Post by Dead Greyhawk on Sept 5, 2006 14:37:11 GMT -5
A notional map and write up of Longspear is available on both the WIKI and here.
The city of Longspear has seen better days. While the city walls are somewhat intact, the spirit of the city is somewhat broken. Only the apparently indomitable will and irascible character of Sir Highrider, the Governor, keeps the populace in line and fighting. Sir Highrider is notably impressed by your destruction of the gargantuan creature and capture of a prisoner. When you agree to release your prisoner into his care, he welcomes you into his circle of advisors.
The circle is small, underscoring the danger of the situation. None of the merchant houses are included. Instead, the circle is comprised almost entirely of fighting men from the army, Keepers of the Peace, and various mercenaries brought into the city. While all of them are doughty, none of them have the experience of Raven or Otto. Only Sir Highrider, and possibly his grim knight Richard Coldheart, seem able to comprehend the strategic and tactical nuances of battle as well as the Company’s warriors.
Following the Company’s success at the Holy Wedge, the army was able to briefly hold the temple district, long enough for the surviving clerics to inspect their temples. Indeed, as feared, the main goal of the priests and undead must have been to finish the defilement of the temples. The priests confirm that no supernatural aid will arrive through their intercession, dedicated holy ground and an edifice of prayer being the minimal requirements needed.
While Otto and Raven are trapped in meetings, Cedrus tracks down Maximilian, who is still among the living. Word of his amputation is much overstated; his leg is merely crushed. He limps a bit, but a little bit of work from Cedrus cures his serious wound. Maximilian is able to identify the oddly clad clerics from what remains of the library of Pelor. The clerics are dressed as an obscure cult of Erythnul, the Howling God, that specializes in slowly draining the life from their captives in painful rituals over days. Rather than wear the traditional red of Erythnul, they wear instead what they call the “color of clotted blood” – a matte black garb with only their eyes visible in their cowl. The zombies so created in these rituals are immensely powerful, as the tortured minds of the zombies are still very functional, and the bodies are not decayed as most of the undead are. The rituals take a long time though, so the number of these zombies generally are limited. The fact that the undead attacked alone indicates to Maximilian that they are feared by the orcs and giants as well.
Once Maximilian is located, the Company sends Cedrus to the Knot for holy water and to alert Lord Morgan and the druid of the grove. While there, Cedrus can write scrolls. It is a ten-day trip down during good times and may take longer now, especially if the enemy blocks the opposite bank of the Javan. Cedrus agrees to only spend a month at the Knot before returning. The Company expects to see him in about two months time.
Cedrus will stop at the town of Burle and alert the magistrate there. He will need money to purchase spell ink and necessary components. Since he’s traveling lightly, he prefers gems or jewelry over coinage, unless Dell wants to loan him the magical pouch.(Cedrus’s ability to write scrolls, get holy water, and do whatnot will be limited by the money you give him.)
The Company takes over the Wheat Field, tossing out some of the Colnet retainers that had been camped out there. Winthrop takes time to memorize the room and makes a dangerous leap back to the Hall of the Blue Sun, where he can load up the chest with the magical items left behind and coinage and other items. The leap back is nerve wracking, and Winthrop swears that only Raven’s lucky stone keeps him from coming in too low.
The formal room on the second level becomes Winthrop’s workshop, where he and Oaklock spend time in training. The rest of the Company steers clear of the area, as occasional screams and ripping sounds can be heard. Even through space is at a premium, it becomes clear that the local residents are spending as little time as possible in the adjacent houses. (Training costs for Oaklock are half normal since Winthrop’s training him. Training time is doubled. It will cost 2800 GP for Oaklock’s training, and take 30 days. Winthrop can, of course, charge additional funds if he wants to. Oaklock may or may not choose to pay it.)
Hugh goes in search of his brethren, finding them only in cemeteries and infirmaries. He fears that the destruction of the temple of Trithereon was complete until he finds Arthurus, the high priest, unconscious in a pauper’s ward. The old man looks much the worse for the battles, but responds well to Hugh’s prayers and incantations. Arthurus, once he regains consciousness, rails against invaders, swearing vengeance in Trithereon’s name. He tells Hugh of the last stand of the Avengers, the destruction of the temple, and the loss of the golden bell. Should Longspear survive, the reconstruction of a temple will be a long, arduous, and expensive process. (Training costs for Hugh are tripled so long as the temple needs to be rebuilt. Training time is halved because of Arthurus’s fervor. It will cost 8,100 GP for Hugh’s training, but take only 7 days.)
Dell, accompanied by two Keepers of the Peace, Ged and Othmar, apparently assigned to him for some unknown reason, searches with Adrienne for someone who might be able to train her in further insights into the mysteries of Lydia. No priesthood is dedicated to predicting the future within Longspear, so finding a natural match is difficult. The loss of almost all of the Avengers limits that opportunity, and Maximilian intimates that the priesthood of Pelor does not hold truck with predicting Pelor’s divine message, instead allowing it to flow over them like Pelor’s holy light. This leaves only the church of Phyton.
Raven is dead-set against going to the church of Phyton, reminding Dell of the monastery in the Dreadwood where a shrine to Nerull was hidden behind a facade to Phyton. He also points out that of the three temples in Longspear, that of Phyton has suffered the least, with most of the priests fleeing during the fighting. He claims it is a great risk and should not be taken. If anything, the priests of Phyton should simply be expelled from the city.
Dell is more sanguine about the priests flight, especially since they typically are less martial than the other two priesthoods. Since planting and seasons have some aspects of foresight, he imagines that they might have some skills useful to Adrienne. He and Adrienne discuss the options and resolve that there is little to be lost. Just to be safe though, Adrienne leaves with Dell all of her enchanted objects and takes with her an item easily located.
