Part 1. Part 2 will be up tomorrow and include ways, costs and suggestions on how to repair and improve Aurora. This is YOUR fortress, guys. If you have an idea for something speak up.
I'm aware you renamed it. Feel free to tell Galariel that.
General traits of Medicant
- Ample light in all places, usually from softly glowing walls or from the thin air.
- Comfortable temperatures, breathable air and other conditions for typical air breathing humanoids despite whatever planar conditions exist outside of Medicant. This does not apply to the open air courtyard.
- Medicant walls vary in thickness by location, but are never less than a foot thick.
- Medicant is composed of a peculiar white stone. This stone is treated as adamantine. Any damage done to Medicant fully repairs itself in one round, making breaches difficult to maintain. The stained glass windows that decorate Medicant share the same traits as the stone.
- Medicant doors are made of a sleek metal, often engraved with various runes. All doors in Medicant can be locked and have amazing locks built into them. These doors are treated as adamantine as well, despite appearing closer to steel or occasionally mithral.
- The entire grounds of Medicant is under the effect of a permanent dimensional lock(Caster level 40 in the event it matters). Even if dispelled - something that requires reaching the core of Medicant and the Celestial Key - the dimensional lock regenerates in 2 rounds. This effect ignores antimagic field and other mortal disruptions to the Weave.
- Transportation in Medicant is achieved through portals. These portals transport approved users to the location they think of, assuming they are allowed to go to that area. This provides a considerable amount of security should a force penetrate into Medicant.
- Medicant is mildly mutable. At the control center cosmetic changes to areas may be achieved, assuming the area isn't overly damaged.
Transportation
Medicant can fly at a speed of 15ft with clumsy maneuverability. It cannot double-move, run, hustle or any other means to increase this speed of movement. This speed of movement is constant, able to move through air, water, loose earth and other similar effects without slowing down. It can likewise maintain this speed of movement in the Astral Plane, despite not having an intelligence score.
When Medicant reaches a portal, it can emit a special energy that causes the portal to enlarge momentarily and allow Medicant to pass through. This takes 10 minutes to prepare and Medicant cannot move while doing so.
Areas of Medicant
Medicant towers before you, taking up the entire horizon. Ahead a vast circular wall, reaching thirty feet high. The outer wall of Medicant rises up before you. Sturdy white stone unmarked by the countless eons it has stood loom tall! Beyond it a great fortress, a mass of towers and a grand keep. Ahead gates part, as if to dare you to enter.
Outer Wall
The outer defensive perimeter of Medicant. These walls are tall enough to stop most assaults cold. A single gate allows entry into the fortress. Creatures that pass through the gateway without being approved are assailed by a storm of magic missiles, dealing 30d4+30 damage per trip through the gates. (Caster level 20th.)
The true purpose of the outer wall is to serve as an anchor for a vast sphere of force that rises up and domes in Medicant. This protects the courtyard from environmental conditions as well as stopping fliers from attacking Medicant directly. This is treated as a wall of force effect with a caster level of 40th. The wall can be defeated by dispellation or any other effect that defeats a wall of force. However, the wall regenerates in one round.
People found here: Drena (Flying around Aurora when local conditions permit), Baleruk (Flying around when local conditions permit, lording over Aurora), Canderella (When she feels like throwing some lightning around)
Courtyard
The courtyard is 1000ft from the outer wall to Medicant from any point of the outer wall. There is only one direct entrance to Medicant, though there are open windows and balconies, as well as stained glass windows. The courtyard is open space, designed to shifted from a death filled trap field to a mustering point for armies to march through. The courtyard now possesses a tower in the western quadrant.
Galariel or Elena can set various conditions within the courtyard.
- Neutral conditions.
- Scalding heat. Deals 3d6 points of fire damage per round. It activates once a creature is in the courtyard; a 2 round warmup begins immediately as temperatures rise. This heat persists until no creatures are within the courtyard or it is shut off. This is complimented by an optional second trap at the entrance to Medicant. Intense cold magic is stored within the doors, triggered if the doors are touched. The explosive results of the temperature difference deals 20d6+120 points of damage to all creatures within the courtyard. Unfortunately this has a real risk of destroying enough of the outer wall to destabilize the sphere of force, so it is rarely used.
- Freezing cold. As above, but with cold damage. There is no corresponding fire magic trap to cause an explosion.
Elrisa's Tower
This tower is home to Elrisa's School of the Graceful Blow. It has gardens, training halls, residences and a small cellar.
Galuh Board
A section of the courtyard is set aside for Galuh, a giant boulder tossing and rolling game. The giants accept wagers for competitions. Further, some warriors have taken to betting and watching the games.
Warhome
A small, simple shack of a temple has been set up just inside the gate and outer wall. It is consecrated to Tempus.
Triune Temple
A small building surrounded by greenery, within lies a temple to Angharradh. It is hallowed ground with death ward attached.
People often found here: Misalea (Within Elrisa's tower), Arrel (Nesting), Adrian (Talking to Arrel), Jarl Bigansdir (With the other giants playing Galuh), The Master (Practicing or at Warhome), Mirima (Within Elrisa's tower).
Entrance Hall
This broad and long, red carpeted hall is watched by a few dozen of the surviving Medicant Golems. (See Table of Destiny post) There are no special magics in place in this hall, though it is the main entryway to the portal network.
People often found here: Lief (Practicing aerial maneuvers around the golems), Kascha (Studying the golems), Sylvie (Studying the portals).
Soldier's Barracks
Imagine hundreds and thousands of beds in vast halls. Impersonal, like a giant barrack. This is where the common soldier rests. Various non perishable supplies are intact here, things such as weapons, rope, training dummies and all the little things a soldier needs.
