Skaya's loot, treasures and shiny things.
A trap or quest avoided?
1 gold piece.
Ankheg parts loot
285 gold.
Minor reward for a minor quest (Sanda's)
5 gold.
So from our 500gp resources, we're spending 250gp on a carriage (100gp) and 2 regular light horses (75gp x2). 30gp more for saddles for different occasions (riding x2 - 20gp, pack x2 - 10gp). Feed per horse per day is 5cp, which is wow, almost 20 times more than a decent meal for a day for a person (x50 compared to poor meals for one day!). I guess we'll say 10gp supplements their grazing and for when there's no other food. That's 10 days for us, if we end up without grass or whatever.
Water is probably free so I just need to buy a container and then keep it in the carriage and in my hoversack. One empty barrel costs 1gp, so let's buy 10 of them for 20gp. Common meals per day cost 3sp, so let's presume that's reasonable for nonperishable food supply. 3sp x6 (people) x100 (days) comes up to 18gp. Cold weather outfit x5 comes up to 40gp. Explorer outfit x5 comes up to 50gp. Skaya already has one of each so she's not buying one here, but if there are spared they can be an orphanage donation afterwards. Let's get 10 sunrods for 20gp, and a smokestick for another 20gp.
An extravagant adventuring kit (tm) had its price decided on 25gp. Skaya has one, so if anyone wants to buy that's her recommendation. She can't cover it for everyone, but she can at least grab one to ensure there's a spare for everything! Also, for the key aspects of it, she'll get a spare tent (10gp), a lot of rope (50ft x5, hempen, 5gp), a lot more torches (x50, 5gp), some emergency waterskins (x5, 5gp). That leaves 2gp, but they'll be used as expenses for random food and such while in town, or to cover a night's stay at a common inn for everyone for when we arrive at our destination and look for clues.
That all goes well enough, I don't see anything objectionable. You sound pretty kitted out, anything else to add?
I think we're good. Let's just ask the mechamagus to research the cursed ring some more for 100gp, if she's fine with it?
She's fine with it, but it'll take some time. Do you want to catch this before you leave or is it mostly setting things up for later?
Just for later since it could be months.
Okay, since I meant to do this yesterday and I forgot.
Are you interested in a blow by blow detail or just the highlights of loot, Cor?
Just the highlights are fine.
Masterwork Greatsword: 300 gold
Other weapons worth a total of 480 gold
There's armor, but most of it is in poor shape. You could sell the decent bits for a total of 250 gold
Coins, minor treasures and other things worth a total of 3,482 gold
Nice. We're selling everything and dividing it by 6. Unless someone uses a greatsword and wants that one?
Not enough to claim it. How's it work out for everyone?
Assuming the greatsword sells for half price, or 150gp, that's 4,362gp total. Everyone gets 727gp.
Sounds good. We're good here then.
Caverns loot
Remnants from Kale and companions.
<Anastasia> OOC: Okay. We'll handle that in thread since I'm about to pause, Devar. So make a post in loot reminding me you'll be checking for magical things for when I post loot.
Loot from the three mages
Mundane gear (robes, non magical daggers and a staff, ect)
Three coin pouches, each with a decent amount of money
Gold ring
Gold anklet
Short sword+1
Scrolls of lightning bolt, hideous laughter, invisibility sphere
Potion of cure moderate wounds
Wand of light, 23 charges left
Devar would take 10 on Spellcraft for 20 for all of it to try and ID it for whatever that's worth.
That takes a bit of time. Are you willing to do that mid dungeon in hostile territory? Serious question.
I can do it while they're figuring out how to bust the circle if that's what they end up doing, but I'll defer to Skaya if we want to do it now or later.
In that case we'll sort this out start of session. Bring it up IC.
Ruined library loot
Gold ring with large red gemstone
Gold ring with large blue gemstone
Mundane gear gear worth 178 gold.
63 gold, 83 silver, 163 copper
Gold ring: 250 gold.
Gold anklet: 200 gold.
Short sword+1: 2000 gold.
Scrolls of lightning bolt, hideous laughter, invisibility sphere: 375 gold, 150 gold and 375 gold.
Potion of cure moderate wounds: 300 gold.
Wand of light, 23 charges left: 172 gold and 5 silver.
Gold ring with large red gemstone: Illuminates the wearer with faerie fire (red). Has properties as a key that aren't well understood. 1,000 gold.
Gold ring with large blue gemstone: Illuminates the wearer with faerie fire (blue). Has properties as a key that aren't well understood. 1,000 gold.
Devar is fine passing on everything, he can't use any of the scrolls yet as it is.
Quest payout: 300 gold each.
Let's keep the rings for now, you never know when they might come in handy.
We can sell the rest unless someone wants the short sword?
The NPCs will pass on the sword, it doesn't quite make sense for any of them.
-40 gold on some delicious fish
Quote from: Anastasia on March 12, 2024, 10:50:52 PMMundane gear gear worth 178 gold.
63 gold, 83 silver, 163 copper
Gold ring: 250 gold.
Gold anklet: 200 gold.
Short sword+1: 2000 gold.
Scrolls of lightning bolt, hideous laughter, invisibility sphere: 375 gold, 150 gold and 375 gold.
Potion of cure moderate wounds: 300 gold.
Wand of light, 23 charges left: 172 gold and 5 silver.
Gold ring with large red gemstone: Illuminates the wearer with faerie fire (red). Has properties as a key that aren't well understood. 1,000 gold.
Gold ring with large blue gemstone: Illuminates the wearer with faerie fire (blue). Has properties as a key that aren't well understood. 1,000 gold.
Right, so the rings aren't sold. Let's also keep the healing potion for now. The sword, scrolls and wand are half price, the rest full price.
63gp+84.63sp + 250gp + 200gp + 1,000gp + 450gp + 86gp+2.5sp = 2,049gp and 87.13sp
Divided by 7 = 293gp each, and let's donate the remaining 6 or so gold in small change to the orphanage.
Quote from: Anastasia on January 16, 2024, 02:06:53 PMCaverns loot
Remnants from Kale and companions.
Was there anything of note here?
Quote from: Corwin on March 22, 2024, 03:49:39 PMQuote from: Anastasia on January 16, 2024, 02:06:53 PMCaverns loot
Remnants from Kale and companions.
Was there anything of note here?
No, just minor things totaling 893 gold.
Right. This was just before Devar joined, so 893gp divided six ways. 148.8gp and the remaining change is donated.
So we're getting 670gp from Milla's quest, which translates to 335gp to Devar and myself. Then we're both along with Anne, Sanda, Rina and Regis getting a 1000gp advance from our 2000gp offer for the red-masked man quest.
This brings my money up to 1,875.6gp+335gp+1,000gp = 3,210.6gp.
I'm buying Eyes of the Eagle for 2,500gp for the eyes slot to provide +5 Perception. I'm going to wear one and also buy a fashionable eyepatch for the other eye.
Money = 3,210.6gp - 2,500gp = 710.6gp.
Devar will sell his Masterwork Greatsword - I assume I get half of the cost of it (350 + 300, so 325) -
325 + 824 + 335 + 1000 = 2484
I will buy a +1 Greatsword for 2000, bringing me to 484.
OOC: 100 gold each for the job, post it in loot.
-375gp for a scroll of Speak with Dead.
Apartment loot
Coin bag full of platinum coins
Key ring (5 keys)
Glass phial with blue-green liquid inside
Sheaf of papers
Silver anklet, plain
There's the chest of gold bars, too, from the storage unit.
Yes, thank you.
36 large gold bars.
Loot from strange river wyrm:
All of you get the following ability:
Improved Lungs (Ex)
Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.
Additionally, each of you get something dependent on your roll.
Skaya: +3 hit points.
Anne: +3 hit points and +1 natural armor bonus.
Sanda, Rina, Devar: +3 hit points, +1 natural armor bonus and Swimstone.
Swimstone (Su)
Once per day a swift action for a number of rounds equal to your Constitution modifier + 1, you can enter a special state called swimstone. In this state you can move through stone, dirt, unrefined metal and similar natural materials as if they were water. You can't breathe while within these materials, so you need to hold your breath. When this state ends, if you are still within solid material, you are violently ejected out, suffering 1d6 points of damage per 10ft of material gone through (minimum 1d6 damage). Your damage reduction, if any, does not apply.
Wyrm Parts Sale
+50 gold. Enjoy.
Devar will take 50 of his own gold plus the wyrm parts for 100 to pay for the map. If others don't have enough to add he'll cover their share.
Yeah, we'll all pitch in with 50gp, it's easier that way and the map would be shared.
Treasure cache in the mountains
A whole lot of gold coins.
21:27 <•Kotono> Go ahead and roll'n'post any appraisal rolls on things you want to appraise then, I'll knock that out when I have a sec.
Appraising our loot:
21:28 <Skaya> roll 1d20+12+5 appraise
21:28 <Kobot> Skaya rolled 1d20+12+5 appraise --> [ 1d20=19 ]{36}
I'll need individual rolls for the various treasures you've gotten, Cor, not one lump roll in this case.
Okay, so let's use that roll for "36 large gold bars."
If we need a roll of Appraisal to merely count golden coins, let's take 10 for 27 (on another day so +5 bonus happens) for the "A whole lot of gold coins" treasure.
Quote from: Corwin on July 20, 2024, 01:13:18 PMOkay, so let's use that roll for "36 large gold bars."
If we need a roll of Appraisal to merely count golden coins, let's take 10 for 27 (on another day so +5 bonus happens) for the "A whole lot of gold coins" treasure.
Large Gold Bars, Ianthe Mintage
Each gold bar is heavy, full and alchemically purified gold. As such, each bar is worth 1,000 gold.
Large Gold Coins, Ianthe Mintage
These gold coins are bigger, thicker and purer than normal gold coins. There are 573 in total and each is worth 50 gold, for a total of 28,650 gold.
20:49 <•Kotono> Heatwave
20:49 <•Kotono> Greataxe+2, flaming. Grants a +5 bonus to damage for spells and spell-like abilities that deal fire damage.
20:49 <•Kotono> Heavy Redoubt
20:49 <•Kotono> Cold iron mace+1 that grants a +1 deflection bonus to armor class and a +3 resistance bonus to saving throws.
20:49 <•Kotono> Endless Rapids
20:49 <•Kotono> Handaxe+2. Increases your level by two for the sake of a monk's unarmed attack, AC bonus and movement speed bonus. Does not stack with a monk's belt or similar.
20:49 <•Kotono> Treant's Wrath
20:49 <•Kotono> Warhammer+1, deals double damage to creatures with the fire subtype. Grants damage reduction 5/cold iron when wielded.
20:49 <•Kotono> Clearwater Helmet
20:49 <•Kotono> Grants a +1 resistance bonus to saving throws and a +2 enhancement bonus to Constitution. If worn by an Eldathian, it grants a +2 enhancement bonus to Charisma. If worn by an Eldathian with the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Wisdom based skill checks.
20:49 <•Kotono> Clearwater Ring
20:49 <•Kotono> This ring allows the wearer to breathe underwater as well as move freely in water, as if by a freedom of movement spell. It grants an additional three uses of channel energy per day. If worn by an Eldathian, it grants a +1 bonus to caster levels of all spells. If they also have the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Charisma based skill checks.
20:49 <•Kotono> 5 potions of Cure Light Wounds.
