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Loot thread

Started by Sierra, January 05, 2013, 01:41:21 PM

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Corwin

111,570gp + 5,000gp + 18,000gp + 6,302gp + 6,302gp = 147,174gp

62,106gp + (147,174gp x 0.65) = 62,106gp + 95,663.1gp = 157,769.1gp

Divided into four equal shares, that comes up to: 39,442.275gp
<Steph> I might have made a terrible mistake

Corwin

Personal cash:

FUNDS: 982gp
-500gp for raft/+500gp for raft
-250gp for Stoneskin component
-1,040gp dedicated to a year's pay for Grey (20gp x52 weeks)
+39,442.275gp

= 39,134.275gp

Cid, can I get the Bead of Karma by grabbing a Strand of Prayer Beads (standard) minus the Bead of Healing and Bead of Smiting?
<Steph> I might have made a terrible mistake

Carthrat

I'll pick up a pair of Adamantine maces, for 6012 gp, and upgrade my Gloves of Dexterity +4 to a Gloves of Dexterity +6 for 16,000.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Sierra


Corwin

-20k for the Bead of Karma.
-10k for INVESTMENT with Stephanie

9,134.275gp remaining.
<Steph> I might have made a terrible mistake

Sierra

#110
The ghost trio left behind the following items after their disappearance:

Cowry Shell Necklace: this string of colorful seashells, strung along a delicate golden chain, bestows the following benefits upon a wearer: spells of the Cure/Inflict Wounds series are advanced from d8s to d10s for their effects; the subject gains water breathing; and she receives a +2 competence bonus to saving throws against mind-affecting spells and effects. However, the clattering of the shells against one another imparts a simultaneous -4 circumstance penalty to Stealth checks when not underwater. Value: 40,000gp.

Hill King's Crown: it takes perhaps a provincial definition of regality to consider this crown a king's accoutrement. It's a simple circlet of beaten copper decorated with an uneven ring of black dragon's teeth jutting upward around the circumference (their size suggests it was in fact quite a young dragon they were taken from). Donning the crown provides the following benefits to the wearer: an arcane caster will see spell saving throw DCs for the school of magic of her choice enhanced by 2 (the school is set at the start of each day and cannot be changed until the next); she can speak and understand spoken (but not written) Draconic (this knowledge evaporates when the crown is removed); and she receives a +2 competence bonus to saving throws against mind-affecting spells and effects. Value: 37,000gp.

Harmonic Band: along the outside of this gleaming silver choker is inscribed the words "Unconquerable Voice" in Elven. A wearer of the band receives the following benefits: she is not subject to any silencing effect, magical or physical--even someone mute since birth would find herself able to speak any comprehended languages while wearing this; the caster level for any spells with the Sonic descriptor is enhanced by 2; and she receives a +2 competence bonus to saving throws against mind-affecting spells and effects. Value: 28,000gp.

Ebiris

The crown may be gaudy, but Julia will take it!

Sierra

Rosey has an interest in the necklace if no one minds. If she takes it, she'll toss the obsolete Pearl of the Sirines (15,300gp) and an Amulet of Emergency Healing (6,000gp, had it since chargen, never used it) onto the general loot pile for resale.

Sierra

#113
Found in the abandoned sky castle of Alvya de Thanys, on the plane of Air:

14,326 gold coins and an unappraised pile of jewelry.

~

Diamond Essence: this spherical, faceted gem is just small enough to be swallowed whole without risk of choking. Should any living creature swallow the gem, she gains a +2 bonus to natural armor and DR 2/- for 24 hours (the former stacks with any existing natural armor bonus innate to the creature; the DR does not stack with any existing damage reduction).

At the end of 24 hours, the consumer must make a DC 22 fort save. Success indicates that the gem is successfully digested and the above bonuses become permanent. Failure indicates that the gem is violently vomited back up, with the concurrent and permanent loss of 1d6 hit points from damage to internal organs.

Value 14,500 gp.

~

Draught of Air: this potion is the distilled essence of the plane of Air itself. Drinking it will alter the imbiber's constitution to somewhat take on the appearance and nature of a cloud, conferring the following bonuses for 24 hours:

-Fly speed of 100 ft.

-Air Mastery (airborne creatures suffer a -1 penalty to attack and damage rolls against you).

