleep, 12 charges (10,000gp) [Naerai]
* 3xp and 144 hours to gain a +1 Fire specialty to Craft.
*5 x +2 holy arrows (5x646.05gp) [Caralaria, Lostwhite, Oreni]
* 3xp and 60 hours to learn Perfection {{Dots|2}}.
*Longsword +2 human bane (18,315gp) [??? doesn't fit any character that well]
* Your only current source of training Magitech this advanced is to use the Mark. As a solar, a point of permanent Source and temporary Precision will buy you training for this dot.
*Shortsword +1 evil outsider bane (8,310gp) [??? doesn't fit any character that well]
* 10xp and 1,000 hours to learn Magitech {{Dots|4}}
*+1 mithral breastplate (5,240gp) [Sikarsis is the only one , and even then all it does for him is lower his check penalty]
*Bag of holding type I (2,500gp) [Lostwhite, Oreni, Naerai, Scoffney]
*Cloak of resistance +2 (4,000gp) [Caralaria, Oreni, Naerai]
*Gloves of dexterity +2 (4,000gp) [Caralaria]
*[http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Lens-of-Detection Lens of detection] (3,500gp)
*strand of prayer beads, lesser (9600gp) [Naerai, Sikarsis]
*sustaining spoon (5400gp) [anyone]
*Lothian holy symbol (see above) [anyone]
*Silver owl sculpture (see above, ~2,000gp)
*6 x iron roses (hard to price)
*potion: gaseous form [anyone]
*potion: 2 x elixir of truth (2x500gp) [anyone]
*potion: 2 x cure moderate wounds (2x300gp) [anyone]
*potion: 4 x cure serious wounds (4x750gp) [anyone]
*potion: fly (750gp) [Oreni, Naerai, Scoffney]
*potion: magic fang (50gp) [Caralaria, Oreni, Sikarsis (only enhances natural weapons)]
*potion: owl's wisdom (300gp) [Caralaria, Sikarsis]
*potion: 2 x antitoxin (2x50gp) [anyone]
*scroll: animate dead (375gp) [Naerai, Sikarsis]
*scroll: 3 x hold person (divine) (3x150gp) [Naerai, Sikarsis]
*scroll: magic vestment (700gp) [Oreni, Naerai, Scoffney, Sikarsis]
*scroll: sending (divine) (700gp) [Naerai, Sikarsis]
*scroll: teleport (1125gp) [Oreni, Naerai]
*wand: scorching ray (35 charges) (4500gp) [Oreni, Naerai, Scoffney]


Experience change: -41xp
== Cat Ears (and other custom items) ==


== Architectonics ==
Hiring the Dreaming Apothecary to make you magic stuff works like this. Being good customers of Danbury's in Delver's Square, they provide you with a small bronze token and instruct you to sleep with it under your pillow. And then... we'll roleplay the rest.


This is another science, dealing with manses. Your abilities already let you repair manse structures, fix their minor powers and make minor alterations. The [[Forgotten Suns: Science#Architectonics|Architectonics]] science allows design of manses, adding new powers to them and repairing their more formidable powers. It's progression is similar to Magitech, except that it is based on Craft (Earth) instead of Craft (Fire), and requires a lesser science called Geomancy instead of Perfection.
For items created by the Dreaming Apothecary follow the rules for [http://www.d20pfsrd.com/equipment---final/magic-items#TOC-Magic-Item-Creation creating magic items]. Note that all references to costs in these rules are the costs to the Dreaming Apothecary to actually make the thing. They sell these items for double that (i.e. the normal list price for the item).


== Raising Essence ==
The cat ears that allow seeing in the dark are similar to the [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Goggles-of-Night goggles of night], except they occupy the headband slot instead of the eyes slot. Just like the goggles, the cost to Caralaria will be 12,000gp. Note that this is for an item that functions all the time. Costs can be reduced slightly for items that, for example, only activate a certain number of times per day, or use charges.


Raising your Essence to 5 would cost 32xp and take 768 hours. You don't need a trainer for this. If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance that compresses the 768 hours of untrained learning into an eight-hour vision quest. Since this is to gain a point of Essence, you ''must'' describe this vision quest to the rest of the ''players'' (not necessarily the ''characters''), which will give you an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success). What does Varden find out about himself during this quest? What allows him to unlock this new power?
== Rumors ==


== Ebon Shadow Style ==
More news and rumors will be coming, but for now, please re-read your own characters' pages on the main [[Dissolution]] page, particularly the contact and rumors sections. Some of these may be important going forward (dun-dun-DUN!), and you might actually want to touch base with some of these people for various reasons.
 