20:49 <•Kotono> 3 potions of Cure Moderate Wounds.
20:49 <•Kotono> 2 potions of Cure Serious Wounds.
20:49 <•Kotono> 1 scroll of Fireball.
20:49 <•Kotono> 1 scroll of Vampiric Touch.
20:49 <•Kotono> 1 wand of Magic Missile, CL 3, 41 charges left.
20:49 <•Kotono> 1 wand of Cure Light Wounds, CL 3, 22 charges left.
Temp loot distribution:
Devar - Heatwave, Clearwater Helmet, Cure Serious Wounds, Cure Moderate Wounds, Cure Light Wounds, 1 wand of Cure Light Wounds, CL 3, 22 charges left.
Anne - Heavy Redoubt, Clearwater Ring, Cure Moderate Wounds, Cure Light Wounds x3
Skaya - Endless Rapids, Treant's Wrath, Cure Serious Wounds, Cure Moderate Wounds, Cure Light Wounds, 1 scroll of Fireball, 1 scroll of Vampiric Touch, 1 wand of Magic Missile, CL 3, 41 charges left.
Loot from Underground City
2 skeleton's swords
Large locked chest full of something heavy
Lots of old mixed coins
Large spherical gemstone, clear, with Eldath's holy symbol carved in
Ruined travel clothes
Bracers
Dozens of pouches with likely spell components
Coin pouch with coins inside
Red gemstone ring
Black gemstone ring
Gold necklace
Silver bracelet
Silver bracelet
Magic scroll
Sealed vial, possibly a potion
Iron key
Silver key
Steel key
Symbol of a black skull mace
Dagger
Dagger
Bloodstained dagger
More coins
Scrap gold
Jewelry from multiple rooms
Silver ingots
Fancy plates and silverware
Swords and maces and flails oh my
A few bits of armor
5 large bolts of silk
Horned helmet
Various books
Cure Light Wounds wand has 9 charges left.
Quote from: Anastasia on June 22, 2024, 02:13:40 PMLoot from strange river wyrm:
All of you get the following ability:
Improved Lungs (Ex)
Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.
Additionally, each of you get something dependent on your roll.
Skaya: +3 hit points.
Anne: +3 hit points and +1 natural armor bonus.
Sanda, Rina, Devar: +3 hit points, +1 natural armor bonus and Swimstone.
Swimstone (Su)
Once per day a swift action for a number of rounds equal to your Constitution modifier + 1, you can enter a special state called swimstone. In this state you can move through stone, dirt, unrefined metal and similar natural materials as if they were water. You can't breathe while within these materials, so you need to hold your breath. When this state ends, if you are still within solid material, you are violently ejected out, suffering 1d6 points of damage per 10ft of material gone through (minimum 1d6 damage). Your damage reduction, if any, does not apply.
Skaya upgrades to +3 HP and the +1 natural armor bonus. She still lacks swimstone. In other words, she's on the level Anne was after her first drink.
There's a lot of loot to cover, so let's start.
First of all, remove any loaned out loot for the moment. We'll come back to this.
Loot from Underground City
Masterwork Longsword: 300 gold.
Masterwork Longsword: 300 gold.
Sturdy Large Chest: 20 gold.
2 old large platinum coins, each one worth 40 gold: 80 gold.
40 old platinum coins, each one worth 18 gold: 720 gold.
258 old gold coins, each one worth 4.5 gold: 1161 gold.
482 old small gold coins, each one worth 1.5 gold: 723 gold.
200 old electrum coins, each one worth 2 gold: 400 gold.
829 old silver coins, each one worth .7 gold: 580.3 gold.
1906 old copper coins, each one worth .05 gold: 95.3 gold.
1 enchanted gold coin: Coin Of Plenty. Once per day can be flipped. If heads, produces food of your choice, enough for 10 people to eat a full meal. If tails, you suffer 1d10 points of damage and 1 point of Charisma damage. Attempts to influence the coin flip results in tails and tripled penalties from it. 2,000 gold.
Eldath's Preservation Sphere: This sphere preserves everything immediately around it. Such items do not decay, get older or otherwise weaken with time. Has no effect on creatures of any kind. Affects a space equal to the size of the Sturdy Large Chest, above. Requires an Eldathian to set, otherwise it will not work. 4,500 gold.
Ruined travel clothes: No value.
Bracers Of Armor+2: 4,000 gold.
Various spell components: 150 gold.
32 gold, 48 silver, 32 copper: 37.12 gold.
Ruby Ring Of Defense: Ring Of Protection+1: 2,000 gold.
Onyx Ring Of Missiles: Increases the damage of a single target magic missile spell by 5, tints the missiles purple-black. 5,000 gold.
Gold Necklace: 200 gold.
Silver Bracelet: 100 gold.
Mithral Bracelet: 1,200 gold.
Scroll Of Major Image: 375 gold.
Potion Of Enlarge Person: 250 gold.
Iron Key: An iron key. It must open something.
Silver Key: It must open something.
Steel Key: All of these keys have to mean something, don't they?
Unholy Symbol Of Orcus: -, Anne is going to loudly insist this be melted down and the remnants disposed of. Apparently Moore and Orcus don't get along.
Masterwork Dagger: 300 gold.
Dagger+1: 2,000 gold.
Blood Dagger: With a command word in dwarven (Urghose), will become bloodstained and stay that way until the command word is uttered again. 450 gold.
937 gold, 804 silver, 629 copper: 1023.69 gold.
50 Welland Gold Oceans, each worth 20 gold: 1000 gold.
Various bits of scrap gold: 602 gold.
Silver Ring: 50 gold.
Gold and Quartz Ring: 135 gold. Marked with a symbol of crossed swords against a tree.
A pile of cheap black onyxes: 1127 gold.
Gold Chain: 75 gold.
Silver Studs, Pair: 20 gold.
Darkwood Ring: 40 gold. Has a maker's mark of a bird in flight.
Diamond Pendant: 1,400 gold.
Loose Sunset Gemstone: 450 gold.
Broken Gold Ring: 20 gold.
12 Silver Ingots: 100 gold each, total of 1,200 gold. Notably, they bear the stamp of the Royal Laremy Mint.
Silverware And Plate Collection: 1500 gold. Marked with a pear tree below a sunrise and of exceptional quality. Has a maker's mark of a circle with the initials T.E. on the backs.
Various mundane, non masterwork weapons: 741 gold.
Masterwork Greatsword: 300 gold.
Splint Mail: 200 gold.
Half-Plate+1: 1,000 gold.
Heavy Steel Shield+1: 1,000 gold.
5 Large Bolts Of Bytopian Silk, worth 500 gold each: 2,500 gold.
Gold-Horned Helmet: 400 gold.
There's also a lot of books here. There's quite a few that are of vile acts and the undead, and both Anne and any authorities are going to insist they be checked carefully by neutral parties then burned. You're not going to get anything for those, except the knowledge that those books won't lead to more sorrow.
The rest are a variety of books that will require a lot of time to read and understand. There's some good magical lore here. You can study them yourselves if you want, or simply sell them for 2,000 gold.
Additionally, a spellbook was recovered. There's an evil aura around it, so it's being taken for disposal. However, this is an appreciable loss so the High Reeve orders you compensated 2,500 gold for it.
---
Now you've earned a lot of good will with the local authorities, and they're happy to learn on Mystra's temple to help pay the piper. It's classic passing the buck, and naturally the Mystrans aren't happy about it. They'll let you take two without complaint, but each item beyond that is going to increasingly deteriorate your relations with them. There's no real limit to what you can take of what you borrowed this way, only the question of how much you want to sour your relations with them.
Unless, of course, you do something like make some donations in turn. Cash or goods are fine.
Bear in mind Devar mentioned trying to get spells from them, and that's not going to go well if they're unhappy with you.
---
Additionally, for both services rendered and expenses accrued, you're being given a flat stipend of 3,000 gold for each of you. That's Skaya, Devar, Sanda, Anne, Starre and Rina. That's 18,000 gold total.
Totaling up the cost of everything so far (and with the understanding there's probably more to be found down there) is 41725 gold and 41 silver in the items. This does not include the 18000 / 3000 gold for us individually. It also does not include the 2000 gold for the variety of books or the 2500 for the super evil book.
For his part, Devar would definitely like to keep the Clearwater items and try and find the other pieces if possible, as well as the Treant's Wrath.
Anne wouldn't mind keeping Heavy Redoubt and the Clearwater Ring. Edit: Also the heavy steel shield+1 would be nice since it's an upgrade for her, but she might buy that out of funds anyway.
Starre didn't use any of that so she's neutral.
Rina's fine on that. Sanda wouldn't mind a weapon even if she does use a quarterstaff for practical reasons. Neither of them were involved so they're ultimately neutral.
Before getting into this, just wanted to confirm two things. The expenses accrued thing includes us paying our own money for those healing supplies, right?
Also, re: Mystran loaners, do they mean just the magic items, or are they also counting stuff like the scroll of fireball, potion of CMW and other expendables?
Yeah, it includes that. You're also getting some Mystran items for free, hence all that talk about them getting pushed into helping compensate y'all. The money isn't the only reward.
It's inclusive of the consumables, any unused ones were returned. If you want to blow capital to get them for free, that's up to y'all.
Okay, let's do some housekeeping.
Quote from: Nephrite on September 26, 2024, 07:44:13 PMTotaling up the cost of everything so far (and with the understanding there's probably more to be found down there) is 41725 gold and 41 silver in the items. This does not include the 18000 / 3000 gold for us individually. It also does not include the 2000 gold for the variety of books or the 2500 for the super evil book.
Quote from: Anastasia on August 01, 2024, 04:05:58 PMQuote from: Corwin on July 20, 2024, 01:13:18 PMOkay, so let's use that roll for "36 large gold bars."
If we need a roll of Appraisal to merely count golden coins, let's take 10 for 27 (on another day so +5 bonus happens) for the "A whole lot of gold coins" treasure.
Large Gold Bars, Ianthe Mintage
Each gold bar is heavy, full and alchemically purified gold. As such, each bar is worth 1,000 gold.
Large Gold Coins, Ianthe Mintage
These gold coins are bigger, thicker and purer than normal gold coins. There are 573 in total and each is worth 50 gold, for a total of 28,650 gold.
And finally, what we paid for medical supplies out of pocket:
Quote21:19 <•Anastasia> "Perhaps." Starre muses on it briefly as Rudy returns, arms full, "I have three scrolls of remove disease, a potion that does the same and a heap of alchemical supplies. 825 for the three scrolls, 750 for the potion and a total of 300 for the alchemical supplies. 1875 total."
21:20 — Skaya roots in the coin pouch she was provided to draw the funds and see how much they have left to purchase with.
21:26 <•Anastasia> In heavy platinum coins is 1,000 gold. That leaves 875 to pay for.
Quote20:46 <•Anastasia> It doesn't take long for Peake to return, carrying a loaded pack with him, "In very short: seven scrolls of cure disease, seven potions of cure disease and some assorted supplies like you asked for. Eight thousand gold."
20:49 — Skaya sighs, but doesn't wait before withdrawing a large golden coin. "Would this do? I value them at fifty gold each. One hundred and sixty coins would cover this purchase."
8,875gp was used up by our funds.
So that means we had 36,000gp from Large Gold Bars, Ianthe Mintage and 28,650gp from Large Gold Coins, Ianthe Mintage.
