Okay, here we go!
How you distribute the money you gain is up to you. I really don't care what you do with it myself. Whatever floats your boats.
---
Expenses: 75 GP for farmer compensation. All the coins went into this, along with a bit from your personal funds.
---
Loot!
The garrison will freely appraise your non magical goods/non unusual goods.
16 longspears - 40 GP total.
6 hand crossbows+60 bolts - Solid handcrossbows. Fairly state of the art and made in Malmuth. Commander Oberuth notes he doesn't really want these floating around the city, they could be several brands of headaches. Garrison will give you 330 GP for them.
Two dozen pairs of stinky, goblin used leather armor. Smells bad. - "By Helm's Nose these STINK! I can't imagine anyone will want these...ugh! I'll give you 20 gold for them if you're desperate."
4 shortbows and 55 arrows - 85 GP
7 short swords. - 70 GP
2 daggers - 2 GP for both of them is the offer.
1 tightly sealed clar jar. - Goblin Fire. 55 GP.
1 wooden chest and one iron key - It's a well crafted wooden chest. It'll hold something small under lock and key. Exciting. 10 GP if you want to sell it. (Couldn't mind anythin gin the SRD for it, so I'm eyeballing.)
1 Masterwork Greatsword - It's indeed a Malmuthian made weapon. Commander Oberuth doesn't want it floating around in the city, either. He'll give you 175 GP for it.
1 breastplate - Also of Malmuthian design, but not really identifiable as such. 100 GP.
Diplomat's Emblem of Malmuth - Commander Oberuth is taking this into his personal possession. Way too many unpleasant things could be done with this.
40 arrows - I won't list the price here since I was under the impression the party was going to arrow up anyway?
Wolfrider stuff - Hard to sell. There's not really a market for wolf goods. You can sell it cheap for 5 GP if you want, or hold onto it.
Prestidigitation - it makes the armour less stinky!
Also, I open the jar to see what's inside!
A shortbow for me.
"Eh...that helps. I'll give you 50 GP for the lot of the used leather now."
Fort save, Shamal.
Quote from: "Corwin"A shortbow for me.
Okay, will update the above post. Add it to your sheet.
<Ebiris> roll 1d20+6
* Hatbot --> "Ebiris rolls 1d20+6 and gets 11." [1d20=5]
The stench that comes out is like sulphur and brimstone, scorching poor Shamal's nose and skin! The damage is minimal (1 damage), but whatever's in there is something. She feels dizzy, weak and dazed after it.
1 point of con damage for 6 hours.
Craft Alchemy - I try to identify what it is!
[17:48] <Ebiris> roll 1d20+7 alchemy
[17:48] * Hatbot --> "Ebiris rolls 1d20+7 alchemy and gets 27." [1d20=20]
It's a semi rare, nasty alchemical substance made by goblins.
Goblin's Fire - when the container is thrown, it inflicts a sphere of fire and gas in a 5 foot radius. This deals 1d10 damage as well as 1d3 points of con damage, fort save at DC 15 to negate the con loss. Con damage from this heals at a rate of 1 every six hours.
As the material itself is quite toxic, merely smelling it can cause damage - 1 damage and 1 point of con damage if a fort save at DC 15 is failed. It's value is 55 GP.
I'll seal up the container and keep it for a rainy day.
[17:53] <Ebiris> 922gp total.
[17:54] <Ebiris> So 230.5gp each.
[17:54] <Ataraxia> 235.5gp to you guys, 215.5gp to me
[17:54] * Ataraxia buys the bow
[17:54] * Ebiris subtracts the value of the goblin fire from her share as well.
[17:54] * Hello-Wriggle probably wouldn't keep anything. Nothing in the loot that I can particularly use bar arrows.
[17:55] <Hotaru> Nor me.
[17:55] <Ebiris> So 180.5 for me to spend on scrolls.
For reference.
Okay. If you have any purchases you wanna make now, declare them in thread.
I want to buy the following:
Scroll of Enlarge Person - 25gp
I will also scribe the following:
Scroll of CL1 Mage Armour x2 - 25gp
Scroll of CL1 Comprehend Languages - 12.5gp
Scroll of CL1 Lesser Vigour x2 - 25gp
Total cost 112.5gp
Leaving me with 103.5gp
Of which 100gp will be spent to scribe Enlarge Person if I make my spellcraft check.
[18:22] <Ebiris> roll 1d20+12 (casting guidance beforehand) DC 16
[18:22] * Hatbot --> "Ebiris rolls 1d20+12 (casting guidance beforehand) DC 16 and gets 26." [1d20=14]
I now have 3.5gp.
Okay. Do bear this in mind, however, as it still applies.
QuoteOOC note - Don't be silly and try to carry around 50 trillion scrolls. I don't wanna have to slap someone down. I dont like to play with realistic encumberance since it's unbelievably retarded, so don't make me. As a rule of thumb, a dozen scrolls shouldn't be any problem for a normal equipped adventurer to carry. Of course, this could become moot with the right magical items.
Scroll of Silent Image [25gp]
Scroll of Ventriloquism [25gp]
100gp to scribe Ventriloquism
Loot for the Cave of the Winds:
Unappraised/unlookd at Warhammer.
Unappraised/unlooked at Splint Mail
Potion of Jump
Unappraised/unlooked at Amber Pendant
19 GP, 3 SP.
Detect Magic on stuff!
Of them, the potion(Duh) and the pendant are magical. Spellcraft it up if you want and I'll feed you the info.
[01:22] <Seira> roll 1d20+5 spellcraft
[01:22] <Reikobot> Seira rolled : 1d20+5 spellcraft --> [ 1d20=17 ]{22}
It's faint magic, conjuration.
Loot from the gnomish ruin:
14 copper coins, with unintelligable writing on them. There is a figure of a fearsome, bearded humanoid on it, wearing a conical cap.
A pair of dice made of a strangely light stone.
A sheathed dagger.
A burlap sack, unaged and heavy.
A slender book.
A pendant with pice of green amber in the center.
A strange signet ring, of a conical cap.
3 scrolls
4 potions - Remove Fear
Mess of old papers.
Plate armor scrap
Magical buckler
1 gnomish SP
Lemme know what you're doing, people.
The following day Shamal memorises Comprehend Languages twice in order to translate and Read Magic the scrolls and read the mess of papers and slender book. And whatever it says on the coins, too.
Opening the sack! Looking in it!
ID on the buckler~
Quote from: "Ebiris"The following day Shamal memorises Comprehend Languages twice in order to translate and spellcraft the scrolls and read the mess of papers and slender book. And whatever it says on the coins, too.
1. The 3 scrolls each have a single spell on them: Shatter, Minor Image and Animate Rope.
2. The papers mostly seem to be clerkish stuff. Things about supplies for the 'war effort' and 'prisoner holding'. It mentions God King Daa-vid each time, making Shamal shiver.
3. The slender book looks to be of private reports to General 2nd class Hiltbard. It talks frankly about interrogation of prisoners, torture methods and that no information on the Resorts has been found lately. It mentions that the 'First Resort's power has striken down a Roc Lord from the sky' as well. It also discusses various problems - prisoners raped and having to be killed because they get pregnant, prisoner control/'termination', ect ect. Nasty stuff.
4. The Coins say 'Long Live God King Daa-vid.'
5. Cor's scroll is a scroll of False Life.
Quote from: "Asrana"Opening the sack! Looking in it!
Inside the sack are several lumps of a smooth gray metal. It's not quite steel colored. Even inside that long, it's still shiny.
Quote from: "Corwin"ID on the buckler~
Wooden Buckler+1, Gnomecraft.
Gnomecraft grants a damage resistance of 1/-.
Addendium for when you get back to town: One shiny battleax.
Okay you're back! What are you doing with the loot from the gnomish ruin+ the battle ax?Let me know if you're selling, keeping, using or getting anything appraised. Go.
Sell potions. Get historical curiousities appraised. Get mysterious metal appraised. Get axe appraised. Sell shield
edit: identify amulet. Detect magic on weird bone with eye.
Sell dagger and suit of full plate~
Potions net you 200 GP total.
Elaborate on the historical items appraised?
The metal has a slightly bluish cast when seriously examined. The appraiser simply doesn't know what it is. It's outside his realm of knowledge. Best bet in his eyes is to have a blacksmith try and make something with it or test it's hardness/capacity somehow.
The axe is an Adamantine Battleax.
The shield sells for 2000 GP. Partly as a historical curiosity, partly as a solid magical item.
The pendant is a rare find indeed. It's information is as follows:
Pendant of Lesser Imbued Spellcrafting.
When worn, the wearer gains a +1 bonus to any DCs from conjuration spells they cast and can cast Mount once per day. However, if the amulet is shattered and the green stone inside swallowed, the person gains this ability:
Mount (Su)
Can invoke the spell Mount once per day. This spell is cast at the character's total level+1.
The bone eye has no magic around it.
Quote from: "Corwin"Sell dagger and suit of full plate~
The dagger gets 50 GP for historical value.
The full plate gets you some strange looks. It does sell for the normal full plate price - any damage and mismatching is offset by curio value.
Historical curiousities basically means all the books and parchment and coins and signet ring and dice from the gnomish fort.
edit: Also I claim the pendant.
So 50+1650=1700gp?
Quote from: "Corwin"So 50+1650=1700gp?
Sounds right.
Quote from: "Ebiris"Historical curiousities basically means all the books and parchment and coins and signet ring and dice from the gnomish fort.
edit: Also I claim the pendant.
Shamal takes the pendant. Using it or breaking it? Lemme know on t hat.
Okay, next post will have the curio list.
Using it to improve my asstastic spell DCs.
The copper coins are worth 1 GP each, for 14 GP total.
The dice get 10 GP.
The book gets you an offer of 150 GP and someone saying they'd like to talk to you. A Sir Farmsturt, in particular. Up to you if you grant his request at any point.
The ring gets you an offer of another 150 GP and by the same person as above.
I'll talk to this Sir Farmsturt, sure.
Also selling the axe since no one seems to want it.
Axe is worth 3,010 GP. You eventually get a buyer - Countess Stronger herself is interested in it.
Quote from: "Ebiris"I'll talk to this Sir Farmsturt, sure.
Also selling the axe since no one seems to want it.
We'll deal with the talk at some future point, then.
7234 get.
So 1808.5 each.
I'll want to do some shopping at Stronger's shop inbetween training my wolfpack/official duties/talking to this collector guy.
Okay, we'll handle most of this over the next few days.
Shop contents will be updated regularly.
Grand Shop Luna De Stronger:
Make any masterwork armor +1 enchantment: 1000 GP.
Make any masterwork weapon +1 enchantment: 2000 GP.
Upgrade an armor to +2: 4000 GP
Upgrade a weapon to +2: 8000 GP
---
Scrolls of any 0-2nd level wizard spell: At cost of SRD.
---
Potions of any wizard potion in the SRD: At cost of SRD.
---
Specific spells to be cast can be requested for and priced on demand.
---
Specific Items:
Adamantine Battleax: 3500 GP
Leather Armor+1, "Withstanding." Grands Sonic, Fire, Ice and Acid resistance 8: 8000 GP
Dust of Illusion: 1200 GP
Gem of Imbued Spellcasting, Detect Magic: When shattered and swallowed, this gem grants the following ability to the imbiber:
Detect Magic(Su)
This person can detect magic as the 0 level spell twice per day. 2000 GP.
Gem of Imbued Spellcasting, Acid Splash: When shattered and swallowed, this gem grants the following ability to the imbiber:
Acid Splash(Su)
This person can invoke Acid Splash as the 0 level mage spell twice per day. 2000 GP.
Ring of Protection+1: 2000 GP
Ring of Protection+1: 2000 GP
Ring of Feather Falling: 2400 GP
Black Smite(War Mace+1, can smite evil once per day as a palain of your character level.) 4000 GP.
White Guard(War Mace+1, grants a +1 shield bonus to AC.) 4000 GP
Slinking Lunge(Rapier+1, Grants a +2 enhancement bonus to dexterity while used) 4000 GP.
Belt of Giant's Strength+4: 16,000 GP.
Cloak of Charisma+2: 4000 GP
Headband of Intellect+2: 4000 GP.
Almighty Bracers+1 (+1 to all six stats) 18000 GP.
"Withstanding" got. Going to add it to my sheet.
We take mysterious metal to blacksmith!
Quote from: "Anastasia"The metal has a slightly bluish cast when seriously examined. The appraiser simply doesn't know what it is. It's outside his realm of knowledge. Best bet in his eyes is to have a blacksmith try and make something with it or test it's hardness/capacity somehow.
We visit the blacksmith!
The blacksmith fiddles with it. He says he doesn't know what it is, but that it's moderately hard but suited to making nasty, jagged weapons. Even at very thin bends and hooks it doesn't break or snag easily, instead ripping out. It would make a nasty, painful weapon. For armor or defensive purposes, he thinks it would probably be functionally identical to masterwork steel armor types.
He thinks. The only way to know for sure is to make something with it.
Can he make a single arrowhead from it? How many would it suffice for?
The metal can make:
25 arrow heads.
2 daggers/small weapons.
1 normal weapon.
1 suit of armor.
2 helmets/gauntlets/whatever.
We ask if he can make a rapier for Berli.
He can. 50 GP for construction costs, but he's sure it'll be a very good weapon. He thinks.
I'll cough up the 50G.
Done!
Masterwork Rapier, ????metalcraft. A wicked looking weapon with barbs and catches, promising immense pain for it's target.
+2 enhancement bonus to damage rolls with this weapon. On a critical, it deals an extra 2d6 damage.
Loot:
Sawtoothed glaive, magical.
Bag of gnomish coins, silver and copper. These are appraised at 220 GP total.
White Gem.
Wand of ?Lighting Bolt?
Seira's stack of light orbs.
Blue tinted breastplate.
The next day, we use Detect Magic on this stuff! Everything that is magical, we use Identify.
Also! We have two glaives in the loot, one magical.
I know what the wand does, so no need to identify it.
Yeah, except... CL? Charges remaining?
The glaive, gem and wand are magical. The breastplate has a faint magical aura - likely hidden by the very strong aura around it. Who's paying for IDing?
As a note about that second glaive and in general, make sure you mention if you're taking something. Second glaive's not magical, anyway.
It does 5d6 damage.
I don't care about the charges remaining enough to spend 100gp.
-75gp each to ID the armour, gem, and the glaive?
I so don't care enough to ID the lightbulbs.
Gem, glaive to be ID'd. Three of us have the money for it, so we'll handle it later? If we sell any of them, it'll be moot anyway. As for the breastplate, can you explain the whole two auras thing?
Quote from: "Corwin"Gem, glaive to be ID'd. Three of us have the money for it, so we'll handle it later? If we sell any of them, it'll be moot anyway. As for the breastplate, can you explain the whole two auras thing?
A stronger magic aura is noted in detect magic as being able to distort or conceal weaker auras. To quote:
QuoteMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
The first aura(The summoning) was hiding the aura of the breastplate. This was a case of an extremely marked aura concealing a relativel much weaker one, since the trap was focused around the armor.
---
Glaive is a Masterwork Glaive, Unholy. While it's not directly enchanted in the traditional sense, it seems to innately hold dark power. Evil magic clings to it nonetheless, feeding it a potentency. Counts as a +2 weapon for selling.
Gem is a Gem of Imbued Spellcasting, Cure Moderate Wounds. If broken up and ingested, the gem bestows the following:
Cure Moderate Wounds (Sp)
Once per day, the user can cast Cure Moderate Wounds as a priest of his character level.
Breastplate is a Breastplate+1, Greater Gnomecraft. It's grants damage reduction 2/- and a -5% chances to arcane spell failure.[/quote]
[23:23] <Shamal> I think the breastplate should go to Lyselle. Either Seira or Lyselle could get the gem. Glaive... fuck knows. I mean, even if we sold it, do we want anyone running around with an unholy weapon?
I say we leave the glaive in the ruins.
Unless... since it's not directly enchanted, does it have one of those funky auras I can mess with via random spells like how I made Lyselle's sword?
Shamal could try. It's full of unholy power, however.
Interest in gem, not so much in the armor~
Ah, so happy that loser didn't hit me with the glaive....
Re: Glaive, maybe Oberuth would like to take it off our hands for safe keeping and some decent fee?
Stuff from Beth:
Rapier(Moderate magic)
Leather Armor
20 GP
A tied and rolled up scroll. It has various snippets in various languages on it.
A triply knotted bag, lumpy and small. It's now holding a bit of leftover poison.
Lemme know what you're doing with it, beyond divving up the 20 GP?
Also, lemme know if you want to do anything else.
It's a bad precedent for guards to divvy up the belongings of people they arrest, so Shamal isn't taking any of it.
Unless no one knows what to do with the mushrooms, in which case she'll hold onto them for safekeeping and making more cures later if necessary.
The leather armor and poison is needed for evidence, as is the rapier. Shamal can keep the mushrooms afterwards if she wants. Leather armor's not important.
The scroll is merely needed to be hung on to, since it doesn't look to be directly related at first glance. You can keep that for safekeeping if you wish.
'Penetrating Seeker' Rapier, +4 to hit and -4 to damage. Any damage or effect delivered by this weapon ignores damage resistance. (But not immunities or the like.) Use and price are currently being discussed, as it's rather unique. If any of the guardsman are interested, they can speak up.
If she's looking after the mushrooms, Shamal will spend 80gp on a box with a good lock (DC 30 to open) and a further 25gp to cast Fire Trap which is set to go off inside the box (hopefully destroying the mushrooms) if someone opens it without the password.
Also, can you put the text of the scroll in here, since I don't have logs to refer to for it, and will want to quote it when I ask Beth about it?
Okay to the first.
Third stone, past the lighting splitted tree - Common
Archeon's Celestia - In Celestial
The greenest point of the high mountain - In Elven
Ascending past the red line - In Infernal
Dejeon - In Terran.
Shop update!
Grand Shop Luna De Stronger:
Make any masterwork armor +1 enchantment: 1000 GP.
Make any masterwork weapon +1 enchantment: 2000 GP.
Upgrade an armor to +2: 4000 GP
Upgrade a weapon to +2: 8000 GP
---
Scrolls of any 0-2nd level wizard spell: At cost of SRD.
---
Potions of any wizard potion in the SRD: At cost of SRD.
---
Specific spells to be cast can be requested for and priced on demand.
---
Specific Items:
Dust of Illusion: 1200 GP
Gem of Imbued Spellcasting, Detect Magic: When shattered and swallowed, this gem grants the following ability to the imbiber:
Detect Magic(Sp)
This person can detect magic as the 0 level spell twice per day. 2000 GP.
Gem of Imbued Spellcasting, Acid Splash: When shattered and swallowed, this gem grants the following ability to the imbiber:
Acid Splash(Sp)
This person can invoke Acid Splash as the 0 level mage spell twice per day. 2000 GP.
Ring of Protection+1: 2000 GP
Crushing Storm(Long Sword+1, can deal damage as a bludgeoning weapon instead of a slashing weapon at will) 6000 GP.
Slinking Lunge(Rapier+1, Grants a +2 enhancement bonus to dexterity while used) 4000 GP.
Belt of Giant's Strength+4: 16,000 GP.
Headband of Intellect+2: 4000 GP.
Almighty Bracers+1 (+1 to all six stats) 18000 GP.
Thunderroot(Quarterstaff+1,Thundering) 8000 GP.
Belt of Versatile Defense(Grants +1 to shield AC, +1 to natural AC and a +2 enhancement bonus to dexterity.) 18000 GP
Lance+0, Evasion. (Grands the evasion trait as if the character was a rogue.) 6000 GP.
Chain Mail+1, Glamered. 3050 GP.
Tower Shield+1, Blinding. 9180 GP.
Shamal buys the Ring of Protection +1.
337.5 gp for everyone after the selling of Lyselle's old armor since it's been replaced by nifty Gnomecraft.
Shamal donates the wand of lightning bolt to Berlioz.
Upgraded armor from +1 Gomecraft to +2 Gnomecraft, shank 3k.
Berli buys the Headband of Intellect +2 and a Scroll of Swim, totalling 4075 gold.
Also, thanks for the present, Shamal.
The bag of gold from the harbor sea bed has: 10 SP, 41 GP.
Hag's Horde:
50 CP, 50 SP, 10 GP.
Three ruby shardes, radiating faint evocation magic.
One green metal bracelet, studded with pearls.
15.5gp
You said in PM that the evocation aura was a lingering one, but here it's just listed as faint - are they actually emanating their own aura or just bearing traces of previous magic?
Oh, sorry. It's faint and remaining. I always get those terms mixed up.
Assuming the auras on each of them are identical, I'll spend 100gp to ID one under the assumption they're all the same.
Shamal finds out that they are remnants of a Gem of Imbued Spellcasting: Scorching Ray. The magic that lingers in them is incomplete.
I'll hang onto them in case they can be useful later. Also let's get the bracelet appraised so we can sell it.
The pearls are real and the metal is some sort of colored silver. It's notably not of normal human make, 'round these parts. You'll get an offer of 500 GP for it.
We sell it!
I need to cover my expenses, so 515.5 -150 (IDing and free potion for Berli) = 365.5. 122gp for Berli. 122gp for Lyselle. 271.5gp for me.
Loot from Irenes:
5 small red gems. One glows with faint evocation.
I'll spend 100gp on IDing the gem. If someone winds up using it they can pay me back.
This gem is a Gem of Imbued Spellcasting, Burning Hands. If broken up and ingested, the gem bestows the following:
Burning Hands (Sp)
Twice per day, the user can cast Burning Hands as a wizard of his character level.
1 Gem of Imbued Spellcasting, Burning Hands 2/day: 4000 GP.
4 small rubies: 250 GP each.
Countess Stronger'll buy the gem without incident, and will even pick up the others 4 if you want to sell them.
Let's sell the big one and two of the regulars for 1500gp to each of us?
That keeps the math neat enough. Works for me.
Sounds gunnin'. Go for it.
Okay. Each of you add 1500 GP to your sheets. Who wants to keep the last two gems?
Loot from the gnomish infirmary:
5 potions of cure light wounds
3 potions of cure moderate wounds
2 potions of cure serious wounds.
2 wands of ??? (Probably magic missile?)
Listing for the sake of completion, I'll edit this as you find and loot things.
Pair of magical monocles, moderate divination. Seira is wearing them.
Six books from thet op of the Tower.
Four magical scrolls.
Small handbook
Gnomish short sword
Book of the Pact.
Hammer of The Shard.
Box of semi precious metals.
Box of gems - of note, a few seem to be useful rubies.
Two boxes of gold bars.
Magical bracelet of bone and magical crimson cloak.
Four magical gems.
Blue diamond, magical.
The Fifth Resort.
Scroll from the Etherial Laboratory, in gnomish. (Not taken but found.)
Green circlet.
Okay, you guys are up. Tell me your ID charges and what you're going to ID. Remember to deduct gold and all that good stuff. Also, if you want to appraise non magical items or do stuff with other things along those lines, let me know and post here.
Go.
Shamal will have 5 charges of Identify from all her level 1 and 2 wizard slots.
She IDs the following:
The Fifth Resort
Hammer of the Shard
3 imbued gems besides the one Oolu said was Protection from Chaos
She also DMs the green circlet
[20:18] <Shamal> roll 1d20+13 spellcraft on circlet if applicable
[20:18] * Hatbot --> "Shamal rolls 1d20+13 spellcraft on circlet if applicable and gets 18." [1d20=5]
ID on magical cloak, monocles and blue diamond. DM on all we have to see what's clearly magical.
Comprehend Languages +DM and read the scroll, plus anything interesting Lyselle might've found.
Quote from: "Ebiris"Shamal will have 5 charges of Identify from all her level 1 and 2 wizard slots.
She IDs the following:
The Fifth Resort
Hammer of the Shard
3 imbued gems besides the one Oolu said was Protection from Chaos
She also DMs the green circlet
[20:18] <Shamal> roll 1d20+13 spellcraft on circlet if applicable
[20:18] * Hatbot --> "Shamal rolls 1d20+13 spellcraft on circlet if applicable and gets 18." [1d20=5]
The Fifth Resort:
Heavy Steel Shield +4, Animated and Bashing.
The Fifth Resort can float around the user on command. It can attack as a +4 weapon, dealing 1d10+4 damage on a successful strike. (Uses the holder's to hit numbers.) It has a 0% spell failure rate and a 0 armor check penalty.
Perfect Guard (Su)
Once per day, the holder of the Fifth Resort can gain a +5 to AC(Stacks) or a +5 to any saving throw related to a ray, beam, gaze or breath weapon.
Hammer of the Shard:
Warhammer+2. When used against a lawful outsider, it gains the following properties:
Warhammer+3. On a successful strike, it removes any spell resistance, damage reduction and natural armor bonuses for 1d4+1 rounds.
Note that the hammer has a shard of pure chaos inside of it, and holding it tends to inexorably rub off on the user. Extremely lawful beings who touch it will feel sickened and those that are keyed to law(Like, say, a LN paladin?) will take 1d20 damage and be stunned for 1 round.
The gems are:
Gem of Imbued Spellcasting, Death Knell, 1/day.; Darkness, 2/day;, Doom, 2/day.
The circlet is magical but Shamal can't puzzle out a school.
Quote from: "Corwin"ID on magical cloak, monocles and blue diamond. DM on all we have to see what's clearly magical.
Cloak of Might:
Grants a +2 enhancement bonus to STR and CON.
Monocles of Vision:
Grants a +5 bonus to spot and decipher script checks.
Gem of Imbued Spellcasting, Ice Storm 1/day.
Quote from: "Corwin"Comprehend Languages +DM and read the scroll, plus anything interesting Lyselle might've found.
The scroll is a scroll of the spell Reincarnation.
Lyselle spends the day reading! She eventually finds some report scrolls, including one about the Starry Dome. According to her, the command word to safely take the gem is 'Yybalt'.
If you guys want to claim anything or ID anything else, say so. Argue in channel, post results here.
Retrieving and ID'ing the gem from the Starry Dome (sorry, Shamal!)
Quote from: "Corwin"Retrieving and ID'ing the gem from the Starry Dome (sorry, Shamal!)
Greater Gem of Imbued Spellcasting:
Faerie Fire at will.
Blur 2/day
Darkness 2/day
Going to loot Oolu's place, since he seems to be gone! Spellcrafting the gems, if we find them.
We'll do that IC. Also, have you guys decided how you're splitting stuff up yet?
Demedais claims the Sexy Shield and the Cloak of Manliness, and lets the ladies decide what happens to everything else!
(Fifth Resort, Cloak of Might. No claim to anything else.)
I'm interested in the ice storm and the greater gem, so I'll pay for them if I can. Just give us prices and such once we handle the IC stuff.
Shamal keeps the Book of the Pact, the scroll of Reincarnate (it's useless to her, anyway, but the party will appreciate it!) and that's it.
She may claim other items pending future Identification.
5 potions of cure light wounds
3 potions of cure moderate wounds
2 potions of cure serious wounds. - As SRD, have been divvied up and mostly used by now anyway.
2 wands of ??? (Probably magic missile?) - Un fully IDed so not priced yet.
Monocles of Vision - 4000 GP
Four magical scrolls. - UnID'ed.
Gnomish short sword - UnID'ed.
Book of the Pact. - UnID'ed and special.
Hammer of The Shard. - Special. We're talking well into 5 digits here anyway, so it's relative since it's a borderline artifact, albiet a niche one.
Box of semi precious metals. - Not appraised.
Box of gems - of note, a few seem to be useful rubies. - Not appraised.
Two boxes of gold bars. - Not appraised.
Magical bracelet of bone and magical crimson cloak. - UnID'ed and 8000 GP.
Gem of Imbued specllasting, Ice storm 1/day: 12k GP.
The Fifth Resort. - Special.
Scroll from the Etherial Laboratory, in gnomish. (Not taken but found.) - SRD cost +3000 due to almost non existant revival options.
Green circlet. Un ID'ed.
5 potions of cure light wounds
3 potions of cure moderate wounds
2 potions of cure serious wounds. - As SRD, have been divvied up and mostly used by now anyway.
2 wands of ??? (Probably magic missile?) - Un fully IDed so not priced yet.
Monocles of Vision - 4000 GP
Four magical scrolls. - UnID'ed.
Gnomish short sword - UnID'ed.
Book of the Pact. - UnID'ed and special.
Hammer of The Shard. - Special. We're talking well into 5 digits here anyway, so it's relative since it's a borderline artifact, albiet a niche one.
Box of semi precious metals. - Not appraised.
Box of gems - of note, a few seem to be useful rubies. - Not appraised.
Two boxes of gold bars. - Not appraised.
Magical bracelet of bone and magical crimson cloak. - UnID'ed and 8000 GP.
Gem of Imbued specllasting, Ice storm 1/day: 12k GP.
The Fifth Resort. - Special.
Scroll from the Etherial Laboratory, in gnomish. (Not taken but found.) - SRD cost +3000 due to almost non existant revival options.
Green circlet. Un ID'ed.
Also, 3 water gems from Oolu's fountain.
Taking one of the barrels from the barracks!
Ditto! And the wine!
Okay, add it to your sheet.
Quote from: "Corwin"Ditto! And the wine!
Ditto, add it to your sheet.
IDing the following: short sword, 3 imbued gems, bracers, circlet, book of pact, and one barrel (assuming they're the same)
-400gp each for me and Seira
We actually took the gnomish scroll of reincarnation. Just noting.
Quote from: "Ebiris"IDing the following: short sword, 3 imbued gems, bracers, circlet, book of pact, and one barrel (assuming they're the same)
-400gp each for me and Seira
Short Sword is a Gnomemetal Short Sword+1. It has a +2 bonus to damage and inflicts an extra 2d6 on a successful critical hit. 4k.
A gem of Create Water at will. 8k.
A gem of Water Breathing, 1/day. 8k
A gem of Wall of Boiling Water, 1/day. 14k
Wall of Boiling Water
Evocation
Level: Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of water up to 20 ft. long/level or a ring of water with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
An immobile, steaming curtain of boiling blue water springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of heat damage to creatures within 10 feet and 1d4 points of heat damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of heat damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) When a section of the wall goes out, the water collapses, chilled water splashing everything in a ten foot range.
Bracelet of Bone: 6k
This gruesome bracelet toughens your skin, but carries a blight. You gain a +3 bonus to natural AC, but suffer a -1 to intelligence and charisma.
Book of the Pact: Special.
The first half is filled with information about the pact, as Shamal already knows. The second half has the following:
The second half has the following spells engraved - these can be copied for free and with no chance of failure by any mage that has spoken the words of the pact:
Burning Hands
Endure Elements
Produce Fire as a wizard spell.
Continual Flame
Flaming Sphere
Scorching Ray
Pyrotechnics
Resist Energy
Fireball
Flame Arrow
Lava Breathing(As WaterBreathing, but for lava. Does not protect against fire otherwise, simply allows air to be intaken.)
Wall of Fire
Finally, when the book is held by one that has spoken the words of the pact, they gain the following:
Can summon a Large Fire Elemental, 1/day(Su).
Spell Resistance 15 vs fire aligned magics.
Barrel of Endless Bounty: 2k
This barrel can produce up to 100 pounds of food per day - mushrooms, roots, bits of meat, vegetables, tubers, spider steaks, and so on. All of the food is underground attuned. The food so produced is fresh and safe to eat.
A dispel magic on the barrel will render it non operational until it's filled with food again.
In addition to ice storm and the greater one, I'll take the water breathing and create water gems. And eat them. >_>
I'll take the Boiling Water one and imbibe it - once I watch Seira do the same with hers. I don't trust magic gem swallowy. >_>;
Circlet is a Circlet of Intelligence +2. Ooops.
Summary!
Shamal Gets: Book of Pact (Special), Scroll of Reincarnate (4,700gp), Scroll of Magic Circle against Chaos (375g), Circlet of Intelligence +2 (4,000gp)
Seira Gets: Gem of Ice Storm (12,000gp), Greater Gem of Imbued Spellcasting (16,000gp), Gem of Create Water (8,000gp), Gem of Water Breathing (8,000gp), Barrel of Endless Bounty (2,000gp), Scroll of Illusory Wall (700gp)
Demedais Gets: Cloak of Might (8,000gp), Fifth Resort (Special), Gem of Wall of Boiling Water (14,000gp)
Donated to City: Hammer of the Shard, Gem of Protection from Chaos, Gem of Death Knell, Gem of Darkness, Gem of Doom, Barrel of Endless Bounty
Sold: Gnomecraft Short Sword +2 (4,000gp), Bracelet of Bone (6,000gp), Monocles of Vision (4,000gp), Scroll of Rage (375gp), Scroll of Fox's Cunning (150gp)
Total Values
Shamal: 9,075gp (4,375gp not counting scroll of reincarnate she can't ever use on herself) (gets one artifact as well)
Seira: 46,700gp
Demedais: 22,000gp (gets one artifact as well)
Sold: 14,525gp
Not counting value of items donated to United Baronies, because we don't get money for them.
The odds and ends, like information books or whatever, could also be pawned if you really wanna stack up more money.
Box of semi precious metals. - The metals aren't great by themselves, but quantity helps. 1,042 GP.
Box of gems - of note, a few seem to be useful rubies. - 1,500 GP. 1,000 GP if you keep the rubies.
Two boxes of gold bars. - 2,000 GP
I'll keep the books to make a start on my library.
I'll also keep any gems that look relevant to the ritual of the pact, and look into purchasing other gems around town if available.
Quote from: "Ebiris"I'll keep the books to make a start on my library.
I'll also keep any gems that look relevant to the ritual of the pact, and look into purchasing other gems around town if available.
Okay, update your post up there with the money from those?
We'll handle the gem stuff IC another day.
Summary!
Shamal Gets: Book of Pact (Special), Scroll of Reincarnate (4,700gp), Scroll of Magic Circle against Chaos (375g), Circlet of Intelligence +2 (4,000gp), Rubies (500gp)
Seira Gets: Gem of Ice Storm (12,000gp), Greater Gem of Imbued Spellcasting (16,000gp), Gem of Create Water (8,000gp), Gem of Water Breathing (8,000gp), Barrel of Endless Bounty (2,000gp), Scroll of Illusory Wall (700gp)
Demedais Gets: Cloak of Might (8,000gp), Fifth Resort (Special), Gem of Wall of Boiling Water (14,000gp)
Donated to City: Hammer of the Shard, Gem of Protection from Chaos, Gem of Death Knell, Gem of Darkness, Gem of Doom, Barrel of Endless Bounty
Sold: Gnomecraft Short Sword +2 (4,000gp), Bracelet of Bone (6,000gp), Monocles of Vision (4,000gp), Scroll of Rage (375gp), Scroll of Fox's Cunning (150gp), Box of gems (1,000 GP), Box of semi precious metals (1,042gp), Gold Bars (2,000gp)
Total Values
Shamal: 9,575gp (4,875gp not counting scroll of reincarnate she can't ever use on herself) (gets one artifact as well)
Seira: 46,700gp
Demedais: 22,000gp (gets one artifact as well)
Sold: 18,575gp
Not counting value of items donated to United Baronies, because we don't get money for them.
The GP value listed is what you'll get if you sell, since there has been some confusion.
Shamal votes that all the gold left from selling stuff is given to Lyselle to aid in rebuilding her province/letting her live in idle luxury.
-1,800 for IDing costs.
So she gets 16,775gp
Yep.
Selling this crap I don't want to even pick up dust in my cellar:
Shortbow: 1d6 [40gp]
Masterwork Longbow: 100ft, 1d8, x3 [400gp]
Masterwork Buckler: +1 to AC, Armor Check Penalty 0, Arcane Spell Failure 5% [165gp]
Chain Shirt: +4 to AC, Armor Check Penalty -2, Arcane Spell Failure 20% [100gp]
352.5gp get, unless someone wants to pay more. I'll autograph the stuff, if so!
Quote from: "Corwin"Selling this crap I don't want to even pick up dust in my cellar:
Shortbow: 1d6 [40gp]
Masterwork Longbow: 100ft, 1d8, x3 [400gp]
Masterwork Buckler: +1 to AC, Armor Check Penalty 0, Arcane Spell Failure 5% [165gp]
Chain Shirt: +4 to AC, Armor Check Penalty -2, Arcane Spell Failure 20% [100gp]
352.5gp get, unless someone wants to pay more. I'll autograph the stuff, if so!
Oh, what the hell.
One of the shopkeepers picks up the bow for 50 GP in exchange for signing it. He looks amused and interested.
Done, may he enjoy it as much as I did back when I failed at life~
Grand Shop Luna De Stronger:
Come one, come all! The bounty of magic is even stronger than ever now after a wonderful, grand trade! We are even supported by the Crimson Guard and their great heroes! Even the legendary slayers of the undeath shop here!
Make any masterwork armor +1 enchantment: 1000 GP.
Make any masterwork weapon +1 enchantment: 2000 GP.
Upgrade an armor to +2: 4000 GP
Upgrade a weapon to +2: 8000 GP
---
Scrolls of any 0-3nd level wizard spell: At cost of SRD.
---
Potions of any wizard potion in the SRD: At cost of SRD.
---
Specific spells to be cast can be requested for and priced on demand.
---
Commissions on other magical items are accepted, but there is a cap of 10,000 GP. Countess Stronger reserves the right to decline any commission, especially if the materials for it would present undue burden and difficulty.
---
Come one, come all! The Grand Shop Luna De Stronger possesses a great gift, pried from the deepest depths of Malmuth! Any who dare the Roulette of Fortune may find themselves inexorably changed for better of for worse! Only four spins left! 1000 GP each!
Specific Items:
Dust of Illusion: 1200 GP
Gem of Imbued Spellcasting, Acid Splash: When shattered and swallowed, this gem grants the following ability to the imbiber:
Acid Splash(Sp)
This person can invoke Acid Splash as the 0 level mage spell twice per day. 2000 GP.
Crushing Storm(Long Sword+1, can deal damage as a bludgeoning weapon instead of a slashing weapon at will) 6000 GP.
Slinking Lunge(Rapier+1, Grants a +2 enhancement bonus to dexterity while used) 4000 GP.
Belt of Giant's Strength+4: 16,000 GP.
Almighty Bracers+1 (+1 to all six stats) 18000 GP.
Thunderroot(Quarterstaff+1,Thundering) 8000 GP.
Tower Shield+1, Blinding. 9180 GP.
Gnomish Short Sword of Pain 5000 GP
Bracelet of Bone (+3 Natural armor, -1 int and cha), 9200 GP
Monocles of True Vision 4500 GP.
Pendant of Constitution+2 4000 GP
Boots of Elvenkind 2500 GP
---
The Grand Shop Luna De Stronger is looking for those that have no fear! Those that go into the teeth of any hazard and come back with the goods are welcome! Job oppourtunities await! Mountaineers especially welcome.
Loot from Shad: Long sword, moderate transmutation.
-100gp to ID sword
Bastard Sword+2, keen.
Looted from waterway entrance:
1 waterproof book of the Religion of King Daa-vid.
Loot fromthe mysterious ruin so far:
One blue sapphire
Book on spellgems
Helmet with a large red gem set in it.
Plain iron pendant.
Breastplate from Commander Oberuth.
Buckler from Commander Oberuth.
Long Sword from Commander Oberuth.
Loose coins and minor jewelry from the goo pit.
About a dozen stingers from undead bees, poisonous.
The helmet, pendant and all of commander Oberuth's equipment and the spellgem book are magical.
The gem itself and the misc loot and stingers are not.
-600gp from Shamal's inventory to ID Helm, Pendant, Buckler, Sword, Breastplate, and Book.
Shamal will also attempt to extract and store the poison from the stingers.
Appraisal on the nonmagical stuff?
Quote from: "Ebiris"-600gp from Shamal's inventory to ID Helm, Gem, Buckler, Sword, Breastplate, and Book.
Shamal will also attempt to extract and store the poison from the stingers.
Helmet of Fireballs
When worn, this helmet can unleash a 6d6 fireball once per day. This is activated by mental command, needing no verbal, somatic or material components. If the gem is taken out, it becomes the following:
Gem of Imbued Spellcasting; Fireball 1/day.
GP value: 8,000.
Long Sword: Wrath of the Mundane.
Long Sword+1. This sword deals an extra 2d6 non typed damage versus creatures who can cast first level or greater spells. This damage bypasses damage resistances and energy resistances. When brandished, it grants spell resistance 13.
GP value: 18,000 GP.
Pendant: Pendant of Insight+2.
Grants a +1 enhancement bonus to intelligence and a +1 enhancement bonus to wisdom.
GP value: 4,000 GP.
Buckler+1.
GP value: 1,000 GP.
Breastplate+1 of Chaotic Invulnerability.
Grants DR 5/Law
GP value: 4,000 GP.
Book of Spellgems.
This looks to be a book on basic spellgem information, including a few related spells. However, it is difficult to analyse and the indentifier can tell that it requires study time to unlock it's secrets.
GP value: ????
Quote from: "Corwin"Appraisal on the nonmagical stuff?
The gem is worth 740 GP.
The misc loot is worth 600 GP.
I wouldn't mind keeping the fireball gem to give to my animal companion, but if anyone really wants it I don't care that much.
Pendant is nice but I already have a greater enhancement bonus to int, so it's not that useful to me.
I can't use any of the other stuff, and suggest selling it if no one else wants it, with the exception of the sword which is cool enough to donate to the city.
Oh, and I'll hang onto the book for research purposes, duh.
Fireball helm~
Willing to take the pendant since Eb has no need of it. Go with Eb's distribution idea, too.
Okay, so then:
Seira gets the fireball helmet.
Shamal passes.
Demedais grabs the pendant.
Ergo, GP value earned?
Mundane loot 1340 GP
Breastplate 4000 GP
Buckler 1000 GP
=
6,340 GP net profit. Divvy this up.
What about the costly sword?
Shamal's making noise about donating it to the city and Deme seconded that. I held off on it pending that.
For the record, money was divided 750 Seira/420 Demedais/rest Shamal.
Dragon's horde:
Between the gold and gems it's hard to have an exact number. There are ancient golden coins, minerals, gems of all types and other things. But ballpark you could place it in the range of 40-50k GP. Ballpark.
Two of the magical items found are still bloodstained. Pollyanna takes them without a word, dragging them off and away. She looks like she's about to cry, but takes herself away to a corner of the horde. Otherwise?
Greatsword (moderate magic)
Quarterstaff (moderate magic)
Bow (moderate magic)
Book (strong magic)
Wand (faint magic)
Ring (faint magic
Chain mail (moderate magic.)
We're stuffing all the magic stuff and as much bulky crap as we can into the haversack, then using a combination of floating discs and musclepower + sacks to take the rest home.
Pallan can get like 5k or whatever and go home with that, if he can carry it.
A fifth of the gold to the lamer as long as he answers my non-too-intrusive questions. The rest goes with us four. Also, we'll take the largest lizards we've killed along, since I'll give them to Stronger. We'll ident one item on each day of travel back.
I approve of frustrating Pallan by giving him stuff with no simple way of carrying it, though he can likely use his horses to get a lot. So I suppose it's better to tell him to take as much gold as he thinks he can carry and then we take the rest.
At Alicia's request, here is the order: Greatsword, Ring, Bow, Wand, Chain Mail, Quarterstaff, Book.
-700gp from the Hoard.
The trip back is amazingly uneventful. The few shockers you see when hauling the loot are cowed and isolated. Each night as you ride back, Seira identifies a new magical item!
Greatsword+1, Mighty Cleaving. "Endless Cycle." 8k GP
Ring of Swimming. 2500 GP
Longbow+1, Undead bane. 8k GP.
Wand of Scorching Ray. CL 7. 16k. 20 charges.
Chainmail+2, Glamered. 6500 GP.
Quarterstaff+1, grants energy resist 5 for lighting, acid, fire and cold. "Four segment staff." This protection stacks with other sources. 8k.
Manual of Bodily Health+1. 25k. (I'll check the exact price in a few. SRD's acting up.)
Alicia doesn't expect to get paid for any of this, but she thinks the manual of bodily health is awesome and would really like it if she could get it, and is willing to go into debt if necessary!
I take the sword, wait to see what anyone else claims.
Selling the bow, the chainmail, and the quarterstaff for 22,500gp.
Spent 700gp on IDing stuff.
Alicia gets the book. Demedais gets the sword. Keeping the ring and the wand as party items.
Giving 20,000gp to the city, leaves us with 41,800gp.
Alicia forfeits her share, so Deme and Seira each get 20,900gp.
Grand Shop Luna De Stronger:
Make any masterwork armor +1 enchantment: 1000 GP.
Make any masterwork weapon +1 enchantment: 2000 GP.
Upgrade an armor to +2: 4000 GP
Upgrade a weapon to +2: 8000 GP
Upgrade an armor to +3: 9000 GP
Upgrade a weapon to +3: 18000 GP
---
Scrolls of any 0-4th level wizard spell: At cost of SRD.
---
Potions of any wizard potion in the SRD: At cost of SRD.
---
Specific spells to be cast can be requested for and priced on demand.
---
Commissions on other magical items are accepted, but there is a cap of 12,000 GP. Countess Stronger reserves the right to decline any commission, especially if the materials for it would present undue burden and difficulty.
---
Specific Items:
Belt of Giant's Strength+4: 16,000 GP.
Thunderroot(Quarterstaff+1,Thundering) 8000 GP.
Monocles of True Vision 4500 GP.
Longbow +1, Undead Bane 10000 GP.
Chainmail +2, glamered: 7500 GP.
Quarterstaff+1, grants energy resist 5 to lighting, fire, cold and acid. "Four Segment Staff" Stacks. 10000 GP
Splint Mail+1, Retaliation 9000 GP.
Mistake Eraser: Leather Armor +1, Landing and Improved Agility: 10000 GP
Heart's Resolve: Tower Shield+2, Heartening and Healing. 18000 GP
Amulet of Mighty Fists+1 6000 GP.
Elemental Gem, Water: 2,250 GP.
Blue Dragonscale Cloak: Grants a +1 to natural armor, DR 2/- and energy resist 5 for lighting when worn. 15000 GP.
Blue Dragon's Rage Potion: Grants a +4 bonus to strength and constitution as well as a 3d8 electricity breath weapon for 1 minute: 8000 GP.
Blue Dragon's Fang: Greatsword+1, Shock and Desiccating. 20000 GP.
Blue Dragon's Claw: Short Sword+1, Shock and Keen. 20000 GP.
Blue Dragon's Horn: Longspear +1, Shock and Impaling. 20000 GP.
---
Dragonscale currently sold at Luna De Stronger! Craft wonderous armor from the hide of the feared dragon Kondrux!
ERROR CORRECTION AHEAD
The bow counts as a +3 weapon; bane is +2 to value. Ergo you guys got shorted 10k by a GMly fuckup, so add 10k to your pool and divvy it up as you see fit.[/b]
Mmm, stuff to buy. I think I'll go with a Spellgem of Haste 3/day (8,000gp) and a Spellgem of Dispel Magic 3/day (8,000gp), plus a Spellgem of Fireball 2/day (6,000gp). Lots of stuff is shiny, but this would be more fun.
Oh, and did Deme ever pick up Shamal's ring of protection? PCP sheets, hate. If so, I'll buy one myself.
Is bane counting as +2 a houserule?
http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane
SRD only says +1, and what it does isn't really worth a +2 enhancement.
Anyway, if it's really worth that much, can Alicia get this extra 10k? Self sacrifice only goes so far.
...
Arghfuckleargh.
...
I'd like to say I just made one mistake, but I made two. I checked it last night when Cor brought this up and I swear it was +2, but I guess I was more out of it than I thought. IT even felt right that it was +3, so I'm not sure where the hell that came from.
So yes, the price of 8k is correct after all. Apologies.
Adjust the shop selling price or no one would buy it~
Old greatsword (+1, no other enhancements) being sold for 2k. Said money is staying with Stronger for my scheeeming.
Cor: Done.
Deme: Okay. So you want 2k of store credit?
Somewhat. My reasons will be revealed in RP today, if I do my visits.
What is found:
Dropped items:
A mess of Bearded Devil glaives, about a dozen. They radiate evil but not magic. They're found wherever you killed Bearded Devils.
A black longsword. Found where Alicia killed the Erinyes that used it. Not magical.
A bow made out of wood and metal. It radiates magic.
In the back, there are lots of puddles of purple goo. There is also a small storage in one of the minor gnomish rooms - of note, you find a horned helmet that radiates magic as well, amid a few extra sawtoothed glaives and the like.
There are also a few minor things of value - a few devilish carvings of ivory, a bit of gold along with that. You'd imagine it's worth a bit of money.