You have five charms remaining in the Ebon Shadow tree. Mastering this tree would take:
 
* Blow-Concealing Gesture Technique (8xp, 80 hours untrained). Can deny dodge or parry to target.
* Limb-Immobilizing Method (8xp, 64 hours untrained). Instead of damage, paralyze limbs.
* Shadow-Body Style (8xp, 80 hours untrained). Flatten body to fit through small openings.
* Paralyzing Touch Attack (8xp, 80 hours untrained). Reduce target's Dex.
* Shadow-Stepping Motion (8xp, 40 hours trained, requires Essence 5). You must have training for this charm, so Source may be required. Teleport into a shadow up to 100 yards away.
 
== Excellencies ==
 
The Mark provides knowledge of a set of [[First Edition Excellencies|excellency]] charms. The solar versions allows buying extra dice for stuff. Varden could do worse than learning Craft Overwhelming and Martial Arts Overwhelming.
 
== Mixing Styles ==
 
Your two Martial Arts styles don't allow armor, and don't have any form weapons in common. This means that to use attack/parry charms from both at once, you need to attack bare-handed. In addition, the two styles don't offer a lot of combo opportunity.
 
On the other hand, since the style combination already uses no armor and no weapons, you have a lot of choices for adding in another style. You might want to take a serious look at Wood Dragon. Even though it is an archery style, it can still be used bare-handed as well.
 
Just in case you were not aware: Ebon Shadow Form makes you harder to hit than Snake Form does. Snake Form eats Essence dice from the attacker, while Ebon Shadow essentially eats Essence ''successes'' from the attack. On average, two dice = one success, so Ebon Shadow is about twice as effective. Doesn't bump soak or add to initiative, though. And you wouldn't be able to use the Serpent-Sting Staff while it was running.
 
== Gear ==
 
Your [[Ophidian Kata Rings]] have powers waiting to be unlocked, based on you finding out certain things.
 
Remind me to change the mechanics of the Gem of Desire. The Second Edition version works a lot better (not as easy to resist).
 
== Unlearning Brawl ==
 
Varden can use the Mark to unlearn his one Brawl charm:
 
* Pay a point of Willpower and gain a point of Precision to unlearn Ferocious Jab, gaining 8xp.
 
Experience change: +8xp
 
== Increase Strength ==
 
Increasing Strength from 3 to 4 costs 12xp and takes 576 hours with a trainer, twice that without. The [[Monsoon Needles]] could be used to cut this to 10xp and 288 hours.
 
Increasing Strength from 4 to 5 costs 16xp and takes 768 hours with a trainer, twice that without. While the [[Monsoon Needles]] can still be used as a trainer, your Essence isn't high enough to cut the training time in half (though if you first raised your Essence to 5, it would be).
 
If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance the compresses the 768 hours of untrained learning into an eight-hour vision quest. If you want to describe this vision quest to the rest of the ''players'' (not necessarily the ''characters''), you gain an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success).
 
== Craft ==
 
''Caste Book: Twilight'' contains some additional Craft charms, as does [[Wyr'palja's Stylebook]]. You might also look at the Occult charm Wyld-Shaping Technique, as this is a good way to create exotic components.
 
== Combos ==
 
=== Martial Arts ===
 
An obvious, but expensive, combo would be something like this (assuming you learned the charms you don't know):
 
* Armor-Penetrating Fang Strike (min MA 5, Ess 2, supplemental)
* Snake Strikes the Heel (min MA 5, Ess 2, reflexive)
* Essence Venom Strike (min MA 5, Ess 3, simple)
* Distracting Finger Gesture (min MA 3, Ess 2, reflexive)
* Blow-Concealing Gesture Technique (min MA 5, Ess 2, supplemental)
* Martial Arts Overwhelming (min MA 1, Ess 1, supplemental)
* Seven Shadow Evasion (min Dodge 5, Ess 1, reflexive)
* Iron Skin Concentration (min Resistance 2, Ess 1, reflexive)
 
This make a single, massive attack. Since this mixes style charms, it would need to be a barehanded attack. Activating the combo would cost 13m, 4wp plus 1m per added MA die (min 1, max Dex+MA). So, at max, this would be 23m, 4wp to make an attack that:
 