After converting it to gold and subtracting the golden coins we used for medical supplies, we get 36,000+28,650-8,875 = 55,775gp.
Now, to add the recent gains: Neph tallied everything to 41,725.41gp and I can only thank him for his efforts. Let's add the evil spellbook of 2,500gp and the 'reward/compensation' money here after all for 18,000gp and we get 41,725.41+2,500+18,000 = 62,258.41gp. Together, it comes to a shared fund of 118,025.41gp. Not bad!
The reason I did it like this is that we're going to be able to purchase magical/expensive gear we want out of the loot with our individual share of the proceeds.
QuoteThe rest are a variety of books that will require a lot of time to read and understand. There's some good magical lore here. You can study them yourselves if you want, or simply sell them for 2,000 gold.
Why not both, pretty much. Sanda and Skaya at least have a week or so now to study this and it might help expand their understanding of magic. If the books turn out to be some amazing one-off thing that self-destructs, Skaya will pay for the 2k. Otherwise, we can sell them later once we've gained our insights.
And this is a separate post about magic items. Let's discuss the Mystra loot first.
QuoteNow you've earned a lot of good will with the local authorities, and they're happy to learn on Mystra's temple to help pay the piper. It's classic passing the buck, and naturally the Mystrans aren't happy about it. They'll let you take two without complaint, but each item beyond that is going to increasingly deteriorate your relations with them. There's no real limit to what you can take of what you borrowed this way, only the question of how much you want to sour your relations with them.
Unless, of course, you do something like make some donations in turn. Cash or goods are fine.
Bear in mind Devar mentioned trying to get spells from them, and that's not going to go well if they're unhappy with you.
Okay, we don't actually need spells from them, do we? Neph? What in particular did you aim for?
But I do agree we shouldn't antagonize them, so let's see what we actually need.
Quote20:49 <•Kotono> Heatwave
20:49 <•Kotono> Greataxe+2, flaming. Grants a +5 bonus to damage for spells and spell-like abilities that deal fire damage.
20:49 <•Kotono> Heavy Redoubt
20:49 <•Kotono> Cold iron mace+1 that grants a +1 deflection bonus to armor class and a +3 resistance bonus to saving throws.
20:49 <•Kotono> Endless Rapids
20:49 <•Kotono> Handaxe+2. Increases your level by two for the sake of a monk's unarmed attack, AC bonus and movement speed bonus. Does not stack with a monk's belt or similar.
20:49 <•Kotono> Treant's Wrath
20:49 <•Kotono> Warhammer+1, deals double damage to creatures with the fire subtype. Grants damage reduction 5/cold iron when wielded.
20:49 <•Kotono> Clearwater Helmet
20:49 <•Kotono> Grants a +1 resistance bonus to saving throws and a +2 enhancement bonus to Constitution. If worn by an Eldathian, it grants a +2 enhancement bonus to Charisma. If worn by an Eldathian with the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Wisdom based skill checks.
20:49 <•Kotono> Clearwater Ring
20:49 <•Kotono> This ring allows the wearer to breathe underwater as well as move freely in water, as if by a freedom of movement spell. It grants an additional three uses of channel energy per day. If worn by an Eldathian, it grants a +1 bonus to caster levels of all spells. If they also have the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Charisma based skill checks.
Since the expendables are returned, I'm sure we all agree that we can just pay for a scroll or a wand if we need it, no need to trash our reputation over it. Thus, out of that list, we want....
QuoteAnne wouldn't mind keeping Heavy Redoubt and the Clearwater Ring. Edit: Also the heavy steel shield+1 would be nice since it's an upgrade for her, but she might buy that out of funds anyway.
Starre didn't use any of that so she's neutral.
Rina's fine on that. Sanda wouldn't mind a weapon even if she does use a quarterstaff for practical reasons. Neither of them were involved so they're ultimately neutral.
QuoteFor his part, Devar would definitely like to keep the Clearwater items and try and find the other pieces if possible, as well as the Treant's Wrath.
First,regarding the heavy shield +1 Anne is talking about, she can indeed handle it via her share of the funds. I approve! I think Heavy Redoubt should be one of the 2 items we get for free from the Mystrans. Anne also wants the Clearwater ring, but because she's getting an item for free I'll pressure her to give up that claim in favor of Devar.
Thus, Devar! I think you should get the other free item, or possibly badger the Mystra church to give you both Clearwater items as you're a really good fit for them, faith-wise. Our reputation will take a hit, but not so much we can't handle it, and perhaps you could convince them it's fine. Also, if you pay for Treant's Wrath and Anne pays for that shield, they might be mollified we're not trying to take them to the cleaners. Alternately, you might get Treant's Wrath for free and badger them for a cheap deal for an Eldathan on the Clearwater Helmet and Clearwater Ring? Ultimately, up to you. I do promise that if they ask an exorbitant price I will loan you the money you'll need to buy both. We should probably return that adamantine weapon if it's a loaner, though.
Skaya would like to purchase the wand of Magic Missile, CL 3, 41 charges left. Also, she'd like to buy the following with her share:
Bracers Of Armor+2: 4,000 gold.
Ruby Ring Of Defense: Ring Of Protection+1: 2,000 gold.
Onyx Ring Of Missiles: Increases the damage of a single target magic missile spell by 5, tints the missiles purple-black. 5,000 gold.
Skaya also wants to keep one of the Ianthe coins (50gp) as a souvenier.
Skaya further proposes group funds are used to purchase the following:
1 wand of Cure Light Wounds, CL 3, 9 charges left.
2 potions of Cure Serious Wounds.
3 potions of Cure Moderate Wounds.
5 potions of Cure Light Wounds.
Finally, Skaya proposes the following is kept by the group as shared property:
Sturdy Large Chest: 20 gold.
1 enchanted gold coin: Coin Of Plenty. Once per day can be flipped. If heads, produces food of your choice, enough for 10 people to eat a full meal. If tails, you suffer 1d10 points of damage and 1 point of Charisma damage. Attempts to influence the coin flip results in tails and tripled penalties from it. 2,000 gold.
Eldath's Preservation Sphere: This sphere preserves everything immediately around it. Such items do not decay, get older or otherwise weaken with time. Has no effect on creatures of any kind. Affects a space equal to the size of the Sturdy Large Chest, above. Requires an Eldathian to set, otherwise it will not work. 4,500 gold.
Iron Key: An iron key. It must open something.
Silver Key: It must open something.
Steel Key: All of these keys have to mean something, don't they?
I will tally shares once Neph weighs in. Tentatively, each of us have:
118,025.41gp / 6 = 19,670.9gp
Of course, that's without considering our previous personal funds. Skaya, for example, has 19,670.9+710.6 = 20,381.5gp before she pays for her purchases here.
I wanted to purchase some magic items, but do the following exist for sale here?
Cloak of Resistance +1 through +3
Amulet of Mighty Fists +1
Amulet of Health +2/Gauntlets of Ogre Power (str +2)/Gloves of Dexterity +2/Headband of Intellect +2
Dusty Rose Ioun Stone
Pearl of Power lvl1 through lvl2
Monk's Belt
Obviously I can only afford one or two of them, but I'm just curious what sort of things are possible here.
Is there a consumable (potion/scroll) for Regenerate or Reincarnate? Something that might help our benefactor mage back home, in other words. If so, what is it priced at?
I would like to get a masterwork kama and a masterwork siangham to replace my secondary weapons that weren't masterwork. Further, I'd like to get some masterwork weapons with reach (ranseur, longspear, guisarme). Is it doable?
Quote from: Corwin on March 22, 2024, 03:32:38 PMQuote from: Anastasia on March 12, 2024, 10:50:52 PMMundane gear gear worth 178 gold.
63 gold, 83 silver, 163 copper
Gold ring: 250 gold.
Gold anklet: 200 gold.
Short sword+1: 2000 gold.
Scrolls of lightning bolt, hideous laughter, invisibility sphere: 375 gold, 150 gold and 375 gold.
Potion of cure moderate wounds: 300 gold.
Wand of light, 23 charges left: 172 gold and 5 silver.
Gold ring with large red gemstone: Illuminates the wearer with faerie fire (red). Has properties as a key that aren't well understood. 1,000 gold.
Gold ring with large blue gemstone: Illuminates the wearer with faerie fire (blue). Has properties as a key that aren't well understood. 1,000 gold.
Right, so the rings aren't sold. Let's also keep the healing potion for now. The sword, scrolls and wand are half price, the rest full price.
63gp+84.63sp + 250gp + 200gp + 1,000gp + 450gp + 86gp+2.5sp = 2,049gp and 87.13sp
Divided by 7 = 293gp each, and let's donate the remaining 6 or so gold in small change to the orphanage.
I've long wanted to fix this, since I went by half-price and later realized we were using full price for selling all magical items.
This means 1,000gp + 450gp + 86gp+2.5sp = 1,536gp and 2.5sp divided 7 ways. So that's 219.42gp for everyone there except Starre (Rina gets Regis's share as well, so she has 438.85gp).
I definitely don't need any spells for free, just figured it was a good option, but if it would make them upset or tilt things I can just pay them for the Luminous Armor and we can find other opportunities for adding spells down the road, it's no big deal at all.
I'm also fine petitioning them based on faith for the two Clearwater items, and maybe seeing if we can get some help locating the others - I'm going to guess they haven't gone very far and are probably somewhere in that undercity, but maybe the Mystrans can help with some divinations after we sort everything out. Devar's fine to pay for them.
He wouldn't mind just straight paying for the Treant's Wrath either, that's totally fine as well.
Like Skaya, he'd like to see if they can find any of the following in town (obviously give it a few days)
-Artificer's Monocle, 3000 gp
Side note: If y'all are carrying more, a wagon may be necessary. At least Starre think it's a good idea.
QuoteFirst,regarding the heavy shield +1 Anne is talking about, she can indeed handle it via her share of the funds. I approve! I think Heavy Redoubt should be one of the 2 items we get for free from the Mystrans. Anne also wants the Clearwater ring, but because she's getting an item for free I'll pressure her to give up that claim in favor of Devar.
That's fine. Honestly, she was going to suggest sharing it as needed if she got it. A +1 CL is huge for Devar and the price is incredible, but the +3 turns is lifesaving if needed. Heavy Redoubt's better for her overall because of the defensive boost.
The rest of it sounds fine. If all goes well, give me grand totals for distribution.
Dareslan is in a bad situation right now, so selection's scattershot. I'll be rolling for anything that isn't obviously out of stock, such as a potion of cure disease. Lower is better.
QuoteCloak of Resistance +1 through +3
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=77 ]{77}
No luck on that. Not the worst role but these are in high demand right now.
QuoteAmulet of Mighty Fists +1
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=99 ]{99}
Also not available.
QuoteAmulet of Health +2
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=49 ]{49}
No dice. Another high demand item due to plague.
QuoteGauntlets of Ogre Power (str +2)
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=61 ]{61}
It's available.
QuoteGloves of Dexterity +2
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=41 ]{41}
Also available.
QuoteHeadband of Intellect +2
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=49 ]{49}
They have one. It's a common item and int based casters aren't that useful for a plague.
QuoteDusty Rose Ioun Stone
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=33 ]{33}
There is one.
QuotePearl of Power lvl1 through lvl2
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=19 ]{19}
Yep.
