For loot. First post is just an opening placeholder.
What's on the pirates?
All of this is unidentified and unappraised.
4 scimitars
4 bloody sets of black clothes
4 black veils
Several handful of coins - mostly silver, copper, brass or similar metals. Gold's rarer.
Iron ring with a deep nick
A bag with three fresh bread rolls in it
A small flask with booze inside
Post if you're taking anything.
Taking the veil of pirate #2
I'll take the ring and booze for later investigation.
Taking a veil from a pirate.
The battle of Flanagan's manor
Scimitar Pirate
Masterwork Scimitar: 300 gold.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise. This applies to the other veils you picked up, too.
7 copper pieces, 4 silver pieces, 6 electrum pieces, 2 brass pieces, 4 gold pieces. What the brass and electrum coins are worth is anyone's guess.
Star pendant: 25 gold.
Adaea
Burnt clothes
Broken potion bottle
Charred scroll
Half-melted silver ring
Blackened electrum coins: Probably worth a bit.
Her other things are worthless now.
Skull-Faced Mage
Torched clothes
Flambeed scrolls
Melted anklet: Was magical, but the fire damage was too much.
Lump of gold that was probably once coins: 40 gold.
Other things are worthless.
Mace Pirate
Masterwork Mace: 300 gold.
Black veil: As above.
2 blessed bandages: 20 gold each, 40 total. (From MIC.)
Twisted Mind
Ring of Protection+1: 2,000 gold.
Lab
There's a whole bunch of equipment, supplies and the like here. It isn't practical to move or take with you, but it's worth 5-10k gold.
3 potions of cure light wounds: 50 gold each.
Rope of Stone: 1,600 gold. (MIC.)
Scrying Beacon: 1,500 gold. (MIC.)
Arcanist's Gloves: 1,000 gold. (MIC.)
Armband of Agile Leaping: 1,200 gold. (MIC, as boots of agile leaping.)
Wand of Magic Missile (CL 3rd): 2,250 gold.
2 scrolls of Stone to Flesh: 1,650 gold each.
Arcanist's Gloves are nice for me, more CL for my lvl1 spells isn't bad.
Scrying Beacon is actually super-good, since I have clairaudience/clairvoyance, and this would let us scry ridiculously well with a bit of planning.
A potion of CLW also interests me, I want to use it immediately before we go anywhere.
Dune, no maps of interest? Notes on unique magic, cooperative magic, Spellpool? Anything?
Quote from: Corwin on October 14, 2014, 04:51:38 PM
Arcanist's Gloves are nice for me, more CL for my lvl1 spells isn't bad.
Scrying Beacon is actually super-good, since I have clairaudience/clairvoyance, and this would let us scry ridiculously well with a bit of planning.
A potion of CLW also interests me, I want to use it immediately before we go anywhere.
Dune, no maps of interest? Notes on unique magic, cooperative magic, Spellpool? Anything?
There's researchy things, but it would take some time to sit down and read. If you want to commit to sitting around at least a few hours, that's fine. Just say so and agree to it IC tomorrow.
I was hoping the notes can get the bag of holding treatment.
Quote from: Corwin on October 14, 2014, 04:54:48 PM
I was hoping the notes can get the bag of holding treatment.
Do you have an actual bag of holding, by the by?
Iddy has the haversack.
Some are weighty books and the like, but that should be enough to carry it. Note the notes on your sheet.
What exactly am I adding? 'Research materials?'
Flanagan's mighty magical lore and lifetime arcane achievements!
Any other claims or things you want to take, all? These need to be in by tomorrow's session start.
Quote from: Iron Dragoon on October 14, 2014, 05:05:07 PM
What exactly am I adding? 'Research materials?'
That's fine. Just note it as that, we know what it means.
It makes perfect sense to grab all the moneys and portable magical items.
Moore will take the rope if no one wants to hold it.
He could also probably use the Wand if no one else has an interest in it.
Moore'd also throw the masterwork weapons into his Masterwork Backpack for selling later if no one else was going to use them.
Quote from: Corwin on October 15, 2014, 05:18:06 AM
It makes perfect sense to grab all the moneys and portable magical items.
Okay, so you take all the coins and carryable magical items? Sounds good barring what Neph claimed below.
Quote from: Nephrite on October 15, 2014, 10:20:17 AM
Moore will take the rope if no one wants to hold it.
He could also probably use the Wand if no one else has an interest in it.
Moore'd also throw the masterwork weapons into his Masterwork Backpack for selling later if no one else was going to use them.
Sounds good, add those to your sheet.
Can you be any more specific about the supplies in the lab that we might be able to take with us? Equipment we'd probably just leave, but if we could identify any useful ingredients or something that might help us financially.
Quote from: Nephrite on October 15, 2014, 01:33:02 PM
Can you be any more specific about the supplies in the lab that we might be able to take with us? Equipment we'd probably just leave, but if we could identify any useful ingredients or something that might help us financially.
Most of it's heavy things - a telescope, lead inlaid patterns that weigh a lot, multiple oversized magnifying lenses, a solar clock (what it does inside is anyone's guess) and so on and so forth. There's nothing terribly precious as far as components go, only a few mundane ones. One can surmise that he stores them elsewhere or uses eschew materials.
I'll take the ring!
Dead pirate's gear
1 scimitar
1 black veil
1 set of blood-stained black clothes
A handful of polished smooth stone coins. Looks like granite or some similar gray stone, pretty tough.
A single corked bottle with green liquid inside
I say we take the Stone Coins and corked bottle. We can investigate it later.
Quote from: Iron Dragoon on October 20, 2014, 02:28:45 PM
I say we take the Stone Coins and corked bottle. We can investigate it later.
Done. Add those to your sheet, Iddy. Anything else, y'all?
Moore will take another veil in case of an emergency.
Before we move on, do we have enough veils for everyone?
Quote from: Nephrite on October 20, 2014, 02:29:48 PM
Moore will take another veil in case of an emergency.
Done.
Moore would like to sell the following in Freeport:
Masterwork Scimitar: 300 gold.
Masterwork Mace: 300 gold.
Quote from: Nephrite on October 28, 2014, 03:11:11 PM
Moore would like to sell the following in Freeport:
Masterwork Scimitar: 300 gold.
Masterwork Mace: 300 gold.
You have three payment options:
Option 1
300 gold crowns. They're from the Kingdom of Sessafar, a remote land. They seem to be real gold but a touch on the small side for gold coins.
Option 2
550 electrum scales from Rossalund. (This was mentioned as a gold and silver coin in Rossalund, on that information poster.)
Option 3
Potion of Cure Light Woundsx4
Potion of Pass Without Trace
Are both types of currency good in Freeport? Would it be possible to find out how plausible it is to use the currencies in other places?
Quote from: Nephrite on October 28, 2014, 03:17:41 PM
Are both types of currency good in Freeport? Would it be possible to find out how plausible it is to use the currencies in other places?
Both are good. The scales are worth .5 gold per coin and the crowns are worth .9 gold (after a bit of investigation) per coin.
Currency's generally accepted anywhere, though the rate can vary since each island is its own thing.
I propose we convert all our Rossalund money into money from a place that still exists.
Based on Lucy's suggestion Moore will take the crowns.
The party gains 300 crowns. Note the conversion rate I mentioned with them. Subtract the masterwork weapons sold.
Purchased 2 scrolls of magical weapon and 1 wand of healing (to be ID'd). Cost 1050g.
Quote from: Iron Dragoon on October 30, 2014, 03:59:58 PM
Purchased 2 scrolls of magical weapon and 1 wand of healing (to be ID'd). Cost 1050g.
2 scrolls of magic weapon.
1 healing wand. More information needed.
Quote from: Anastasia on October 30, 2014, 04:00:57 PM
Quote from: Iron Dragoon on October 30, 2014, 03:59:58 PM
Purchased 2 scrolls of magical weapon and 1 wand of healing (to be ID'd). Cost 1050g.
2 scrolls of magic weapon.
1 healing wand. More information needed.
10 for 26, Spellcraft.
The two scrolls are indeed of magic weapon.
The wand is a wand of cure light wounds, caster level 5. 50 charges.
The bronze skinned man and other things
1 set of bloodied blue robes
1 jade armlet
2 scrolls
1 wand
1 pouch with gold coins inside
The barrels within are empty or full of dust. Nothing interesting in them.
Please roll spellcraft for anything magical we find for me.
The scrolls and wand are magical. Roll spellcraft and post it and/or take 10.
[22:07] <Lucy> roll 3#1d20+16 scroll scroll wand Hat
[22:07] * Hatbot --> "Lucy rolls 3#1d20+16 scroll scroll wand Hat and gets 80." [3#1d20+16 = 23, 28, 29]
* Veren takes the items he finds and puts them in his pack for now.
-7 uses from the CLW wand.
Quote from: Corwin on November 03, 2014, 04:08:06 PM
[22:07] <Lucy> roll 3#1d20+16 scroll scroll wand Hat
[22:07] * Hatbot --> "Lucy rolls 3#1d20+16 scroll scroll wand Hat and gets 80." [3#1d20+16 = 23, 28, 29]
Whiff on the first scroll. Second is a scroll of fireball. The wand is a wand of fist of stone with 12 charges left.
I'll hold onto the fireball scroll. Can someone else care to spellcraft the remaining scroll?
[12:43] <Nephrite> roll 1d20+12 to try and identify the scroll
[12:43] * Hatbot --> "Nephrite rolls 1d20+12 to try and identify the scroll and gets 18." [1d20=6]
Whiff on the scroll, Neph.
From the sunken ship
All of the chest of coins.
Pepo takes 10 for 28 on psicraft for anything we grabbed on our escape and that scroll Lucy and Moore whiffed on.
[22:22] <@Kotono> Just choose someone to boost, Neph, and I'll toss it on any hard roll.
[22:23] <Nephrite> I'll use Inspire Competence for +2 for everyone, then use the +5 boost on Lucy
[22:24] <Lucy> roll 1d20+16+5+2 spellcraft, Hat
[22:24] * Hatbot --> "Lucy rolls 1d20+16+5+2 spellcraft, Hat and gets 32." [1d20=9]
Paused partway, will finish this after Balmuria tonight.