People often found here: Dana (Talking, fighting and practicing), Hanna (Keeping up on her eladrin charges).
Officer's Barracks
Floor after floor of personal apartments, for officers and other people who need better living conditions. The rooms are well kept if slightly spartan. Many find it preferable to decorate their room for the sake of homesickness.
People often found here: Most named NPCs, usually asleep or within their room.
Suites
Here are the opulent, spacious quarters for generals, VIPs and close allies. However, they were badly damaged by Medicant's final journey. Considerable repairs will be needed to make them the luxury they once were before. Nonetheless, once repaired, each suite has almost anything you could want.
People often found here: Morniel (In his suite), Ilsenine (In her suite, holding court).
Medi's Quarters
These quarters were sealed by Medi in Medicant's last journey. Galariel and Elena lack the ability to undo the seal Medi placed on them. What lies in those quarters could perhaps change worlds, but the magic guarding them is beyond Galariel to undo. What information survives suggests that Medi's quarters were fantastic, housing works of magic to rival the Gods.
People often found here: Annalise (Occasionally inspecting the portal to Medi's quarters).
Armories
Need a weapon? Vast racks of equipment and armor are neatly sorted. Of course most of the magical equipment is gone, but some mundane gear is left. There's also mild damage to a few spots.
People often found here: Crystal (Inspecting weapons and armor).
Training Halls
These halls are various areas full of regenerating dummies, training systems and the like. In theory, all of it was trashed. There's also special rooms that can generate quasi-real illusions to train against, but that system is broken as well.
People often found here: Adrian (Practicing), The Master (Practicing), Hanna (Beating the living hell out of dummies)
Laboratories
This semi-ruined laboratory can make magic item, potion and alchemical creation much easier. Arcane diagrams fill the floors and walls, while pulses of energy are channeled about. The light is dim, giving show to flares of colored energies whenever magic is worked. Right now, the ambient energies reduce the cost of making scrolls or potions by five percent, but with work it can be more - and help you commission cheaper magical items.
People often found here: Elder Magi Tepen (Researching and working), Kascha (Working and studying), Sylvie (Experimenting).
Library
You've been here and are familiar with it. As of now, you can gain a +5 bonus to any knowledge check, presuming you spent 10 hours studying in the library first and have the capacity to read several languages.
People often found here: Elder Magi Tepen (Reading), Annalise (Reading), Dana (Sleeping), Sylvie (Reading).
Dungeon
You're familiar with here, too. Walls of Force keep them in, specialized teleports put them in. More advanced holding measures can be invoked as well once developed.
People often found here: Misalea (Staring at devil prisoners.), Morniel (Lost in thought).
Cafeteria
You've been here as well. Roughly 60% of foodmaking capacity has survived, the other 40% must be repaired.
People often found here: Everyone who needs to eat, plus Tannin (Eating or listening to other people talk).
Farms
This area is completely intact. It is a growing field tucked deep into Medicant. Lights from above provide nourishment to plants and allow them to grow fast and true. Crops grown here grow in 1/10th of the normal time and are treated as being affected by a plant growth spell. There are also pens for livestock and feeding systems for them, ones that are broken.
People often found here: Lief (Silent meditation?), Crystal (Prayer).
Healer's Ward
While lacking any healers now, there are several intact methods of healing now.
Blessed Rest beds: Twenty four of these beds survive. Resting in this bed for 24 hours counts as a week's worth of natural healing. In addition the target sleeps peacefully and without disruption. Not only does this stop mundane problems such as sleep apnea, but magical effects such as nightmare are blocked.
Restoration Pod: Three of these glass pods survive. A medium or smaller nude creature may enter. The pod fills with blue water over the course of a round. This water does not inhibit breathing, but instead puts the target into a light sleep. They are treated as having fast healing 5 while in the pod. In addition, once all hit points are recovered, ability score damage (but not drain) is restored at a rate of one per round. Finally, the following conditions are remedied in this order, one per round after all hit point and ability score damage is healed: poisoned, exhausted, fatigued, nauseated, sickened, blindness, deafened. Note that if the condition is unusually difficult to cure or the result of external, still functioning magic such as a curse, it cannot be remedied in this way.
Once all of this is done the water recedes, the creature awakes and it may leave the pod at its leisure. As a mild side effect of the sedative effect of the waters, anyone who uses one of these pods suffers a -2 penalty to saves versus sleep for 24 hours.
People often found here: 27 (Whatever the hell he does), Drena (Healing the wounded), Hanna (Healing the wounded).
Memorial Hall
A solemn place with a wall listing all those who have died on this Crusade. Touching a name on the wall projects an image of the fallen.
People often found here: Misalea (Watching the image of Elrisa), 27 (Whatever the hell he does), Canderella (Meditating).
Baleruk's Quarters
Baleruk's empty lair/throne room/whatever else. Still in development.
People often found here: Baleruk (Obviously), Kascha (Studying Baleruk).
Hot Springs
A large bath area, full of opportunities make yourself something besides a walking pile of greasy stink.
People often found here: Annalise (Bathing), Drena (Using wind on water to create various effects), Elder Magi Tepen (Resting and soaking his not so old bones.), Mirima (Bathing).
Repairs require a fair deal of money to do, as various magical reagents, supplies and so forth costs money. This also requires a market to buy these things in, but with greater planeshift and greater teleport at your disposal this is no great obstacle. The price is listed, along with the number of checks needed and the amount of time required. Each day of work requires 8 hours of undivided attention. For the sake of buffs and other things to raise skill checks, they must apply for the entire eight hours. Barring a few hour/level spells this means that permanent stat boosters are fine and most other spells lack the duration to be helpful here. For every 3 points that you pass a check, the price of the upgrades is reduced by 1%. Likewise, for every 3 points that you fail a check, the price of the upgrades increases by 1%. For each person making a check, you can have two people aiding another. They must work for 8 hours as well and fulfill all other conditions.