QuoteMonk's Belt
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=69 ]{69}
Just made it, but they are available.
QuoteIs there a consumable (potion/scroll) for Regenerate or Reincarnate? Something that might help our benefactor mage back home, in other words. If so, what is it priced at?
Not a chance in current conditions. Blame Brachidos and plagues.
QuoteI would like to get a masterwork kama and a masterwork siangham to replace my secondary weapons that weren't masterwork. Further, I'd like to get some masterwork weapons with reach (ranseur, longspear, guisarme). Is it doable?
Go for it.
Quote-Artificer's Monocle, 3000 gp
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=67 ]{67}[/quote]
There's one that might be yours, if you want to spend the gold on it.
QuoteSkaya further proposes group funds are used to purchase the following:
1 wand of Cure Light Wounds, CL 3, 9 charges left.
2 potions of Cure Serious Wounds.
3 potions of Cure Moderate Wounds.
5 potions of Cure Light Wounds.
Finally, Skaya proposes the following is kept by the group as shared property:
Sturdy Large Chest: 20 gold.
1 enchanted gold coin: Coin Of Plenty. Once per day can be flipped. If heads, produces food of your choice, enough for 10 people to eat a full meal. If tails, you suffer 1d10 points of damage and 1 point of Charisma damage. Attempts to influence the coin flip results in tails and tripled penalties from it. 2,000 gold.
Eldath's Preservation Sphere: This sphere preserves everything immediately around it. Such items do not decay, get older or otherwise weaken with time. Has no effect on creatures of any kind. Affects a space equal to the size of the Sturdy Large Chest, above. Requires an Eldathian to set, otherwise it will not work. 4,500 gold.
Iron Key: An iron key. It must open something.
Silver Key: It must open something.
Steel Key: All of these keys have to mean something, don't they?
Since this apparently went through, let's deduct it from the total funds.
A wand of a lvl1 spell at CL3 is 2,250 gp for 50 charges. For 9 charges, it'd cost 405gp. A CLW potion is 50gp, so 5 of them would be 250gp. A CMW potion is 300gp, so 3 of them would be 900gp. A CSW potion is 750gp, so 2 of them would be 1,500gp.
Finally, a wand of Magic Missile, CL 3, 41 charges left would be 1,845gp.
118,025.41 -405 -250 -900 -1,500 -20 -2,000 -4,500 -1,845 = 106,605.41gp
Previously: 118,025.41gp / 6 = 19,670.9gp
Final result: 106,605.41gp / 6 = 17,767.56gp
Skaya's purchases:
QuoteAlso, she'd like to buy the following with her share:
Bracers Of Armor+2: 4,000 gold.
Ruby Ring Of Defense: Ring Of Protection+1: 2,000 gold.
Onyx Ring Of Missiles: Increases the damage of a single target magic missile spell by 5, tints the missiles purple-black. 5,000 gold.
Skaya also wants to keep one of the Ianthe coins (50gp) as a souvenier.
First, Skaya's funds adjustment to pay for the shared expenses: 20,600.92 - 1,903.34 = 18,697.58
She'd like to get a masterwork weapon, plus the Dusty Rose Ioun Stone and Headband of Intellect +2 on top of what's quoted above. Is anyone able and willing to float her a 2k loan?
Rina will, sure.
So is 17767.56 the final share to everyone?
Quote from: Anastasia on September 28, 2024, 12:47:31 PMRina will, sure.
So is 17767.56 the final share to everyone?
That is correct. And thanks, Rina!
Skaya's funds: 18,697.58 +2,000 (Rina) - 4,000 gold (Bracers Of Armor+2) - 2,000 gold (Ruby Ring Of Defense: Ring Of Protection+1) - 5,000 gold (Onyx Ring Of Missiles: Increases the damage of a single target magic missile spell by 5, tints the missiles purple-black.) - 50gp (one of the Ianthe coins) - 5,000gp (Dusty Rose Ioun Stone) -4,000gp (Headband of Intellect +2) = 647.58gp
Then, Skaya will get a masterwork kama and siangham for 302gp and 303gp respectively.
Final funds: 647.58gp - 605gp = 42.58gp
Rina has 17767.56 gold. She spends 2k on a Skaya loan. 15767.56 gold left.
Since they're known as available, Rina spends 4k on Gloves Of Dexterity+2. 11767.56 gold left.
Rina would really like a short sword+1, keen. Is there one handy?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=68 ]{68}
Just. 3767.56 gold left.
Ring Of Protection+1?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=47 ]{47}
Yep. 1676.56 gold left.
First, Anne gets Heavy Redoubt.
Heavy Redoubt
Cold iron mace+1 that grants a +1 deflection bonus to armor class and a +3 resistance bonus to saving throws.
Anne has 17767.56 gold. By her vows, half of that goes to the needy, so that leaves her with 8883 gold, with the change going to them as well.
She wants that Heavy Steel Shield+1, so 7883 gold left. Now, can she find a breastplate+1?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=22 ]{22}
That's a success. 6883 gold left.
Any luck on a wisdom+2 booster? This is a long shot due to local conditions.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=69 ]{69}
No luck.
Amulet of Retributive Healing? A long shot due to conditions.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=55 ]{55}
Also no luck.
She'll go with the Gauntlets Of Ogre Strength+2. 2883 gold left, she'll stop there for now. Oh wait, she has a now useless breastplate she'll pawn for 150 gold. 3033 gold. She's good there for now.
Sanda has 17767.56 gold. As much as she wants to keep all of it, she does need supplies.
Sanda has a limp to compensate for. Can she find Boots of Striding and Springing?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=26 ]{26}
She can. -5500 gold for 12267.56 gold.
Is there another int+2 booster?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=66 ]{66}
No luck. Unfortunate. How about a quarterstaff+2?
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=16 ]{16}
She'll take the hit and damage boost and be happy with it. 4267.56 gold, she'll hang onto the rest for expenses.
Devar has 18,299.56 gold.
He will purchase the Artificer's Monocle for 3000 gold.
He will ask the Mystrans for Treant's Wrath as well as the Clearwater pieces. For whatever it's worth he would take 10 for 24 on Diplomacy to see if they'd be willing to let the Clearwater equipment go to an Eldathian for either free or at some sort of discount.
He's willing to donate his gold if the above didn't seem like it would make them happy. If they are willing to part with them for free he would be willing to pay for divinations towards answering the questions of how many of the rest of the pieces there are and where they might be located.
If they weren't willing to part with them for free then he'd pay 12,000 gold to them if they'd accept that and ask for the above divinations as part of it.
They'll agree with that trade, sure. They're grateful not to get completely strong armed here, so they'll do the divinations (once available, it will take several days to free capacity at best due to plague demands). Is a wait any problem for Devar?
No, he's extremely grateful to them and will be sure to show that appreciation. He'll ask them if they have any issue with him studying / scribe some spells at their temple while the recovery efforts take place and he'll continue to help out with healing duties there as well.
This leaves Devar with 3299.56 gold.
Did you have any particular spells in mind?
Luminous Armor at least, beyond that if Sanda had any ideas on ones to search for he'd be open to options.
Sanda's fairly practical with her spells. She honestly prefers non combat spells, but her current situation is what it is, so she works with it. If you look at her two spell lists, she has combat spells as well as things like dimension hop, she's not just about raw offense.
Think about the utility you need.
In that case I'll look for the following:
-Deflect
-Ectoplasmic Armor
-Greater Mage Armor
-Greater Mage Hand
-Luminous Armor
-Nerveskitter
-Resist Energy
Sanda has Greater Mage Armor and Resist Energy as it is, so no need to ask around.
Deflect's easy enough to get.
Okay on Ectoplasmic Armor and Greater Mage Hand.
Nerveskitter is fine, it's been used in a bunch of games.
I will jot down that I found them all then!
Starre money give away.
10,000 gold to the party to spend as they see fit.
3,000 to Anne's orphanage.
The rest to Dareslan's recovery.
I guess that goes 2k each? In that case Rina gets my 2k and my debt is paid off really quickly.
That works if that's how you want to do it.
A wand of CLW, CL3, 3 charges left. This wand has retired.
A wand of Magic Missile, CL 3, 38 37 charges left.
Storm's Eye
An intelligent lance. You don't know its powers, but for now treat it as a lance+1, shocking. You can summon it or banish it from your hand as a swift action. More will likely come in time, but this is a bare minimum.
Underground Cities Loot
Boots of Lightning Obsession (Cursed)
These boots compel whomever touches them to wear them (DC 22 Will negates). When worn these boots function as Boots of Striding and Springing, as well as grant electricity resistance 5. However, the wearer gets strong desire to handle and feel electricity, no matter how damaging it is to them. The boots are immune to any damage from electricity, including secondary sources (such as a body on fire from electrocution). This immunity does not stop the boots from being a strong conductor for electricity and do not shield the wearer in any way.
Storm's Eye
An intelligent lance. You don't know its powers, but for now treat it as a lance+2, shocking. You can summon it or banish it from your hand as a swift action. It has multiple powers as described below.
Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 Ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.
If you cast a spell that deals electricity damage onto Storm's Eye, it absorbs it harmlessly. The next attack you make deals electricity damage equal to the spell's damage with a -1 penalty per damage die. A spell cast onto Storm's Eye fades after three rounds if you do not strike a creature.
If fed sufficiently powerful magical equipment, Storm's Eye can produce tiny gemstones. Each gemstone, if consumed by a creature, provides resistance to electricity 1. Multiple gemstones stack.
Identify fails on Storm's Eye.
Amulet Of Natural Armor+2
+2 enhancement bonus to natural armor.
Ioun Stone, Incandescent Blue Sphere
+2 enhancement bonus to Wisdom.
Gemstone Of Great Health
Break this gemstone open and drink the liquid within to gain a permanent bonus to Constitution. Rina liked it.
Winter Lament
A heavy hammer made of cold wrought iron. Winter Lament is a greathammer+1, frost. Grants resistance to fire 10. The wielder gains the benefits of the Power Attack feat if they do not possess it. If they do, they gain a +1 competence bonus to attack rolls and may wield Winter Lament as if they were proficient with it, even if they are not, and do not count Winter Lament's weight against their total encumbrance.
Snow Crystal Pendant
This is an unholy symbol to Auril that provides a +2 enhancement bonus to Charisma. However, it is cursed, the wearer cannot remove it once it is donned without a remove curse spell. If the wearer does not worship Auril, they suffer 1 point of frostburn damage per day and cannot heal frostburn damage of any kind. This damage fades instantly if they submit to Auril.
Bastia's Belt
A plain leather belt with strong enchantments on it. It does not wear down or get dirty, and is durable enough to last for ages. It is a monk's belt. If the wearer has a monk's fast movement class feature, they count as five levels higher for it. Twice per day as a swift action, the wearer can gain the benefits of Presip's Life Walk for three rounds. The wearer ignores difficult terrain, grease spells and other hazards that may make them fall (but not being knocked prone, tripped or similar effects).
Oathstrike
A steel heavy mace made entirely of polished steel, it does not stain, dull or get dirty. It is a heavy mace+1. In the hands of a lawful good character, it is a heavy mace+2 that deals triple damage on a critical hit. In the hands of a lawful good character who serves a good or lawfully aligned deity and has the True Believer feat, it is a heavy mace+3 that deals quadruple damage on a critical hit.