Total treasure haul is as follows.
213 Amambo* gold coins. These aren't standardized, as coin value varies from .9 to 1.05 gold. Lucy can tell the civilization that stamped them wasn't the most advanced in making coinage, for what that's worth. They end up equaling 201.50 gold when it's all said and done. While old, there's enough of them in the market that they don't have a signification collector's value. Most are melted for the value of the gold.
267 Amambo* silver coins. They have the same quirks as the gold coins above, though you get a lion's share of ones with more metal value than the norm. The total comes out to 286 silver, or 28.6 gold.
389 Amambo* copper coins. These are small, low value coins not worth a lot, even for copper pieces. The total for them is 205 copper, or 2.05 gold when it's all said and done.
59 Amambo* amber-coral coins. These coins are made of white coral that still glows with a faint light, encased in pure, magically hardened amber into the shape of a coin. The coins have a deep amber color which glistens from an inner light. It's thought these coins were used by Amambo's nobility for expensive purchases, as the coral within is quite expensive. Known as winterlight coral, it's only harvested in the ruins of Amambo and a few remote islands. Since going into the light sea is such a bad idea, it's rarely harvested in any great quantity. Most of the known examples of it are from Amambo. Each coin's worth 25 gold each as is. If you can safely extract the winterlight coral within, said coral is worth 100 gold a piece otherwise. However, it takes great skill with magic and gemcutting to do so, as the magic of the coins fuses the amber and coral together. Anyway, that's what old Kamhoff says. Oh, and Lucy can note these coins are made evenly, unlike the other Amambo coinage. It's obvious more effort went into minting these.
18 Amambo* pressed mithral coins. These coins are made of iron with a plating of mithral pressed into them. They're thought to be roughly akin double gold coins or similar coinages from other kingdoms, though it beats Kamhoff to why they didn't just use gold for it. Mithral's usually used in armor, using it in coins is a damned waste of mithral! A criminal waste! Those bastards need to be shaken for that! In any case, each coin is worth 3 gold. The mithral's valuable, but the plating is thin and it's a hassle to scrape it away from the iron. Interestingly, the plating of mithral is noted to prevent the iron within from rusting. Kamhoff isn't sure how that works, but it does.
A well formed geode: 29 gold. Nothing remarkable here. Veren caught this one during the initial treasure rain.
An ivory paintbrush, decorated with unknown runes: 83.5 gold. Veren caught this one during the initial treasure rain. Old Kamhoff suspects it's something one of the nobility of Amambo would've used to paint. He's heard of a few that are enchanted, but this one isn't.
Green olivine crystal: 84.7 gold. Veren caught this one during the initial treasure rain.
Dented gold ingot: 200 gold. Veren caught this one during the initial treasure rain.
Gold and iron pot, decorated with images of warriors hunting with spears. Dented: 184.1 gold. Could be improved if the dent is skillfully repaired. Unfortunately, dents in the shape of Lucy's head don't increase the value of items. Old Kamhoff admits he doesn't get it himself, but the market is the market.
Mithral bracelet inlaid with several cabochon moonstones: 2060 gold.
Cracked sapphire: 80 gold. See, the thing is that cracked gemstones lose a lot of value. The best thing is to break it up into a few lesser gems that aren't cracked. Get a good gemcutter and jeweler and you'll make a bunch more money. Kamhoff's sure of it.
Moonbar: 375 gold. A relatively uncommon gemstone. According to the old mage, they mined these in Amambo, but evidence suggests that the mines dried up before Amambo fell. Thing is, there's no other known mines that produce moonbars. Which is strange, since his inner geologist points out that they're related to opals, which are more common. It's a pain, since the Ilmayi sects view it as a holy stone and try to buy them all up. If you want one it's a hassle to find one. Better for you get more money out of it, though.
A disturbing idol of a face, made of rich darkwood and polished well. It has been treated not to rot: 129.4 gold.
Black velvet mask, dotted with shards of blue gemstones and glass: 54.9 gold. Some sort of ceremonial mask, perhaps. Neither Lucy or Kamhoff know much about it. Looks more expensive than it is on first glance. Blame half the shards being glass.
Longsword made of pure gold: 2,500 gold. This one's a find! This is pure 24 karat gold in sword form. Old Kamhoff and Lucy both have to suspect it's been magically purified, since gold of this purity is rare. It's a great item to keep, sell or even use as a base for a magical sword. Just don't use it in battle unless it's enchanted, since gold doesn't hold an edge otherwise. Too soft. A warrior with a soft sword sends out unfortunate implications (if male) or a subtle statement about the wielder's lack of beauty (if female). At least that's what Kamhoff thinks.
Ring of Protection: Non-chaotic characters find this ring to function as a ring of protection+1. Chaotic characters who wear it roll 1d5-1 each day, the result is the ring's deflection bonus for the wearer (any chaotic wearer) for the day. The wearer is not aware of what the daily bonus is without casting identify or using similar magic. Neither Lucy or Kamhoff can put a good price on this one, it's been warped by the magical energies that destroyed the ship.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either.
Dagger+1, anarchic. Relatively stable despite being affected by the magics here. It's a steel dagger with a wrapped leather hilt. Fairly unremarkable as far as that goes, but beneath the leather are runes in Feline which read: The Cat's Meow. 18,000 gold.
* While Lucy lacks the proper context to identify these as such, Old Kamhoff has that context. It's also a fair presumption to make based on the origins of the treasure ship, something Kamhoff remarks on.
I would like the dagger.
I think the Mithral Bracelet might be a good base for a magic item, but 2k is a good chunk of gold. If we had anyone who used longswords, I'd say the same for it, but we don't. The Mask might be a good base item for replacement/upgrade of the veil if we use the cracked sapphire to replace the glass gems. Seems fancy enough Lucy might want it.
I'm fine passing on all the stuff like the ring and so on.
Are we just going to pool the total and divide it up between us? Are we giving some to Kamhoff?
Kamhoff would like some, yes. The more you give him, the more things he has to make items with.
Quote from: Nephrite on November 06, 2014, 12:35:13 PM
Are we just going to pool the total and divide it up between us?
When I asked about a single pool, peeps said no, so yeah, I guess divide it up evenly with everyone.
Quote from: Anastasia on November 06, 2014, 12:38:22 PM
Kamhoff would like some, yes. The more you give him, the more things he has to make items with.
If Kamhoff could improve the dagger with runic magic or something, I'd be good with paying him for it.
Pepo abstains from loot.
Unless we kill the Cat God and he drops an even better collar, there's not likely to be anything good for him.
Quote from: Ebiris on November 06, 2014, 12:48:23 PM
Pepo abstains from loot.
Unless we kill the Cat God and he drops an even better collar, there's not likely to be anything good for him.
Unless the Mithril Bracelet is big enough to turn into a cat collar. Pretty fancy collar, and good base for enchantments.
Quote from: Iron Dragoon on November 06, 2014, 12:42:20 PM
Quote from: Nephrite on November 06, 2014, 12:35:13 PM
Are we just going to pool the total and divide it up between us?
When I asked about a single pool, peeps said no, so yeah, I guess divide it up evenly with everyone.
Quote from: Anastasia on November 06, 2014, 12:38:22 PM
Kamhoff would like some, yes. The more you give him, the more things he has to make items with.
If Kamhoff could improve the dagger with runic magic or something, I'd be good with paying him for it.
He could, though he'd need things to do it with. Give him things.
Quote from: Ebiris on November 06, 2014, 12:48:23 PM
Pepo abstains from loot.
Unless we kill the Cat God and he drops an even better collar, there's not likely to be anything good for him.
Kamhoff can likely improve your collar or make cat-sized items, should you wish for them.
We'll see if anything comes up. The collar is the only item he'll ever wear, since a blinged out cat is just wrong.
Are certain items more valuable to Kamhoff than others besides in just gold worth?
Quote from: Nephrite on November 06, 2014, 01:03:48 PM
Are certain items more valuable to Kamhoff than others besides in just gold worth?
Kamhoff has a few points of interest.
- Unusual and rare things. Things beyond iron, mundane wood, gold, silver and so forth. They tend to be more useful and more needed. He can use mundane things and they're needed, but they're also mundane and common for a reason.
- Mundane things made in a special way or with high quality. For example, that gold sword.
- Magical things. Even magical things of no real value can be useful.
So he likes the Mithril bracelet, then? I'm good with giving him the bracelet, ring of protection, longsword, and moonbar. Those are the only things I can think of that he would be interested in.
Minus those things, we're looking at 1761 in coins, and 845.6 gold in the items. If Kamhoff is interested in the Amambo amber-coral coins, that's -1475 gold. Dunno if he is, but he took the stone coins.
Kamhoff isn't going to say no to anything you give him. More things means more things to tinker with.
If it rained loot everywhere, did it rain near Kamhoff too? Did he get any of it? I'm not really sold on giving a cut on stuff we looted from the rain when everyone had equal opportunity to.
In more general terms, how about a shared loot done the following way, since we actually have stuff? We divide it evenly between people who are involved in a given adventure, PCs and NPCs. Exceptions can be made if someone hires an NPC for a specific task and negotiates price in advance, but not if we happen to invite someone who pulls their weight. If one of us finds something they like in loot, it's taken out of their share. If it greatly outweighs their share, they get it and the remainder is divided between the others. So long as no one gets greedy and keeps on claiming expensive things time after time, it should be good.
If Pepo doesn't really want to have a share (barring awesome cat collars, I guess) do you want to divide by three by default? Or divide by four and give the fourth cut to Kamhoff (assuming he's not directly involved, which would cover him to begin with)?
I get what you're saying about just handing stuff over, but honestly, he's our little portable item shop. Investing is probably good in the long run.
I'm okay with your general idea, and if Pepo doesn't want a cut, then I think we should probably divide by 3, and then we individually toss what we think is fair into Kamhoff's pot. I mean, unless the guy is getting off the ship and stabbing/magicing things to death with us, I don't really see how he gets an equal share. That being said, I think he should get *something.* After all, it is his ship, his supplies, his upkeep costs, ect.