Costs, time and check difficulty is roughly linear, though there is no guarantee of everything being equal. Some tasks are hard and time consuming, some are hard and quick, others are easy and quick, and yet others are easy and tine consuming. It all varies. Upgrades purchased are bolded.
Repairing the sphere of force and outer wall: 150,000 gold; 4 DC 30 K:A checks, 3 days. This protects Aurora properly and allows you to take Aurora into planes like Water without difficulty.
Improve Medicant's speed to 25ft: 30,000 gold; 2 DC 25 K:A checks and 1 DC 22 C:A check; 5 days. ---> Improve Medicant's speed to 40ft: 50,000 gold; 2 DC 28 K:A checks and 2 DC 25 C:A checks; 7 days. ---> Improve Medicant's speed to 70ft ---> 100,000 gold; 2 DC 35 K:A checks and 2 DC 31 C:A checks; 12 days.
Improve Medicant's maneuverability to poor: 15,000 gold; 1 DC 30 K:A check and 1 DC 30 spellcraft check; 3 days. ---> Improve Medicant's maneuverability to average: 40,000 gold; 1 DC 35 K:A check and 1 DC 35 spellcraft check; 4 days. ---> Improve Medicant's maneuverability to good ---> 75,000 gold; 2 DC 45 K:A checks and 2 DC 45 spellcraft checks; 6 days.
Speed up portal enlargement to 1 minute: 20,000 gold; 1 DC 21 spellcraft check; 3 DC 30 K:P checks; 2 days. ---> Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days. ---> Speed up portal enlargement to 1 swift action: 150,000 gold; 1 DC 25 spellcraft check; 3 DC 50 K:P checks.
Improve magic missile trap to CL 30 and 30d4+30: 10,000 gold; 3 DC 20 spellcraft checks; 6 days.
Prepare new conditions or traps for the open air courtyard: Various, inquire about any ideas you have. The price range varies, but ranges from 10,000 to 20,000 depending on what you have in mind.
Improve courtyard cold damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard cold damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard cold damage to 20d6 (Caina style): 75,000 gold; 3 DC 40 spellcraft checks; 7 days.
Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days. Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.
Set up holy power styled trap in the courtyard, 3d6 damage: 45,000 gold; 5 DC 30 spellcraft checks; 2 DC 30 K:R checks; 7 days. Improve courtyard holy damage to 6d6: 30,000 gold; 3 DC 35 spellcraft checks; 2 DC 35 K:R checks; 5 days. ---> Improve courtyard holy damage to 10d6: 90,000 gold; 3 DC 45 spellcraft checks; 2 K:R checks; 6 days. ---> Improve courtyard holy damage to 20d6: 225,000 gold; 3 DC 50 spellcraft checks; 2 DC 50 K:R checks; 7 days.
Improve soldier's barracks (Happier soldiers and better morale): 25,000 gold; 1 DC 23 K:A check; 1 DC 23 K:P check; 1 DC 23 K:N check; 10 days. ---> Improve soldier's barracks more (Even happier soldiers and even better morale): 40,000 gold; 1 DC 26 K:A check; 1 DC 26 K:P check; 1 DC 26 K:N check; 13 days.
Improve officer's barracks (As above, but for officer-types): 30,000 gold; 1 DC 25 K:A check; 1 DC 25 K:P check; 1 DC 25 K:N check; 12 days. ---> Improve officer's barracks more (As above again): 50,000 gold; 1 DC 27 K:A check, 1 DC 27 K:P check, 1 DC 27; K:N check; 15 days.
Repair suites to basic livability: 20,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:A&E check; 10 days. ---> Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days. Improve suites (You and anyone else who gets one lives in supreme luxury) ---> 100,000 gold; 1 DC 30 spellcraft check; 1 DC 40 K:A&E check; 1 DC 35 K:A check.
Repair and restock laboratories(10% discount on magical items you commission, once you have people who can make them): 30,000 gold; 2 DC 30 K:A checks; 2 DC 30 spellcraft checks; 4 days. ---> Improve laboratories(15% discount on magical items, 5% discount on any further Medicant repairs/improvements): 65,000 gold; 2 DC 40 K:A checks; 2 DC 40 spellcraft checks, 1 DC 40 C:A check; 4 days. ---> Improve laboratories(25% discount on magical items; 10% discount on repairs/improvements): 125,000 gold; 2 DC 50 K:A checks; 2 DC 50 spellcraft checks; 1 DC 50 C:A check; 3 days. ---> Improve laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.
Repair library sorting and translation system(Takes 1 hour to consult with the library on a check): 10,000 gold; 1 DC 20 spellcraft check; 2 days. ---> Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days. ---> Improve library sorting system(Takes 1 minute to consult): 50,000 gold; 1 DC 29 K:A check; 1 DC 31 spellcraft check; 2 days.
Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days. ---> Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days. (Special: As this one involves purely stocking up on useful books, it's essentially a shopping mission. Thus appraise to do the shopping and K:P to find useful planar places to go shopping.)
Expand dungeon(Double capacity): 50,000 gold; 1 DC 20 K:A&E check; 1 DC 25 spellcraft check; 5 days. ---> Expand dungeon (Triple capacity): 100,000 gold; 1 DC 25 K:A&E check; 1 DC 30 spellcraft check; 5 days.
Repair cafeteria(Restores full capacity): 15,000 gold; 2 DC 22 K:A checks and 1 DC 22 spellcraft check; 2 days. ---> Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days. ---> Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days. ---> Improve cafeteria(Everything is a heroes' feast; soldiers who eat before battle will have the benefits of this): 200,000 gold; 3 DC 50 K:A checks; 2 DC 50 K:R checks; 2 DC 50 spellcraft checks; 3 days.
Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days. ---> Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Healer's Ward repairs(Better healing facilities; 5% discount on expensive healing spells such as restoration): 30,000 gold; 1 DC 25 spellcraft check; 1 DC 25 C:A check; 6 days. ---> Healer's Wards improvements(Even better healing facilities, 15% discount on expensive healing spells): 55,000 gold; 1 DC 31 spellcraft check; 1 DC 31 C:A check; 10 days.
New improvements from suggestions
Create hot springs and baths(Self explanatory, makes everyone cleaner and a little more bearable to live with): 1,000 gold; 1 DC 20 K:A&E check; 3 days.
Portal Compass(Points towards the nearest portal and shows direction and distance): 10,000 gold; 2 DC 23 spellcraft checks; 1 DC 23 K:P check; 5 days ---> Add long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days ---> Add scrying capacity (Shows location of nearest portal): 80,000 gold; 2 DC 32 spellcraft checks; 1 DC 32 K:A check; 7 days*.
Sending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.
Make a War/Conference room (Self explanatory.) 0 gold, just talk to Galariel since Medicant has some limited morphic abilities. ---> Illusionary battlefield capacity(Allows illusions to create battlefields and other things at will): 20,000 gold; 1 DC 25 spellcraft check; 3 days ---> Add scrying capacity (Shows battles as they progress, makes strategy and adjustments much faster): 80,000 gold; 2 DC 32 spellcraft checks; 1 DC 32 K:A check; 7 days*. ---> Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.
Install fireball cannons in the outer wall (5d6, DC 20, CL 5): 80,000 gold; 2 DC 23 spellcraft checks; 1 DC 23 K:A check; 4 days. Improved fireball cannons (10d6, DC 25, CL 10): 125,000 gold; 2 DC 30 spellcraft checks, 1 DC 28 K:A check; 5 days. ----> Superior fireball cannons (15d6, DC 30, CL 15): 175,00 gold; 2 DC 35 spellcraft checks; 1 DC 31 K:A check; 6 days.
Long distance systems for fireball cannons (Doubles range of fireballs): 25,000 gold; 1 DC 25 spellcraft check; 1 DC 25 K:A check; 2 days. ----> Improved long distance systems for fireball cannons (Triples range of fireballs) 51,000 gold; 2 DC 30 spellcraft checks, 1 DC 30 K:A check; 4 days.
Memorial Hall (Keeps a wall list of the fallen, on touching a name an image of that fallen will appear): 20,000 gold; 3 DC 24 spellcraft checks; 4 days.
Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.
Unicorn arrow trap for the gates, fires after the magic missiles (5 unicorns; CL 17): 75,000 gold; 2 DC 32 spellcraft checks; 1 DC 33 K:A check; 3 days.
Upgrade the dimensional lock of Aurora to cover the courtyard: 127,500 gold; 3 DC 40 spellcraft checks; 1 DC 38 K:A check, 1 DC 41 K:Architecture check; 7 days.
Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.
Create bulletin boards (Connected to generals and colonel's rooms and allow updates from there, allow illusionary images to enlarge for viewers): 20,000 gold; 3 DC 25 spellcraft checks; 4 days.
*This is essentially the same thing with a different target. Buying one will purchase the other. There's no need to double-pay for the same basic scrying capacity.
Costs of linked things are paid in full for each improvement.
I'm aware you guys are literally going to need millions of GP by the time this is all said and done, not to mention equipping yourselves and allies and various typical expenses. Other improvements, expansions and whatever else can be priced on request. What things interest you? How do you want to customize and improve Aurora, guys? How are you going to make filthy stinking piles of lucre? Well, moreso than usual.
Aurora Shops
These shops are available to you guys and are updated every so often. All prices are as listed.
General Shop 'Filbrez's Emporium'
This shop is ran by Filbrez, a Mercane trader who sells a little bit of everything. These are the unique items he is currently offering.
Elixir of Grandeur: This appears to be a potion of cure serious wounds, but in reality grants 3d8+5 temporary hit points. 500 gold.
Rock+1: Why someone enchanted a rock, Filbrez can't say. It mechanically functions as a club. 2,000 gold.
Sob Story: Full Plate Armor+6. Anyone who wears this armor is afflicted with a permanent crushing despair spell. In addition, in each round of combat, the wearer has a 50% chance of breaking down in tears and doing nothing that round. 8,000 gold.
Salinus' Revenge: Crystalvein Rapier+7, desiccating. 253,000 gold.
Big Fucking Sword: This sword is over ten feet long, absurdly oversized for anyone but a giant. Yet any medium-sized creature who sees it feels a distinct desire to use it. If asked why, they say it is 'cool' or 'awesome' or 'awe-inspiring'. This weapon deals 6d6 points of damage per hit, with a critical hit range of 19-20 x4. The magic in the blade provides no enhancement bonus, but instead allows the sword to be clumsily used. Attack rolls take a -6 penalty due to the absurd size of the blade. Large or larger creatures find this weapon to be completely unsuitable and treat it as a plain greatsword of no special qualities. 15,000 gold.
Alchemy Shop 'Grenalous Presents'
Any alchemical item can be ordered here. Order 3 of an item for a 10% discount and 6 of an item for a 25% discount. In addition Grenalous has various custom alchemical concoctions. Right now he only has one, but more can be developed in time. Extra funding or a patron can aid these developments along.
Fey-Nip: This item has mildly intoxicating effects on fey, bringing feelings of contentment and happiness. Fey who are exposed to this often fall into revel and stay in the area they were exposed in for some time. There is no saving throw against this effect, though there is no compulsion to do anything but feel happy on being exposed to it. This has no effect on non-fey. 50 gold.