-Immune to poison, sleep, paralysis, and stunning.

-Darkvision 60 ft.

-DR 5/magic.

At the end of 24 hours, the subject must pass a DC 24 will save to prevent her wispy essence from dispersing completely. Failure indicates death without recourse to resurrection spells that require access to physical remains. Success on this and a following DC 20 fort save indicate that the subject has successfully assimilated the essence of the plane. All of the above bonuses become permanent (DR is increased to DR 10/magic, immunities expand to include critical hits), her type changes to Elemental (Air), and her Dexterity is permanently enhanced by 4.

Failing the fort save alone only indicates that the subject's body has returned to its normal composition.

Value 32,000 gp.

~

Lazy Eye: this is the eyestalk of a dreaded beholder, eerily preserved in a semblance of life post separation from its original bearer. When held against the head of a living creature, the eyestalk will graft itself onto the flesh of the subject and henceforth become part of her body. This extra eye provides the subject with the benefit of all-around vision (+4 racial bonus to Perception, can no longer be flanked) and the ability 1/round to employ the effect of a beholder's Sleep ray (as per the spell, albeit a free action affecting a single target with no upper limit on HD affected, range 150 ft, CL 13th, will DC 17).

A DC 17 fort save must be passed in order for the subject's body to accept the graft. Failure incurs nausea for 1 round and automatic rejection of any future attempts to apply the eyestalk. Evil creatures get a +2 profane bonus on this save.

Successfully applying the eystalk renders the subject unable to wear hats or helmets.

Value 13,220 gp.

~

Toxic Gloves: 3/day: the next attack you make this turn with one held weapon is imbued with poison (1d6 CON initial and secondary damage, fort DC 16 negates). Value 6,000 gp.

~

Shirt of Demonskin: this patchwork collection of fiendish flesh grants DR 3/good to the wearer. Value 15,000 gp.

~

Veil of Flirtatious Prancing: this "garment" constitutes a single band of orange and crimson silk, a hand wide and about a dozen feet long. When wrapped around the body, it will seemingly take on a life of its own and flutter several inches away from the skin in a spiral pattern, forever tempting onlookers with maximally suggestive views but almost conscious in its ability to consistently avoid presenting any viewer with flagrantly indecent exposure. Despite appearing to circulate downwards around the body, the upper and lower ends of the veil in fact form an interdimensional loop so that it never truly exhausts itself. When worn, the veil grants the following benefits:

-A +4 deflection bonus to armor class.

-A +4 competence bonus to Perform: Dance checks.

-The wearer may act at all times as if she possessed the Snatch Arrows feat, even if she does not meet the prerequisites. The veil itself does the catching, negating the need to maintain a free hand.

-Once per day, as a swift action, the veil may be turned into a band of liquid flame for 1 minute. This confers fire resistance 5 upon the wearer and inflicts 1d6 fire damage upon any foe striking her with a non-reach melee attack. This fire damage increases to 2d6 per round against any opponent engaged in a grapple with the wearer.

The veil does not function if the subject wears any other piece of clothing from shoulders to legs.

Value 37,600 gp.

~

White Cloak of the Spider: this cloak confers a +2 bonus to saves vs poison, and use of the following abilities 1/day (CL 6th): Spider Climb, Hold Person. Value 4,200 gp.

~

Flesheater: 2/day: as a standard action, this scepter may be activated to summon a cloud of tiny and voracious implike apparitions upon 1 living creature within 30 ft. The subject must pass a DC 18 fort save or suffer 3d6 damage per round for 4 rounds. Value 12,000 gp.

~

An alabaster mask (unidentified).

Sierra

Formally noting lack of Rosey interest in anything found today. Also confirming she's taking the shell necklace and tossing her pearl & amulet onto the general loot pile for eventual resale.

Ebiris

Julia has claimed the mysterious and terrible mask for experimentation. No interest in anything else.

Carthrat

Stephanie will pocket the Draught of air and save it for a rainy day.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

Are the toxic gloves standard, swift or free activation? Does it have to be a held weapon, or can it be a natural attack?
<Steph> I might have made a terrible mistake

Sierra

Swift action to activate. And the item description specifically says held melee weapon so I'd rule natural attacks are out.

Corwin

-5,000gp for research into Jill Cook's captor and his defenses.
<Steph> I might have made a terrible mistake