Quote from: Corwin on November 06, 2014, 01:48:02 PM
If it rained loot everywhere, did it rain near Kamhoff too? Did he get any of it? I'm not really sold on giving a cut on stuff we looted from the rain when everyone had equal opportunity to.
He collected some things, yes.
QuoteIf Pepo doesn't really want to have a share (barring awesome cat collars, I guess) do you want to divide by three by default? Or divide by four and give the fourth cut to Kamhoff (assuming he's not directly involved, which would cover him to begin with)?
I'd rather Kamhoff doesn't get a cut, but you instead give him relevant things. Less bookkeeping for me as I'd rather not turn it into giving him piles of gold coins.
My suggestions as follows:
Sell pile (moneys!):
Quote
213 Amambo* gold coins. These aren't standardized, as coin value varies from .9 to 1.05 gold. Lucy can tell the civilization that stamped them wasn't the most advanced in making coinage, for what that's worth. They end up equaling 201.50 gold when it's all said and done. While old, there's enough of them in the market that they don't have a signification collector's value. Most are melted for the value of the gold.
267 Amambo* silver coins. They have the same quirks as the gold coins above, though you get a lion's share of ones with more metal value than the norm. The total comes out to 286 silver, or 28.6 gold.
389 Amambo* copper coins. These are small, low value coins not worth a lot, even for copper pieces. The total for them is 205 copper, or 2.05 gold when it's all said and done.
A well formed geode: 29 gold. Nothing remarkable here. Veren caught this one during the initial treasure rain.
An ivory paintbrush, decorated with unknown runes: 83.5 gold. Veren caught this one during the initial treasure rain. Old Kamhoff suspects it's something one of the nobility of Amambo would've used to paint. He's heard of a few that are enchanted, but this one isn't.
Green olivine crystal: 84.7 gold. Veren caught this one during the initial treasure rain.
Dented gold ingot: 200 gold. Veren caught this one during the initial treasure rain.
Black velvet mask, dotted with shards of blue gemstones and glass: 54.9 gold. Some sort of ceremonial mask, perhaps. Neither Lucy or Kamhoff know much about it. Looks more expensive than it is on first glance. Blame half the shards being glass.
Keep as group pile (we'll get better deals on them with a bit of work):
Quote
59 Amambo* amber-coral coins. These coins are made of white coral that still glows with a faint light, encased in pure, magically hardened amber into the shape of a coin. The coins have a deep amber color which glistens from an inner light. It's thought these coins were used by Amambo's nobility for expensive purchases, as the coral within is quite expensive. Known as winterlight coral, it's only harvested in the ruins of Amambo and a few remote islands. Since going into the light sea is such a bad idea, it's rarely harvested in any great quantity. Most of the known examples of it are from Amambo. Each coin's worth 25 gold each as is. If you can safely extract the winterlight coral within, said coral is worth 100 gold a piece otherwise. However, it takes great skill with magic and gemcutting to do so, as the magic of the coins fuses the amber and coral together. Anyway, that's what old Kamhoff says. Oh, and Lucy can note these coins are made evenly, unlike the other Amambo coinage. It's obvious more effort went into minting these.
Gold and iron pot, decorated with images of warriors hunting with spears. Dented: 184.1 gold. Could be improved if the dent is skillfully repaired. Unfortunately, dents in the shape of Lucy's head don't increase the value of items. Old Kamhoff admits he doesn't get it himself, but the market is the market.
Cracked sapphire: 80 gold. See, the thing is that cracked gemstones lose a lot of value. The best thing is to break it up into a few lesser gems that aren't cracked. Get a good gemcutter and jeweler and you'll make a bunch more money. Kamhoff's sure of it.
Moonbar: 375 gold. A relatively uncommon gemstone. According to the old mage, they mined these in Amambo, but evidence suggests that the mines dried up before Amambo fell. Thing is, there's no other known mines that produce moonbars. Which is strange, since his inner geologist points out that they're related to opals, which are more common. It's a pain, since the Ilmayi sects view it as a holy stone and try to buy them all up. If you want one it's a hassle to find one. Better for you get more money out of it, though.
Longsword made of pure gold: 2,500 gold. This one's a find! This is pure 24 karat gold in sword form. Old Kamhoff and Lucy both have to suspect it's been magically purified, since gold of this purity is rare. It's a great item to keep, sell or even use as a base for a magical sword. Just don't use it in battle unless it's enchanted, since gold doesn't hold an edge otherwise. Too soft. A warrior with a soft sword sends out unfortunate implications (if male) or a subtle statement about the wielder's lack of beauty (if female). At least that's what Kamhoff thinks.
Ring of Protection: Non-chaotic characters find this ring to function as a ring of protection+1. Chaotic characters who wear it roll 1d5-1 each day, the result is the ring's deflection bonus for the wearer (any chaotic wearer) for the day. The wearer is not aware of what the daily bonus is without casting identify or using similar magic. Neither Lucy or Kamhoff can put a good price on this one, it's been warped by the magical energies that destroyed the ship.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either.
Give to Kamhoff pile (sure why not):
Quote
18 Amambo* pressed mithral coins. These coins are made of iron with a plating of mithral pressed into them. They're thought to be roughly akin double gold coins or similar coinages from other kingdoms, though it beats Kamhoff to why they didn't just use gold for it. Mithral's usually used in armor, using it in coins is a damned waste of mithral! A criminal waste! Those bastards need to be shaken for that! In any case, each coin is worth 3 gold. The mithral's valuable, but the plating is thin and it's a hassle to scrape it away from the iron. Interestingly, the plating of mithral is noted to prevent the iron within from rusting. Kamhoff isn't sure how that works, but it does.
A disturbing idol of a face, made of rich darkwood and polished well. It has been treated not to rot: 129.4 gold.
Mithral bracelet inlaid with several cabochon moonstones: 2060 gold.
Claims (Iddy):
Dagger+1, anarchic. Relatively stable despite being affected by the magics here. It's a steel dagger with a wrapped leather hilt. Fairly unremarkable as far as that goes, but beneath the leather are runes in Feline which read: The Cat's Meow. 18,000 gold.
That sounds fine, then. Waited a few days for replies but if that's good, it's good.
Asked in chat, claiming from Kamhoff: Moonsilver Bracelet: This bracelet grants a +2 enhancement bonus to Dexterity. Once per day as a swift action, the bracelet can be invoked to cast silvered weapon (CL 5th).
Quote from: Iron Dragoon on November 10, 2014, 02:47:17 PM
Asked in chat, claiming from Kamhoff: Moonsilver Bracelet: This bracelet grants a +2 enhancement bonus to Dexterity. Once per day as a swift action, the bracelet can be invoked to cast silvered weapon (CL 5th).
Done. Enjoy.
The Rod of Wonder's charges are gone. The rod remains and it may be possible to recharge it. You'd have to investigate.
I'm investigating it!
Quote from: Corwin on November 14, 2014, 02:45:23 PM
I'm investigating it!
Make an K:A check and post it here.
[20:46] <Lucy> roll 1d20+16 K:A
[20:46] <Serith> Lucy roll for Serith < 17 > [d20=1]
We have such a love/hate relationship going, rod.
Quote from: Corwin on November 14, 2014, 02:48:24 PM
[20:46] <Lucy> roll 1d20+16 K:A
[20:46] <Serith> Lucy roll for Serith < 17 > [d20=1]
We have such a love/hate relationship going, rod.
Lucy can only think of one way. Her blood has the stuff of chaos on it. Enough would slightly recharge the rod. The problem is that one charge would take enough blood to do 6 points of Constitution damage. Grisly and not insurmountable with the right magical support, but it's a thing.
I'll do it! Fill it up with one charge to see if it works, activate it, then wait six days to recover and do it again!
Quote from: Corwin on November 14, 2014, 02:54:37 PM
I'll do it! Fill it up with one charge to see if it works, activate it, then wait six days to recover and do it again!
Okay. Take 6 Con damage and update topic HP, then back to #dunes. I'll set you up.
Is Moore able to help Lucy out to see if there's any other way to recharge the rod?
Quote from: Nephrite on November 18, 2014, 12:31:43 PM
Is Moore able to help Lucy out to see if there's any other way to recharge the rod?
Sure, make an K:A check.
[12:48] <Moore> roll 1d20+12 K:A for Rod of Wonder helping
[12:48] <Serith> Moore roll for Serith < 30 > [d20=18]
-1 Masterwork dagger.
-2 CLW Wand charge
Ko test, disregard this line.
This post here shall be ignored.
Nothing here.
Moore is taking the wand temporarily.
Ignore this.
From the exploding mountain
Silver harp
[10:39] <Nephrite> roll 1d20+12 Spellcraft for the Harporoony
[10:39] <Serith> Nephrite roll for Serith < 13 > [d20=1]
Quote from: Nephrite on November 20, 2014, 11:40:25 AM
[10:39] <Nephrite> roll 1d20+12 Spellcraft for the Harporoony
[10:39] <Serith> Nephrite roll for Serith < 13 > [d20=1]
Congratulations! You're the brand new owner of a natural 1! As the owner of a natural 1, you're entitled to the following benefits:
- Complete failure at the task you attempted.
- A sense of annoyance.
- Free seating in the Iddy lounge in #elysium.
- The creeping dread that you missed something important, something that will cost you big time.
Please enjoy your natural 1! Thank you!
At Neph's request:
> roll 1d20+15 Kamhoff
<Serith> Kotono roll for Serith < 31 > [d20=16]
Harp of Adjustment
This silver harp bears the ability to adjust personal attributes. Using any of these abilities requires listening to the harp's music for one hour. The performer must succeed on a Perform (String Instruments) check or the attempt fails, the DC varies from usage to usage. Failed attempts may be tried again. The harp is only effective on willing creatures.
- Change the listeners hair color, eye color, height (within reasonable racial norms), body type and/or sex. This change is permanent, but may be undone by using the harp again. Changes result in the recipient being sickened for 1d4+1 days due to adjustments in body chemistry. This sickness can only be mitigated by a heal spell or greater magic. A creature can benefit from this usage of the harp of adjustment as many times as desired, but no more than once per month. The Perform (String Instruments) DC for this usage is 20.
