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Old Aurora

Started by Anastasia, September 23, 2011, 03:49:47 AM

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Anastasia

Part 1. Part 2 will be up tomorrow and include ways, costs and suggestions on how to repair and improve Aurora. This is YOUR fortress, guys. If you have an idea for something speak up.

I'm aware you renamed it. Feel free to tell Galariel that.

General traits of Medicant

- Ample light in all places, usually from softly glowing walls or from the thin air.
- Comfortable temperatures, breathable air and other conditions for typical air breathing humanoids despite whatever planar conditions exist outside of Medicant. This does not apply to the open air courtyard.
- Medicant walls vary in thickness by location, but are never less than a foot thick.
- Medicant is composed of a peculiar white stone. This stone is treated as adamantine. Any damage done to Medicant fully repairs itself in one round, making breaches difficult to maintain. The stained glass windows that decorate Medicant share the same traits as the stone.
- Medicant doors are made of a sleek metal, often engraved with various runes. All doors in Medicant can be locked and have amazing locks built into them. These doors are treated as adamantine as well, despite appearing closer to steel or occasionally mithral.
- The entire grounds of Medicant  is under the effect of a permanent dimensional lock(Caster level 40 in the event it matters).  Even if dispelled - something that requires reaching the core of Medicant and the Celestial Key - the dimensional lock regenerates in 2 rounds. This effect ignores antimagic field and other mortal disruptions to the Weave.
- Transportation in Medicant is achieved through portals. These portals transport approved users to the location they think of, assuming they are allowed to go to that area. This provides a considerable amount of security should a force penetrate into Medicant.
- Medicant is mildly mutable. At the control center cosmetic changes to areas may be achieved, assuming the area isn't overly damaged.

Transportation

Medicant can fly at a speed of 15ft with clumsy maneuverability. It cannot double-move, run, hustle or any other means to increase this speed of movement. This speed of movement is constant, able to move through air, water, loose earth and other similar effects without slowing down. It can likewise maintain this speed of movement in the Astral Plane, despite not having an intelligence score.

When Medicant reaches a portal, it can emit a special energy that causes the portal to enlarge momentarily and allow Medicant to pass through. This takes 10 minutes to prepare and Medicant cannot move while doing so.

Areas of Medicant

Medicant towers before you, taking up the entire horizon. Ahead a vast circular wall, reaching thirty feet high. The outer wall of Medicant rises up before you. Sturdy white stone unmarked by the countless eons it has stood loom tall! Beyond it a great fortress, a mass of towers and a grand keep. Ahead gates part, as if to dare you to enter.

Outer Wall

The outer defensive perimeter of Medicant. These walls are tall enough to stop most assaults cold. A single gate allows entry into the fortress. Creatures that pass through the gateway without being approved are assailed by a storm of magic missiles, dealing 30d4+30 damage per trip through the gates. (Caster level 20th.)

The true purpose of the outer wall is to serve as an anchor for a vast sphere of force that rises up and domes in Medicant. This protects the courtyard from environmental conditions as well as stopping fliers from attacking Medicant directly. This is treated as a wall of force effect with a caster level of 40th. The wall can be defeated by dispellation or any other effect that defeats a wall of force. However, the wall regenerates in one round.

People found here: Drena (Flying around Aurora when local conditions permit), Baleruk (Flying around when local conditions permit, lording over Aurora), Canderella (When she feels like throwing some lightning around)

Courtyard

The courtyard is 1000ft from the outer wall to Medicant from any point of the outer wall. There is only one direct entrance to Medicant, though there are open windows and balconies, as well as stained glass windows.  The courtyard is open space, designed to shifted from a death filled trap field to a mustering point for armies to march through. The courtyard now possesses a tower in the western quadrant.

Galariel or Elena can set various conditions within the courtyard.

- Neutral conditions.

- Scalding heat. Deals 3d6 points of fire damage per round. It activates once a creature is in the courtyard; a 2 round warmup begins immediately as temperatures rise. This heat persists until no creatures are within the courtyard or it is shut off. This is complimented by an optional second trap at the entrance to Medicant. Intense cold magic is stored within the doors, triggered if the doors are touched. The explosive results of the temperature difference deals 20d6+120 points of damage to all creatures within the courtyard. Unfortunately this has a real risk of destroying enough of the outer wall to destabilize the sphere of force, so it is rarely used.