Douse the purple goo with water.
Done! And Identify on the magic, at the first day of travel.
The purple goo dissipated when watered.
The bow is a longbow+1, flaming.
The helmet is a helmet of devilish power. It grants a +2 enhancement bonus to STR, DEX and INT, but the wearer counts as [lawful] and [evil] for spell effects and other things that rely on such. This does not override normal parameters, a chaotic character wearing the helmet can count as both chaotic and lawful. When in doubt, the least favorable category counts first.
We've decided to divide the glaive cash three ways, Seira, Alicia and Balmuria (represented by Oberuth). The longbow goes to Pollyanna, and she could sell it if she wished. Donald got reincarnated, and will receive special training with Seira, he can take it up with her if he's angsty.
The helm, let's keep it for the time being? Could be nice to show it to the elves to prove a point. A cash estimate on it would be nice, though.
Cash estimates on the rest of the stuff would also be nice, come to think of it~
Quote from: "Corwin"We've decided to divide the glaive cash three ways, Seira, Alicia and Balmuria (represented by Oberuth). The longbow goes to Pollyanna, and she could sell it if she wished. Donald got reincarnated, and will receive special training with Seira, he can take it up with her if he's angsty.
The helm, let's keep it for the time being? Could be nice to show it to the elves to prove a point. A cash estimate on it would be nice, though.
Cash estimates on the rest of the stuff would also be nice, come to think of it~
Pollyanna gets the bow and thanks you gratefully. She likes setting things on fire as well as piercing them. It increases her damage by like 20%! She's going to keep it for the moment.
Donald is kind of out of it as well as fascinated with the dark habit of ear pulling, so he's good.
Them the helmet is assumed to be in inventory. Let me know if you want to see or do something with it.
Selling about a dozen evil glaives is a helluva feat. The temples won't touch them, of course, unless it's to smite 'em. Elle looks them over and thinks.
"Well, they're valuable and I doubt a dozen of them will drive the market down. After all, it's not like magic grows on trees. Unless you're in Baator? Hmph. They'd probably make great bases for real magical items, though. I'll give you 8000 gold for them and see what I can do?"
What about the minor gold and ivory stuff and the black longsword, what do we get for them?
Seira can even sign her name on the longsword if necessary!
Quote from: "Ebiris"What about the minor gold and ivory stuff and the black longsword, what do we get for them?
Seira can even sign her name on the longsword if necessary!
The gold and ivory is worth 1,600 GP.
The longsword is worth 250 GP for construction and quirk value.
And the helm?
Oh, dur.
14000 GP for the helm. It's a bit lower than it should be for the relative +6 of it's bonus. This is due to the fact that one could argue it's quite nastily cursed for non LE folks. Since there's more good than evil around(At least in theory), that hurts the value somewhat.
Good bye, helm.
Quote from: "Corwin"Good bye, helm.
Poor Helm. Okay, if you're going to do anything else her or buy/sell, let me know via post.
What will Lord Salman pay for the glaives?
Quote from: "Ebiris"What will Lord Salman pay for the glaives?
On thinking about it, Lord Salman rises. "I must admit, our funds go faster than we can replenish them. We boom and bust thanks to your efforts, but we cannot pay you gold we do not have."
After some thought, "There are other means of payment if you wish, however. Are you interested in lands? We have aplenty if you desire. Otherwise...We can offer up to 12,000 gold, but not all at once."
Research my two new spells, get mystra's book of free scribing (10k) or crystal mask of mindarmor (10k).
Let's go with land! I must think of my tower which I will build in the future.
Alicia doesn't want land, so will take cash. Say 4k for me, 4k for Obureth, and land for Seira?
Unless the commander wants some nice beachfront property...
Quote from: "Corwin"Research my two new spells, get mystra's book of free scribing (10k) or crystal mask of mindarmor (10k).
Which books are those from? The first is basically Boccob's book, isn't it? I blank on the second.
Quote from: "Ebiris"Alicia doesn't want land, so will take cash. Say 4k for me, 4k for Obureth, and land for Seira?
Unless the commander wants some nice beachfront property...
Oberuth'll take the money and repeat his offer from before. 8k the government can swing right now, barely.
Seira, what sort of land/location do you want?
Yeah, Boccob's book. The other basically gives you... +4 insight to will saves. P92 of the magic item compendium.
Okay, so I'll get 8k from the glaives.
Selling the helm and other loot nets 15,850 split between me and Seira.
So I get 15,925
Seira gets 7,925 and huge tracts of... land?
Obureth gets the satisfaction of a job well done.
Works?
Quote from: "Corwin"Yeah, Boccob's book. The other basically gives you... +4 insight to will saves. P92 of the magic item compendium.
Blessed book is fine.
The crystal mask is fine, as 9k will get you +3 to all saves. 10k for +4 to one doesn't particularly bother me.
I'll buy the belt of giant strength from Stronger for 16k (since I wasn't around when Shamal negotiated her discount), and then give Obureth his 4k back.
I'll... borrow them or something, and get the Gurren-Lagann Shades of Mindarmor. 9500gp, thanks to discount!
A dark gem with a purple spot in the center.
A golden gem like a coin.
Just noting these here for reference.
Loot from the ruins: Fifth Resort section:
Amulet of Health+2
Lance+2, Thundering.
Wand of Cure Light Wounds
Scroll of Dispel Good
Ring of Protection+2
Mithril Breastplate+2
A few broken potion bottles, with the liquid and glass a part of the rider's gory remains.
Greatclub+1
Small metal key.
A pine cone.
We'll handle loot now since you're going back to Balmuria and you'll at least have to time to deal with that. Go, announce any desires/sells/ect.
Cor, I said we could talk about you having sold that glaive back in Lord Stargazer's court that morning, since I willingly put it off to focus on what was going on. You still up for that?
3 glaives but we can work out a discount! Important things to remember are that some overall good people deserve to be stabbed, too, and that even good dragons can get mindraped and it's okay to stab them, then.
Quote from: Corwin on October 07, 2007, 02:49:17 PM
3 glaives but we can work out a discount! Important things to remember are that some overall good people deserve to be stabbed, too, and that even good dragons can get mindraped and it's okay to stab them, then.
Okay how much are you going to try to get on those? Also, make a diplo check.
[19:58] <Corwin> roll 1d20+17 diplomacy
[19:58] * Hatbot --> "Corwin rolls 1d20+17 diplomacy and gets 33." [1d20=16]
Since it's effectively a +2 weapon, from memory (just unholy, right?), and +2 weapons go for 8k a piece, how about half a glaive for free deal? 8+8+4?
Aside from the ring, I have no use for anything we got except feasibly the CLW wand which we should probably keep around just in case, and the ring would probably be better on someone else. Sell the mithril breastplate, thunderlance, amulet, greatclub and scroll?
I have no need for any of that loot, so am happy to sell the lot of it.
Quote from: Taishyr on October 07, 2007, 03:01:42 PM
Aside from the ring, I have no use for anything we got except feasibly the CLW wand which we should probably keep around just in case, and the ring would probably be better on someone else. Sell the mithril breastplate, thunderlance, amulet, greatclub and scroll?
Okay, that's what I'm working with then. Since Alicia passed on the ring, do you want it then, Deme? If not do you guys want to sell it?
If Seira doesn't want the ring I'll take it and sell my +1 version. Else let Seira take it.
Quote from: Corwin on October 07, 2007, 03:00:56 PM
[19:58] <Corwin> roll 1d20+17 diplomacy
[19:58] * Hatbot --> "Corwin rolls 1d20+17 diplomacy and gets 33." [1d20=16]
Since it's effectively a +2 weapon, from memory (just unholy, right?), and +2 weapons go for 8k a piece, how about half a glaive for free deal? 8+8+4?
A stuffy nobleman who wears the vestiments of a war priest hears Seira's offer. Sir Mounten of Starbrook considers your offer and counter offers 12,000 GP. He seems unusually unphased by offering that sum of money, he speaks of it as if it's relatively minor.
Quote from: Taishyr on October 07, 2007, 03:07:22 PM
If Seira doesn't want the ring I'll take it and sell my +1 version. Else let Seira take it.
Seira?
Since everyone is carrying a wand of CLW and I might actually use it with UMD, I'll keep this one. The pinecone and key are mine, dammit! No one is taking those away!
The rest, we sell. I'm pretty sure Alicia liked some of the stuff but wanted gold to fix her weapon and buff it up instead, and Deme has a better armor.
I'll also tell Elle how awesome this stuff is and how it's from a DIFFERENT DIMENSION and thus cooler and has all sorts of fun scrying applications.
Then I'll keep the +2 ring and sell my +1 ring.
In the interests of diplomacy, Seira lets him have the glaives.
Lance+2, Thundering: 18000 GP.
Amulet of Health+2: 4000 GP.
Wand of Cure Light Wounds - Seira grabs it, price is 750 GP.
Scroll of Dispel Good: 1,125 gp
Ring of Protection+2 - Deme grabs it, price is 8k GP.
Mithril Breastplate+2 - 8k GP.
Greatclub+1 - 2k GP.
Quote from: Corwin on October 07, 2007, 03:18:07 PM
In the interests of diplomacy, Seira lets him have the glaives.
Done. Could you guys do your math now and post it? If you have any upgrading you want to do, post it as well. Eb, you had a few items you were talking about?
18,000+12,000+8,000+8,000+4,000+2,000+1,125=53,125gp (shared ownership on the wand of CLW)
17,708.33gp each as a starting point
17,708.33-8,000+1,000=10,708.33gp (Deme's cash after selling ring +1 and buying ring +2)
Works in general. I give you guys 354 GP each. This puts you guys at 18,062 and levels me off evenly at ten thousand. Deme is glad he has a safe in the temple!
<Taishyr> Still giving you guys the 700 to split.
Okay, then!
So Deme settles over an ever 10,000gp
Seira and Alicia get 18,062.5gp
Seira upgrades the headband of int from +2 to +4! Seira becomes smarter!
Seira purchases Pearl of Power II! Seira grabs a fresh Cloak of Resistance +1!
Seira's down to 1,062.5gp plus her starting cash....
Alicia wants to buy a variant Hat of Disguise for the devil so she can pass as human - the proviso being that rather than altering her appearance at will like Disguise Self, it would instead alter her form to a single normal human appearance - this way we can always recognise her while she's disguised, and hopefully gives her less opportunity for mischief. Standard price for a hat is 1,800gp, but I don't know what this kind of variant would reduce it by.
Second, I want an Amulet of Protection Against Evil. As a level 1 spell at CL 1 that normally lasts 1 minute per level, making it a permanent effect should cost 1x1x2,000x2 = 4,000gp. Given that this is an enchantment can be irritating to have on all the time from the GM side of things, I can see it getting rule 0'd to cost more, however.
The rest of my money goes into the 'one day I shall have wounding enhancements on both ends of my sword!' fund.
Quote from: Corwin on October 07, 2007, 03:32:36 PM
<Taishyr> Still giving you guys the 700 to split.
Okay, then!
So Deme settles over an ever 10,000gp
Seira and Alicia get 18,062.5gp
Seira upgrades the headband of int from +2 to +4! Seira becomes smarter!
Seira purchases Pearl of Power II! Seira grabs a fresh Cloak of Resistance +1!
Seira's down to 1,062.5gp plus her starting cash....
Okay.
Quote from: Ebiris on October 07, 2007, 03:34:14 PM
Alicia wants to buy a variant Hat of Disguise for the devil so she can pass as human - the proviso being that rather than altering her appearance at will like Disguise Self, it would instead alter her form to a single normal human appearance - this way we can always recognise her while she's disguised, and hopefully gives her less opportunity for mischief. Standard price for a hat is 1,800gp, but I don't know what this kind of variant would reduce it by.
Second, I want an Amulet of Protection Against Evil. As a level 1 spell at CL 1 that normally lasts 1 minute per level, making it a permanent effect should cost 1x1x2,000x2 = 4,000gp. Given that this is an enchantment can be irritating to have on all the time from the GM side of things, I can see it getting rule 0'd to cost more, however.
The rest of my money goes into the 'one day I shall have wounding enhancements on both ends of my sword!' fund.
Let me check some stuff on the hat.
As for the amulet? It's kinda like the Bracers of True Strike. In theory a permanent pair of those could cost like 20000 GP by a strict reading of the rules, but no sane GM would run with that. Prot from Evil's in the same category. Let me get back to you on that one as well, since I need to really think that one over.
Purchasing Boots of Speed, giving 2500 to the temple. Deme now has 500 gp left for odds and ends if he needs it.
Custom item Alicia would like to purchase to go with her variant hat of disguise (man, this Erinyes is costing a fortune)
Command word activated 1/day item of CL 4 alarm. Should cost (1x4x1,800)/5 = 1,440gp. The thing is, rather than the normal alarm of warding the area against stuff going in, I'd like a variant that pings the alarm if something *leaves* the warded area.
edit: Also! She'd like to buy a large patch of land in the new part of town, and get a small house built on it, leaving more room for future expansion like say one day building a temple to Mystra if she can recruit some clerics. For this reason, said patch of land should be near the West Gate by the main street into the city from that direction.
edit x2: And she'll buy a pair of masterwork daggers. One silver and one cold iron. Should run to 321gp + 302gp.
Quote from: Taishyr on October 07, 2007, 04:34:34 PM
Purchasing Boots of Speed, giving 2500 to the temple. Deme now has 500 gp left for odds and ends if he needs it.
Done.
Quote from: Ebiris on October 08, 2007, 02:44:46 PM
Custom item Alicia would like to purchase to go with her variant hat of disguise (man, this Erinyes is costing a fortune)
Command word activated 1/day item of CL 4 alarm. Should cost (1x4x1,800)/5 = 1,440gp. The thing is, rather than the normal alarm of warding the area against stuff going in, I'd like a variant that pings the alarm if something *leaves* the warded area.
edit: Also! She'd like to buy a large patch of land in the new part of town, and get a small house built on it, leaving more room for future expansion like say one day building a temple to Mystra if she can recruit some clerics. For this reason, said patch of land should be near the West Gate by the main street into the city from that direction.
Re: The hat first so I don't forget about it. I'm fine with it, I just need to decide on a price.
Re: Alarm. That's fine; I'll call it 1800 GP, with the added cost being to refine the spell and all that fine bullshit.
Re: Land. I'll get back to you on that in a day, I need to do some research there and check what Seira paid for hers.
Re: Daggers. That's cool.
Loot from Febras:
Strange ring, suspected to be the Ring of Eternal Celerity.
Rapier+2, keen. (It figures you get both +2 keen weapons out there early. Freaky PC luck.)
Quote from: Anastasia on October 16, 2007, 05:39:03 PM
Loot from Febras:
Strange ring, suspected to be the Ring of Eternal Celerity.
Rapier+2, keen. (It figures you get both +2 keen weapons out there early. Freaky PC luck.)
Sell rapier. I'll take half the money from the sale and put the rest into the Guard Equipment Fund. Lets at least get our dudes some masterwork weapons?
Ring will be held onto.
Done.
The city profusely thanks you for the money, especially in this time of great need. Are you doing anything with the other half?
Alicia asks Elle to bestow the Keen enhancements on both ends of her sword (12k), increase the enchantment on her breastplate from +2 to +3 (5k), and orders a pair of gloves of dexterity +2 (4k).
Leaving her with 336gp to subsist upon.
This goes without incident.
From the troll:
Adamantine Battleax: 3000 GP is the selling price. What are you doing with it?
Loot from the ruins this raid:
Strange metal controlling orb
Various devilish arms and armor.
Black Horn Spear.
Forest decorated Longbow.
Chainmail.
Okay, announce your actions on any of your loot. Who's shelling out for ID this time?
133gp each (I'll put in 134 if we really care about fractions) to ID the orb, spear, longbow, and chainmail
Detect Magic on the mass of stuff Seira took from the devils,
Chainmail is Chainmail+2. 4000 GP.
Spear is Black Horn Spear: Long Spear+2. When used in a charge, it gains doubled damage (2x multiplier) and counts as wounding. 22,500 GP. (+3 with added cost to cover somewhat special powers.)
Bow is Nature's Savant: Longbow +1. When used against foes under the following conditions below, it gains a -bane of approriate type and holy.
- Goblins, trolls, half orcs, orcs.
- Nightmares.
- Any being that is a great and present danger to a unicorn's forest.
Once per day it can cast Summon Nature's Ally 2. 10,000 GP. Potent, but very difficult to price due to it's nature. Someone who's attuned for this sort of thing would probably pay a lot more. In theory.
Orb is Metalline Orb of Spirit and Control. It has an intelligence and strong powers over metal, however, the intellect inside resists the Identify spell. GP cost: ????
The various weapons are cruel, barbed affairs. They bring to mind gnomemetal creations, excellent weapons. They are masterwork, as well as possessing an innate +2 enhancement bonus to damage. The armors are mirror polished, reflecting the wearer's face back. Yet each reflection is slightly distorted for the worst, gleaming like a mirror gone bad in the hectic movements of battle. The armors are plate mail, chainmail and breastplates. Each is masterwork and gives a +2 bonus to saves/AC versus rays, beams and the like, as well as a +1 bonus to any fear based attacks the wearer makes in combat.
Are you still giving this stuff to the guard? I won't bother pricing it up if so.
Alicia is not interested in the longbow, but Seira apparently is.
Alicia will claim the spear, although she might be a while in paying for it.
Chainmail can be easily sold, I think.
Orb is way too potentially awesome to sell, and I think Seira wants it, anyway.
And I've got no say in the other stuff.
Quote from: Ebiris on November 11, 2007, 06:29:27 AM
Alicia is not interested in the longbow, but Seira apparently is.
Alicia will claim the spear, although she might be a while in paying for it.
Chainmail can be easily sold, I think.
Orb is way too potentially awesome to sell, and I think Seira wants it, anyway.
And I've got no say in the other stuff.
This works with the assumption that Deme doesn't want to grab any of this loot. None of it's a real hit for him, and I think he said he was fine with whatever for it anyway. (Correct me if I'm wrong, Deme.) How's the math look with it being done that way?
36,500 total works out as 12,166 each, not counting the orb.
Deme gets 4,000 from sale of the chain mail.
Seira gets 10,000gp worth of bow and XXXgp worth of orb.
Alicia gets 22,500gp worth of spear, which means she owes 8,167gp to Demedais and 2,167gp to Seira.
Of course, getting a price on the Orb would shift things about a ton, and would probably be more fair.
The orb's funky; I can give you a rough GM price if you guys really wantsomething to work with.
It very well may change, I'd personally recommend you guys not resolve it's cost until it's figured out better.
Eh, probably best if we just leave it as is for now, then once Seira's mastered the Orb and we can accurately determine its worth, she can pay Deme and I a third each of it.
Okay, general down-low; I don't care. >_> People are keeping the spear and bow, which is all I'd ask the group keeps. From there, whatevs.
Metalline Orb of Spirit and Control, cowed.
This is an intelligent magical item. On being touched, it attempts to use telepathy to wrest control of the toucher's body. This results in opposed intelligence checks, with a losing toucher being temporarily overwhelmed. It's modifier for such checks is +7. If the orb is sufficiently tamed by whatever means (Negotiation, fear, bribery, whatever) It possesses the following powers. However, it is not to be forgotten that it is a somewhat hostile intelligence, and by all indications not sane.
Telepathy, 20 ft range. (Su)
This functions as a limited telepathy that allow communication between the orb and the holder. This functions automatically on touch, certain normal precautions such as protection from evil do not prevent this power from functioning. This is used to send commands to the orb; however, it also is is also aware of audible words spoken in it's range.
Metallic Attraction. (Su)
This spell can attract metallic objects as per a Telekinesis spell's violent thrust ability, except that the objects unfailingly come towards the orb. It has a weight limit of 25 pounds and a range of 40 feet. This will garner all loose metals without a save, things held by a creature allow the creature a will save of a strength check to hold on, whichever is higher. The DC for this ability is 20. No opposed intelligence check is required.
Metal crafting. (Su)
This orb may construct impromptu crafts of metal on the spot. Items created this way are of average craftsmanship, often oddly shaped but functional. Armor and weapons made in this way are normal, non masterwork affairs. However, while the orb has a genuine flair for creationism far beyond this, it invariably gets worked up when using this power. Intelligence checks are required in those cases.
Metallic spell resistance. (Su)
Against spells designed to target metals (Heat Metal, for example), the bearer of the orb possesses spell resistance 21. This spell resistance applies even if the spell in question does not normally allow spell resistance.
Designs (Su)
The orb's awareness possesses knowledge of myriad diagrams for metal designs of all sorts. With a successful intelligence check against the orb, the holder can attempt to find a diagram of their choice. In practical terms, this grants a +3 bonus to craft checks regarding this item, or can pull of designs entirely from the blue.
Detect Metal (Su)
The orb can invoke detect metal within a 60 foot radius. The type and rough quantity of metal is known and relayed back to the controller.
---
GP value 40,000. This orb is something of an anomaly; highly, highly focused and not docile. The identify spell does not provide any information on the spirit within, however.
Revised loot breakdown
4,000 + 10,000 + 22,500 + 40,000 = 76,500
This works out as 25,500gp each.
Alicia keeps the 22,500gp spear, and Seira keeps the 10,000gp bow and 40,000gp orb. This means that:
Deme gets 4,000gp from sale of armour.
Alicia gets 22,500gp worth of spear.
Seira gets 50,000gp worth of orb and bow, and therefore owes 3,000gp to Alicia and 21,500gp to Demedais.
OR!
If the Orb is sold (since I think Cor was unsure), we get:
Deme gets 25,500gp
Alicia gets 22,500gp worth of spear and 3,000gp
Seira gets 10,000gp worth of bow and 15,500gp
So the question is, what happens to the Orb?
We'll test run Lagann at the ruins and see the cool stuff it does. If it fails, off to the bidding block with it~
Loot from this run into the ruins:
Longbow(Non magical.)
Green/gray/gold magical shell buckler.
Chunks of coral x 20
Silver helmet
Pile of platinum coins
Small magical diamond
Golden Scale.
Four Sahuagin tridents.
Chunks of Mithril(Deme)
Chunks of raw gold(Seira)
One glittering red gem
One gnomish book.
Lets also grab the Sahugin tridents when Seira recovers her amulet.
Done.
What are you guys IDing and who's paying? Blah blah blah.
Sell the raw gold first and use that to fund ID spells on everything else? I don't have much spare cash right now.
Deme has 1200 floating around to assist in ID.
Okay. Info coming in the next post.
Masterwork Longbow, 300 GP. (Standard for masterwork.)
Dragon Turtle's Shell Buckler:
This buckler is a buckler+2 that grands fire resistance 10 when worn. 22,000 GP.
Chunks of coral x 20 - Eachof these chunks sells for 100 GP. (Larger size offsets damage done due to shattering.) 2,000 GP.
Helmet of Martial Blessing:
This helmet possesses a spell that increases the fearsomeness of the wearer. Three times per day, they can add a +2 luck bonus to their hit and attack rolls for one attack. 20,000 GP.
154 pure platinum coins - 3,000 GP.
Spellgem: Remove Curse, 2/day. 6000 GP.
Four Sahuagin tridents - Masterwork tridents; 1200 GP.
Pure Mithril Ore: 2,200 GP.
Pure Gold Ore: 2,100 GP.
Spellgem: Flame Strike, 1/day. 26,000 GP.
Book info tomorrow. I think I deleted the notes I had on it by mistake, I have to recreate.
Alicia isn't interested in any of that stuff, so it can all be melted into gold as far as she cares.
Demedais is considering the helmet; while the spellgems are interesting, Deme's not sure he wants to use any more right now.
Not buying Flame Strike despite temptation, so costly....
Remove Curse, though... how about pooling our cash and buying that one? It'd more than pay for itself soon enough.
The rest of the stuff isn't really useful to me, sadly. Oh, and you forgot the unholy weapons.
Up to you guys on sorting the moneys and shares and all that. Just remember, Deme's mithril shouldn't be included even if it's in the post, unless you guys decide differently. Post your results when done.
Also, just gonna take the helmet. Deme could use accuracy.
Pasted from last time.
Deme gets 4,000gp from sale of armour.
Alicia gets 22,500gp worth of spear.
Seira gets 50,000gp worth of orb and bow, and therefore owes 3,000gp to Alicia and 21,500gp to Demedais.
Now we get 300+22,000+2,000+20,000+3,000+6,000+1,200+2,100+26,000-400 (IDing)=82,200
That works out to 27,400 each
Deme gets 20,000 worth of helmet and pays 2,000 towards Remove Curse spellgem, leaving him with 5,400gp
Alicia gets pays 2,000 towards Remove Curse spellgem, getting 25,400gp.
Seira pays 2,000 towards Remove Curse and also gets 25,400gp.
Seira then pays off her debts, giving 3,000gp to Alicia and 21,500gp to Demedais, leaving her with 900gp.
So, total is:
Demedais: 26,000gp
Alicia: 27,500gp
Seira: 900gp
Seira is going to get money from selling her evil weapons, anyway, so we don't feel sad for her.
FEEL SAD FOR HER!
Ahem. Her 40k purchase likes to stab her in the face.
Followup 1: Are you guys making purchases/upgrades now?
Followup 2: I'll just call the unholy stuff 10k, though you're going to get more raised eyebrows.
Alicia will use a good chunk of her funds to start construction on the Balmurian Temple to Mystra, after talking to Her newsest convert. We'll see how much that costs before worrying about other purchases.
Yes, and I'll get back to you on what I'm doing with the money once I can actually use the Internet properly. the SRD I use doesn't like my connection currently.
I'll become gullible and mortgage my shades of passing will saves to Elle in exchange for dumping all the cash into a Circlet of Int upgrade!
Regarding the temple, I'll also hit up Elle for contributions, since she's Balmuria's premier mage (flattery seems to work well on her) and she might want to get in on the ground floor of this.
I'll also ask Antenora if she wants some awesome elven chain (ie a mithral chain shirt), and I'll order a set from the Elven Mission if she's interested. It has no armour check penalty so even without being proficient she can wear it with no difficulties. Would cost 1,100gp per SRD.
Re: Alicia and temple stuff: Okay. We'll hit that up whenever and see it sorted this week. How grand a temple is Alicia thinking, ballpark?
Re: Antenora chain mail: She'd love some. The ordering can go without incident, you guys have plenty of pull there, especially if you ask Seira to put in a good word.
Re: Int item upgrade: Okay. I think +6 is the non epic limit, so do bear that in mind if it matters to you at all. But regardless, it's done. Int +.
Well, it depends how things go with the new cleric of Mystra - if they're a waste of space then I might not bother. But assuming all goes well, it'd be a pretty big temple dominating the area which is currently Alicia's house, opening up onto the main street in a good location by the West gate. She'd want something pretty fancy and inspiring to show the grandeur of magic, so she'd hire the best artists to work on the statutory and suchlike. Also, that purple gem I mysteriously got a while back can get built into the main altar. I'm sure it'll bring us luck.
This will also necessitate hiring staff, of course, since one paladin and one low level cleric do not a temple make. So Alicia will also put some effort into proselytizing to gain converts and find talented people to serve the temple, from layservants to alchemists to guards and so on. And she'll try hard to get Elle on board to help in providing temple services like potions and scrolls, at least until our own clerics become good enough to maintain production.
This will probably cost an absolute bomb, and Alicia will be paying people's salaries out of her own pocket for a while, but I'm hoping with a sizable investment, we'll soon have a temple to rival Waukeen and Helm's established presences, and eclipse all the other upstarts now sprouting up in Balmuria.
I'll also send word through the Elf Mission to the Temple of Mystra we visited in Pallanth to see if any brave missionaries want to come and spread the word.
Loot from the assassin devil:
20 GP
Four vials of magical liquid
One non magical cloak
One non magical cold sword
One fleshy scroll.
The potions are:
Potion of Fly.
Potion of Haste.
Potion of Cure Serious Wounds.
The last potion isn't a normal potion, it needs to be identified with the spell. It's some sort of elixir or compound.
I'll give the potion of Fly to Demedais and keep the other three for myself (I'll worry about identifying the last after I seek out the Watcher).
I'll keep the 20gp.
I'll give the sword to the garrison and suggest they get it properly appraised since it's probably got a nonmagical buff like the ones Seira looted from the infernal armoury.
The scroll and the cloak can both burn.
28500 GP.
+2 to armor = 12000.
1 CLW Wand = 750.
Ring of Feather Fall as insurance = 2200 GP.
One CSW potion, two CMW potions.
6000 to Pollyanna as credit at Stronger's, 6000 to temple, leaves me with 200.
As a note in case I don't finish Polly's sheet tonight, she'll probably be spending that 6k right away.
So whatever happened with that gnomish book we looted?
Quote from: Ebiris on December 15, 2007, 10:20:05 AM
So whatever happened with that gnomish book we looted?
Shit.
I'll post info there after we finish what we're doing today.
300 GP I.O.U. to Elle for the two resist energy scrolls.
Sorry about forgetting this for awhile, the gnomish book completely slipped my mind.
On a through reading, the book is divvied into two sections of interest.
The first section is scrawled notes by a writer who refers to himself as 'Jailer'. He speaks of his researches into turning fallen humans, elves, dwarves and other creatures into a new type of undead called 'deathchill' or 'deathcold'. The writings here are about half discussion and half light research; if one were a necromancer or interested, it would be likely researching these notes could lead down the same path the writer pursued. The notes read of a blatant disregard for life and the sanctity of death, written by one whom has shed such considerations and given himself wholeheartedly to foulness.
The second section is a set of necromantic spells. The following spells are written:
False Life
Command Undead
Ghoul Touch
Halt Undead
Vampiric Touch
Animate Dead
Fear.
I say we read the book for any information that may be useful for fighting these cold-themed undead, let Seira copy whatever spells she likes, then destroy it.
Loot from Mihail's:
1 bag of gold dust, slightly burnt.
Like I said, the bag is evidence into Mihail's evil misdeeds. If our manly dudes at the garrison can't find a way to pin the mysterious gold dust to his many misdeeds, it can go towards either whomever he left it to in his will, or the city to finance stuff.
Total agreement with Eb on the book of evil undead stuff, with the caveat that we wait till we level up once to destroy it since I can't copy the lvl4 stuff yet.
Bookkeeping:
1 Scroll of Resurrection.
While Countess Stronger ends up keeping most of the scrolls and miscellaneous items from Mihail's abode, there are two items of note to the party:
Firethorn Arrow
This +2 arrow counts as flaming. On a successful hit it embeds into the target, dealing 2d6 fire damage per round until it's removed. It can be removed by a standard action and a DC 15 strength check.
Magma Armor
This armor counts as Full Plate+2.
When worn, this armor deals 3d6 fire damage to the wearer per round. Anyone within ten feet of the wearer takes 1d6 heat damage, anyone within 5 feet takes 2d6 fire damage. Anyone who grapples the wearer or attacks them with a natural weapon takes 3d6 fire damage. The wearer gains cold resistance 20. Magma Armor grants no innate fire resistance, this must be obtained by other means.
These can be claimed if there is interest.
Uh. Deme passes on the armor; cute concept, too much of a chance for collateral damage. Arrows, maybe our resident archers can use.
Ghost Angel's stash
White ash rod with silver runes
Gold lined breastplate
Bronze ring with sigil
Scroll bound in blue ribbon
Pink liquid in a crystal vial
White steel bracers
Gold arrow
10,000 GP in gold and gems.
Seira, how many idents are you making over the next night?
Identifies go!
Staff of Healing: As per SRD. It has 40 charges left.
Breastplate+2, grants DR 5/evil to a non evil wearer.
Ring of spellstoring, minor. As per SRD.
Scroll of Heal.
Ambrosial Fluid - consuming this grants a +2 bonus to maximum HP. There is only enough for one dose.
Bracers of Wrathful Justice: Grants a +2 stacking bonus to hit and damage on paladin smites.
Golden Arrow - This arrow can be used once, but grants a bonus 5d6 damage on any evil outsider stricken.
The ring gains a Dispel Magic, since it is SO USEFUL. I'll also drink the ambrosia for +hp unless it's horrible expensive. How much does it go for when you sell it?
Scroll of Heal and Staff of Healing go to Claris with the express request not to use either of them unless I explicitely request him to or I have died, where I will them to him for the remainder of his no doubt short life. The breastplate is likewise being lent to him, since I doubt he has anything better.
Arrow with me, Bracers with Deme.
Tangentially, I'll make a giant post wastelands combined loot post later.
---
On the identifying palate right now:
Magic bow
Magic belt
Strange wand
Scroll
Two potions
Irenes' staff/rod/whatever it is.
Potions have Spellcraft for this, mine is godly. ID'ing other stuff, yes.
Longbow+2 8,000 GP.
Belt of Giant Strength+4 16,000 GP.
Wand of Lighting Bolt, caster level 8. 50 charges. 18,000 GP.
Scroll of Improved Invisibility, Dimension Door, Resist Energy.
Potion of Cure Moderate Wounds 300 GP.
Potion of Lesser Restoration 300 GP.
Garando: Quarterstaff+2, acts as a wand of invisibility as well, 20 charges left. 16,000 GP.
There was the circlet of mindrape left, I'll ID it too if I think it can be done safely (Deme DID touch it and nothing happened, right?)
I nudged it off Saul with the pommel of my blade.
Adding these as you find them:
Irenes' spellbooksx3
Stat book of ????
Bag of platinum coins and mithril.
4 colored gems(Red, black, green yellow)
Box of various quality gems and gem shards.
Also the scrolls of anatomy. Perhaps they can be added to my Gnomish notes to make me an ubermedic? >_>
---The great wasteland trip!---
From the sandy cave of skeletons:
Brittle Star: Star of Summoning. Grants a +1 bonus to AC against summoned creatures. It's currently unstabled and decayed, the magic around it has broken down. 1000 GP.
From the turned ghost knight:
Ring of Protection +2, 8,000 GP.
From the ghost angel's stash:
Staff of Healing: As per SRD. It has 40 charges left. 27,750 GP.
Breastplate+2, grants DR 5/evil to a non evil wearer. 16,000 GP.
Ring of spellstoring, minor. As per SRD. 18000 GP.
Scroll of Heal. 1650 GP.
Ambrosial Fluid - consuming this grants a +2 bonus to maximum HP. There is only enough for one dose. 6,000 GP (Used by Seira.)
Bracers of Wrathful Justice: Grants a +2 stacking bonus to hit and damage on paladin smites. 8,000 GP.
Golden Arrow - This arrow can be used once, but grants a bonus 5d6 damage on any evil outsider stricken. 2,000 GP.
From the vrock leader:
Warhammer+1, shocking burst: 18000 GP.
From Irenes' hideout
Longbow+2 8,000 GP.
Belt of Giant Strength+4 16,000 GP.
Wand of Lighting Bolt, caster level 8. 50 charges. 18,000 GP.
Scroll of Improved Invisibility, Dimension Door, Resist Energy.
Potion of Cure Moderate Wounds 300 GP.
Potion of Lesser Restoration 300 GP.
Garando: Quarterstaff+2, acts as a wand of invisibility as well, 20 charges left. 16,000 GP.
Damaged black gemstone circlet, unIDed.
Irenes' spellbooksx3 - These will take time to study and fully comprehend, as well as to price. Check back when you have free time.
Stat book of strength+2 - 55,000 GP. See below.
Bag of platinum coins and mithril. - 2,500 GP.
Spellgems: Suggestion 1/day, Animate Dead 1/day, Diminsh Plants 1/day, Shrink Item 2/day. The gems are 8k, 8k, 8k and 12k, respectively.
Box of various quality gems and gem shards. - Non magical gemstones, worth a total of 6,000 GP.
---
Divvy this up however you guys are going to. Claris would prefer to keep the staff and breastplate, the rest of the loot doesn't terribly interest him. Berjand would prefer money by and large, depending on how you guys split it. He held back until the hideout, really, so up to you.
Seira said she wanted Deme to just read the stat book as is. While this is possible, it takes a minimum of 48 hours over six days to read it. This isn't viable under your current situation.
I'll toss up what Elle has in inventory this weekend if you're interested in buying magical items. However, the situation precludes ordering anything until the war's resolved or there is a lull.
Followup question:
Pending on exactly how the loot shakes out, you guys are looking at a lot of money. What are you thinking about doing with it, Seira/Deme?
Pretty much dependant on what the spellgems we found in the enchantment room are and on Elle's inventory. >_>
Due to the war the inventory is somewhat limited. commissions are not being accepted at this time, nor are any sort of custom changes or upgrades. Low level supplies (0-2nd spell scrolls, buying normal spells, basic potions) are unaffected as those are generally not too hard to come by. Her current stock of notable items is listed below.
If no description is given, assume that the item follows the SRD item of the same name.
Helmet of Clear Senses: This helmet grants a +5 compentecy bonus to spot and listen checks. 10,000 GP.
Apprentences Bane: This belt grants immunity to all level 0 arcane spells and the following spells: Magic Missile, Grease, Reduce Person. 16,000 GP.
Gentle Touch: This is a Greatclub+1, Merciful and Keen. 18,000 GP.
Uncaring Cleaver: Adamantine Battleaxe+1, vicious. 12,000 GP.
Primal: Longbow+1, flaming, shocking and frost. 32,000 GP.
Bracers of Armor+4 16,000 GP.
Broom of flying: 17,000 GP.
Latern of Revealing: 30,000 GP.
Bracelet of Friends: 19,000 GP.
Amulet of Mighty Fists+2 24,000 GP.
Twilight of Life: Scythe+1, keen and wounding. 32,000 GP.
Crystal Sword: This strange, nonmagical sword is made of a curious blue/white quartz. When drawn light flitters through it, making a pretty display as the sword is swung. It is a bastard sword and has a +2 enhancement bonus to hit and damage due to it's material. In the hands of a paladin it's latent energy increases, tripling the damage of any successful smite attack the paladin makes, as per his class ability, once per day. 55,000 GP.
Bracelet of the Shocker Lizards: This bracelet grants a +6 competency bonus to saving throws against shocker lizards shock attacks. 6,000 GP.
Nothing really catches my interest from Elle's shop, unless I just end up with lots of money and temporarily buy the bracers so I won't waste a lvl1 slot for Mage Armor. I still think immunity to Grease makes no sense at all, and immunity to Reduce Person feels a bit weird. It's really a buff, not a debuff or an attack, so it feels a bit weird. Ah, well.
I don't mind letting Claris pick that stuff. We'll probably give him nice stuff in the future if he asks for any and such, like a better weapon. With that in mind, I'm good with not giving him the full third while he thinks this over.
For the rest, I propose Deme and I divide it equally, while Deme wants the Str +2 book and the paladin bracers. We'll share the common costs, too, such as paying a bonus to Berjand. I'll work out the actual details later, once the spellgems I talked to Dune about are posted.
From the Irenes loot, we'll be keeping the spellbooks (for Saul's use, so far), the scrolls and the potions together. I'll decide whether I want to buy any of the stuff later on (the str boost is amusing, the wand and quarterstaff could be fun).
Okay, a comprehensive loot-dividing post~
Seira's:
Staff of Healing: As per SRD. It has 40 charges left. 27,750 GP.
Breastplate+2, grants DR 5/evil to a non evil wearer. 16,000 GP.
Ring of spellstoring, minor. As per SRD. 18000 GP.
Scroll of Heal. 1650 GP.
Ambrosial Fluid - consuming this grants a +2 bonus to maximum HP. There is only enough for one dose. 6,000 GP (Used by Seira.)
Bracers of Wrathful Justice: Grants a +2 stacking bonus to hit and damage on paladin smites. 8,000 GP.
Golden Arrow - This arrow can be used once, but grants a bonus 5d6 damage on any evil outsider stricken. 2,000 GP.
Total: 79,400gp-6,000gp(used) = 73,400gp
Shared (Claris, Demedais, Seira):
Brittle Star: Star of Summoning. Grants a +1 bonus to AC against summoned creatures. It's currently unstabled and decayed, the magic around it has broken down. 1000 GP.
Ring of Protection +2, 8,000 GP.
Warhammer+1, shocking burst: 18000 GP.
Longbow+2 8,000 GP.
Belt of Giant Strength+4 16,000 GP.
Wand of Lighting Bolt, caster level 8. 50 charges. 18,000 GP.
Garando: Quarterstaff+2, acts as a wand of invisibility as well, 20 charges left. 16,000 GP.
Stat book of strength+2 - 55,000 GP. See below.
Spellgems: Suggestion 1/day, Animate Dead 1/day, Diminish Plants 1/day, Shrink Item 2/day. The gems are 8k, 8k, 8k and 12k, respectively.
Bag of platinum coins and mithril. - 2,500 GP.
Box of various quality gems and gem shards. - Non magical gemstones, worth a total of 6,000 GP.
Total: 184,500gp+73,400gp
Claris's desired share: 43,750gp
Remaining: 140,750gp+73,400gp
Demedais's share: 70,375gp
Seira's share: 70,375gp+73,400gp
Claris wants:
Staff of Healing: As per SRD. It has 40 charges left. 27,750 GP.
Breastplate+2, grants DR 5/evil to a non evil wearer. 16,000 GP.
Total cost: 43,750gp
Total cash: NPC~ (we'll buy him a better weapon if he wants to)
Demedais wants:
Stat book of strength+2 - 55,000 GP.
Bracers of Wrathful Justice: Grants a +2 stacking bonus to hit and damage on paladin smites. 8,000 GP.
Total cost: 63,000gp
Total cash: 70,375gp-63,000gp = 7,375gp
Seira wants:
Ring of spellstoring, minor. As per SRD. 18000 GP.
Scroll of Heal. 1650 GP.
Golden Arrow - This arrow can be used once, but grants a bonus 5d6 damage on any evil outsider stricken. 2,000 GP.
Brittle Star: Star of Summoning. Grants a +1 bonus to AC against summoned creatures. It's currently unstabled and decayed, the magic around it has broken down. 1000 GP.
Ring of Protection +2, 8,000 GP.
Belt of Giant Strength+4 16,000 GP.
Wand of Lighting Bolt, caster level 8. 50 charges. 18,000 GP.
Garando: Quarterstaff+2, acts as a wand of invisibility as well, 20 charges left. 16,000 GP.
Spellgems: Suggestion 1/day, Diminish Plants 1/day, Shrink Item 2/day. The gems are 8k, 8k and 12k, respectively. (not eating them!)
Total cost: 80,650gp
Total: 70,375gp+73,400gp-108,650gp = 43,125gp
Expenses:
Identifies for 100gp x 12 group, 100gp x 6 Seira
Berjand's pay (+pay to employer) 750gp, Berjand's bonus: 10,000gp (scythe upgrade to +2 equivalent, +2 equivalent armor)
Teleport scroll 1,125gp
Spellgems for gith: 2,000gp+2,000gp = 4,000gp
Remains Unsold:
Damaged black gemstone circlet, unIDed.
Irenes' spellbooksx3 - These will take time to study and fully comprehend, as well as to price. Check back when you have free time.
Spellgems from the room of horrible mindrape~
Remains Shared:
Scroll of Improved Invisibility, Dimension Door, Resist Energy.
Potion of Cure Moderate Wounds 300 GP.
Potion of Lesser Restoration 300 GP.
After talking with Tai this seems to be it, but if he spots an error we'll work on that. Hmm... I'd want Deme to have started reading the Str book that last day at the ruins, so that it would now be the second day he's working on that. It's not like he had anything else to do from the moment we broke the altar and till morning. And if our delaying tactics succeed for a couple days, we'll get the full six days needed, so....
Re: expenses and shared stuff and all that. Once Tai has confirmed all the above and the remaining spellgems have been identified, I'll deduct them as needed.
Addendum I just now finally got to. (Sorry.)
Spellgems: Cure Serious Wounds 1/day, 8k. Spider Climb 2/day 6k.
Quote
Claris wants:
Staff of Healing: As per SRD. It has 40 charges left. 27,750 GP.
Breastplate+2, grants DR 5/evil to a non evil wearer. 16,000 GP.
Total cost: 43,750gp
Total cash: NPC~ (we'll buy him a better weapon if he wants to)
He'll get back to you on that. He'd prefer a wisdom booster, since he doesn't have one as is, though. He's not that great a physical fighter without clerical cheese.
We'll deal with Berjand IC.
Whatever he wants that's within reason. I figure we'll have to wait on the stat items till things get resolved, but no problem.
Okay.
13000 including the new spellgems noted in cash.
-7700 for shared expenses (half of Berjand/teleport scroll/githgems)
5300 remains. 3600 set aside for Kensainess. 1700 remains.
Are CLW wands available?
Adjustment! The two gems are 14k, which means 7k for each of myself and Deme. Deme's cash becomes: 7,375gp+7,000gp-7,937.5gp (the expenses Deme mentioned) = 6,437.5gp remaining.
Seira: 43,125gp + 7,000gp - 14,000gp (two new gems, these ones eaten) - 1,200gp - 600gp (identify spells) = 34,325gp
I assume you guys will split the ID costs as per usual or whatever. You three can argue that out as you wish.
---
Gray cloak - Pallan's Cloak. +2 deflection bonus to AC, +2 resistance bonus to saves, Fire/cold/electric/acid/sonic resistance 3. 21,500 GP.
Leather Armor+2 4000 GP
Bag of gold coins: 200 GP
21,500 + 4,000 + 200 = 25,700 (-200 ID cost) = 25,500gp
8,500gp each.
Alicia donates 7,250gp to supporting the defence of the city and keeps 500gp for living expenses. And buys a CLW wand for 750gp if one's available. If not then that 750gp also goes to civil defence.
If anyone has the pull to get the valued wands right now it's you guys. So yeah, that's fine.
See Alicia for my general action. More supplies = easier to hold off Malmuth = good.
ERROR ERROR ABORT ABORT
Saving 8500 + 6400 = 15100, to go to buying Bracelet of Friends.
Okay, the items you got from Ferdi:
Full Plate+3, all five energy resistances 10. (Fire, cold, electric, sonic, acid.) 50,000 GP.
The Second Resort
This sword counts as a short sword, long sword, great sword and bastard sword for the sake of feats. It is of +4 enchantment and deals 3d8 damage per strike, with a critical hit range of 19-20 x3. It has four powers, each one usable once per day:
Spellruin(Su): On a successful melee strike, the user may elect to deal 2d4 damage to the target's spell charges or memorized spells. The highest level spells are lost first, with any remainder going down.
Smite(Su): On a successful hit you deal an additional 6d8 damage. This damage is divined typed and ignores all resistances.
Maim(Su): On a successful melee strike, you may elect to deal only 1 damage and inflict 2d4+2 charisma damage instead.
Lifetheft(Su): On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.
For posterity:
[20:16] <Alicia> All yours, Seira.
[20:17] <Seira> I'll just ask for 5k from the armor to cover expenses (scroll of teleport, 4k on the bracelet) and you two divide the rest yourselves, if that's cool?
[20:17] <Alicia> That's fair.
Full Plate +3, 10 ER taken.
Selling +3 Nimble 3/-- DR plate. I will miss you, for you have served me -very- well, but you'll also serve someone else just as well, I'm sure. Since it's probably famous armor on its own, perhaps it'll sell for more?
Alicia buys Antenora a ring of sustenance for 2,500gp so she never has to struggle with the dilemma of which is the soup spoon and which is the dessert spoon ever again.
She also buys a Survival Pouch (page 187, Magic Item Compendium) for 3,300gp.
And gloves of dex +2 for 4,000gp.
I have the following items!
Primal: Longbow+1, flaming, shocking and frost. 32,000 GP.
Wand of Lighting Bolt, caster level 8. 50 charges. 18,000 GP.
Garando: Quarterstaff+2, acts as a wand of invisibility as well, 20 charges left. 16,000 GP.
Spellgems: Suggestion 1/day, Diminish Plants 1/day. The gems are 8k, 8k.
Ring of Swimming. [2,500gp]
Total: 84.5k
I wish the following items:
Ring of Teleport 1/day [18,000gp] : Elle's prototype for us
Crystal Shades of Mindarmor Mk II [10,000gp] : page 92 of the MIC. +4 insight on Will.
Rogue's Vest [18,000gp] : page 130 of the MIC. +2 competence on Move Silently and on Hide, +2 competence on Reflex, +1d6 SA.
Cloak of Resistance +5 [25,000gp] : +5 resistance to Fort, Ref, Will
Dusty Rose Ioun Stone [5,000gp] : +1 insight to AC
Lens of Detection [3,500gp] : +5 to Search, +5 to Survival when tracking
Wand of Invisibility [4,500gp] : CL3, 50 charges
Total: 84k
32000 from armor. -22500 to Alicia.