- Move 2 points from one ability score to another ability score. This exchange is permanent. Doing so leaves the recipient sickened for 1d4+1 days thereafter due to the adjustments in body chemistry. This sickness can only be mitigated by a heal spell or greater magic. A creature can only benefit from this usage of the harp of adjustment once. The Perform (String Instruments) DC for this usage is 20.
- Shift a creature's alignment by one step towards good/evil or law/chaos. Creatures with alignment subtypes cannot be affected by this. A creature can only benefit from this usage of the harp of adjustment once. The Perform (String Instruments) DC for this usage is 25.
- Remove up to one hour of memory or memories. Treat this as modify memory with no saving throw or spell resistance allowed. A creature can benefit from this usage as many times as they wish. The Perform (String Instruments) DC for this usage is 30.
Okay, so this has waited long enough! I suppose it won't really be sold off till we reach civilization anyway, but here goes:
http://www.soulriders.net/forum/index.php/topic,103247.msg1054207.html#msg1054207 (http://www.soulriders.net/forum/index.php/topic,103247.msg1054207.html#msg1054207)
Quote
213 Amambo* gold coins. These aren't standardized, as coin value varies from .9 to 1.05 gold. Lucy can tell the civilization that stamped them wasn't the most advanced in making coinage, for what that's worth. They end up equaling 201.50 gold when it's all said and done. While old, there's enough of them in the market that they don't have a signification collector's value. Most are melted for the value of the gold.
267 Amambo* silver coins. They have the same quirks as the gold coins above, though you get a lion's share of ones with more metal value than the norm. The total comes out to 286 silver, or 28.6 gold.
389 Amambo* copper coins. These are small, low value coins not worth a lot, even for copper pieces. The total for them is 205 copper, or 2.05 gold when it's all said and done.
A well formed geode: 29 gold. Nothing remarkable here. Veren caught this one during the initial treasure rain.
An ivory paintbrush, decorated with unknown runes: 83.5 gold. Veren caught this one during the initial treasure rain. Old Kamhoff suspects it's something one of the nobility of Amambo would've used to paint. He's heard of a few that are enchanted, but this one isn't.
Green olivine crystal: 84.7 gold. Veren caught this one during the initial treasure rain.
Dented gold ingot: 200 gold. Veren caught this one during the initial treasure rain.
Black velvet mask, dotted with shards of blue gemstones and glass: 54.9 gold. Some sort of ceremonial mask, perhaps. Neither Lucy or Kamhoff know much about it. Looks more expensive than it is on first glance. Blame half the shards being glass.
Tally: 201.50gp + 28.6gp + 2.05gp + 29gp + 83.5gp + 84.7gp + 200gp + 54.9gp = 684.25gp
http://www.soulriders.net/forum/index.php/topic,103247.msg1054453.html#msg1054453
Let's keep this stuff as group possessions:
Quote
1 set of bloodied blue robes - Well made robes, 30 gold. However, they're damaged. Proper magic or a skill check can fix them.
1 wand - Fist of stone with 12 charges left, already identified. Kamhoff notes this one does have identifying marks - the sigil of Aranam Whimiscal, a magical artisan who lived and died about 100 years ago. He was based out of Hillmar, notably. Kamhoff remarks he was a solid magical artisan, but never really excelled. The sort that makes a living providing the low end magical items that make people's lives easier.
Let's sell this stuff:
Quote
1 jade armlet - 210 gold. Old Kamhoff can't peg where it comes from, it's nice but generic. There's no maker's signature, which could mean something or nothing at all.
2 scrolls - One's fireball as noted, the other's wall of fire. Prices are standard for SRD scrolls.
1 pouch with gold coins inside - Unmarked gold coins. Kamhoff can tell that they're unusually well made and precisely identical. Someone went to some trouble to measure these just so, likely with a well made mold. They're worth exactly 1 gold each and there's 99 of them total for 99 gold in value. The pouch is unremarkable, just a converted spell component pouch, the sort of thing a wizard has lying around. Kamhoff bets he just converted one out of need or frugality. Not everyone wants to waste money on monogrammed things made of fancy materials, thank you! Some people know the value of gold, and he bets that homicidal spellcaster was a man of excellent fiscal sense. Excellent fiscal sense! Excellent!
Tally: 684.25gp + 210gp + 375gp + 700gp + 99gp = 2,068.25gp
Kamhoff gets specialized drops and no other NPCs were involved there. Pepo isn't interested in bling, and Iddy grabbed the 18,000gp dagger so it divides two ways between Moore and Lucy.
Lucy: 1,034gp
Moore: 1,034gp
We'll toss the 0.25gp to Kamhoff.
EDIT: Actually, let's hold on this until the following post is answered. I'll recalculate with those contents, since it's also from the same event.
EDIT2: Editing complete.
Quote from: Anastasia on November 03, 2014, 03:58:16 PM
The bronze skinned man and other things
1 set of bloodied blue robes
1 jade armlet
2 scrolls
1 wand
1 pouch with gold coins inside
The barrels within are empty or full of dust. Nothing interesting in them.
http://www.soulriders.net/forum/index.php/topic,103247.msg1054171.html#msg1054171
Quote
Whiff on the first scroll. Second is a scroll of fireball. The wand is a wand of fist of stone with 12 charges left.
I would like to try again for the first scroll now, and also appraise the rest with Kamhoff's help, please. (barrels aside, it's quite clear we didn't take them)
Unless Pepo already succeeded on the spellcraft part and it just wasn't posted due to the windfall? That would leave just the appraisal part.
http://www.soulriders.net/forum/index.php/topic,103247.msg1054180.html#msg1054180
Quote
Pepo takes 10 for 28 on psicraft for anything we grabbed on our escape and that scroll Lucy and Moore whiffed on.
Reminder on the Rod of Wonder!
http://www.soulriders.net/forum/index.php/topic,103247.msg1054350.html#msg1054350
http://www.soulriders.net/forum/index.php/topic,103247.msg1054351.html#msg1054351
Quote from: Nephrite on November 18, 2014, 06:31:43 pm
Is Moore able to help Lucy out to see if there's any other way to recharge the rod?
Sure, make an K:A check.
[12:48] <Moore> roll 1d20+12 K:A for Rod of Wonder helping
[12:48] <Serith> Moore roll for Serith < 30 > [d20=18]
1 set of bloodied blue robes - Well made robes, 30 gold. However, they're damaged. Proper magic or a skill check can fix them.
1 jade armlet - 210 gold. Old Kamhoff can't peg where it comes from, it's nice but generic. There's no maker's signature, which could mean something or nothing at all.
2 scrolls - One's fireball as noted, the other's wall of fire. Prices are standard for SRD scrolls.
1 wand - Fist of stone with 12 charges left, already identified. Kamhoff notes this one does have identifying marks - the sigil of Aranam Whimiscal, a magical artisan who lived and died about 100 years ago. He was based out of Hillmar, notably. Kamhoff remarks he was a solid magical artisan, but never really excelled. The sort that makes a living providing the low end magical items that make people's lives easier.
1 pouch with gold coins inside - Unmarked gold coins. Kamhoff can tell that they're unusually well made and precisely identical. Someone went to some trouble to measure these just so, likely with a well made mold. They're worth exactly 1 gold each and there's 99 of them total for 99 gold in value. The pouch is unremarkable, just a converted spell component pouch, the sort of thing a wizard has lying around. Kamhoff bets he just converted one out of need or frugality. Not everyone wants to waste money on monogrammed things made of fancy materials, thank you! Some people know the value of gold, and he bets that homicidal spellcaster was a man of excellent fiscal sense. Excellent fiscal sense! Excellent!
Quote from: Corwin on November 21, 2014, 05:20:45 AM
Reminder on the Rod of Wonder!
http://www.soulriders.net/forum/index.php/topic,103247.msg1054350.html#msg1054350
http://www.soulriders.net/forum/index.php/topic,103247.msg1054351.html#msg1054351
Quote from: Nephrite on November 18, 2014, 06:31:43 pm
Is Moore able to help Lucy out to see if there's any other way to recharge the rod?
Sure, make an K:A check.
[12:48] <Moore> roll 1d20+12 K:A for Rod of Wonder helping
[12:48] <Serith> Moore roll for Serith < 30 > [d20=18]
There's a few other ways, assuming that Lucy going all bloody on it is the first way.
2. An offering of chaotic magical items. For each 1,000 gold of the item, it will regain one charge. Unfortunately, doing so consumes the item and leaves a nonmagical item behind.
3. Expose it to a wild magic zone or similar area. The exact regain depends on time spent and the power of the zone in question, but it could work.
I'm buying a blank spellbook for 15gp and special ink to write in it. I'll deduct those when I scribe spells into the spellbook, as usual.
Quote from: Corwin on November 25, 2014, 03:24:00 PM
I'm buying a blank spellbook for 15gp and special ink to write in it. I'll deduct those when I scribe spells into the spellbook, as usual.
Done.
Moore would like to see if there are any herbs available to replace the ones they used, in case there are any other issues of food poisoning on the trip.
Veren's compensation
One coin bag. It has 19 gold, 42 silver and 42 copper. It's all local coinage and standarized, so no worries about what it equals.
Quote from: Nephrite on November 25, 2014, 03:26:11 PM
Moore would like to see if there are any herbs available to replace the ones they used, in case there are any other issues of food poisoning on the trip.
Sure, 10 gold.
From Rocky
1 Blessed Book. Allows the contact of others in Hillmar by calling Arimaz Tondup. Also has unspecified tracking features.
Helpful goodies from Rocky and friends
4 scrolls of mage armor
1 scroll of greater teleport
First opposition in the forest
1 rusty greatsword
1 rusty dagger
1 beaten longbow
1 old club
1 small stone heart from the blood bat
Moore is taking the heart.
Dead body
1 tattered leather shirt
1 torn pair of leather pants
1 iron ring (magical) - Ring of Total Defense+1. +1 deflection bonus to AC and +1 resistance bonus to saves. Has another property, but the magic in the ring has degraded it into incoherence.