Improved Alchemist's Fire: As Alchemist's Fire, except that it deals 3d6 damage on a successful hit. 100 gold.
Lore Shop 'Lost Stories'
Vel is a middle aged, stocky half dwarf/half mercane with pale blue skin and a perpetual frown. He sells books and scrolls of lost lore, which will contain useful or interesting information. No browsing, please. If you're interested in a book buy it so he can maintain a healthy bottom line.
Gwinnan's Travel Logs, Volume 2: Air. 150 gold.
Metamagic: The myths, the legends and the cold facts: 300 gold.
Numerological Concepts in the Planes: 500 gold.
Lost Lore of the Abyss: Scanda Pax: 600 gold.
Revelations from the Truth: 450 gold.
The shocking truth of fey decadence!: 150 gold.
Regrets of the Well-Worn Inevitable: 350 gold.
Burning Hands, variants on the classic: 1,100 gold.
Eatery 'Winddance'.
Creasea is a chef from the employ of Princess Chan of Air. He is a master of creating rich food from thin air. On occasion he creates one of a kind works of food that transcend mere taste and offer genuine benefits to the imbiber.
Windroast: Grants a +5 bonus to move speed for one hour after consuming. 500 gold.
Pepperbread: Grants a +2 alchemical bonus to strength for ten minutes after consuming. 600 gold.
Minty Dog: This particular drink is so cold it causes 5d6 points of cold damage on consuming. However, this burst of cold supercools the body, granting resistance to fire 10 for one hour. 100 gold.
Willim Special: Restores 5d10 points of damage after consuming. 750 gold.
Quote from: Corwin on September 29, 2011, 06:03:54 AMAs for stuff unlisted as yet, is it possible to add divinations? A compass pointing towards the nearest portal (+distance to it), the ability to use Analyze Portal on it and list conditions past it/show an image of what lies there, maybe sending scrying sensors ahead of us to see how they're received. The ability to use a form of Sending would also be nice to contact people.
Is there a spell that detects portals like that already? Check for me and let me know, I'd want to use that as a basis for pricing anything. Everything here is entirely possible, I'll get back to you once I have that and I do some math.
Quote from: Yuthirin on September 29, 2011, 02:33:59 AM
-Ranged cannons on the battlements
-Hotspring/bathhouse
-Viki & Jeane
-Some sort of in-house entertainment(because housing thousands of soldiers is not easy...succubus go-go dancers?)
-Detectives!
Like magic cannons or gunpowder and cannon ball cannons?
Hotspring/baths are entirely possible and should be trivial to set up the basics. If you want magical effects or a really fancy bathhouse it would cost some money and take some effort.
Well, a Viki is basically a teleporter. An item of greater teleport, a built in Aurora function or a high level, ditzy sorcerer with a lot of greater teleports could fill that roll. Elaborate? Jeane is really just an in house spellcrafter service, certainly doable and you're already thinking about grabbing some magical crafters. Get the cute ones and have them wear dental floss. <_<
Some of that is covered by improving soldiers quarters, but entertainment once you have more soldiers is a good idea. It would keep people happy at least.
Detectives? How so and to what purpose?
Knowledge (Arcana)
Afina +21
Jaela +15
Ithea +21
Annalise +27
Knowledge (The Planes)
Jaela +18
Ithea +21
Adrian +14
Knowledge (Nature)
Afina +23
Jaela +5
Ithea +14
Elrisa +21
Misaela +12
Spellcraft
Afina +23
Jaela +21
Ithea +11
Annalise +27
Thanks, I'll factor that stuff in and edit it soon.
So I was thinking, masterwork swords won't do much good vs devils anyway, but then I recalled where we took them from. There were a bunch of silver and cold iron, right? That aside, how much would a pool of bestowing 'bless weapon' like Torm's church had in its armory cost? If they're good (or good and silver), I figure they'd actually be worth keeping. Plus it's a pretty cool armory function.
For portals, how about we use the aforementioned Analyze Portal for the actual analysis and just pattern the detection after Locate City? I can't really think of any specific portal-detecting spells.
I'd also like to understand better just how much you can perceive while in a command chair. Could you look into the courtyard as if you were there? Past the gates? I don't mean taking a break and looking out of the tower's window, here.
Can the MM trap be improved further? Can it have other stuff added, such as orbs or (Seira's) Unicorn Arrow? Can it have a targetted (greater) dispel added to negate lamers with shield or, say, a wall of dispel magic?
We need a War/Conference Room.
Features wanted:
Controllable illusion capabilities for creating battlemaps for making strategies/plans.
Scrying capabilities for giving real time update on progress of battles or other events (linked to the illusory display so everyone can see). Also linked to any long range bombardment weapons we have in the fortress for artillery support.
Long distance communication for giving orders to people in the field.
Long distance spellcasting for providing buffs/healing to soldiers in the field.
Those sound like awesome features :)
Update on this coming this weekend. I know I'm overdue here.
Updated the price page with a whole bunch of stuff. Questions welcome. I tried to make a system that lets you guys do it yourselves and have a chance to net some savings. This does encourage you guys to purchase the relevant skills and I'm completely okay with that. In light of the heavy burden of skills this brings, I'll allow skill retraining next level up. Bear this in mind.
I also wonder if +2 and +5 skill boosters are about to get bought up with a quickness.
Notes:
Yuth, see the post here: http://www.soulriders.net/forum/index.php/topic,101855.msg1025687.html#msg1025687 I need replies to this before I can price what you want. Details man, I need 'em.
Eb, long distance communication would be covered by the sending orbs. As for long range spellcasting, how long do you have in mind?
Merc, do you have any to add since you haven't yet?
