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

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Corwin

And 10 on Planes and Arcana for a result of 20 each.
<Steph> I might have made a terrible mistake

Sierra

Identified items:

-Lawgiver: This +2 axiomatic cold iron longsword, in addition to having the expected effect of a law-aligned weapon, also disrupts the balance of the foes it was meant to smite--any chaotic creature damaged by the sword must pass a DC 16 fort check or be stunned for 1 round. (45,000 gp)

-Ring of Force Shield (as per SRD, 8,500 gp)

-Ring of Protection +3 (18,000 gp)

-Vampire Torc (as per MIC, 5,000 gp). 2/day: the user heals half the damage of the next successful melee attack made within their current turn (the charge is wasted if the user does not land a hit before their turn is over).

~

-The Hag's Nail: despite its curious name, this +2 cold iron longspear is in fact infused with the malevolent essence of a bearded devil. Creatures damaged by this weapon are inflicted with infernal wounds, suffering 2 additional damage per round thereafter. Such wounds can only be remedied via DC 16 Heal check, a Cure spell, or a Heal spell (DC 16 CL check for spells to succeed). This effect only functions against living creatures that can bleed. When not in use, the weapon may be employed as a Ring of Protection +3; the bearer may alter its form as a swift action.

Non-evil creatures wielding the Hag's Nail suffer from distracting mental whispers as the fiend trapped within the spear jabbers discouragingly at its host; neutral creatures take a -2 penalty to all INT/WIS/CHA-based skill checks, good creatures -4.

-Soulforged Ring: the gem of this ring contains the actual soul of a hell-bound mortal. Whenever its wearer is at or below half of their maximum health, they may expend one charge to focus their own suffering on the soul within and through its agony gain the following benefit for 1 minute: one extra strike during a full attack (made at full BAB; this extra attack does not stack with similar effects such as Haste); or a +3 profane bonus to AC. While the effect lasts, the wearer may choose to switch the current effect at the start of their turn as a free action.

When the ring's charges are exhausted, the soul within will be irrevocably destroyed (though the ring will continue to exist as a semi-valuable bauble). There are presently 7 charges remaining.

It is unlikely that casually attempting to sell either of these fiendish items on the open market in Solata would be well-received.

~

-Pearl of the Sirines (as per SRD, 15,300 gp)

-Decanter of Endless Water (as per SRD, 9,000 gp)

-Micro Metropolis: Franceska recognizes this curious magical device as a miniature replica of the Crawling City, power capital of the wicked yugoloths on the plane of Gehenna. The miniature appears to have been enchanted to serve as a mobile beverage trolly--numerous towers are crafted as cupholders of varying sizes, and can extend vertically to accommodate patrons of varying height. The city can obey simple commands of "Go," "Stop," and "Come," though if a command sends it as much as two hundred feet from its last patron, it will simply stop and await new orders. Finding a buyer for a recreation of a fiendish city might be difficult.

-The Tree of Woe: this fiendish object d'art is enchanted to remind its owner of cherished conquests past. Pricking one's finger on the tip of the tree and chanting "Victory!" in Infernal will establish one as the owner of the tree, and cause the assorted sculpted sufferers upon the tree to take on lifelike resemblances to all sentients personally killed by the owner. Finding a buyer for such an object in civilized lands may be difficult.

-Franceska recognizes the tail stinger as indication that the dragon statue is meant to be a pseudodragon--playful, miniaturized cousins of the great beasts everyone knows and fears. They are generally friendly, if choosy in their companions.

-Potion of Temporary Permanence: this rare draught, when drunk, will make the subject immune to petrification for a year and a day. The vile flavor and unsavory composition also renders the subject sickened for a week, however. A DC 21 fort save will negate the sickness; the subject may attempt a new save once each successive day, but should the subject complete this week without ever passing the requisite save, the potion will be vomited up and its positive effect lost forever. (22,000 gp)

-Ioun Stone of +2 Intelligence (as per SRD, 8,000 gp)

-Gem of Brightness (as per SRD, 13,000 gp)

Carthrat

[10:22] <Kallen> roll 1d20+13 gems are worth money
[10:22] * +Hatbot --> "Kallen rolls 1d20+13 gems are worth money and gets 32." [1d20=19]
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Sierra

After an exhaustive survey under the sunny skies of Arcadia, Stephanie concludes the market value of the pile of gems and jewelry to be 24,325 gp.

The locket could command as much as 1,200 gp on the grounds of artistry and materials alone in spite of the hideousness of the subject, though a sale might have to wait for a buyer with a yen for interplanar horrors.