- Freezing cold. As above, but with cold damage. There is no corresponding fire magic trap to cause an explosion.

Elrisa's Tower

This tower is home to Elrisa's School of the Graceful Blow. It has gardens, training halls, residences and a small cellar.

Galuh Board

A section of the courtyard is set aside for Galuh, a giant boulder tossing and rolling game. The giants accept wagers for competitions. Further, some warriors have taken to betting and watching the games.

Warhome

A small, simple shack of a temple has been set up just inside the gate and outer wall. It is consecrated to Tempus.

Triune Temple

A small building surrounded by greenery, within lies a temple to Angharradh. It is hallowed ground with death ward attached.

People often found here: Misalea (Within Elrisa's tower), Arrel (Nesting), Adrian (Talking to Arrel), Jarl Bigansdir (With the other giants playing Galuh), The Master (Practicing or at Warhome), Mirima (Within Elrisa's tower).

Entrance Hall

This broad and long, red carpeted hall is watched by a few dozen of the surviving Medicant Golems. (See Table of Destiny post) There are no special magics in place in this hall, though it is the main entryway to the portal network.

People often found here: Lief (Practicing aerial maneuvers around the golems), Kascha (Studying the golems), Sylvie (Studying the portals).

Soldier's Barracks

Imagine hundreds and thousands of beds in vast halls. Impersonal, like a giant barrack. This is where the common soldier rests. Various non perishable supplies are intact here, things such as weapons, rope, training dummies and all the little things a soldier needs.

People often found here: Dana (Talking, fighting and practicing), Hanna (Keeping up on her eladrin charges).

Officer's Barracks

Floor after floor of personal apartments, for officers and other people who need better living conditions. The rooms are well kept if slightly spartan. Many find it preferable to decorate their room for the sake of homesickness.

People often found here: Most named NPCs, usually asleep or within their room.

Suites

Here are the opulent, spacious quarters for generals, VIPs and close allies. However, they were badly damaged by Medicant's final journey. Considerable repairs will be needed to make them the luxury they once were before. Nonetheless, once repaired, each suite has almost anything you could want.

People often found here: Morniel (In his suite), Ilsenine (In her suite, holding court).

Medi's Quarters

These quarters were sealed by Medi in Medicant's last journey. Galariel and Elena lack the ability to undo the seal Medi placed on them. What lies in those quarters could perhaps change worlds, but the magic guarding them is beyond Galariel to undo. What information survives suggests that Medi's quarters were fantastic, housing works of magic to rival the Gods.

People often found here: Annalise (Occasionally inspecting the portal to Medi's quarters).

Armories

Need a weapon? Vast racks of equipment and armor are neatly sorted. Of course most of the magical equipment is gone, but some mundane gear is left. There's also mild damage to a few spots.

People often found here: Crystal (Inspecting weapons and armor).

Training Halls

These halls are various areas full of regenerating dummies, training systems and the like. In theory, all of it was trashed. There's also special rooms that can generate quasi-real illusions to train against, but that system is broken as well.

People often found here: Adrian (Practicing), The Master (Practicing), Hanna (Beating the living hell out of dummies)

Laboratories

This semi-ruined laboratory can make magic item, potion and alchemical creation much easier. Arcane diagrams fill the floors and walls, while pulses of energy are channeled about. The light is dim, giving show to flares of colored energies whenever magic is worked.  Right now, the ambient energies reduce the cost of making scrolls or potions by five percent, but with work it can be more - and help you commission cheaper magical items.

People often found here: Elder Magi Tepen (Researching and working), Kascha (Working and studying), Sylvie (Experimenting).

Library

You've been here and are familiar with it. As of now, you can gain a +5 bonus to any knowledge check, presuming you spent 10 hours studying in the library first and have the capacity to read several languages.

People often found here: Elder Magi Tepen (Reading), Annalise (Reading), Dana (Sleeping), Sylvie (Reading).

Dungeon

You're familiar with here, too. Walls of Force keep them in, specialized teleports put them in. More advanced holding measures can be invoked as well once developed.

People often found here: Misalea (Staring at devil prisoners.), Morniel (Lost in thought).