* Uses 20 dice.
* Ignores soak from armor.
* Adds Essence to base damage.
* Does aggravated damage.
* Forces to the target to make a Wits + Awareness test. If their successes ''equal or exceed'' your Essence, they can only block or parry using magical effects. If they get less that that, they can only block or parry if the magical effect works against surprise attacks.
* Optionally spend 2m to reduce target's initiative and prevent them from splitting their pool.
* Optionally spend 4m to counterattack using MA + attacker's extra successes. You could, while doing this, buy more dice with Martial Arts Overwhelming as well.
* Optionally spend 6m to perfectly dodge.
* Optionally spend 3m to reduce raw damage of an attack on you to attacker's Essence.
 
This is an OK finishing move, but 4wp is pretty steep. If you swap some other charms in and out, you might find something for more everyday use.
 
=== Craft ===
 
A simple and cheap, but effective Craft combo:
 
* Flawless Handiwork Method (min Craft 1, Ess 1, supplemental)
* Craft Overwhelming (min Craft 1, Ess 1, supplemental)
 
This enhances a craft test. Activating it costs 1wp, plus 1m per added die (min 1, max base pool), plus 3m per added success (min 1, max Essence + however many successes were rolled). So, for a single craft roll, you can as much as double your pool, then more than double the number of rolled successes.

Revision as of 19:45, 30 April 2010

This is an ever changing page of stuff that the PCs (or players) need to decide or get done:

Questions

  1. The press definitely wants to interview you. Do you agree?
    1. if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
    2. How much do you tell them?
    3. What do you omit?
    4. What do you lie about?
  2. When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
  3. Which of the magic items (see below) interest you?
  4. Are there any items you'd rather sell?
  5. You want to buy anything with the cash?
  6. Does the group have a name?
  7. In the week that follows the barbarians leaving, is there anything you particularly want to do?
  8. (For Oreni) When you talked to the parents of the rune children (see below), how truthful were you? Did you, for example, give your full name? Did you give the full details of the rituals? The cults?

Experience

Each character receives 12,737xp for the chapter just completed. This puts everyone to 63,737xp which, unfortunately, is well short of the 71,000xp needed to reach next level. Previously, you were just passed the threshold for reaching your current level, so you still have a bit to go.

Rewards

The rewards gained for the runebearer kids:

  • Dullin Balacazar, human male, age 8. Delivered to 1 Outer Ring Row, Rivergate. Dullen is the grandson of Menon Balacazar, a "wealthy financier" who everyone knows is really the kingpin of city's most powerful organized crime family. He previously offered a 5,000gp bounty for the safe return of Dullen, which Dullen's mother paid immediately. She also asked lots of questions about the cults who took Dullen, and the ritual in which he was to be sacrificed.
  • Darata Chornim, human female, age 6. Delivered to 6 Dawn Path, Nobles' Quarter. Darata lives only with her mother Tara in a fairly small house (for the Noble's Quarter) with an extremely well tended garden near the Holy Palace of the Church of Lothian (which is the home of what is sort of like the "pope" of the whole church). Tara clearly is strongly devoted to Lothian, and can cast divine magic (she cast bless on Oreni), but doesn't appear to be official associated with the church. She was nearly beside herself with joy when her daughter was returned, and took a holy symbol from her own neck to give to Oreni, forcing him to take it, insisting "the blessings of Lothian would watch over you". The symbol is an exquisitely made and detailed Lothian ankh, fashioned from platinum and a number of small, tasteful sapphires. Oreni detected magic in it and has since determined that once per day, a short prayer to Lothian will create a resilient sphere around the location of the symbol at the time of casting. This sphere does not move once cast.
  • Corrent Epathi, halfling male, age 10. Delivered to 3 Princes Street, Nobles' Quarter. Corrent is an orphan, cared for by a female human named Zellath Kory. Ms. Kory was not home when Corrent was returned, but her house staff was ecstatic. Corrent demanded that Oreni come see "his bird house", which turned out to be a small metalworking shop in the basement. In this shop, Corrent makes stunningly realistic statues of birds out of silver, most of them actual size. Clearly gifted with skill far beyond his years, he gave a rather stern looking (and somewhat fragile) owl to Oreni in thanks. Days later, an invitation to dine with Zellath Kory and Corrent at the start of the month arrived for Oreni at the Ertho estate.
  • Tarthia Kor, human female, age 8. Tarthia, the runebearer who was killed, is the daughter of Lac and Brellyra Kor, who live at 5 Stout Street, Midtown. Lac is a metalworker and so a member of the Ironworker's Guild. Oreni didn't meet them until after Terthia had been resurrected. Of the four clerics in the city capable of casting true resurrection, the Kor family preferred Maeda von Rustal, the High Priestess of the Temple of Teun, the Mother of All Machines. Once it became clear that the child came from a working class family, donations flooded the temple, with the temple itself donating a third of the cost of the spell (30,000gp total). Upon the return of his child, Kor provide each member of the group with a rose made from iron, forged by his own hand.

