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Loot and Artifacts: Gimme!

Started by Anastasia, April 17, 2018, 02:47:16 PM

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Corwin

<Steph> I might have made a terrible mistake

Anastasia

Good. When's the last time you've had a good, old fashioned nap on piles of wealth and treasure?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

<Steph> I might have made a terrible mistake

Corwin

560,000gp transferred to Rald. I'll sort out the recent loot and subtract things properly over the weekend.
<Steph> I might have made a terrible mistake

Anastasia

Rosewater Loot

Loot of note is below, along with a summary of non notable loot after.

Only one was recovered, despite many Radiant Sisters being in the battle. Magic suggests there was a spell to recall them elsewhere, certainly a divine working, but something interfered or blocked this halo from being recalled.

Radiant Halo

This halo is a sign of Malcanthet's favor for the Radiant Sisters. It can shed bright light in any range from 5ft to 120ft and the color of it matches the hair of the Radiant Sister that wears it. The wearer of this halo gains a +6 resistance bonus to saving throws, a +6 armor bonus to armor class and +6 enhancement bonus to natural attacks. In addition, the wearer is immune to Charisma damage and drain of all kinds. A radiant halo takes up space on the body equal to a hat or helmet.

If a creature besides a Radiant Sister or Malcanthet attempts to wear the halo, they suffer 2d6 points of vile Charisma damage (this damage is not stopped by the halo's protections). A creature reduced to zero Charisma by this is slain and its soul is dragged down to the Razor Throne. Otherwise, the halo merely falls to the ground. A successful DC 48 Use Magic Device check allows a wearer to fool the halo for 24 hours.

Likewise, something stopped this locket from being properly recalled.

Heart Locket

This oversized locket appears to be a heart made of gold. Closer examination reveals it as a puzzle-box. Within each locket is a shrunken and imprisoned foe of Malcanthet, sealed away deep within. Closer examination shows that the puzzle itself changes over time, ensuring that it cannot easily be solved. Further, the powers of the locket allow the Radiant Sisters to draw might from the creature within.

As a full-round action, the holder of the locket can invoke it to channel the power of the imprisoned creature within into itself. This grants the benefits of a heal spell, one that heals 10 hit points per hit die of the imprisoned creature. This ability may be used once per day per 10 hit dice of the imprisoned creature. The use of this power is agonizing for the imprisoned creature, so much so that sound escapes the prison. A successful DC 48 Listen check by a creature within 20ft of the locket when this power is used can hear the screams of the bound creature.

There are only two ways to free a creature within. Malcanthet can do so as a full-round action, though she must be in contact with the locket. Otherwise, a creature must spend 6 hours attempting to solve the puzzle-box. Each hour of effort requires a successful DC 24 Intelligence check. A check's failure results in the failure of the effort, though a creature may choose to start over and try again as many times as they wish. If all six checks in a row are passed, the end of the sixth hour results in the puzzle being solved and the creature within being freed.

An imprisoned creature does not age or require food, drink, sleep or to breathe.

This locket holds Maleas, a tiefling warlock and paladin of freedom.

Voidchild Essence

One dose of Voidchild Essence; injury DC 52; 2d4 all/2d6 all + special.

Jade Staff

This quarterstaff+6, anarchic is made of solid jade magically hardened to the strength of adamantine. Colors and fractals continually undulate and curl around it, while the staff itself is engraved with small symbols of disruption, overthrow and chaos. When wielded against an opponent of lawful alignment, it counts as a bane weapon. Should it be used against an opponent with the lawful subtype, it counts as a dread weapon.

Then main power of the Jade Staff is the ability to use dominate monster at will, DC 35 and caster level 28th. Against lawful targets, the DC rises to 45 and spells or spell-like abilities of 9th level or less cannot protect against this domination.

The origins of this staff are not known, though stories say that it was hewn from the tooth of a balor who grew to the size of an elder titan.

Exoticist's Friend

A ring cast of Marrcryst, said to be crystals formed into the marrow of the bones of elder wyrms, this ring is imbued with a powerful enchantment. When worn and the wielder wields an exotic weapon they are proficient with, they deal an extra 2d6 points of damage with that weapon. If the wearer has levels in the Exotic Weapon Master class, they gain a bonus to attack and damage rolls with that weapon equal to their Exotic Weapon Master class level.