Anyone who wields Oathstrike finds themselves unable to lie as long as they wield it.
Oathplate
A steel breastplate made entirely of polished steel, it does not stain, dull or get dirty. It is a breastplate+1. In the hands of a lawful good character, it is a breastplate+2 that grants a +5 competence bonus to Heal and Knowledge (Religion) checks. In the hands of a lawful good character who serves a good or lawful aligned deity and has the True Believer feat, it is a breastplate+3 that grants a +10 competence bonus to Heal and Knowledge (Religion) checks.
Anyone who wears Oathplate finds themselves unable to lie as long as they wear it.
Choked Whisper
This is a greataxe stained by unimaginable filth. It is a greataxe+2. Anyone who touches or is injured by the axe contracts Filth Fever (DC 24 negates, incubation time 1d6 hours, damage 1d6 Strength and Dexterity). This version of Filth Fever spreads through the air as well as through contact with bodily fluids, and is in general spreads easily and rapidly.
Armor of Diseases
Armored stained by mud tainted by Ooze, this armor offers power, but at a price. It is full plate armor+2 that grants immunity to disease when worn. However, when first worn, the wearer must make a Fortitude save (DC 27) or contract Blinding Sickness, Mindfire, Red Ache and Slimy Doom. So long as the armor is worn (and permanently if the armor is donned willingly), the wearer cannot be cured of these diseases, but must recover naturally instead. Each disease is saved against separately and has a DC of 27. Should a wearer recover naturally from all four diseases, they may wear Armor of Diseases without further penalty. A non-willing wearer cured of these diseases is not and is at risk of contracting them again with further use of the armor.
Tome of Great Might
This large, heavy book was once a special tome to permanently increase Strength. It was converted into a blessed book, with the most curious results. It functions as a blessed book with 100 pages and all pages empty. Any spell, no matter how complex, only takes one page in this book. Additionally, spells in this book gain various special properties.
All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.
A scribed spell gains all benefits it counts for. The 10th spell in the book counts as every 5th and 10th spell, for example.
Ring Of Sure Strikes
This ring negates the miss chance from concealment, including total, as well as invisibility, mirror image, blur and even blink.
Bearheart Pendant
A silver, heart shaped locket with the image of a bear within. Grants a +2 enhancement bonus to Constitution. If the wearer is a spellcaster who has Bear's Endurance prepared (if a prepared caster such as a wizard or cleric) or known (if a spontaneous caster such as a sorcerer or favored soul), grants an additional +2 enhancement bonus to Strength and Dexterity.
Icon Of Azure Flames
This item has Magic Aura cast on it, but Devar made his Will save and he discerns the true function of the icon.
The Icon Of Azure Flames is meant to test the resolve of those who approach it and stare into its eyes. They must make a DC 23 Will save. Failure results in hurling themselves into the chasm below. Success bestows a special magical mark on them that is keyed to something else here. Moving the icon, attempting to protect or ward yourself to resist the Will save or otherwise interfering in the test results in automatic failure as well 10d6 points of damage (no save).
Ignisa
This large longspear+1 deals x4 instead of x3 when it inflicts a critical hit. It increases the caster level of fire spells or spell-like abilities by 1, and allows any spellcaster that possesses it to know or prepare the following spells: 1: Burning Hands. 2. Flaming Sphere. 3. Fireball. 4. Wall of Fire. 5. Flame Strike. This even extends to factotums and similar classes that mimic spellcasting.
Tiny Gems x 3
Each gemstone, if consumed, grants resistance to electricity 1. Multiple gems stack.
Goldenfang
This sword seems to be made of pure gold, but is strong as steel. It is a longsword+1 that grants a +2 enhancement bonus to Constitution. Any creature that attacks the wielder when it is drawn must make a DC 24 Will save or be dazzled for the rest of the encounter. Unlike the normal dazzled condition, this inflicts a -3 penalty attack rolls and Perception checks. Finally, twice per day the wielder may use glitterdust as a standard action and a 20ft area radius spread (DC 24).
Armor of Purity
Armor purified of a wretched taint of disease and Ooze, this armor protects the wearer's purity. It is full plate armor+1 that grants immunity to diseases and poisons of all kind, as well as a +4 bonus to saving throws against curses. Once per day as an immediate action when the wearer dips below 50% hit points, and automatically if reduced to 0 or less hit points, the armor can cast a cure critical wounds spell (caster level 10th). This can prevent death if it heals sufficiently. Finally, any tainted food or water the wearer touches is purified and safe for consumption.
Icewind Tear
This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.
Potion of Cure Moderate Wounds
Potion of Darkvision
A potion that's now spoiled and acts as a poison (DC 18 Fort, 1d2 Con plus sickened/1d4 Con plus nauseated).
Yuki Onna's Sword
A slender short sword that is constantly chilled. It counts as a cold iron short sword+1, frost. The extra damage from frost repeats the following round at the start of a damaged creature's turn. This also applies for any other cold damage the weapon deals. The wielder also gains resistance to cold 10 as long as it's on their person.
Ring of Sustenance.
As the SRD.
Sphere of the Elements x5
Each of these spheres allows one to immediately gain the half elemental template of choice. This includes quasi and para elemental planes. The sphere will eliminate or minimize any drawbacks, such as ability score loss. Each person can only benefit from one.
Unidentified Items
Several familiar heavy gold coins, from your mountain treasure hunting.
Gold and orange gemstone pendant, not magical.
Small black smooth stone sphere, shiny and cold to the touch, not magical.
Strange plant with acidic green berries, not magical.
Golden Wires, strangely acid resistant.
Dire bear's armor/barding/whatever it was, not magical.
Broken and ruined tiara, gemstone destroyed, no longer magical.
A few dozen tiny, sparkling gemstones of various colors, no longer magical.
4 salamander spears, not magical.
1 armored salamander's armor, not magical.
Updated:
Storm's Eye
An intelligent lance. You don't know its powers, but for now treat it as a lance+1, shocking. You can summon it or banish it from your hand as a swift action. Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.
1 CLW to everyone, 1 CSW to Sanda and to Rina each, 1 CMW to Anne, Skaya and Devar each.
A wand of Magic Missile, CL 3, 36 charges left.
Rina gains resistance to fire 5.
A wand of Magic Missile, CL 3, 34 31 charges left.
Rina loses resistance to fire 5 and gains resistance to cold 5.
Updated for gemstone.
Rina gains a +1 bonus to Constitution and the her bonuses from improved lungs double.
Quote from: Corwin on October 19, 2024, 01:29:51 PM1 CLW to everyone, 1 CSW to Sanda and to Rina each, 1 CMW to Anne, Skaya and Devar each.
Rina and Sanda are out of potions, Anne has a CLW and CMW. Skaya has a CLW. Devar?
Wand of MM, -1 charge.
Devar still has his CLW and CMW potions.
+seashell necklace, -1 Large Gold Coin, Ianthe Mintage (50gp) with Betty
-3 gold for Anne.
Seashell necklaces for everyone, I'll update sheets later.
5299.56g - 250 for 5 pearls of cure light wounds.
5249.56g left.
-1500 for two wands of lesser vigor, 50 and 47 charges respectively.
3749.56 left.
-100 gold Anne, she'll take care of Sanda's purchase since she's making a lot in donations here.
+1500 gold in pearls Anne, right to her donation fund and not her general fund.
This was traded for a magic dolphin's sword.
Winter Lament
A heavy hammer made of cold wrought iron. Winter Lament is a greathammer+1, frost. Grants resistance to fire 10. The wielder gains the benefits of the Power Attack feat if they do not possess it. If they do, they gain a +1 competence bonus to attack rolls and may wield Winter Lament as if they were proficient with it, even if they are not, and do not count Winter Lament's weight against their total encumbrance.
Anne has been given one wand of lesser vigor, 50 charges. Devar has the other one.
Dragon Loot
Short version since you're under possible time constraints. If you want to spend the time appraising and identifying things, say so, but this is a lot and isn't a small time investment.
Several bookshelves of books. Casual examination of a few suggests a great variety of topics.
Spilled potions and vials. You find seven on the floor that are intact, still stoppered. There's also racks for potions and some assorted potion making materials.
A small pile of weapons and armor. Of them, a morning star and a set of chain mail are magical.
Lots of scrap paper and writing instruments. However, mixed amid them look to be some manner of notes about the arcane.
Heaps and heaps of silver and copper coins. None of the mintages are familiar ones on a glance. There's probably thousands and thousands of these coins. A rare few gold, platinum and more exotic coins are mixed in.
Under a table you find a large bag of good silverware. It looks fancy, designed with the motifs of yellow roses and small birds.
Dozens of icy plants. Potted flowers, blossoming ferns and even a pot that disgorges dozens of tiny, thin vines. All are more ice than plant material, but seem alive and in good health. A few even have berries with still liquid juices within, despite the intense cold.
In the back corners, two suits of full plate, mounted and on stands, can be found. They're mostly hidden from the front, moved aside but not yet dissembled.
Devar will identify anything that is magical, and suggest they just take everything else that they can for the time being and identify it and appraise it properly once they're in a safer environment. Or at least after they get Milla.
It's really up to y'all, but looking for a game plan here. For the record, are y'all planning on going back to the dragon at all, or trying to cut and run?
Devar isn't going to leave Milla there - he more or less left her so she could do whatever in privacy, but also to show the dragon that he was honest in coming back.
3 potions of Bless
1 potion of Cure Moderate Wounds
4 potions of Fox's Cunning.
Morning Star+1.
Chain Mail+1, enchanted to always smell faintly of flowers and perfume its wearer in the same way.
The icy plants aren't magical, merely strange.
Dusk And Dawn
This pair of short swords are engraved with defaced Sharran iconography, turning dark works of art into mere weapons. This pair of short swords+1 the wielder give the wearer perfect darkvision out to 120ft. This vision is always as if the dawn had just risen or the sun had just set, fading back into darkness beyond 120ft. Unlike normal darkvision, this vision is in full color.
Laremy's Helmet
An ancient full face helmet once owned by the royal family of Laremy. Grants a +1 bonus to armor class when worn, as well immunity to critical hits. However, the design of the helmet heavily restricts vision, which inflicts a -4 penalty to any skill checks that directly involve sight, such as some Perception checks.
Aulie
This pendant in the shape of a wing has a profound, permanent effect if worn by a living creature. The creature's body mutates over several minutes to grow full wings. These wings allow the creature to hover as well as fly with a speed of 10ft (clumsy). This mutation is traumatic and deals 5d12 points of damage (DC 30 Fort for half).
There's several minor +1 weapons and armor if those are of any interest.
38 assorted potions. We can go into details if you need any in particular, but it's quite a collection. You note that about a third of them have gone bad according to analysis.
Spell scrolls (19 1st, 17 2nd, 6 3rd).
Scroll of Cone Of Cold
Scroll of Hallucinatory Terrain
Scroll of Dream Casting
Scroll of Mass Darkvision
Scroll of True Seeing
Given up to a big ol' dragon:
Heaps and heaps of silver and copper coins. None of the mintages are familiar ones on a glance. There's probably thousands and thousands of these coins. A rare few gold, platinum and more exotic coins are mixed in.