I did say something! I said Eb's idea was awesome! =p
I wouldn't mind it if you put some paragraph breaks or something into your post though, it's kinda walloftext-ish right now.
Also, the observatory room and the piloting room aren't in the first post still.
Quote from: Merc on October 30, 2011, 01:18:15 AM
I did say something! I said Eb's idea was awesome! =p
I wouldn't mind it if you put some paragraph breaks or something into your post though, it's kinda walloftext-ish right now.
Also, the observatory room and the piloting room aren't in the first post still.
I'll fiddle with the formatting of that post in a bit. Haven't updated the location writeups quite yet, doing that in a bit.
That help, Merc?
Yeeep
Dune? How about this? http://www.soulriders.net/forum/index.php/topic,101855.msg1026607.html#msg1026607
Quote from: Anastasia on October 30, 2011, 01:07:43 AM
Eb, long distance communication would be covered by the sending orbs. As for long range spellcasting, how long do you have in mind?
I basically want it tied to our army. Maybe they do some sort of attunement to a reasonating crystal or something in Aurora so that when they're out in the field someone back at base can see them and their surroundings, talk to them and give orders, and cast spells on them. Possibly just limit this to officers rather than roll it out for everyone, but the idea is for someone in the castle to be able to have an RTS style overview of the battle and give orders based on having information of the whole field, and cast spells to help out groups that are in trouble. For example the commander back at base sees a group just got hit with a fireball and casts mass cure light wounds or something on them, or sees a sergeant just got grappled by a hamatula and casts grease on him. Buffs and heals, really.
Quote from: Yuthirin on September 29, 2011, 02:33:59 AM
-Ranged cannons on the battlements
-Hotspring/bathhouse
-Viki & Jeane
-Some sort of in-house entertainment(because housing thousands of soldiers is not easy...succubus go-go dancers?)
-Detectives!
Ranged cannons
-I was thinking rods of fireball or searing light, mounted on a kind of tripod that anyone with the ability to use them, or having UMD, could use. Tripod could make for improved long-distance aiming. Just a thought. If you wanna go further, a trigger mechanism that could do the UMD check for you, so anyone can use them.
Hotsprings/Bath-house
-Iconic in every Suikoden game, A bath house or some sort of hot spring could provide some relaxation after a day of training and fighting, or it could be used to boost morale. I think you already touched on this, but I thought I would expand my position anyway.
Viki & Jeanne
-Both are in every single game, but they're not necessary. Our castle is fully mobile, so no Viki's not a big deal. As for Jeanne, she's unnecessary too, due to there not being any runes in the game. Ah well.
In-house entertainment
Yeahhh...Not sure what to do about this. How essential this is all depends on what effects morale have on our troops.
How much is an upgrade to make the Aurora Annalise-compatible? Be it via fixing the farms or the cafeteria or whatever, as long as she can feed easily.
We need a memorial of some sort. Elrisa was the first but others will surely die on our Crusade, perhaps many. A crypt or hall of heroes or a wall of remembrance or something. Thoughts or preferences, people?
A memorial wall, before which burns an eternal flame. Simple but does exactly what it should. If you touch the name on the wall, an illusion of that person appears before you.
Perfect.
Memorial/illusion wall is cool. Ithea approves of idea too.
QuoteRanged cannons
-I was thinking rods of fireball or searing light, mounted on a kind of tripod that anyone with the ability to use them, or having UMD, could use. Tripod could make for improved long-distance aiming. Just a thought. If you wanna go further, a trigger mechanism that could do the UMD check for you, so anyone can use them.
Added fireball cannons to the main topic.
Quote from: Corwin on November 11, 2011, 03:47:40 PM
How much is an upgrade to make the Aurora Annalise-compatible? Be it via fixing the farms or the cafeteria or whatever, as long as she can feed easily.
Annalise can subsist on animal blood; having the farm fixed up will provide a supply of blood, assuming livestock are purchased
Quote from: Corwin on November 11, 2011, 04:40:20 PM
A memorial wall, before which burns an eternal flame. Simple but does exactly what it should. If you touch the name on the wall, an illusion of that person appears before you.
Added.
QuoteHas it been posted in the Aurora topic? If not do so and elaborate. If it has just quote that post in a new post.
Okay.
http://www.soulriders.net/forum/index.php/topic,101855.msg1026607.html#msg1026607
QuoteCan the MM trap be improved further? Can it have other stuff added, such as orbs or (Seira's) Unicorn Arrow? Can it have a targetted (greater) dispel added to negate lamers with shield or, say, a wall of dispel magic?
http://www.soulriders.net/forum/index.php/topic,101855.msg1026987.html#msg1026987
QuoteDune? How about this? http://www.soulriders.net/forum/index.php/topic,101855.msg1026607.html#msg1026607
Pretty much like what I now repeated in the 'nagging' thread. I would very much like to have the functionality of Greater Dispel/Disjunction, then MM, then Unicorn Arrows on anyone coming through the gate unauthorized, instead of just the MMs.
Now that I think about it, I would also appreciate a slight clarification. Is the entire courtyard open to dimensional travel, or only a small area of it near the gates? If it is the former, can we change it to become the latter?
Quote from: Corwin on December 18, 2011, 06:58:40 PMCan the MM trap be improved further? Can it have other stuff added, such as orbs or (Seira's) Unicorn Arrow? Can it have a targetted (greater) dispel added to negate lamers with shield or, say, a wall of dispel magic? Pretty much like what I now repeated in the 'nagging' thread. I would very much like to have the functionality of Greater Dispel/Disjunction, then MM, then Unicorn Arrows on anyone coming through the gate unauthorized, instead of just the MMs.
No, though the gate can have more than one trap. Which exactly do you want, dispel or disjunction? Choose one. Edit: Bear in mind that the house-ruled magic disjunction isn't all that much different from dispel magic now. Read that for details.