Pyleth

This circlet is invisible and warded by nondetection (CL15). When worn it replicates the effects of several magical items: a monk's belt, an orange ioun stone, a ring of improved climbing, a ring of improved swimming, a belt of magnificence+6, a circlet of intelligence+8 and a cloak of charisma+8. Additionally the wearer can invoke a salt armor spell (CL 18th) at will, but only on themselves.

There's a variety of other, non epic or otherwise not notable wealth, items and equipment worth 449,300 gold. If you're looking for a particular thing, mention it and I'll check if it's in there.

There's also a typical supply of evil magical items, unholy weapons and the like.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Quote from: Anastasia on October 04, 2019, 12:05:02 PM
Part 1 of Seira Vault: Gems and Art.

Gems
Spoiler: ShowHide

A sampling of the gems found here is provided below, along with a lump sum of the rest at the end.

Pearl: 230 gold.
Purple Chimestone: 820 gold.
Beryl: 100 gold.
Amethyst: 405 gold.
Blackened Ruby: 1400 gold.
Moonstone: 200 gold.
Large agate streaked with gold: 430 gold.
Blood garnet: 1800 gold.
Rainbow opal: 1000 gold.
Citrine: 355 gold.
Ocean Topaz: 830 gold.
Lapis Lazuli: 200 gold.
Large Onyx: 3200 gold.

Along with additional items worth 304,050 gold.


Total of 315,020gp

Art
Spoiler: ShowHide

A sampling of the goods found here is provided below, along with a lump sum of the rest at the end.

Pink Pearl Necklace: 2920.6 gold.
Gold Earrings with agates: 208 gold.
Dragon Leather Belt: 893.1 gold.
Mask, black iron, inlaid with mithral: 2,209.4 gold.
Ornamental brass knuckles, studded with diamonds: 910 gold.
A collection of 250 statuettes, each carved of nymphbone: 9200 gold.
Silver Inkpot, made in Arcadia: 300 gold.
Ornate gold and amber cork, sized to fit into most standard bottles: 800 gold.
Small gold bracelet: 250.3 gold.
Chess set, blackwood and ivory: 1429.4 gold. (Missing two white pawns.)
Black cloth belt drowned in zircons: 820.2 gold.
Malachite and icestone earrings, decorated with a snowflake motif to Auril: 1954.4 gold.
Several hundred silver arrowheads: 824 gold.
Bracers of electrum, designed with a storm motif: 414.6 gold.
Approximately 12 barrels of gold nuggets of varying quality: 39506.5 gold.
Smilodon fur bracers: 400 gold.
Titan's tooth: 650 gold.
Cloak pin, gold and steel: 300 gold.
A gold toothpick, made in Baator: 50 gold.
Large pot, filled entirely with cooled gold: 2409.4 gold.
Mithral chain necklace, missing a locket attachment: 981.8 gold.
Jade carving of an owl: 300 gold.

Along with additional items worth 579,496 gold.


Keeping for now:
Silver Idol to Selune, decorated with moonstones: 5,190 gold.
Painting, showing a forest revel with pixies: 692 gold.
Set of 12 steel tankards, each designed around a type of dragon and with one each for Bahamut and Tiamat: 8140.5 gold.
Painting, showing naked nymphs: 503 gold.
Greatsword sheath, decorated with firestar gemstones: 9350.61 gold.
Amethyst dice set, lightly enchanted to increase durability: 1693 gold.
Painting, showing a cornucopia, signed by Oghma: 23600 gold.

Total of remaining: 647,245.7gp

Final tally: 315,020gp + 647,245.7gp = 962,265.7gp
<Steph> I might have made a terrible mistake

Corwin

Quote from: Anastasia on October 11, 2019, 11:27:57 PM
Part 2 of that horde Seira liberated.

Magic Items

For the sake of brevity, I'm only listing notable mage related items as well as the epic items. A total for the other non epic magic items is provided at the end. If you're looking for a particular non epic item, mention it and I'll check my short form notes if it would be in there.

Wand of Metamagic, Empower: 32500 gold.
Eldotha's Circlet: Grants a +6 enhancement bonus to Intelligence as well as a the benefits of a +1 bonus to caster level (identical to a ring of arcane might and does not stack with it): 96000 gold.
Spellbook of the Zephyr: Breeze, Deep Breath, Gust of Wind, Whispering Wind, Capricious Zephyr, Wind Wall, Cyclonic Blast: 850 gold.
Spellbook of the Ninth Circle: Absorption, Body of the Astral Deva, Gate, Magic Disjunction, Prismatic Sphere, Summon Elemental Monolith, Summon Monster 9, Teleportation Circle, Transmute Rock to Lava, Wish. 4500 gold.