1 kukri
1 old backpack
1 empty glass bottle
1 gold stick
Moore will take the gold stick.
<Veren> I'm getting some kind of error when I try to post.
> What's the error?
<Veren> So... For now, just toss the knife and whatever else into my pack for transport.
Test post.
Edit: Fixed it, I guess.
But yes, Kukri in the pack.
Does anyone want to wear the ring?
Jetina might if no one else does.
Hidden cache
A pile of gold teeth
Ivory engraving of a skull
A scroll (magical) - Scroll of Graymantle (SC)
A small bag with copper coins
A green crystal (magical)
Everything into the pack! The skull could go to our magic items guy and the gold teeth for selling.
Quote from: Iron Dragoon on December 31, 2014, 02:53:41 PM
Everything into the pack! The skull could go to our magic items guy and the gold teeth for selling.
Done.
I forgot to mention, -1 use of the CLW CL5 wand.
Treasure cache
A pile of assorted coins
Assorted silver scrap
A slender wand (magical)
A sealed vial of strange jelly (magical)
A golden egg two feet long (magical)
All into my pack, I suppose, barring whatever someone else wants to keep.
At least I'm good pack mule!
I'd like to hold onto the wand for now.
Both requests are noted. Are you doing your own spellcrafting, Lucy?
[21:51] <Lucy> roll 3#1d20+17 spellcraft
[21:51] <Serith> Lucy roll for Serith < 27, 29, 23 >
Update
The wand is a wand of prayer with 8 charges left.
The vial of jelly is a magical reagent. If applied to a magical item, the item gains a new power. It grants resistance to fire 10 to the wearer/wielder (as appropriate).
From the knight battle
Dented and torn full plate armor
Black stone sword
I don't think I can fit those into my pack, can I? If so, in they go!
Quote from: Iron Dragoon on January 07, 2015, 04:24:39 PM
I don't think I can fit those into my pack, can I? If so, in they go!
You can't. You could carry the sword, though.
I guess I can lug the sword around if someone else wants to lug the armor. I'll just drop it on the ground next fight.
taking 10 for 30 to psicraft the egg, armour, and sword.
Update
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy.
Undead Knight's Armor: Full Plate+1.
Golden Egg: Can be hatched if exposed to sufficiently hot fires. It produces 2d10 gems of uncertain value. Alternately, it can be cracked unheated and the contents can be eaten for a +1 bonus to random ability score.
-1 use of CL3 MM Wand
Underwater cache
A pile of coins
Sheathed dagger
Greenish red bottle of liquid
Purple bottle of liquid
Skeleton's picking
Some coins
Rusty mace
Crusty gold ring
First opposition in the forest
1 small stone heart from the blood bat
Dead body
1 iron ring (magical) - Ring of Total Defense+1. +1 deflection bonus to AC and +1 resistance bonus to saves. Has another property, but the magic in the ring has degraded it into incoherence. (Can we get the other property identified and possibly fixed?) (Jetina is wearing)
1 gold stick
Hidden cache
A pile of gold teeth
Ivory engraving of a skull
A scroll (magical) - Scroll of Graymantle (SC)
A small bag with copper coins
A green crystal (magical) (ID'ed in a sense but there's no loot post for it)
Treasure cache
A pile of assorted coins
Assorted silver scrap
Underwater cache
A pile of coins
Sheathed dagger
Greenish red bottle of liquid
Purple bottle of liquid
Skeleton's picking
Some coins
Rusty mace
Crusty gold ring
Identified:
Update
The wand is a wand of prayer with 8 charges left. (Lucy has this)
The vial of jelly is a magical reagent. If applied to a magical item, the item gains a new power. It grants resistance to fire 10 to the wearer/wielder (as appropriate).
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. (Lucy would like this)
Golden Egg: Can be hatched if exposed to sufficiently hot fires. It produces 2d10 gems of uncertain value. Alternately, it can be cracked unheated and the contents can be eaten for a +1 bonus to random ability score.
I was only keeping the wand for the dungeon, so for the sake of tallying pretend you have it with the rest of the stuff. There's mild interest in the sword, but nothing definite yet.
1 small stone heart from the blood bat - Something Kamhoff can use, if you want to donate it.
Ring of Total Defense+1. +1 deflection bonus to AC and +1 resistance bonus to saves. Has another property, but the magic in the ring has degraded it into incoherence. (Can we get the other property identified and possibly fixed?) (Jetina is wearing) - Kamhoff can see about fixing it if you want to give it to him, as well as analyzing it. It would be worth 5k as it stands.
1 gold stick - A stick made of gold. As valuable as it sounds. 450 gold.
A pile of gold teeth - Worth a macabre 300 gold when they're all totaled.
Ivory engraving of a skull - 250 gold.
A scroll (magical) - Scroll of Graymantle (SC)
A small bag with copper coins - 2.54 gold when they're all tallied. They're local coinage, albeit dated.
A green crystal (magical) (ID'ed in a sense but there's no loot post for it) - It's Rashemi's crystal, so that can be sorted out later.
A pile of assorted coins - All local coins, to a tune of 94.53 gold.
Assorted silver scrap - Just a lot of scrap in varying stages of usefulness. 237 gold.
A pile of coins - More local coins. 371.21 gold, there are some platinum coins mixed in.
Sheathed dagger - Dagger of Subtlety. Works as a sword of subtlety. 22k gold in value.
Greenish red bottle of liquid - Potion of Hide from Undead. 50 gold.
Purple bottle of liquid - Poison potion. It was once magical but has now changed into 5 doses of purple worm poison.
Some coins - More local coins worth 59.40 gold.
Rusty mace - A rusty mace. It's worth about nada, though Kamhoff'll take it to use as scrap if you like.
Crusty gold ring - Ring of the Screamer. Allows a bard to exchange a use of bardic music to cast shout as a spell-like ability.
The wand is a wand of prayer with 8 charges left. (Lucy has this) - 3360 gold.
The vial of jelly is a magical reagent. If applied to a magical item, the item gains a new power. It grants resistance to fire 10 to the wearer/wielder (as appropriate). - 5,000 gold.
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. (Lucy would like this) - 8,000 gold.
Golden Egg: Can be hatched if exposed to sufficiently hot fires. It produces 2d10 gems of uncertain value. Alternately, it can be cracked unheated and the contents can be eaten for a +1 bonus to random ability score. - Kamhoff suggests using the damn thing rather than selling it. You'd have to market such a unique thing yourselves, anyway.
I'd like the egg. As usual no interest in any money or gear.
I'd like to snag the poison. As for the dagger, does it work with feinting?
You mean does the bonus from the sword apply to feinting, Iddy?
Sheathed dagger - Dagger of Subtlety. Works as a sword of subtlety, which is a +4 on attack/damage when sneak attack, right? My feinting lets me apply SA, so I just want to make sure it works with feinting flat-footing peeps before I ask for it.
Sure. If you apply SA to it, the bonus to attack and damage would apply as normal. So feint away.
I think we're better off using the egg for gems.
The egg is awesome, yes. I'll concede to the cat.
In that case, can Kamhoff reforge the sword of necromancy? I'd prefer a more elegant weapon if it's doable. Does it need to just be carried in a sheath to get the bonus, or actually drawn?
Quote from: Nephrite on January 14, 2015, 03:38:18 PM
I think we're better off using the egg for gems.
Would take stats or unique boosts over money all day every day~
Quote from: Corwin on January 14, 2015, 03:40:58 PM
The egg is awesome, yes. I'll concede to the cat.
In that case, can Kamhoff reforge the sword of necromancy? I'd prefer a more elegant weapon if it's doable. Does it need to just be carried in a sheath to get the bonus, or actually drawn?
Carried is fine, so long as it's obviously your primary weapon. Kamhoff could work on it, see how it stacks up, if you want to donate it to him. He'll see if he needs anything more from there.
A nice and elegant rapier or short sword would be great. Something that wouldn't look out of place with a noble!
Then Pepo can have the egg.
In light of the value of the dagger, which I had not noticed before, I reverse my request and say we sell it so I can buy other stuffs. Hopefully have enough to buy all my backlog.
Moore will take the Ring of the Screamer.
Jetina's fine with just the ring.
Kamhoff: Rusty Mace, Stone Heart, and Vial of Jelly.
Correction:
> That's 45,174.68 total and 4 splits of 11,293.67 then.
Purchase what you will!
As such, Dune I request a price for the Grave Strike dagger we spoke about.
Pepo eats the egg.
[20:11] <@Pepo> roll 1d100
[20:12] <Serith> Pepo roll for Serith < 15 > [d100=15]
Quote from: Ebiris on January 14, 2015, 04:12:26 PM
Pepo eats the egg.
[20:11] <@Pepo> roll 1d100
[20:12] <Serith> Pepo roll for Serith < 15 > [d100=15]
Pepo's Constitution rises by 1 point.
I'm fine with trying to improve Jetina's ring if she wants. Moore doesn't mind chipping in to help since she helped them a lot.
Place holder purchase consolidation post:
Lead-lined shirt: 30 gp (http://tinyurl.com/p4nb42y)
Camouflage effect to Vestments: 3750 gp (http://tinyurl.com/ou6p7oz)
Bag of Holding, Type III: 7500 gp
Total: 11780 gp
Remaining: 755.57 gp
Backburner:
Ghost Strike Dagger (MIC): 8000 gp.
Quote from: Corwin on January 14, 2015, 03:44:09 PM
A nice and elegant rapier or short sword would be great. Something that wouldn't look out of place with a noble!
I thought you meant improving it, rather than changing the shape. That's still doable too, but it's a different kettle of fish is all. Noted.
As for purchases: You're in a magic based town and there's some shopping available. Most anything under 5k GP should be available (but check with me) and ask about anything more expensive.
Quote from: Iron Dragoon on January 14, 2015, 04:09:17 PM
Kamhoff: Rusty Mace, Stone Heart, and Vial of Jelly.
Correction:
> That's 45,174.68 total and 4 splits of 11,293.67 then.