Carthrat

I wouldn't mind picking up the Ioun Stone.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

Oh, and I propose we try casting Break Enchantment/stone to flesh on the pseudodragon statue.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

I like the Tree of Woe! And the Hag's Nail.
<Steph> I might have made a terrible mistake

Corwin

Loot tally

Ashpile #1

2x potion of Cure Moderate Wounds
2x potion of Cure Serious Wounds
1x potion of Neutralize Poison
1x potion of Remove Disease
1x potion of Protection from Energy (Fire)

Contents of the officer's safe: 5,122 gp and the following amulet:

Corona: This talisman bears the obvious blessing of Pelor and confers upon the wearer the following benefits while worn: fast healing 2, a +2 sacred bonus to will saves, and the following abilities 1/day, all CL 12th: Bless Weapon, Shield Other, Daylight, Death Ward. There is an aura of sanctity about the object and any Evil character wearing it receives none of the above bonuses, instead being gnawed at by a sense of perpetual guilt that imparts a -2 penalty to all saves. <-- Stephanie took it

Ashpile #2

The Ashpile soldiery collectively carried the following equipment:

-Axiomatic longsword +1 (18,315gp)
-Chain mail +2 (4,300gp)
-Heavy steel shield +2 (4,170gp)
-Longsword +1 (2,315gp)
-Chain mail +1 (1,300gp)
-Heavy steel shield +1 (1,170gp)
-1x potion of Haste (750gp)
-30x longsword/chain mail/heavy steel shield, all mundane recruit gear (5,550gp total) <-- we left it to the crooked wizard

Also Esgara's longspear +3 (18,305gp)

City of Brass #1

Dalton's vaults contained the following treasure trove:
-32,659 raw gp

City of Brass #2

-Lawgiver: This +2 axiomatic cold iron longsword, in addition to having the expected effect of a law-aligned weapon, also disrupts the balance of the foes it was meant to smite--any chaotic creature damaged by the sword must pass a DC 16 fort check or be stunned for 1 round. (45,000 gp)

-Ring of Force Shield (as per SRD, 8,500 gp)

-Ring of Protection +3 (18,000 gp)

-Vampire Torc (as per MIC, 5,000 gp). 2/day: the user heals half the damage of the next successful melee attack made within their current turn (the charge is wasted if the user does not land a hit before their turn is over).

~

-The Hag's Nail: despite its curious name, this +2 cold iron longspear is in fact infused with the malevolent essence of a bearded devil. Creatures damaged by this weapon are inflicted with infernal wounds, suffering 2 additional damage per round thereafter. Such wounds can only be remedied via DC 16 Heal check, a Cure spell, or a Heal spell (DC 16 CL check for spells to succeed). This effect only functions against living creatures that can bleed. When not in use, the weapon may be employed as a Ring of Protection +3; the bearer may alter its form as a swift action. Non-evil creatures wielding the Hag's Nail suffer from distracting mental whispers as the fiend trapped within the spear jabbers discouragingly at its host; neutral creatures take a -2 penalty to all INT/WIS/CHA-based skill checks, good creatures -4. <-- Franceska is interested in it

-Soulforged Ring: the gem of this ring contains the actual soul of a hell-bound mortal. Whenever its wearer is at or below half of their maximum health, they may expend one charge to focus their own suffering on the soul within and through its agony gain the following benefit for 1 minute: one extra strike during a full attack (made at full BAB; this extra attack does not stack with similar effects such as Haste); or a +3 profane bonus to AC. While the effect lasts, the wearer may choose to switch the current effect at the start of their turn as a free action.

When the ring's charges are exhausted, the soul within will be irrevocably destroyed (though the ring will continue to exist as a semi-valuable bauble). There are presently 7 charges remaining.

It is unlikely that casually attempting to sell either of these fiendish items on the open market in Solata would be well-received.

~

-Pearl of the Sirines (as per SRD, 15,300 gp)

-Decanter of Endless Water (as per SRD, 9,000 gp)

-Micro Metropolis: Franceska recognizes this curious magical device as a miniature replica of the Crawling City, power capital of the wicked yugoloths on the plane of Gehenna. The miniature appears to have been enchanted to serve as a mobile beverage trolly--numerous towers are crafted as cupholders of varying sizes, and can extend vertically to accommodate patrons of varying height. The city can obey simple commands of "Go," "Stop," and "Come," though if a command sends it as much as two hundred feet from its last patron, it will simply stop and await new orders. Finding a buyer for a recreation of a fiendish city might be difficult.