Other magic items worth 1034843 gold.

Keeping all epic magic items and lore for now:
Spoiler: ShowHide

Epic Magic Items

Hunter's Arrow

This serrenwood longbow+8, all-bane is said to be the crowning achievement of an elf hero lost to legend. Stories whisper that he channeled his hatred for his enemies into his bow, and that each one he slew left behind a tiny bit of ghostly essence in the bow. When wielded by a creature with the favored enemy ability, they always treat ethereal or ghostly creatures as favored enemies. Use the highest favored enemy bonus the creature has to determine the bonus damage.

Ghost Tiger

Ghost Tiger is leather armor+6, ghost touch. This armor grants the superlative agility and power of a tiger, giving the wearer a +8 enhancement bonus to Strength and Dexterity. As a standard action once per day, the wearer can summon a ghostly tiger to aid them in battle. Treat this as a dire tiger under the effects of an ethereal jaunt spell (CL 21st) that lasts for as long as the dire tiger is summoned. The summoned tiger's natural weapons are treated as being ghost touch weapons. The tiger stays for up to 10 minutes or until slain. Regardless of what happens to it, the tiger can be summoned again the next day in perfect health.

Ghost Tiger uses the improved maximum dexterity cap (x7) Craft (Armorsmithing) epic skill usages. It has a maximum dexterity bonus of +13, six higher than usual.

Crown of Dreams

These circlets are made by the eladrin of might by harvesting fragments of Queen Morwel's dream. It appears to be a thin, purple-red circlet set with a large ruby. The wearer is immune to sleep effects of all kinds, as well as effects that would disturb or disrupt his sleep (such as the nightmare spell). The wearer constantly sees fragments of potential from the dreams of everyone, granting them vast insight. This grants the wearer a +8 enhancement bonus to Wisdom, as well as constant true seeing.

Saint's Cloak

This weathered cloak appears unremarkable, yet greatly augments the abilities of a paladin. A saint's cloak allows a paladin to smite evil an additional time per day, as well as grants a +10 sacred bonus to damage rolls when the paladin smites evil. The paladin may manifest white wings and fly at will with a speed of 60ft (perfect) as well as the protective aura of an angel (caster level equals the paladin's hit dice). The paladin's attacks count as good and lawful to overcome damage reduction. If a creature that is not a paladin wears this cloak, it offers no benefit.

Legends say these cloaks were once worn by Tyr, Torm or Raziel and are not made, but instead gifted by those deities.

Girded Mail

This is adamantine chainmail+6, heavy fortification that grants a +8 enhancement bonus to Strength when worn. These armors are relatively common (for epic magic items), said to be made in the House of Knowledge. Grand masters of magical item crafting are said to be given a task to be honored as a true grand master, and this is one of the creations often assigned as a test. Most bear a maker's mark, but not all.

Eldath's Tears

A small glass reliquary worn around the neck and filled with a fluid claimed to be Eldath's tears. Any creature who wears this reliquary is affected by an end to strife spell centered on them (caster level 25th). The creature who wears it is automatically affected, normal resistances and immunities do not apply. Additionally, the creature gains damage reduction 15/adamantine and epic.

Endless Spellbook of the Tenth Circle

This book is identical to a blessed book, except that it has 5,000 pages. The following spells are already written within it: Body Softening, Celestial Valor, Circle of Spiritual Protection, Create Living Spell, Hellball, Summon Monster X, True Vulnerability, Unseen Needle. Despite the name and theme, spells of any level can be recorded within it.

Grand Finale

This deep crystal rapier+7 has the abilities of a crystal echoblade. A bard wielding it can draw on one additional power. Once per day as a standard action, the bard can expend four uses of bardic music to super charge this rapier with sonic power. This power immediately erupts out and deals 1d8+1 sonic damage per effective level for bardic music. For example, a bard who performs bardic music as a 28th level bard would deal 28d8+28 sonic damage. This damage is dealt to all enemies within 100ft of the bard. A DC 42 Fortitude save halves this damage.

There's no legends of such a blade, which seems unlikely. Perhaps it is a story lost to the ages?