Purchase what you will!
As such, Dune I request a price for the Grave Strike dagger we spoke about.
Does that include any magic items they took or are those freebies now? I need to know how much money Jetina has to spend.
A dagger with grave strike? Hm. RAW the cost would be 8k, which I feel is too low for what it does. I'd rather make it a weapon property instead. Fortunately, there's a weapon quality in the MIC that does what you're looking for: ghost strike. It's a synergy ability, so you need to add ghost touch first.
As for a non-weapon item that applies it? I'd peg it somewhere between 30-60k, maybe? It's one of those cases where a cheap level 1 spell doesn't work well with the formula.
How much is Ring of the Screamer worth? Or the SC-based scroll?
Quote from: Anastasia on January 14, 2015, 11:51:49 PM
As for purchases: You're in a magic based town and there's some shopping available. Most anything under 5k GP should be available (but check with me) and ask about anything more expensive.
Lesser Rod of Extend Spell (3,000gp). Doable?
Quote from: Corwin on January 15, 2015, 03:13:11 PM
How much is Ring of the Screamer worth? Or the SC-based scroll?
Ring's 5k. Scroll is 1125 gold.
Quote from: Corwin on January 15, 2015, 03:15:47 PM
Quote from: Anastasia on January 14, 2015, 11:51:49 PM
As for purchases: You're in a magic based town and there's some shopping available. Most anything under 5k GP should be available (but check with me) and ask about anything more expensive.
Lesser Rod of Extend Spell (3,000gp). Doable?
Yes.
Quote from: Anastasia on January 15, 2015, 02:23:10 PM
Does that include any magic items they took or are those freebies now? I need to know how much money Jetina has to spend.
A dagger with grave strike? Hm. RAW the cost would be 8k, which I feel is too low for what it does. I'd rather make it a weapon property instead. Fortunately, there's a weapon quality in the MIC that does what you're looking for: ghost strike. It's a synergy ability, so you need to add ghost touch first.
As for a non-weapon item that applies it? I'd peg it somewhere between 30-60k, maybe? It's one of those cases where a cheap level 1 spell doesn't work well with the formula.
The only things I didn't factor into the total were the things I listed for Kamhoff. Eb said he didn't want a share, and Cor said to do four splits, so I'm assuming the fourth split was meant for Jetina.
Quote from: Iron Dragoon on January 17, 2015, 12:30:53 AM
Quote from: Anastasia on January 15, 2015, 02:23:10 PM
Does that include any magic items they took or are those freebies now? I need to know how much money Jetina has to spend.
A dagger with grave strike? Hm. RAW the cost would be 8k, which I feel is too low for what it does. I'd rather make it a weapon property instead. Fortunately, there's a weapon quality in the MIC that does what you're looking for: ghost strike. It's a synergy ability, so you need to add ghost touch first.
As for a non-weapon item that applies it? I'd peg it somewhere between 30-60k, maybe? It's one of those cases where a cheap level 1 spell doesn't work well with the formula.
The only things I didn't factor into the total were the things I listed for Kamhoff. Eb said he didn't want a share, and Cor said to do four splits, so I'm assuming the fourth split was meant for Jetina.
Right, okay then. Thanks.
GOOD NEWS EVERYONE!
Kamhoff has made something new. He combined the following things:
A disturbing idol of a face, made of rich darkwood and polished well. It has been treated not to rot
A old, rusty mace
Small stone heart of the blood bat
Vial of jelly that grants fire resistance 10 to a magic item
Terror Helmet: This helmet is made of magically reinforced darkwood and rusty metal. It seems to flicker with fire and drip blood in a most grotesque manner. It grants a +10 competence bonus to Intimidation checks, resistance to fire 10 and the immunity to extra damage from bleeding wounds.
Post if you want to claim it.
Jetina has 11,293.67 gold. She'll spend 3k to boost her armor up to +2 enchantment. 8293.67 gold left.
Since she's an NPC and availability of things isn't certain, I'll be using d100s to determine how she fares. She's going to look for a wis booster, first things first.
> roll 1d100 70 or below is good
<Serith> Kotono roll for Serith < 54 > [d100=54]
She manages to find a wisdom booster for sale. 4500 gold and as a pair of earrings instead of a necklace of peripat, but she'll deal. 3793.67 gold left. She'll save the rest pending fixing up her ring.
Moore is giving Kamhoff 6,000 gold to begin work on the Vestments. I have recorded it on my sheet.
You said to ask for anything over 5k gold, so... Looking to buy a Type III Bag of Holding instead of the Ghost Strike Dagger. It's 7500 gp. Approval?
Quote from: Iron Dragoon on January 19, 2015, 12:47:31 PM
You said to ask for anything over 5k gold, so... Looking to buy a Type III Bag of Holding instead of the Ghost Strike Dagger. It's 7500 gp. Approval?
You look around and around - no dice. Bags of holding are popular and rarely stay in stock long. They're made often enough that if you wait a few weeks to a few months, another should come for sale. Sooner if you get lucky and someone comes along with one to sell.
Welp, guess the Handy Haversack is going to have to do it for now, then.
Edit:
<Nephrite> Oh okay. It's just bigger stuff can't go in it, right?
<Nephrite> http://www.dandwiki.com/wiki/SRD:Shrink_Item
<Nephrite> We could look for a wand of this
What would the price on this be? I think it's a really solid idea for storage.
How much would a Wand of Shrink Item (http://www.dandwiki.com/wiki/SRD:Shrink_Item) run, if we could find it?
11250 gold.
Getting the stuff back out would be a trick.
So Veren's been envious of Kamhoff's moon dog since basically day 1. Since we're in a city, I'd like to look into a pet of some sort to make him feel better. Non-combat primarily, let's say an Emotional Service Pet.
I'm looking for something in the Tiny/Small range and I've got 255 gp. What're the options?
Quote from: Iron Dragoon on January 19, 2015, 11:59:43 PM
So Veren's been envious of Kamhoff's moon dog since basically day 1. Since we're in a city, I'd like to look into a pet of some sort to make him feel better. Non-combat primarily, let's say an Emotional Service Pet.
I'm looking for something in the Tiny/Small range and I've got 255 gp. What're the options?
If you just want something fun, you could get a decent dog or cat for a bit of gold. Otherwise you could get more exotic.
Elven Hound - From Races of the Wild. They live for about 100 years and are good, loyal companions. The trick is getting one to open up to you, which is hard unless you're an elf or have elf blood. There is a place in Hillmar that sells them, ran by an elf mage of minor magical skill but great wild empathy. An untrained pup is 50 to 100 gold (depending on bloodline and specifics).
White Panther - Unique. These panthers are somewhat smaller than normal panthers and are the result of a magical breeding program. They're much closer to normal house cats in how they tolerate humanoids. They live about 20 to 30 years and are fairly trainable by anyone. They're only sold to wizards or city officials in Hillmar, but that's no obstacle for the party. A trained one costs 150 gold. They're named white panther for the white coats they have.
Shocker Lizard - SRD. These strange, terrifying lizards are actually tamed and sold within Hillmar. At least one lightning mage does, anyway. For 200 gold you can have your own, non hostile shocker lizard to keep you company.
All sales are final. The seller does not claim any responsibility for any mishaps or shockings the customer may receive. Purchase at your own risk.
I'll take a shocker lizard! (I see your little disclaimer there).
Quote from: Iron Dragoon on January 20, 2015, 11:28:17 AM
I'll take a shocker lizard! (I see your little disclaimer there).
Okay, we'll intro the lizard sometime today.
Cool.
With an Int of 2, it can learn six tricks. Since the mage tames and sells them, does that mean they already come trained in specific things? If so, can get one that's been trained for Come, Defend, Down, Guard, Perform, and Fetch?
You will be the death of us all.
Quote from: Iron Dragoon on January 20, 2015, 11:57:37 AM
Cool.
With an Int of 2, it can learn six tricks. Since the mage tames and sells them, does that mean they already come trained in specific things? If so, can get one that's been trained for Come, Defend, Down, Guard, Perform, and Fetch?
Sure, why not?
Because I just can't leave math be when it bugs me.
List taken from here (http://www.soulriders.net/forum/index.php/topic,103247.msg1055230.html#msg1055230)
Ring of Total Defense+1. +1 deflection bonus to AC and +1 resistance bonus to saves. Has another property, but the magic in the ring has degraded it into incoherence. (Can we get the other property identified and possibly fixed?) (Jetina is wearing) - Kamhoff can see about fixing it if you want to give it to him, as well as analyzing it. It would be worth 5k as it stands. - 5,000gp
1 gold stick - A stick made of gold. As valuable as it sounds. 450 gold.
A pile of gold teeth - Worth a macabre 300 gold when they're all totaled.
Ivory engraving of a skull - 250 gold.
A scroll (magical) - Scroll of Graymantle (SC) - 1,125gp
A small bag with copper coins - 2.54 gold when they're all tallied. They're local coinage, albeit dated.
A pile of assorted coins - All local coins, to a tune of 94.53 gold.
Assorted silver scrap - Just a lot of scrap in varying stages of usefulness. 237 gold.
A pile of coins - More local coins. 371.21 gold, there are some platinum coins mixed in.
Sheathed dagger - Dagger of Subtlety. Works as a sword of subtlety. 22k gold in value.
Greenish red bottle of liquid - Potion of Hide from Undead. 50 gold.
Some coins - More local coins worth 59.40 gold.
Crusty gold ring - Ring of the Screamer. Allows a bard to exchange a use of bardic music to cast shout as a spell-like ability. 5,000gp
The wand is a wand of prayer with 8 charges left. (Lucy has this) - 3360 gold.
The vial of jelly is a magical reagent. If applied to a magical item, the item gains a new power. It grants resistance to fire 10 to the wearer/wielder (as appropriate). - 5,000 gold.
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. (Lucy would like this) - 8,000 gold.
Total: 5,000gp + 450gp + 300gp + 1,125gp + 2.54gp + 94.53gp + 237gp + 371.21gp + 22,000gp + 50gp + 59.40gp + 5,000gp + 3,360gp + 5,000gp + 8,000gp = 51,049.68gp
Ignoring the poison, and splitting it four ways: 12,762.42gp for Jetina, Lucy, Moore and Veren.