This leaves me with 9500.
-8000 for Called/Recalled on my armor.
This leaves me with 1500, which is being saved.
-100 spent on clothing work? Nice Suit get.
Deme also buys a Potion of Eagle's Splendor, Bear's Endurance and PfE (for Seira), and a Wand of CLW.
1,125 for teleport
700 for solid fog
700x2 for dimensional anchor
375 for displacement
150x2 for see invisibility
150 for web
150x3 for resist energy
250x2 for silversheen
5,000gp spent on consumables, oh dear god.
I'll also drop 1k for Anty to get a +1 on her armour.
For transport, we'll hire Elle for a few teleports. I'll use Seira's ring to take her, me, and someone else to Arad. We'll sightsee for an hour, then Elle will teleport back to Balmuria and then zip back to Arad with the rest of the gang. Elle's fee can be paid out of the money I donated to the (unnecessary) defence of Balmuria fund from the Pallan loot.
2x Silversheen, 500gp
1x Stoneskin component, 250gp
1x Nondetection component, 50gp
2x Bless Weapon oil, 200gp
Purchases are fine. I'll also update Antenora's armor now.
1 Gelugon's spear, non magical.
1 amulet.
1 pick.
Are you guys going to use the resources you have to ID these now?
Scrolls go as we wait on Latha.
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
What you've already gotten this adventure arc:
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
What you found after this battle:
7 Erinyes' bows.
1 green longsword
1 belt
1 vial
1 pendant
1 wrapped scroll
There were also scattered non magical things left behind, as well as shattered crossbows. Mention it if you wanted to grab anything non magical. You''ll have some downtime, and further, the celestials have no objection casting identifies for you at half price. (50 GP.) Let me know if you're going to want to have anything identified at this juncture.
The bows are all flaming longbows +1. We all know this, I'm pretty sure, so no need to waste identifies on any of them.
So 150gp to ID the longsword, belt, and pendant (50gp each)
Seira can spellcraft the vial and scroll to ID them.
I'll also grab an Orthon spear for my collection, after cleaning it up. Otherwise, no objections.
What you've already gotten this adventure arc:
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
What you found after this battle:
7 Longbows+1, flaming. 8000 GP each, for a total of 56,000 GP.
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP.
Amulet of the Mighty Fists+1. 8,000 GP.
1 wrapped scroll - Seira, are you making a check on this or anything?
Spellcraft of +22, 32 with taking 10.
Seira, make a will save in #dunes and post the result here.
[22:35] <Seira> roll 1d20+18
[22:35] * Hatbot --> "Seira rolls 1d20+18 and gets 19." [1d20=1]
This is far too common. :/
What you've already gotten this adventure arc:
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
What you found after this battle:
7 Longbows+1, flaming. 8000 GP each, for a total of 56,000 GP.
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP.
Amulet of the Mighty Fists+1. 8,000 GP.
The scroll reads the following in Infernal: Conventa, take a legion of your Orthon and Erinyes support. Eliminate high ranking angels with preference, otherwise, inflict as much damage as possible. For the glory of Hell and Stygia!" It is then signed, "Agares."
Any of you going to take/use any of these things?>
Someone who doesn't have either a belt or a dex item should wear the belt for now. Everyone who lacks a bow should grab one for now. But no, nothing I'd like to keep once we're done.
I benefit so very little from taking the belt. (+5 movement speed? Woo.) I'd be more inclined to give it to a NPC.
Speaking of that, please have a celestial give Donald some decent armor, like full plate or something. If this needs to be asked IC, just say the word!~
Donald will use the belt for now.
The armor thing is fine, it'll probably come up IC. A loaner suit is reasonable, you're helping them after all.
Since Donald does have a +3 dex bonus while using the belt, I'd suggest a breastplate instead - remember, a lot of these devils are flinging out ranged touch attacks.
He could grab a heavy shield as well, though, since having both his hands full won't impede with casting true strike.
From my understanding of armor, doesn't the limit on max dex to AC only apply to normal AC? Touch AC would still have all the dex calculated in, no, same as reflex saves and such aren't hurt by this limitation?
Quote from: http://www.d20srd.org/srd/equipment/armor.htm#maximumDexBonusMaximum Dex Bonus
This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
My interpretation from that is that the armour only lets you add a certain amount of your dexterity bonus to AC, and that would apply to both touch AC and regular AC, as no specific exception is called out.
EDIT: How did I miss Eb quoting the same line in the SRD I did?
Anyway, see what Eb pasted. Heavy armor limits mobility, thus making it harder to dodge and impossible to use your full dexterity effectively. It doesn't make sense for it to limit your dexterity bonus to normal attacks but not to touch ones. Why would you be immobilized enough to not dodge a sword but someone free enough to use your dex to dodge a beam or touch? It doesn't make sense.
Unless you can provide a counter example, Cor? (I say this because I skimmed the monster section of the SRD for an example to help prove the point, but I couldn't find one. Damn Wizards only giving monsters the dex they need and not a drop more!)
[20:51] <Ebiris> Well, we can ask Latha if she wants to forfeit her share, but personally I'd rather an equal distribution rather than just the PCs getting an equal share and then spending unequal amounts on the NPCs.
[20:53] <Seira> We can ask her, sure, but she's our angel guide from the celestial planes. It's hard for me to see her gather loot when she talks of millennia passing like nothing.
[20:56] <Kowork> She doesn't want much. She would like one of the Erinyes bows as a trophy, however, but otherwise she's good. She's not doing it for the money.
[20:56] <Seira> Works for me
Tai, comments?
it works. No other commentary. Also die msn, you fail at life.
[20:39] <Kotono> Okay. Mithril Full Plate of Speed+1 is 26500. You okay with that?
Yep! Listing here for easier bookkeeping. Donald has powered-up!
What you've already gotten this adventure arc:
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
7 Longbows+1, flaming. 8000 GP each, for a total of 56,000 GP. (Latha wants one as a trophy.)
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP.
Amulet of the Mighty Fists+1. 8,000 GP.
From this encounter:
3 sets of chain barding
1 belt (Non magical)
1 set of gold earrings
1 wand
2 scrolls
1 jewelled dagger (Non magical.)
No IDs yet and you technically haven't tossed the belt's pouches, but I'm listing them all for the sake of convenience.
ID one set of barding (assume other 2 are identical), earrings, and wand for 150gp (50 each).
What you've already gotten this adventure arc:
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
7 Longbows+1, flaming. 8000 GP each, for a total of 56,000 GP. (Latha wants one as a trophy.)
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP.
Amulet of the Mighty Fists+1. 8,000 GP.
From this encounter:
3 sets of chain barding+2. 4k each, 12k total.
1 cloth belt with pounches. GP value is of little note.
Earrings of Toughness: These earrings are enchanted to increase the endurance of the wearer. It grants +1 HP per 2 HD of the creature, with a max of +10 HP at 20 HD. This HP does not stack with the toughness feat if possessed. 5,000 GP.
1 wand of lesser restoration, 31 charges left.
2 scrolls of information, already read.
1 jewelled dagger. This dagger is encrusted with black spotted rubies and opaque agates. While not magical, it's worth 3,000 GP based on gem value and construction.
Goldemyst is offering the following items:
Angelhelm(As per MIC)
Bracers of Arcane Freedom(As per MIC)
Boots of the Battle Charger(As per MIC)
Belt of Battle(One per day it grants you a standard action at the start of your turn. This must be taken immediately and before your normal action or the ability is lost. The activation is mental and counts as a swift action.)
If you're interested in any of these, say so and he'll offer a trade.
Seira: 2 sets of chain barding+2 and the Baatorian Greensteel Longsword for the Angelhelm and Bracers of Arcane Freedom. These are for Donald, I believe?
What you've already gotten this adventure arc:
Items in italics are spoken for, traded or otherwise indisposed.
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
6 Longbows+1, flaming. 8000 GP each, for a total of 48,000 GP.
1 longbow+1, flaming. Latha wants this as a trophy.
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP. Traded.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP.
Amulet of the Mighty Fists+1. 8,000 GP.
From this encounter:
2 sets of chain barding+2. 4k each, 8k total. Traded.
1 set of chain barding+2. 4k.
1 cloth belt with pounches. GP value is of little note.
Earrings of Toughness: These earrings are enchanted to increase the endurance of the wearer. It grants +1 HP per 2 HD of the creature, with a max of +10 HP at 20 HD. This HP does not stack with the toughness feat if possessed. 5,000 GP.
1 wand of lesser restoration, 31 charges left.
2 scrolls of information, already read.
1 jewelled dagger. This dagger is encrusted with black spotted rubies and opaque agates. While not magical, it's worth 3,000 GP based on gem value and construction.
[/quote]
Correct. I'm providing the capital and if he can't afford all this after the adventure with his share/doesn't want some of them, I'll cover the difference myself.
To finish up loose business, Antenora trades for the Boots of the Battle Charger. For current loot:
Items in italics are spoken for, traded or otherwise indisposed.
Gelugon's Spear - GP value(Non magical.)
Amulet of Mighty Fists+1: 8,000 GP.
Heavy Pick+2: 8,000 GP.
6 Longbows+1, flaming. 8000 GP each, for a total of 48,000 GP.
1 longbow+1, flaming. Latha wants this as a trophy.
Longsword+1, Baatorian Greensteel (This sword is made of Baatorian Greensteel. It gains a bonus+1 to damage rolls. This stacks with enhancement bonuses. So it essentially does +2 damage per hit.) 3,000 GP. Traded.
Belt of Mastery: This belt has many powers. However, while not evil, many of it's powers can only be unleashed by a monk, preferably a baazetu one. On anyone else, it grants the following bonuses: +2 enhancement bonus to dexterity, +5 ft bonus to movement rate. 8,000 GP.
Flaming Fists Elixir: When drunken, this elixir grants a bonus +1d6 damage to all unarmed attacks the imbiber makes. This lasts for one minute. 500 GP. Traded.
Amulet of the Mighty Fists+1. 8,000 GP.
2 sets of chain barding+2. 4k each, 8k total. Traded.
1 set of chain barding+2. 4k. Traded.
1 cloth belt with pounches. GP value is of little note.
Earrings of Toughness: These earrings are enchanted to increase the endurance of the wearer. It grants +1 HP per 2 HD of the creature, with a max of +10 HP at 20 HD. This HP does not stack with the toughness feat if possessed. 5,000 GP.
1 wand of lesser restoration, 31 charges left.
2 scrolls of information, already read.
1 jewelled dagger. This dagger is encrusted with black spotted rubies and opaque agates. While not magical, it's worth 3,000 GP based on gem value and construction.
New stuff
Hourglass Platinum Ring: This ring has the sigil of the Desjardin clain. It is made of pure platinum and is worth 4,000 GP if sold.
Flail of Agony: This flail replaces a creature's stun ability(As per an Astral Deva or Cornugon) with a variety of painful maimings. This weapon radiates pure evil and no one wants to leave it lying around as is.
Greataxe+2, Greater Gnomecraft: This axe function as per a +2 axe. It has an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. 16,000 GP.
Bracers of Light Absorbtion: These bracers are keyed to the user's battle prowess. Whenever they score a critical hit, the bracers suck in all the light in a thirty foot radius centered on the wielder. This functions as a Deeper Darkness spell, with the CL being the creature's levels/ hit dice and lasts for one hour. 15,000 gP.
Longbow+2: 8000 GP. Nothing special here.
Bracers of Archery: +1 to hit/damage with bows. This functions between Bracers of Archer, LEsser and Greater. 12,500 GP.
750 GP in coins of unknown make. (Found on the remnants of the Amnizu)
Eyes of the Eagle: As per SRD, 2,500 GP. (Found on the remnants of the Amnizu)
Mysterious Sphere: This sphere seems to be some sort of six parted device. It has segments, of which each are keyed to a specific individual: White diamond(Alicia), mithril(Demedais), star ruby(Seira), gray diamond(Antenora), snow white opal(Latha) and red and white striped agate stone(Donald.) Should any of this beings be killed within a 500 foot radius of the stone, their bodies and souls are instantly sucked into the corresponding segment with no saving throw. Much of it's power seems to come from it's user - the Barregon's pure, unfiltered evil gave it the fuel to run. As is, it is merely inactive and only mildly vile.
While not redeemable in any useful sense, it may be possible to at least eliminate the evil it and reduce it to it's components safely. This is desirable, since doing so would ensure it could never be used again. Doing so will not be an easy task, however. More on this later.
Someone want to tally up loot?
Next: Any claims?
Possible claim on Bracers of Archery; if Pollyanna wants 'em, cool, if not, she has some cash to spend.
I'll first cover Donald's debt (will settle it with Dune), then grab the ring of plot (4k), dagger of jewels (3k) and earrings (5k).
It'd be totally pro if the angels could redeem the flail cause then Latha could keep it as a souvenier or something, along with her bow.
I think that's wrong. Donald's purchases are full plate (26.5k) + angelhelm/bracers (11.5k). He'll basically be paying his entire cash for it and I'll cover the rest.
Now counting the traded for stuff as part of the total amount
8,000+8,000+48,000+8,000+8,000+5,000+2,610+3,000+4,000+16,000+15,000+8,000+12,500+750+2,500+3,000+500+12,000
=164,860
So, 32,972 each.
Antenora buys her boots for 4k, giving 1k each to everyone else.
Donald buys his bracers and helm for 11,500, giving 2,875 each to everyone else.
So.
Donald's on 22,472gp.
Antenora's on 31,847gp.
Alicia gets 36,847gp.
Demedais gets 24,347gp and bracers of archery (worth 12,500gp)
Seira gets 24,847gp and the ring, dagger, and earrings (worth 12,000gp)
Comes to a total of 164,860gp.
Donald then spends all his money on armour, and Seira chips in with 4,028gp of her own cash to make up the difference.
Seems right to the point of the previous post dying in shame. I'll adjust the sheet.
Alicia buys a 1 time use Bracelet of Friends for Jessica so she can summon Alicia if she ever gets attacked and help isn't to hand. Alicia pays 4,750gp for it.
She then gives 153gp for Antenora to upgrade the Black Horn Spear with the Bane (evil outsider) property and the Fiercebane property.
Alicia then spends 18,000gp to get a tiny sized +1 screaming shock longbow for Marie. 3gp is spent on 20 silver arrows, and 2gp on 20 cold iron arrows.
She then attempts to buy back as many of the unholy glaives as we have floating around town as possible.
> roll 1d4-1 GM decides this is best done by random chance than trying to trace all of them.
* Hatbot --> "Kotono rolls 1d4-1 GM decides this is best done by random chance than trying to trace all of them. and gets 0." [1d4=1]
No luck in town inquiries. You might be able to dig one up if you looked harder and outside of Balmuria, if you want to. This would take a bit of effort on Alicia's part.
Didn't we sell like 8 of them to Lord Salman/the guard? Don't tell me they sold them all off to rapists and child molesters, did they?
After the dogai is defeated, Kagan generously identifies the bastard sword on his own dime.
Sword of Grief: Bastard Sword+1. It adds +1d6 to sneak attack damage(But does not grant the capacity to deal sneak attack damage to someone who lacks it; this power does not function in that case.). Three times per day, the sword can be invoked to change all of it's dealt damage to vile damage for one round. Damage dealt this way grants the user temporary HP, up to a maximum of 18 per strike.
The sword radiates overwhelming evil. Anything able to inflict vile damage like that is a dread weapon of the fell darkness. While it has no immediately negative effect by being held by a good or neutral creature, they feel sickened.
GP value: ????. You can't really price this sort of thing, for the only person who would buy and use it would likely not deal in gold, but in souls or magic. If you are willing to sell such an item you'd need to find someone who would be willing to purchase it.
Kagan also presents the party the armor he promised:
Hide Armor of the Gorilla King:
This is hide armor+1, light fortification. Once per day it can invoke Bear's Endurance as a standard action. (CL 8.) Kagan says that he got it a few years ago from a traveller from north of Kelara, from a place where gorillas and tigers and all sorts of exotic creatures are common.
The armor is dark and fur lined, like a gorilla's body.
GP value: 10,000 GP.
Alicia offers to buy the sword for the cost of a +2 weapon, giving 4,000gp each to Seira and Demedais.
Demedais is automatically curious as to what Alicia intends to do with it.
Once we get back to Balmuria, she intends to have her temple discern if it's redeemable. If so, she'll keep hold of it and go on the appropriate quest when there's time free to do so. If not, she'll destroy it.
I see. Okay, if you can find a way to purify it Deme will take the cash. If it needs to be destroyed, though, no cost.
If it's been blessed with suck, then no cash for me, either. But I think it's better than a +2 sword quite a bit, since +1d6 SA is a +1 equivalent enchantment alone. How about you hold on to it, try to redeem it, and if that works we'll figure out who buys it and for how much?
Remember those dozen unholy glaives we sold for 12k? A -7k drop per glaive compared to the base enhancement value tells me that evil items sell very poorly. 8k is pretty generous going for a sword that makes anyone who isn't evil feel sickened.
Since I've no intention of selling it on no matter what, I'm loathe to expend my own resources and risk my life on a solo quest to make it more valuable so I wind up having to pay more money for the privilige of letting it gather dust in the temple until an appropriate competent NPC comes along to be recruited.
Redeeming it means it'll no longer be evil, right? There'd be no problem selling it after said quest. If this succeeds, it could be easily priced at that time.
I don't think you're paying attention to the part where redeeming it involves me going on a solo quest and me wondering why doing that should result in actually having to spend even more money to own it.
If you feel that strongly about wringing every gp you can out of it, why don't we ask around and see who's willing to buy it? Then I'll match whatever some random filthy rich murderous maniac is willing to put down on it.
I think you misunderstand, since no one's telling you to pay for it to own it. I'm saying (and Tai seems to support this part) that you can have the sword in your possession and try to redeem it if you'd like or destroy it if you can't. We can decide to either keep it or sell it afterwards, should you choose the former and succeed.
And might I add that a thematic quest done with a handicap against the odds and for an exalted cause to boot is the coolest thing since sliced bread?
It becomes a lot less cool when it turns into a cash dispenser.
I'm not doing this to make some easy cash, I'm doing it to take it out of circulation - whether it's good or evil, I have no intention of selling it. If it's irredeemable, I pay you guys and destroy it. If it's redeemable, I pay you guys and stash it. Either way, I'm not making a profit on this.
Ah, I see where you misunderstand me. I should have been clear that I like the weapon's potential if redeemed (unhealable damage to fiends and trolls? SA? fun). It's not so much that I worry over pennies, but that _I_ want to buy it, and I don't want to cheat you guys out of whatever price it'll eventually have if you succeed.
If you want it afterwards you're entirely welcome to it - the idea was to keep it for an appropriate NPC if one showed up, since all I care about is not letting it get back into circulation (someone might easily buy it, stab a few babies, and have their evil vile damage sword back in action). Whether it gets used by hypothetical friendly NPC #X or one of the PCs, it's all good.
In this case, how about we forget about assigning any value to it for the moment, then after Alicia redeems it (if possible), it can be freely claimed by any of us for personal use if someone wants it, and if no one intends to use it, then it can get kept as treasure in the temple of Mystra until one of us recruits an NPC good enough to use it.
Theoretically if it's good enough but inappropriate for any of us, we could trade it to Donald for his current bastard sword and sell that to split the cash between us.
The important thing is just that it doesn't get sold randomly to disappear in the system and wind up getting grabbed by the same psychopaths that grabbed all the unholy glaives.
I agree on pretty much all this. Quite a lot of posts could've been avoided if I'd been clear about liking the sword in a possible nonevil variant.
On the glaives, I'm more inclined to believe they disappeared into a plot hole. >_>
Are you guys selling the armor? If so, have you divvied up the money amid yourselves?
Armour sold for 3,333gp each, giving whomever we're selling it to a 1gp discount, because I don't think any of us cares about divvying up silver and copper.
To do after wasteland trip: buy upgrade to cloak (+4/+4), check and see what Pollyanna's saving up for with the 5,000 from her old bracers.
From the Sword of Grief Quest:
Guardianil: Bastard Sword+2. This weapon grants a +2 perfection bonus to AC to the holder and all allies within a 10 ft radius. The wielder many invoke the Shining Defense ability three times per day.
Shining Defense:
When using the fighting defensively option, the user gains DR 5/- and 15 temporary HP until his next turn. Further, he may designate anyone within twenty feet. If a target is designated, any damage dealt to this target is instead dealt to the wielder.
GP value: 28000 GP (18k +3 base plus 10,000 add on by fiat.)
----
From the bag:
Alicia finds that the bag is full of pearls, beautiful coral carvings, gems that look like water molded into solid form and blue tinted silver. The contents are worth 12,000 GP.
I'll give Donald Guardianil in exchange for Shad's sword, which I'll promptly sell and give 6k each to Seira and Deme.
Orb of Peace:
This orb is a converted evil artifact, suffused and cleansed of it's sin.
When placed in a building and allowed to attune for twenty four hours, the orb will then bestow a Hallowed spell that effects the entire grounds. While there is no normal secondary spell attached to it, it bestows the following benefits on the grounds:
+4 sacred bonus to hit and damage rolls non lethal strikes.
+4 sacred bonus to diplomacy.
+1 sacred bonus to attack rolls, damage, skill checks, caster level checks and saves versus devils. This stacks with other sacred bonuses from the orb.
Last call for upgrades and purchases before the dungeon diving.
I have one small question, I'll ask it of you tonight (regarding finding diamond to buy in Balmuria since uh I'm not even considering dismantling the Orb right now.)
Regarding purchases, probably taking Mindarmor (MIC pg. 13), if feasible. Other than that... a wand of CLW and four potions of CSW. (750+3000)
Quote from: Taishyr on May 16, 2008, 05:49:51 AM
I have one small question, I'll ask it of you tonight (regarding finding diamond to buy in Balmuria since uh I'm not even considering dismantling the Orb right now.)
Regarding purchases, probably taking Mindarmor (MIC pg. 13), if feasible. Other than that... a wand of CLW and four potions of CSW. (750+3000)
Bottom purchases are fine.
I'll chat with you regarding the diamond.
Alicia buys 4 scrolls of identify for 500gp
Rod of Metamagic, Lesser Extend purchased, temple construction in Arad paid off (forgot to reduce the cash before).
After hurriedly retreating back to Balmuria, Alicia buys the following:
2x potion of Hide from Undead - 100gp
2x Silversheen - 500gp
20x cold iron arrows - 2gp
20x silver arrows - 3gp
From the piles of bones:
Karanbourg, Greataxe+2. This weapon was blessed by a vivacious being of the light. It does no damage to living beings, but undead take double damage and can be critically hit. 18,000 GP.
Scroll of Horrid Wilting, 3,000 GP.
Shar's Caress: Whip+1 that deals 3d6+1 nonlethal(But painful!) damage on a hit. This weapon was designed to be used to torture worshipers of Mystra, however, the enchantment seems botched, as it attracts them instead of another, more negative side effect. 8,000 GP.
Mithril Breastplate+4. This breastplate is covered with the holy symbols of Mystra. When worn by a worshiper of Mystra, it gives a +2 bonus to dispel checks. This can exceed normal caps of dispel checks. 19,000 GP.
Pile of golden coins: 6,000 GP.
No claims.
What Tai said. I'm sure I'll have better luck next time.
18,000+3,000+8,000+19,000+6,000=54,000
Works out at 13,500 each.
Alicia claims the armour and the whip worth 27,000. She now owes 13,500 to everyone else split as 4,500gp each.
Seira, Anty, and Deme each get 9,000gp each from sale of loot and an iou of 4,500gp from Alicia.
------------
Alicia sells her current armour (+3 mithral) for 13,000gp. So her total spare cash is 14,252gp. She pays off the rest of the party, leaving her with 752gp.
------------
So everyone except Alicia has 13,500gp in cash after all's said and done.
Purchasing two doses silversheen and two of bless weapon. Probably more once I check out what's cool and available.
Antenora is so amused that she'll chip in 4k towards the whip. (Leaving her Mistress without money to get supplies isn't a good idea for her, either.)
Quote from: Corwin on May 17, 2008, 06:02:39 PM
Purchasing two doses silversheen and two of bless weapon. Probably more once I check out what's cool and available.
Goes without incident. Are you looking for anything in particular otherwise?
Yes! Rod of empower/maximize/wonder. I can afford any of them, if any are around. Lesser variants for the first two, naturally.
And did you want me to buy that knapsack thing like Deme has? I can afford it along with a rod.
Quote from: Corwin on May 19, 2008, 09:23:35 AM
Yes! Rod of empower/maximize/wonder. I can afford any of them, if any are around. Lesser variants for the first two, naturally.
And did you want me to buy that knapsack thing like Deme has? I can afford it along with a rod.
Empower and wonder are easily gotten. No dice on maximize offhand.
The haversack would be nice. We discussed that in PM, though.
Buying the lesser Empower rod for now, then.
Loot so far, identified:
Storm's Mantle: Cloak of Protection and Resistance+2, grants sonic resistance 5 and nullifies hail damage. 17500 GP.
Boots of Levitation: As per SRD. 7,500 GP.
Loot so far, unidentified:
Strange Quarterstaff from the cubbyhole
Ebony wand with ivory inlays
Scrolls of Cure Blindness/Deafness and a scroll of Resist Energy: Sonic(Used three of the Blindness/Deafness Scrolls)
Electric Bow
Heavy Mace
Gnome greatswordsx2
Gnome armorx2
Diamond Dust
A bag of silver and platinum coins
A few mithril coins
A vial of dusty red liquid
A dusty, leatherbound old tome.
A giant magical ax. Holy hell, this thing is big.
Who's paying for ID?
The silver/platinum coins are there for it.
Demedais will cover the cost this time.
Loot so far, identified:
Storm's Mantle: Cloak of Protection and Resistance+2, grants sonic resistance 5 and nullifies hail damage. 17500 GP.
Boots of Levitation: As per SRD. 7,500 GP.
Dual Wand: This wand has two powers. It functions as a Wand of Cure Serious Wounds as per normal. However, one may expend two charges to have it function a wand of Cause Serious Wounds. 16,000 GP.
Rod of Thunder and Lightning: As per the SRD, except that it's a quarterstaff in stead of a light mace. Further, it is supercharged with electricity. Once per week, it may maximize it's Thunder and Lightning special ability. 40,000 GP.
Scrolls of Cure Blindness/Deafness and a scroll of Resist Energy: Sonic. Two cure scrolls and one sonic resist scroll are left. 375 GP. 375 GP, 150 GP.
Storm's Bolt: Bow+1 Shocking Burst and Thundering. 32,000 GP.
Storm's Fury: Warmace+1, Screaming Burst and Thundering. 32,000 GP.
Greatsword+2, 8,000 GP.
Greatsword+2, 8,000 GP.
Full Plate+2, 4,000 GP.
Full Plate+2, 4,000 GP.
Diamond Dust worth 1,000 GP.
A bag of silver and platinum coins: Between historic value and metalworth, this is worth 4,500 GP.
A few mithril coins: As above. 3,000 GP.
Draught of Might: This potent potion raises the drinker's strength by 1 point. 27,500 GP.
A giant magical ax. Holy hell, this thing is big. Greataxe(Giant sized)+2, frost. 18,000 GP in theory, if you can sell it to someone who can use that sized weapon.
Gnomish spellbook
O: Acid Splash, Light, Prestidigation
1: Magic Missile, Alarm, Grease, Burning Hands, Sleep, Mage Armor, Shield
2: Daze Monster, Hideous Laughter, See Invisibility, Shatter
3: Lightning Bolt, Summon Monster 3, Rage, Invisibility Sphere, Vampiric Touch, Dispel Magic.
4: Stoneskin, Dimensional Anchor, Charm Monster, Confusion
5: Cone of Cold, Mind Fog,, Feeblemind, Interposing Hand
6: Wall of Iron, True Seeing, Mass Suggestion
7: Prismatic Spray
10,ooo GP.
----
Claims people?
We happen to know giants! Anyway, I'd probably surprise everyone and want to buy the +1 str boost.
17,500+7,500+16,000+40,000+900+32,000+32,000+8,000+8,000+4,000+4,000+1,000+4,500+3,000+27,500+18,000+10,000
233,900
-900 for Identify x9
Gives 58,475 each.
Alicia would also like the strength boost, since I might as well just kill myself if Seira becomes stronger than me.
Dual Wand. Deme would take the stat booster if no one else had interest, but since Seira's spoken up.
Antenora's interested in the cloak, as it covers a few spots she could improve on rather nicely.
She might pick up the bow if no one else is interested, or the +str booster if it somehow misses everyone else.
233k/4 gives 58,250gp each (I forgot to subtract the ID cost earlier)
Seira gets a potion of +1 str worth 27,500gp and 30,750gp
Demedais gets double-wand worth 16,000gp and 42,250gp
Alicia gets 58,250gp
Antenora gets cloak worth 17,500gp and 40,750gp.
All totals up to 233k.
Things that interest me:
Shades Mk.3 (10k)
Pearl of Power III (9k)
Scabbard of Keen Edges (16k)
Rod of Lesser Metamagic, Quicken (35k)
Rod of Lesser Metamagic, Maximize (16k)
Rod of Wonder (12k)
A custom staff of fire/conjuration
Orange Ioun Stone (30k)
Edit: that Glove of Storing thing, as a slotless item.
Quote from: Corwin on May 31, 2008, 05:03:15 PM
Things that interest me:
Shades Mk.3 (10k)
Pearl of Power III (9k)
Scabbard of Keen Edges (16k)
Rod of Lesser Metamagic, Quicken (35k)
Rod of Lesser Metamagic, Maximize (16k)
Rod of Wonder (12k)
A custom staff of fire/conjuration
Orange Ioun Stone (30k)
Edit: that Glove of Storing thing, as a slotless item.
Gloves are fine.
Pearl's fine.
Scabbard's fine.
I have no objection to the quicken rod as is.
I do object to the maximize rod. The more I think about it, I don't really want maximized spells thrown around for free for that price. I may up the price on it and consider it acceptable, but I can't really palate it for 16k.
Rod of Wonder is fine.
Depend son thes taff, obviously. Do you have it drawn up.
Ioun Stone is fine.
Staff of Magic Missile, Scorching Ray, Fireball? Pretty much those for a beginner's staff.
Something limited for conjuration (Summon Monster III, Cloudkill) could also be fun.
Quote from: Corwin on June 01, 2008, 02:43:51 PM
Staff of Magic Missile, Scorching Ray, Fireball? Pretty much those for a beginner's staff.
Something limited for conjuration (Summon Monster III, Cloudkill) could also be fun.
I'd have to do some math on that. I'll post tonight before you wake up.
I'll do some basic math, you'll just need to confirm it and approve or disagree. http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#creatingStaffs
Sell price: 750 × the level of the highest-level spell × the level of the caster (8CL as the minimum)--
Offense staff: 750x3x8
Conjuration staff: 750x5x8
--plus 75% of the value of the next most costly ability (562.5 × the level of the spell × the level of the caster)--
Offense staff: +562.5x2x8
Conjuration staff: +562.5x3x8
--plus one-half of the value of any other abilities
Offense staff: +350x1x8
Offense: 29.800gp
Conjuration: 43,500gp
(didn't use this: If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff.)
If the basic math is solid, and the idea works for you, I'll probably get one of them, or design something similar based on them. If you'd prefer to have themes (as in, only fire, or only evocation, whichever works), then let me know and I'll work with that.
Either of those look okay.
Staff of Fire-lite: Scorching Ray (1 charge), Fireball (1 charge). [CL8] 27,000gp
Staff of Fiery Fire: Scorching Ray (1 charge), Fireball (1 charge), Cone of Fire (2 charges). [CL9] 38,803.5gp
Staff of Force: Magic Missile (1 charge), Manyjaws (1 charge), Orb of Force (2 charges). [CL8] 28,500gp
Fiery Fire: (750x5x9)/2 + 562.5x3x9 + 375x2x9 = 33750/2 + 15187.5 + 6750 = 38,803.5gp
Force: (750x4x8)/2 + 562.5x3x8 + 375x1x8 = 24,000/2 + 13,500 + 3,000 = 28,500gp
Any of those could be fun to order. I technically can't cover the second, but it'd be alright if I sell something.
* Cone of Fire is basically the Cone of Cold spell only with fire damage, as listed under the arcane Fire domain.
I'll purchase Pearl III, and once there's a decision on the staves presented, will decide what to sell to get one of them.
I'll grab the fiery fire staff. And sell the nature's savant bow to Elle (or any PC that wishes it) for the original purchase price of 10k.
I'll be editing this as I work on it, I'm sure.
50250.
Since we don't really care where the items come from...
Amulet of Natural Armour +4 - 32,000gp
Blindfold of True Darkness - 9,000gp (MIC page 75)
Upgrade armour from +4 to +4 light fortification - 9,000gp
Okay, those are fine.
Alicia buys
Wand of Cure Light Wounds (CL 1) - 750gp
Scroll of Scrying (CL 7) - 700gp - already used
Scroll of Teleport (CL 9) x2 - 2,250gp
Since Jessica wants to get some stabby protection, Alicia buys
1x Alchemical Silver Sacred Rapier +1 (8,340gp)
Antenora graciously agrees to pay for half.
Since Antenora is also swapping her mithral chain shirt for a mithral breastplate, she's giving her cast off to Jessica. Alicia pays 2,700gp to add the Glamered enhancement to said armour (design chosen by Jessica to suit her own tastes).
46080 GP for Antenora after half of that purchase. Antenora purchases a mithril breastplate+2 for 8,150 GP.
37930 GP left.
Antitoxin x2, 100gp
Delay Poison potion x2, 600gp
Antenora proves that she loves Marie by buying her 5 +1 banishing arrows (3 of which are alchemical silver and 2 of which are cold iron) for 1,800gp.
Alicia's ruins loot:
Scrolls of: Magic Circle against Law, Chaos, Evil and Good, Lesser Planar Bindingx2, Mass Eagle's Splendor. 375 GPx4, 1,125x2, 1,650 GP.
Sword of the Sealed Gateway: This legendary sword is made of an unknown material. It's enchantment level is unknown until it is completed and restored, but Alicia can tell that it has the power to stop planar travels. Alicia currently has 80 percent of the sword.
Scorpion's Stinger: The poison in it could be harvested. You can get 2 doses of Large Scorpion Venom(It does con instead of str damage, why are those not aligned properly? :psyduck:), or one extra potent dose. The potent dose would increase the DC to 23.
I'll sell the scroll of Mass Eagle's Splendour for 1,650gp since I'm poor and it's surprisingly high level. I'll keep the rest.
Sword of the Sealed Gate:
Longsword+1.
Dimensional Anchor(Su):
Any stricken by this sword are affected as by a dimensional anchor spell(Caster level 14th.). A target can only be affected by this ability once per round. Creatures native to the prime material plane get a will save(DC 20) to resist the effect.
Banishment(Su):
Any summoned creature within thirty feet of the sword must make a DC 20 will save or be instantly banished back to whence it came. Any creature that passes the save is otherwise immune for the duration of the summon. The wielder of the sword may choose to exempt creatures as she sees fit.
Sever the Gate(Su):
As a full round action, the Sword of the Sealed Gate can be used to destroy planar gateways. The sword is thrust into the gateway, destroying the connection between the planes. There are two complications, however. Exceptionally strong or reinforced gates may require multiple attempts. Secondly, destroying a gate is an inherently risky business. There is a base 5% chance(Before any modifiers the DM sees fit) of the gate exploding in a massive, titatic burst of energy.
50,000 GP. +5 weapon equivalent.
From Magur:
Monk's Belt: As per SRD. 13,000 GP.
Scroll of Summon Monster 4: 700 GP.
I'll keep the scroll and sell the belt to Elle, distributing the money amongst the survivors after deducting the 100gp for IDing it as 2,150gp each. The 8,600gp for the children will be held in trust by the church of Mystra (which will also look after them) until they reach majority.
Loot Seira took from the Desert scenario:
Cemile's bracelet.
Lemme know whenever if you're gonna do anything with it, Cor.
Oh, regarding those 10 anti-despair wards that Alicia bought, they're being distributed as follows:
1 for Marie
1 for Antenora
1 for Seira
1 for Demedais
1 for Michael
2 for the prison to be used by whichever guards are on duty
Alicia will hold onto the remaining three.
From the sahuagin attack:
Aquatica: This strange spear is of an old, forgotten make. It functions as a long spear+1 that grants a swim speed of 60 ft. If the holder already has a swim speed that is equal or greater to this, they gain a +15 ft bonus to their swim speed. 8,000 GP.
Chest full of treasure: (I always wanted to say that in the loot topic!) It comes to a total of 10,380 GP.
3,460 each from the treasure chest.
Seira and Alicia each spend 1,500gp for 3x potions and 2x scrolls of cure disease to be shared between them.
Marie receives the following word back about the bow Esthan gave her:
Demon-Slayer Bow:
This tiny bow is a special bow forged of cold iron mined in Avernus. The blood of demons feeds the soil there as they die to the devilish defenders. It is a tiny longbow+3 that deals +3 damage to demons as well as a bonus 3d6 damage. Any arrows fired from the bow count as cold iron for bypassing damage reduction. It's bonuses have no effect on devils or any other non-demon evil outsiders.
From the dragon's horde:
11 scrolls from the scrollcase
A book of beautiful gold, as if carved from a vast nugget.
An open eared helmet.
A pair of well worn and nail studded gauntlets.
A black dagger found before.
Lets pay 133gp each to ID the items.
Seira can take 10 on spellcraft to ID the scrolls.
Scroll of Mage Armor - 25 GP
Scroll of Teleport - Seira can decipher that a curse is written in with the spell. This scroll will always scramble and misdirect when cast. 100 GP.
Scroll of Death Ward - Seira can decipher that a curse is written in with the spell. It would grant a -6 compentance penalty to any saves against necromantic spells to the caster instead of Death Ward.
Scroll of Unholy Blight - 700 GP.
Scroll of False Life - 150 GP
Scroll of Reincarnate - 1,700 GP.
Scroll of Confusion - 700 GP.
Scroll of Breath Flare - 25 GP
Scroll of Cure Critical Wounds - Seira can decipher that a curse is written in with the spell. It would turn your skin a dead gray-green and inflict a -4 penalty to constitution instead of cure critical wounds.
Scroll of Wall of Ice - 700 GP.
Scroll of Divine Favor - 25 GP.
Helm of Vigilance:
This open eared helmet grants a +10 competence bonus to spot and listen checks. 20,000 GP.
Gauntlets of Ogre Strength:
As per the SRD. 4,000 GP.
Black Dagger:
This dagger is filled with the power of death. It counts as a +1 wounding dagger. 1/day it can strike even the inanimate true, allowing critical hits and sneak attacks for two rounds. This is a free action to activate, but must be activated before you attack on your turn. This power affects the dagger only. 32,000 GP.
As for the book:
<Seira> roll 1d20+12
* Hatbot --> "Seira rolls 1d20+12 and gets 21." [1d20=9]
The book simply will not open. On identifying it, all she can discern is that it's name is the Tome of the Seven.
<Seira> roll 1d20+13
* Hatbot --> "Seira rolls 1d20+13 and gets 25." [1d20=12]
Seira feels a soft compulsion to bring it to one who is suited to read it's pages. It is not forceful nor does it make Seira do anything against her will.
After Seira's failure to open the book and her naming its title, Alicia offers to give it a try.
The book opens to Alicia's hands. The words aren't in any language she knows but she can read them nonetheless. The book is full of celestial teachings of the Seven Hebdomad. It will take some time to read the book, several days to a week, however.
Alicia sequesters herself and reads the book while waiting on Chillander and Forestbright showing up.
Alicia feels as if she has been enlightened after a week of reading. She has been judged and found worthy, secrets of the heavens revealed to her. She gains a +2 exalted bonus to charisma, the Nimbus of Light exalted feat as a bonus feat and a +4 racial bonus to saves against poison. On finishing her reading, the book burns in a white flame, turning to a small pile of golden ashes.
The book's price is 30,000 GP.
Passing on the loot. Will try to teleport to the elven capital to borrow/buy a bag of holding for the coins and handle bringing them back. Would try to sell the disease-curing stuff we got, too.
You can assume the anti disease stuff sells without incident.
Coins of mostly silver, but many of platinum, gold and other metals. They are of elven make or of make unknown to the party: 23,049 GP.
Dozens of small/medium gems: 4,000 GP
Bags of silver dust: 955 GP.
12 gold inlaid figurines of knights: 1,491 GP.
Platinum ingots: 2,000 GP.
Bust of Malar, made of stone and rubies: 500 GP.
A misty blue feather, steaming with frozen moisture: 500 GP.
Darkwood table engraved with myths about demons - a story about Orcus: 2,102 GP
Electrum and opal inlaid chest: 1,947 GP
Dagger carved from one block of pure silver: 400 GP
Cherrywood scroll case: 300 GP.
Several blocks of bronze: 650 GP.
Portrait of a dwarf battling a giant: 500 GP
Gold Rimmed Cask: 100 GP.
Vial of tiny blue diamonds: 1,305 GP
Mithril Bastard Sword: 550 GP.
Grinning silver skull: 990 GP.
Shield half coated with dried molted silver: 670 GP
A set of green dragon's scales, in which a tale of the glorious battle between Shilvertalan and Auhtan the Green is written in draconic: 1,500 GP.
The preserved and bronzed skeleton of a troll: 600 GP.
A dwarven stonecrafted cube, in which is contained a cunning, difficult puzzle: 490 GP.
A bag full of broken fragments of burnt, half melted silver: 739 GP
A golden set of dragonhide armor: 400 GP.
Elven wood and gold statue: 2,380 GP.
A royal gown and jewelry: 200 GP.
A steel crown: 75 GP.
A pile of 20 smokesticks: 400 GP.
A pile of 30 thunderstones: 600 GP.
A vial with 5 doses of razor ice powder: 250 GP.
A well stocked draconic alchemist's lab: 500 GP.
Since the book was so awesome, Alicia waives her usual share of the loot. She does however ask for the scroll of unholy blight (which she will burn) and the cunning dwarven puzzle box, which will surely provide Marie with hours of fun.
The royal gown&jewels + the green dragon's scales with the epic tale would be excellent gifts and souvenirs, respectively. Seira would also like the scroll of cursed teleport because it's so hilarious. And if we're selling all the scrolls rather than keeping them, I'd buy the Reincarnation scroll.
Demedais wouldn't mind the helm.
Okay.
This all pends asking about helping Respite and the elves. I'll talk to you guys about it before next session. EDIT - Feel free to calculate how the basic shares work out as of now, though.
Since the loot totals up to 140,268, Alicia chooses not to forfeit her share for the 30k book.
I move that 15k be provided to the elves for their troubles, leaving us with 125,268.
That comes to 41,756 each for the three of us.
I originally thought of 10k, but I have no issue with 15k. Completely unrelated, I am totally keeping the lair as mine. Didn't get a chance to post as such before.
Assuming Deme has no objections for the moment(Feel free to speak up here, Deme), 15k is graciously accepted. Seira, you're welcome to the lair if you want it, since the previous occupant is quite dead.
Could you work out tentative shares then?
Oh, the reincarnate scroll is party treasure. That puts us on 41,189 each. And some silver/copper, but we can give that to the elves.
Okay.
Alicia buys the book and the unholy blight scroll and the puzzle box for 31,190, leaving her with 9,999gp.
Seira buys the teleport scroll, royal gown and jewels, and story scales for 1,800, leaving her with 39,389gp.
Demedais buys the helmet so he has a hat for every occassion for 20,000, leaving him with 21,189gp.
Works?
I'm hip. Everything looks good to me.
Then it's official. You won't have the gold from selling things until you leave Dewfrost for a bigger city, but it also shouldn't matter.
I want a Blessed Book (or the Mystra variant). The price's 12,500 GP. If there's one around either in Balmuria or the Citadel to be purchased, I'll happily pay. If not, I'll order one.
Countess Stronger's Shop, Luna Del Stronger:
Spells:
Spells of up to sixth level can be cast on demand. See SRD for exact pricing.
Scrolls:
Up to sixth level arcane scrolls are available.
Items:
Commissions are accepted.
Arctic Volcano's Wind: Double Sword+1, flaming frost burst: 32,000 GP.
Cloak of the Bat: Allows flight and transformation into a bat! 26,000 GP.
Need to be stronger? Faster? Smarter? You can for 4,500 GP! Woo anyone with a cloak of charisma, or outmuscle a troll with Gloves of Ogre Power!
Clear Spindle Ioun Stone: For 4,000 gold never have to spend money on food again!
Adventurers! For 50 GP you can get universal solvent, which will solve the problem of tanglefoot bags in one application!
Silvance: Silvered Longsword+2, holy: 32,000 GP.
Monk's Belt: Have the fighting power of a legendary ascetic without the training! 14,000 GP.
More available! Come visit today!
---
If you guys are staying in town for more than a couple of days, feel free to put in requests. If it's a minor item she has a chance of having it in stock, so you can have it immediately, but odds are that you'll need to have it custom made. Go ahead and put in any requests or interests now so I can sort.
Quote from: Corwin on October 07, 2008, 04:49:06 PM
I want a Blessed Book (or the Mystra variant). The price's 12,500 GP. If there's one around either in Balmuria or the Citadel to be purchased, I'll happily pay. If not, I'll order one.
You're lucky and she happens to have one in stock, so it's available straight away.
Buying that, as well as the ioun stone advertised. I'll also get a bag of holding, just because. Let's say it's the same one I picked up earlier to transport the loot in parts? The 2,500gp variant seems fine.
Before anything else, Alicia pays Elle 660gp for her to cast Analyze Dweomer on Marie's hellbow.
The bow has a subtle enchantment hidden deep within it. When used to slay a demon, it siphons off a tiny amount of it's evil essence(1 HD per 10 HD of the creature killed, minimum 1) to The Nine Hells and Avernus in particular.
I've got a lot of requests, annoyingly. First off, though, second Ring of Sustenance and... ask about a ring that could help someone keep an even keel. Maybe a ring of permanent Calm Emotion?
Also loaning Eb 600 GP. If needed.
Ring of Substinence can be made easily enough. She's made one for Antenora, though it won't be ready immediately.
Let me get back to you on that ring. It's technically not one of her spells(It's only arcane to bards) but I'm not always incredibly strict on that sort of thing.
Alicia and Marie make enquiries at the temple of Mystra as to whether the hellbow can be redeemed so it no longer feeds Bel.
Quote from: Ebiris on October 07, 2008, 07:44:47 PM
Alicia and Marie make enquiries at the temple of Mystra as to whether the hellbow can be redeemed so it no longer feeds Bel.
It's possible, but it will be a difficult quest indeed to purge such subtle and powerful magic.
Alicia also finally gives Seira her pyroclastic dragon scales.
5 magic greatswords.
Who's paying for the ID?
We'll split the cost of an Analyse Dweomer spell between us as 210gp each (630gp for the spell to be cast with the 5% discount Seira and maybe Deme has)
Greatsword+1, berserker(+1d8 damage per hit while raging or in a frenzy) 8000 GP.
Greatsword+1, berserker(+1d8 damage per hit while raging or in a frenzy) 8000 GP.
Greatsword+1, berserker(+1d8 damage per hit while raging or in a frenzy) 8000 GP.
Greatsword+1, berserker(+1d8 damage per hit while raging or in a frenzy) 8000 GP.
Soul's Enslavement: This weapon is tempered of rage and unholy essences. It is an greatsword+1 that inflicts 1d4 wisdom drain her hit. Further, anyone stricken by the sword must make a DC 20 will save or be affected as by a rage spell. They will attack a random target within range, if none are in target they will close in to the nearest living being. The caster level for the rage spell is 10th. 32,000 GP.
Total value is 64k.
Divided between the PCs and Anty that's 16k each.
Alicia buys Soul's Enslavement with all her cash and still falls short, so owes 2,778 to everyone else (926gp each)
Deme, Seira, and Anty each get 15,074gp and will get the remaining 926 as soon as Alicia has it.
Demedais waives the additional money, is fine with just the 15k.
Alicia sells her cold iron and silver masterwork daggers as well as her scrolls of magic circle against law/chaos for
304+322+375+375=1,376gp
Seira promptly receives her 926gp.
Anty will get hers once I have more money.
Antenora will waive the 1k as well. What's 1,000 gold between close, totally not suggestive what are you talking about, friends.