Myciska

An adamantine mace+6, holy, defending, fiendbane and construct bane, this mace was the personal weapon of a cleric of Bahamut who lost her live in a tumble into the River Styx. It was recovered and resanctified, then said to be lost when a dragonborn went rogue and defected to Tiamat. Deals from there are obscure and spotty, but it's thought the mace was returned to Bahamut through unclear circumstances. What it's doing here isn't immediately obvious.

Dragon's Glory

This circlet changes to fit on any head that wears it, even a massive draconic head. When worn by a creature with a breath weapon, it reduces the interval for a breath weapon to recharge by 2 rounds (minimum no recharge time). This one is enchanted further and has the properties of a ring of defense+6 and a ring of greater invisibility.

These circlets are known to be made by great wyrms on occasion, and those who are willing to wear such...undraconic things often enchant them even further.  This one has the mark of a gust of wind blowing over a forest on the inside of the band.

Overwhelming Offense

This staff allows you to cast powerfully destructive spells to destroy your enemies. It has 38 charges left. You note Velsharoon's sigil is on the staff's tip as well.

Hellball (1 charge)
Queen's Displeasure (1 charge)
Greater Fire Storm (1 charge)
Greater Polar Ray (2 charges)

Blade of the Celestial Knight

These are made in an unknown heavenly forge somewhere in Arcadia. They sporadically appear in Creation, usually in the hands of powerful mortal knights of good alignment. In the hands of a creature that is not a knight, the blade of the celestial knight is a bastard sword+2. In the hands of a knight, a Blade of the Celestial Knight is a bastard sword+7, defending and holy. The wielder gains a +2 sacred bonus to Will saves, attack rolls and damage rolls when using their fighting challenge ability. This bonus only applies to the target of fighting challenge and stacks with the normal benefits it offers.

Blade of the the Celestial Knight uses the improved design and improved damage type Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and deals piercing and slashing damage.

Portable Army

This set of statuettes number 5,000 in total. When a command word is spoken, these statuettes become a life sized army that obeys your every command. All members of the army are treated as large animated objects with maximum hit points per hit die and a +2 bonus to all attack rolls. Any losses are replenished at a rate of one soldier a day, so long as at least one soldier remains. Another command word causes the soldiers to return to statuettes.

Artifacts

Finger of Balum

This is said to be the finger of Balum, a demon lord slain by the Red Knight. It is long and red, nearly a foot long and ice cold to the touch. A gold ring is stuck to the finger, unable to be removed by any means. Chaotic creatures of all stripes are drawn to the finger, they find it fascinating and wish to own it. This is known to override any distaste for demons or evil that a chaotic creature might normally possess. When this finger is held by a creature who is of non chaotic or evil alignment, they suffer 30 points of damage and automatically drop the finger. When held by a creature that is either chaotic or evil in alignment, it grants them several benefits.

First of all, the holder gains the benefits of a ring of chaotic fury. This is the powers of the ring on the finger, channeled through the artifact. Secondly, the wearer gains a +3 anarchic bonus (if chaotic) to attack rolls and a +3 profane bonus to damage rolls (if evil), both apply for chaotic evil creatures. Finally, the creature gains the chaotic subtype as long as they hold the finger.

The finger is not a weapon, but it functions as a dagger+3, anarchic if used in such a manner.

The Finger of Balum is a minor artifact.

Mage's Dice

This set of two dice is made of mithral. When you prepare spells, you may roll the dice. If the result is an odd number, you may prepare an additional spell of all spell levels equal or lower than the result on the dice. If the result is an even number, you may prepare one less spell of all spell levels equal to or lower than the result of the dice instead. All gains and losses vanish the next day and are not permanent. The dice can be rolled up to eight times per day, but no more than two times per day by any one creature. Alter reality, a wish or a miracle spell can recover lost spell slots, but this also removes any spell slots gained and renders the dice ineffective for that creature for one week.

You can't gain or lose spell slots of a higher level than you can cast, and any result cannot place your spells per day for any given level lower than zero.

Legends say that these dice are a tiny fragment of metal from the Spawning Stone of Limbo, forged by the hands of a nameless slaad lord lost to history.

Mage's Dice are a minor artifact.

Lore

There's a heap of lore here that needs to be touched on IC. Kascha and Elle are working on it.



Keeping this item:
Mage's Friend: Once per day as a swift action, this ring grants you a +1 insight bonus to the save DC and caster level of the next spell you cast this turn. 15000 gold.

The rest come up to 1,168,693gp
<Steph> I might have made a terrible mistake

Corwin

Righto. So our winnings from the golden demiplane thus far are 962,265.7gp + 1,168,693gp = 2,130,958.7gp.
We paid Rald 560,000gp. That brings our winnings down to 1,570,958.7gp.