Cafeteria

You've been here as well. Roughly 60% of foodmaking capacity has survived, the other 40% must be repaired.

People often found here: Everyone who needs to eat, plus Tannin (Eating or listening to other people talk).

Farms

This area is completely intact. It is a growing field tucked deep into Medicant. Lights from above provide nourishment to plants and allow them to grow fast and true. Crops grown here grow in 1/10th of the normal time and are treated as being affected by a plant growth spell. There are also pens for livestock and feeding systems for them, ones that are broken.

People often found here: Lief (Silent meditation?), Crystal (Prayer).

Healer's Ward

While lacking any healers now, there are several intact methods of healing now.

Blessed Rest beds: Twenty four of these beds survive. Resting in this bed for 24 hours counts as a week's worth of natural healing. In addition the target sleeps peacefully and without disruption. Not only does this stop mundane problems such as sleep apnea, but magical effects such as nightmare are blocked.

Restoration Pod: Three of these glass pods survive. A medium or smaller nude creature may enter. The pod fills with blue water over the course of a round. This water does not inhibit breathing, but instead puts the target into a light sleep. They are treated as having fast healing 5 while in the pod. In addition, once all hit points are recovered, ability score damage (but not drain) is restored at a rate of one per round. Finally, the following conditions are remedied in this order, one per round after all hit point and ability score damage is healed: poisoned, exhausted, fatigued, nauseated, sickened, blindness, deafened. Note that if the condition is unusually difficult to cure or the result of external, still functioning magic such as a curse, it cannot be remedied in this way.

Once all of this is done the water recedes, the creature awakes and it may leave the pod at its leisure. As a mild side effect of the sedative effect of the waters, anyone who uses one of these pods suffers a -2 penalty to saves versus sleep for 24 hours.

People often found here: 27 (Whatever the hell he does), Drena (Healing the wounded), Hanna (Healing the wounded).

Memorial Hall

A solemn place with a wall listing all those who have died on this Crusade. Touching a name on the wall projects an image of the fallen.

People often found here: Misalea (Watching the image of Elrisa), 27 (Whatever the hell he does), Canderella (Meditating).

Baleruk's Quarters

Baleruk's empty lair/throne room/whatever else. Still in development.

People often found here: Baleruk (Obviously), Kascha (Studying Baleruk).

Hot Springs

A large bath area, full of opportunities make yourself something besides a walking pile of greasy stink.

People often found here: Annalise (Bathing), Drena (Using wind on water to create various effects), Elder Magi Tepen (Resting and soaking his not so old bones.), Mirima (Bathing).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Repairs require a fair deal of money to do, as various magical reagents, supplies and so forth costs money. This also requires a market to buy these things in, but with greater planeshift and greater teleport at your disposal this is no great obstacle. The price is listed, along with the number of checks needed and the amount of time required.  Each day of work requires 8 hours of undivided attention. For the sake of buffs and other things to raise skill checks, they must apply for the entire eight hours. Barring a few hour/level spells this means that permanent stat boosters are fine and most other spells lack the duration to be helpful here. For every 3 points that you pass a check, the price of the upgrades is reduced by 1%. Likewise, for every 3 points that you fail a check, the price of the upgrades increases by 1%. For each person making a check, you can have two people aiding another. They must work for 8 hours as well and fulfill all other conditions.

Costs, time and check difficulty is roughly linear, though there is no guarantee of everything being equal. Some tasks are hard and time consuming, some are hard and quick, others are easy and quick, and yet others are easy and tine consuming. It all varies. Upgrades purchased are bolded.

Repairing the sphere of force and outer wall: 150,000 gold; 4 DC 30 K:A checks, 3 days. This protects Aurora properly and allows you to take Aurora into planes like Water without difficulty.

Improve Medicant's speed to 25ft: 30,000 gold; 2 DC 25 K:A checks and 1 DC 22 C:A check; 5 days. ---> Improve Medicant's speed to 40ft: 50,000 gold; 2 DC 28 K:A checks and 2 DC 25 C:A checks; 7 days. ---> Improve Medicant's speed to 70ft ---> 100,000 gold; 2 DC 35 K:A checks and 2 DC 31 C:A checks; 12 days.