Treasure of the Soul:
Greatsword+1, evil outsider bane. Once per encounter as a free action on your turn when wielding Treasure of the Soul, you may cast Restoration on yourself as a spell like ability. It is a blade of justice and self control tempered by gained wisdom of the ages, granting a +4 bonus to wisdom in battle, as well as a +2 bonus to saving throws against mind effecting magic. 32,000 GP.
Orange Ioun Stone [30,000gp], Shades Mk. III [10,000gp], Lesser Rod of Silent Spell [3,000gp]
Weird ass book from Irene's library: ????? GP, listing it here so we don't forget.
Shame: Dagger+1, domineering(MIC) and greater gnomecraft. Greater gnomecraft is an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. 26,000 GP.
Blame: Dagger+1, vampiric and greater gnomecraft: 16,000 GP.
Wand of Fireball, 8th level. 10 charges left. 3,500 GP (Due to lack of charges)
Wand of Lightning Bolt, 8th level. 5 charges left, 1,800 GP (Due to obvious lack of charges)
Figurine of Wonderous Power, Dire Tiger: Once per week, the owner of this statue may have it transform into a dire tiger. It functions as a normal dire tiger in all respects for up to 10 minutes. Should the tiger be slain, the statue is destroyed. 16,000 GP.
Necklace of Bison: This necklace can be expended to summon 1d6+2 fiendish bison. These bison have maximum HP per hit die and are treated as if summoned with the augment summoning feat. Each time it is used, the number of bison summoned are reduced by one(1d6+1, 1d6, 1d6-1, ectera); if zero bison are ever summoned, the necklace is rendered forever nonmagical. 12,000 GP.
Elixir of Regeneration:
This potion grants regeneration 10 to the imbiber. This lasts for ten rounds. 8,000 GP.
Potion of Eagle's Splendor.
Alicia had Hell Striker Analyse Dweomer'ed.
Hell Striker:
Lawful Good intelligence 17, wisdom 10, charisma 14 double sword. Can communicate with telepathy but not spoken speech. It can see and hear within sixty feet. It rarely communicates, viewing such as frivolous except when needed for it's mission: Fighting evil at all costs.
Detect alignment: Hell Striker can detect alignment within 30 feet.
Possession: If the wielder of Hell Striker is mentally incapacitated in some manner, Hell Striker can take control. This power can only be used once per month and is extremely taxing on Hell Striker, though the blade would never admit it if asked.
No negative level: Unlike most intelligent weapons, it does not inflict negative levels on those that do not fit it's alignment.
Skill ranks: Spot+7, Listen+7, Knowledge: Planes+7.
Distribution of David-Loot
The Figurine is kindly donated to the 'Jessica doesn't get raped while I'm away' fund.
The elixer of regeneration is kept for emergency use.
The rest is sold and the loot split equally between Anty and Alicia. This works out as 34,800gp each.
Using her newfound wealth, Alicia promptly spends 28,000gp on getting Hell Striker modded to +1 Holy Flaming/+1 Holy Flaming.
Demedais reward loot for the Eudard affair:
1 scroll-map of gnomish origin. It shows a possible path to a possibly surviving gnomish outpost in the jungle. Possibly.
Deck: A magical deck. What it does is unknown.
Demedais has the deck ID'd.
(-100g)
Identify fails. Elle suspects that it's something unique or powerful. She can try Analyze Dweomer for 660 GP, though this might fail as well.
Demedais finds it amusing and will pay the 660g, explaining that he wouldn't be too surprised if it couldn't be identified.
All Elle gets from it is that 'It's a powerful item that can bring weal or woe to whomever draws from it.'
Demedais makes it clear to Alicia, Antenora, Eudard and Seira that they can choose to draw if they wish.
Demedais himself is waiting for now.
Robes of Empress Sulia(2 of them): Grants an armor bonus of +2 when worn. Does not stack with regular armor or other armor bonuses. 4,000 GP, if Alicia's so inclined to sell a gift from a friendly Goddess.
Funds! I lack them, so it's time to sell stuff I don't need.
Hourglass Platinum Ring: This ring has the sigil of the Desjardin clain. It is made of pure platinum and is worth 4,000 GP if sold.
Rod of Metamagic, Lesser Silent [3,000gp]
I used to have this stuff on my sheet. No longer! I might be the only one amused that I never got to give Deniz that gift because she was sick first, dead next, and speaking after. Which is amusing in itself, yeah.
What I want to get is that slotless Hat of Disguise (1,800x2.5, like you said, which works out to 4,500gp), and some silversheen (x2, 500gp) and bless weapon oil (x1, 100gp). The first was an order I made before, the rest should be easy enough to get.
I'm amused too! That's an, ah, unexpected chain of events! Anyway, sale goes without incident, you have the hat and the other stuff without incident.
Really, you guys get enough silversheen that it's either sold out or in abundance depending on if you've stocked up lately.
Devil-Slayer Bow:
This tiny bow is a special bow forged of celestial silver. It is a tiny longbow+3 that deals +3 damage to devils as well as a bonus 3d6 damage. Any arrows fired from the bow count as silver for bypassing damage reduction. It's bonuses have no effect on non-devil outsiders. For every devil defeated this way, Marie gains 7 temporary HP per 10 HD of the devil. The HP gained this way lasts for up to 1 hour.
Alicia buys Bracers of Blinding Strike for 5,000gp
She also buys a scroll of True Seeing for 1,900gp
And sells her scroll of Dimensional Anchor for 700gp
Elle made the following items from the purified pyroclastic dragon scales:
Bright Scale Armor: Dragonscale Full Plate+5. Automatically converts vile damage to normal damage. 40,000 GP.
Bright Scale Bow: Longbow+3, holy. Deals 4x damage critical hits against evil dragons, ignores any critical hit resistance the dragon might possess. 60,000 GP.
Bright Scale Cloak: Adds 2d8 holy damage to any breath weapon used by the wearer. 20,000 GP.
Bright Scale Tonic(Ten in stock): When drank as part of using a breath weapon, it converts the breath weapon's damage to untyped holy damage. This increases the damage by 1.5 on evil, halves it against neutrals and negates it against good. 1000 GP each.
Bright Scale Scythe: Scythe+3. Deals 5x damage critical hits against evil dragons. 28,000 GP.
Papers detailing demonic plans
Prism with blood floating in it
Several swords dropped by the marilith
Jewelry and a bangle showing a vulture and a snake.
The prism radiates magic, nothing else on the rest.
Lets all spend 20gp to get the prism ID'd?
I think there's enough swords for us each to have one, so I'll just take one as a trophy.
Leader's Prism: When held, this prism allows you to know the health(hit points) of every ally within 60 feet. While you do not detect the health of non allies as closely, your insights into your foes health grants you a +1 insight bonus to damage rolls. 8,000 GP.
Alright, that works.
Anyone claiming the prism or is it going to the great magic shop in the sk-er, Elle's shop?
Alicia's not interested. 8,000gp split 5 ways is 1,600 each. If anyone wants it they can buy it and fork the cash over to everyone else.
Works for me.
Money is so divided.
Eudard and Pollyanna both decide to tithe 160 GP to the Temple of Helm while they have hard cash on them. Antenora won't, though I need to sort her money out she she has a ton.
It's really weird having an NPC I have to do PC style bookkeeping for. Anyway.
Antenora orders and pays 30,000 for a ghost and ethereal busting rope enchantment for her erinyes rope. This'll take awhile and won't be available until after Kesse blows over, unless that goes longer term. She's also going to add keen to her weapon and upgrade her armor by +1 once you guys take a breath.
Antenora donates 8,000 to the Temple of Mystra and donates 2,000 to the city. The Temple is for religious and feeling grateful towards Alicia and Mystra. The city is because Balmuria gets a lot of crap for devils and she feels responsible.(Through Alicia or other channels if need be.)
This costs 62000 in total, leaving Antenora with 10, 530.
By popular request, Elle's current stock:
Leader's Prism: When held, this prism allows you to know the health(hit points) of every ally within 60 feet. While you do not detect the health of non allies as closely, your insights into your foes health grants you a +1 insight bonus to damage rolls. 9,000 GP.
Bright Scale Armor: Dragonscale Full Plate+5. Automatically converts vile damage to normal damage. 40,000 GP.
Bright Scale Bow: Longbow+3, holy. Deals 4x damage critical hits against evil dragons, ignores any critical hit resistance the dragon might possess. 60,000 GP.
Bright Scale Cloak: Adds 2d8 holy damage to any breath weapon used by the wearer. 20,000 GP.
Bright Scale Tonic(Ten in stock): When drank as part of using a breath weapon, it converts the breath weapon's damage to untyped holy damage. This increases the damage by 1.5 on evil, halves it against neutrals and negates it against good. 1000 GP each.
Bright Scale Scythe: Scythe+3. Deals 5x damage critical hits against evil dragons. 28,000 GP.
Rod of Metamagic, Lesser Silent: 3000 GP.
Winged Boots: On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times per day for up to 5 minutes per flight. 16,000 GP.
Belt of Magnificence+4: This belt grants a +4 enhancement bonus to all six ability scores. 100,000 GP.
Stalwart: Silver greatsword+1, keen holy evil outsider bane. 50,000 GP.
Luckstone: 20,000 GP.
Hard Vision: Adamantine Bastard Sword+2, blindsighted. 35,000 GP.
Potion of Youth: This potion reduces your age by 1d4+1 years. For demi humans and those of longer or shorter lifespans, the adjustment scales relative to human lifespans. 40,000 GP.
Celestial Armor: This bright silver +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day. 25,000 GP.
Quote from: Anastasia on January 06, 2009, 01:54:24 PM
It's really weird having an NPC I have to do PC style bookkeeping for. Anyway.
Antenora orders and pays 30,000 for a ghost and ethereal busting rope enchantment for her erinyes rope. This'll take awhile and won't be available until after Kesse blows over, unless that goes longer term. She's also going to add keen to her weapon and upgrade her armor by +1 once you guys take a breath.
Antenora donates 8,000 to the Temple of Mystra and donates 2,000 to the city. The Temple is for religious and feeling grateful towards Alicia and Mystra. The city is because Balmuria gets a lot of crap for devils and she feels responsible.(Through Alicia or other channels if need be.)
This costs 62000 in total, leaving Antenora with 10, 530.
Antenora buys a masterwork silver dagger for 322 GP. This is done immediately as there's no stocking issue at all with it. This puts her at 10, 208 GP.
Notes:
Seira has borrowed 25k from the Temple of Waukeen in Balmuria, owes 27.5k in return. Seira borrowed the belt of magnifience+4 and the bright scale cloak; must return them or owe Elle 160k; also owes her a big favor for this.
Don't mind me, just doing notekeeping here since it's relevant to loot.
You forgot the Luckstone, and it's amusing how if I am unable to return the stuff (meaning I'm dead) I owe more than the stuff costs. >_>
I was going to post everything once I was done, but here's my intent to buy the holy longsword with my borrowed cash, troll for rings of protection, and get/scribe some scrolls. I gave you the scroll list so I'll just subtract the cash once we're at the point we're making our move. The scrolls I want to buy are Dimensional Anchor (clr4) and Death Ward (clr4) x4.
Oh, and if there is a ranger or druid around, it might be a good time to try for that magic fang permancy. A scroll would work just as well for either the normal or greater version, if it could be found.
Quote from: Corwin on January 09, 2009, 05:55:25 PM
You forgot the Luckstone, and it's amusing how if I am unable to return the stuff (meaning I'm dead) I owe more than the stuff costs. >_>
I was going to post everything once I was done, but here's my intent to buy the holy longsword with my borrowed cash, troll for rings of protection, and get/scribe some scrolls. I gave you the scroll list so I'll just subtract the cash once we're at the point we're making our move. The scrolls I want to buy are Dimensional Anchor (clr4) and Death Ward (clr4) x4.
Oh, and if there is a ranger or druid around, it might be a good time to try for that magic fang permancy. A scroll would work just as well for either the normal or greater version, if it could be found.
No, I checked the log. Not one peep about a Luckstone. Besides, frankly, you're already borrowing 120k worth of gear. >_>
Holy Longsword is a silver longsword+1, holy. That's 18k. One scroll of dimensional anchor is 700, as are four scrolls of death ward. That comes to a total of 21500. Let me get back to you on the Permanency thing, it got put aside when Seira got captured and in the rush of relating drama there.
Demedais pops into Elle's shop, asks to get/have made a +4 Belt of Strength and a custom cloak, +6 Cha/+3 saves.
Belt's 16000, Cape's 36,000+13,500.
All sorts of masterwork tools we might have at the garrison to open locks and what not, I'll borrow them.
Quote from: Corwin on January 11, 2009, 03:01:25 PM
All sorts of masterwork tools we might have at the garrison to open locks and what not, I'll borrow them.
Masterwork tools can be gotten without incident.
Magical stuff on Kort:
The Second Resort.
Flash of Heaven
Chakram lined with purple, hidden in his armor.
Seira's Dusty Rose Ioun Stone, also kept in his armor and wasn't currently being used.
Full Plate Armor, styled with the emblem of Kesse.
Seira's ring of protection+2.
3 potions.
Non magical stuff:
Royal jewelry with Kesse' emblem. Looks fairly pricey.
A holy symbol of Shar hidden in his armor.
A coin pouch with gold and silver coins.
Alicia generously gives Seira the Second Resort, Flash of Heaven, the Ioun Stone, and the Ring of Protection.
She then pays Elle 660gp to cast Analyze Dweomer on the armour, chakram, and potions.
Night's Circle:
Chakram+1, unholy and returning. 32,000 GP. EDIT: Chakrams are exotic ranged weapons, 1d8 19-20 x2, 30ft range increment.
Heir of the Two Mountains:
Ceremonial armor passed down in Kesse for hundreds of years. Full plate+5, grants a +2 bonus to constitution and strength. Functions as full plate+2 on those who do not have the blood of the Kessian royal family. GP value is set at 5,000 since almost no one can benefit from it's true power as it stands.
Potion of Fly: 750 GP.
Potion of Haste: 750 GP.
Potion of Cure Serious wounds: 750 GP.
Buying Scroll of Misdirection to fool a corpse.
Breastplate+1: 1,000 GP.
-100 for the ID, Deme.
On Armanda and magical gear:
Wrist straps.
Rope belt.
Seira's cloak of resistance+5.
Seira's mindarmor shades.
Seira's disguise earrings.
A necklace with Kesse's insignia.
An anklet engraved with a black disk with purple lining.
Seira's regular teleport ring.
Non magical junk
An unholy symbol to Shar.
A pouch with a lot of gold coins in it. Will need to be appraised for Balmurian value.
A ring with a large black gemstone on it.
From Mal-chan's realm:
One fiery greatsword.
From Tura's hideout:
Chest full of coins. 4,391 GP. Lots of really oversized and rich coins. He was loaded here.
Two clockwork statues.
Pouch of powder magical reagent.
Law papers.
Analyze Dweomer on Temple stuff and Tura stuff.
Taking 10 on decypher script for a second try come morning (on the law papers), value of 26. If that doesn't help, we can read them another chance, I figure.
Let's see. From the thoroughly-looted temple, I brought back (aside from Armanda and all that she had)....
-All the precious metals from the evil, formerly-dark room of evil leading to the dragon.
-All the stuff from the living quarters, which you listed as:
[21:57] <Anastasia> Seira finds the following noable things on searching:
[21:57] <Anastasia> Several caches of coins and coin bags. (More)
[21:57] <Anastasia> 9 scrolls in total. (More)
[21:58] <Anastasia> A gold necklace burned black, scribbed with horrible words of praise to Shar. (More)
[21:58] <Anastasia> The keys! (More)
[21:58] <Anastasia> A long, tapered short sword with a razor sharp blade. It occasionally glows with a dark light. (More)
[21:59] <Anastasia> A small bag of pretty gemstones.
-Everything the surrendered goon we brought back with us had.
-All the magical stuff from the creepy room of weapons and training:
[21:26] <Anastasia> "They were gathered over time by Kort and Albert," he answers, "I know of the armor. It's a demon's armor, it lets you fight as one. And...the Dreadmaster's old falchion is in there now, Unseen."
[21:29] <Anastasia> "No, the name of it is Unseen," he geos on, "The blade is adamantite, but it's invisible when Kort wills it to be. When it can't be seen, it's far more powerful."
[21:49] <Anastasia> The wavy, blood dripping sword feels normal to touch. So does the falchion and armor, as well as the skull helmet. However, on touching the greasy looking knife...OOC - Fort save?
And Elle will certainly be warned of the creepy knife, although from my understanding of the spell she just need to look at it, not touch it. Myself, I'll try to use Detect Poison on it (http://www.d20srd.org/srd/spells/detectPoison.htm). My Craft/Alchemy is at +13, so if I could take 10 that should beat dc20. If I can't, roll for me?
The nasty blue powder I left in the temple, because it's creepy as hell but I didn't want the risk of setting it on fire and all over us.
As a reminder for things I'd like to know, which of this is actually EVIL? We can surely spring for detect evil if Elle somehow doesn't cover that. >_>
Also, re: Pouch of powder magical reagent.
[22:47] <Kotono> The powder is a simple reagent. It has minor value for wizards but no particular use beyond standard potion creation.
Okay! Piles of loot by source. Note that I'm omitting Seira's recovered gear and possessions.
From Kort's bloated, spellfire raped body:
Night's Circle:
Chakram+1, unholy and returning. 32,000 GP. EDIT: Chakrams are exotic ranged weapons, 1d8 19-20 x2, 30ft range increment. EVIL ITEM AND DEDICATED TO SHAR TOO.
Heir of the Two Mountains:
Ceremonial armor passed down in Kesse for hundreds of years. Full plate+5, grants a +2 bonus to constitution and strength. Functions as full plate+2 on those who do not have the blood of the Kessian royal family. GP value is set at 5,000 since almost no one can benefit from it's true power as it stands.
Potion of Fly: 750 GP.
Potion of Haste: 750 GP.
Potion of Cure Serious wounds: 750 GP.
Royal jewelry with Kesse' emblem: 3,000 GP. You could get more selling this in Kesse, though this carries obvious and considerable risks.
A holy symbol of Shar hidden in his armor: 45 GP, but it is an unholy symbol to a repugnant Goddess.
A coin pouch with gold and silver coins: 120 GP, the coins are of odd weights and some need to be melted down. It's mostly just a rich prince's pocket money.
Total from Kort in GP: 42370. This doesn't count the unholy symbol, in the event you decide a few coins are worth spreading Shar's beliefs indirectly. I mean, you're not going to sell an evil unholy symbol, are you? I did include the value of Night's Circle, though, deal with that how you will afterwards.
Claims: Alicia was the only one there. How she wants to deal with that is up to her.
From Mr. Tura's broken, battered, misused body:
Breastplate+1: 1,000 GP.
Total from Mr. Tura: 1,000 GP. Epic.
Claims: Deme. Since Pollyanna's Deme's fiancee, giving her money is like giving him money and vice versa. There's not much point. Oberuth wouldn't mind if you chip a share for his work to the city's funds, though. He doesn't need money himself, his purchases come from the rapidly expanding city budget.
From the girl with a taste for phallic demises:
Ki Straps: Grants a +2 enhancement bonus to the DC of your stunning fist attack or any other ability used by expending daily uses of this ability. 5,000 GP.
Monk's Belt: As per SRD, I think you're all familiar with it. 13,000 GP.
Necklace of Kesse: This necklace has been handed down in the Kessian royal family for generations. It grants a +5 deflection bonus to AC and a constant 20% miss chance, as if by the spell blur. However, it is attuned to only work on those of Kessian royal blood, for others it functions as a necklace of protection+2. 12,000 GP as it stands.
Shadow's Breath: This anklet was forged by vile methods for a servant of Shar. When worn, it's unholy power reveals secrets to the wearer. They can detect invisibility at will as a free action. Twice per day, they can inflict 1d4 negative levels per hit for one round. 50,000 GP. EVIL ITEM AND DEDICATED TO SHAR TOO.
Unholy Symbol to Shar: 30 GP, not as nice as Kort's symbol. Again, unholy symbol to dark goddess.
Large pouch of coins: 231 GP. She had more on her than Kort, go figure. Girls are expensive. Unless they're succubi.
A ring with a large black gemstone: 5,300 GP.
Total value from Armanda: 85531 GP. Includes the Shadow's Breath but not the unholy symbol.
Claims: Alicia, Seira for PCs. Celebrimbor wants a share as he's expended many a scroll on this and has obvious monetary investments. The other two NPCs you can do with however you want, you guys seem to have drifted to giving NPCs equal shares these days. Whatever works.
From Mr. Tura's hideout:
Chest full of coins. 4,391 GP. Lots of really oversized and rich coins. He was loaded here. These are all local coins so you can identify them without hassle.
Two clockwork statues: 500 GP each. They are geared statues, running and able to preform basic movement with cunning designs from Mechanus. While magical, they have no practical application. They have value purely as object d'art.
Pouch of powder magical reagent: 350 GP. Useful stuff overall and it has some value. Elle and various mages in the area will buy it up.
Law papers: These papers contain meticulous notes and observations from Mr. Tura. It takes Seira a lot of effort to hack through them and gives her a headache. This rigid, direct way of talking and thinking isn't quite her forte, but she can hack it. The highlights: Mr Tura was after Seira for crimes against pacts and contracts. It judged her a Class Alpha threat and had sent requests for reinforcements. However, current situations and priorities did not make this possible. He outlines schemes to recruit mercenaries to aid him in taking down Seira. His first few efforts failed to get traction. Most groups wanted extravagant money to take on the vaunted Crimson Guard.
One group even attacked him over it. As he was trying to find a better group, a devil known only as 'The Walker' came to him. Here his writing becomes darker, more oppressed. The tone of it becomes brooding, difficult. Through arguments it forced his hand, convincing him that the only way to defeat Seira was to take hostages and make her surrender. The Walker is rated as a likely Class Alpha+ threat. Here the notes end - it looks like that didn't happen all that long ago.
No GP value on the papers except maybe as a learning tool, though this would take work and time to get money for them. Only particularly specialized scholars would be interested.
Total value of Mr. Tura's abode: 5741 GP.
Claims: Deme for sure. I dunno if/how he wants to split it with Seira since she showed up at the very end of it. Up to you guys, since Deme's theoretically missing on temple loot unless you cut him a share there as well.
General temple loot:
Several caches of coins and coin bags: 2,042 GP.
9 scrolls in total: 4 Unholy Blights, 3 Bestow Curses, 1 Cure Serious Wounds, 1 Summon Monster 4. The Unholy Blights are 700 each, the bestow curses are 375 each, the CSW is another 375, the summon monster 4 is 700. The total for these is 4250 GP. EVIL ITEMS(Unholy blight scrolls.)
A gold necklace burned black, scribbed with horrible words of praise to Shar: 140 GP if you melt it down. It's not magical so this is safe to do. The finished product has more value as an unholy bit of art, but really, are you Shar's art bitches?
The keys: 1 GP if you're really aching to melt them down for base metal. I won't include these in the total.
A long, tapered short sword with a razor sharp blade. It occasionally glows with a dark light: Shortsword+1, unholy. 18,000 GP. EVIL ITEM.
A small bag of pretty gemstones: 2,490 GP.
Coin bag of the surrendered goon: 35 GP.
Unseen: Adamantite Falchion+2, freezing burst. The blade of this weapon is invisibile. Those without means to suffer invisibility are at a disadvantage fighting this weapon, the user gains a bonus +2 to hit and damage. This invisibility does not aid sneak attack or render the foe flat footed. While dedicated to Shar and loathsome on account of that, it's not intrinsically evil. 53,000 GP.
Demon Armor: As per SRD. 52,260 gp. EVIL ITEM.
Skull of Golgotha: When worn, this helmet grants it's wearer the benefit of the Tomb Tainted Soul feat. Further, they may cast Summon Undead 3 once per day. 41,000 GP. EVIL ITEM DANGER DANGER DANGER.
Nine Lives Slayer: As per SRD, except that death is replaced with 1d6+1 con damage. 12,000 GP. EVIL ITEM NO SHIT
Sammael's Inspiration: Named after a whispered figure, said by some to be a yugoloth and others to be a devil and by yet others to be something far worse; it is a blade that constantly secrets shadow essence poison. Each hit the blade delivers inflicts the poison; however, it has a 10% chance of also afflicting the wielder unless they are skilled with poison use. The poison loses potency within a minute of being removed from the dagger. Beyond the poison effect, the dagger functions as an dagger+1, unholy. 66,666 GP. TAKE A WILD GUESS. IT'S EVIL AS THE VAGINA ALICIA GOT A HAND WRITTEN INVITATION TO AT THE ABYSS. IT'S EVIL FOLKS.
Total from the miscellaneous temple looting: 251883 GP. Do note that the large majority of this is in cursed, vile artifacts and magical items.
Unidentified still:
One fiery greatsword from an uppity succubus with dreams of smiting good.
Deme killed that loser, so Deme gets stuff. Simple as that. I'd just like to have the damaged clockwork body for study. Lagann will walk, oh yes~
So much evil... everything evil is so getting locked up until we can deal with it.
Demedais would like to hold off on having the "____ of Kesse" equipment sold (until we have the third piece?!). Is willing to cover the costs if it comes to that.
None of this stuff had been talked about being sold yet. The oldest stuff from Kort is on ice and the rest of it is fairly new. I don't think shares/money/parcelling out has been worked out yet?
Pre-emptively stating my sentiments, then.
Forgot one!
Broken up precious metals from the throne: 4,495 GP. It would've been more as an art object, likely, b ut it's still several thousand gold worth of precious material.
From the succubus:
Greatsword+1, flaming. 8,000 GP.
-700 GP for sending scroll. It's technically a part of Seira's loan, though you guys can work out the costs however.
Huh, somehow missed it. You mean the scroll Cel used, right? I bought it with the loan, so I already subtracted the costs.
From Albert's steaming body:
One black belt. It feels unclean to the touch.
A ring with the emblem of Kesse.
An amulet.
Seira's staff of flames.
Seira's greater teleport ring.
Seira's Ring of Spell Storing.
Expenses:
160 for J to cast Misdirection.
270 for a cleric of kelemvor to cast speak with dead.
Demedais has laid claim to Albert's evil belt with full intent of breaking it.
He also Identifies it himself when he gets the down-time, hoping to best figure out how to save the children.
Embrace of Shar: This black belt, often worn below his clothes, grants Prince Albert great power. It functions as a monk's belt. It grants a +5 damage to bonus when foes cannot see or detect Prince Albert. Thrice per day as a standard action on Prince Albert's turn, he can activate a special damning darkness effect. Finally, the belt does not radiate magic unless a DC 20 caster check is passed; the wearer becomes aware of anyone that scans the belt, pass or fail. GP value: 60,000 GP.
Damning Darkness: 20ft radius sphere of pure darkness. Trumps darkvision, but devilish see in darkness functions fine. Nonevil creatures within take 4d6 damage each round; evil creatures that do not worship Shar take 1d4 damage instead. It takes a will save(DC 15+cha mod) to escape the darkness. Failure renders to wearer stuck in the darkness for 9 more rounds, when the darkness then dissipates. The wearer of the belt is immune to this effect.
Any non-evil beings that wear the belt are stricken by a feeblemind spell(DC 23 negates) and gain no benefits from the belt. PAss or fail, they will here faint cries of babies in pain for 24 hours after removing the belt.
Demedais pays 40k and Kesse pays 50k. The party reobtains the following items:
Seira's Blessed Book.
Seira's Wand of Invisibility(48 charges left)
Seira's Rogue's Vest.
Seira's Dragon Pendant.
Seira's Powerbow.
Arc done!
Okay. Can someone do the relevant loot topic calcluations? I did the bear's share of the work a few posts up so most of it should be summarizing and adding it all up.
Notes:
Antenora's willing to surrender part or all of her loot here if needed for Seira or others. She's had a glut of gold and recently put in for some purchaes, so.
Donald's willing to help out Seira as well since he feels guilty and all that, though I suspect he'll be getting a save and/or con booster coming up anyway, so.
Celebrimbor wants money. He blew a lot of pricey scrolls here.
Oh, and after the calculating is done, repost any purchases you put in for that haven't been finalized yet? Helps me keep track without topic diving. Thanks.
Quote from: Anastasia on January 27, 2009, 02:48:37 PM
From Albert's steaming body:
One black belt. It feels unclean to the touch.
A ring with the emblem of Kesse.
An amulet.
Seira's staff of flames.
Seira's greater teleport ring.
Seira's Ring of Spell Storing.
Belt's already been IDed.
Ring of Kesse: A ring passed down in the royal family, bearing twin mountains with a river between them. This ring grants a +6 enhancement bonus to charisma and a +2 bonus to dexterity and constitution. When worn by someone that is not of royal Kessian blood, the charisma bonus decreases to +2. GP value: 20,000 as it stands due to blah blah blah can't unlock TRUE POWER.
Amulet of Natural Armor+3: 18k.
Assumption: All loot for this arc gets consolidated. Evil stuff gets marked off for later redemption after which they can be handed out (unless anyone wants something specific and doesn't mind the evil). Holy symbols get melted down for scrap. Special Kesse Royal Items get given back to Kesse. Everything else is split 6 ways with PCs, Donald, Anty, and Cel all getting a full share.
So we have:
Kesse Specials
Heir of Two Mountains (platemail)
Necklace of Kesse
Ring of Kesse
Royal Jewellery from Kort
Evil Shit to keep
Night's Circle (Chakram +1, Unholy, Returning) - 32,000gp
Shadow's Breath (anklet, detect invis, 1d4 negative levels on hit 2/day) - 50,000gp
Unholy Shortsword +1 - 18,000gp
Demon Armour - 52,260gp
Skull of Golgotha (Tomb Tainted Soul feat, Summon Undead III 1/day) - 41,000gp
Nine Lives Slayer (+2 longsword, does 1d6+1 con damage on crit 9 times before losing ability) - 12,000gp
Sammael's Inspiration (unholy dagger +1, inflicts shadow essence poison on hit) - 66,666gp
Embrace of Shar (belt of babies) - 60,000gp
Shit to burn
Scroll of Unholy Bight x4 - 2,800gp
Kort's Symbol of Shar - 45gp
Armanda's Symbol of Shar - 30gp
Gold Shar Necklace - 140gp
Real Loot
Potion of Fly - 750gp
Potion of Haste - 750gp
Potion of Cure Serious wounds - 750gp
120gp
Breastplate +1 - 1,000gp
Ki Straps - 5,000gp
Monk's Belt - 13,000gp
231gp
Black Gem Ring - 5,300gp
4,391gp
Clockwork Statues x2 - 1,000gp
Powdered Reagant - 350gp
2,042gp
Scroll of Cure Serious Wounds - 375gp
Scroll of Bestow Curse x3 - 1,125gp
Scroll of Summon Monster IV - 700gp
Back of Gems - 2,490gp
35gp
Unseen (adamantine freezing burst falchion +2, special +2 hit and damage) - 53,000gp
Broken Throne - 4,495gp
Amulet of Natural Armour +3 - 18,000gp
So, of the stuff we can actually sell at the moment, minus the analyze dweomer cost on Al's junk, we have a total of 114,244gp
Split 6 ways that gives us all 19,040gp (unless anyone wants any particular items) and some pennies that we don't care about.
We can handle the dispersal of the evil items once they're in a condition where we're more comfortable selling them.
Antenora would like the clockwork statues.
Deme will take the amulet of natural armor.
Deme is also ordering, for now at least, a Belt of Strength +4.
On hold until he regains the funds: Cloak of Charisma +6/Resistance +3.
I would like to watch the clockwork statues. For... research. Yes.
Alicia buys a ring of 1/day Plane Shift at CL 9 for 18,000gp
Seira, you and Anty can pick up one each if you both want them, or have some other way of resolving this?
If you really want them you can have 'em, though, no problem.
Demedais and Alicia's purchases are without incident.
Nah, if she shows them to me a few times it's okay? I don't really have claims which shouldn't come as a surprise, and you know why I want to see how the clockwork figurines work. >_>
Quote from: Corwin on January 30, 2009, 05:54:17 AM
Nah, if she shows them to me a few times it's okay? I don't really have claims which shouldn't come as a surprise, and you know why I want to see how the clockwork figurines work. >_>
Sure thing.
---
From the department of miscellany that doesn't fit anywhere else:
Levelled up Donald and Pollyanna. Donald got +5 HP(Rolled a 2 on a D8 twice in a row), some save boosts and another 3rd level spell. Oh, and Quick Cast 2/day. HE's still working towards and wishing for Level 13 and Arcane Channeling/Full Attack. Polly levelled up and grabbed OoBI 3. She got +7 HP, +2d8 ranged precision and picked up Ranged Weapon Mastery. I also cashed in the gold she had and upgraded her weapon by +1. She's been busy enough in the guard where she's earned the lucre needed.
I might even level them up again when you guys level. They've been fighting way out of their depth and surviving, they deserve benefits.
Quote from: Anastasia on January 06, 2009, 01:54:24 PM
It's really weird having an NPC I have to do PC style bookkeeping for. Anyway.
Antenora orders and pays 30,000 for a ghost and ethereal busting rope enchantment for her erinyes rope. This'll take awhile and won't be available until after Kesse blows over, unless that goes longer term. She's also going to add keen to her weapon and upgrade her armor by +1 once you guys take a breath.
Antenora donates 8,000 to the Temple of Mystra and donates 2,000 to the city. The Temple is for religious and feeling grateful towards Alicia and Mystra. The city is because Balmuria gets a lot of crap for devils and she feels responsible.(Through Alicia or other channels if need be.)
This costs 62000 in total, leaving Antenora with 10, 530.
Quoting this. +1 ghost rope, +1 AC on armor, +1 weapon enchantment with KEEN and freeing up a feat. She'll also retrain improved crit. I'm going to try Mindsight for a little while and see how it stacks up balance wise. At worst I'll retrain it for Awesome smite or improved init if it proves unbalanced. I've been waffling on that for way too fucking long. If that is invoked, it'll probably prove to be too taxing on her to maintain or some other fluffy reason to explain why she can't keep it.
Cor, on a related note, get back to me on the offer that Anty and Donald both made? Also, guys, were you going to pursue that idea of mass banishing arrows? If not, does Marie want more, Alicia?
OH! Are you taking back Flash of Heaven or what, Seira? If not or you want to sell it or whatever, let me know so it can be sorted? This is also because if Anty keeps it I'll want to add it into her statblock proper.
Marie will get more banishing arrows, but right now Alicia is too poor to afford them. Once some more cash is earned her familiar will get a nice present.
Deme will work on the arrows thing, it may not happen immediately but it's something he's looking into.
Quote from: Ebiris on January 31, 2009, 07:38:40 AM
Marie will get more banishing arrows, but right now Alicia is too poor to afford them. Once some more cash is earned her familiar will get a nice present.
Antenora will chip in for a few right now if she wants, since she's such a cute, vile incarnation of primal chaos.
Quote from: Taishyr on January 31, 2009, 11:15:10 AM
Deme will work on the arrows thing, it may not happen immediately but it's something he's looking into.
Okay, will talk to you about that after the break then.
In that case Marie will take 2 silver banishing arrows and 2 cold iron banishing arrows for 1,440gp. Give or take, I can't be arsed quibbling over the few silvers/coppers it costs to tack on the special material for four arrows, and neither should you.
Marie gets a 4-set of long, metallic phallic objects that she can violate Mariliths with.
Antenora's GP: 9090. Creepy.
Wasn't going to get into it just yet, but from the looks of it I'll gratefully return the belt to Elle among other things, so I'll need the Flash back. Given Anty's charisma is even and mine is odd, it makes more sense, too.
Again, I'd appreciate a delay, but since it seems pretty urgent to you, then I would gratefully accept the offer on what we can make now. All the 'redeemable' stuff doesn't factor into it, since we're talking about a short-term boost to help me, and by the time we are in position to try and access some of that stuff I'll surely have bounced back already.
Flash is given back to Seira with Antenora's thanks for the loan.
Seira's pendant gains the following from the Shadow Dragon:
+1 competence bonus to caster level when casting shadow or energy drain related spells. (Shadow walk, enervation, ecetera.)
The pendant can be invoked as a standard action to cast Shadow Conjuration 1/day as a 12th level spellcaster.
Thanks to D&A's generosity, my available funds are 57,145gp. I'm returning the belt with my thanks, and getting the Luckstone and the Bright Scale Tonic (x10). Along with paying for the Bright Scale Cloak, that's an expenditure of 50,000gp. It also settles the score with Elle as far as cash is concerned, though I'll find a way to really repay her eventually.
I'd like to order the Boots of the Mountain King, Greater Mk II [21,500gp] from Elle. If necessary, I will put the Cloak of Resistance +5 against that, since it's plenty to cover the costs.
On the Pallanth front, I'd like to ask Celebrimbor if he hears anything about Pearls of Power (I through IV) being on sale. Once any become available, I'm in the market for those, and I'll cover the costs by trading in other magical items if I'm lacking in actual cash at that time.
Anything else will have to wait, sadly, until I can actually afford it.
Do you want the boots immediately Seira? As in, do you have the coin on hand to pay for them?
---
Celebrimbor will let you know if any pop up to his knowledge.
---
Over the downtime Seira managed to get the following out of Kesse and General Andram:
2 potions of Cat's Grace.
1 potion of Delay Poison.
1 Scroll of Shatter.
1 Scroll of Backbiter.
2 Scrolls of True Strike.
1 Eagle's Splendor.
1 Knock.
A sunrod.
A thunderstone.
Gloves of Dexterity+2.
Kesse is really strapped with all the turmoil and going ons, so getting more for awhile may not be realistic.
I don't think I can get them immediately realistically. I have the cloak on hand to trade for the boots, or I could leave it as collateral, whichever works.
The paranoid mage is not returning the empower rod? He'll have a reason to be paranoid, then. >_>
I'm also interested in the following Spell Compendium spells:
The rest of the lesser orbs beside lesser orb of acid (lvl1, page 150-1)
The rest of the orbs besides orb of force (lvl4, page 150-1)
Sound Lance (lvl3, page 196)
Sonorous Hum (lvl3, page 196)
Lesser Spell Matrix (lvl5, page 199)
Draconic Might (lvl5, page 72)
Lesser Dragon Ally (lvl5, page 72)
Dragon Breath (lvl4, page 73)
Dragonskin (lvl3, page 73)
Prismatic Ray (lvl5, page 162)
Nightstalker's Transformation (lvl5, page 148)
Mind Poison (lvl3, page 141)
Master's Touch (lvl1, page 139)
Avoid Planar Effects (lvl3, page 19)
And SRD spells one might hope to copy from Elle or Saul:
Wall of Force (lvl5)
Permancy (lvl5)
Mage's Private Sanctum (lvl5)
Sending (lvl5)
Break Enchantment (lvl5)
Lesser orbs: Okay.
Mainline orbs: These are pretty potent ST shots but they're not bad for level 4. We can give these a go.
Sound Lance: No. It deals a dice size larger than the typical damage spells of this level(Fireball or Lightning bolt) and uses a much more useful element. Being ST does not balance it being 3rd level. I'd have no objection to it being a fourth level spell, though this is probably redundant with Orb of Sound.
Lesser Dragon Ally: I'm fine with the listed GP expenditure.
Sonorous Hum: That's fine. I had Celebrimbor use it so I opened that door.
Lesser Spell Matrix: We'll try this one. I'm a little wary of possible shenanigans here, but it doesn't look crippling to a glance, just good.
Draconic Might: No objection.is, the GP costs make it reasonable enough. HOWEVER, there is also an XP cost, so the costs for actions will go up. Bear this in mind.
Dragon Breath: No objection.
Dragonskin: So wait. You get a better than Barkskin spell at one level higher. Okay, that's one thing. But it gives selectable energy res as well? Bump it up to level 4 and it's fine then.
Prismatic Ray: No objection. However, I need to post an officially changed chart for Prismatic spells. I've been winging it before since it has a 1-2 death effects in it. Feel free to take this once I get that up in the house rules tomorrow.
Nightstalker's Transformation: No objection. Losing spellcasting for the duration is more than a fair tradeoff.
Mind Poison: Not as written. The save DC formula and the wis bombing potential is a little too good for a 3rd level spell. I'm happy to compromise here if you want to straighten out the spell to something more agreeable.
Master's Touch: No objection.
Avoid Planar Effects: No objection.
Wall of Force: Sure.
Permanency: I still haven't come to a satisfactory conclusion to this spell yet. I'll get back to you guys on it.
Mage's Private Sanctum: No objection.
Sending: Like this spell hasn't shown up before. Sure.
Break Enchantment: Sure.
I'll sell the Gloves of Dexterity +2 [4,000gp] and buy lots and lots of scrolls of the eligible SC spells to scribe into the blessed book.
5x25x1x1=125
Lesser Orb of Fire
Lesser Orb of Cold
Lesser Orb of Electricity
Lesser Orb of Sound
Master's Touch
6x25x4x7=4,200
Orb of Fire
Orb of Cold
Orb of Electricity
Orb of Sound
Orb of Acid
Dragon Breath
3x25x3x5=1,125
Dragonskin (without energy res)
Sonorous Hum
Avoid Planar Effects
5x25x5x9=5,625
Lesser Dragon Ally
Lesser Spell Matrix
Draconic Might
Nightstalker's Transformation
Prismatic Ray
Final scroll purchasing cost: 11,075gp
I have... like 70gp left in the end, but still in the black! (loans from Waukeen's temple nonwithstanding)
EDIT: My bad, I already had the Orb of Fire, so I actually have 770gp left!
Alicia loot in Brightwater:
Ring given to you by singing painter.
Loot for from a bandit hideaway:
Pile of coins, small gems and bits of jewelry: 804 GP.
Quote from: Anastasia on February 12, 2009, 04:39:22 PM
Alicia loot in Brightwater:
Ring given to you by singing painter.
Ring of Beauty:
This ring grants a +2 enhancement bonus to Charisma. It provides a +5 competence bonus to performance checks. 8500 GP.
500gp for the table, 240gp as the bounty, and an even 1,000gp for the dozen sold horses. Everything on this trip is being split in half with Amaryl, as per proper adventuring protocol.
2,425gp spent on Scrolls of Disguise Self (CL 11), Knock, Wall of Iron, potion of Invis, 2x silversheen
Antenora will claim the Ring of Beauty, will sort out costs and owes and whatever after session.
Selling:
Cloak of Resistance +5 [25,000gp] : +5 resistance to Fort, Ref, Will : Red, a grinning, burning skull displayed prominently on its back. Ah, memories~
Silvered Holy Longsword +1. [18,000gp]
Buying:
Diadem of Int +4 [16,000gp]
Boots of the Mountain King, Greater [21,500gp] : page 78 of the MIC. Stoneskin 1/day (swift), CL15. Easier movement through rubble, rough terrain, up/downhill, etc.
Leaving with Elle:
Shades of Mindarmor, in hopes she can make them SEE EVIL. Maybe with a cool HUD or something, I dunno.
Crafted Secure Shelter scroll (lvl4), -350gp
Purchasing 2 teleports (paying for the return one in advance) from Elle and one Sending scroll. Teleport scrolls are 1,125 gp each, Sending is 700, total this is 2,950, presuming Elle charges the scroll cost for the teleports.
This brings Deme to 23500-2950=20550.
Leonal Armor: This plate armor is fashioned to make the wearer appear to be a leonal. The helmet is shaped to look like a maned lion's head, and its wearer looks out of the roaring, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage and strike as holy weapons. The wearer gains a +7 to any save against disease or disease effects.
50,000 GP.
Since Deme doesn't want it we'll sell the full plate and get 16,666gp each for the PCs.
Alicia's loot from the house of Mr. Rafadi:
1 box of gold bullion: Oddly, on examination, each bar is ever so slightly underweight. It should be around 11,000 gold if it the bars weren't short shrifted, but they're only worth about 10k or so. It's within a few gold of it, give or take.
1 box of silks: 6,000 GP.
1 bag of gems: 3,000 GP.
This isn't really loot, but you know what? Fuck it. I've always wanted have you guys win a collection of pliant girls. No, no reason.
Seriously though:
30 working girls in total. This doesn't include bouncers, kitchen staff or other miscellaneous sorts.
1 int 5
1 int 7
4 int 8
6 int 9
8 int 10
6 int 11
2 int 12
1 int 14
1 int 16
Most are decent enough folks. Most are happy enough to stay on board as long as they don't take a paycut. Most have an undercurrent of desperation - the pay, even at barrelscrapings compared to the income taken in, is better than most other work they could get. Talents range across the board, a lot of dancing, a touch of singing and the arts, a fair spectrum of cooking, sewing and some odds and ends. Most of them don't know a trade or anything like that, even the bright ones are relatively uneducated. They're all willing to try something new at Alicia and Marie's insistence, though.
For the first week or so team Alicia will be remaining at the inn to ensure a smooth transition, while it will be closed for remodelling for a couple of days as we get our ducks in a row.
The place will also be renamed the Reveller's Oasis.
Most of the girls will continue working as serving girls/dancers - if there isn't one already we'll have a proper stage built in the place. Those with the inclination will be employed as singers, and if any have any talent with instruments I'll go out of my way to procure masterwork instruments for them to play. Any with an inclination for cooking will find new work, as we'll add in a full kitchen so that the place can serve meals as well as drink. The one with 16 int will be tasked with administration duties, being groomed towards running the place when we're not around. I'll also see how they feel about acting, since Alicia enjoys theatre and running plays here would be nice.
In terms of attire I'll try and find a suitably talented tailor (I'll go back to the Endless Plains if necessary) to make uniforms patterned on the Plainswalker Robes for everyone, in deep red silk.
I'll try and find good deals for staple food suppliers in Wetwind to keep the place going if I'm indisposed, but primarily (especially in the beginning as we try to build our reputation) Alicia will source exotic ingredients/drinks from their original locations via teleportation in order to save costs - she should get a great deal on Kelaran wines through her family after all. She'll also plane shift to Brightwater in order to acquire specialty ingredients and drinks.
Since the sad truth is that neither Alicia nor her two outsider friends are especially artistic, she'll also look out for any talented bards on her travels who'd be willing to assist in the tuition of her lovely female staff, who would naturally be compensated for their time.
Whatever can be paid out of the establishment's budget is great, but these big changes coupled with a few days of no business as we remodel will probably require a hefty initial outlay - luckily Alicia recently acquired a fair amount of cash to put towards the endeavour.
edit: Actually one thing Alicia can help is teaching the fine art of conversation. Since she's one of the most diplomatic mortals who ever lived she can surely provide some valid instruction there, and open up another avenue for the girls to keep customers entertained and boost their confidence.
Alicia sells Imp Loot, note that 5,000gp was spent purchasing the inn and 4,000gp on getting it up to scratch.
She still has a fair amount of cash handy right now, so commissions the following magic items:
A bracelet of CL 1 Benign Transposition, command word activated and usable at will, for Marie. The spell is on page 27 of the Magic Item Compendium. Should only cost 1,800gp (1 x 1 x 1,800, bracelet spot corresponds to Allies so it's an appropriate slot)
A one use Bracelet of Friends keyed to Alicia for Jessica. Comes in at 4,750gp.
And a Portable Hole for Alicia, worth 20,000gp.
Total comes to 26,550gp, which she can just barely afford.
Okay, purchases are fine.
2 apple sized diamonds: 20,000 GP each.
Upgrades for Pollyanna, PD Slayer:
+2 Dex gloves (4,000)
+2 Con amulet (4,000)
Minor Cloak of Displacement (24,000)
Darkwood heavy shield, animated, +2 (16,100)
Total: 48,100.
This puts Demedais at 12,550.
Detect evil to Seira's glasses costs 4k, Seira.
Incidentally, how much to tack on Detect Good/Law/Chaos onto them, also at will? I believe that when the abilities are similar, the cost of extra stuff gets a discount.
That's for later, though, so please think about that. I'm paying 4k for this, and supplying 2k to Amaryl's existing (liquid) funds of 2k for the purpose of buying an item of Con +2. If she wants to, and she she wants to, right?
15k goes to the Temple of Waukeen as debt repayment.
Done and done.
Bah, posting spam. Purchasing a wand of CLW for 750gp and giving it to Amaryl for a rainy day.
Loot from Drex:
One gold and oynx horn.
ID~
Greater Horn of Blasting: As per the SRD:
Horn of Blasting, Greater: This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.
70,000 GP. Read the regular horn of blasting entry as well for various clarifications.
Horn is sold so PCs each get 23,333gp.
Loot thread from the elven forest(Ongoing):
Broken platinum chains
Bow of the Lord of the Hunt
Armor of the Lord of the Hunt
Halberd of the Lord of the Hunt
Quiver(With lots of arrows) of the Lord of the Hunt.