QuoteNow that I think about it, I would also appreciate a slight clarification. Is the entire courtyard open to dimensional travel, or only a small area of it near the gates? If it is the former, can we change it to become the latter?
Yes and you could pay for an upgrade like that, certainly. I'll add that when I add the others.
Let's say....
Greater Dispel CL20 (if there's a cheaper targetted dispel spell that goes up to CL20 I'd prefer that one)
Greater Dispel CL30 (exceeding itself like the MM trap does)
(Seira's) Unicorn Arrow CL17
(Seira's) Unicorn Arrow CL32 (if it can exceed itself, like the MM trap does)
Can those have prices?
As for the upgrade to ward most of the courtyard, I would like you to price it under the following restriction: the only place open dimensionally is a small inner courtyard between the outer gate (existing, trapped) and an inner gate (and wall) we'll add. Said inner courtyard will be the size of a Hallow spell, and we'll basically ward it with that (I have that SLA!).
Quote from: Corwin on December 22, 2011, 07:06:08 PM
Let's say....
Greater Dispel CL20 (if there's a cheaper targetted dispel spell that goes up to CL20 I'd prefer that one)
Mage's Disjunction CL30
(Seira's) Unicorn Arrow CL17
(Seira's) Unicorn Arrow CL32 (if it can exceed itself, like the MM trap does)
Can those have prices?
As for the upgrade to ward most of the courtyard, I would like you to price it under the following restriction: the only place open dimensionally is a small inner courtyard between the outer gate (existing, trapped) and an inner gate (and wall) we'll add. Said inner courtyard will be the size of a Hallow spell, and we'll basically ward it with that (I have that SLA!).
Added the disjunction trap. You'd need an epic spellcaster to go past CL 20. You were able to with the magic missile trap since it was already made and designed for that capacity. Having someone who has access to epic magic will overcome this limitation. Likewise added the unicorn trap. Added the ward.
I think we asked before, but maybe not in the thread itself? Anyway, can there be a further enchantment to the war room that lets a spellcaster to cast spells on the battlefield? As an example, say you are the one stuck in the war room or piloting the Aurora. You have all that illusionary battlefield capacity and the ability to command your troops through said illusionary maps. Let's say you want to cast Haste on them, or use CLW/Heal. Defensive buffs and heals on the troops you see represented, in other words. Would it be possible to add, and if so, how expensive?
Additionally, would it be possible to use such a system offensively? Say by casting a fireball on the enemy forces fighting your own?
Quote from: Corwin on December 28, 2011, 04:41:22 PM
I think we asked before, but maybe not in the thread itself? Anyway, can there be a further enchantment to the war room that lets a spellcaster to cast spells on the battlefield? As an example, say you are the one stuck in the war room or piloting the Aurora. You have all that illusionary battlefield capacity and the ability to command your troops through said illusionary maps. Let's say you want to cast Haste on them, or use CLW/Heal. Defensive buffs and heals on the troops you see represented, in other words. Would it be possible to add, and if so, how expensive?
Additionally, would it be possible to use such a system offensively? Say by casting a fireball on the enemy forces fighting your own?
Honestly, I forgot about it. My reaction was that I have no idea how to price it so I put it off 'till last. Whoops. It's added. I'll be honest when I say that this is both hard to price and likely something that would require a custom epic metamagic feat to make. It is doable, just expensive and ambitious.
Updated the first post for new locations and NPCs.
Update with new purchases added.
Hot springs and people often found there added.
I want to cast my Hallow SLA on the section of the courtyard immediately by the gates. I also want to tie a Dimensional Anchor to it, the condition being 'those who share our quest'. If we have to stick to the rigid conditions under Hallow, I'll default instead to 'creatures sharing my alignment and my faith'.
On top of being neat, it would also let us cure vile damage pretty easily.
Posting here so it doesn't get lost in Loot thread since that's a lot longer, but just a compilation of stuff we still have that nobody's got in their sheet so they're currently under Elena's care I guess:
-Ointment of Awakening
-Stoneheart Ring (Should we give this to one of the officers?)
-Greater Girdle of Sex Change (cursed item, yay)
-Gate scroll (Should be with Annalise, I don't think this ever got used)
-Unbroken, Filmarous' signet ring (I think Jaela actually has this one, but it wasn't in her sheet, so assuming Elena is keeping it locked or something)
-Dimensional Tent
Deleted a few page 1 posts so I have more posts to use.
Added shops in the third post. If you want to purchase anything in those shops, speak up in loot.
New shop added.
I want a church to Angharradh built in the Aurora's courtyard, out of the way of the game and the gates. Call it B1 homage. I think it would be neat if the area were surrounded by flora (we can change conditions in the yard, right? or just plant it by hand!), and the temple itself was made of three conjoining sections dedicated to Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow each.
Works?
Sure, that can be done. Do you want any particular details beyond that? Also, will you be using Hallow or anything like that on it?
Reminder on this, I'd like word so I can update the courtyard for this.
I was sure I posted about this. Huh. Sorry. Hallow will be used, of course, as my SLA, and chained with Death Ward.
I don't think I need more details than this. It should be a nice, calm and quiet place surrounded by some green which we sorely lack so far. It should be clear as to its purpose, but out of the way enough so that it's not obnoxiously in everyone's face as they pass through the courtyard. I think I'm the only one who actually worships the Seldarine, although some of Elrisa's girls might share my religion? If we do have other people like that, I'd appreciate input from them. Otherwise, we're good to go. Once we have someone who can be the priest for that temple, we can always change things further.
I'll happily do the druid thing and help with greening up the place.
Updated shops and added the chef's.
Added the Triune Temple.