Anne's +1 Breastplate
Any of the +1 arms and armor in the dragon's hoard
Choked Whispers
Aurite Pendant
Just noting it here:
Three magic items from here: https://www.soulriders.net/forum/index.php?msg=1200406
Heaps of things about, from gold coins to potions to arms and armor, to even heaping chests full of coins and treasure. Books too, a great many books all about in piles and stacks.
We have the potions and scrolls above, and still need the actual gold total and whatever treasure is, and also books.
38 assorted potions. We can go into details if you need any in particular, but it's quite a collection. You note that about a third of them have gone bad according to analysis.
Spell scrolls (19 1st, 17 2nd, 6 3rd).
Scroll of Cone Of Cold
Scroll of Hallucinatory Terrain
Scroll of Dream Casting
Scroll of Mass Darkvision
Scroll of True Seeing
The icy plants aren't magical, merely strange.
The plant that produces acid
Dragon Loot (I am not sure if any of the below is a duplicate of the above, but they were in separate posts)
Short version since you're under possible time constraints. If you want to spend the time appraising and identifying things, say so, but this is a lot and isn't a small time investment.
Several bookshelves of books. Casual examination of a few suggests a great variety of topics.
Spilled potions and vials. You find seven on the floor that are intact, still stoppered. There's also racks for potions and some assorted potion making materials.
Lots of scrap paper and writing instruments. However, mixed amid them look to be some manner of notes about the arcane.
Under a table you find a large bag of good silverware. It looks fancy, designed with the motifs of yellow roses and small birds.
Several familiar heavy gold coins, from your mountain treasure hunting.
Gold and orange gemstone pendant, not magical.
Small black smooth stone sphere, shiny and cold to the touch, not magical.
Dire bear's armor/barding/whatever it was, not magical.
Broken and ruined tiara, gemstone destroyed, no longer magical.
A few dozen tiny, sparkling gemstones of various colors, no longer magical.
4 salamander spears, not magical.
1 armored salamander's armor, not magical.
Lesser Vigor Wand -5 charges
42 left
Compiling all the named magic items into this post as well - bolded items are not claimed by my understanding:
Storm's Eye (Devar)
An intelligent lance. You don't know its powers, but for now treat it as a lance+2, shocking. You can summon it or banish it from your hand as a swift action. It has multiple powers as described below.
Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 Ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.
If you cast a spell that deals electricity damage onto Storm's Eye, it absorbs it harmlessly. The next attack you make deals electricity damage equal to the spell's damage with a -1 penalty per damage die. A spell cast onto Storm's Eye fades after three rounds if you do not strike a creature.
If fed sufficiently powerful magical equipment, Storm's Eye can produce tiny gemstones. Each gemstone, if consumed by a creature, provides resistance to electricity 1. Multiple gemstones stack.
Identify fails on Storm's Eye.
Amulet Of Natural Armor+2 (Devar)
+2 enhancement bonus to natural armor.
Ioun Stone, Incandescent Blue Sphere (Anne)
+2 enhancement bonus to Wisdom.
Bastia's Belt (Skaya)
A plain leather belt with strong enchantments on it. It does not wear down or get dirty, and is durable enough to last for ages. It is a monk's belt. If the wearer has a monk's fast movement class feature, they count as five levels higher for it. Twice per day as a swift action, the wearer can gain the benefits of Presip's Life Walk for three rounds. The wearer ignores difficult terrain, grease spells and other hazards that may make them fall (but not being knocked prone, tripped or similar effects).
Oathstrike (Anne)
A steel heavy mace made entirely of polished steel, it does not stain, dull or get dirty. It is a heavy mace+1. In the hands of a lawful good character, it is a heavy mace+2 that deals triple damage on a critical hit. In the hands of a lawful good character who serves a good or lawfully aligned deity and has the True Believer feat, it is a heavy mace+3 that deals quadruple damage on a critical hit.
Anyone who wields Oathstrike finds themselves unable to lie as long as they wield it.
Oathplate (Anne?)
A steel breastplate made entirely of polished steel, it does not stain, dull or get dirty. It is a breastplate+1. In the hands of a lawful good character, it is a breastplate+2 that grants a +5 competence bonus to Heal and Knowledge (Religion) checks. In the hands of a lawful good character who serves a good or lawful aligned deity and has the True Believer feat, it is a breastplate+3 that grants a +10 competence bonus to Heal and Knowledge (Religion) checks.
Anyone who wears Oathplate finds themselves unable to lie as long as they wear it.
Tome of Great Might (Sanda)
This large, heavy book was once a special tome to permanently increase Strength. It was converted into a blessed book, with the most curious results. It functions as a blessed book with 100 pages and all pages empty. Any spell, no matter how complex, only takes one page in this book. Additionally, spells in this book gain various special properties.
All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.
A scribed spell gains all benefits it counts for. The 10th spell in the book counts as every 5th and 10th spell, for example.
Ring Of Sure Strikes
This ring negates the miss chance from concealment, including total, as well as invisibility, mirror image, blur and even blink.
Bearheart Pendant
A silver, heart shaped locket with the image of a bear within. Grants a +2 enhancement bonus to Constitution. If the wearer is a spellcaster who has Bear's Endurance prepared (if a prepared caster such as a wizard or cleric) or known (if a spontaneous caster such as a sorcerer or favored soul), grants an additional +2 enhancement bonus to Strength and Dexterity.
Tiny Gems x 3
Each gemstone, if consumed, grants resistance to electricity 1. Multiple gems stack.
Goldenfang (Devar)
This sword seems to be made of pure gold, but is strong as steel. It is a longsword+1 that grants a +2 enhancement bonus to Constitution. Any creature that attacks the wielder when it is drawn must make a DC 24 Will save or be dazzled for the rest of the encounter. Unlike the normal dazzled condition, this inflicts a -3 penalty attack rolls and Perception checks. Finally, twice per day the wielder may use glitterdust as a standard action and a 20ft area radius spread (DC 24).
Armor of Purity (Anne)
Armor purified of a wretched taint of disease and Ooze, this armor protects the wearer's purity. It is full plate armor+1 that grants immunity to diseases and poisons of all kind, as well as a +4 bonus to saving throws against curses. Once per day as an immediate action when the wearer dips below 50% hit points, and automatically if reduced to 0 or less hit points, the armor can cast a cure critical wounds spell (caster level 10th). This can prevent death if it heals sufficiently. Finally, any tainted food or water the wearer touches is purified and safe for consumption.
Icewind Tear (Skaya)
This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.
Potion of Cure Moderate Wounds
Potion of Darkvision
A potion that's now spoiled and acts as a poison (DC 18 Fort, 1d2 Con plus sickened/1d4 Con plus nauseated).
Yuki Onna's Sword (Rina)
A slender short sword that is constantly chilled. It counts as a cold iron short sword+1, frost. The extra damage from frost repeats the following round at the start of a damaged creature's turn. This also applies for any other cold damage the weapon deals. The wielder also gains resistance to cold 10 as long as it's on their person.
Ring of Sustenance.
As the SRD.
Okay, who is getting what/who has already taken what?
Quote from: Anastasia on March 27, 2025, 11:33:59 PMOkay, who is getting what/who has already taken what?
I believe I've got all the named loot assigned out to people. For the purposes of upkeep, Devar would like to see if there's any way to get the dazzling property onto Storm's Eye but I am aware that's kind of getting into advanced magical items, but hey, maybe the Mystrans can still help with it.
Right, so just a quick comment on the loot. Let's finalize the distribution of unclaimed items the way they'd been used for now since there was no great need for them otherwise.
Oathplate (Anne)
Ring Of Sure Strikes (Skaya)
Bearheart Pendant (Anne)
Also, the main things from the dragon hoard (books aside) were the following:
Dusk And Dawn (Rina)
Laremy's Helmet (Group)
Aulie (Group)
Seems right? We can proceed to see how much money we have from any regular and magical (+1) gear or random shinies that may still remain and take a glance at the dragon literature.
The only other thing we have is the Ring of Sustenance which ironically none of us need now.
That just leaves the totals of all the dragon hoard stuff.
- Anne has Oathplate but is willing to give it up, she's not married to it.
- I need to sit down and work out the Tome of Great Might for Sanda.
- Rina would like the Ring Of Sure Strikes.
- Is anyone going to use the tiny gems?
- Rina is also going to point out to just give the helmet to Sanda, she's not naturally perceptive as it is so make her less likely to die.
- Anne can use the Bearheart Pendant if desired. She's not married to it and if anyone else wants it, say so.
Anne should just prepare a Bear's Endurance and get full benefit from the pendant. Devar can use it the same way but already has a Con bonus so he's fine giving it to her.
There's been a lot of loot. Before I get started, I have questions.
- What needs to be identified?
- What needs to be sold?
- What needs to be distributed to PCs or NPCs?
Quote from: Anastasia on March 31, 2025, 11:36:44 AMThere's been a lot of loot. Before I get started, I have questions.
- What needs to be identified?
- What needs to be sold?
- What needs to be distributed to PCs or NPCs?
https://www.soulriders.net/forum/index.php?msg=1200408
Everything in this post needs to be identified or itemized in some way. If the stuff that's broken can't be fixed at all (we can ask the Mystrans if that's possible) then we just sell it as junk.
Everything has been distributed in terms of magic items, but we need to know what all potions and scrolls we have if anyone's taking them.
I'm using Devar's post and just stating all the changes I and our NPCs made thus far to have a single unified version of the magical items of note.
Quote from: Nephrite on March 27, 2025, 10:49:06 PMCompiling all the named magic items into this post as well - bolded items are not claimed by my understanding:
Storm's Eye (Devar)
An intelligent lance. You don't know its powers, but for now treat it as a lance+2, shocking. You can summon it or banish it from your hand as a swift action. It has multiple powers as described below.
Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 Ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.
If you cast a spell that deals electricity damage onto Storm's Eye, it absorbs it harmlessly. The next attack you make deals electricity damage equal to the spell's damage with a -1 penalty per damage die. A spell cast onto Storm's Eye fades after three rounds if you do not strike a creature.
If fed sufficiently powerful magical equipment, Storm's Eye can produce tiny gemstones. Each gemstone, if consumed by a creature, provides resistance to electricity 1. Multiple gemstones stack.
Identify fails on Storm's Eye.
Amulet Of Natural Armor+2 (Devar)
+2 enhancement bonus to natural armor.
Ioun Stone, Incandescent Blue Sphere (Anne)
+2 enhancement bonus to Wisdom.
Bastia's Belt (Skaya)
A plain leather belt with strong enchantments on it. It does not wear down or get dirty, and is durable enough to last for ages. It is a monk's belt. If the wearer has a monk's fast movement class feature, they count as five levels higher for it. Twice per day as a swift action, the wearer can gain the benefits of Presip's Life Walk for three rounds. The wearer ignores difficult terrain, grease spells and other hazards that may make them fall (but not being knocked prone, tripped or similar effects).
Oathstrike (Anne)
A steel heavy mace made entirely of polished steel, it does not stain, dull or get dirty. It is a heavy mace+1. In the hands of a lawful good character, it is a heavy mace+2 that deals triple damage on a critical hit. In the hands of a lawful good character who serves a good or lawfully aligned deity and has the True Believer feat, it is a heavy mace+3 that deals quadruple damage on a critical hit.
Anyone who wields Oathstrike finds themselves unable to lie as long as they wield it.