Horn of the Lord of the Hunt: Once per day, this horn can be blown to cause nightfall to occur. This lasts for 1 hour and has a range of 1 mile, centered on the blower of the horn. 15,000 GP.
Slender Book titled Estorica: Grants a +5 bonus on knowledge: arcana checks. It must be consulted for 2 hours to grand this bonus on a check; the check is made at the end of the reading. 3,000 GP.
Fizzy purple liquid: This potion, when drunk, changes the race of the imbiber as if a Reincarnation spell had been cast on them. They retain full memories and do not de-age. 10,000 GP.
Deme will put in an identify on the horn before he sleeps and prepares spells for the next day.
Presuming nothing bad happens between now and then.
EDIT: IDing fizzy soda.
Loot thread from the elven forest:
Broken platinum chains: 3,200 GP. While the art is ruined, these are still made of solid platinum.
Bow of the Lord of the Hunt: Longbow+4, seeking. 50,000 GP.
Armor of the Lord of the Hunt: Mithril Breastplate+5. 29,000 GP.
Halberd of the Lord of the Hunt: Halberd+2, flaming burst. 32,000 GP.
Quiver(With lots of arrows) of the Lord of the Hunt.: Efficient Quiver, 1,800 GP. 20 Adamantine arrows: 1,200 GP. 20 silver arrows: 120 GP. 20 cold iron arrows: 40 GP.
Horn of the Lord of the Hunt: Once per day, this horn can be blown to cause nightfall to occur. This lasts for 1 hour and has a range of 1 mile, centered on the blower of the horn. 15,000 GP.
Slender Book titled Estorica: Grants a +5 bonus on knowledge: arcana checks. It must be consulted for 2 hours to grand this bonus on a check; the check is made at the end of the reading. 3,000 GP.
Fizzy purple liquid: This potion, when drunk, changes the race of the imbiber as if a Reincarnation spell had been cast on them. They retain full memories and do not de-age. 10,000 GP.
The Fourth Resort: This ring is a superb defensive ring. It functions as a ring of protection+5, feather falling and grants DR 5/cold iron and epic.
I want the book and I'll grab the silver/cold iron arrows for Amaryl. Dividing things equally works for me, unless someone has a better idea.
Demedais forfeits share to claim the ring, if that's cool. As with the Fifth if it badly needs to be borrowed there's no issue.
Passing Ring of Protection +2 and Ring of Feather Fall to Pollyanna.
Treasure adds up to 145,360gp total.
Demedais wants the artifact ring, so the rest is split 4 ways between Alicia, Seira, Amaryl, and Polly. So they all get 36,340gp each.
Alicia wants the Horn (because it can only be used for evil even if it isn't evil itself) and the Potion (because it could prove useful), so she winds up with 11,340gp and those two items.
Seira gets 33,180gp and 20 silver arrows and 20 cold iron arrows.
Amaryl and Polly get 36,340gp each.
I will scribe:
Knock x2, True Strike x3, Cat's Grace x1, Bull's Strength x1, Bear's Endurance x2
(450gp total cost)
I also want the following potions:
Bull's Strength x1, Cat's Grace x2
900gp for this group, unless I miscounted.
Purchases go without incident and the scrolls are scribed.
Interested in the Orange Ioun Stone [+1CL, 30,000gp], Rod of Extend Spell, Minor [3,000gp] and Pearls of Power I, II, III [1,000gp, 4,000gp and 9,000gp respectively]. Basically, it's time to buy back the stuff that was stupidly sacrificed to an evil goddess of fail.
If a Pearl of Power IV is also available, I'd be interested in that over some of the other pearls.
If Amaryl takes my suggestions for raising the con boost and getting bracers of archery, I'll help her meet her quota first before purchasing anything myself.
I also forgot that I wanted to scribe Sending [562.5gp, if I'm not mistaken]. I'd probably wish to make a scroll each of Voice of the Dragon, Break Enchantment, Lesser Spell Matrix, Lava Breathing, Master's Touch, Spell Vulnerability and Sonorous Hum, and two Avoid Planar Effects scrolls.
Quote from: Corwin on April 04, 2009, 05:52:07 PM
Interested in the Orange Ioun Stone [+1CL, 30,000gp], Rod of Extend Spell, Minor [3,000gp] and Pearls of Power I, II, III [1,000gp, 4,000gp and 9,000gp respectively]. Basically, it's time to buy back the stuff that was stupidly sacrificed to an evil goddess of fail.
If a Pearl of Power IV is also available, I'd be interested in that over some of the other pearls.
If Amaryl takes my suggestions for raising the con boost and getting bracers of archery, I'll help her meet her quota first before purchasing anything myself.
I also forgot that I wanted to scribe Sending [562.5gp, if I'm not mistaken]. I'd probably wish to make a scroll each of Voice of the Dragon, Break Enchantment, Lesser Spell Matrix, Lava Breathing, Master's Touch, Spell Vulnerability and Sonorous Hum, and two Avoid Planar Effects scrolls.
Your purchases can go without incident. The Pearl of Power 4 can be bought if you'd like. I'm not sure about Amaryl yet, still debating what she wants.
The scrolls go without incident.
Okay. I'll get Pearl of Power IV and the Ioun Stone for now, and might we well get the Clear Spindle Ioun Stone [4,000gp] (never require food or drink) to complete the set of stuff I had. That makes it an even 50k, and I'll wait on Amaryl for the rest so that I don't go over the quota. I wanna learn Quick Potion [lvl2, SC p164], so if that's available I'm interested in purchasing a scroll for 150gp.
Since I'm reading the SC anyway, it has a few more spells that might be fun: Raging Flame [lvl1, SC p164], Ray of Deanimation [lvl4, SC p166], Fearsome Grapple [lvl2, SC p90], Greater Resistance (lvl4, SC p174), Antidragon Aura (lvl3, SC p14), Whirling Blade (lvl2, SC p238), Body of the Sun (lvl2, SC p35), Scintillating Scales (lvl2, SC p181), Targetting Ray (lvl1, SC p219), Sniper's Shot (lvl1, SC p194), Shock and Awe (lvl1, SC p189), Serene Visage (lvl1, SC p182), Analyze Portal (lvl3, SC p10), Sign of Sealing (lvl3, SC p189), Portal Alarm (lvl2, SC p160), Improved Portal Alarm (lvl4, SC p160)
Lots of fun spells, let me know which are eligible?
While I probably shouldn't talk for Dune, I've used Antidragon Aura before (against the shadow dragon), so it should be okay.
Also, Seira and Deme are splitting the costs of a Wand of CLW and a Wand of Lesser Restoration, coming up for 2625 gold each presuming a Wand of Lesser Restoration is 4500 gp like the rest of the 2nd level spells.
Right. As a reminder, Salman gave me 10k towards establishing a stable wormhole between Balmuria and the capital, so that money could be used to get more scrolls! If you manage to find them, anyway. Getting 5 total would cover both our short-term ambitions, Deme~
Quote from: Taishyr on April 05, 2009, 03:27:07 PM
While I probably shouldn't talk for Dune, I've used Antidragon Aura before (against the shadow dragon), so it should be okay.
Also, Seira and Deme are splitting the costs of a Wand of CLW and a Wand of Lesser Restoration, coming up for 2625 gold each presuming a Wand of Lesser Restoration is 4500 gp like the rest of the 2nd level spells.
Yes, Antidragon aura is fine because of that. Okay, buying those two wands goes without incident.
Quote from: Corwin on April 05, 2009, 03:45:38 PM
Right. As a reminder, Salman gave me 10k towards establishing a stable wormhole between Balmuria and the capital, so that money could be used to get more scrolls! If you manage to find them, anyway. Getting 5 total would cover both our short-term ambitions, Deme~
Right. One of you note this down on your sheet?
Quote from: Corwin on April 05, 2009, 02:03:55 PM
Okay. I'll get Pearl of Power IV and the Ioun Stone for now, and might we well get the Clear Spindle Ioun Stone [4,000gp] (never require food or drink) to complete the set of stuff I had. That makes it an even 50k, and I'll wait on Amaryl for the rest so that I don't go over the quota. I wanna learn Quick Potion [lvl2, SC p164], so if that's available I'm interested in purchasing a scroll for 150gp.
Since I'm reading the SC anyway, it has a few more spells that might be fun: Raging Flame [lvl1, SC p164], Ray of Deanimation [lvl4, SC p166], Fearsome Grapple [lvl2, SC p90], Greater Resistance (lvl4, SC p174), Antidragon Aura (lvl3, SC p14), Whirling Blade (lvl2, SC p238), Body of the Sun (lvl2, SC p35), Scintillating Scales (lvl2, SC p181), Targetting Ray (lvl1, SC p219), Sniper's Shot (lvl1, SC p194), Shock and Awe (lvl1, SC p189), Serene Visage (lvl1, SC p182), Analyze Portal (lvl3, SC p10), Sign of Sealing (lvl3, SC p189), Portal Alarm (lvl2, SC p160), Improved Portal Alarm (lvl4, SC p160)
Lots of fun spells, let me know which are eligible?
Clear Spindle Ioun Stone is bought without incident.
Raging flame: The effect on nonmagical fires is fine. The effect on magical fires isn't cool. That's the exact effect of Fiery Spell and a 1st level spell shouldn't be easily replicating metamagic like that.
Ray of Deanimation: Fine.
Fearsome Grapple: If you really want to be a TRM, okay.
Greater Resistance: Fine.
Whirling Blade: Fine, Alicia uses it.
Body of the Sun: Yeah, sure.
Scintillating Scales: No. That spell is a dragon's wet dream. It's saner for everyone if that spell doesn't exist.
Targetting Ray: This is fine, but for a first level spell it needs a cap. It goes on infinitely as written.
Sniper's Shot: Sure, that's fine.
Shock and Awe: That's fine, Jessica grabbed that spell herself.
Serene Visage: No.
Analyse Portal: Okay.
Sign of Sealing: Okay.
Portal Alarm: Both this and the greater version are fine.
As a reminder from #e: Quick Potion [lvl2, SC p164] and Balor Nimbus [lvl2, SC p24].
Quick Potion: This seems like a ghetto ring of spell storing effect. I don't have any objection.
Balor Nimbus: Bump it up a level. It's too good at what it does(Extra grappling damage or a grappling deterrent) for a level 2 spell.
Oh, and Seira, if you have any other spell comments, post them now and here so I can deal with them? Also, what did you want Amaryl to get? You were talking about that yesterday.
Only thing I can think of at this point is to suggest the cap you mentioned for Targetting Ray. +5 caps seem standard for lvl1 stuff, though I won't say no to a +6 cap which would happen at level 18.
+5 is fine.
Okay, Amaryl's suggested purchases.
I think having con is pro so buying the con item to +4 is neat. If she doesn't want to get the greater bracers of archery, the lesser ones are fine, and she has leftover cash for a cloak of resistance and/or gloves of dex.
That sounds good. I'll work out the exact purchases and post them here shortly.
Scroll purchases:
lvl1: 25x4=100gp
raging flame
targetting ray
sniper's shot
shock and awe
lvl2: 25x2x3x5=750gp
fearsome grapple
whirling blade
body of the sun
portal alarm
quick potion
lvl3: 25x3x5x4=1,500gp
antidragon aura
analyze portal
sign of sealing
balor nimbus
lvl4: 25x4x7x3=2,100gp
ray of deanimation
greater resistance
improved portal alarm
4,450gp total
I'll scribe those and hold off on getting scrolls of Sending and such (a scroll each of Voice of the Dragon, Break Enchantment, Lesser Spell Matrix, Lava Breathing, Master's Touch, Spell Vulnerability and Sonorous Hum, and two Avoid Planar Effects scrolls) until I have cash.
Amaryl and Polly get 36,340gp each. Let's do Amaryl first.
She has no banked gold so she has a total of 36,340 to work with. She first upgrades her amulet of health from +2 to +4. This costs 12,000 GP. 24,340 left.
She then buys Bracers of Archery, Lesser. The greater ones tempt, but 20k isn't worth another +1 to hit/damage right now. This costs 5,000 GP. 19,340 left.
She then buys Gloves of Dexterity+2. This costs 4,000 GP. 15,340 left.
From there she sells her Cloak of Elvenkind. This nets her +2,500 GP. 17,840 left.
She then buys a Cloak of Resistance+4. This costs 16,000 GP. 1,840 left.
She'll keep the last 1,840 in gemstones on her person.
Quote from: Corwin on April 08, 2009, 02:03:59 PM
Scroll purchases:
lvl1: 25x4=100gp
raging flame
targetting ray
sniper's shot
shock and awe
lvl2: 25x2x3x5=750gp
fearsome grapple
whirling blade
body of the sun
portal alarm
quick potion
lvl3: 25x3x5x4=1,500gp
antidragon aura
analyze portal
sign of sealing
balor nimbus
lvl4: 25x4x7x3=2,100gp
ray of deanimation
greater resistance
improved portal alarm
4,450gp total
I'll scribe those and hold off on getting scrolls of Sending and such (a scroll each of Voice of the Dragon, Break Enchantment, Lesser Spell Matrix, Lava Breathing, Master's Touch, Spell Vulnerability and Sonorous Hum, and two Avoid Planar Effects scrolls) until I have cash.
Purchases go without incident.
Demedais requests Elle use Analyze Dsomethingsomething or Identify, whichever would work, on the book and the evil chaotic eye sword, warns her of what happened to Seira when she read the book. Also gives Amaryl 100 gp to arrange a nice night for Seira since it was stressful.
He then settles in, Amanuensis' the old religious text he picked out from the first room and gets the copy to the High Priest, and during downtimes he reads through the old books that he carried back. Also Identifies the magical equipment they retrieved.
As a reminder for myself, what was retrieved:
Magical:
Creepy and gross eye sword
There are three magical weapons that are still intact: A greatsword with the eye of helm at it's hilt, a morning star made of mithral, and a double sword with tapering blades and perfect symmetry.
Taking the three weapons, the two head to armor. Here they find two surviving, magical suits of armor. One is an ornate full plate, with a visored helmet and regal plume atop it. The other is a war-scarred set of chain mail. The links gleam, save for where weapon impacts dull the metal into a gray shade.
Artifact-level?:
Book
Normal books:
'The Scriptures of the High Watcher' in Common
Two books on the teleportation circles.
Three books on the statues.
Two books on the defenses.
Several treatises on threats beyond the world. There's one called 'Tyrants of the Pit', 'The Endless Screaming Abyss', 'Primal Chaos and those that bow to it', and other such tomes.
Several books on military tactics. They emphasize using magic and strength at arms together.
Amaryl and Polly get 36,340gp each. Let's do Polly now.
She buys the Lord's Mithril Breastplate+4 and sells her mithril chain shirt+1. -29,000 and +3,000. This equals -26,000 in total. 10,340 left.
She then pays 5,000 GP to add sizing to the armor so that she can wear it. 5,340 left.
5,340 left, which she puts in the trust of the Temple of Helm for now.
Quote from: Taishyr on April 08, 2009, 02:47:47 PM
Demedais requests Elle use Analyze Dsomethingsomething or Identify, whichever would work, on the book and the evil chaotic eye sword, warns her of what happened to Seira when she read the book. Also gives Amaryl 100 gp to arrange a nice night for Seira since it was stressful.
He then settles in, Amanuensis' the old religious text he picked out from the first room and gets the copy to the High Priest, and during downtimes he reads through the old books that he carried back. Also Identifies the magical equipment they retrieved.
As a reminder for myself, what was retrieved:
Magical:
Creepy and gross eye sword
There are three magical weapons that are still intact: A greatsword with the eye of helm at it's hilt, a morning star made of mithral, and a double sword with tapering blades and perfect symmetry.
Taking the three weapons, the two head to armor. Here they find two surviving, magical suits of armor. One is an ornate full plate, with a visored helmet and regal plume atop it. The other is a war-scarred set of chain mail. The links gleam, save for where weapon impacts dull the metal into a gray shade.
Artifact-level?:
Book
Normal books:
'The Scriptures of the High Watcher' in Common
Two books on the teleportation circles.
Three books on the statues.
Two books on the defenses.
Several treatises on threats beyond the world. There's one called 'Tyrants of the Pit', 'The Endless Screaming Abyss', 'Primal Chaos and those that bow to it', and other such tomes.
Several books on military tactics. They emphasize using magic and strength at arms together.
Analyze Dweomer fails on the book.
8 Eyes: This glaive is studded with quasi-living eyes. It functions as a glaive+1, anarchic. Two times per day, the user may see through the eyes and use any one of the following spells as a spell like ability(CL 8): Detect Magic, Detect Law, Detect Undead, Detect Poison, Detect Good, Detect Evil, Detect Secret Doors, Detect Animals and Plants. 25,000 GP.
Amaryl blushes very hotly and declines the money. She has more than she can think of right now and she, um, er...can make Seira happy without money. She quickly excuses herself after saying that.
The high priest takes the text and will read it, thanking you.
The magical gear is the following:
Greatsword+1, axoimatic; Mithril Morning Star+2 impact; Double Sword+1 axiomatic; full plate+2; chainmail+2, axeblock.
We'll deal with the books IC tomorrow, say?
Demedais leaves the weapons and armor with the church, as well. He also gingerly takes the 8 Eyes sword to the High Priest and brings up the idea of "rectification" of the sword, using what Alicia's been doing as an example.
You swear to Helm that the stupid glaive is looking at you when you move it. We'll cover the rest tomorrow as well. Also, you know a glaive is a type of polearm and not a sword, right?
I didn't, truth be told!
The More You Know...
Edit: Absent from the list above was this:
A large section on crafting arms and armor, including a few on magical craft. <-- I took only the ones on magical craft.
Purchases:
One Teleport Circle scroll (5,000)
One book on Helm (how much?)
Three potions of Fly (2,250)
The teleport circle comes from Salman's funds; if later it's found they could have been bought cheaper Deme will cover the cost difference.
Scroll of Sending also purchased. (-700)
From the slain gelugon:
1 Falchion
1 Battleaxe
1 ring
1 studded leather armor.
All are magical. From inside it's pouch:
3 vials with pink-red liquid.
35 GP in local coin.
A book written in Infernal. It would need to be read to understand it's contents.
From the hamatula:
1 longbow
The vials are magic, the coins and book aren't.
I'll ask Elle to cast Analyze Dweomer on all the magic stuff. Any evil stuff will get put in the vault while the sellable stuff will be split between Alicia, Anty, Donald, and Elle.
Adamantine Falchion+1: 5000 GP.
Cold Iron Battleaxe+1: 4000 GP.
Ring of Mind Shielding: 9000 GP.
Studded Leather Armor+2: 4000 GP.
3 Potions of Bull's Strength: 900 GP in total.
35 GP in local coin as a reminder.
Longbow+1, unholy. This bow allows up to a +15 strength bonus to be used, but without penalty for a lesser strength. Three times per day, as a full round action, it may unleash an arrow that can have any one of the following effects:
Edict of Hell: Acts as a suggestion spell(DC 27) as well as doing damage. The suggestion is shouted by the mouth of the bow when the arrow is shot.
Flames of Hell: The arrow fired deals an extra 6d6 fire damage. The mouth of the bow belches forth flames that engulf the arrow.
Voice of the Pit: The arrow fired deals an extra 3d12 sonic damage. The mouth of the bow screams phrases in the Dark Speech, cursing the arrow with twisted sonic power.
It has other powers, but it is beyond this magic's ability to understand.
Bow isn't going to be sold. Remainder totals up to 22,935gp. Split 4 ways between Alicia, Anty, Donald, and Elle that gives us 5,733gp each.
Alicia promptly requests the following to replace some of what was lost in that encounter:
720gp on 2 silvered banishing arrows for Marie
4,750gp on a bracelet of friends for Jessica, keyed to Alicia
Leaving her with a tidy profit of 263 shiny gold coins.
Antenora will contribute to pay for half of the costs for Marie and Alicia's purchases as well.
Alicia spends a further 300gp on a potion of invisibility for Jessica. Anty also gives her 2,735gp to help cover replacement costs outlined in my last post.
Elle gets 4,750 and adds that to her likely oversized gold account. I wonder where she keeps it all?
Donald gets 4,750.
Antenora gets 2,015 GP.
Donald buys Gauntlets of Ogre power since he could really use more hitting, since he's a hitty fighter who hits a lot of things with hitting. Yeah. He'll start saving up for save boosters/more exotic things later, but right now he needs to excel at his main role more.
From Shankar's furious trance:
1 scroll of Resurrection.
Books left by Esthan as a 'gift':
Alicia's Book: Tome of Leadership and Influence+1, 27,500 GP.
Seira's Book: Tome of Clear Thought+1, 27,500 GP.
Deme's Book: Tome of Gainful Exercise+1, 27,500 GP.
Things found in the Hamatula's lair:
Treatise of Pain:
A book written by a creature called Rosier, it details agony, rape and all sorts of horrible deviance to cause pain. It's unpleasant, cursed reading. It might have some value to the right person, if you're willing to spread such vile knowledge.
Rants:
The book inside are about a woman. She apparently shoots some sort of magical fire and ruined this devil's plans. He rants about her at length, several gruesome revenges plotted out.
Papers:
Mostly notes and small reports, though it does have a bit about how a 'walking devil' visisted him and promised that it would get a chance at revenge on that the woman who 'wronged' it.
Beltpouch: 99 GP in loose coins.
Golden Shine (Chakram +1, Holy Returning) - 32,000gp
2 Silversheen vials, 500gp
5 Bless Weapon oils, 500gp
I find myself in need of selling the dagger +1 [2,000gp]
Okay, done.
By the way, post/edit in your proposal about the chakram so it's on the record?
It's, erm, more of a request. I never got to use it, and I have the spells for it and everything. I want to use it this one adventure no one's around anyway to enjoy the cash from it and then sell it normally.
Cool.
That was 99% for having good organization and records if it matters down the line.
From Seira's purification adventure:
(Possibly) Sun Blade: As per the SRD. I'm also ruling that it does triple damage instead of double on undead/negative energy creatures on a critical hit. You confirm the crit as normal and if successful the x2 multiplier rises to x3. (Amaryl would've gone from 2d10+16 to 3d10+24, not to 6d10+96.) No other critical hit effects apply, the extra damage results from the power of a Sun Blade being anathema to undeath. 50335 GP.
Yellow gems: Yellow gemstones of all types were found from the shards of Shadow's Breath. They sell for a grand total of 38,304 GP.
Seems like we're selling the gems and the chakram, which comes down to 70,304gp, or 23,434.6gp per PC. Works?
I'll reimburse Elle for her scroll of Shadow Walk, which costs 1,650gp, if memory doesn't mislead me.
That's correct.
Done. Also purchasing Pearls of Power I, II, III and a Rod of Metamagic/Lesser Extend. That's 1,000+4,000+9,000+3,000=17,000gp. Amaryl keeps the Sun Blade, I'm sure eventually we'll get stuff I like and want to keep instead, so it'll work out.
Purchases go without incident.
Alicia buys boots of temporal acceleration (43,000gp) with the enhancement from boots of striding and springing tacked on (1.5x 5,500gp = 8,250gp)
Total of 51,520gp
She also sells her old boots, except she does so while disguised with alter self and at a planar market so no one can tie them back to her. Given how long she's had them, they'd make excellent scrying aids for certain nasty people. Or just scary people with creepy fetishes.
Wanted to ask about the elegibility of the following spells (basically, if they exist and scrolls of them might be purchased):
Spell Compendium:
p90, Fell the Greatest Foe
PHB2:
p106, Celerity (lvl4)
p108, Chasing Perfection (lvl6)
p110, Dancing Blade (lvl5)
p110, Deflect (lvl2)
p110, Lesser Deflect (lvl1)
p111, Dispelling Touch (lvl2)
p114, Evard's Menacing Tentacles (lvl3)
p121, Greater Mirror Image (lvl4)
p122, Mystic Surge (lvl4)
p122, Overwhelm (lvl6)
p123-124, Regroup (lvl3)
p124-125, Scattering Trap (lvl3)
p125, Seeking Ray (lvl2)
p127, Sure Strike (lvl2)
Spell Compendium:
p90, Fell the Greatest Foe - Okay.
PHB2:
p106, Celerity (lvl4) - No. This spell is broken and far, far, far, far, far too abusive in any setup. Being able to stop the battle and take an action on the spot is incredibly good and when you factor in a wizard's spell set? Yeah, no. This spell is known to be broken for a reason. Consider all three versions banned.
p108, Chasing Perfection (lvl6) - No objection.
p110, Dancing Blade (lvl5) - Sure.
p110, Deflect (lvl2) - Okay. This spell is basically a slightly better shield.
p110, Lesser Deflect (lvl1) - Ditto.
p111, Dispelling Touch (lvl2) - Sure. Do bear in mind it only effects one spell at maximum, it's not a normal focused dispel.
p114, Evard's Menacing Tentacles (lvl3) - Don't you have a spell just like this. No objection; poor Amaryl. <_<
p121, Greater Mirror Image (lvl4) - Change the duration to 1/round level and it's fine. It's a good combat spell but a little better balanced then.
p122, Mystic Surge (lvl4) - Sure.
p122, Overwhelm (lvl6) - This spell looks better than Harm on first reading. However, being mind effecting and dealing non lethal damage prevents it from working on quite a few targets. I have no objection to it.
p123-124, Regroup (lvl3) - This is fine. Donald nearly grabbed this spell, but I believe you argued him off of it.
p124-125, Scattering Trap (lvl3) - Sure.
p125, Seeking Ray (lvl2) - Okay.
p127, Sure Strike (lvl2) - Sure.
Old gold, silver, mithral and other valuable ores:
There's some bad luck with it. Some of the gold is pyrite and worthless, though the majority is the real thing. The total value for the minerals is 4,293 GP.
Various writings:
The writings from the cradles are nothing but names. Interesting but not really relevant to anything at all. The skins from the statue of Auril are her unholy doctrine of winter's supremacy and the like. At the end of that part, it records marriages, deaths, births and changes to the clan leadership. It goes for several generations, ending with the slaying of Chief Asywil. No new chief is written to take his place.
The tent full of skins lists deeds of valor. These are varied, usually against the elements or fearsome beasts of the hunt. But by the end, the focus changes. The last few are of battles against 'Those that walk past death' and against 'The Dark God of Death'. The last record is of the champions who slew Chief Asywil, going east to confront this Dark God of Death.
Alicia and Seira get 2,146gp each from sale of ore.
-150gp for three days of Nondetection.
-3,333 to Alicia, Antenora and Seira for reagents.
I would like to purchase 4 Endure Elements scrolls from Elle (100gp total).
Leftover reagent, as you didn't hit any hiccups in the repairs at all: 3,000 GP.
1,000gp back each~
Purchasing the following scrolls:
PHB2:
p110, Dancing Blade (lvl5)
p110, Deflect (lvl2)
p110, Lesser Deflect (lvl1)
p111, Dispelling Touch (lvl2)
p114, Evard's Menacing Tentacles (lvl3)
p121, Greater Mirror Image (lvl4)
p122, Mystic Surge (lvl4)
p123-124, Regroup (lvl3)
p124-125, Scattering Trap (lvl3)
p125, Seeking Ray (lvl2)
p127, Sure Strike (lvl2)
4,275gp for them.
Right.
2 scrolls of Endure Elements, 50gp
8 Eyes: This glaive is studded with Eye of Helm. It functions as a glaive+1, axiomatic. The wielder can detect chaos and evil as a free action while holding it. Further, 8 Eyes' vision supplements the wielder's own, granting a +5 sacred bonus to spot checks. 30,000 GP.
As soon as I have a moment, I'll use Permanency along with See Invisibility upon myself. Also, time to read that book.
Incidentally, could I order/purchase gloves of +5 UMD or something along those lines?
Let me get back to you on that, Cor.
---
Darts. Will note these tonight, my fault.
Darts of Arcane Fire: When used as a mundane weapon, each of these darts functions as a dart+1, returning. When used by an arcane spellcaster, they gain the following function:
Arcane Fire(Su):
As per the Archmage High Arcana ability. If you lack archmage levels, your archmage level is considered 3 for damage calculations. If you have archmage levels, you gain a +3 bonus to your effective archmage level to determine damage with Arcane Fire. The attack is launched by throwing all three darts at once, if darts are missing, the ability does not function.
No price, as this is a minor artifact. Replicating a powerful PrC ability is quite rare even on the best of days.
Filetta's Staff: Staff of Conjuration. 48 charges left. 62,400 GP.
Purchasing Feather Token: Bird x5 for 1,500gp total.
Since no one wants it, we sell Filetta's staff and wisely keep quiet where we found it (unless we're selling to the sort of deviants where that'd drive up the value).
Split 62,400gp 4 ways between PCs and Anty that's 15,600gp each.
We'll split the staff four ways, 15,600gp each, unless Deme or Anty want it?
I've no interest. Selling it works.
Things Deme Wants To Buy:
1) A glamer enchantment so his armor looks like normal armor. (Should be just +2,700.)
2) A set of gloves with two enchantments.
a) Dex +2.
b) +8 to sunder attempts in a round, 2/day.
Unsure on price here.
3) MIC Magic-eating Armor variant. Instead of checking for saving throws, either SR checks or both SR and saving throws would work. The base form in the MIC is +10,000... Mmm. As I see it, checking SR's not terribly different, it's just not usually an option for most people, so changing it to SR shouldn't be much more expensive, if at all. Checking saving throws is half the cost or so, so if I wanted to do both, by the former logic... +5,000 to the base?
The only other modification I'd want to make is to have it heal 2 points per level or something akin to that. Alternately, heal by 4*how much I passed by? Might be an interesting trick to add on to that. I don't know. In general SR seems to fit what they were doing here far more, but.
Post 1:
Gloves of UMD are fine. Standard price of a +5 competence bonus item. Post and deduct cash if you still want them, Seira.
Antenora offered to buy Marie more banishing arrows. Alicia, how many does she want?
Marie would like 3 Silvered and 3 Cold Iron banishing arrows. Should total to 2,160gp near enough.
Purchase is without incident. Antenora has 13440 GP left of the staff profits. Will come back to this post shortly.
Quote from: Taishyr on May 15, 2009, 04:01:01 PM
Things Deme Wants To Buy:
1) A glamer enchantment so his armor looks like normal armor. (Should be just +2,700.)
2) A set of gloves with two enchantments.
a) Dex +2.
b) +8 to sunder attempts in a round, 2/day.
Unsure on price here.
3) MIC Magic-eating Armor variant. Instead of checking for saving throws, either SR checks or both SR and saving throws would work. The base form in the MIC is +10,000... Mmm. As I see it, checking SR's not terribly different, it's just not usually an option for most people, so changing it to SR shouldn't be much more expensive, if at all. Checking saving throws is half the cost or so, so if I wanted to do both, by the former logic... +5,000 to the base?
The only other modification I'd want to make is to have it heal 2 points per level or something akin to that. Alternately, heal by 4*how much I passed by? Might be an interesting trick to add on to that. I don't know. In general SR seems to fit what they were doing here far more, but.
1. Goes without incident.
2. Dex+2 is 4,000 GP. I'm going to peg the sunder attempt at 20k by eye. Sunder attempts are funny to price since they fundamentally destroy loot and limit themselves on account of that. That would add up to 26k total. (20 base for sunder, 6k for added on +2 dex.)
3. Let me get back ton you on that in another post, that takes some work on my end to figure out.
Stuff in the abandoned red dragon's lair:
Ancient teakwood drawer: 810 GP.
Pile of gold coins at it's feet: 142 GP.
Scales: 25 GP.
Pile of gemstones 1(Agates, Tanzinite, small rubies): 1,409 GP.
Pile of gemstones 2(Sunstones, yellow quartz): 1660 GP.
Book collection on the cycles of Mechanus: 2,045 GP.
Full Plate Armor: 1,500 GP.
Tapestry showing the cycle of life, death and rebirth in the Outer Planes: 1,935 GP.
Pile of copper coins: 200 GP.
Small glass statue of a lemure: 50 GP.
A bar of a rare metal called electrum, a blend of gold and silver: 250 GP.
Seven basilisk's teeth, made into a necklace on an iron chain: 292 GP.
A chessboard made of darkwood and mithril(The pieces are missing): 839 GP.
A tankard engraved with the face of a Leonal: 750 GP.
Quote from: Anastasia on May 16, 2009, 11:13:27 AM
Purchase is without incident. Antenora has 13440 GP left of the staff profits. Will come back to this post shortly.
Antenora already has 10212 GP. That's 23652 total GP. She spends 16,000 on a belt of giant strength+4. This leaves her with 7652 GP. She tithes 1,632 GP to the Temple of Mystra, as well as 1,000 to the temple of Helm and the temple of Waukeen, as thanks and homage. This leaves her with 4,000 GP, which she gives to Marie. She has more than enough gear right now and Mystra wants Marie to be safe, so she tells her to buy some gear with it. This puts Antenora at 20 GP left for expenses on her upcoming trip.
Before I had my blessed book, I had normal spellbooks. Roughly calculating the spell pages filled up, it should be between five to five and a half books total. Are they sellable?
Marie thanks Antenora profusely and buys herself a nice little cloak of resistance +2.
Meanwhile, Alicia adds the nimbleness enhancement to her armour, moving it from +5 equivalent to +6 for 11,000gp and spends 18,000gp on improving her +4 amulet of natural armour to +5. This leaves her with 1,477gp left over.
My lvl0-4 spells take up 14+59+120+186+206 pages.
My lvl0-4 spells from the time I had the Blessed book take up 2+6+10+30+40 pages.
Total ends up 497 pages, which is five full books. 5x10,000gp?
Also, scribing Teleport and Sending for 1,125gp.
Scribing another scroll of Sending (562.5gp), this time for myself, and two of Heroic Aspirations (150gp) for Amaryl using Quick Potion/Cat's Grace.
Interested in purchasing two Divine Power (1,400gp) scrolls.
Purchasing Gloves of UMD +5 for 2,500gp.
Lair loot is 11,907gp, for reference, if I decide to do something with it.
Arcane Thieves' Tools, MIC p150. 1,400gp. Purchasable? Sound like they could be useful.
Anyway, it sounds as if I'm going to be improving my ring of protection before we leave for the ruins, and possibly buying an amulet of natural armor once more.
All of that is fine, save for the lockpicks. Double the price, the MIC feels like it undershot it. They're fine fo 2,800 GP.
Purchasing gloves of Disable Device +5 for 2,500gp, as discussed.
Ring of Prot +2 (8,000gp) -> Ring of Prot +4 (32,000gp) for 24,000gp.
Getting Bracers of Armor +6 for 36,000gp
17,555+50,000-562.5-150-1,400-2,500-2,500-24,000-36,000=442.5gp
Alright, decent amount purchased.
Glamer (-2700)
+2 Dex Gloves (-4000)
Adding +4 Con to my Amulet of Natural Armor +3 to make Amulet of the Watcher +3 AC/+4 Con. (-24000)
+4 Cha Cloak (-16000)
Leaves me with 7500 plus 5000 from Salman for those teleportation circles.
Loot from the jungle ruins quest:
Pickings of a mock dragon's lair: 1,200 GP.
2 pebble sized precious stones: 2000 GP each. These are called River Gems. They're made by the natural processes of River Winders, much like pearls are made by oysters. These ones are unusually colorful, the ones in the lands just before the jungle tend towards green instead.
1 stone sized precious stone: 3000 GP.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
2 Gnomecraft short swords - Short swords+1, greater gnomecraft. Greater gnomecraft is an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. : 10,000 GP each.
1 Gnomecraft dagger: Dagger+1, greater gnomecraft: 10,000 GP.
6 gnomecraft arrows(Polly has two): Greater Gnomecraft arrows+3. 360 GP each.
Ring of Force Shield: 8,500 GP.
Ring of Protection+4: 36,000 GP.
Earthenware jar with 4 magical tokens in it: These tokens are keyed to the gnomish ruins. The wearer is able to command some of the monsters there, and most of the traps are keyed to disarm when a token is detected within a ten foot radius.
Gnomish books on diabolical summons - There is value to these as a study on the diabolical. They would grant a +3 circumstance bonus to any checks made to summon, bind, or dominate devils if used in a ritual. The books, while they contain forbidden knowledge that most are best never knowing, are not intrinsically evil. If you guys are willing to sell these, I'll give you a price.
10 bottles of unholy water: 250 GP.
2 gnomish earthenware jars: 200 GP each as historical artifacts.
PCs all contribute 500gp each to get Seira a ruby lens in a golden loop (the focus for analyze dweomer)
Also when Seira's IDing all our junk with said spell, I'll ask her to take a look at my jar of wild magic tainted goddess bathwater.
Loot from the jungle ruins quest:
Pickings of a mock dragon's lair: 1,200 GP.
2 pebble sized precious stones: 2000 GP each. These are called River Gems. They're made by the natural processes of River Winders, much like pearls are made by oysters. These ones are unusually colorful, the ones in the lands just before the jungle tend towards green instead.
1 stone sized precious stone: 3000 GP.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
2 Gnomecraft short swords - Short swords+1, greater gnomecraft. Greater gnomecraft is an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. : 10,000 GP each.
1 Gnomecraft dagger: Dagger+1, greater gnomecraft: 10,000 GP.
6 gnomecraft arrows(Polly has two): Greater Gnomecraft arrows+3. 360 GP each.
Ring of Force Shield: 8,500 GP.
Ring of Protection+4: 36,000 GP.
Earthenware jar with 4 magical tokens in it: These tokens are keyed to the gnomish ruins. The wearer is able to command some of the monsters there, and most of the traps are keyed to disarm when a token is detected within a ten foot radius.
Gnomish books on diabolical summons - There is value to these as a study on the diabolical. They would grant a +3 circumstance bonus to any checks made to summon, bind, or dominate devils if used in a ritual. The books, while they contain forbidden knowledge that most are best never knowing, are not intrinsically evil. If you guys are willing to sell these, I'll give you a price.
10 bottles of unholy water: 250 GP.
2 gnomish earthenware jars: 200 GP each as historical artifacts.
Alicia's flask: Decanter of Endless Water: 9,000 GP.
Donald wants the Ring of Protection+4 now and probably to buy afterwards. He needs the AC.
Donald can use the ring for now if he likes. We'll sort out permanent distribution once we're finished with the ruins entirely, so all the stuff can stay in the portable hole for now.
What Eb said. Lagann would like to try and wield the uber gnomish shortsword in case he hits better with it.
If Abby wants to try and bind fiends, she could have fun with the gnomish texts?
Quick purchase of a wand of CLW.
Also, I figure Demedais/Seira/Alicia will each take a token of yelling at the Ruins traps. Who should get the fourth? Probably Donald of the lol rush into things, but.
Wand of CLW are pretty standard and one is bought without incident.
Token distribution is fine.
How about Amaryl? One of the archers should have it in case badness happens in melee or we're too occupied and Donald rushed off again.
Loot from the jungle ruins quest:
Pickings of a mock dragon's lair: 1,200 GP.
2 pebble sized precious stones: 2000 GP each. These are called River Gems. They're made by the natural processes of River Winders, much like pearls are made by oysters. These ones are unusually colorful, the ones in the lands just before the jungle tend towards green instead.
1 stone sized precious stone: 3000 GP.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
2 Gnomecraft short swords - Short swords+1, greater gnomecraft. Greater gnomecraft is an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. : 10,000 GP each.
1 Gnomecraft dagger: Dagger+1, greater gnomecraft: 10,000 GP.
6 gnomecraft arrows(Polly has two): Greater Gnomecraft arrows+3. 360 GP each.
Ring of Force Shield: 8,500 GP.
Ring of Protection+4: 36,000 GP.
Earthenware jar with 4 magical tokens in it: These tokens are keyed to the gnomish ruins. The wearer is able to command some of the monsters there, and most of the traps are keyed to disarm when a token is detected within a ten foot radius.
Gnomish books on diabolical summons - There is value to these as a study on the diabolical. They would grant a +3 circumstance bonus to any checks made to summon, bind, or dominate devils if used in a ritual. The books, while they contain forbidden knowledge that most are best never knowing, are not intrinsically evil. If you guys are willing to sell these, I'll give you a price.
10 bottles of unholy water: 250 GP.
2 gnomish earthenware jars: 200 GP each as historical artifacts.
Alicia's flask: Decanter of Endless Water: 9,000 GP.
---
Stuff from the slime's lair.
Books from hellcat/slime laboratory.
Gemstone from the bottom of the slime pool, surrounded by metal.
4 antitoxins
2 potions of resist energy(acid) 10
1 wand of delay poison
3 scrolls of neutralize poison
3 scrolls of restoration
Deme's cold weather outfit.
Ring, bracers and sack from molydeus.
Study Prism.
Painted scroll of the Beastlands.
Collection of books about the Beastlands.
Preserved eye of a blink dog.
Gold jaguar statue
Strange glass bottles
Small book
Deme's gnomish anatomy notes.
Ultroloth's sword.
10 purple-pink potions.
Curios from bookshelf in the interbreeding area
Scorched book on metamagic.
Portrait of the God King.
Book on fantastic reproduction.
Clothes and odds and ends from living rooms
Red necklace
Jagged dagger
Jeweled spear.
Metal gnome head.
Gnomish Map of the Jungle.
Steel sword from the door to the metalworks
Steel spear from the door to the metalworks
Polly and Donald's gemstones.
Create Magic Tattoo from SC p55 is getting taken home~
Also, I'd like to get an armor of not-dying-to-enervation.
Leafweave padded +1 Soulfire armor of Healing and Magic-Eating: AC +2, Max Dex +9, ACP 0, ASF 0%
That's a mouthful, so Soulfire armor it is.
[+740gp leafweave +150gp masterwork + 5gp padded +25,000gp +5-equivalent +8,000gp Healing +10,000gp Magic-Eating = 43,895gp]
For future reference: Deme'd like to read over the devil summoning books (probably also working with Alicia/Antenora on this, if either has interest) to look for easier ways to dismiss them (effectively reverse-engineering, if possible).
Also, Deme'll identify the notes if we aren't doing a mass ID tonight. Yeah, I know, Analyze Dweomer can do it all at once once we're done but this just gets something Deme's interested in first.
Triplepost: -900 GP for fixing Deme's gender bender.
700gp from various expenses into components and the like.
Gnomish Magical Notes, Wild Magic enhanced version:
When used as a tool to aid a Heal check, this grants the user a +5 bonus to the roll. In addition, it allows the following ability to be used:
Care(Su): You may spent 1 minute(10 rounds) tending to a person's wounds. This time must be uninterrupted, the carer cannot do anything other than tend to the target. Interruptions force the time to begin anew. At the conclusion of the time, the healer rolls a heal check. The target heals HP equal to the heal check result+10. This ability can be used as many times per day as the bearer wishes, though one creature cannot benefit more than once per day from this ability. One person cannot benefit from this power and long term care, quicken recovery or perfect recovery; the ability granted by these notes supersedes them.
This counts as a minor artifact and has no price. The party may determine it's value as they see fit.
This question probably shouldn't go here, but how long would it take me to basically search the entire ruins complex while taking 20? Assuming I don't meticulously check every inch of the roads it took us over an hour to traverse or the underwater routes, but only focus on the relevant points. Because if we're talking weeks of effort I probably won't bother, but if it's a few days at most we might as well in between scrying on the oozecat.
Quote from: Corwin on June 24, 2009, 04:59:05 AM
This question probably shouldn't go here, but how long would it take me to basically search the entire ruins complex while taking 20? Assuming I don't meticulously check every inch of the roads it took us over an hour to traverse or the underwater routes, but only focus on the relevant points. Because if we're talking weeks of effort I probably won't bother, but if it's a few days at most we might as well in between scrying on the oozecat.
Long story short, a bunch of time. I'd have to do some math, so don't worry about it until you finish with your current business.
Loot from the jungle ruins quest:
Pickings of a mock dragon's lair: 1,200 GP.
2 pebble sized precious stones: 2000 GP each. These are called River Gems. They're made by the natural processes of River Winders, much like pearls are made by oysters. These ones are unusually colorful, the ones in the lands just before the jungle tend towards green instead.
1 stone sized precious stone: 3000 GP.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
2 Gnomecraft short swords - Short swords+1, greater gnomecraft. Greater gnomecraft is an additional +2 bonus to damage that stacks with it's enhancement bonus and does a bonus +2d6 on critical hits. : 10,000 GP each.
1 Gnomecraft dagger: Dagger+1, greater gnomecraft: 10,000 GP.
6 gnomecraft arrows(Polly has two): Greater Gnomecraft arrows+3. 360 GP each.
Ring of Force Shield: 8,500 GP.
Ring of Protection+4: 36,000 GP.
Earthenware jar with 4 magical tokens in it: These tokens are keyed to the gnomish ruins. The wearer is able to command some of the monsters there, and most of the traps are keyed to disarm when a token is detected within a ten foot radius.
Gnomish books on diabolical summons - There is value to these as a study on the diabolical. They would grant a +3 circumstance bonus to any checks made to summon, bind, or dominate devils if used in a ritual. The books, while they contain forbidden knowledge that most are best never knowing, are not intrinsically evil. If you guys are willing to sell these, I'll give you a price.
10 bottles of unholy water: 250 GP.
2 gnomish earthenware jars: 200 GP each as historical artifacts.
Alicia's flask: Decanter of Endless Water: 9,000 GP.
Coins from the slime's lair: These are worth 2,150 GP as historical curiosities or 800 GP if you wish to melt the coins down instead.
Jewelry from the slime's lair: A purple amethyst earring: 500 GP, a gold bracelet carved with starburst patterns: 655 GP, a tiny locket with four rubies arrainged in a square inside: 1,248 GP, a metal ring: 50 GP.
Template Ingot: This ingot, if melted down with a one ounce sample of another metal and re-cast into the form of an ingot, will become the type of metal the sample was. These ingots are very rare and very valuable, as they can mimic some times of rare materials. 18,000 GP.
Books from hellcat/slime laboratory: These books describe the processes to which the essences of the Hellcats and Gelatinous Cubes were merged in. It's the work of a lifetime, many failures before success was obtained. These books can answer any questions you have about the oozecats and invisible slime cubes(ask), as well as revealing the following information of note:
- The blending of the two species brought about a few unexpected benefits not anticipated. The slime has value if distilled down with vinegar and powdered adamantine as a polishing agent for magical weapons, though it's only barely cost effective. The enhanced invisiblity of the slime cubes and being resistant to see invisibility was not planned, nor was the ability of both types of creature to deal damage to dexterity.
- It took several tries to make an intelligent slime cube. Even then, it was written off as being somewhat impractical and useless compared to the oozecats. The fact that the unintelligent cubes had already had the ability to survive without feeding instilled, there wasn't much point at the current time.
- The Winterwight project was initiated near the end. There's some lore mentioned in passing about them: The result of a long forgotten battle or union between Shar and Auril, Winterwights are said to be the embodiment of uncaring, cruel winter. Threat rating is assessed at ten times that of the oozecat pack. Extrodinary defenses are needed to keep it in check. In the event the wards are failed, the laboratory is to be sealed off and all resources are to be devoted to slaying or subduing it. It's Blight-Fire has no known cure.
If one wishes to attempt to recreate these experiments, the books are exceedingly valuable, in the range of 50,000 gold if not more. However, you'd have to shop them around and find someone this appeals to. You can't sell these without doing that.
Gemstone from the bottom of the slime pool, surrounded by metal: Spellgem. Grants Protection from Energy(Acid) 3/day. 16,000 GP.
4 antitoxins: 200 GP. (50 GP each.)
2 potions of resist energy(acid) 10: 1,500 GP (750 each.)
1 wand of delay poison - 4,500 GP.
3 scrolls of neutralize poison - 3,000 GP (1,000 GP each.)
3 scrolls of restoration - 2,400 GP (800 GP each.)
Deme's cold weather outfit: Gear of the Climber: This gear grants energy resistance 5 to cold and a +5 competence bonus to climb checks. This takes the armor slot. 12,000 GP.
Ring, bracers and sack from molydeus: Ring of Protection+3: 18,000 GP. Bracers of Armor+4: 16,000 GP. Sack: Full of gemstones carved into image of howling faces, ravaging demons and hellish landscapes. If arrainged just so, the set makes up a demonic battle going on. 33,000 GP.
Study Prism: This prism, if consulted on a knowledge check to identify or obtain information about an outsider, grants a +5 bonus. Consulting the prism to aid with a check takes a standard action. The person using it must understand Gnomish. 6,000 GP.