Then, the claims:
[Jetina]
Ring of Total Defense+1. +1 deflection bonus to AC and +1 resistance bonus to saves. Has another property, but the magic in the ring has degraded it into incoherence. (Can we get the other property identified and possibly fixed?) (Jetina is wearing) - Kamhoff can see about fixing it if you want to give it to him, as well as analyzing it. It would be worth 5k as it stands. - 5,000gp
Jetina's cash gain: 12,762.42gp - 5,000gp = 7,762.42gp
[Lucy]
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. (Lucy would like this) - 8,000 gold.
Lucy cash gain: 12,762.42gp - 8,000gp = 4,762.42gp
[Moore]
Crusty gold ring - Ring of the Screamer. Allows a bard to exchange a use of bardic music to cast shout as a spell-like ability. 5,000gp
Moore's cash gain: 12,762.42gp - 5,000gp = 7,762.42gp
In that case I have corrected my sheet to reflect I have given Kamhoff 6,000 and have 1,762.42gp left over.
So a difference of 1468.75 gp.. I can buy... 7 more shocker lizards.
What would be the cost on an item of speak with animals or something similar to talk to the lizard?
Quote from: Iron Dragoon on January 21, 2015, 01:47:39 PM
What would be the cost on an item of speak with animals or something similar to talk to the lizard?
Depends. RAW a continuous one would be 8k, since it's a level 1 spell. That sounds fairly reasonable for it, so let's put it at that for now. You may want to check books to see if it's been done before.
Also, Jetina's loot is a little off thanks to Lucy's adjustments. I'll be sorting that out sometime tonight or tomorrow.
-50 gold to Jetina due to losing her coin bag.
-3,000gp for a Lesser Rod of Extend Spell
-3,000gp for a Lesser Rod of Enlarge Spell
-30gp for a month of SPELLPOOL membership
Is there some sort of nice sheath for the rods I could get? Like a bandolier or really anything that makes sense and looks fashionable?
Cor said he's gonna pass on the mask. If I take it, could I do something like have a hidden pocket in my vestments for it, so I'm not walking around like Darth Maul all the time?
Are the pockets on it big enough to fit a full helmet in there?
Not specifically paid for. Just that the Vestment of Many Styles can simulate styles of clothing.
-200 gp for replacement lizard.
From the captain's cabin
A bunch of papers
A potion of cure serious wounds
A strange, magical amulet
An enchanted key
Moore will look over the papers with the others and try and have someone identify the amulet.
He'll also tell the others about the key and the Horrible Awful Very Bad Color Spray chest.
Did any of the surrendered pirates have cool gear? Or is the city buying it all in bulk along with the ship from us?
Okay, loot is going to work like this.
- The things Moore took from the captain's cabin are the party's. It's expected that copies of the papers will be made, and if any of the magic items are important enough to the city, they retain the option of buying them.
- The city now has a few extra ships. If you want the ship you captured, you can take it. However, any loot (beyond basic supplies to run the ship) will go to the city in that case.
- The mundane gear the pirates had will be kept by the city, with the party being compensated. Unless you really want a bunch of plain, non-magical weapons, armor and veils.
- Any expensive items or magical items on the ship are the party's, though Hillmar retains the right of first purchase if there is anything important there.
- Anything unusual or that falls outside of this will be dealt with on a case by case basis.
More coming in the next post. For now, y'all need to decide if you want another ship or the loot from it. Feel free to wait until I post the loot roundup to make a decision.
Captain's cabin loot
A bunch of papers - There's a lot of information here, which will be gone into in it's own post.
A potion of cure serious wounds - 750 gold. Basically a portable Jetina.
A strange, magical amulet - Amulet of the Fourth Eye. As a full round action, the wearer of this amulet can discern the alignment of any creature and if they are hostile to the wearer. 6,000 gold.
An enchanted key - Opens the lock on the treasury below decks.
---
Mundane weapons, armor, veils and so forth: 1,800 gold.
Various alchemical ammunition, shooters and so forth: 5,235 gold.
The treasury doesn't have a lot in it. According to the captain, it was meant to hold loot from Hillmar. But it does have some gold and a few things. The gold is in case he needs to pay wages to the crew or they need to stop and make purchases on the way. The items are a bit of booty from a few minor encounters on the way.
Gold coins - 1,000 gold.
Wood carving of a falcon: 90 gold.
Scroll of acid splash: 12.5 gold.
Iron ingot: 25 gold.
Old vase showing a scene of warfare: 130 gold.
A large ruby: 6,900 gold.
---
Finally, the chest is a mystery. Rocky's the one who ends up giving it an analysis, and his efforts get him a nasty burn. As far as he can tell, the thing has defenses worthy of a fortress. If he's going to be stone-cold serious, he'd suggest that Veren try again, with proper augmentation. If he came close, that's a lot closer than he came.
The captain's papers.
Most of them are fairly mundane - local maps, tracking expenses, daily log reports. Nothing terribly interesting or revealing. However, there is a plan for how the invasion was supposed to go. It went a little something like this:
1. Sail in, with tactical surprise assured due to previous methods. It notes that between the surprise and internal sabotage, that the early attack should face little opposition.
2. Fire cannons, generally rain hell on Hillmar. Secure a perimeter around the docks, isolate any possibly hostile ships and eliminate them if needed.
3. Attack into the city, capturing key points and killing notable defenders. Aria and Lost Hero are two of the ones to be killed in this phase, by the way.
4. Stamp out resistance while looting the city. Establish a loose perimeter around the city to monitor for possible counter attacks from the countryside.
Beyond that, it discusses how to frame this to the common pirate. It's a reminder that it's a crusade and that this must be done. It's to stop a truly vile city-state that has gone too far. It emphasizes to the captains that morale must stay high for a smooth victory.
It also goes into a lot of the things you saw in Rossalund: The code word for infiltrators to get in safely, general patterns of attack and so on and so forth. It doesn't look like their playbook changed that much.
Another paper looks to be an expected estimate of looting from Hillmar. They expect anywhere from 100k to 500k in total looting, depending on damages, losses and portability of certain items. With mages, a few jackpot items (expensive magical items) could throw this well above estimates. There's also a reminder to submit anything magical for analysis and not allow common troops to loot it. Just in case of curses, traps and other difficulties.
Quote from: Anastasia on January 28, 2015, 12:47:23 PM
Captain's cabin loot
Finally, the chest is a mystery. Rocky's the one who ends up giving it an analysis, and his efforts get him a nasty burn. As far as he can tell, the thing has defenses worthy of a fortress. If he's going to be stone-cold serious, he'd suggest that Veren try again, with proper augmentation. If he came close, that's a lot closer than he came.
Moore Bonuses:
<Nephrite> The Aura is a circumstances bonus, the +5 from my items is insight, and the +2 from Inspire Competence is competence, so I would imagine they'd all work together.
Veren bonuses:
<Iddy> No, Factotum is competence, so it wouldn't stack with yours.
+1 from MW tools, also.
> roll 1d20+14+1+2+9+5 Disable Device MW/Inspiration/Aura/Insight
<Serith> Iddy roll for Serith < 38 > [d20=7]
Yeah, next time do what I say and wait to post. That'll roll stand, but in the future wait for me and also roll in #dunes (unless told otherwise).
If you want to wait a day and try again, you can.
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 30 > [d20=4]
Edited for the right room:
* Now talking in #dunes
* Topic is 'Ithea(36)>Antenora(32)>Lief(27)>Hound of Gluttony=Muirfinn(16)'
* Set by Kotono on Thu Jan 15 20:04:43
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 39 > [d20=13]
Can the ship be leased long term rather than taken?
The captain had mundane gear?
Quote from: Iron Dragoon on January 28, 2015, 01:49:00 PM
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 30 > [d20=4]
When I say roll in #dunes, I mean roll in #dunes. Reroll it there.
Quote from: Corwin on January 28, 2015, 01:49:02 PM
Can the ship be leased long term rather than taken?
The captain had mundane gear?
Possibly, would require some wrangling to work out.
The captain's gear seems to be part of his arm projections. They're still working that one out. It's going to come up today IC.
Quote from: Iron Dragoon on January 28, 2015, 01:49:00 PM
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 30 > [d20=4]
Edited for the right room:
* Now talking in #dunes
* Topic is 'Ithea(36)>Antenora(32)>Lief(27)>Hound of Gluttony=Muirfinn(16)'
* Set by Kotono on Thu Jan 15 20:04:43
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 39 > [d20=13]
Next time just make a new post, since I tend to miss edits more than a post or two back.
Anyway, narrow miss. No trigger but no unlock, either. Want to try again on the same day?
Sure I guess. One more shot won't kill me. Hopefully. *waits for the 1*
Quote from: Iron Dragoon on January 28, 2015, 01:54:25 PM
Sure I guess. One more shot won't kill me. Hopefully. *waits for the 1*
Go roll in #dunes. Good luck!
Woo! No death.
> roll 1d20+14+1+2+9 Disable Device MW/Inspiration/Aura
<Serith> Iddy roll for Serith < 40 > [d20=14]
Congrats!
Success! The lock and trap are undone. The chest pops open! A robed figure is seen, rainbow colored and with only his glowing rainbow eyes visible beneath his robe and hat.
"Congratulations! You have proven worthy of the power of the rainbow! Shine on!"
Within the chest is the following
Scroll of prismatic spray
Scroll of prismatic wall
Scroll of prismatic sphere
Scroll of prismatic ray (SC)
Scroll of prismatic eye (SC)
Scroll of prismatic touch (Homebrew)
The figure fades after speaking and the chest's magic is gone. The scrolls remain, however.
Terror helm to Veren!
Moore, Pepo, Kamhoff and Lucy lose 1 point of Constitution permanently.
Moore gains Words of Creation as a bonus feat.
Pepo gains the Soothing Ministrations ability of a moon dog.
Kamhoff gains his dog back.
Lucy gains Fell Drain as a bonus metamagic feat.
Loot tally!