Improve Medicant's maneuverability to poor: 15,000 gold; 1 DC 30 K:A check and 1 DC 30 spellcraft check; 3 days. ---> Improve Medicant's maneuverability to average: 40,000 gold; 1 DC 35 K:A check and 1 DC 35 spellcraft check; 4 days. ---> Improve Medicant's maneuverability to good ---> 75,000 gold; 2 DC 45 K:A checks and 2 DC 45 spellcraft checks; 6 days.

Speed up portal enlargement to 1 minute: 20,000 gold; 1 DC 21 spellcraft check; 3 DC 30 K:P checks; 2 days. ---> Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days. ---> Speed up portal enlargement to 1 swift action: 150,000 gold; 1 DC 25 spellcraft check; 3 DC 50 K:P checks.

Improve magic missile trap to CL 30 and 30d4+30: 10,000 gold; 3 DC 20 spellcraft checks; 6 days.

Prepare new conditions or traps for the open air courtyard: Various, inquire about any ideas you have. The price range varies, but ranges from 10,000 to 20,000 depending on what you have in mind.

Improve courtyard cold damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard cold damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard cold damage to 20d6 (Caina style): 75,000 gold; 3 DC 40 spellcraft checks; 7 days.

Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days. Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.

Set up holy power styled trap in the courtyard, 3d6 damage: 45,000 gold; 5 DC 30 spellcraft checks; 2 DC 30 K:R checks; 7 days. Improve courtyard holy damage to 6d6: 30,000 gold; 3 DC 35 spellcraft checks; 2 DC 35 K:R checks; 5 days. ---> Improve courtyard holy damage to 10d6: 90,000 gold; 3 DC 45 spellcraft checks; 2 K:R checks; 6 days. ---> Improve courtyard holy damage to 20d6: 225,000 gold; 3 DC 50 spellcraft checks; 2 DC 50 K:R checks; 7 days.

Improve soldier's barracks (Happier soldiers and better morale): 25,000 gold; 1 DC 23 K:A check; 1 DC 23 K:P check; 1 DC 23 K:N check; 10 days. ---> Improve soldier's barracks more (Even happier soldiers and even better morale): 40,000 gold; 1 DC 26 K:A check; 1 DC 26 K:P check; 1 DC 26 K:N check; 13 days.

Improve officer's barracks (As above, but for officer-types): 30,000 gold; 1 DC 25 K:A check; 1 DC 25 K:P check; 1 DC 25 K:N check; 12 days. ---> Improve officer's barracks more (As above again): 50,000 gold; 1 DC 27 K:A check, 1 DC 27 K:P check, 1 DC 27; K:N check; 15 days.

Repair suites to basic livability: 20,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:A&E check; 10 days. ---> Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days. Improve suites (You and anyone else who gets one lives in supreme luxury) ---> 100,000 gold; 1 DC 30 spellcraft check; 1 DC 40 K:A&E check; 1 DC 35 K:A check.

Repair and restock laboratories(10% discount on magical items you commission, once you have people who can make them): 30,000 gold; 2 DC 30 K:A checks; 2 DC 30 spellcraft checks; 4 days. ---> Improve laboratories(15% discount on magical items, 5% discount on any further Medicant repairs/improvements): 65,000 gold; 2 DC 40 K:A checks; 2 DC 40 spellcraft checks, 1 DC 40 C:A check; 4 days. ---> Improve laboratories(25% discount on magical items; 10% discount on repairs/improvements): 125,000 gold; 2 DC 50 K:A checks; 2 DC 50 spellcraft checks; 1 DC 50 C:A check; 3 days. ---> Improve laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.

Repair library sorting and translation system(Takes 1 hour to consult with the library on a check): 10,000 gold; 1 DC 20 spellcraft check; 2 days. ---> Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days. ---> Improve library sorting system(Takes 1 minute to consult): 50,000 gold; 1 DC 29 K:A check; 1 DC 31 spellcraft check; 2 days.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days. ---> Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days. (Special: As this one involves purely stocking up on useful books, it's essentially a shopping mission. Thus appraise to do the shopping and K:P to find useful planar places to go shopping.)