Painted scroll of the Beastlands: This is an appealing, beautiful bit of art. Whomever drew it possessed good talent. 10,000 GP.
Collection of books about the Beastlands: These books are various studies on many aspects of the Beastlands. There are about 12 in total, selling for an average of 1,000 gold. 12,000 GP.
Preserved eye of a blink dog: N/A, Cor wanted this as a plot item. In the event minds are changed and you wanna sell it, say so.
Gold jaguar statue: 4,590 GP.
Strange glass bottles: Bottled Chaos. Whatever was in these potions has been warped by the damaged magic that perverted the ruins. If one chooses to drink one of these, roll 1d3(1-Minor 2-Medium 3-Major) followed by 1d100. Consult the linked table to determine what effect the potion has; an incompatible effect(Bless weapon oil on a person) should be considered to have no effect. 150 GP (50 GP each.) http://www.d20srd.org/srd/magicItems/potionsAndOils.htm
Small book: This book if full of meditations and prayers of glory to the God-King. It has some value as a historical curiosity if you're willing to sell it.
Deme's Gnomish Anatony notes: Already identified and priced. See a few posts up.
Ultroloth's sword: Long sword +2, speed and wounding. 98,000 GP.
10 purple-pink potions: Any being that drinks this and fails a DC 25 will save is overtaken with lust within 1 minute. For the next hour, they will seek only to engage in sexual acts. Normal tastes, gender preferences and the like are irrelevant to the creature. The chance of pregnancy after any coupling that permits this possiblity is increased by roughly 300%. 50,000 GP. (5,000 GP each.)
Curios from bookshelf in the interbreeding area: Geode lined with silver: 1,331 GP. Pink dice: 490 GP. Goat-Demon's head in miniature: 2,048 GP, Angel Feathers: 1,239 GP, Brass Dragon's Scale: 832 GP, Strange Gold Coin: 100 GP, Wooden Carving of a Conical Cap: 493 GP, Teardrop Gemstone of Water: 6,200 GP.
Scorched book on metamagic: When read, this book allows the user to learn one metamagic feat they qualify for. This counts as an artifact so has no price listed. Any price choices and compensation is left in your hands.
Portrait of the God King: Seira, you wanted this as loot? No price then, up to you guys if it's just a momento.
Book on fantastic reproduction: 2,000 GP for various relevant informations.
Clothes and odds and ends from living rooms: 3,000 GP total as historical artifacts.
Red necklace: Necklace of Fireballs, Type 3. 4350 GP.
Jagged dagger: Greater Gnomecraft Dagger+1. 10,000 GP.
Jeweled spear: Adamantine Longspear+3 keen prismatic burst: 65,000 GP.
Metal gnome head: N/A, Donald wanted it as a souvenier. Again, assign a price to it if you guys wish.
Gnomish Map of the Jungle: N/A again for the moment. If you want ot sell/copy it, talk to me. For the moment I'm assuming you want to hold onto it anyway for obvious reasons?
Steel sword from the door to the metalworks: 500 GP.
Steel spear from the door to the metalworks: 500 GP.
Polly and Donald's gemstones: Polly's are worth 590 GP, Donald's are worth 330 GP.
First Resort:
Longbow+4. It's projectiles are arrows of force, needing no mundane arrows to fire. They deal 3d6 force damage and deal 4x(instead of 3x) damage on a critical hit. Once per day, the archer can make a Disjoining Shot. The target, if hit, is affected as if by a mage's disjunction with a caster level of 20th. (+20 dispel check, see amended Mage's Disjunction in the house rules topic.)
As an artifact, it has no GP value. How you decide to deal with it is up to you.
Scrap mithral: 24,000 GP.
114,346gp from misc nonmagical objects
442,966 for magical stuff (valuing metamagic book at 55k)
3 scrolls of neutralize poison - 3,000 GP (1,000 GP each.) and 3 scrolls of restoration - 2,400 GP (800 GP each.) are kept as party items
382,566 left
551,912gp total
Split 5 ways among the PCs/NPCs minus whomever claims the First Resort, that leaves 110,386gp each.
Alicia wants the Study Prism (6k), 9 of the fertility/aphrodesiac potions (45k), the 3 wild magic potions (150), totalling 51,150gp and leaving 59,236gp left over.
Metamagic book (artifact/no price), spellgem of acid protection 3/day (16k), 1 pink potion (with an option for more if they can't be copied, 5k)
I also wish to raise the issue of the elven darts (which copy the Arcane Fire ability of an Archmage). I've been hanging on to them by default, but I feel bad about it without recompensating you guys/offering them to others. Perhaps we can use them in rotation of some sort?
Agreed upon price for the metamagic book artifact is 55k. If I end up having cash left in the end, I might pick up something mundane from the loot afterwards. Maybe the dragon scale or some gnomish clothes?
Deme... isn't really compelled by most of this stuff. Claims the unpriced diabolical book, intends to work with Alicia on reverse engineering it. Aside from that, no big.
Donald wants the Ring of Protection+4 and the gnomish head. He also suggests the party keeps the ingot as a group item. It's the sort of thing that'll come in handy some day, y'know?
Pollyanna wants the bow. If she doesn't get it she'll look at the items again.
Amaryl wants the bow. If she doesn't get it she'll want the Ring of Protection+3. Bland but at the level she's at she needs all the AC she can get.
---
Polly and Amaryl both want the bow. I leave it up to you guys. I believe you guys leaned towards Polly, though I also don't recall a decisive choice being made. Feel free to correct me or reach one.
---
Alicia doesn't really need the darts with spellfire. It would be more useful for Abby or Donald to rotate 'em around. Alternately, pay some value to be split amid the guard?
Alicia actually wants to buy the ingot, I just forgot about it yesterday. So that's that taken care of.
As for the darts, Alicia doesn't really get any benefit from them, but given how we acquired them it would be bad to sell them. Might as well just hang onto them and if we ever meet a dart focused NPC caster that we like we can gift them?
They'd be awesome for Cel-chan, though handing them to him would be even worse than selling them. I guess Alicia's suggestion works, if you guys don't mind to wait on that, I certainly have no problems.
Polly will take the bow, Deme will give some of his share to help upgrade Amaryl's bow.
Archers are shiny.
Recap!
114,346gp from misc nonmagical objects
442,966 for magical stuff (valuing metamagic book at 55k)
3 scrolls of neutralize poison - 3,000 GP (1,000 GP each.) and 3 scrolls of restoration - 2,400 GP (800 GP each.) are kept as party items. The unholy water is destroyed.
382,566 left
551,912gp total
Split 5 ways among the PCs/NPCs minus Polly who gets the First Resort, that leaves 110,386gp each.
Alicia wants the Study Prism (6k), 9 of the fertility/aphrodesiac potions (45k), the 3 wild magic potions (150), and the Ingot (18k) totalling 69,150gp and leaving 41,236gp left over.
Deme wants nothing, so gets 110,386gp
Seira wants the metamagic book (55k), spellgem of acid res (16k), and one of the fertility/lust potions (5k) leaving her with 34,386gp
Amaryl wants the ring of prot +3 (18k), leaving 92,386gp left over.
Donald wants ring of prot +4 (36k) leaving 74,386gp left over.
Polly gets an artifact bow that we'll need to borrow occassionally for world altering stuff.
Polly sells her old bow for 18k and gets the First Resort.
Amaryl gets the ring of protection+3 and gets 92,386 GP.
Donald gets a gnomehead and a barge of gold.
---
Purchases in the next post.
Amaryl starts with 94226 GP. She sells her +4 con item and +2 dex item. This makes her total 114226 GP. She buys a Belt of Magnificence+4. That's -100,000 GP. That puts her at 14226 GP. Cor, did you want her to buy anything else with that?
The swift hunter handbook I glanced at suggested the ring of entropic deflection (MIC p123; 8,000gp). It's actually pretty good and helps Amaryl with her AC needs. To qualify for the full benefit she'll need some item that gives +speed, so how about giving her Boots of Elvenkind the Striding ability? http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofStridingandSpringing
If they cost 5,500gp and give that and a +5 to a skill, and the normal boots cost 2,500gp and give +5 to a skill, that ability seems to cost 3,000gp. Thoughts?
For my purchases:
442.5gp Funds
+110,386gp Loot
-55,000gp Book of Metamagic
-16,000gp Spellgem of Protection from Acid 3/day
-5,000gp Pink Potion (1)
-750gp Components+Focus for Analyze Dweomer
34,078gp Intermediate funds
-33,895gp Soulfire Armor
=183gp
Leafweave padded +1 Soulfire armor of Healing: AC +2, Max Dex +9, ACP 0, ASF 0%
[+740gp leafweave +150gp masterwork + 5gp padded +25,000gp +5-equivalent +8,000gp Healing = 33,895gp]
Rather than sell the dragon loot granted by Waukeen, I'll just get Magic-Eating for my armor later.
Donald starts with 75136 GP. He spends 8,000 to boost his shield up to +3. Donald has 67136 GP. He spends 12,000 to increase his con booster to +4. 55,136 GP. He spends 32,000 on a belt of giant strength+6, mitigating it down from 36k by selling his bracers of ogre strength. 23,136 GP. He pays 16,000 for a cloak of resistance+4 since his saves blow. 7,136. He buys gloves of dexterity+2, leaving him at 3,136 as a final. That's all for now.
Post spammage.
Is Create Magic Tattoo (SC, lvl2) purchaseable in scroll form? I should just have the cash for it. We talked about that spell before.
Quote from: Corwin on June 27, 2009, 02:01:17 PM
The swift hunter handbook I glanced at suggested the ring of entropic deflection (MIC p123; 8,000gp). It's actually pretty good and helps Amaryl with her AC needs. To qualify for the full benefit she'll need some item that gives +speed, so how about giving her Boots of Elvenkind the Striding ability? http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofStridingandSpringing
If they cost 5,500gp and give that and a +5 to a skill, and the normal boots cost 2,500gp and give +5 to a skill, that ability seems to cost 3,000gp. Thoughts?
I don't know about the price of the ring(Standard MIC disclaimer) but the thrust of your idea is fine. Let me check it in a bit.
Quote from: Corwin on June 27, 2009, 02:10:54 PM
Post spammage.
Is Create Magic Tattoo (SC, lvl2) purchaseable in scroll form? I should just have the cash for it. We talked about that spell before.
That's fine. It's a second level spell, Elle should have it around.
I wish it were my idea but I can't take credit for the concept~
Anyway, -150gp for a shiny scroll I'll scribe.
Empower Spell -> Alacricious Cogitation
Metamagic Book -> Empower Spell
Works?
Quote from: Corwin on June 27, 2009, 03:23:33 PM
Empower Spell -> Alacricious Cogitation
Metamagic Book -> Empower Spell
Works?
No objection.
Tablet of Armageddon:
This tablet may be read by any Good aligned creature who is willing to endure the great drain on the body and spirit it incurs. The tablet is written in Celestial, any who use it must be able to read that language. On reading it, a full round action that also consumes the users swift and immediate actions, the user will call forth names of the utmost holiness. In the first round, 2d3 Astral Devas will be called forth. In the third round, 1d2+1 Tulani will be called. In the fifth round, 1 solar will be called. These creatures will obey any non evil requests the user gives. At all times once summoned, the user must hold the tablet and cannot take any other actions.
After 5 minutes have passed, the tablet shatters into dust and the celestials vanish. The user takes 10 points of ability damage to all six statistics(Cannot go below 1). This damage cannot be healed by magical means and must recover naturally. If a creature cannot take ability damage, they are instead rendered comatose for ten days. Should an evil creature attempt to use the tablet, they are stricken by holy lightning from above, taking 25d10 non-typed damage. However, this ruins the tablet and sullies it's holy magic.
Alicia's jewels given to her by Antenora: 2,000 GP each. 14,000 GP total.
I'll downgrade my Ring of Protection from +4 to +3. 32k->18k, that leaves 14k in cash. 9k of it would go for Permanency, 100gp would go for the Create Magic Tattoo spell as components.
We also have 5k left from Lord Salman's TP Circle 10k grant. That'll be kept in reserve for more TP Circle scrolls.
Demedais made a promise to help upgrade the bow of whoever didn't get the First Resort, so Amaryl's getting some aid.
Specifically, Sacred (+1, MIC) and Bane: Evil Outsiders (+1) on her Splitting bow. This costs 40,000 (+4->+6), leaving Deme with 77000 or so.
His own purchases will come later.
Make sure that they're not starting a new one from scratch first? I think Seira was considering that.
I consulted, Seira seemed okay with throwing it on the Splitting bow. Confirmation later, Seira?
Confirmation on way to bed, and sure. After a bit of consideration, it might make sense to wait a couple levels aand buffing to hit more before adding PA and such, until a time when it's more effective than just as a last resort, hope-for-a-twenty shot.
Okay. Upgrading Amaryl's bow now.
Any chance for scrolls of Ray Deflection (SC p166, lvl4), Ray of Dizziness (SC p166, lvl3) and Critical Strike (SC p56, lvl1)?
Those are okay.
Esthan's loot.
Belt of Magnificence+6: 200,000 GP.
Esthan's spellbook: 25,000 GP. Seira, you can select a few spells out of this you'd like for later levels by all means. I'm leaving the spells in it vague and handwaving it.
Scroll of Heal x 3: 1,650 GP each.
Scroll of Greater Restoration: 4,775 GP.
Scroll of Wall of Greater Dispel Magic: 3,000 GP.
Scroll of Reality Maelstrom: 3,825 GP.
Scroll of Reaving Dispel: 3,825 GP.
Interest in the belt, but Deme lacks the funds to purchase it and isn't present anyway. Your call, if it gets sold Deme can buy it back from Elle when he has the cash, and if someone else picks it up it's no big.
Deme is also, of course, not around to claim interest in it anyway and wasn't a part of the killing move. So.
Let's see. I want the spellbook for 25k and a scroll of Heal (1,650gp).
Expenses: 500gp for inn repairs, 50gp for nondetection.
Spell research costs. Since you finally decided on them, I'm paying for Dragon Breath, Swift (lvl4) [1,400gp] and Alter Self, Greater (lvl3) [750gp].
4,933.5+40,345-25,000-1,650-550-1,400-750=15,928.5gp
242,075 split between Alicia, Seira, Anty, Obi, Donald, and Latha works out as 40,345 each.
Seira wants the spellbook and a scroll of heal so gets that and 13,695gp
Everyone else gets 40,345gp
Latha first:
No imported money, so 40,345 GP. She improves her Bracers of Armor to +6 for 35,000 GP, leaving her with 5,345 GP. She might do something non-purchasy with the rest of the money later.
I think it's time to get the Circlet of Int +6. I have a +4 version, and downgrading the Ring of Protection from +3 to +2 gives me the cash I need along with my current resources. Works?
Antenora:
Imports a whopping 20 GP for a total of 40,365 GP. She spends 20k to boost her belt of giant strength to +6. 20,365 GP. She spends the rest on upgrading her Ring of Beauty(And Alicia chips in 5,135 to finish it.), leaving her with a whopping 0 gold. Exciting!
Quote from: Corwin on July 11, 2009, 03:39:49 PM
I think it's time to get the Circlet of Int +6. I have a +4 version, and downgrading the Ring of Protection from +3 to +2 gives me the cash I need along with my current resources. Works?
Sure.
Donald:
Imports 3136 GP for a total of 43501 GP. He improves his shield to +5 for 16k, leaving him with 27,501 GP. Amulet of Health to +6 for 20, leaving him with 7,501. He adds natural armor+1 to his amulet of health for 3,000 GP. 4,501 GP.
Oberuth:
40,345 GP. The whole thing goes to getting his ring of protection+2 to a ring of protection+5. He's a touch short, but he has city resources so that's enough to cover the rest.
Alicia buys a scroll of Tongues and a scroll of Permanency for 1,500gp, and casts both on herself when she has a day free to do so.
Okay.
Gift from Esra and Jale:
Dragon hilted dagger: This dagger is ceremonial and not suited for combat use, counting only as an improvised weapon without a sharp point. However, as a piece of art, it's worth 750 GP.
Alicia gives the following to Taldeer to get things moving on the NEWT Potions class.
20,000gp
Elixer of Regeneration x1
- Regeneration 10 for 1 minute
Elixer of Rebirth x1
- Changes race of imbiber as per Reincarnation spell. They retain full memories and do not de-age
Bottled Chaos x3
- If one chooses to drink one of these, roll 1d3(1-Minor 2-Medium 3-Major) followed by 1d100. Consult the linked table to determine what effect the potion has; an incompatible effect(Bless weapon oil on a person) should be considered to have no effect. http://www.d20srd.org/srd/magicItems/potionsAndOils.htm
Lust/Fertility Potion x3
- Any being that drinks this and fails a DC 25 will save is overtaken with lust within 1 minute. For the next hour, they will seek only to engage in sexual acts. Normal tastes, gender preferences and the like are irrelevant to the creature. The chance of pregnancy after any coupling that permits this possiblity is increased by roughly 300%
The Bottled Chaos and Lust potions can be used up as she likes, but Alicia would appreciate it if the Rebirth and Regeneration potions were left intact until they can be duplicated, as she may need them back at some point.
When she has a spare moment, Alicia will try and sweet-talk the fearsome colonel Khardon into selling his artifact dagger to him.
For the good of the country, of course.
The price, as I recall, was 50k.
The Third Resort:
Dagger+4, +3d6 fire and +3d6 lightning damage on each hit. Can inflict critical hits on anything, regardless of normal immunities.
Although I wince, it's still cheap at that price so I dutifully fork it over and wish Khardon well on his genteel retirement of being blown by expensive prostitutes and gorging himself on exotic delicacies.
Tribute given by a terrified Majanni.
1 platinum plated gemstone with gold chain
Analyze Dweomer it is!
Amulet of Shaping:
This amulet allows you to apply the benefits of the Shape Breath feat to your breath weapon three times per day. This does not increase the number of rounds you must wait to use your breath weapon again. 20,000 GP.
Finally getting around to this.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
He purchased a +6 circlet of int (36,000gp) with his old loot, as well as wanting the rest in gold. How much gold does that leave him with? If he actually came short, I'll pay the difference. If not, he can find out how awesome it is for dragons to sleep on gold coins. If he had lots of cash left, maybe he could buy something else, being reasonably smart now!
Moving on~
I'm interested in:
Brass Dragon's Scale: 832 GP, Strange Gold Coin: 100 GP
Clothes and odds and ends from living rooms: 3,000 GP total as historical artifacts.
I'd want to buy the first, and just get the equivalent of a noble's outfit from the old fashions if they don't fail epically. Would it cost me the standard 5gp(signet ring)+75gp(actual outfit)+100gp extra for matching jewelry?
This also seems like a good chance to pay for the one purchased in Kelara.
Portrait of the God King
Preserved eye of a blink dog
Small book: This book if full of meditations and prayers of glory to the God-King. It has some value as a historical curiosity if you're willing to sell it.
Not-for-sale copies of the slime/beastlands/anatomy/reproduction/devil-summoning books in case we want to look stuff up some time.
Moving on yet again!
Gnomish Map of the Jungle: N/A again for the moment. If you want ot sell/copy it, talk to me. For the moment I'm assuming you want to hold onto it anyway for obvious reasons?
I'd like to copy it, as well as any and all other maps we have access to. I'd appreciate having a world map, even in the most basic form, both correlated as a map in my possession and a graphic posted for our convenience on the forum. Is that possible?
The amulet looks interesting. Donald became pretty so he's not getting any cash, but I can give Elle her share.
Amaryl is totally getting prettier still once the evil fey recovers enough to be bullied once more in the name of justice.
Quote from: Corwin on July 16, 2009, 01:23:08 PM
Finally getting around to this.
4 dozen stones of various size and shape: ???? - Left with Yoshi.
He purchased a +6 circlet of int (36,000gp) with his old loot, as well as wanting the rest in gold. How much gold does that leave him with? If he actually came short, I'll pay the difference. If not, he can find out how awesome it is for dragons to sleep on gold coins. If he had lots of cash left, maybe he could buy something else, being reasonably smart now!
He came out with 5,000 GP left over, which he's having a lot of fun with.
QuoteI'm interested in:
Brass Dragon's Scale: 832 GP, Strange Gold Coin: 100 GP
Clothes and odds and ends from living rooms: 3,000 GP total as historical artifacts.
I'd want to buy the first, and just get the equivalent of a noble's outfit from the old fashions if they don't fail epically. Would it cost me the standard 5gp(signet ring)+75gp(actual outfit)+100gp extra for matching jewelry?
This also seems like a good chance to pay for the one purchased in Kelara.
Yes, and all of that goes without incident.
QuoteGnomish Map of the Jungle: N/A again for the moment. If you want ot sell/copy it, talk to me. For the moment I'm assuming you want to hold onto it anyway for obvious reasons?
I'd like to copy it, as well as any and all other maps we have access to. I'd appreciate having a world map, even in the most basic form, both correlated as a map in my possession and a graphic posted for our convenience on the forum. Is that possible?
Yeah. I've worked on and off on it. There's a Kelara map to add, the main thing is me spending the time to do it and then clubbing poor Eb into doing the actual drawing since I suck at that.
Loot from the Plane of Fire:
1 book of Hellfire research
I'll read it. Those devils were so nice and I didn't find a trap, surely it won't mindrape me horribly! (I'll ask Elle to watch me)
I'll also draft my familiar to transcribe a copy once Seira's done reading it.
1,125gp spent on scroll of Permanency and 8,500gp spent on various magical reagents.
Hunks of raw gold: 14, 603 GP.
Alicia buys 3 silvered and 3 cold iron banishing arrows for Marie for 2,160gp, and a bracelet of friends (summon Alicia) for Darlina for 4,750gp
Alicia buys a tanglefoot bag for 50gp
50gp for a clockwork figurine of a sea elf, spells chosen for this level up: True Casting (lvl1, CM 121), Burning Blood (lvl4, SP 40), Chain Missile (lvl3, 44-45), Channeled Pyroblast (lvl4, PHBII 107).
True Casting is fine.
Burning Blood: Question. Does it allow a save when it's cast to negate, or is it all partial? It's a bit unclear.
Chain Missile is fine.
Channeled Pyroburst is fine.
It seems to be a save each round to negate the damage and the debilitating effects, but on top of SR it doesn't apply to all the uncrittable types like elementals and such. It's not explicitely written, but I'd imagine if the creature has energy resistance for acid and fire that the 1d8 of damage doesn't surpass, they don't get the debilitating effect even on a failed fort save.
Yeah, that makes sense. It's fine then.
The stuff from Lagann's lab takes up a lot of space. Things of GP relevance:
Raw iron mined: 27, 425 GP.
Equipment: 8125 GP.
I obviously want the equipment. It'll be a gift for Lagann.
All that stuff divided by six is 5,925gp. I... doubt anyone wants the raw iron?
Selling the Ring of Prot +2 for 8,000gp. +5,925gp-8,125gp from Lagann's equipment. Amulet of Shaping was 20,000gp, and Elle's share in it was 5,000gp.
Went over my spell selection. One I've forgotten to list, and a couple I never paid for a focus with (if I find more, I'll just post that).
-500gp Lesser Spell Matrix focus
-1,500gp Contingency focus
+Blacklight, SP, p30, lvl3
4,636+8,000+5,925-8,125-5,000-2,000=3,436gp
Now, new purchases. I'd like to get two Eternal Wands (MIC p159): Eternal Wand (Lesser Orb of Acid) 820gp/CL1, Eternal Wand (Lesser Orb of Fire) 820gp/CL1
Also, Amaryl's cash is now at 14,226+5,925=20,151gp, so how about having her upgrade her Lesser Bracer of Archery to the Greater variant? +1 more to attack and +1 to damage would be nice.
Stuff I want, possibly from Esthan's spellbook. If we treat it as a normal but enlargened spellbook, 25,000gp=250pages, so I'll deduce the amount these would take there.
Spell Compendium:
Assay Spell Resistance, p17, lvl4 (Swift, 1round/lvl)
Fireburst, Greater, p94, lvl5 (Standard, 15d10 fire/15ft radius)
Flame Whips, p95, lvl4 (Standard, 1round/lvl, 15ft reach/2 touch attacks)
Resistance, Superior, p174, lvl6 (Standard, 24hr, +6 resistance bonus on saves)
Interplanar Telepathic Bond, p125, lvl6 (Standard, 10min/lvl)
Gemjump, p101, lvl6
Make Manifest, p137, lvl6 (Standard, 1round/lvll)
Mind Poison, p141, lvl3 (Standard, 1d10+1d10 Wis damage, DC 10+1/2CL+Int mod)
Spell Enhancer, p918, lvl4 (Swift, 1rnd, +2CL/+1DC for next spell that round)
Spectral Touch, p197, lvl6 (Standard, 1round/lvl)
Seal Portal, p181, lvl6 (Standard, permanent, material component, seals Gate)
Acid Sheath, p7, lvl5 (Standard, 1round/lvl)
Battle Hymn, p25, lvl4 (Standard, 1round/lvl)
Instant Search, p124, lvl1 (Swift, +2 insight Search)
Instant Locksmith, p124, lvl1 (Swift, +2 insight DD/Open Lock)
Corrosive Grasp, p53, lvl1, (Swift, touch 1d8 acid, 1round/level)
Golem Strike, p106-17, lvl1, (Swift, 1 round, SA golems)
PHB2:
Melf's Unicorn Arrow, p120-121, lvl3 (Standard, ranged touch 1d8+8/5 attacks)
We're using the second scroll we have (from Deme's trip to Mechanus) to complete the Helm's temple/Balmuria circle. Price for Permanency here is 9,000gp.
Assay spell resistance is fine.
Greater Fireburst is fine.
Flame Whips is fine.
Superior Resistance is fine.
Interplanar Telepathic Bond is fine.
Gemjump is fine.
Make Manifest is fine, but make sure you understand how this spell works.
Mind Poison: To quote from awhile back
QuoteMind Poison: Not as written. The save DC formula and the wis bombing potential is a little too good for a 3rd level spell. I'm happy to compromise here if you want to straighten out the spell to something more agreeable.
Spell Enhancer is fine.
Spectral touch: As written it's a bit unclear on the fort negates part. Does that mean each negative level gets a fort save to resist then and there or what?
Seal Portal is fine.
Acid sheath is fine.
Battle Hymn is rejected. There's enough will save defenses where I don't want to deal with a mid level spell allowing possible rerolls.
Instand Search and Locksmith are fine.
Corrosive grasp is fine.
Golem Strike is fine.
Unicorn Arrow is fine.
Quote from: Corwin on August 22, 2009, 03:03:52 PM
We're using the second scroll we have (from Deme's trip to Mechanus) to complete the Helm's temple/Balmuria circle. Price for Permanency here is 9,000gp.
Okay.
Quote from: Corwin on August 18, 2009, 03:43:26 PM
I obviously want the equipment. It'll be a gift for Lagann.
All that stuff divided by six is 5,925gp. I... doubt anyone wants the raw iron?
Getting to this. Who was in the split for this? Refresh me?
Seira, Alicia, Deme, Polly, Amaryl, Donald
Alicia, myself, Demedais, Amaryl, Pollyanna, Donald
Right.
Amaryl is at 20,151gp.
Donald is at 10,426 GP.
Polly is at 29,265 GP.
I'll post more off this in a sec.
I see, then I asked about it before. Well, Spider Poison is lvl3 that does 1d6/1d6 str damage with the same save formula. The formula is what makes the spell viable, so would using 1d6/1d6 wis work for Mind Poison?
Corrosive Grasp and Spectral Touch seem a bit unclear, yes. I'd treat them as you casting the spell the first round, and the spell then checking against fort/sr each subsequent round, where you'd need to touch a target. I'd like to suggest that it works like stunning fist and you basically declare which of your natural/unarmed attacks that manage to make contact with the enemy gets to test against enemy fort/sr, or just make a single touch attack that round instead.
Would that work?
Pretty sure I understand how Make Manifest works. You use it and pull some dude out of his plane if you pass the conditions, he appears on a parallel spot on your world, if he travels from there then at the end of the spell he returns to a parallel point back on his world?
Quote from: Anastasia on August 22, 2009, 03:22:45 PM
Right.
Amaryl is at 20,151gp.
Donald is at 10,426 GP.
Polly is at 29,265 GP.
I'll post more off this in a sec.
Amaryl buys the gauntlet upgrade and now has 100something GP to her name.
Polly puts in 6k to put +2 wis on her amulet of con. This is for both her class dip and to raise her will score with an abyss trip being discussed as distinct possibility. This puts her at 14,151 GP. She then spends 10k on +2 to +3 on her ring of protection. She's done.
Donald stands pat for now.
Quote from: Corwin on August 21, 2009, 09:53:42 AM
Selling the Ring of Prot +2 for 8,000gp. +5,925gp-8,125gp from Lagann's equipment. Amulet of Shaping was 20,000gp, and Elle's share in it was 5,000gp.
Went over my spell selection. One I've forgotten to list, and a couple I never paid for a focus with (if I find more, I'll just post that).
-500gp Lesser Spell Matrix focus
-1,500gp Contingency focus
+Blacklight, SP, p30, lvl3
4,636+8,000+5,925-8,125-5,000-2,000=3,436gp
Now, new purchases. I'd like to get two Eternal Wands (MIC p159): Eternal Wand (Lesser Orb of Acid) 820gp/CL1, Eternal Wand (Lesser Orb of Fire) 820gp/CL1
Purchases above are without incident.
Quote from: Corwin on August 22, 2009, 03:30:10 PM
I see, then I asked about it before. Well, Spider Poison is lvl3 that does 1d6/1d6 str damage with the same save formula. The formula is what makes the spell viable, so would using 1d6/1d6 wis work for Mind Poison?
We can try that. It it turns into shivering touch-like issues it'll go right out the door, though. I'm not going to lie, I'm wary of those sorta spells.
Quote from: Corwin on August 22, 2009, 03:41:27 PM
Corrosive Grasp and Spectral Touch seem a bit unclear, yes. I'd treat them as you casting the spell the first round, and the spell then checking against fort/sr each subsequent round, where you'd need to touch a target. I'd like to suggest that it works like stunning fist and you basically declare which of your natural/unarmed attacks that manage to make contact with the enemy gets to test against enemy fort/sr, or just make a single touch attack that round instead.
Would that work?
Pretty sure I understand how Make Manifest works. You use it and pull some dude out of his plane if you pass the conditions, he appears on a parallel spot on your world, if he travels from there then at the end of the spell he returns to a parallel point back on his world?
We'll try those. As far as Make Manifest, note that it says -coexistant- plane. Do you understand what that means?
I'm looking for some spells to use with my full attack via my class feature, so I'm going through several. If something doesn't work, we'll just swap it for something that does, yeah.
Make Manifest works for me as is. And I understand it now! It basically means the Astral Plane links to everything, so it's great for uses of this spell.
Unbuying the Make Manifest spell. I'll try to design something that does what I actually want at leisure, and then we could try pricing it, Dune?
I'd like to upgrade the TP Bond with Amaryl to the Interplanar TP Bond (SC, p125, lvl6). It's listed as working just like the regular version, so I'm hopeful that Permanancy applies to it as well.
Quote from: Corwin on August 23, 2009, 03:23:05 PM
Unbuying the Make Manifest spell. I'll try to design something that does what I actually want at leisure, and then we could try pricing it, Dune?
I'd like to upgrade the TP Bond with Amaryl to the Interplanar TP Bond (SC, p125, lvl6). It's listed as working just like the regular version, so I'm hopeful that Permanancy applies to it as well.
Okay to both.
Any last minute purchases or preps, assuming that you aren't interrupted in prep for your Abyssial trip?
I'll buy a potion of neutralise poison.
How much does it cost?
750gp, sorry
Okay.
Rod of Empower, Lesser [9,000gp] and Spellgem of Protection from Energy [Acid] 3/day [16,000gp] given to the emo elf scribe for scrolls of: TP Circle x2, Prismatic Sphere, Moment of Prescience and as downpayment for an order of Gate x2, TP Circle x10 to be delivered to my bard in two weeks. 67,260gp remains to be paid upon delivery.
And Saul previously offered to pay for the Gate scrolls and for TP to the Citadel, though I'm not sure if he talked about the round trip or not. If so, two of the TP Circle scrolls. We'll see if he's an elf of his word upon triumphant return, etc.
Glass stuffs: Totaled up to 200. Bribe: 700. so 900 GP spent on this trip thus far.
Loot from the Gurlan stompin' quest:
1 scroll of magic circle of protection against chaos.
1 longsword formerly owned by a Marilith.
1 sword owned by a kelvezu
1 dagger owned by a kelvezu
Loot from the Gurlan stompin' quest:
1 scroll of magic circle of protection against chaos.
1 longsword formerly owned by a Marilith.
1 sword owned by a kelvezu
1 dagger owned by a kelvezu
Carrying these over since ID hasn't been done yet.
1 Soothsayer's Spite.
1 Steel Baton - On loan from the elves, if taken.
3 scrolls of teleport
2 scrolls of greater teleport
3 scrolls of heal
2 scrolls of restoration
Using AC to basically analyze dweomer all the stuff we have that hasn't been identified and should be.
Scrolls from Elle are split up as follows:
Deme gets 2 Heals, 1 Restoration, Saul gets 1 Heal, 1 Restoration, Alicia gets 1 Greater TP, Seira gets 3 TP, 1 Greater TP
Alicia will TP herself over to Malmuth to make the delivery to Deme.
1 scroll of magic circle of protection against chaos - 375 GP.
Longsword+2, keen: 18,000 GP.
Shortsword+2, brilliant energy: 72,000 GP.
Dagger+2, vampiric: 32,000 GP.
Soothsayer's Spite
This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains. When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.
Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.
Scepter of the Netherworld
As per Libris Mortis. In particular, it grants a +3 bonus to the level of any who turn or rebuke/control undeal while holding it. 9,000 GP.
Alicia wants to buy a bracelet of friends from Elle. She'd prefer a 1-use one for 4,750gp but if there's only a normal one in stock she'll pay the 19k for it.
Yet more stuff to sort out:
Scroll of Identify from Elle that was wasted.
Lagann's metal body: 10,000gp
5 or 6 pairs of defunct gnomish communication orbs: 10,000gp to fix each pair
Alicia's had a few 1 use bracelets commissioned, so Elle has a 1 use one in stock.
Elle will give you a pass on the Identify scroll. The rest of the stuff is hanging as they're being done now.
-4750gp so Jessica can once more summon her vengeful sister
Purchase is without incident.
1 scroll of magic circle of protection against chaos - 375 GP.
Longsword+2, keen: 18,000 GP.
Shortsword+2, brilliant energy: 72,000 GP.
Dagger+2, vampiric: 32,000 GP.
Soothsayer's Spite
This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains. When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.
Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.
Scepter of the Netherworld
As per Libris Mortis. In particular, it grants a +3 bonus to the level of any who turn or rebuke/control undeal while holding it. 9,000 GP.
Melancton's gigantic warhammer
Melancton's giant armor
Two rings.
Strange skull-orb
Black robes
White circlet
Stuff from treasure room(Will fill in later.)
From the Abyss quest:
1 scroll of magic circle of protection against chaos - 375 GP.
Longsword+2, keen: 18,000 GP.
Shortsword+2, brilliant energy: 72,000 GP.
Dagger+2, vampiric: 32,000 GP.
From Queen Tant:
Soothsayer's Spite
This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains. When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.
Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.
From the Elves, on loan:
Scepter of the Netherworld
As per Libris Mortis. In particular, it grants a +3 bonus to the level of any who turn or rebuke/control undeal while holding it. 9,000 GP.
From Death:
Life draining lantern: Currently un-IDed.
From Silence:
Orb of the Dark Six:
This major artifact grants power when held in hand. You may apply up to ten levels of metamagic per day to your spells. These metamagics may be any you know, as well as corrupt spell, violate spell and quicken spell. You may apply as many metamagics to a single spell as you wish. A metamagic with a cost of zero costs 1 when used in this manner. Applying metamagic in this fashion is a free action as long as the orb is held.
Robes of the Archmagic, Black: 75,000 GP.
Hoary Circlet: Circlet of Intelligence+8. Once per day it can emit a maximized Cone of Cold when worn. Caster level 21st. 111,000 GP.
Six iron rings, lined with gold and woven together: 300 GP.
Silver deathmask of a dwarf: 590 GP.
2 doses of shadow essence poison in a brown guilded glass jar: 500 GP for poison, 56 GP for jar.
Scroll of Screen: 3000 GP.
Thick Efreeti Rug: 469 GP.
Black Velvet mask dotted with lapiz lazuli gems: 1,933 GP.
Stone bracer, with images of Moradin: 898 GP.
Silver inkpot, studded with moonstones and with Selune's name on the bottom: 322 GP.
Starmetal Chainmail+1: 12,000 GP.
Rune covered wrought mithral armband: 725 GP.
Ceramic doll, elf child: 43 GP.
Crystal Flagon full of toxic wine: 930 GP.
A necklace of twinned naga looped together, crafted of green crystal that hums softly: 2,194 GP.
A blue diamond with a green eye encased inside: 8,391 GP.
White crystal helmet, inlaid with seven diamonds. Written inside of the helmet is a prayer to the Triad: 8,897 GP.
Heavy Repeating Crossbow+1, dragon bane: 8,000 GP.
A book with paper made of thinly beaten gold, with words that have no meaning: 903 GP.
A sack full of gold covered wyvern eggs: 1,389 GP.
Six nuggets of silver, glued together with black tar: 392 GP.
A bronzed elf ear: 491 GP.
A shard of glass coated with diamond: 3,289 GP.
Twelve vials of pickled demonflesh: 640 GP.
Crystal Arrow: 1,490 GP.
Beating Bronzed Heart of a marilith: 4,300 GP.
Tome of the Dark Speech: This book, said to be a copy of an unholy tome penned by Leonar, holds secrets of the Dark Speech. If touched by a non evil being, they take 9d6 cold damage per round of contact. If perused by an evil being, Leonar's voice offers them the power of the Dark Speech, if only they submit to his will. If they do, they gain the Dark Speech as a bonus feat. This forms a diabolical pact, damning the user's soul to Cania after death. 9,999 GP.
Ten coins tied together, each one covered with tiny, tiny words. If read, it tells the life story of the reader up to this point: 4,301 GP. Interestingly, the coins do not seem magical at all and do not scan as magic.
Crown of Mysteries: This crown, if worn, will grant a single random effect to the wearer before turning into a hunk of lead. The value and the type of benefit are unknown.
Armband of the Spark:
This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. 50,000 GP.
Unless we are attacked during the night or something, come morning Lagann will Identify the lantern on Waukeen's grounds where it's protected by the death ward hallow.
Right, claims. Well, I like stuff, but what I could realistically hope to keep is the vitally-important for SAing armband. I'd be cool with being smarter as we go into the Abyss to kill stuff, but if we can and do sell everything now, I guess that's that. I'm always into gambling and mysteries, too, but I can't realistically ask for it. So maybe the coins, then?
Todesurteil: This lantern sheds life draining green light in a thirty foot radius. Each round a being is exposed to it, they suffer one point of vile consitution drain. This can only be healed by a Restoration spell cast in a sanctified area.
Since Marie's hopes of getting CHAOS from the white slaad have been harshly dashed by these fuckwits it's only fair they make it up to her by giving her a shot of the crown of mysteries.
Quote from: Corwin on October 30, 2009, 04:54:06 PM
Right, claims. Well, I like stuff, but what I could realistically hope to keep is the vitally-important for SAing armband. I'd be cool with being smarter as we go into the Abyss to kill stuff, but if we can and do sell everything now, I guess that's that. I'm always into gambling and mysteries, too, but I can't realistically ask for it. So maybe the coins, then?
No selling right now since you're day to day. Stuff stays in the hole, if you wanna use stuff right now say so.
Quote from: Ebiris on October 30, 2009, 04:56:15 PM
Since Marie's hopes of getting CHAOS from the white slaad have been harshly dashed by these fuckwits it's only fair they make it up to her by giving her a shot of the crown of mysteries.
Okay. See chat.
I thought it was clear enough, but here goes again. I'll use the armband and the int booster.
Since no attacks came on us and all, the Scepter should be returned to the elves. Shouldn't really be too hard to do, I think, if Saul's staying behind.
Also, any chance that Elle has any rods of metamagic in store she could loan out to me? Maximize (standard/lvl1-6 spells) is what I'm really after.
Me again! Chances of getting a few scrolls of Restoration, since they've been shown to be pretty key? Also, if there are any ideas for things that cure horrible disabilities that come in scroll or potion form, I'm fishing for ideas here.
Say 2 Restoration scrolls, then. Amaryl-wise, she should get as many cold iron arrows as she can reasonably carry. I dunno, 60? 100?
6 undetectable alignment scrolls for 900gp, -450gp each for Seira and Alicia.
So that I'm not overwhelmed when I return and need to find everything....
First, perishables:
Already purchased:
-450gp for my share of Undetectable Alignment scrolls (3 left out of 6, lvl2)
-1,600gp for two Restoration scrolls (lvl4)
Interested in getting to replace my stock:
-600gp for four Lesser Restoration scrolls (lvl2)
-50gp to scribe four Endure Elements scrolls (lvl1)
Next, settling finances:
Payment to the sad, sad scribe elf:
67,260gp remains to be paid upon delivery. If Saul pays for both Gate scrolls and two of the TP Circle scrolls, as I originally understood, that's 2x8,825gp and 2x4,825gp respectively. That would leave 67,260-17,650-9,650=39,960gp to be paid to said elf from my funds.
Repayment to the church of Waukeen:
15,000gp (10,000gp remains owed from the original loan, but since I took so long and was grateful to them for fronting the money in the first place...)
Funds to use Permanency on the two new Teleportation Circles:
2x9,000=18,000gp
I'll place my Bracers of Armor +6 [36,000gp], Diadem of Intellect +6 [36,000gp] and Clear Spindle Ioun Stone [4,000gp] against all that, which comes up to:
36,000+36,000+4,000-39,960-15,000-18,000=3,040gp
Altogether, present funds are:
1,796-450-1,600-600-50+3,040=2,136gp
More of the pemanent TP Circles and Lagann's metal golem-like body will have to wait, as will a Blessed Book for Abby.
-1,000gp to the Roc
+1 scroll of Plane Shift (clr5)
Since I need some spending cash, here, I'd like to convert the lvl1-4 pearls into said cash, regrettable as that might be. 16+9+4+1=30k.
I have this cloak, from way back when we killed that planar dragon and I brought back souveniers for Elle; Bright Scale Cloak [20,000gp]: Adds 2d8 holy damage to any breath weapon used by the wearer.
I'm wondering whether it could be boosted, both to match my new dice for the breath weapon, and perhaps for outright output as well. And if so, does it require getting suitable components, or just cash and time to craft this.
Quote from: Corwin on November 27, 2009, 07:22:20 PM
Since I need some spending cash, here, I'd like to convert the lvl1-4 pearls into said cash, regrettable as that might be. 16+9+4+1=30k.
I have this cloak, from way back when we killed that planar dragon and I brought back souveniers for Elle; Bright Scale Cloak [20,000gp]: Adds 2d8 holy damage to any breath weapon used by the wearer.
I'm wondering whether it could be boosted, both to match my new dice for the breath weapon, and perhaps for outright output as well. And if so, does it require getting suitable components, or just cash and time to craft this.
Pearls can be hocked without incident.
Elle would at least need time and maybe effort/other stuff for it. It's not viable right now since you're going close to day to day, put it on the agenda for when you finish this or you spend some of the two months on downtime or set it up or whatever. Run on sentences suck, by the way.
I'll hock them after this~
And get 1 potion of neutralize poison, just in case
Lumenvolo, Hero's Armor:
Legends say that three legendary heroes donated their power and the power of slain dragons into a suit of armor. It was forged in dragonfire, flawless in form. When worn by a normal person, it functions as chain mail+3 with no special powers.
When worn by a good aligned person blessed by the three heroes who bestowed their power into Lumenvolo, it functions as chain mail+5. It has a maximum dexterity of +10, -3 armor check penalty and arcane spell failure of 10% The user may invoke each of the following powers:
Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day.
Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes.
Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day.
From the Abyss quest:
1 scroll of magic circle of protection against chaos - 375 GP.
Longsword+2, keen: 18,000 GP.
Shortsword+2, brilliant energy: 72,000 GP.
Dagger+2, vampiric: 32,000 GP.
From Queen Tant:
Soothsayer's Spite
This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains. When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.
Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.
From Silence:
Robes of the Archmagic, Black: 75,000 GP.
Hoary Circlet: Circlet of Intelligence+8. Once per day it can emit a maximized Cone of Cold when worn. Caster level 21st. 111,000 GP.
Six iron rings, lined with gold and woven together: 300 GP.
Silver deathmask of a dwarf: 590 GP.
2 doses of shadow essence poison in a brown guilded glass jar: 500 GP for poison, 56 GP for jar.
Scroll of Screen: 3000 GP.
Thick Efreeti Rug: 469 GP.
Black Velvet mask dotted with lapiz lazuli gems: 1,933 GP.
Stone bracer, with images of Moradin: 898 GP.
Silver inkpot, studded with moonstones and with Selune's name on the bottom: 322 GP.
Starmetal Chainmail+1: 12,000 GP.
Rune covered wrought mithral armband: 725 GP.
Ceramic doll, elf child: 43 GP.
Crystal Flagon full of toxic wine: 930 GP.
A necklace of twinned naga looped together, crafted of green crystal that hums softly: 2,194 GP.
A blue diamond with a green eye encased inside: 8,391 GP.
White crystal helmet, inlaid with seven diamonds. Written inside of the helmet is a prayer to the Triad: 8,897 GP.
Heavy Repeating Crossbow+1, dragon bane: 8,000 GP.
A book with paper made of thinly beaten gold, with words that have no meaning: 903 GP.
A sack full of gold covered wyvern eggs: 1,389 GP.
Six nuggets of silver, glued together with black tar: 392 GP.
A bronzed elf ear: 491 GP.
A shard of glass coated with diamond: 3,289 GP.
Twelve vials of pickled demonflesh: 640 GP.
Crystal Arrow: 1,490 GP.
Beating Bronzed Heart of a marilith: 4,300 GP.
Tome of the Dark Speech: This book, said to be a copy of an unholy tome penned by Leonar, holds secrets of the Dark Speech. If touched by a non evil being, they take 9d6 cold damage per round of contact. If perused by an evil being, Leonar's voice offers them the power of the Dark Speech, if only they submit to his will. If they do, they gain the Dark Speech as a bonus feat. This forms a diabolical pact, damning the user's soul to Cania after death. 9,999 GP.
Ten coins tied together, each one covered with tiny, tiny words. If read, it tells the life story of the reader up to this point: 4,301 GP. Interestingly, the coins do not seem magical at all and do not scan as magic.
Armband of the Spark:
This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. 50,000 GP.
Todesurteil: This lantern sheds life draining green light in a thirty foot radius. Each round a being is exposed to it, they suffer one point of vile consitution drain. This can only be healed by a Restoration spell cast in a sanctified area.
From Bleak Rendor:
Nichtsrusten: This gray armor counts as a breastplate+2. In addition, the wearer gains their charisma modifier as a deflection bonus to armor class. This counts as an artifact.
False Salvation: This ring functions as a ring of protection and resistance+6. 129,000 GP. This is an epic magical item, Elle can't upgrade it.
From the Court of Stars:
10 eladrin clothes: Each gown or formal wear(female/male, respectively) is of fine make beyond that of mortal tailors. When worn, they grant a +6 enhancement bonus to charisma. These take up the armor slot.
From Saul:
A donation of 120,000 GP to be split up as everyone wishes.
Limited Wish into Analyze Dweomer on the unidentified loot (the ring and armour from Bleak Rendor I think is all that's left)
Before any claims I'll just total up the loot split based on who was present for what so we have an idea of how much cash we have to play with.
Greenrot loot, split between Alicia, Seira, Demedais, Polly, Anty, Latha, Donald, and Saul
Scroll was used mid-adventure so counted out.
Remainder totals 122,000. Works out at 15,520gp each.
Silence loot, split between Alicia, Seira, Amaryl, Anty, and Latha
Robes of the Black Archmagi goes into the evil loot vault until someone cares to fix it, unless Seira plans to claim it as is and use via UMD
Tome of Dark Speech is burnt and cast to the four winds.
Shadow essence poison is discarded, but the container is hocked.
Remainder totals 226,943. Works out at 45,388gp each.
