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4. Concluding the Adventure

If Stahlmast was killed or subdued, the characters can drag him back to Hupperdook as their prisoner. Turning him over to Watchmaster Bram Gulchswattle with proof of his wrongdoings completes their assignment, and the characters receive the bounty promised them. If Stahlmast got away, the Watchmaster pays them 500 gp for thwarting the mad inventor’s dark plots.   If the characters recovered the plans to destroy Hupperdook found in Area L5, Bram rewards them an additional 300 gp. If they recovered the letter confirming Stahlmast’s relationship with the Kryn Dynasty in Area L18, Bram gives them an additional 150 gp.  

New Lodgings?

If the characters made a positive impression on Bram, they might try to convince him to allow them to keep Stahlmast’s lair for themselves once it’s cleared out. Bram agrees to the deal, signing over the location to the party’s care. The characters are now able to clear out the remainder of the lair and turn it into a new—and perhaps somewhat dangerous—home base for their further adventures.  

Character Advancement

At the end of this adventure, the characters reach 3rd level. You might have more adventures in mind for Western Wynandir—especially if the characters are able to claim Stahlmast’s lair. But from this point, the course of your campaign is up to you.
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