Expand dungeon(Double capacity): 50,000 gold; 1 DC 20 K:A&E check; 1 DC 25 spellcraft check; 5 days. ---> Expand dungeon (Triple capacity): 100,000 gold; 1 DC 25 K:A&E check; 1 DC 30 spellcraft check; 5 days.

Repair cafeteria(Restores full capacity): 15,000 gold; 2 DC 22 K:A checks and 1 DC 22 spellcraft check; 2 days. ---> Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days. ---> Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days. ---> Improve cafeteria(Everything is a heroes' feast; soldiers who eat before battle will have the benefits of this): 200,000 gold; 3 DC 50 K:A checks; 2 DC 50 K:R checks; 2 DC 50 spellcraft checks; 3 days.

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days. ---> Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.

Healer's Ward repairs(Better healing facilities; 5% discount on expensive healing spells such as restoration): 30,000 gold; 1 DC 25 spellcraft check; 1 DC 25 C:A check; 6 days. ---> Healer's Wards improvements(Even better healing facilities, 15% discount on expensive healing spells): 55,000 gold; 1 DC 31 spellcraft check; 1 DC 31 C:A check; 10 days.

New improvements from suggestions

Create hot springs and baths(Self explanatory, makes everyone cleaner and a little more bearable to live with): 1,000 gold; 1 DC 20 K:A&E check; 3 days.

Portal Compass(Points towards the nearest portal and shows direction and distance): 10,000 gold; 2 DC 23 spellcraft checks; 1 DC 23 K:P check; 5 days ---> Add long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days ---> Add scrying capacity (Shows location of nearest portal): 80,000 gold; 2 DC 32 spellcraft checks; 1 DC 32 K:A check; 7 days*.

Sending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Make a War/Conference room (Self explanatory.) 0 gold, just talk to Galariel since Medicant has some limited morphic abilities. ---> Illusionary battlefield capacity(Allows illusions to create battlefields and other things at will): 20,000 gold; 1 DC 25 spellcraft check; 3 days ---> Add scrying capacity (Shows battles as they progress, makes strategy and adjustments much faster): 80,000 gold; 2 DC 32 spellcraft checks; 1 DC 32 K:A check; 7 days*. ---> Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Install fireball cannons in the outer wall (5d6, DC 20, CL 5): 80,000 gold; 2 DC 23 spellcraft checks; 1 DC 23 K:A check; 4 days. Improved fireball cannons (10d6, DC 25, CL 10): 125,000 gold; 2 DC 30 spellcraft checks, 1 DC 28 K:A check; 5 days. ----> Superior fireball cannons (15d6, DC 30, CL 15): 175,00 gold; 2 DC 35 spellcraft checks; 1 DC 31 K:A check; 6 days.

Long distance systems for fireball cannons (Doubles range of fireballs): 25,000 gold; 1 DC 25 spellcraft check; 1 DC 25 K:A check; 2 days. ----> Improved long distance systems for fireball cannons (Triples range of fireballs) 51,000 gold; 2 DC 30 spellcraft checks, 1 DC 30 K:A check; 4 days.

Memorial Hall (Keeps a wall list of the fallen, on touching a name an image of that fallen will appear):  20,000 gold; 3 DC 24 spellcraft checks; 4 days.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

Unicorn arrow trap for the gates, fires after the magic missiles (5 unicorns; CL 17): 75,000 gold; 2 DC 32 spellcraft checks; 1 DC 33 K:A check; 3 days.

Upgrade the dimensional lock of Aurora to cover the courtyard: 127,500 gold; 3 DC 40 spellcraft checks; 1 DC 38 K:A check, 1 DC 41 K:Architecture check; 7 days.

Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.

Create bulletin boards (Connected to generals and colonel's rooms and allow updates from there, allow illusionary images to enlarge for viewers): 20,000 gold; 3 DC 25 spellcraft checks; 4 days.

*This is essentially the same thing with a different target. Buying one will purchase the other. There's no need to double-pay for the same basic scrying capacity.

Costs of linked things are paid in full for each improvement.

I'm aware you guys are literally going to need millions of GP by the time this is all said and done, not to mention equipping yourselves and allies and various typical expenses. Other improvements, expansions and whatever else can be priced on request. What things interest you? How do you want to customize and improve Aurora, guys? How are you going to make filthy stinking piles of lucre? Well, moreso than usual.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Aurora Shops

These shops are available to you guys and are updated every so often. All prices are as listed.