Bleak Rendor loot split between Alicia, Seira, Amaryl, Anty, Latha, Jessica, Donald, Saul, Eudard, and Honeydip
The ring plus an equal split of Saul's donated cash works out at 24,900gp each.
Eladrin clothes are personal gifts so are not counted amongst party loot.
Three artifacts were recovered that defy easy pricing.
Soothsayer's Spite
Todesurteil
Nichtrusten
I doubt anyone wants Todesurteil and we just need to find a way to destroy it. That leaves the other two up for grabs.
A few NPCs(Donald, Antenora, Eudard) wouldn't mind False Salvation. That's a shiny ring. I'll wait on Seira before committing to anything there as it'll need some sort of debt agreement.
Eudard is interested in the crystal helmet of the Triad.
Antenora would love the bronzed heart of the marilith.
Amaryl would like the rune covered mithral armband.
Polly wouldn't mind grabbing the Crystal Arrow.
Nichtrusten is really tempting for Antenora or maybe Eudard, but it's not a perfect fit. No one claims it at the moment.
Donald won't mind the Hoary Circlet, but it's a huge overreach for his wealth and he'd need some sort of agreement. He's not terribly committed to it anyway.
Can't really comment in depth yet, but Agatha was totally there! For both Pale Night's place and Bleak Rendor, although the former didn't actually bring us anything.
I'm able to afford the Armband of the Spark and the ten lifestory coins. Maybe I'll figure out how they work, maybe it'll just be a tribute to Waukeen.
Finally, can I pit the Soothsayer's Spite against the Crown of Mysteries and make off with it?
Armor is all sorts of useless to me, ring tempts but it's not a priority, circlet tempts even more but I can't afford it. Evil lamp of evil doom doesn't tempt one bit, to no one's surprise.
By the way, Cor touches on this. The Crown of Mysteries was used so it was omitted from the final post. Dunno how you guys wanna factor that in.
Go ahead and take Soothsayer's Spite, it's a gift so we won't count it as loot and Seira can get the best use out of it anyway.
Since Agatha's a summon I don't think she should get an actual share of loot any more than familiars do, just whatever payment Seira/Saul (I can't recall who summoned her) offered as a personal arrangement.
-1 Knock scroll, -1 Cat's Grace potion, -1 Fiery Staff charge, -7 CLW wand charges
Okeys. 85,808gp to play with.
Ten coins tied together, each one covered with tiny, tiny words. If read, it tells the life story of the reader up to this point: 4,301 GP. Interestingly, the coins do not seem magical at all and do not scan as magic.
Armband of the Spark:
This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. 50,000 GP.
31,507gp remaining +1,136gp originally. After this, I need an actual circlet of int, so I'll use the pearls for cash, as expected. More to come as I decide which ones I can live without.
Meanwhile. Dune, as a clarification, when Saul offered to fund the Citadel/Balmuria TP route, did he mean both directions? And did he intend to cover both scrolls and material component costs?
Yes, Seira.
---
Eb, could you post final splits/shares then?
No claims from Greenrot so everyone involved gets 15,520gp
From Silence, Alicia claims the efreeti rug (469gp), Seira claims the looped coins and armband of the spark (54,301gp), Eudard claims the triad helmet (8,897gp), Amaryl claims the mithral armband (725gp), Antenora claims the marilith heart (4,300gp) and Polly claims the crystal arrow (1,490gp)
No one claims anything from Bleak Rendor, so everyone involved gets 24,900gp
So we end up with people sitting at the following
Alicia 85,399gp and a rug
Seira 31,507gp and an armband and some coins
Demedais 15,520gp
Antenora 81,508gp and a demon heart
Latha 85,808gp
Pollyanna 14,030gp and a crystal arrow
Saul 40,420gp
Amaryl 69,653gp and an armband
Donald 40,420gp
Eudard 16,003gp and a helmet
Jessica 24,900gp
Honeydip 24,900gp
The death lantern remains in storage in Deme's haversack for the time being. The artifact armour can go in Alicia's portable hole for safe-keeping until we figure out what to do with it.
Scrolls of True Meteor Swarm, Miracle of Health, Glaciante's Spiteful Ward, and Alabaster Perfection are also held onto, but if anyone wants to use the latter they're more than welcome to as far as Alicia's concerned.
NPC posts coming!
Antenora imports nothing so she has 81,508 GP to play with. She spends 42500 GP to upgrade her ring to +6 charisma/+15 performance. This leaves her with 39008 GP. She spends 36000 on an amulet of health+6. 3008 GP. She donates the rest to the Temple of Mystra, save for the leftover 8 GP, which she gives to Marie for pocket money.
-5000gp to pay off my debt to Taldeer for regeneration potions before I worry about anything else
Latha brings in 5345 GP for a total of 91153 GP. She upgrades her bracers of armor to +8, taking her down to 63153 GP. She'll buy gloves of dexterity+6, putting her at 27153 GP. She'll hold onto the rest for now, either to donate some, help others out or some other purpose.
Jessica is broke so she brings in a whopping total of 24,900gp. She buys a con booster+4 for 16k. This leaves her 8,900 GP. She gets a darkwood buckler+3 and has 900 GP left. She'll hold for now.
After importing his own stash Donald has 50796 GP to play with. He'll spend 45k to boost his natural armor bonus to +4. 5,796 GP which he'll hold onto.
Cool. Since I already paid for one of them, it means that when my purchased scrolls arrive, I can complete the two-way circle network to Malmuth and the Citadel of Light.
I'll sell my Pearl of Power IV for 16,000gp for a total of 48,643gp to play with, subtract 36,000gp for a Circlet of Int +6 which I need and remain with 12,643gp.
For Amaryl, I think the most useful thing at the moment would be to upgrade the +4 booster to a +6 one. Her old armor comes up to 10,100gp, and I can supply my cash as well as sell another pearl to allow her to get there, if she'd like. She could pay me back later, when all-new villains decide to give us their stuff.
Eudard: Total of 17443 to spend after imported monies. He spends 15k to buff his armor to +4, leaving him with 2,443 GP. He'll sit tight there for now.
Saul is going to invest his money in projects and miscellaneous magic shit. What this means is that he's not buying anything.
Amaryl starts with 69653 GP. She sells her old armor for 10k, leaving her with 79653 GP. She brings in 151 GP that I forgot to add in for a total of 79794 GP. Seira provides the last 20206 GP which all goes into improving her belt to +6. She's done.
Right-o. I'm hocking the III-IV pearls for this, leaving me with 1,437gp.
2,500gp spent on a rolling pin of +5 (profession: baker) for Roald and Jessica's wedding present.
Latha spends 1,800 GP on a ribbon of disguise for Antenora.
Alicia: 20,000 GP in store credit with Elle.
Seira: 20,000 GP in store credit with Elle.
Deme's Items:
The First Resort, Longbow.
The Fifth Resort, Heavy Steel Shield +4, Animated, Bashing, Perfect Guard (+5 to AC or save, OPD) (+1 AC from feat
The Fourth Resort, Ring (+5 deflection to AC, feather fall and DR 5/epic and cold iron)
Amulet of The Watcher: +3 to natural armor AC, +4 to Constitution
Belt of Giant Strength +4: +4 to Str
Helm of Keen Observation: +10 Listen/Spot, constant bonus, competence.
Boots of Speed: Haste, 10 rounds/day.
Bracers of Wrathful Smiting: +2 to hit/damage of smites.
Bracers of Time: Immune rapid de-aging effects (not default)
Gloves of Dexterity +2: +2 Dex
Cloak of Oooh, Shiny +4: +4 Cha
Gnomish Magical Notes, Wild Magic enhanced version:
When used as a tool to aid a Heal check, this grants the user a +5 bonus to the roll. In addition, it allows the following ability to be used: Care(Su): You may spent 1 minute(10 rounds) tending to a person's wounds. This time must be uninterrupted, the carer cannot do anything other than tend to the target. Interruptions force the time to begin anew. At the conclusion of the time, the healer rolls a heal check. The target heals HP equal to the heal check result+10. This ability can be used as many times per day as the bearer wishes, though one creature cannot benefit more than once per day from this ability. One person cannot benefit from this power and long term care, quicken recovery or perfect recovery; the ability granted by these notes supersedes them.
This counts as a minor artifact and has no price. The party may determine it's value as they see fit.
Deme's cold weather outfit: Gear of the Climber: This gear grants energy resistance 5 to cold and a +5 competence bonus to climb checks. This takes the armor slot. 12,000 GP.
Handy Haversack
Wand of CLW (50 charges)
Wand of Lesser Restoration (48 charges)
Potion of Shield of Faith +2 (1)
Potion of Eagle's Splendor
Potion of Protection from Evil.
Potion of Fly (2)
Scroll of Teleport Circle (1) -- Left with Seira
Scroll of Sending (1)
50 ft. hempen rope
Travel kit (exceptional things as noted here) (Notable: Sunrods)
Masterwork Manacle, Average Lock
Explorer's Outfit
Climbing Gear
Lead Chest, Amazing Lock, Trapped w/ Poison & Glyph of Warding (emptied, disarmed
63805 Gold
Add the First Resort to that.
Deme's gold is off limits for the moment, I'd rather you guys didn't see his money and spent it except in a dire emergency. Please don't sell any of his items either, as you guys are working on the assumption it's loaner gear.
Lets just give all his gear to Obureth to distribute amongst the junior guard as needed and have the temple of Helm hold onto his cash in trust?
I don't really care about any of the resorts but Marie will take the bow if Amaryl doesn't want it.
I again state my intention not to loot Deme's stuff, yes.
How about we ask Amaryl about the bow IC some time during/after the wedding? It's really not the sort of thing I want to comment on here, even if her existing bow wasn't getting redone as is.
If Amaryl takes the First Resort, I'll probably just phase out her other bow and let her use that one instead.
I'm fine with distributing the rest of the choice parts to the lesser guardsmen.
The Helm paladins of the junior guard would be happy, then!
Latha's pervy gift for Anty should cost either 12,000 if it's use activated or 10,800 if it's command word.
I'm going to have Latha buy that and spend the rest of her money in donations to the poor and various temples around Balmuria.
Eudard takes the Belt of Giant Strength +4: +4 to Str; Amulet of The Watcher: +3 to natural armor AC, +4 to Constitution; Cloak of Oooh, Shiny +4: +4 Cha. Eudard could grab more since he's under geared and all of this does wonders for him since Deme was a defensive paladin too. He'll hold off out of respect for the others for now. He could grab most of this and cosplay Deme well if he chose to.
Abagail will grab the gloves of dex+2. Initiative and AC are all good things for her.
I'll sort through the rest later. The 3 paladin apprentices will get hunks of this too. Holding off on giving out the other three resorts too.
Just remembered the death lantern was sitting in Deme's haversack. Lets transfer it to the lead chest and then keep it in the vault of creepy stuff until we can deal with it. Amaryl could always use it for target practice with disjunction arrows.
There actually is something I'd like, although it's not listed. I believe that when Elle gave us scrolls, she also handed out a couple of Heals? I'd like to hold onto them now, if that's cool.
Quote from: Ebiris on January 05, 2010, 03:24:49 AM
Just remembered the death lantern was sitting in Deme's haversack. Lets transfer it to the lead chest and then keep it in the vault of creepy stuff until we can deal with it. Amaryl could always use it for target practice with disjunction arrows.
Done. Add it to that topic if it hasn't been already?
QuoteThere actually is something I'd like, although it's not listed. I believe that when Elle gave us scrolls, she also handed out a couple of Heals? I'd like to hold onto them now, if that's cool.
I think that was juuuust before Deme hung 'em up so it fell through the cracks. You're welcome to them. I think it was 2, check to be sure.
http://www.soulriders.net/forum/index.php?topic=100062.msg1012661#msg1012661
Seems to be 2 Heals, 1 Restoration, scrolls-wise.
Somethng else I'm considering is having the Crystal Shades of Mindarmor remade as a helm/circlet/whichever to take the head slot and not the eyes slot. The reason for that is pretty simple: I can wear them just fine, but I can't really see Amaryl lacking enough shame to pull it off, and she needs the will boost far more than I do at this point. Anyway, since 'eyes' is a rarer, less useful slot than 'head', there's no problem, right? She can pay for them whenever she has cash, if she thinks it's a neat idea as well.
http://www.soulriders.net/forum/index.php?topic=100062.msg1012437#msg1012437
Received the scrolls from this off-screen, like we talked. Nothing exciting, but no longer a need for that placeholder.
Editing in some more thoughts on creation, in case I forget. I asked Elle if she could improve on my cloak (Bright Scale Cloak [20,000gp]: Adds 2d8 holy damage to any breath weapon used by the wearer). The answer I basically got at the time was to ask when we weren't fighting horrible evil from beyond daily, which is now!
http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofSpeed
Boots of the Mountain King, Greater Mk II [21,500gp] : page 78 of the MIC. Stoneskin 1/day (swift), CL15. Easier movement through rubble, rough terrain, up/downhill, etc.
Clearly, the two were meant to be together. When adding a secondary function, the cheaper element is priced at 150%, iirc. So the price for adding the Haste function to my boots should be 18,00gp.
I was bugging Elle earlier about ways of summoning/resummoning armor, except unlike Deme's variant I want to pretty much keep a suit of 'clothing' that corresponds with the armor slot in store, and have an item (or an enchantment on one of the pieces of clothing) that swaps between them as a free action. I was also bugging her about allowing magical clothing be adjusted according to the wearer's taste. It's pure fluff, I figure, so if that doesn't end up being too expensive, I'd like to be able to do that. If there's no other option, I can always go for the glamor enchantment, but I'd prefer actual shifting. In practical/combat terms, the lvl1 spell of Enlarge Person supplies this functionality for your gear as pretty much an aside, so using it for fashion can't be that difficult, right?
Quote from: Corwin on January 05, 2010, 01:35:04 PM
http://www.soulriders.net/forum/index.php?topic=100062.msg1012661#msg1012661
Seems to be 2 Heals, 1 Restoration, scrolls-wise.
Somethng else I'm considering is having the Crystal Shades of Mindarmor remade as a helm/circlet/whichever to take the head slot and not the eyes slot. The reason for that is pretty simple: I can wear them just fine, but I can't really see Amaryl lacking enough shame to pull it off, and she needs the will boost far more than I do at this point. Anyway, since 'eyes' is a rarer, less useful slot than 'head', there's no problem, right? She can pay for them whenever she has cash, if she thinks it's a neat idea as well.
That's fine.
Quote from: Corwin on January 05, 2010, 01:35:04 PMEditing in some more thoughts on creation, in case I forget. I asked Elle if she could improve on my cloak (Bright Scale Cloak [20,000gp]: Adds 2d8 holy damage to any breath weapon used by the wearer). The answer I basically got at the time was to ask when we weren't fighting horrible evil from beyond daily, which is now!
Yeah, not sure on a price offhand. I'd have to look up how I priced that in the first place and do some math. I'll do it tomorrow since today's packed.
Quotehttp://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofSpeed
Boots of the Mountain King, Greater Mk II [21,500gp] : page 78 of the MIC. Stoneskin 1/day (swift), CL15. Easier movement through rubble, rough terrain, up/downhill, etc. Clearly, the two were meant to be together. When adding a secondary function, the cheaper element is priced at 150%, iirc. So the price for adding the Haste function to my boots should be 18,00gp.
Yeah, it would be 12k*1.5, so 18,000 GP to add that on is correct.
QuoteI was bugging Elle earlier about ways of summoning/resummoning armor, except unlike Deme's variant I want to pretty much keep a suit of 'clothing' that corresponds with the armor slot in store, and have an item (or an enchantment on one of the pieces of clothing) that swaps between them as a free action. I was also bugging her about allowing magical clothing be adjusted according to the wearer's taste. It's pure fluff, I figure, so if that doesn't end up being too expensive, I'd like to be able to do that. If there's no other option, I can always go for the glamor enchantment, but I'd prefer actual shifting. In practical/combat terms, the lvl1 spell of Enlarge Person supplies this functionality for your gear as pretty much an aside, so using it for fashion can't be that difficult, right?
You could just stick calling on the clothes, it's close enough for this and certainly not gamebreaking. You can work it out like that and it's fine.
Okay, Dune asked for my thoughts on Deme's stuff, and I did have a few.
I think the ring/shield should obviously be kept for Deme/Polly in case one of them returns, but there's no reason for Eudard to not wear them for now. Gathering several resorts might be bad taste, though, so maybe Marie could get the ring? Feather fall is something she might want to call on another, if Alicia's unavailable/lacks immediate actions, and the dr can't be bad. Plus, the gnomish artifacts should be with someone who is usually with us or, at least, someone who can't easily be looted by EVIL.
I think Amaryl should take the bow if offered, in particular to avoid designing the new bow. She'd do comparable damage to Polly with it, but at least it won't be due to the splitting enchantment, and mostly come from crits, the way Eb's rebuild of Alicia relies on crits instead of a flurry of horrible attacks to achieve comparable damage. She'd be less effective vs her strongest enemies (fiends and most undead) but the crit option more than makes up for it once Amaryl takes improved crit. Plus, she'd be rounded out, and could even be awesome in antimagic. If/when Polly returns, we'll figure something out, but I'll help pay for any replacement bow for either of them, as needed, in such a case.
I think Claris should get the healing notes. I don't know how long it'd take him to recover, but Seira would say that trying to help himself by helping others is the right start. If he's sane (just horribly traumatized), he should head to Malmuth. There is no better healing than that, once he is in a state that allows him to function in society, and they'd be the perfect means to achieve it. Plus, there's really no one else that much focused towards healing.
It's near-impossible for me to suggest which of the junior guard Helm paladins get what, given there's only one of them posted. But as I've said before, just give them cool stuff? We have smitings, haste and spot. How can that not be cool?!
I could dump a lot of this on Eudard. Eudard or Antenora would love those bracers. Anyone can use the boots, that's about it for me.
No junior guard Helm paladins? Oh well. Eb made the good point of Marie's spontaneous nudity problem, so amend the stuff about the ring to 'Antenora or Donald'.
http://www.d20srd.org/srd/magicItems/magicArmor.htm#glamered
Since it actually does change the shape, unlike how I remembered it, I'll happily place it on the eladrin gown. Can I pay say double to have its awesomeness affect everything else I'm wearing, too, or would I need to apply it separately to ever other article of clothing?
Called is 2,000gp, I think Deme had it both ways on his armor for double the cost? I do wonder how much it'd cost for a version that works across the planes.
My first post mentions them getting a good chunk of it, Cor.
Dunno offhand, I'd have to look. I'll get back to you on that tomorrow.
Okay, I think what I want to get is a Blessed Book x2. One of them would be getting filled with any unique/non-SRD spells I have, to be given to Abby when she hits lvl7 spells. The other would just continue my own, as it ran out of space.
Spells I'd like to get from Esthan's spellbook/this levelup/from scrolls if you think they wouldn't reasonably be there (Spell Compendium):
Rebuke, lvl2, p170
Bite of the Wererat, lvl3, p28
Attune Form, lvl4, p17
Bite of the Werewolf, lvl4, p29
Bloodstar, lvl4, p34
Ray Deflection, lvl4, p166
Bite of the Wereboar, lvl5, p18
Moonbow, lvl5, p144
Bite of the Weretiger, lvl6, p28
Fleshshiver lvl6, p95
Howling Chain, lvl6, p116
Ray of Entropy, lvl6, p167
Bite of the Werebear, lvl7, p28
From Alicia's trip to Sune's Realm:
Syala's painting of Alicia under the Tree of Idun: 5,000 GP.
From Seira's trip to Brightwater:
A cask of ageless wine: 391 GP.
A tiny bottle of diamond dust: 494 GP.
A mace made of granite: 98 GP.
Silver thread: 23 GP.
A fist sized chunk of feldspar that smells of sweet flowers: 560 GP.
A bolt of fine silk: 1,000 GP.
Silver signet ring of Lliira: 209 GP.
A saddle for a gryphon, inlaid with rose quartz: 483 GP.
A glass eye that has images of the multiverse's makeup within: 800 GP.
A crimson rose from Shendilvari, pressed between wax paper and preserved: 45 GP.
A bag full of quartered silver pieces: 140 GP.
A storybook of ancient Efreeti fairy tales in Ignan: 1,490 GP.
Broken bits of ivory in an old wooden lockbox: 748 GP.
A statue of an elf on horseback, life sized, and carved of marble and inlaid with gemstones: 9,380 GP.
An old copper coin, big as a wagon wheel and thin as your gums: 492 GP.
-300gp for a Sharess-themed wedding night gift to Jessica (and Roald), -Shades of Mindarmor (14,000gp) to pay for the gifts.
Said gifts to the elves: an ornate longbow, a silver goblet, a golden circlet, a crystalline carving of a snowflake and a small metallic dragon statue of a dragon in flight; a crown worth 4k alone.
Assuming my blessed books order went through, that's 12,500x2=25,000gp. I'll toss in my remaining pearls of power (I/1,000 and II/4,000) along with the aforementioned store credit to cover it.
Updated post and keeping this around for my mental work. Anything not listed as taken can be borrowed from the garrison on demand.
Deme's Items:
The First Resort, Longbow. - Amaryl
The Fifth Resort, Heavy Steel Shield +4, Animated, Bashing, Perfect Guard (+5 to AC or save, OPD) (+1 AC from feat) - Xavier picks up Deme's slack.
The Fourth Resort, Ring (+5 deflection to AC, feather fall and DR 5/epic and cold iron) - Donald. As much as his ego stings, he's 'encouraged' to use it. Lots.
Amulet of The Watcher: +3 to natural armor AC, +4 to Constitution - Eudard
Belt of Giant Strength +4: +4 to Str - Eudard
Helm of Keen Observation: +10 Listen/Spot, constant bonus, competence. - Morund.
Boots of Speed: Haste, 10 rounds/day. - Daril.
Bracers of Wrathful Smiting: +2 to hit/damage of smites. - Antenora
Bracers of Time: Immune rapid de-aging effects (not default)
Gloves of Dexterity +2: +2 Dex - Abagail
Cloak of Oooh, Shiny +4: +4 Cha - Eudard
Gnomish Magical Notes, Wild Magic enhanced version:
When used as a tool to aid a Heal check, this grants the user a +5 bonus to the roll. In addition, it allows the following ability to be used: Care(Su): You may spent 1 minute(10 rounds) tending to a person's wounds. This time must be uninterrupted, the carer cannot do anything other than tend to the target. Interruptions force the time to begin anew. At the conclusion of the time, the healer rolls a heal check. The target heals HP equal to the heal check result+10. This ability can be used as many times per day as the bearer wishes, though one creature cannot benefit more than once per day from this ability. One person cannot benefit from this power and long term care, quicken recovery or perfect recovery; the ability granted by these notes supersedes them.
This counts as a minor artifact and has no price. The party may determine it's value as they see fit. - General garrison/support use.
Deme's cold weather outfit: Gear of the Climber: This gear grants energy resistance 5 to cold and a +5 competence bonus to climb checks. This takes the armor slot. 12,000 GP.
Handy Haversack - General use.
The wands and potion goes to the junior guard, who are at just the right level to find these useful as hell.
Wand of CLW (50 charges)
Wand of Lesser Restoration (48 charges)
Potion of Shield of Faith +2 (1)
Potion of Eagle's Splendor
Potion of Protection from Evil.
Potion of Fly (2)
Scroll of Teleport Circle (1) -- Left with Seira
Scroll of Sending (1)
50 ft. hempen rope
Travel kit (exceptional things as noted here) (Notable: Sunrods)
Masterwork Manacle, Average Lock
Explorer's Outfit
Climbing Gear
Lead Chest, Amazing Lock, Trapped w/ Poison & Glyph of Warding (emptied, disarmed) - Used by Alicia to store evil lantern of vile con drain.
63805 Gold
Quote from: Corwin on January 05, 2010, 02:29:46 PM
No junior guard Helm paladins? Oh well. Eb made the good point of Marie's spontaneous nudity problem, so amend the stuff about the ring to 'Antenora or Donald'.
http://www.d20srd.org/srd/magicItems/magicArmor.htm#glamered
Since it actually does change the shape, unlike how I remembered it, I'll happily place it on the eladrin gown. Can I pay say double to have its awesomeness affect everything else I'm wearing, too, or would I need to apply it separately to ever other article of clothing?
Called is 2,000gp, I think Deme had it both ways on his armor for double the cost? I do wonder how much it'd cost for a version that works across the planes.
I'd call a planar back and forth 8k total for this, it's pretty harmless. Do be aware that local conditions could interfere with this, too. Conditions that render plane shifting or teleport unreliable or impossible would interfere with this too.
Quote from: Corwin on January 05, 2010, 05:10:51 PM
Okay, I think what I want to get is a Blessed Book x2. One of them would be getting filled with any unique/non-SRD spells I have, to be given to Abby when she hits lvl7 spells. The other would just continue my own, as it ran out of space.
Spells I'd like to get from Esthan's spellbook/this levelup/from scrolls if you think they wouldn't reasonably be there (Spell Compendium):
Rebuke, lvl2, p170
Bite of the Wererat, lvl3, p28
Attune Form, lvl4, p17
Bite of the Werewolf, lvl4, p29
Bloodstar, lvl4, p34
Ray Deflection, lvl4, p166
Bite of the Wereboar, lvl5, p18
Moonbow, lvl5, p144
Bite of the Weretiger, lvl6, p28
Fleshshiver lvl6, p95
Howling Chain, lvl6, p116
Ray of Entropy, lvl6, p167
Bite of the Werebear, lvl7, p28
This is all fine.
From Alicia's trip to Sune's Realm:
Syala's painting of Alicia under the Tree of Idun: 5,000 GP.
Seven purple gemstone and platinum earrings.
Solid gold Adventurer's Kit.
Tulani's Tiara: Functions as a helmet of teleportation and a headband of intelligence+4: 97,500 GP.
From Seira's trip to Brightwater:
A cask of ageless wine: 391 GP.
A tiny bottle of diamond dust: 494 GP.
A mace made of granite: 98 GP.
Silver thread: 23 GP.
A fist sized chunk of feldspar that smells of sweet flowers: 560 GP.
A bolt of fine silk: 1,000 GP.
Silver signet ring of Lliira: 209 GP.
A saddle for a gryphon, inlaid with rose quartz: 483 GP.
A glass eye that has images of the multiverse's makeup within: 800 GP.
A crimson rose from Shendilvari, pressed between wax paper and preserved: 45 GP.
A bag full of quartered silver pieces: 140 GP.
A storybook of ancient Efreeti fairy tales in Ignan: 1,490 GP.
Broken bits of ivory in an old wooden lockbox: 748 GP.
A statue of an elf on horseback, life sized, and carved of marble and inlaid with gemstones: 9,380 GP.
An old copper coin, big as a wagon wheel and thin as your gums: 492 GP.
A magical four leaf clover.
[/quote]
The leaf clover begs for Analyze Dweomer. I also appraised Marie's winnings by taking 10/31, so there's that as well.
Heaven-related expenses (all accounted for):
-1 greater teleport scroll, -2 scrolls of teleport, -1 scroll of heal, -500gp for Amaryl's ribbon
Seven basilisk's teeth, made into a necklace on an iron chain (red dragon lair)
Seven purple gemstone and platinum earrings: 1200 GP each.
Solid gold Adventurer's Kit: 4,000 GP.
A magical four leaf clover: Greater Luckstone: +3 luck bonus to saves, skill checks and ability checks. 80,000 GP.
Man, either Marie got shafted or Seira took those guys for a ride.
Anyway, putting in an order for the +6 belt of magnificence. Marie can sell her tiara to chip in any funds that'll be needed when Alicia gets back from Celestia.
edit: Selling all of Marie's winnings from the not quite double or nothing game as well as Alicia's belt of giant strength and cloak of charisma, using up Elle's store credit, and chipping in a further 38,100gp for the belt.
44,920gp left and it costs 45,000gp to up Marie's Robes of the Plainswalker from +2 AC to +7. Selling the scroll of Wall of Iron so I have 1,620gp for walking around money.
Okay, purchases go without incident.
Selling the original Luckstone for 20k and the Moment of Prescience scroll for 3k. I've decided to get the Glamered enchantment only for my gown, for now, so -2,700gp. I want Haste, too, and enchanting my boots for x1.5 price of the 12k Boots of Speed price puts me 18k further into the red.
End result: 2,300gp remaining. Works?
Seira's stuff from Kesse:
Brown paper wrapped bottle
Short sword
Coin bag
Potion
Iron Key
Piles of information about the Snake's Way tavern(Parchment).
Iron box with a small horde of gold
Parchment from atop the box.
For reference: Killer's Scorn: Large Greataxe+4. With each blow it creates a bleeding wound, identical to the same ability of a nycaloth. It requires a DC 25 heal/caster level/whatever check to heal the damage and stop the bleeding. Donald's going to have it put in storage for the moment since it might be handy.
Porting Seira's stuff from Kesse over.
Seira's stuff from Kesse:
Brown paper wrapped bottle
Short sword
Coin bag
Potion
Iron Key
Piles of information about the Snake's Way tavern(Parchment).
Iron box with a small horde of gold
Parchment from atop the box.
Sa'grim's hideout
It's a fairly sprawling four story place. There's plenty of rooms, a supply of food, defenses, a treasury and a magical items storage as well as a point of interest detailed below. The remaining bodyguards are easy enough to deal with, none of them are a threat to you. On the third floor is the center of the ley point. Here all the energies gather, surrounded by a stone inlay carved with dwarven symbols. The area radiates strong magic if Seira cares to examine/look at it or try and divine information about the room with knowledges.
Sa'grim has a few items on him:
Magical:
Stone ring with obsidian chips.
3 scrolls.
1 potion.
Non-magical:
Silver inlaid broach
Bag of coins
A white feather
A pouch of sand
Eight glass beads in a metal vial.
Rose petals.
For non remarkable items about, there's plenty of iron rations, provisions, water, clothes and other necessities. All very boring unless you want to raid someone's closet for a new shirt or get the munchies.
From the treasury, a small room with items neatly stuffed and stacked:
Several casks of copper and silver coins from Kesse, Evrai, Sanaxt, the dwarven lands and a few you don't know, as well as small coins from the various small kingdoms and statelets hanging onto the various nations here.
A cask of gold coins, mostly from Sanaxt and Kesse.
A chest full of coins made of a dull brown stone with bright veins of silver running through them. Each one is very big but flat and hard. Each one has a stamp of five mountains ablaze on both sides.
A bag of small, thinly pressed bars of what looks to be a mithral alloy. Each one is half the size of your finger and about as wide. They are tied five to a bundle, knotted together with coarse brown rope.
A sheet of vellum written in golden ink, 'By care of Tist Alorn in the value of 500 Tags.'
A statue of a maiden sleeping against a unicorn, carved of light colored wood.
A bag of marbles made of crystal.
A package full of jars of pickled aboleth flesh, or so the labels claim.
A small jewelry box full of gold and silver jewelry. It's mostly rings, necklaces and earrings, none of which particularly show overly much value or craftsmanship.
A painting of a great rising pillar of flame, engulfing all. Seira can identify this as likely being an image of the form of Kossuth she saw in the realm of fire.
A sock stuffed full of long, sharp white teeth. They aren't human, Seira can tell that much with a glance.
A gnomecraft short sword.
12 dead roses, the rosebuds coated in what looks to be silver.
A longspear with the names of various saints engraved into the haft. None of the immediately mean anything to Seira.
A crown of wrought iron, topped with a blazing yellow sunstone.
In the magical item hold is the following:
14 scrolls
18 potions
A magical greatsword
A magical wand
Right, since you asked....
With the ever-helpful Greater Heroism, and by using the K:A-boosting book, I'll study the Dwarven runes for a result of:
[19:29] <EchoOfDeath> roll 1d20+38
[19:29] * Hatbot --> "EchoOfDeath rolls 1d20+38 and gets 49." [1d20=11]
I'll also gladly take 10 on Appraise for 35, since Rods wanted to know the sum anyway before he asked for his share.
Among other things I wanted were the desire to have Lagann cast Speak With Dead via Limited Wish the next morning, and as Sa'grim's corpse stuff like if other people want me dead/if he had other assassinations going on/if he has other hideouts/if he had a partner who'd be after my blood now/if he has or had more of my stuff from before, which Sharrans took, but never sold it back to Demedais. Basically stuff like that. I could actually write this out, but if it's all a bunch of dead ends, I don't mind just skipping that and you telling me the answer to all that is 'no'.
Stuff that drew my attention a lot: various coins from every country in this part of the world (I want a couple of each!), unicorn and maiden statuette
Stuff that drew my attention: crystal marbles, longspear with saint names (if my knowledge comes up empty, I'll ask Rods or others when back in Kesse), painting of Kossuth
"A sheet of vellum written in golden ink, 'By care of Tist Alorn in the value of 500 Tags.'" <-- didn't get this. Basically, an IOU referring to some Tist Alorn character and a sum owned?
If we skip ahead to next morning, I'll just Analyze Dweomer everything magical I've found so far and then TP us back to Kesse. Not sure how much of any of this you'd like to have RP'd. If we're going to be skipping a couple days to bring things to a close with the coming delegates and so we could proceed dealing with the immortal assassin, I'll TP over to take Vonn's ill-gotten payment as well, since he's totally not getting paid for attacking me.
I think this covers everything.
EDIT: I'd like to take 10 for 30 on K:R, please.
Quote from: Corwin on February 08, 2010, 01:43:32 PM
Right, since you asked....
With the ever-helpful Greater Heroism, and by using the K:A-boosting book, I'll study the Dwarven runes for a result of:
[19:29] <EchoOfDeath> roll 1d20+38
[19:29] * Hatbot --> "EchoOfDeath rolls 1d20+38 and gets 49." [1d20=11]
This is an ancient leyline, a point where the energies of the world merge and meet. Each leyline tends to have a unique function, this one relates to spatial and extraplanar magic. Long ago it was designed to serve as a block to these things. If one wanted to invest money and time into it, it's function could revamped. It could serve to boost travel instead. Teleports would be reliable to it, extraplanar travel would be easier. In essence, plane shift and teleport would function as the greater variants when cast from here.
QuoteI'll also gladly take 10 on Appraise for 35, since Rods wanted to know the sum anyway before he asked for his share.
Silver inlaid broach: 400 GP.
Bag of coins: Local coins in a value of 304 GP.
A white feather: No value.
A pouch of sand: No value.
Eight glass beads in a metal vial: 20 GP.
Rose petals: No value.
Several casks of copper and silver coins from Kesse, Evrai, Sanaxt, the dwarven lands and a few you don't know, as well as small coins from the various small kingdoms and statelets hanging onto the various nations here: 545 GP in total here.
A cask of gold coins, mostly from Sanaxt and Kesse: 1848 GP.
A chest full of coins made of a dull brown stone with bright veins of silver running through them. Each one is very big but flat and hard. Each one has a stamp of five mountains ablaze on both sides: These are Tags from the western dwarven lands. They have a value of 10 GP per Tag, but they're worthless outside of the dwarven lands. Assuming you get value from them, they come to a total of 1340 GP.
A bag of small, thinly pressed bars of what looks to be a mithral alloy. Each one is half the size of your finger and about as wide. They are tied five to a bundle, knotted together with coarse brown rope: Bundles of mithral and platinum trade bars. Each one is worth 50 GP for a total of 2,400 GP.
A sheet of vellum written in golden ink, 'By care of Tist Alorn in the value of 500 Tags.': It looks like a letter of tender. Assuming this works as you expect, you could present this to 'Tist Alorn' for 500 Tags on demand. That's 5000 GP in theory.
A statue of a maiden sleeping against a unicorn, carved of light colored wood: 2,305 GP.
A bag of marbles made of crystal: 890 GP.
A package full of jars of pickled aboleth flesh, or so the labels claim: Checking it over, it's not aboleth flesh at all, but common fish. Curious, but ultimately worth nothing.
A small jewelry box full of gold and silver jewelry. It's mostly rings, necklaces and earrings, none of which particularly show overly much value or craftsmanship: 1,490 GP.
A painting of a great rising pillar of flame, engulfing all. Seira can identify this as likely being an image of the form of Kossuth she saw in the realm of fire: 4,929 GP.
A sock stuffed full of long, sharp white teeth. They aren't human, Seira can tell that much with a glance: The teeth of dire wolves, polished and preserved. 400 GP.
A gnomecraft short sword: 8000 GP.
12 dead roses, the rosebuds coated in what looks to be silver: This looks not to be silver, but the purified blood of a lycanthrope slain by silver poisoning. 2,313 GP. You can make a K:A check if you care to.
A longspear with the names of various saints engraved into the haft. None of the immediately mean anything to Seira: The saints are dwarven saints, mostly of Kossuth and Kelemvor. It's worth 2,000 GP in this region and worthless in the Baronies or lands removed from this one.
A crown of wrought iron, topped with a blazing yellow sunstone: 1,000 GP.
QuoteAmong other things I wanted were the desire to have Lagann cast Speak With Dead via Limited Wish the next morning, and as Sa'grim's corpse stuff like if other people want me dead/if he had other assassinations going on/if he has other hideouts/if he had a partner who'd be after my blood now/if he has or had more of my stuff from before, which Sharrans took, but never sold it back to Demedais. Basically stuff like that. I could actually write this out, but if it's all a bunch of dead ends, I don't mind just skipping that and you telling me the answer to all that is 'no'.
No, no, no, no. He's pretty clean on stuff besides trying to get you eliminated.
QuoteIf we skip ahead to next morning, I'll just Analyze Dweomer everything magical I've found so far and then TP us back to Kesse. Not sure how much of any of this you'd like to have RP'd. If we're going to be skipping a couple days to bring things to a close with the coming delegates and so we could proceed dealing with the immortal assassin, I'll TP over to take Vonn's ill-gotten payment as well, since he's totally not getting paid for attacking me.
We'll deal with the items below. Past that? Getting Vonn's loot can be handwaved - not like he's going to get a chance to spend it, anyway. We'll move along to the delegates pending any questions you have.
Sa'grim's shit:
Ring of Protection+2: 8,000 GP.
Scroll of Cure Serious Wounds: 375 GP.
Scroll of Protection from Evil: 25 GP.
Scroll of Teleport: 1,125 gp
Potion of Fly: 750 gp
Scroll of Protection from Evilx2: 25 GP each.
Scroll of Bull's Strength: 150 GP.
Scroll of Scare: 150 GP.
Scroll of Summon Monster 2: 150 GP.
Scroll of Spiritual Weapon: 150 GP.
Scroll of Suggestion: 375 GP.
Scroll of Waterwalk: 375 GP.
Scroll of Flame Arrow: 375 GP.
Scroll of Invisibility Purge: 375 GP.
Scroll of Darkvisionx2: 375 GP.
Scroll of Resilient Sphere: 700 GP.
Summon Nature's Ally 4: 700 GP.
Potion of Cure Light Woundsx4: 50 GP each.
Potion of Jump: 50 GP.
Potion of Mage Armor: 50 GP.
Potion of Lesser Restorationx2: 300 GP each.
Potion of Greater Magic Weapon+1: 750 GP.
Potion of Cure Moderate Woundsx5: 300 each.
Potion of Spider Climbx4: 300 GP each.
Greatsword+1, frost: 8,000 GP.
Wand of Mirror Image: 4,500 GP.
[20:45] <EchoOfDeath> roll 1d20+38 another K:A
[20:45] * Hatbot --> "EchoOfDeath rolls 1d20+38 another K:A and gets 52." [1d20=14]
Quote from: Corwin on February 08, 2010, 02:45:19 PM
[20:45] <EchoOfDeath> roll 1d20+38 another K:A
[20:45] * Hatbot --> "EchoOfDeath rolls 1d20+38 another K:A and gets 52." [1d20=14]
This is dreadfully obscure stuff, but you recall an truly ancient story. A werewolf terror was slain by a hero(Maybe Talinn the Seeker, though the few scraps conflict each other). Yet it's soul continued to burn, refusing to pass on. An offering was laid on his grave, roses dipped in it's blood. It's said that this caused the beast to at last relent and move onto the Realms Beyond. If this -is- it, the silver could have amazing properties if harvested. However, this could have metaphysical effects, even causing the werewolf ghost to return.
In theory, assuming this is it.
Alicia (via Marie) sells the Decanter of Endless Water for 9,000gp and then buys 2 scrolls of Trap the Soul for 6,000gp
She also acquired a gem worth 20,000gp from Zanimoth.
Can I use Legend Lore on the roses?
Okay, I went through everything Sa'grim had. Tallying it all up got me to 724gp for the first section (rose petals and what not), 34,460gp for the second section (casks to crown) and 31,125gp for the last one (magical stuff). 66,309gp total, and our partnership means splitting it up evenly. That gives me 33,154.5gp to play with.
Here's a list of what I'd like to keep:
Several casks of copper and silver coins from Kesse, Evrai, Sanaxt, the dwarven lands and a few you don't know, as well as small coins from the various small kingdoms and statelets hanging onto the various nations here: 545 GP in total here.
5 gold coins, mostly from Sanaxt and Kesse, 5gp's worth.
2 coins made of a dull brown stone with bright veins of silver running through them. Each one is very big but flat and hard. Each one has a stamp of five mountains ablaze on both sides: These are Tags from the western dwarven lands. They have a value of 10 GP per Tag, but they're worthless outside of the dwarven lands. 20gp's worth.
A statue of a maiden sleeping against a unicorn, carved of light colored wood: 2,305 GP.
A bag of marbles made of crystal: 890 GP.
A painting of a great rising pillar of flame, engulfing all. Seira can identify this as likely being an image of the form of Kossuth she saw in the realm of fire: 4,929 GP.
A sock stuffed full of long, sharp white teeth. They aren't human, Seira can tell that much with a glance: The teeth of dire wolves, polished and preserved. 400 GP.
12 dead roses, the rosebuds coated in what looks to be silver: This looks not to be silver, but the purified blood of a lycanthrope slain by silver poisoning. 2,313 GP.
A longspear with the names of various saints engraved into the haft. None of the immediately mean anything to Seira: The saints are dwarven saints, mostly of Kossuth and Kelemvor. It's worth 2,000 GP in this region and worthless in the Baronies or lands removed from this one.
It would cost me 13,407gp, by my count.
Assuming I didn't fail basic math, this leaves me with 19,747gp. I can give the extra 0.5gp to Rods along with a promise to turn the IOU into money if they fail to get the gold from that. I figure that a local adventuring team with a dwarf on it shouldn't have too much difficulty getting payment, but hey, I've been wrong before. Works?
Also, a reminder to get the non-Sa'grim portion appraised/analyzed. Basically, what you 'ported over, along with Vonn's ill-gotten gains.
Quote from: Corwin on February 09, 2010, 04:02:46 AM
Can I use Legend Lore on the roses?
You do so. "Long ago, 12-as-one were made tribute to the Moonmaiden, 12 keys to the 12-as-one. They laid in state at Highmoon, until the blight of nothingness shattered them wide. A tear fell from the Moonmaiden. That day, the Oracles of the Night-white Lady vowed that the 12 will be spread."
Quote from: Corwin on February 09, 2010, 04:31:13 AMAlso, a reminder to get the non-Sa'grim portion appraised/analyzed. Basically, what you 'ported over, along with Vonn's ill-gotten gains.
Iceblood poison, one dose: 5,000 GP.
Short sword: 10 GP.
Coin bag: 34 GP in small Kessian coins.
Potion of Cure Light Wounds: 50 GP.
Iron Key: No value.
Piles of information about the Snake's Way tavern(Parchment): No particular value.
Iron box with a small horde of gold: 4,900 GP.
Parchment from atop the box: No particular value.
Vonn's stash: 5,000 GP.
Black amulet: Amulet of the Planes, as per the SRD. However, there is a tiny spark of something within it. It is neither arcane nor divine, but instead a power that rules over the divine. A tiny tiny spark of Ao's power, the barest bit.
The amulet's 120,000 GP. The spark is beyond being priced.
LEGEND LORE.
Make and post a will save, Seira.
[22:26] <Seira> roll 1d20+32 (+1 ignorance)
[22:26] * Hatbot --> "Seira rolls 1d20+32 (+1 ignorance) and gets 50." [1d20=18]
Broken and cast ASIDE
The judgment was eternal damnation from which there is no mercy. This cannot be for it his not HIS will for it to be born, not now and not later and not ever. THEREISNOAPPEALONLYTHEENDANDTHEBEGINNINGANDITISALLANDNOTHING
Three to two and one into three
LET THERE BE light
Nevermore
Nevermore
Nevermore
(There wasn't a choice.)
Mommy, make it stop make it stop please i'll serve you forever i'll show you all the secrets i have mommy
help me
so cold
LETMYWILLBEDONEbuti'msotired
reunite the HIGHEST AND LOWEST
HEWASNOTFOOLEDBYTHEFAIRESTSTAR. Toy's judgment. No escape.
I EXIST HELP
As a placeholder/reminder, if I know how much my new friends want me to allocate towards job training centers and schools and temples of Waukeen to serve as marketplaces/hospitals/banks (nice, Waukeen!) then I'd also know if I need to sell something/if I have some spare cash to buy back a pearl of power or two.
From the Green Castle:
Gauntlets of Heartfelt Blows: You may add your charisma modifier as extra fire damage to your melee strikes. This fire is subject to fire resistance and immunity as normal. 20,ooo GP.
Holy symbol of Mystra, steel: 5 GP
Holy symbol of Mystra, silver: 20 GP.
Holy symbol of Mystra, gold: 50 GP.
Pile of broken holy symbols: These could have value if restored by Lagann, it look sto be a hodge podge of various good aligned gods.
72 masterwork scimitars: 21000 GP; assuming you can sell them all. Selling them all in one location won't work, but you guys have TP and plane shift so this is no big.
Bracers of Armor+1 1000 GP
Cloak of Charisma+2 4000 GP
Periapt of Health 7400 GP
Figurine of wondrous power, serpentine owl 9100 GP
Cloak of Resistance+5 25000 GP
Pearl of Power, 8th level spell 64000 GP
Manual of Bodily Health+2: 55000 GP
Adamantine Bastard Sword: 3000 GP
Morningstar+1, flaming: 8000 GP
Frost Brand: 55000 GP
---
Copper coins: 392 GP
Silver coins: 1377 GP
Gold coins: 2781 GP
Jeweled sword: 4024 GP
Meteor's Iron necklace with a sapphire eye: 3,490 GP
Wrough gold picture frame: 340 GP.
Silverleaf book cover: 30 GP.
An old tapestry, showing Demogorgon triumphant over a broken marilith: 3,666 GP.
Infernal-rune covered gold choker: 834 GP.
Miniature scale airship, cunningly designed: 1,393 GP.
Platinum earring studs: 500 GP.
Silver dipped tongue of a silver dragon: 1000 GP.
Music box from Arcadia, which plays a wordless tune of great harmony: 4391 GP.
Onyx Crown: 3,240 GP.
A piece of pumice, with the unholy symbol of Cyric: 30 GP.
A single gnomish coin, a conical cap on the back: 10 GP.
A stone slab mural, showing a lich and angel at battle: 2,939 GP.
Githzerai book of meditations: 59 GP
A necklace of white feathers, said to be from a valkyrie's wings: 2,000 GP.
The Tears of Lathander: A set of six sunstone gems long lost to history, said to be tears long ago shed by the Sun God. 10,000 each or 80,000 GP as a set. If all six are powdered and ground together into a potion, legend says that a great miracle can happen.
Seira's from the deck:
Luckstone: 20,000 GP.
The deck:
Deck of Many Things: A strange deck imbued with chaos. However, it seems to be out of power right now.
Miniature scale airship, cunningly designed: 1,393 GP <-- I like this. Not much else draws my attention beyond idle curiosity. If no one wants the valkyrie feather necklace, I could go for it as well.
Also: I'm suggesting we basically sell the Lagann-reforged holy symbols and give the funds to Ilmater's temple. Seems like there'd be enough for several thousand, easily. Y/N?
Not counting the slab of Naeys and the lich, since we're giving that to him as a gift. Nor the unvalued holy symbols which will be prettied up and sold to give the resulting funds as a sacrifice to Ilmater.
362,132gp total, of which Seira's greedy dragon friends want 25%, and the rest of us being such good friends to her are letting them have without it coming out of Seira's share. That leaves 271,599gp for the rest of us. We're keeping the tears as a party treasure, so subtract 60k from that, leaves 211,599gp.
Split four ways that's 52,899gp each.
Alicia wants the Gauntlets of Heartfelt Blows (20,000gp), the meditation book (59gp) and the Music Box (4,391gp) leaving her with 28,449gp in cash.