From the ship itself (http://www.soulriders.net/forum/index.php/topic,103247.msg1055473.html#msg1055473):
A potion of cure serious wounds - 750 gold. Basically a portable Jetina.
A strange, magical amulet - Amulet of the Fourth Eye. As a full round action, the wearer of this amulet can discern the alignment of any creature and if they are hostile to the wearer. 6,000 gold.
Mundane weapons, armor, veils and so forth: 1,800 gold.
Various alchemical ammunition, shooters and so forth: 5,235 gold.
Gold coins - 1,000 gold.
Wood carving of a falcon: 90 gold.
Scroll of acid splash: 12.5 gold.
Iron ingot: 25 gold.
Old vase showing a scene of warfare: 130 gold.
A large ruby: 6,900 gold.
As per the city's rules (http://www.soulriders.net/forum/index.php/topic,103247.msg1055472.html#msg1055472) we're taking the spoils rather than the ship at this time. If the city wants to buy anything from here, they should declare it before we make any claims. I'd assume that with the city's focus on divination the amulet would fall here but who knows?
Loot: 750gp + 6,000gp + 1,800gp + 5,235gp + 1,000gp + 90gp + 12.5gp + 25gp + 130gp + 6,900gp = 21,942.5gp
Prismatic troll wizard chest (http://www.soulriders.net/forum/index.php/topic,103247.msg1055491.html#msg1055491):
Scroll of prismatic spray [lvl7, 2,275gp]
Scroll of prismatic wall [lvl8, 3,000gp]
Scroll of prismatic sphere [lvl9, 3,825gp]
Scroll of prismatic ray (SC) [lvl5, 1,125gp]
Scroll of prismatic eye (SC) [lvl7, 2,275gp]
Scroll of prismatic touch (Homebrew) [lvl5, 1,125gp]
Loot: 2,275gp + 3,000gp + 3,825gp + 1,125gp + 2,275gp + 1,125gp = 13,625gp
Total gains: 21,942.5gp + 13,625gp = 35,567.5gp
Since Jetina regrettably sat this one out and barring any Pepo or Kamhoff interest in something, this divides three way between Lucy, Moore and Veren.
Lucy, Moore and Veren: 11,855.83gp each.
Is Kamhoff interested in any of the scrolls? I wouldn't mind using one for my Vest of Legends if it can augment it in some way.
Quote from: Nephrite on January 30, 2015, 01:12:58 PM
Is Kamhoff interested in any of the scrolls? I wouldn't mind using one for my Vest of Legends if it can augment it in some way.
Giving him the scrolls sure wouldn't hurt, no. Up to you if you want to do that, see if he can make anything out of them. Or any of the other treasure, really.
I've no real issue with giving him a couple of things. I still want some money, though.
Would this: Feather Token (DMG): Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Apply to ships? The sea of light isn't water, but it acts like it, right?
Quote from: Iron Dragoon on January 30, 2015, 04:15:15 PM
I've no real issue with giving him a couple of things. I still want some money, though.
Would he prefer quantity (ray, touch, eye, possibly) or quality (wall)?
Quote from: Iron Dragoon on January 30, 2015, 04:20:50 PM
Would this: Feather Token (DMG): Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Apply to ships? The sea of light isn't water, but it acts like it, right?
It would anchor a lightskimmer, sure. It doesn't act entirely like water, but we'll assume there's a local variant of the tokens that works.
Quote from: Nephrite on January 30, 2015, 04:28:04 PM
Quote from: Iron Dragoon on January 30, 2015, 04:15:15 PM
I've no real issue with giving him a couple of things. I still want some money, though.
Would he prefer quantity (ray, touch, eye, possibly) or quality (wall)?
Quantity gives you the chance for more items while quality means a chance for better items. Whatever approach y'all prefer.
Moore will take the Scroll of prismatic sphere to give to Kamhoff then, which makes his share 8030.83.
He will also give Kamhoff 6000 more gold towards the Vest of Legends, which brings that to 2030.83.
Finally, he'd like to buy 5 sets of blue spinel dust for 250 gold for use with Pacification if possible, which would put his total share at 1780.83.
EDIT: Presuming the city doesn't want any of the loot.
Quote from: Nephrite on January 31, 2015, 09:26:48 AM
Moore will take the Scroll of prismatic sphere to give to Kamhoff then, which makes his share 8030.83.
Done.
QuoteHe will also give Kamhoff 6000 more gold towards the Vest of Legends, which brings that to 2030.83.
Right, done. How much more do you have to go on it?
QuoteFinally, he'd like to buy 5 sets of blue spinel dust for 250 gold for use with Pacification if possible, which would put his total share at 1780.83.
EDIT: Presuming the city doesn't want any of the loot.
The city'll pass on any of this loot. None of it's really worth them going out of their way for. To be honest, local wizards will buy the scrolls and ruby anyway, so it's likely that they'll have access through that.
By the way, what's Pacification from? I don't recall if I've seen it yet or not.
12000 total so far unless you count the scroll as added value to it.
Pacification is from Dragons of Faerun.
Right, thanks.
Gits from Mr. Shellay
Perfume
This perfume is made with magic and mildly enchanted. Besides smelling wonderful, it grants a +1 circumstance bonus to any Charisma based checks when applied. The effect lasts for 4 hours and the bottle has 20 applications.
Score Book
This book is a compliation of various tunes, tones and songs. It grants a +1 bonus to Perform checks when consulted.
-9,000gp for a Necklace of Adaptation.
-1,125gp for a scroll of Permanency.
-2,000gp for reagents to Permanency See Invisibility (lvl2) on myself with the scroll.
My money: 12,583.25gp - 12,125gp = 458.25gp
Moore has 3793 gold to spend while they're in town, has Kamhoff seen anything in the city that he might fancy?
I don't mind having Moore poke around the city after the celebration IC to look for anything for him, since I don't really have much else I'd want to buy at the moment.
Quote from: Anastasia on November 18, 2014, 12:56:44 PM
Quote from: Nephrite on November 18, 2014, 12:31:43 PM
Is Moore able to help Lucy out to see if there's any other way to recharge the rod?
Sure, make an K:A check.
[12:48] <Moore> roll 1d20+12 K:A for Rod of Wonder helping
[12:48] <Serith> Moore roll for Serith < 30 > [d20=18]
Modify message
Just throwing this up as a reminder in case Moore can come up with something besides BLOOOOOOOOOOD.
-40gp to Bash.
Interested in picking up the following and looking for input on what should be cut out:
Belt of Hidden Pouches (Races of the Wild; 5,000 GP):
Amazing Lock (Players Handbook; 150 GP):
Glitter Stone (Magic Item Compendium; 450 GP):
Slashing Sand (Sandstorm; 2,000 GP, p.135):
Acid (Players Handbook; 10 GP):
Thunderstone (Players Handbook; 30 GP):
Bolt Cutters (Arms and Equipment; 6 GP):
Forger's Paper (Complete Scoundrel; 10 GP) x5:
Hearthfire (Races of Stone; 10 GP):
Papyrus of Deception (Complete Adventurer; 2,000 GP):
Inquisitive's Kit (Ebberon Campaign Setting; 300 GP):
Metal Tongs (Arms and Equipment; 3 GP):
Quall's Feather Token-Anchor (Dungeon Masters Guide; 50 GP) x2:
Minus one greatsword+1 for Jetina.
Moore grabbed the scroll of Prismatic Sphere from Kamhoff's lab.
Quote from: Iron Dragoon on February 06, 2015, 02:05:20 PM
Interested in picking up the following and looking for input on what should be cut out:
Belt of Hidden Pouches (Races of the Wild; 5,000 GP):
Amazing Lock (Players Handbook; 150 GP):
Glitter Stone (Magic Item Compendium; 450 GP):
Slashing Sand (Sandstorm; 2,000 GP, p.135):
Acid (Players Handbook; 10 GP):
Thunderstone (Players Handbook; 30 GP):
Bolt Cutters (Arms and Equipment; 6 GP):
Forger's Paper (Complete Scoundrel; 10 GP) x5:
Hearthfire (Races of Stone; 10 GP):
Papyrus of Deception (Complete Adventurer; 2,000 GP):
Inquisitive's Kit (Ebberon Campaign Setting; 300 GP):
Metal Tongs (Arms and Equipment; 3 GP):
Quall's Feather Token-Anchor (Dungeon Masters Guide; 50 GP) x2:
My personal opinion?
I'd ditch the papyrus purely on the grounds of cost. Everything else sounds useful.
Quote
Possessions back on the ship: Greataxe +1 with Wand Chamber [DS p34; 2,420gp], Eternal Wand/Whirling Blade [MIC p159-160/SC p238; 4,420gp CL3], Scrying Beacon: 1,500 gold. (MIC), Blessed Book [with spying and communication spells on it].
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]
I had the sword with me and there was no time to convert it to a handier form yet, apparently. The beacon was there because testing.
The rest went down with the ship? I was leaving the ship so I intended to take my stuff with me, but it feels cheesy to just assume so after the fact.
The things that weren't on you went down with the ship, yes.
Terror Mask transferred to Sharm.
Possessions back on the ship: Greataxe +1 with Wand Chamber [DS p34; 2,420gp], Eternal Wand/Whirling Blade [MIC p159-160/SC p238; 4,420gp CL3], Blessed Book [with spying and communication spells on it].
Fair well, my awesome axe.
Moore would like to buy 3 sets of the reagents necessary for the Identify spell while in town. He will haggle if possible to get a better deal. Actually, he might ask Lekim first and then look around after that.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Deducting 300 gold for 3 doses.
taking corked bottles for later IDing.
Moore took several samples (Let's say 5 bottles worth? Whatever is fine) of Green Gasspores and gave them to Veren. He also took the Experiment Log.
Ended up taking the rod of maximize spell.
Purchasing Sap of Awesomeness and Absolute Final Destruction for 1gp.
-1000 gold for bait.
-100gp to bag of holding.
-however much a mundane leather armor is worth
Sharm's 1,429gp and her bag of holding type 3 is offered up for bandit bait.
-100 gold to add to the nice bag of gold.