That's split three ways, between Seira, Kascha and Elle. Each of us gets 523,652.9gp.

<Steph> I might have made a terrible mistake

Corwin

I want Elle to make me an epic ring of wizardry. Can she? And if so, how much does each spell level cost from 10th to 15th so I have a decent estimate?
<Steph> I might have made a terrible mistake

Anastasia

Okay, quick check since I think it's just the quote boxes being off, but:

Quote

Keeping for now:
Silver Idol to Selune, decorated with moonstones: 5,190 gold.
Painting, showing a forest revel with pixies: 692 gold.
Set of 12 steel tankards, each designed around a type of dragon and with one each for Bahamut and Tiamat: 8140.5 gold.
Painting, showing naked nymphs: 503 gold.
Greatsword sheath, decorated with firestar gemstones: 9350.61 gold.
Amethyst dice set, lightly enchanted to increase durability: 1693 gold.
Painting, showing a cornucopia, signed by Oghma: 23600 gold.

You're keeping those?

Quote

Keeping all epic magic items and lore for now: (spoiler blocked omitted)

As well as these?

---

For now, go ahead and keep Elle and Kascha's money in the general fund, pending them possibly claiming anything or needing resources. At the moment neither of them needs that sort of money, quite frankly.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on October 27, 2019, 05:19:01 PM
I want Elle to make me an epic ring of wizardry. Can she? And if so, how much does each spell level cost from 10th to 15th so I have a decent estimate?

Well, rings of epic wizardry start at 5th level spells. Nitpicking aside, this is in the writeup for epic magic items:

QuoteEpic Wizardry: Change the market price to 140,000 gold (V), 180,000 gold (VI), 230,000 gold (VII), 280,000 gold (VIII), 340,000 gold (IX)

Pricing details:

QuoteThe market price improves by a fixed amount each spell level. This starts at 20,000 gold and increases by 10,000 gold every two levels. For example, a ring of wizardry 1 is 20,000 gold, a ring of wizardry II is 40,000 gold. At that point, the modifier rises by 10,000 to 30,000, so a ring of wizardry (III) is 70,000 gold and a ring of wizardry (IV) is 100,000 gold.

For reference, a theoretical ring of wizardry X would be 400,000 gold and a theoretical ring of wizardry XI would be 470,000 gold.

So in theory and if I allowed them, 400,000 for level 10, 470,000 for level 11, 550,000 for level 12, 640,000 for level 13, 740,000 for level 14 and 850,000 for level 15.

So expensive as anything if you wanted all of those on one ring. That also assumes Elle could make it, I'd rule she couldn't make a ring for a higher level of spells than she can cast.

I've been on the fence about a ring of epic wizardry that hits 10th level or higher spells, but we are getting into the range where a ruling is needed. I'm going to rule to allow them for now, see how it balances.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Agreement with everything in these two posts. Will do a loot post of a ring of wizardry later.
<Steph> I might have made a terrible mistake

Ebiris

Oh, what about Violet's stuff? Or had the Adversary already looted her?

Corwin

#733
Let's see how this goes, then! I'm gonna borrow from that money to make my epic ring of wizardry.

Selling the Ring of Wizardry I-IX, asking Elle to make a Ring of Wizardry I-XIV (she can cast lvl14 spells so we're good there).

Multiple similar abilities:

20,000gp*0.5 + 40,000gp*0.5 + 70,000gp*0.5 + 100,000gp*0.5 + 140,000gp*0.5 + 180,000gp*0.5 + 230,000gp*0.5 + 280,000gp*0.5 + 340,000gp*0.5 + 400,000*0.5 + 470,000*0.5 + 550,000*0.5 + 640,000*0.75 + 740,000*1 = 10,000 + 20,000 + 35,000 + 50,000 + 70,000 + 90,000 + 115,000 + 140,000 + 170,000 + 200,000 + 235,000 + 275,000 + 480,000 + 740,000 = [1,315,000gp/2,630,000gp]

My original ring cost [470,000gp/940,000gp]

Difference in cost comes down to 845,000gp.

Remaining Cauldron funds are 1,570,958.7gp - 845,000gp = 725,958.7gp
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Corwin on October 28, 2019, 04:06:13 AM
Agreement with everything in these two posts. Will do a loot post of a ring of wizardry later.

Cool.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?