Oathplate (Anne)
A steel breastplate made entirely of polished steel, it does not stain, dull or get dirty. It is a breastplate+1. In the hands of a lawful good character, it is a breastplate+2 that grants a +5 competence bonus to Heal and Knowledge (Religion) checks. In the hands of a lawful good character who serves a good or lawful aligned deity and has the True Believer feat, it is a breastplate+3 that grants a +10 competence bonus to Heal and Knowledge (Religion) checks.
Anyone who wears Oathplate finds themselves unable to lie as long as they wear it.
Tome of Great Might (Sanda)
This large, heavy book was once a special tome to permanently increase Strength. It was converted into a blessed book, with the most curious results. It functions as a blessed book with 100 pages and all pages empty. Any spell, no matter how complex, only takes one page in this book. Additionally, spells in this book gain various special properties.
All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.
A scribed spell gains all benefits it counts for. The 10th spell in the book counts as every 5th and 10th spell, for example.
Ring Of Sure Strikes (Rina)
This ring negates the miss chance from concealment, including total, as well as invisibility, mirror image, blur and even blink.
Bearheart Pendant (Anne)
A silver, heart shaped locket with the image of a bear within. Grants a +2 enhancement bonus to Constitution. If the wearer is a spellcaster who has Bear's Endurance prepared (if a prepared caster such as a wizard or cleric) or known (if a spontaneous caster such as a sorcerer or favored soul), grants an additional +2 enhancement bonus to Strength and Dexterity.
Goldenfang (Devar)
This sword seems to be made of pure gold, but is strong as steel. It is a longsword+1 that grants a +2 enhancement bonus to Constitution. Any creature that attacks the wielder when it is drawn must make a DC 24 Will save or be dazzled for the rest of the encounter. Unlike the normal dazzled condition, this inflicts a -3 penalty attack rolls and Perception checks. Finally, twice per day the wielder may use glitterdust as a standard action and a 20ft area radius spread (DC 24).
Armor of Purity (Anne)
Armor purified of a wretched taint of disease and Ooze, this armor protects the wearer's purity. It is full plate armor+1 that grants immunity to diseases and poisons of all kind, as well as a +4 bonus to saving throws against curses. Once per day as an immediate action when the wearer dips below 50% hit points, and automatically if reduced to 0 or less hit points, the armor can cast a cure critical wounds spell (caster level 10th). This can prevent death if it heals sufficiently. Finally, any tainted food or water the wearer touches is purified and safe for consumption.
Icewind Tear (Skaya)
This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.
Yuki Onna's Sword (Rina)
A slender short sword that is constantly chilled. It counts as a cold iron short sword+1, frost. The extra damage from frost repeats the following round at the start of a damaged creature's turn. This also applies for any other cold damage the weapon deals. The wielder also gains resistance to cold 10 as long as it's on their person.
Ring of Sustenance. (Group)
As the SRD.
Dusk And Dawn (Rina)
This pair of short swords are engraved with defaced Sharran iconography, turning dark works of art into mere weapons. This pair of short swords+1 the wielder give the wearer perfect darkvision out to 120ft. This vision is always as if the dawn had just risen or the sun had just set, fading back into darkness beyond 120ft. Unlike normal darkvision, this vision is in full color.
Laremy's Helmet (Sanda)
An ancient full face helmet once owned by the royal family of Laremy. Grants a +1 bonus to armor class when worn, as well immunity to critical hits. However, the design of the helmet heavily restricts vision, which inflicts a -4 penalty to any skill checks that directly involve sight, such as some Perception checks.
Aulie (Group)
This pendant in the shape of a wing has a profound, permanent effect if worn by a living creature. The creature's body mutates over several minutes to grow full wings. These wings allow the creature to hover as well as fly with a speed of 10ft (clumsy). This mutation is traumatic and deals 5d12 points of damage (DC 30 Fort for half).
Potions (Group)
Potion of Cure Moderate Wounds
Potion of Darkvision
A potion that's now spoiled and acts as a poison (DC 18 Fort, 1d2 Con plus sickened/1d4 Con plus nauseated).
38 assorted potions. We can go into details if you need any in particular, but it's quite a collection. You note that about a third of them have gone bad according to analysis. - Let's ID them.
Scrolls (Group)
Spell scrolls (19 1st, 17 2nd, 6 3rd).
Scroll of Cone Of Cold
Scroll of Hallucinatory Terrain
Scroll of Dream Casting
Scroll of Mass Darkvision
Scroll of True Seeing
===
Yet another quoted post!
Quote from: Nephrite on March 20, 2025, 04:00:59 PMThe icy plants aren't magical, merely strange.
The plant that produces acid
Dragon Loot (I am not sure if any of the below is a duplicate of the above, but they were in separate posts)
Short version since you're under possible time constraints. If you want to spend the time appraising and identifying things, say so, but this is a lot and isn't a small time investment.
Several bookshelves of books. Casual examination of a few suggests a great variety of topics.
Spilled potions and vials. You find seven on the floor that are intact, still stoppered. There's also racks for potions and some assorted potion making materials.
Lots of scrap paper and writing instruments. However, mixed amid them look to be some manner of notes about the arcane.
Under a table you find a large bag of good silverware. It looks fancy, designed with the motifs of yellow roses and small birds.
Several familiar heavy gold coins, from your mountain treasure hunting.
Gold and orange gemstone pendant, not magical.
Small black smooth stone sphere, shiny and cold to the touch, not magical.
Dire bear's armor/barding/whatever it was, not magical.
Broken and ruined tiara, gemstone destroyed, no longer magical.
A few dozen tiny, sparkling gemstones of various colors, no longer magical.
4 salamander spears, not magical.
1 armored salamander's armor, not magical.
===
Tiny Gems x 3 - Right, so I'm perfectly fine with eating them until I reach Elec Res +10
Each gemstone, if consumed, grants resistance to electricity 1. Multiple gems stack.
Is the Fanged Ring from Dragon Magic (page 101) in existence to be purchased?
FANGED RING
This item is useful to any character who frequently finds
herself unarmed, though monks and similar martial artists
prize it most highly.
Description: Protruding 3 inches above its setting,
this gray fang dragon scale is set in a heavy gold band. The
ring appears cumbersome but does not interfere with any
actions.
Activation: A fanged ring functions continuously while
worn. Anyone donning the ring receives mental instruc-
tions in Draconic on the effects of the item and how to
activate it.
Effect: A fanged ring grants its wearer the Improved
Unarmed Strike feat and the Improved Natural Attack
(unarmed strike) teat. It the wearer deals a critical hit with
an unarmed strike, he also deals 1 point of Constitution
damage to the creature struck.
Aura/Caster Level: Strong transmutation; CL 12th.
Construction: Forge Ring, divine power, poison. 5.000 gp,
400 XP, 10 days.
Weight: —.
Price: 10,000 gp.
What about the Scorpion Kama from the MIC?
Sanda will sort out her new spellbook after that, since it's a whole thing for me to look up and set straight.
Potions list. Any in strikethrough have gone bad and won't get you much of anything but regrets.
1. Resist Energy (Cold 10) - 300 gold.
2. Cat's Grace - 300 gold.
3. Barkskin+2 - 300 gold.
4. Misdirection - 300 gold.
5. Cure Light Wounds - 50 gold.
6. Delay Poison - 300 gold.
7. Aid - 300 gold.
8. Sanctuary - 50 gold.
9. Remove Paralysis - 300 gold.
10. Bull's Strength - 300 gold.
11. Cure Light Wounds - 50 gold.
12. Cure Light Wounds - 50 gold.
13. Spider Climb - 300 gold.
14. Blur - 300 gold.
15. Aid - 300 gold.
16. Cure Moderate Wounds - 300 gold.
17. Cure Moderate Wounds - 300 gold.
18. Cure Moderate Wounds - 300 gold.
19. Cure Serious Wounds - 750 gold.
20. Haste - 750 gold.
21. Cure Moderate Wounds - 300 gold.
22. Owl's Wisdom - 300 gold.
23. Swim - 300 gold.
24. Razorfangs - 300 gold.
25. Levitate (oil) - 300 gold.
26. Cure Serious Wounds - 750 gold.
27. Aid - 300 gold.
28. Repair Moderate Damage - 300 gold.
29. Water Breathing - 750 gold.
30. Resist Energy (Cold 20) - 700 gold.
31. Fly - 750 gold.
32. False Gravity (oil) - 750 gold.
33. Dragonskin (oil) - 750 gold.
34. Displacement - 750 gold.
35. Diamondsteel (oil) - 800 gold.
36. Air Breathing - 750 gold.
37. Rage - 750 gold.
38. A strange combined potion that grants a permanent +1 bonus to a random ability score.
That was a lot of work. More in the next post, no posts until then, please.
Spell scrolls (19 1st, 17 2nd, 6 3rd).
These are SRD standard prices, so that's a total of...
19*25=475 gold.
17*150=2550 gold.
6*375=2250 gold.
Scroll of Cone Of Cold - 1125 gold.
Scroll of Hallucinatory Terrain - 700 gold.
Scroll of Dream Casting - 1650 gold.
Scroll of Mass Darkvision - 700 gold.
Scroll of True Seeing - 1900 gold.
The icy plants aren't magical, merely strange. + The plant that produces acid - These are unique and could go for quite a lot to the right buyer. However, this would take some time and effort to shop them. The Mystrans will offer you 2000 gold for the lot as is.
Several bookshelves of books. Casual examination of a few suggests a great variety of topics. - Individually books here range from 20 to 50 gold on average, but a few spike higher, into the low 100s per book. Altogether it comes to a total of 6404 gold. These are fairly defined and can be sold as is, and with a temple to Mystra in down, there's always going to be a market for books.
Spilled potions and vials. You find seven on the floor that are intact, still stoppered. There's also racks for potions and some assorted potion making materials. - I believe you identified the potions on the floor, correct me if I'm wrong. The rest of it could go for 330 gold for supplies.
Lots of scrap paper and writing instruments. However, mixed amid them look to be some manner of notes about the arcane. - These notes are worth a lot to the right researcher, but it's one of those you'd have to spend a lot of time running it down. The Mystrans will offer you 3500 for the notes. They'll find someone they're useful for (and doubtlessly copy them).
Under a table you find a large bag of good silverware. It looks fancy, designed with the motifs of yellow roses and small birds. - It's all real silver and high quality, a total of 5000 gold.
Several familiar heavy gold coins, from your mountain treasure hunting. - 39 on of them total at 50 gold per, that's worth 1950 gold.
Gold and orange gemstone pendant, not magical. - 974 gold.
Small black smooth stone sphere, shiny and cold to the touch, not magical - 250 gold.
Dire bear's armor/barding/whatever it was, not magical. - Mostly scrap in the shape it's in, but you can get 300 gold for it all.
Broken and ruined tiara, gemstone destroyed, no longer magical. - Not worth much of anything.
A few dozen tiny, sparkling gemstones of various colors, no longer magical. - 4347 gold of various gemstones.
4 salamander spears, not magical. - Each one is a masterwork of unusual quality, worth 400 gold each, for 1600 gold total.
1 armored salamander's armor, not magical. - Too damaged to be worth much more than 80 gold.
---
Anything else that needs to be identified?
Quote from: Corwin on March 31, 2025, 12:39:14 PMIs the Fanged Ring from Dragon Magic (page 101) in existence to be purchased?