-The Tree of Woe: this fiendish object d'art is enchanted to remind its owner of cherished conquests past. Pricking one's finger on the tip of the tree and chanting "Victory!" in Infernal will establish one as the owner of the tree, and cause the assorted sculpted sufferers upon the tree to take on lifelike resemblances to all sentients personally killed by the owner. Finding a buyer for such an object in civilized lands may be difficult. <-- Franceska is interested in it

-Franceska recognizes the tail stinger as indication that the dragon statue is meant to be a pseudodragon--playful, miniaturized cousins of the great beasts everyone knows and fears. They are generally friendly, if choosy in their companions. <-- consensus right now seems to be having Rosemund use Break Enchantment on it.

-Potion of Temporary Permanence: this rare draught, when drunk, will make the subject immune to petrification for a year and a day. The vile flavor and unsavory composition also renders the subject sickened for a week, however. A DC 21 fort save will negate the sickness; the subject may attempt a new save once each successive day, but should the subject complete this week without ever passing the requisite save, the potion will be vomited up and its positive effect lost forever. (22,000 gp)

-Ioun Stone of +2 Intelligence (as per SRD, 8,000 gp) <-- Stephanie is interested in it.

-Gem of Brightness (as per SRD, 13,000 gp)

City of Brass #3

After an exhaustive survey under the sunny skies of Arcadia, Stephanie concludes the market value of the pile of gems and jewelry to be 24,325 gp.

The locket could command as much as 1,200 gp on the grounds of artistry and materials alone in spite of the hideousness of the subject, though a sale might have to wait for a buyer with a yen for interplanar horrors.
<Steph> I might have made a terrible mistake

Corwin

Gold + jewels
Quote from: Corwin on December 15, 2013, 03:33:40 AM
Contents of the Ashpile officer's safe: 5,122 gp
Dalton's vaults contained the following treasure trove: 32,659 raw gp
After an exhaustive survey under the sunny skies of Arcadia, Stephanie concludes the market value of the pile of gems and jewelry to be 24,325 gp.

Unsellable
Quote from: Corwin on December 15, 2013, 03:33:40 AM
-Soulforged Ring: the gem of this ring contains the actual soul of a hell-bound mortal. Whenever its wearer is at or below half of their maximum health, they may expend one charge to focus their own suffering on the soul within and through its agony gain the following benefit for 1 minute: one extra strike during a full attack (made at full BAB; this extra attack does not stack with similar effects such as Haste); or a +3 profane bonus to AC. While the effect lasts, the wearer may choose to switch the current effect at the start of their turn as a free action. When the ring's charges are exhausted, the soul within will be irrevocably destroyed (though the ring will continue to exist as a semi-valuable bauble). There are presently 7 charges remaining.

-Micro Metropolis: Franceska recognizes this curious magical device as a miniature replica of the Crawling City, power capital of the wicked yugoloths on the plane of Gehenna. The miniature appears to have been enchanted to serve as a mobile beverage trolly--numerous towers are crafted as cupholders of varying sizes, and can extend vertically to accommodate patrons of varying height. The city can obey simple commands of "Go," "Stop," and "Come," though if a command sends it as much as two hundred feet from its last patron, it will simply stop and await new orders. Finding a buyer for a recreation of a fiendish city might be difficult.

The locket could command as much as 1,200 gp on the grounds of artistry and materials alone in spite of the hideousness of the subject, though a sale might have to wait for a buyer with a yen for interplanar horrors.

Claimed and in process of claiming
Quote from: Corwin on December 15, 2013, 03:33:40 AM
Corona: This talisman bears the obvious blessing of Pelor and confers upon the wearer the following benefits while worn: fast healing 2, a +2 sacred bonus to will saves, and the following abilities 1/day, all CL 12th: Bless Weapon, Shield Other, Daylight, Death Ward. There is an aura of sanctity about the object and any Evil character wearing it receives none of the above bonuses, instead being gnawed at by a sense of perpetual guilt that imparts a -2 penalty to all saves. <-- Stephanie took it

-30x longsword/chain mail/heavy steel shield, all mundane recruit gear (5,550gp total) <-- we left it to the crooked wizard

-The Hag's Nail: despite its curious name, this +2 cold iron longspear is in fact infused with the malevolent essence of a bearded devil. Creatures damaged by this weapon are inflicted with infernal wounds, suffering 2 additional damage per round thereafter. Such wounds can only be remedied via DC 16 Heal check, a Cure spell, or a Heal spell (DC 16 CL check for spells to succeed). This effect only functions against living creatures that can bleed. When not in use, the weapon may be employed as a Ring of Protection +3; the bearer may alter its form as a swift action. Non-evil creatures wielding the Hag's Nail suffer from distracting mental whispers as the fiend trapped within the spear jabbers discouragingly at its host; neutral creatures take a -2 penalty to all INT/WIS/CHA-based skill checks, good creatures -4. <-- Franceska is interested in it

-Ioun Stone of +2 Intelligence (as per SRD, 8,000 gp) <-- Stephanie is interested in it.