General Shop 'Filbrez's Emporium'

This shop is ran by Filbrez, a Mercane trader who sells a little bit of everything. These are the unique items he is currently offering.

Elixir of Grandeur: This appears to be a potion of cure serious wounds, but in reality grants 3d8+5 temporary hit points. 500 gold.
Rock+1: Why someone enchanted a rock, Filbrez can't say. It mechanically functions as a club. 2,000 gold.
Sob Story: Full Plate Armor+6. Anyone who wears this armor is afflicted with a permanent crushing despair spell. In addition, in each round of combat, the wearer has a 50% chance of breaking down in tears and doing nothing that round. 8,000 gold.
Salinus' Revenge: Crystalvein Rapier+7, desiccating. 253,000 gold.
Big Fucking Sword: This sword is over ten feet long, absurdly oversized for anyone but a giant. Yet any medium-sized creature who sees it feels a distinct desire to use it. If asked why, they say it is 'cool' or 'awesome' or 'awe-inspiring'. This weapon deals 6d6 points of damage per hit, with a critical hit range of 19-20 x4. The magic in the blade provides no enhancement bonus, but instead allows the sword to be clumsily used. Attack rolls take a -6 penalty due to the absurd size of the blade. Large or larger creatures find this weapon to be completely unsuitable and treat it as a plain greatsword of no special qualities. 15,000 gold.

Alchemy Shop 'Grenalous Presents'

Any alchemical item can be ordered here. Order 3 of an item for a 10% discount and 6 of an item for a 25% discount. In addition Grenalous has various custom alchemical concoctions. Right now he only has one, but more can be developed in time. Extra funding or a patron can aid these developments along.

Fey-Nip: This item has mildly intoxicating effects on fey, bringing feelings of contentment and happiness. Fey who are exposed to this often fall into revel and stay in the area they were exposed in for some time. There is no saving throw against this effect, though there is no compulsion to do anything but feel happy on being exposed to it. This has no effect on non-fey. 50 gold.
Improved Alchemist's Fire: As Alchemist's Fire, except that it deals 3d6 damage on a successful hit. 100 gold.

Lore Shop 'Lost Stories'

Vel is a middle aged, stocky half dwarf/half mercane with pale blue skin and a perpetual frown. He sells books and scrolls of lost lore, which will contain useful or interesting information. No browsing, please. If you're interested in a book buy it so he can maintain a healthy bottom line.

Gwinnan's Travel Logs, Volume 2: Air. 150 gold.
Metamagic: The myths, the legends and the cold facts: 300 gold.
Numerological Concepts in the Planes: 500 gold.
Lost Lore of the Abyss: Scanda Pax: 600 gold.
Revelations from the Truth: 450 gold.
The shocking truth of fey decadence!: 150 gold.
Regrets of the Well-Worn Inevitable: 350 gold.
Burning Hands, variants on the classic: 1,100 gold.

Eatery 'Winddance'.

Creasea is a chef from the employ of Princess Chan of Air. He is a master of creating rich food from thin air. On occasion he creates one of a kind works of food that transcend mere taste and offer genuine benefits to the imbiber.

Windroast: Grants a +5 bonus to move speed for one hour after consuming. 500 gold.
Pepperbread: Grants a +2 alchemical bonus to strength for ten minutes after consuming. 600 gold.
Minty Dog: This particular drink is so cold it causes 5d6 points of cold damage on consuming. However, this burst of cold supercools the body, granting resistance to fire 10 for one hour. 100 gold.
Willim Special: Restores 5d10 points of damage after consuming. 750 gold.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on September 29, 2011, 06:03:54 AMAs for stuff unlisted as yet, is it possible to add divinations? A compass pointing towards the nearest portal (+distance to it), the ability to use Analyze Portal on it and list conditions past it/show an image of what lies there, maybe sending scrying sensors ahead of us to see how they're received. The ability to use a form of Sending would also be nice to contact people.

Is there a spell that detects portals like that already? Check for me and let me know, I'd want to use that as a basis for pricing anything. Everything here is entirely possible, I'll get back to you once I have that and I do some math.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Yuthirin on September 29, 2011, 02:33:59 AM
-Ranged cannons on the battlements
-Hotspring/bathhouse
-Viki & Jeane
-Some sort of in-house entertainment(because housing thousands of soldiers is not easy...succubus go-go dancers?)
-Detectives!