FANGED RING
This item is useful to any character who frequently finds
herself unarmed, though monks and similar martial artists
prize it most highly.
Description: Protruding 3 inches above its setting,
this gray fang dragon scale is set in a heavy gold band. The
ring appears cumbersome but does not interfere with any
actions.
Activation: A fanged ring functions continuously while
worn. Anyone donning the ring receives mental instruc-
tions in Draconic on the effects of the item and how to
activate it.
Effect: A fanged ring grants its wearer the Improved
Unarmed Strike feat and the Improved Natural Attack
(unarmed strike) teat. It the wearer deals a critical hit with
an unarmed strike, he also deals 1 point of Constitution
damage to the creature struck.
Aura/Caster Level: Strong transmutation; CL 12th.
Construction: Forge Ring, divine power, poison. 5.000 gp,
400 XP, 10 days.
Weight: —.
Price: 10,000 gp.
What about the Scorpion Kama from the MIC?
No on the ring, yes on the kama.
(Please don't link D&Dtools.)
Heaps of things about, from gold coins to potions to arms and armor, to even heaping chests full of coins and treasure. Books too, a great many books all about in piles and stacks.
This was specifically mentioned separately from the room the dragon was ransacking, the "hidden hidden hoard," if you will.
Quote from: Nephrite on March 31, 2025, 02:56:41 PMHeaps of things about, from gold coins to potions to arms and armor, to even heaping chests full of coins and treasure. Books too, a great many books all about in piles and stacks.
This was specifically mentioned separately from the room the dragon was ransacking, the "hidden hidden hoard," if you will.
Okay, and was any of that identified now or previously?
Also, the cold liquid jars Devar took from the trap. I think we pulled what, a hundred? However much we could get within an hour? Can we ID those?
Quote from: Anastasia on March 31, 2025, 02:57:59 PMQuote from: Nephrite on March 31, 2025, 02:56:41 PMHeaps of things about, from gold coins to potions to arms and armor, to even heaping chests full of coins and treasure. Books too, a great many books all about in piles and stacks.
This was specifically mentioned separately from the room the dragon was ransacking, the "hidden hidden hoard," if you will.
Okay, and was any of that identified now or previously?
No, I do not believe it was. I think all the potions and scrolls came from the first encounter after he turned himself into a statue.
Quote from: Corwin on March 31, 2025, 02:59:28 PMAlso, the cold liquid jars Devar took from the trap. I think we pulled what, a hundred? However much we could get within an hour? Can we ID those?
Frozen Alchemist's Fire
Each jar of this is like alchemist's fire, except it deals 1d8 points of cold damage. This material is notably unstable and prone to explosions, and this tendency multiplies when it's in warmer temperatures (anything above freezing). Multiple jars make bigger and more damaging explosions, though the rate of improvement isn't linear. Each jar is worth 55 gold, though obviously these provide certain difficulties. Namely that it's summer and selling unstable, prone to explode goods is frowned on by everyone.
There's a great deal of mundane goods, coins and things of value. Normally I'd write out an entire dragon's hoard, but this has been an absurdly long adventure as it is. So I'm going to summarize all of this.
Dragon's hoard: 93202 gold.
Quote38. A strange combined potion that grants a permanent +1 bonus to a random ability score.
I want this a lot! Like a lot!
QuoteTiny Gems x 3
Each gemstone, if consumed, grants resistance to electricity 1. Multiple gems stack.
I'm perfectly fine with eating them until I reach Elec Res +10 unless someone not Rina wants it first.
Devar's fine passing the random stat potion to Skaya.
Plants - 2000 gold
Books - 6404 gold
Spilled Potions - 330 gold
Arcane Notes - 3500 gold
Silverware - 5000 gold
Coins, gems, spears etc - 9501
Hoard itself - 93202
This totals out to 119,937 gold. Devar's just going to give up 63 gold of his share to call this 120,000 so it can be split evenly to everyone as 24000 gold.
To be clear, this total does not include money from the potions or scrolls.
Quote from: Corwin on March 31, 2025, 03:50:39 PMQuote38. A strange combined potion that grants a permanent +1 bonus to a random ability score.
I want this a lot! Like a lot!
So do Sanda and Rina. Up to y'all how you settle this one.
Speaking of, are all of you selling the potions and scrolls?
Does that total include the frozen alchemist's fire? That's obviously a problem to sell as it said.
Rina is super not allowed to take this given how much she grabbed this adventure (including the previous stat booster, at that!), but we can flip a coin with Sanda? She got less than me, so she's cool! Want to roll for her? Alternately, I can offer Sanda the Icewind Tear?
Also, money-wise, that's more than I expected. Any chance of finding a Headband of Intellect +4?
Sure, roll it in #dunes and we'll see which of you gets lucky. I'll get the bot in there in a moment.
Okay, I see your offer and sure, Sanda'll go for that.
Sanda gains the following!
Icewind Tear
This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.
Skaya drinks the mystery potion of stats!
Roll and post a d6.
22:09 <Skaya> roll 1d6
22:09 <Kobot> Skaya rolled 1d6 --> [ 1d6=3 ]{3}
+1 Constitution. What's that put you at?
20! All my stats were odd except Int, my main stat where all stat gains are always welcome.
Quote from: Corwin on March 31, 2025, 04:03:18 PMRina is super not allowed to take this given how much she grabbed this adventure (including the previous stat booster, at that!), but we can flip a coin with Sanda? She got less than me, so she's cool! Want to roll for her? Alternately, I can offer Sanda the Icewind Tear?
Also, money-wise, that's more than I expected. Any chance of finding a Headband of Intellect +4?
> roll 1d100 low is good
<Kobot> Kotono rolled 1d100 low is good --> [ 1d100=56 ]{56}
No such luck, they're a bit rarer than the +2 variety and gobbled up by the casters fighting the plague. Supply'll catch up in Dareslan, but it'll be awhile. The quarantine's lifted but it's gonna take some time to normalize here.
Keeping all the Healing of various types potions and all the scrolls and also the alchemist fire potions and selling the other potions nets 7100 extra gold.
That comes out to 25240 gold per person.
I want to make some purchases that were already allowed in the following posts:
https://www.soulriders.net/forum/index.php/topic,104544.msg1200495.html#msg1200495
https://www.soulriders.net/forum/index.php/topic,104544.msg1200244.html#msg1200244
My purchases this time: Scorpion Kama (6,302gp), Gloves of Dexterity +2 (4,000gp), Pearl of Power lvl1 (1,000gp), Pearl of Power lvl2 (4,000gp)
And a hopefully final item question. Can I purchase Boots of Speed?
Quote from: Nephrite on March 31, 2025, 04:21:03 PMKeeping all the Healing of various types potions and all the scrolls and also the alchemist fire potions and selling the other potions nets 7100 extra gold.
That comes out to 25240 gold per person.
Rina and Sanda take the gold without incident.
Anne has her vow and she's received several powerful magical items, including a gift beyond any easy calculation. So all of that plus 3000 of her own money is going straight into her orphan's fund. If any others wish to contribute, they're welcome to. At this point Anne has plans to expand and more.
Quote from: Corwin on March 31, 2025, 04:24:36 PMI want to make some purchases that were already allowed in the following posts:
https://www.soulriders.net/forum/index.php/topic,104544.msg1200495.html#msg1200495
https://www.soulriders.net/forum/index.php/topic,104544.msg1200244.html#msg1200244
My purchases this time: Scorpion Kama (6,302gp), Gloves of Dexterity +2 (4,000gp), Pearl of Power lvl1 (1,000gp), Pearl of Power lvl2 (4,000gp)
And a hopefully final item question. Can I purchase Boots of Speed?
Approved purchases go through without incident.
> roll 1d100 low is good
<Kobot> Kotono rolled 1d100 low is good --> [ 1d100=5 ]{5}
There's a pair of boots in town, sure.
Those boots are almost enough to let Skaya forget the amazing cursed boots she found and was forced to abandon!
FUNDS 42.58gp +25,240gp (my earnings) -12,000gp (Boots of Speed) -6,302gp Scorpion Kama -4,000gp Gloves of Dexterity +2 -1,000gp Pearl of Power lvl1 -4,000gp Pearl of Power lvl2 = -1,959.42gp
Amazing!
I'll first sell some obsolete stuff.
Masterwork Sai (301gp, 1d4/x2, 10ft, +4 disarm, Bludgeoning), Masterwork Kama (302gp, 1d6/x2, Slashing) + regular Kama, Masterwork Siangham (303gp, 1d6/x2, Piercing) + regular Siangham, 5 regular sais (5gp), = 916gp
Help me, Devar, you're my only hope! I need a loan of 1,045gp to attain happiness! And solvency. Can you float me a loan, or do I sell something else?
Is there a Rod of Bodily Restoration hanging around somewhere? Devar would like to ease Anne's need to carry the spell around all the time if he's going to delve more into Sanctified spells.
and yes Devar can loan Skaya 1045 gold from his share.
Glorious! 1,045 Devar loan + 916gp yard sale -1,959.42gp remaining purchases = FUNDS 1.58gp.
Devar has the following to still ask the Mystrans:
Any luck with finding / divining the other Clearwater pieces?
Can they help further study Storm's Eye and see if they can figure out what else it can do?
Do they think there might be any way to get the dazzling effect from Goldenfang and onto Storm's Eye? If not onto Storm's Eye, maybe some way to get the property onto a shield or some other item?
He's also fine paying for their time, to be clear.
Quote from: Nephrite on March 31, 2025, 05:51:20 PMDevar has the following to still ask the Mystrans:
Any luck with finding / divining the other Clearwater pieces?
Yes. One's in the oceans to the north, while the other is south and east. Maybe Laremy, maybe Eis. Most likely close to the border between them.
QuoteCan they help further study Storm's Eye and see if they can figure out what else it can do?
They can pull out higher levels spells, sure. In short: Storm's Eye is a rare bit of magic that isn't standard, and seems to be designed to grow with a wielder. However, as an intelligent weapon, he clearly has his own opinions on what should happen, which need to be considered.
QuoteDo they think there might be any way to get the dazzling effect from Goldenfang and onto Storm's Eye? If not onto Storm's Eye, maybe some way to get the property onto a shield or some other item?
He's also fine paying for their time, to be clear.
No such luck on the last, unfortunately.
Since the price for it is doubled but it really is a nice kama, Skaya tearfully takes Sanda up on her offer to loan her 6,302gp. If Sanda hadn't changed her mind.
Okay, Devar will do his last bit of housekeeping in trying to find a Rod of Bodily Restoration.
Make a note of the loan on your sheet, Skaya.
> roll 1d100 low is better long shot considering
<Kobot> Kotono rolled 1d100 low is better long shot considering --> [ 1d100=8 ]{8}
Close but no luck. Considering it's not a common item and it would've been highly valuable during the plague, you didn't quite get it, Devar.
Rina pays 10 gold for information.
Enhanced Wagon
This is an SRD standard wagon, except that the parts are enchanted to last longer and break down less. What's more, inside is a bag of holding type III. It's also loaded with weeks of supplies, various mundane supplies and a small variety of masterwork weapons.
The horses are young, strong and of high quality equal to heavy warhorses with an additional +2 bonus to Strength.
Anne trades away Oathplate and Oathstrike for 12,000 gold for her fund along with an in with Hammers of the Stars.
-15 gold for lodgings