-The Tree of Woe: this fiendish object d'art is enchanted to remind its owner of cherished conquests past. Pricking one's finger on the tip of the tree and chanting "Victory!" in Infernal will establish one as the owner of the tree, and cause the assorted sculpted sufferers upon the tree to take on lifelike resemblances to all sentients personally killed by the owner. Finding a buyer for such an object in civilized lands may be difficult. <-- Franceska is interested in it

Generic magical items and potions
Quote from: Corwin on December 15, 2013, 03:33:40 AM
2x potion of Cure Moderate Wounds
2x potion of Cure Serious Wounds
1x potion of Neutralize Poison
1x potion of Remove Disease
1x potion of Protection from Energy (Fire)
-1x potion of Haste (750gp)

-Axiomatic longsword +1 (18,315gp)
-Chain mail +2 (4,300gp)
-Heavy steel shield +2 (4,170gp)
-Longsword +1 (2,315gp)
-Chain mail +1 (1,300gp)
-Heavy steel shield +1 (1,170gp)
-Ring of Force Shield (as per SRD, 8,500 gp)
-Ring of Protection +3 (18,000 gp)
Also Esgara's longspear +3 (18,305gp)

-Pearl of the Sirines (as per SRD, 15,300 gp)

-Decanter of Endless Water (as per SRD, 9,000 gp)

-Gem of Brightness (as per SRD, 13,000 gp)

Unique unclaimed magical items and potions
Quote from: Corwin on December 15, 2013, 03:33:40 AM
-Lawgiver: This +2 axiomatic cold iron longsword, in addition to having the expected effect of a law-aligned weapon, also disrupts the balance of the foes it was meant to smite--any chaotic creature damaged by the sword must pass a DC 16 fort check or be stunned for 1 round. (45,000 gp)

-Vampire Torc (as per MIC, 5,000 gp). 2/day: the user heals half the damage of the next successful melee attack made within their current turn (the charge is wasted if the user does not land a hit before their turn is over).

-Potion of Temporary Permanence: this rare draught, when drunk, will make the subject immune to petrification for a year and a day. The vile flavor and unsavory composition also renders the subject sickened for a week, however. A DC 21 fort save will negate the sickness; the subject may attempt a new save once each successive day, but should the subject complete this week without ever passing the requisite save, the potion will be vomited up and its positive effect lost forever. (22,000 gp)

Other
Quote from: Corwin on December 15, 2013, 03:33:40 AM
-Franceska recognizes the tail stinger as indication that the dragon statue is meant to be a pseudodragon--playful, miniaturized cousins of the great beasts everyone knows and fears. They are generally friendly, if choosy in their companions. <-- consensus right now seems to be having Rosemund use Break Enchantment on it.
<Steph> I might have made a terrible mistake

Carthrat

By the way, -1k for that bribe earlier.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

Say, do we recognize anyone on that tree? I presume it's currently attuned to the late and unlamented Captain.
<Steph> I might have made a terrible mistake

Carthrat

I drank one of those CSW potions, btw. (sorry).
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Sierra

The tree does not presently contain the likenesses of anyone you recognize.

I don't recall any mention of Esgara's spear being taken from him; though people did mention wishing to sell it at some point, Eb didn't line relieving him of it before sending him to fight the roof goons, and I rolled their offscreen fight under the assumption that he retained the weapon.

Ebiris

#88
Yeah, Esgara still had his expensive spear when he was abandoned. I guess some Efreeti guardsman will be happy.

edit: Also Julia isn't interested in any of the loot.

Corwin

#89
I remember Eb talking about selling the expensive spear and getting a masterwork one for him instead, but I suppose that was all in #e. I guess that the guards won't be looking too hard for us, then!

I'll do a final tally once Cid posts what (if anything) Rosemund would like.

No one wants the ring of protection +3 or the ring of force shield? I might be interested in the latter if so.
<Steph> I might have made a terrible mistake