<Merc> Out of curiosity, how much to build a giant aquarium on Aurora so we don't have the tortles that Muirfinn brings, all invading the hot springs?
<Infinite_Ko_Loop> Post about that in the Aurora topic and I'll figure out some sorta price.
Also:
<Kuyou> Aurora needs a watermelon cultivation chamber.
By aquarium, what in particular are you looking for here. I'd like some more details.
This is a good idea. Perhaps a watery area so that water-based or amphibious races can have someplace nice to go?
...I dunno? I mostly just want to provide a setting where they can be comfortable and do their tortle stuff without them all crowding the hot springs since that's the only sort of 'aquatic' setting we have. It'd depend on how many of them are coming and Yuth/your's handling of the race, I guess, but basically some sort of self-sustaining aquatic habitat that they can enjoy/cultivate/whatever along with any other aquatic races we may recruit in the future.
Added. Watermelon cultivation could be handled by the growing farms. Improve those if you want speedy watermelons.
I'm a turtle-druid. Speedy watermelons are my specialty. >___>
Does anybody else think it would be awesome if the Aurora had a ram prow?
Quote from: Anastasia on October 01, 2011, 03:21:40 PM
Willim Special: Restores 5d10 points of damage after consuming. 750 gold.
I just noticed this. I approve.
I told Ko it's a limited time special, only lasts for as long as the chef has access to troll meat!
Trollsteaks heal wounds. It makes sense!
Updated with locations of new NPCs.
How far does the Aurora's demi plane extends? Just to the gates/outer walls/the wall of force shielding it? I recall Elena's control extending beyond that when we were in the Deep Ethereal, but for all I know she somehow shaped the nearby area to suit her.
Basically, I'm trying to determine how things would work past the lock. If someone is killed just outside the gates while we're in Ysgard, do they permadie or get raised the following morning? If the Aurora is on Astral, does standing outside the gate let you use Quickened magic? What about using a dimensional door just outside the gates (since the Aurora generally doesn't block teleportation but Astral does)?
Quote from: Corwin on March 08, 2012, 07:54:49 PM
How far does the Aurora's demi plane extends? Just to the gates/outer walls/the wall of force shielding it? I recall Elena's control extending beyond that when we were in the Deep Ethereal, but for all I know she somehow shaped the nearby area to suit her.
Just within Aurora. If you want to know how Elena did what she did, ask her. She might tell you.
QuoteBasically, I'm trying to determine how things would work past the lock. If someone is killed just outside the gates while we're in Ysgard, do they permadie or get raised the following morning? If the Aurora is on Astral, does standing outside the gate let you use Quickened magic? What about using a dimensional door just outside the gates (since the Aurora generally doesn't block teleportation but Astral does)?
The prevailing plane applies. If you're outside Aurora, you'd resurrect, you'd get quickened magic and your dimensional door would fail.
What about the gate itself? Would it still be possible to teleport/plane shift into the gate with the dimensional lock up over the courtyard (and get blasted/trigger other gate traps if you aren't on the allowed list)?
The gate is part of Aurora. You can't bypass the traps like that, once the courtyard is sealed.
Quote from: Corwin on January 12, 2012, 06:25:30 PM
I want to cast my Hallow SLA on the section of the courtyard immediately by the gates. I also want to tie a Dimensional Anchor to it, the condition being 'those who share our quest'. If we have to stick to the rigid conditions under Hallow, I'll default instead to 'creatures sharing my alignment and my faith'.
On top of being neat, it would also let us cure vile damage pretty easily.
Can this happen, then? We basically establish a small reception area near the gates that is a 40ft radius space (or smaller) and extend the dimension lock to everything but there. Then, we just use Hallow+Dimensional Anchor to seal that hole. As for why go through all the bother, it leaves us the opportunity to plane shift/teleport to and from and Aurora as we need to. We're usually on the move so I don't even know how Adrian's team is supposed to rendezvous with us unless we keep on sending them directions or wait for them in some prearranged spot, and that probably lets devils ambush us just as easily.
Somewhat related, we can set conditions within the courtyard. The defaults are 3d6 fire or 3d6 cold. How much would it cost to boost the cold to something the devils will actually feel? How about the same super-sized trap, but with Elec? Can we have a holy/sacred condition instead? If so, how much would that cost?
[13:26] * Hatbot --> "Muirfinn rolls 1d20+30 please don't fuck me hatbot and gets 39."12 [1d20=9]
Rolled in relation to crop-keeping and plant maintenance.
Formally requesting the construction of a solid and attractive bulletin board in a high-traffic area, like by the galuh board or something.
This could be used as an advertising and request board from and to various PCs/NPCs, such as a shopkeeper advertising some new item or someone asking for help getting neat stuff, or looking for volunteers to be golemized.
Hrm....how much would it cost to modify the bulletin board from a generic 'papers get stuck to board' thing, to a kind of magic/sci-fi type board, one that's:
a) connected to generals' and colonels' rooms, so they can update the board with new messages from their rooms, as well as check things there without needing to walk out to the courtyard?
b) able to let people reading it 'click' on things, creating an enlarged illusionary screen with all the available info for them?
Not all that much since you guys already have some considerable illusory components in Aurora. I'll post something more concrete in a bit.
Added.
Quote from: Corwin on March 09, 2012, 01:49:15 PMSomewhat related, we can set conditions within the courtyard. The defaults are 3d6 fire or 3d6 cold. How much would it cost to boost the cold to something the devils will actually feel? How about the same super-sized trap, but with Elec? Can we have a holy/sacred condition instead? If so, how much would that cost?
Added. The electricity one is simple enough, though the holy one is considerably pricier. Non-typed/holy damage is much more useful than energy damage; the price reflects this.
Restructuring a bit, making a new topic for this. The old one gets locked.