Looted items:
Coins from Jeras(I forget the exact number, could someone be a dear and check logs for that? Thanks.)
Jeras' shortsword
Jeras' boots.
A crapload of money from before, which leads us to the main thrust of this post. Many of you have things to do now and a lot of money to spend. I want a list of potential purchases you may make or interests thereof. This also includes Saul, as he's into Identifying and the like.
This assumes nothing else about the mage's house for loot for now, however. There's going to be som eplot there and we'll operate under the assumption it's not there for the moment.
I've been poked to get platemail.
So yah, getting platemail.
Before I indicated a desire to pick up a warhorse, but I suspect there's not the funds for it as usual. =)
Dracos
Quote from: "Dracos"I've been poked to get platemail.
So yah, getting platemail.
Before I indicated a desire to pick up a warhorse, but I suspect there's not the funds for it as usual. =)
Dracos
Platemail is base 600. The knights will cover half and you'll get imput on the design motif.
A heavy warhorse is 400 base. A medium warhorse is 225. Any thoughts there?
I personally think that as 'recognition' for achieving his rank and the level of his abilities, the Knighthood should award him with some symbols of it.. I.E.- a Horse that befits their image, as well as a shield displaying the seal of the Order. Possibly a new sword with the tenets of the Order engraved upon it. Would also suggest that the shield and sword be some kind of upgrade for him as well.
These things should also be given to him in a Ceremony, as befitting the acient traditions of the Order.
Just my take on it, though.
Quote from: "Iron Dragoon"I personally think that as 'recognition' for achieving his rank and the level of his abilities, the Knighthood should award him with some symbols of it.. I.E.- a Horse that befits their image, as well as a shield displaying the seal of the Order. Possibly a new sword with the tenets of the Order engraved upon it. Would also suggest that the shield and sword be some kind of upgrade for him as well.
These things should also be given to him in a Ceremony, as befitting the acient traditions of the Order.
Just my take on it, though.
That's another thought as well. A ceremony is coming up, but I'm playing part of that by ear as well. The shield at least is a good idea, and the armor's in the works. Debating on the horse, I suppose.
Seryf also has three gems she needs to clear with Saul, have IDed, and potentially sell.
"<Anastasia> By Orial! There are gems in this bag - one fire red, one pale blue, and one a lemony yellow! Each is tiny but excellently cut, glistening against Moon's glow. "
This is itself communal loot--Seryf would have been futiley chasing Jeras instead of using Moon The Trap Stopper had she not brought Crazy-Man and his Horse-Tiger with her.
I need to identify stuff.
-Green Potion
-Mysterious Ring
-Block of Quartz
-Jeras' Boots
-3 Weird Gems
Did I forget anything? I may have, poke me if I did. Odds are I'll need 3-4 pearls to get everything out.
I also need to appraise any gems or art objects we find, and put the necromancer's spellbook up for sale at the guild.
I want a pricelist of stuff I can buy from the guild, too, but aside from that I have nothing I really think I want to buy.
Quote from: "Carthrat"I also need to appraise any gems or art objects we find, and put the necromancer's spellbook up for sale at the guild.
I want a pricelist of stuff I can buy from the guild, too, but aside from that I have nothing I really think I want to buy.
Okay to the first. Get a list of what you need to appraise and make the checks in #dunes. Just poke me first. We can deal with the list and the necromancer's spellbook in the morning. I don't have the list on me at the moment.
Quote from: "Carthrat"I need to identify stuff.
-Green Potion
-Mysterious Ring
-Block of Quartz
-Jeras' Boots
-3 Weird Gems
Did I forget anything? I may have, poke me if I did. Odds are I'll need 3-4 pearls to get everything out.
Level 4 mage? Choose the first four you want to ID and poke me in #dunes. Note the 100 GP pearl cost and we'll do the IDing.
Y'huh.
Just the three gems, I believe. I'll detect magic on them, first.
Saul has: Appraise'd Seryf's gem. 200-400 each as they are, could be made into something worth more.
Identified things: Cursed Boots of Speed, Old-Fashioned Ring of Wizardry, and a paralysis potion.
Saul examines the boots - GASP! There is ac urse on them! A foul and horrible curse - how did Jeras live with it?! It makes you faster - in game terms it doubles your base movement rate and has some sort of magical effect set relating to that. However - like a haste spell, it rapidly ages you! The boots take away time from your lifespan to power it's fell magic! A day for a day on a human, a week for a day of an elf, and so on. Horrible!
The ring stores spell charges! Mighty spell charges - and quie potent, too. It doubles the number of first level spells you can hold. A rarity indeed.
This is interesting - you aren't quite sure. You think mage magic, but the enchantment on it is both different in form and design than normal. It's clearly made by a different type of skill than what you usually see.
[15:06] <@Kotono> It's old style magic. The fundamental way the weaves are wrought is different, the evolution of magic over time seen in reverse.
[15:06] <@Kotono> Very old magical items are noted to often be somewhat different from contemporary versions, for both good and ill.
It's a magical poison. A deriviate - paralysis poison. It's made from a certain herb and root that grows in a few remote places in the souther Almekian coastal forests. Mages will sometimes seek it out to make said potions, brewing it in the moonlight in the very patch picked. The enchantment to make it isn't hard - it's mostly just enhancing the herb slightly. It has two doses - each makes the target save vs poison at +1 or be paralysed for 1d4 turns.
Revised! I *do* have stuff I want to buy.
1: A wooden box to keep my spellbook it. It must be a nice wooden box, preferably engraved with cool runes and symbols. It's got to have a lock, as well, along with a key.
2: A scroll of 'Wizard Lock', so I can lock it better.
3: I'm going to toss Glyphs of Warding all over it; one on the box and one on the book. The box will blind anyone who opens it without permission, while the book will deliver a shocking blast to anyone who touches it.
(i.e. the box blinds anyone who fails a save vs. spell, the book deals 5d4 damage to anyone touching it, half on a save vs. spell)
4: I'm going to look into getting that poison transmuted into contact poison, then seeing if there's a way to use that poison to further protect my box.
5: I want to look into some way to harden my box, to make it more difficult to bash open. Magic can do anything, right?
6: If I level up before we leave Paxburg, I'm also looking to find some way to immunize my spellbook to fire. Then I'll cast explosive runes on it instead and blow up anyone trying to read it.
DON'T TOUCH MY BOX