Loot

I went through the loot list and sold anything that you guys clearly wouldn't want, converting it mostly into gemstones. This includes the cash reward from the Balacazars, but I did not sell the other rewards. All told, the cashed in loot comes to around 45,000gp total. This materializes as the following for each member of the group:

  • 6 x 1,000gp emeralds
  • 3 x 500gp topaz

In addition, the stuff that was not sold needs to be divvied up. Here is the list [with who can actually make use of it]:

  • Rosegate house (~100,000gp)
  • Bell of Greater Sleep, 12 charges (10,000gp) [Naerai]
  • 5 x +2 holy arrows (5x646.05gp) [Caralaria, Lostwhite, Oreni]
  • Longsword +2 human bane (18,315gp) [??? doesn't fit any character that well]
  • Shortsword +1 evil outsider bane (8,310gp) [??? doesn't fit any character that well]
  • +1 mithral breastplate (5,240gp) [Sikarsis is the only one , and even then all it does for him is lower his check penalty]
  • Bag of holding type I (2,500gp) [Lostwhite, Oreni, Naerai, Scoffney]
  • Cloak of resistance +2 (4,000gp) [Caralaria, Oreni, Naerai]
  • Gloves of dexterity +2 (4,000gp) [Caralaria]
  • Lens of detection (3,500gp)
  • strand of prayer beads, lesser (9600gp) [Naerai, Sikarsis]
  • sustaining spoon (5400gp) [anyone]
  • Lothian holy symbol (see above) [anyone]
  • Silver owl sculpture (see above, ~2,000gp)
  • 6 x iron roses (hard to price)
  • potion: gaseous form [anyone]
  • potion: 2 x elixir of truth (2x500gp) [anyone]
  • potion: 2 x cure moderate wounds (2x300gp) [anyone]
  • potion: 4 x cure serious wounds (4x750gp) [anyone]
  • potion: fly (750gp) [Oreni, Naerai, Scoffney]
  • potion: magic fang (50gp) [Caralaria, Oreni, Sikarsis (only enhances natural weapons)]
  • potion: owl's wisdom (300gp) [Caralaria, Sikarsis]
  • potion: 2 x antitoxin (2x50gp) [anyone]
  • scroll: animate dead (375gp) [Naerai, Sikarsis]
  • scroll: 3 x hold person (divine) (3x150gp) [Naerai, Sikarsis]
  • scroll: magic vestment (700gp) [Oreni, Naerai, Scoffney, Sikarsis]
  • scroll: sending (divine) (700gp) [Naerai, Sikarsis]
  • scroll: teleport (1125gp) [Oreni, Naerai]
  • wand: scorching ray (35 charges) (4500gp) [Oreni, Naerai, Scoffney]

Cat Ears (and other custom items)

Hiring the Dreaming Apothecary to make you magic stuff works like this. Being good customers of Danbury's in Delver's Square, they provide you with a small bronze token and instruct you to sleep with it under your pillow. And then... we'll roleplay the rest.

For items created by the Dreaming Apothecary follow the rules for creating magic items. Note that all references to costs in these rules are the costs to the Dreaming Apothecary to actually make the thing. They sell these items for double that (i.e. the normal list price for the item).

The cat ears that allow seeing in the dark are similar to the goggles of night, except they occupy the headband slot instead of the eyes slot. Just like the goggles, the cost to Caralaria will be 12,000gp. Note that this is for an item that functions all the time. Costs can be reduced slightly for items that, for example, only activate a certain number of times per day, or use charges.

Rumors

More news and rumors will be coming, but for now, please re-read your own characters' pages on the main Dissolution page, particularly the contact and rumors sections. Some of these may be important going forward (dun-dun-DUN!), and you might actually want to touch base with some of these people for various reasons.