Like magic cannons or gunpowder and cannon ball cannons?

Hotspring/baths are entirely possible and should be trivial to set up the basics. If you want magical effects or a really fancy bathhouse it would cost some money and take some effort.

Well, a Viki is basically a teleporter. An item of greater teleport, a built in Aurora function or a high level, ditzy sorcerer with a lot of greater teleports could fill that roll. Elaborate? Jeane is really just an in house spellcrafter service, certainly doable and you're already thinking about grabbing some magical crafters. Get the cute ones and have them wear dental floss. <_<

Some of that is covered by improving soldiers quarters, but entertainment once you have more soldiers is a good idea. It would keep people happy at least.

Detectives? How so and to what purpose?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Knowledge (Arcana)
Afina +21
Jaela +15
Ithea +21
Annalise +27

Knowledge (The Planes)
Jaela +18
Ithea +21
Adrian +14

Knowledge (Nature)
Afina +23
Jaela +5
Ithea +14
Elrisa +21
Misaela +12

Spellcraft
Afina +23
Jaela +21
Ithea +11
Annalise +27

Anastasia

Thanks, I'll factor that stuff in and edit it soon.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

So I was thinking, masterwork swords won't do much good vs devils anyway, but then I recalled where we took them from. There were a bunch of silver and cold iron, right? That aside, how much would a pool of bestowing 'bless weapon' like Torm's church had in its armory cost? If they're good (or good and silver), I figure they'd actually be worth keeping. Plus it's a pretty cool armory function.

For portals, how about we use the aforementioned Analyze Portal for the actual analysis and just pattern the detection after Locate City? I can't really think of any specific portal-detecting spells.

I'd also like to understand better just how much you can perceive while in a command chair. Could you look into the courtyard as if you were there? Past the gates? I don't mean taking a break and looking out of the tower's window, here.
<Steph> I might have made a terrible mistake

Corwin

#8
Can the MM trap be improved further? Can it have other stuff added, such as orbs or (Seira's) Unicorn Arrow? Can it have a targetted (greater) dispel added to negate lamers with shield or, say, a wall of dispel magic?
<Steph> I might have made a terrible mistake

Ebiris

We need a War/Conference Room.

Features wanted:

Controllable illusion capabilities for creating battlemaps for making strategies/plans.
Scrying capabilities for giving real time update on progress of battles or other events (linked to the illusory display so everyone can see). Also linked to any long range bombardment weapons we have in the fortress for artillery support.
Long distance communication for giving orders to people in the field.
Long distance spellcasting for providing buffs/healing to soldiers in the field.

Merc

Those sound like awesome features :)
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Update on this coming this weekend. I know I'm overdue here.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#12
Updated the price page with a whole bunch of stuff. Questions welcome. I tried to make a system that lets you guys do it yourselves and have a chance to net some savings. This does encourage you guys to purchase the relevant skills and I'm completely okay with that. In light of the heavy burden of skills this brings, I'll allow skill retraining next level up. Bear this in mind.

I also wonder if +2 and +5 skill boosters are about to get bought up with a quickness.

Notes:

Yuth, see the post here: http://www.soulriders.net/forum/index.php/topic,101855.msg1025687.html#msg1025687 I need replies to this before I can price what you want. Details man, I need 'em.

Eb, long distance communication would be covered by the sending orbs. As for long range spellcasting, how long do you have in mind?

Merc, do you have any to add since you haven't yet?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Merc

I did say something! I said Eb's idea was awesome! =p

I wouldn't mind it if you put some paragraph breaks or something into your post though, it's kinda walloftext-ish right now.

Also, the observatory room and the piloting room aren't in the first post still.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Quote from: Merc on October 30, 2011, 01:18:15 AM
I did say something! I said Eb's idea was awesome! =p

I wouldn't mind it if you put some paragraph breaks or something into your post though, it's kinda walloftext-ish right now.

Also, the observatory room and the piloting room aren't in the first post still.

I'll fiddle with the formatting of that post in a bit. Haven't updated the location writeups quite yet, doing that in a bit.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?