Seira wants the airship (1,393gp) and necklace (2,000gp) leaving her with 49,506gp cash.
I didn't see the +2 con book, and yes, I kinda want it.
Recalculate how the loot works out then, Eb?
I have that luckstone to sell!
Split four ways that's 52,899gp each.
Alicia wants the Gauntlets of Heartfelt Blows (20,000gp), the meditation book (59gp) and the Music Box (4,391gp) leaving her with 28,449gp in cash.
Seira wants the airship (1,393gp) and necklace (2,000gp) and the book of con (55,000gp) and is selling her luckstone (20,000gp) leaving her with 14,506gp cash.
Finally paying the 10k to build Lagann's metal body. Would be helpful if you answered this before I went crazy with purchases, though!
http://www.soulriders.net/forum/index.php?topic=100062.msg1013807#msg1013807
Antenora buys the choker and has it melted down(Borrowing Seira for her breath if need be) and reforges it into a cruder but non-infernal choker. 52065 GP left. She'll improve her breastplate to +5. 36065 GP. She adds Mighty Smiting to her spear. 10,065 GP. Antenora will contribute 3,000 to Alicia's magical hideout, 3,000 to Marie, and 4,065 to the Temple of Mystra. She's broke again.
Since Marie doesn't want the 3k, Antenora gives it to Alicia for household expenses. This'll come up sooner or later for sure.
Quote from: Corwin on February 14, 2010, 06:06:39 PM
Finally paying the 10k to build Lagann's metal body. Would be helpful if you answered this before I went crazy with purchases, though!
http://www.soulriders.net/forum/index.php?topic=100062.msg1013807#msg1013807
Say 15k total all said.
Amaryl imports 151 GP for a total of 53050 GP. Ah, nice round numbers. She'll upgrade her cloak of resistance to +5. 44050 GP. She'll add Crimson Dragonhide+3 to her bracers for 31500 GP. 12550 GP left, which she'll donate to Seira's projects.
Lagann will have to wait, then.
FUNDS: 2,937gp
+19,747gp left over from Kesse -15,000gp handed to Agathaiel to distribute
+14,506gp left over from Gurlan
-18,000gp to cast two permanent TP Circles (hub -> Kesse/Sanaxt border, Kesse/Evrai border -> hub)
=4,190gp cash remaining
Amaryl's contribution is appreciated and earmarked for epic.
Gerelethen's lair:
Heavy Steel Shield+4: 16,000 GP.
Mithral Breastplate+4, nimbleness: 29,000 GP.
Ring of Protection+5: 50,000 GP.
Dusty-Rose Ioun Necklace: This necklace formed of ioun stones grants the wearer supernatural insight ot the battle field, resulting in a +4 insight bonus to armor class. 40,000 GP.
Hunter's Claw: This functions as an amulet of mighty fists+2. 24,000 GP.
A drop of mercury from the creation pools of Mechanus: 200 GP.
The first letter of a lie so powerful that it a Yugoloth ever speaks it, they will become a cosmic being ruling over Yugoloths: 1,355 GP.
A polished wooden top, of what looks to be some sort of elven make: 40 GP.
A set of marbles, with each marble having the design of an outer plane inside as a pattern: 4,300 GP.
Copper coins: 83 GP.
Silver coins: 3,29 GP.
Gold coins: 1,600 GP.
Exotic coins: 9,300 GP.
Box of soul gems: Special. These contained trapped souls within. They are valid currency in the lower plains but they're also profoundly evil, tormenting the souls within. They're of Baatorian make, you can tell that much.
Heroes vs the Dragon: You guys know what this is. A signature on it reads 'Kel'. 14,000 GP.
The Garden: This painting serves as a constant Mage's Magnificent Mansion spell. Within lies a restful place. Water can be had from the fountain and fruits from the various flowers provide tasty, nutritious food. However, it does lack the unseen servants function of Mage's Magnificent Mansion. Of note, if you look very carefully at one corner, there is a signature to the painting: Morwel. 150,000 GP.
The Iron Duke: This is a portrait of Dispater, Lord of the Second. While not magical, it is a stunning likeness of him by all accounts and a superb painting. It is said to be the last work of Baciar, a traveling painter of antiquity. 20,000 GP.
Creation: This is said to be an image of the creation of the Prime. The truth of the matter is not verified, but the artist's signature is simply 'He-who-sees-all.' 18,000 GP.
Joining Tower: This portrait was produced long ago by a heretical sect. They claimed that Shar and Selune were the same Goddess, each an aspect of the greater whole. In time, they came to claim that all was one and one was all, merely different aspects of one greater being. The cult died out soon after, but this portrait is a relic of that time. 19,000 GP.
Untitled: This painting is of Far Realm madness. It has no value to any of sanity, save as a disgusting image of non-sanity and non-linear life. To a suitable mind, it may fetch up to 30,000 GP. One would need to make an effort to find someone who would appreciate it.
A Devil's work is never done: This image of ten bodies is said to be a devil's portrait of a perfect sacrifice to Zariel, former Lord of the First. 10,000 GP to the right market, mostly curiosity collectors who don't mind the blasphemy of it. It's value is way down since Zariel isn't in charge of Avernus any more.
Fancy of Music: This baton can be waved to create any music the user can imagine. A DC 10 charisma check is required to use it. 14,000 GP.
Mithral ring: 1,000 GP.
Scroll: Another is written in perfecty precise words, "Speak this before the Razor Throne: Adalani zom prefia - I give my life - Maian alio - To open the secret." ? GP.
Scroll: A third is written in ink the color of rust, "Amal, Perith will come with the moonlight. Do not fear him. Look into his face and you shall find the power of madness, brother." ? GP.
Map: A fourth is a map - to what looks to a valley, with an X in the center. ? GP, looks like a treasure map.
Misc jewelry and metal: 21,000 GP in total.
Huge pile of coins: 120,000 GP.
---
The whore illusion is maintained in the room. It could be replicated with enough money if one cared to study and learn it, but it's not mobile.
The crystal can be moved if one cares to, though it's far too heavy for normal teleportation to move.
Total is 561,207. Split four ways between Alicia, Seira, Anty, and Eudard that works out to 140,301gp each.
Alicia wants the Garden and will pay 9,699gp of her own money to get it.
Antenora'll go halves with you on the Garden if you like, Alicia.
The marbles and the silver/copper/gold/exotic coins interest me. So does the musical baton, and the painting of me. The Garden is clearly in high demand, so I won't make any attempts at it.
re: souls, are all of them evil? Also, is breaking the gem the only way to free a soul from it?
re: crystal, what's the approximate weight? Teleportation with max load and proper preparation could handle a lot. >_>
I'd like to keep all the scrolls and the map for now, and if they lead to more wealth, it will be shared at that time.
Quote from: Corwin on February 19, 2010, 06:48:54 PMre: souls, are all of them evil? Also, is breaking the gem the only way to free a soul from it?
They all scan as evil. Yes, basically. It may be possible to communicate with one in them - Alicia pursued this slightly about Gerelethen. It takes specialized magic.
Quotere: crystal, what's the approximate weight? Teleportation with max load and proper preparation could handle a lot. >_>
About 14 tons. It's a twenty foot long and huge-wide dense magic crystal.
Let's keep the magical gems in the vault or something. I really want to consult with an expert on whether it is preferable to just releasing them to empower the lower planes.
What are you guys going to do about the Far Realm painting? That's purely theoretical money if you can find someone who's interested.
I'll go ask Mial in Brightwater if she knows anyone who'd be interested in such creepy art and has the funds to pay for it.
Quote from: Ebiris on February 19, 2010, 07:01:44 PM
I'll go ask Mial in Brightwater if she knows anyone who'd be interested in such creepy art and has the funds to pay for it.
We'll hit that IC tomorrow or Sunday, then.
Interest in sorting through the library.
Total is 593,207. Split four ways between Alicia, Seira, Anty, and Eudard that works out to 148,301gp each.
Alicia and Anty go halfers on the Garden for 75k each. Alicia also buys the Iron Duke, Joining Tower, Creation, and Devil's Work for a further 67k.
Alicia has 5,962gp and Iron Duke, Joining Tower, Creation, and Devil's Work, as well as half a share in the Garden.
Anty has 72,926gp and half a share in the Garden.
Seira has 115,626gp (some made up of exotic coins), a painting of the Crimson Guard, some marbles, and musical baton.
Eudard has 147,926gp
Books of note:
Xorn Ultimatum: A work of fiction, detailing the rise of the Xorns on the Plane of Earth, toppling the dao, Ogremoch and other forces to become supreme. 200 GP.
Poetry of Mechanus: Prose inspired by the perfect order of Mechanus: 345 GP.
A history of Telerath: 120 GP.
Anatomica Chaotica: An attempt to study the anatomy of slaad. The author slips deeper into insanity as the book goes on, not a single reliable result in there. 100 GP.
Passions: A dirty book about the love between a succubus, an elf, an angel, three erinyes, some dryads, a tree-girl, and many more. Everyone within gives everything up to copulate with no regard, slaying or defeating anything that interposes int heir way to 'bliss': 180 GP. Interestingly, the lead character(a succubus) is named Garenna.
The Mercane's Complete Guide to Celestia: A compendium of information about Celestia complied by the Mercane. Does not live up to the title, though it sure speculates about Chronias and other things. 310 GP.
Crimson Grimorie: This book is from a faraway world, said to be useful to mages of neutrality. Neither Seira or Alicia can seem to read it - it's all nonsense.
Antenora starts with 73301 GP. She adds nimbleness to her armor for 11k. 62301 GP. She buys gloves of dex+2. 60,301 GP. She'll pay 50000 GP to stack +4 natural armor on her amulet of health. 10301 GP. She'll hold onto the rest for the moment, I'll come back to this later.
Eudard has 148,301 GP and 2443 in the bank for a total of...150744 GP. Nice. He pays 75000 GP (50000*1.5 for offslot) to add a ring of deflection's properties to his Crystal Helmet of the Triad. 75744 GP. He pays 45000 GP to add teleport 2/day to the helmet(5*9*2000=90000. Divided by 2.5 for 2 charges a day for 36000. He then pays 1.5 times for stacking it on the helmet. 54000 GP total, leaving him with 21744 GP. This grants him Helm's protection and Tyr's inescapable reach of justice; Ilmater will have to wait until he hits another payday.
Pretty sure Abby's our only TN mage, and I'm not desperate enough to UMD myself to pass for one, so Crimson Grimoire goes to her?
Unrelated, but something I asked in #e before. Is that ioun stone necklace something that can get reproduced if I ever feel like it, or a unique item that this is my only chance of getting, pretty much?
30,000 GP for the Far Realm painting.
Alicia, Seira, Anty, and Eudard need to pay 375gp each to Mial's commission for selling the horrid thing. Alicia will cover it if anyone isn't willing to stump up, but such slights won't be forgotten.
Can you just take it out of the money for the painting? Antenora and Eudard have no problem paying, but the math is easier that way.
Laf. Sure thing.
Easier for you, maybe. Anyway, sure, I've amended the summary post on the previous page.
Expenses/purchases, if possible:
+20,000gp from selling the Amulet of Shaping (This amulet allows you to apply the benefits of the Shape Breath feat to your breath weapon three times per day. This does not increase the number of rounds you must wait to use your breath weapon again.)
-18,000gp for a two way portal into Victoria
-100,000gp ring of wizardry IV
Quote from: Ebiris on February 21, 2010, 02:32:44 PM
Easier for you, maybe. Anyway, sure, I've amended the summary post on the previous page.
How much do each of them get so I can add it to their sheets?
Refer to my earlier summary which I edited upon your request.
http://www.soulriders.net/forum/index.php?topic=100062.msg1013904#msg1013904
10k for Lagann's golem body/outer shell thing. Let's see how this works!
19,875gp spent for Copy-Alicia and various things noted here (http://www.soulriders.net/forum/index.php?topic=100812.msg1013837#msg1013837)
Using this as a way to keep records rather than buy things.
1) Over the skip, can I bug Saul/Elle/Celebrimbor/whichever to copy the SRD spells I lack for lvl6-7? Maybe even lvl8, when it comes to Elle?
2) I want to take Baleful Polymorph. At the time you said it was up to us if we took this spell and put it on the table as an option, so here's me doing that, if that's still doable.
3) I want to have Lagann use Permanency to get See Invisibility and Greater Magic Fang, and to switch one of my own permanent spells from See Invisibility to Greater Magic Fang.
4) Would you care if I used Permanency to give Amaryl Darkvision, even though that's something you can make only permanent on yourself? My basis for this is that it's a pretty weak power that everyone else has anyway and I can't be bothered to cast that shitty spell on her so that she's not left out.
EDITED:
Spells I'm interested in for levelup: Excavate [SC, p85], Ghostform [SC, p103]
Quote from: Corwin on March 04, 2010, 05:13:51 PM
Using this as a way to keep records rather than buy things.
1) Over the skip, can I bug Saul/Elle/Celebrimbor/whichever to copy the SRD spells I lack for lvl6-7? Maybe even lvl8, when it comes to Elle?
Goes without incident.
Quote2) I want to take Baleful Polymorph. At the time you said it was up to us if we took this spell and put it on the table as an option, so here's me doing that, if that's still doable.
No. There's enough save-or-die/suck going around as it is. The alabaster assassin was bad enough, I don't want to feel obligated to use those on you guys and I don't wanna deal with it.
Quote3) I want to have Lagann use Permanency to get See Invisibility and Greater Magic Fang, and to switch one of my own permanent spells from See Invisibility to Greater Magic Fang.
Goes without incident.
Quote4) Would you care if I used Permanency to give Amaryl Darkvision, even though that's something you can make only permanent on yourself? My basis for this is that it's a pretty weak power that everyone else has anyway and I can't be bothered to cast that shitty spell on her so that she's not left out.
Goes without incident, I'll add the power to her sheet. She gets it at DD 5 so that's not a huge deal anyway.
QuoteEDITED:
Spells I'm interested in for levelup: Excavate [SC, p85], Ghostform [SC, p103]
Excavate is fine. I have a concern with Ghostform - if it turns into wraithstrike 2.0 with ignoring natural, armor and shield AC it's going to be banned on the same grounds. Otherwise we'll give it a try and see how it goes.
Bite of the Werebear question. It says you get claw attacks and a bite attack, the latter at -2 and not -5 as if you had the Multiattack feat. Does it mean that you can benefit from Multiattack if you have a third natural weapon as well? SC p28 for reference.
I'd rule that it only applies to the bite, since it says 'as if you have multiattack'. It means the spell just makes the bite work, not other natural weapons.
-I'll sell the +6 circlet and use those 36,000gp to pay for 4 permanencies on TP Circle scrolls (2 to/from Kelara, 2 to/from Arad in the Desert Fiefdoms).
-500gp more will go towards a suitable gem that I will embed into the entrance chamber for my mountain lair in Sylica. It will serve as the focus for my Gemjump spell on that plane.
-The Glamer enchantment will be moved from the gown and to my armor, if it can be.
Arthur Reynes and Darlina both have bracelets of friendship keyed to Alicia. How much would it cost to upgrade them such that they can summon Alicia even if she's not on the same plane as they are?
Quote from: Corwin on March 11, 2010, 05:57:03 PM
-I'll sell the +6 circlet and use those 36,000gp to pay for 4 permanencies on TP Circle scrolls (2 to/from Kelara, 2 to/from Arad in the Desert Fiefdoms).
-500gp more will go towards a suitable gem that I will embed into the entrance chamber for my mountain lair in Sylica. It will serve as the focus for my Gemjump spell on that plane.
-The Glamer enchantment will be moved from the gown and to my armor, if it can be.
Goes without incident. I don't normally allow moving enchantments from item to item, but I'll give you guys a break since you're taking a bath on all your stat enhancers.
Quote from: Ebiris on March 11, 2010, 06:18:16 PM
Arthur Reynes and Darlina both have bracelets of friendship keyed to Alicia. How much would it cost to upgrade them such that they can summon Alicia even if she's not on the same plane as they are?
50% markup, say.
-4,750gp so Alicia's dad and her sea elf buddy can summon an almost deity on demand.
Quote from: Ebiris on March 12, 2010, 01:42:53 PM
-4,750gp so Alicia's dad and her sea elf buddy can summon an almost deity on demand.
This touches a point - something to summon an almost-divinity or actual divinity isn't really a magical item, but a relic or artifact of the utmost holiness. I'd bear that mind, 'licia.
Giving my belt of magnificence +6 to Latha.
Latha gives her gloves of dexterity+6 to Alicia. She can do what she wants with them, but she won't take no for an answer. It's only fair since she doesn't need them any more. At worst, pass them to someone that can use them.
Essence Gem:
This blue gemstone is filled with the essence of the planes. When filled it can create up to 3 portals to the point and plane the gem was filled in. The gem can be used by anyone as a full round action; each portal lasts 3 rounds.
As she studies it...
<Alicia> roll 1d20+30 spellcraft
* Hatbot --> "Alicia rolls 1d20+30 spellcraft and gets 39." [1d20=9]
<Alicia> roll 1d20+28 planes
* Hatbot --> "Alicia rolls 1d20+28 planes and gets 45." [1d20=17]
There is a powerful misdirection magic on the gem. It is supposed to appear as if taking you to the realm of Androlynne. However, that is a lie. Using her knowledge and planar wisdom, Alicia can divine that it would take her to somewhere on Avernus instead. There is enough essence in the gem for one trip to Avernus.
Notable treasures:
One bath in a pool of magical energy: +??? to stats.
Lots of minor magical weapons: Armor+1s, weapons+1, most having ghost touch on them. Lots of minor scrolls like mage armor, shield, shield of faith and that manner of thing. This is in bulk. I can describe each one if you really wanna, but I figure a bunch of this will be folded into the force holding here and the rest into your two guy's forces.
Collections of books on Far Realm lore: These books grant a +6 bonus to knowledge: planes check on Far Realm creatures if studied. The knowledge within is hazardous to the mind, requiring a DC 25 will save or be afflicted with insanity for one week after reading. Failing the save automatically fails the knowledge check, the truth lost in a haze of madness.
Information on the Q'Pa:
"Long did we war with it. Those who gazed on it went forever mad, fascinated into the screaming abyss. Those who touched it's torn space it left behind were obliterated. No weapon or spell could slay it, only stun it after absurd amounts of harm. Weapons and magic often failed on it altogether, with ghost touch and force weapons fairing better but not perfect."
Greatsword+7, fiery blast. This weapon's flames are pure gold, ignoring fire resistance and halving fire immunity(As if the flames were searing.) It is made of a material like gold, but far harder. Celestial runes cover the blade, calling on the wrath of Raziel to smite evil.
Breastplate+7. This golden breastplate, when worn by a celestial of lawful good alignment, has no armor check penalty, arcane spell failure or maximum dexterity cap. Runes on it call for Sealtiel to shield the wearer from all evil. Latha will note the above sword and this armor are relics of Celestia, held by mythical champions rarely seen beyond the brightest lights of the Holy Mountain.
Censer of Controlling Air Elementals: As the SRD item.
Ring of Universal Energy Resistance, minor: As the epic SRD item.
Alicia isn't personally interested in any of the magic items. Most of the low level stuff goes to the garrison now in place, and she wants the dip in the magic pool.
I would be interested in using the censer once to summon and chat with an air elemental, but that's just because it sounds like it'd be a cool thing to do. I'll happy read the insanity-inducing notes, too, unless they're a one of a kind?
Actual interest... I don't actually have the proficiency for medium armor or greatsword, however cool either is. That's a shame.
The notes can be used as often as you like once per check. They aren't expended.
If no one actually likes the greatsword enough to want it, I'd be happy to give it a try with that spell of proficiency.
Alicia takes the magic pool dip.
Seira takes the greatsword and the Far Realm notes and is interested in using the censer(but not to keep it).
Is this right? If so, that leaves the armor and the ring. Antenora will take the armor if she can, it fits her. The ring is nice for anyone but not killer, any suggestions?
Due to misunderstanding, I don't actually want the notes. Let's keep them in the fortress.
How about giving the ring to Jessica?
Okay. Then...
Alicia takes the magic pool dip.
Seira takes the greatsword and is interested in using the censer(but not to keep it).
The Far Realm notes stay in the fortress.
Antenora will take the armor.
Jessica will take the ring.
Also, what about the censer long term?
Let's defer it for later? We have a vault for evil stuff, we can have a vault for stuff we don't really need, too. If it ever gets filled, we could claim/distribute stuff as desired?
Okay. That's fine, you guys are also expanding in depth and resources so this makes sense.
Does anyone want Antenora's old armor: Mithral breastplate+5, nimbelness.
Not particularly! A somewhat related topic I brought up in #e, would anyone from the Guard like to try redeeming the horrible things in the Vault (sans Sammael's Inspiration)?
Leather Bodysuit(Bloodstained): This functions as leather armor+2. It's of fine craftsman ship, having value as art as well as a practical outfit. 5,300 GP.
Ring of Protection+1: 2,000 GP.
A smooth, round onyx gemstone: 435 GP.
An iron bracelet set with a single tiny band of gold in the center: 103 GP.
The gift plan is as follows....
I will center the gift over this: A statue of an elf on horseback, life sized, and carved of marble and inlaid with gemstones.
It will be supplemented by a Large-sized enchanted armor and shield. Lagann will take the full plate armor from my hoard, melting down silver as needed to adjust it to a Large person, using Entemoch as basis and studding it with agates, tanzinite and rubies. Next, he will melt down enough gold to forge a masterwork shield out of it for equal value to the armor, adorning it with sunstones and yellow quartz. Elle and Alice will be commissioned in advance to enchant the armor and shield respectively upon their completion.
The end result should be: 9,380gp (statue), 1,500(armor)+1,500(silver)+1,409(gemstones)+1,000(+1 enchantment)=5,409gp, 3,000(golden masterwork shield)+1,660(gemstones)+1,000(+1 enchantment)=5,660gp.
Reference: http://www.soulriders.net/forum/index.php?topic=100291.msg1012165#msg1012165
Crystal table: 10,900 GP.
Dragon-diamond crown: 14,400 GP.
Various trophies and loot from the attack on Avernus:
One Paelyrion's black blade
One pit fiend's whip.
3 huge malebranche tridents.
Aularos' trident
Staff of Vayldeos.
Bag of gemstones with souls inside
Ring Agares dropped.
Tear emblem Donald took.
Natara's armor
Natara's horn pendant
Silent Scorn: This black blade is a large bastard sword+5. Any creature struck by this blade must make a DC 25 will save or lose all ability to verbally speak. This prevents conversation, makes spells with verbal components impossible and so forth. Other forms of communication such as writing and telepathy are not inhibited. In addition, the victim is afflicted by a Forbidden Speech spell. The subject they are forbidden to speak of us the wielder of Silent Scorn. Unlike normal applications of Forbidden Speech, this is not a mind altering spell, and thus not subject to repression by protection from evil and similar spells. A remove curse cast by an 18th level cleric can restore speech and remove the Forbidden Speech effect, as can a limited wish, wish or miracle.
Mytheleros: This barbed whip is a large whip+5 that deals 2d6 damage. Unlike normal whips, this deals lethal damage and can make AoOs in any range it threatens. In addition, any creature damaged by Mytheleros is afflicted as by a pit fiend's poisonous bite. (DC 27 fort negates, 1d6/2d6 con damage). This poison applies each time the victim is struck, though they can be only afflicted by the poison once, further applications once poisoned have no effect until the poison runs it's course or is cured.
3 huge cold iron axiomatic tridents +1.
Trident: +3 cold iron axiomatic hellfire trident.
Lesser Rod of Tyranny: It is said the lords of major cities within Hell are given an artifact that shows their dominance over all the devils beneath them. What is known less is that weaker versions of this artifact exists. The following counts as a minor artifact:
The Lesser Rod of Tyranny functions as a +3 axiomatic and unholy greatclub. Thrice per day is may be invoked to cast the spell Tyranny(see below) with a caster level of 21 and a save DC of 28.
Tyranny
Level: Sorc/Wiz 11, Cleric 11, Diabolic 10
Enchantment (Charm) [Mind-affecting, Evil]
Components: V, S, F
Casting Time: 1 standard action
Range: 99 ft.
Target: One living creature.
Duration: 99 hours.
Saving Throw: Will negates and fortitude half; see text.
Spell Resistance: Yes.
The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects.
Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request.
Tyranny ignores protection from evil and similar magics. Mind Blank allows an opposed caster check, success suppresses the Tyranny for the duration of Mind Blank, while failure causes the Mind Blank to fizzle. It cannot be dispelled by normal means, but a wish or miracle cast by a 21st level caster undoes this dread magic.
Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject's will.
Arcane Focus: A soul damned to Baator, usually held within a gemstone or like receptacle.
9 gemstones with Chaotic Good souls trapped within.
Inevitable: This ring was worn by Agares, appearing as a wide band of dead gray metal that slowly twists into nothing as it loops around, ending just before it finishes making the ring, leaving a tiny gap in it. Any time a creature deals lethal damage to the wearer, they must make a DC 30 will save. Failure deals 18 points of damage, the wearer healing the same amount minus 1. In addition, it grants a +2 profane bonus to armor class and saving throws.
Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory.
Dark Ward: Spiked Full Plate Armor+5. Each piece of the armor also grants an additional bonus. The helmet grants a +5 resistance bonus to saving throws and a +5 deflection bonus to armor class. The gauntlets grant a +6 bonus to strength. The greaves function as boots of haste, but functions for 20 rounds per day. The breastplate is enchanted, ensuring that the wearer cannot be dismounted. Should they be forced off, chains erupt from the armor, either keeping the wearer from being knocked off or dragging the mount with them. In either case, neither the wearer or the mount is harmed by this.
Wearing this armor occupies the armor, head, gauntlets and boots slots on the body. All parts of the armor must be able to function for any of them to.
Balor's Horn: This horn, taken from a crusading balor's head by Natara, has been imbued with pure law. Balor's Horn grants immunity to the spells word of chaos, cloak of chaos and chaos hammer. It grants a +6 bonus to any saving throws against other spells with the chaotic descriptor. In addition, creatures with the Lawful subtype who wear it gain a +1 competency bonus to attack rolls versus creatures with the chaotic subtype. This counts as an amulet. Non lawful creatures that wear Balor's Horn suffer 2 negative levels.
---
Silent Scorn radiates strong evil.
Mytheleros radiates strong evil.
The three tridents radiate moderate law.
Trident radiates moderate law.
Lesser Rod of Tyranny radiates overwhelming evil and law.
The gemstones radiate faint chaos and good.
Inevitable radiates strong evil.
Balor's Horn radiates strong law.
Let's break the gems and free the trapped souls, for a start.
Edit: I'm interested in either the emblem or Agares's ring, speaking of stuff. +AC is love, in non-amulet form doubly so. The latter would mean a quest, surely, which is always fun.
Doing upkeep, basically to keep what I talked with you about from before Avernus listed, Dune.
http://www.soulriders.net/forum/index.php?topic=100062.msg1014559#msg1014559
http://www.soulriders.net/forum/index.php?topic=100062.msg1014564#msg1014564
http://www.soulriders.net/forum/index.php?topic=100062.msg1014641#msg1014641
Hoard changes:
-A statue of an elf on horseback, life sized, and carved of marble and inlaid with gemstones: 9,380 GP.
-Full Plate Armor: 1,500 GP.
-Pile of gemstones 1(Agates, Tanzinite, small rubies): 1,409 GP.
-Pile of gemstones 2(Sunstones, yellow quartz): 1660 GP.
-4,500gp's worth of exotic coins to cover the silver/gold needed to complete the gifts to Earth
+A smooth, round onyx gemstone: 435 GP.
+An iron bracelet set with a single tiny band of gold in the center: 103 GP.
+Crystal table: 10,900 GP.
+Dragon-diamond crown: 14,400 GP.
Otherwise:
Leather Bodysuit(Bloodstained): This functions as leather armor+2. It's of fine craftsman ship, having value as art as well as a practical outfit. 5,300 GP. -> used to purchase a Wilding Clasp (4,000gp) which is used on the Greater Luckstone, leaving +1,300gp to personal cash.
Ring of Protection+1: 2,000 GP. -> pays for the enchantments on the gifts to Earth.
Freeing the CG souls is a given.
Alicia will claim Aularos's trident and Mytheleros as trophies.
No objection to Seira claiming Agares' ring. I think she also claimed two of the huge tridents, and gets Silent Scorn.
Anty surely deserves Dark Ward for having soloed Natara into a retreat earlier on, she can keep it as a shiny trophy even if she doesn't use it, and let Latha have a look for inspiration. She also gets one of the huge tridents that Alicia didn't want after getting Aularos's.
Donald deserves the Krystear Emblem for killing that guy and taking the trouble to go back and grab it. It fits in with his collection of obscure AC boosters.
How about giving the Balor's Horn and Lesser Rod of Tyranny to Romiel? Celestia can keep the latter well locked away, and surely find a good use for the former.
---
The nine freed souls are now able to travel to their reward. More on this later.
---
NPC interests:
Donald has some interest in Silent Scorn but it would need to be redeemed. Someone claimed the last huge trident, but I forget who. Could someone remember or look it up for me? Romiel is very interested in the Lesser Rod of Tyranny, and was planning to claim it anyway. Donald isn't that interested in the Krystear Emblem, he'd rather have the bastard sword and let someone else claim the emblem if possible. Antenora will take Natara's armor if given, but she'll donate it to Sylica to do with as they see fit and use the cash and good will to do some gear upgrading for everyone. She has more of an interest in Balor's Horn, but she isn't married to it since the amulet slot is highly contested for her with her current amulet.
---
Seira, imput on the proposed divisions? If all's good we'll roll with this.
As said in #e, if Donald likes it so much, let's trade. No issues with any of the rest, really.
Unrelated to this, I don't suppose Romiel managed to get basic trophies like the tridents I could hand to the elemental commanders? I wish I thought about this at the time, but hindsight is 20/20, and I only brought 2 with me.
Can I redeem the ring? While the mechanics of sending myself on a quest to purify it in my name boggle the mind, it'd be kinda cool if I didn't need to borrow someone's power to ultimately convert it.
Trading is fine.
You can redeem the ring with your own power if you desire to. You're a power, albeit a weak one. Nothing wrong with this, though it won't mitigate the need for a quest. Alternately at this power stage, you could begin researching magics to purify captured items without a quest drawing on your own powers, perhaps as ninth level or epic level magic. Do bear in mind that the quest often shapes how the purified item shapes up.
I'll research it once I actually have lvl9 spells, then. Though it's bound to be useful when others appeal to me, a quest is still the cooler option, I feel. Not really sure what you mean about the quest shaping it, since I haven't really picked what I'd do on said quests before. But I have an idea on how I might pursue this IC, so I will use it once it's time.
Treasures given to Alicia by Ebony:
1 scroll of Mephistopheles' Cold Hand:
Mephistopheles' Cold Hand
Evocation [Force, Cold]
Level: Sor/Wiz 10, Cania 10
Components: V, S, F/DF.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell functions as Crushing Hand with a strength score of 41, except all the damage it inflicts counts as frostburn damage, as well as ignoring cold resistance(but not immunity.).
Arcane Focus: The hand of a creature who died of exposure to cold.
1 scroll of Field of Icy Razors.
1 scroll of Canian Ice Storm: This is as Meteor Swarm, except that it deals cold damage and piercing damage instead of fire damage and bludgeoning damage. Spear-like shards of ice form an ice storm, obliterating any it strikes.
2 doses of Canian Wine: Poison, DC 35, 2d6/2d6 dex damage.
Alicia will Analyze Dweomer G'renna's magic rings at some point when she's not hilariously run off her feet with stuff happening nonstop. Thank goodness she doesn't need to sleep anymore.
Ring of Invisibility: As per the SRD.
Ring of Greater Planeshift: Once per day, may invoke Greater Planeshift.
Alicia will use a Wish spell to create a special magic item for Maksim as a reward for his faith and for saving her family from an untimely end. It will be in the form of an amulet, an aqua hued spherical opal set into a mithral clasp on a silver chain, which grants a +1 sacred bonus to AC and saves, and allows him to cast a CL 15 heal spell only once. After the heal spell is used, the opal loses its colouring to become irridescent white, but continues to confer the AC and save bonuses.
AC Bonus (Sacred) +1 = 1x1x2500 = 2500
Save Bonus (Sacred) +1 = 1x1x2000 = 2000
Single use CL 15 Heal spell = 6x15x50 = 4500
Total = 9000gp
Different abilities are in play, so the two cheaper things have a 50% surcharge added on.
AC Bonus = 3750
Save Bonus = 3000
Heal = 4500
Total = 11,250gp
Fire: Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. The gems in the armor are infused with fire magic, granting her a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the gems, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level.
Holy War: Breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.
I kinda wish Latha had remembered I can cast in armour and focused her efforts on getting rid of the armour check penalty instead of the arcane spell failure chance, but it's a good suit of armour, anyway. Alicia will proudly wear it, and gift her current armour to the church of Mystra in Kelara to be given to a suitable champion of Mystra whenever one arises.
I'll happily wear mine since it's a very pretty gift. I think all I need to keep in mind is the -1 to attacks, and that I can't sleep in it anymore or I get fatigued?
Belated, but:
Latha's Hammer: This hammer is forged by Colea, a renowned dwarf smith in Elysium. It grants a +20 enhancement bonus to craft(armorsmithing) checks.
Donated to the temple of Mystra in Kelara, to be given to a worthy hero when one arises
Mithral Breastplate of Nimbleness and Light Fortification +4
- Grants a +2 bonus to dispel checks (above normal spell limits).
Incorporated into Third Resort Dungeon (either as loot or sold to fund traps, depending on what other weapons are there)
Greater Gnomecraft Mace +2, Impact
Gnomecraft Bastard Sword +2, Aberration Bane
From Elanabell:
Staff of the Woodlands: As per http://www.d20srd.org/srd/magicItems/staffs.htm#woodlands
Cloak of the Manta Ray and Resistance +4.
From the assault on Latha:
Soulsword: This blade is forged from 99 souls of the damned. This vile blade can sacrifice souls to gain energy and restore the wicked. In it's current form it's worthless to Alicia. It won't work for someone who isn't lawful evil and the souls would harm her instead of heal her.
Some changes/purchases.
Starting funds: 1,304+72,500=73,804gp
Selling: Boots of the Mountain King, Greater Mk 2.5 [39,500gp] : page 78 of the MIC. Stoneskin 1/day (swift), CL15. Easier movement through rubble, rough terrain, up/downhill, etc. +Speed (Haste) enchantment 10rnd/day (free), CL10.
73,804+39,500=113,304gp
Getting:
http://www.soulriders.net/forum/index.php?topic=100789.msg1013663#msg1013663
-55,000gp to get my cloak to 4d8 holy
Boots of Speed
-12,000gp
Wilding Clasp x4
-4x4,000=16,000gp
113,304-55,000-12,000-16,000=30,304gp
Goes without issue?
From the ruined titan's fortress:
Gargantuan Warhammer of Speed+3
Scroll of Cocoon.
Crystalvein Greatsword
This greatsword functions as a greatsword+6, keen and wounding. This greatsword ignores any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by this greatsword, any force effects active on them or force spells being maintained by them are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
Crystalvein Dagger
This dagger functions as a dagger+6, keen and wounding. These daggers ignore any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by one of the daggers, any force effects on them or force spells being maintained are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
Any force spells on or being concentrated on by the a are treated as being targeted by a dispel magic with a dispel modifier of +21.
Seira gets two of them as asked.
New Epic Material:
Crystalvein
Crystalvein are salt crystals from the quasi-elemental plane of Salt. They are known for being viciously sharp and for their force-shredding abilities, as well as being notoriously difficult to mine. Any weapon made from crystalvein is considered keen and wounding, as well as being treated one point higher for it's enhancement bonus. Crystalvein weapons ignore force effects that grant armor class bonuses, such as shield or mage armor. If a target is successfully hit by one of the daggers, any force effects on them or force spells being maintained are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
For offense, I'll boost my main ring with Ring of Wizardry I (+20,000gp) and improve my cloak further from d8 to d10 (20,000gp) (http://www.soulriders.net/forum/index.php?topic=100789.msg1013665#msg1013665). For defense, I'll get myself a Ring of Protection +5 (50,000gp) along with a Wilding Clasp (4,000gp). May that prevent me from getting attacked quite so often. Should work out if wealth hasn't changed dramatically, and if so, I'll figure another way.
Alicia puts the scroll of Coccoon into the Sylica library of spells for anyone who happens to need it. Latha gets the warhammer of speed to go towards her 'not be scried on' fund.
All of these go without incident.
Alicia, refresh me on the exact plan for Latha's do not get scried plan? I forget if you had one or if it was undefined.
Does our wealth proceed exactly as last level, btw?
I'd really like Amaryl to get a ring of entropic deflection. It shouldn't be too expensive, and boots of striding or something along those lines would satisfy the requirement for getting the full use out of this.
Marie will give her Devilslayer Bow into the Sylica armoury to make up for having so carelessly lost the Magical Beast Bane bow. It's a +3/+4 weapon compared to the +2 one she lost, so they come out ahead!
Latha's 'not be scried on' fund is basically for either Mind Blank or very high CL Nondetection in an item form. I think both are heinously expensive, but we might be able to afford it if Alicia chips in most of her cash as well, depending on what she gets in terms of realm wealth this level.
How much would those cost RAW, Eb?
A ring of constant effect CL 20 Nondetection would be 120,000gp - 3 x 20 x 2000
A ring of constant effect CL 15 Mind Blank would be 120,000gp (8 x 15 x 2000) / 2
Of course Mind Blank is objectively better in every way, especially since most stuff we face nowadays has way more than 20 caster levels, but you might prefer to have her use something less powerful. She's an NPC so it's up to you.
I'm not sure a constant mind blank effect is reasonably priced at 120k anyway, I would probably fiat raise that into being an epic item. (Same principal as the constantly holy aura epic rings.)
I'm thinking more nondetection here then. Okay, I'll do some math in a bit.
Quote from: Corwin on July 11, 2010, 08:04:11 AM
Does our wealth proceed exactly as last level, btw?
I'd really like Amaryl to get a ring of entropic deflection. It shouldn't be too expensive, and boots of striding or something along those lines would satisfy the requirement for getting the full use out of this.
I'll update wealth today.
Ring can be purchased without incident. Remind me to update her sheet with it tonight if I haven't.
The warhammer of speed should be worth 72k, so Alicia drops 48k of her own funds to cover the difference.
Crosspost:
Alicia's personal wealth: 85875 GP.
Seira's personal wealth: 85875 GP.
ref: http://www.soulriders.net/forum/index.php?topic=100062.msg1015906#msg1015906
30,304+85,875
=
116,179
116,179-20,000-20,000-50,000-4,000
=
22,179
That's for my financial balance. Let's see more....
I'll sell my two scrolls of TP Circle. They cost me a bit extra at the time, but normal price is 4,825gp
+4,825x2
-8,000 for Ring of Entropic Deflection for Amaryl (MIC p123)
-10,000 for a Crystal Helm of Mindarmor (MIC p92)
-8,000 for armor enchantment: healing for Amaryl's armor (MIC p12)
Would the Boots of Sidestepping (MIC p78) or the Boots of Speed (SRD) satisfy the requirement for the Ring of Entropic Deflection as items that give an enhancement boost to your speed? The intent does seem to be a permanent boost rather than short-term bursts of it, but it's vague enough I wanted to ask to doublecheck.
Using a helm instead of a mask is purely aesthetics. I talked to you about it before, it's a more valuable slot and works for the kind of boost it gives, too. The armor enhancement is one of those addons that don't raise its effective level, so I was hoping it could be added. If there's a problem with any of those, let me know?
Assuming this all goes through, I'm left with 5,829gp to get Amaryl the right sort of boots~
I'd rule a temporary boost would activate the bonus when it's active, but not otherwise. It's a discount way of getting the synergy effect, one supposes.
Okay. I'm adding the Quickness armor enchantment as well for Amaryl, then (MIC p13, 5000gp). If it all checks out, that leaves me with 829gp, and Amaryl with two new armor enchantments and two new items.
Is there anything Donald is interested in?
Clarification: Boots of side stepping wouldn't trigger the Ring of Entropic Deflection. It's really not even a move bonus as much as an extra five foot step. Not a big deal as it doesn't look like you went with it anyway. Bear in mind Amaryl won't get the 5ft move bonus from the quickness armor, as scout's movement boost is an enhancement bonus as well. It will still satisfy the Ring of Entropic Deflection, though. It's overlapped by the scout movement bonus, but still active.
I'll update her stats once I get an okay on those or a change of plans, since I had to make a few rulings.
As for Donald I'll get back to you on that in a new post. He has some money and Killer's Scorn still sitting around. He's not one for trophies when he needs gear, so he'll probably hock it or trade it to Elle for credit. That's a sneaky way of keeping it in the family, so to speak.
Loot from the ruined elven school of displaced dimensions:
1 potion of shield of faith+4
1 oil of daylight
3 potions of fly
1 potion of cure light wounds
1 potion of lesser restoration
2 oils of magic weapon
1 potion of heroism
1 potion of rage
3 potions of jump
1 potion of magic fang
1 potion of aid
2 potions of magic stone
1 potion of resist energy (cold) 10
1 elixir of love
1 elixir of vision
1 spellbook of cantrips, 1st and 2nd level magic
4 scrolls of heal
I'll grab the scrolls of heal since they're so nice, if there's no objection? As for the spellbook, I figure it doesn't have any fun ancient elven spells lost to time?
It has the normal run of spells, though it does have one custom spell that you've seen before, a long time ago: Sandalphon's Unerring Projectile.
Amusing! What are we doing with it, Eb? Giving it to the adventurers, or as a gift to the elven court?
Padisha's Glory: +3 cold iron anarchic trident. In addition it functions as a staff of the waves with 50 charges.
Quote from: Corwin on July 16, 2010, 02:38:12 PM
Amusing! What are we doing with it, Eb? Giving it to the adventurers, or as a gift to the elven court?
Missed this. I don't really care, but why not let the adventurers have it. They earned it through suffering if not skill.
Blessing of the Twelve: This appears as a gnarled tree root of a vast tree, four feet long and weighing over 100 pounds. It functions as a greathammer+5. When held by a druid, it functions as a Rod of Metamagic: Twin, six times per day.
Greathammer: Two-handed martial weapon 1d12 x3, grants a +2 bonus to sunder attempts.
Amaryl's items-wise:
Bracers of Greater Archery and Crimson Dragonhide+3: +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls; +3 natural armor bonus and fire resistance 5.
It's basically 25k for the archery and 21k x 1.5 (31.5k) for the dragonhide, so how about getting regular Bracers of Greater Archery and an Amulet of Natural Armor +4 (32k)? I'll add the missing 500gp, and she'll gain +1 to AC.
I think it got rather forgotten, but Alicia will destroy the soulsword taken from the pit fiend hit squad sent after Latha.
From the canyon ruins:
1 mind muddying grimorie.
Salutia: Bastard Sword+5. When drawn, all good creatures within a 70ft radius are immune to silence effects, Forbidden Speech or any other ability that robs them of verbal communication. In addition they gain the benefit of a tongues spell(Caster level 18th). Finally, once per day as a standard action, the wielder may have Salutia emit the effect of a Heaven's Trumpet spell with a DC of 24 to resist(Caster level 18th).
Quote from: Corwin on July 24, 2010, 04:44:08 PM
Amaryl's items-wise:
Bracers of Greater Archery and Crimson Dragonhide+3: +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls; +3 natural armor bonus and fire resistance 5.
It's basically 25k for the archery and 21k x 1.5 (31.5k) for the dragonhide, so how about getting regular Bracers of Greater Archery and an Amulet of Natural Armor +4 (32k)? I'll add the missing 500gp, and she'll gain +1 to AC.
Whoops, missed this. There's some reason Amaryl was stacking these but I can't remember if it was just for flavor reasons or for a mechanical one. Let me go back and read, I'll post again or edit once I do.
On checking it's mostly a flavor reason. I'd prefer to keep them since they fit her so well but it's really up to you. I don't care enough to argue over it, it's a minor point.
Blood of the Tarrasque:
This potion, brewed from the blood of the Tarrasque, grants greatly bolstered physical resistance. The drinker gains damage reduction 15/epic; if you possess lesser damage reduction it increases to 15 and gains the epic qualifier. If you possess equal or greater damage reduction, it increases by 5 points. In addition you gain a +2 bonus to natural armor and a +1 bonus to constitution.
Aegis of the Tarrasque:
These artifact shields are made from hundreds of flattened layers of the Tarrasque's shell woven together with the strongest smith-work and searing fire. They are then polished with powdered diamond and the blood of a demigod. Once completed each shield is perfectly reflective, never needing to be polished or buffed.
The Aegis of the Tarrasque counts as a heavy steel shield+6. When carried the user gains some of the impossible endurance of the Tarrasque. They gain a +2 bonus to constitution and are treated as having the Endurance and Diehard feats. If the user already possesses Endurance, the benefits are tripled. If the user already possesses Diehard, they do not die until -30 hit points.
The most powerful aspect of the shield is it's ability to reflect lines, cones and rays. Any such attack targeted at the user has a 50% chance of being harmlessly deflected away. As this is not an illusion or displacement effect, True Seeing has no effect on this miss chance. Normal ranged attacks like arrows are not affected.
From exchanged diplomatic gifts with Baazlebub:
Ring of Adamant Law: As per the epic SRD.
Syala trades her old mace+3, holy in for bracers of armor+7. The extra 1k is spread around various enterprises of Sylica.
Bonds: Falchion+7, evil outsider bane and holy power. For each of Jessica, Marie, Antenora, Latha or Syala within 30ft while wielding bonds, Alicia gains a +2 insight bonus to armor class. These bonuses stack with each other.
Upkeep, since you asked.
5 scrolls of Mage Armor [5x25=125gp]
5 scrolls of Restoration [5x800=4,000gp]
3 pairs of permanent TP Circles on Prime (ex-Wastes, inter-planar trading hub, east of Pallanth) [6x1,000+6x9,000=60,000gp]
1 permanent TP Circle from the bottom of the Cauldron to its very top [1,000+9,000=10,000gp]
Spellpool [200,000gp]
I'm at a loss on Mythal and the ring for Amaryl. Just assign how much you want for this, I guess? Since much of this takes place during a timeskip, just presume I spent any income towards all of this. Shouldn't be difficult to figure things out if need be.
That's fine, I'm going to talk to you guys about the Mythal. Since Balmuria will be the focus of the next game I'm going to need to take a good look at it's exact effects.
Do we really want to play in a setting where the guardsmen are magic-using supermen and all kinds of monsters and hostile magic are nerfed to hell?
That's why, really.
Dragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike.
It's probably where the first problem of following the same gameworld pops up? A lot of the game has been building up towards this, from the theoretical and hopeful when I talked about it with Elle and Celebrimbor and to the actually almost-practical with your design. I don't know if I'd like to play at low levels with a Mythal around (I guess it happens, since FR has them?) but it feels cheap to deny one of these long-term goals for a mechanical inconvenience that's entirely OOC-driven.
How about keeping it in general terms, if you still want to go with it? No death/evil magic (without a high CL check, I guess?), no compulsion/brainwashing, some minor powers via tokens that Oberuth solely distributes to his Guard, as he wishes. Debuffs against undead and evil outsiders.
Thinking about it, Balmuria isn't likely to suffer another undead plague Febras-style considering all the high-level NPCs at or around it anyway, so why not eliminate that theoretical but entirely unlikely possibility with a Mythal?
Or we could just have a bad dude dispel the Mythal by our second adventure. It just eliminates way too many adventure hooks that we ourselves enjoyed when starting out Balmuria. If the Mythal sticks around, especially with the attendant high level busybodies, we're basically going to be forced to go out into the Wilderness to find proper challenges, which defeats the point of a city-based game.
I'm going to do something to split the difference here and work it out. I have my own ideas here so let's not argue about it? This really hits into the next game, where you technically don't have a say in it as the relevant people are all NPCs.
Or in other words relax, I got it.
It would be even lamer for me to have our achievements wrecked just so our current chars could enjoy gaming. It really goes counter to the stated appeal of constantly changing the gameworld through generational changes of characters. If we must return to the blank slate, let's go for AU Balmuria or somesuch.
On a personal note, I can only think of the Febras plot that would be nixed by this from the early ones, and I wouldn't want to actually repeat it. Febras was fun, Febras-redux wouldn't be to me.
EDIT for DunePost: Okeys.
Platinum crown with sapphires: 30,000 GP.