Adrienne and Dell visit the temporary home of the temple, an inn called the Golden Grain, to meet with the priests. A senior priest, Rufus Keck, meets with Adrienne and asks her many questions about her faith and the learning she has undertaken at the Seven-fold Church. While this occurs, Dell speaks with the quartermaster of the temple. It is clear to Dell that the Church is relying on the largess of others. He is tempted to drive a hard bargain, but then relents, realizing that it is better to have the temple indebted to him than to be disliked by the priests. While haggling over a price, it dawns on him that he’s acting like a father-figure, or at least an older sibling, to Adrienne. He turns a bit green and quickly wraps up negotiations. He agrees to meet Adrienne here when all is said and done. (Training costs for Adrienne are doubled so long as the temple needs to be rebuilt. Training time is normal. It will cost 5000 GP for Adrienne’s training, and take 13 days.)
Jasper is saddened by all the destruction. It smells like burnt flesh all the time. Plus people keep trying to stab him with arrows. And the dead people try to eat him. He doesn’t like that very much. He practices his katas everyday and thinks how Master Lynn will be pleased to build a new wing on the monastery with all of the pretty things he’s got. He misses Giuseppe. Eventually, Jasper gets tired of falling over things, punching things, running away from undead, and takes lessons in new weapons, a bigger crossbow and a shorter spear. (Training costs for Jasper are halved due to the proliferation of trained warriors. Total cost: 300 GP. Jasper believes his upkeep of the monastery should run him around 24,000 GP.)
Otto, frustrated by Sir Highrider’s conventional mind, joins Jasper in the training yards. He trades his expertise in weapons and tracking for training in hammer. All those who look at Grugnir’s hammer say that it is an ungainly thing, unwieldy and likely to knock over the wielder. Otto just smiles confidently.
Otto’s charge Pfiffwin poses a special case. Pfiffwin, never having been in a city before, vacillates between sheer panic at being surrounded by humans and buildings and unabated greed at the amount of things to be pilfered. Dell’s guards interfere several times when Pfiffwin’s hands are caught in someone else’s till and Otto takes to shaking down Pfiffwin on a daily basis. Pfiffwin seems to have developed some kleptomaniacal tendencies, as all sorts of random detritus fall free.
Pfiffwin seems ready to expand his magical abilities, but conversations between him and Dell go poorly. Not because they don’t get along; they do. Pfiffwin’s larcenous nature seems to fit nicely with Dell’s, but they seem to lack a common vocabulary. Dell speaks of forces and foci while Pfiffwin discusses waves and shapes. Dell has never encountered such a foreign framing of magic and only imagines that the Silent One, or perhaps Auric the Hermit, might understand. Given the disengagement of the Silent One, Pfiffwin seems out of luck.
Ged, surprisingly, turns out to be the solution to their problem. In Dwarf-town live several families of gnomes, and one of them is known as a trickster of sorts, creating images to entertain and startle. Dell, Ged, Otto, and Pfiffwin go to visit this gnome, dodging missile fire and the occasional boulder. Again, Dell enters into negotiations for training, feeling a bit like a merchant. Bastell Brittlevein is a dour gnome of indeterminate age, softer than Pfiffwin, but a worker of some magics. Bastell is an expert negotiator though, and holds out for the maximum price. Dell ruefully relays the price to Pfiffwin and Otto, only getting it into the reasonable range by a bribe of cedar chips and bark. (Training costs for Pfiffwin are 2100 GP, payable only in gemstones. It will take 8 days.)
Once all of the arrangements are made, Dell is swamped. The Company wants him to copy spellbooks, locate and buy pearls, identify items, make potions, and write scrolls. Whew! Plus, he needs to convince Sir Highrider that he should be allowed into his strongbox and Gringold’s. Fortunately, it is easy to prioritize the important things first. Dell speaks with Ged, the talkier of the two dwarves, and gets a message sent to Sir Highrider about his strongbox. The next day, Richard Coldheart and ten men, two of them spellcasters of some sort, accompany Dell and his two Keepers of the Peace to Gringold’s. There, with precautions, they allow Dell to open his strongbox.(I’m going to assume there is nothing in here that will kill anyone or make a particular stir. Correct me if I’m wrong.)
Funds in hand, Dell and Raven set up a plan. They post fliers and spread the word that the Company is paying 175 GP a pearl for pearls worth 100 GP or more. Raven, who can judge their worth, sits in the Wheat Field every evening and buys pearls. While not the most efficient way of spending their money, the Company is fairly flush right now.(Raven or someone else in the Company sits in the Wheat Field every day for a month, collecting a total of 53 pearls, for a cost of 9275 GP)
Raven makes a visit down to Indom Falmuth. As suspected by Otto, most of the potions being brewed up are strength, regenerative, or protective potions, to augment the forces of the city. For the price of several more powerful sets of potion reagents, such as stone or frost giant components, the Company’s identification of potions can be prioritized.(This would leave you with only hill giant and cloud giant reagents.)
Raven will have to discuss with the others before dropping off the crate of potions. Each potion identification will cost 100 GP, since Indom and Raven are friends. The Silent One has also not paid for the spell ink that Indom makes for him, so he has quite a supply of it that he is willing to sell for 125 GP per spell level dose.
Dell and Otto combined can identify 44 magic items in 30 days. The total list of items from the frost giants is (I believe):
[/li][li]magical eight jars of paints
[/li][li]magical ring
[/li][li]magical wooden wand – covered with snowflakes, creates sleet and hail, ice walls, freezing cone (Paoli, Aerosi, Sterli)[/b]
[/li][li]magical wand
[/li][li]magical shining plate mail– this shining armor appears to be more strongly enchanted than normal, +2.
[/li][li]magical battleaxe – Identified as a +1 Axe[/b]
[/li][li]magical ring
[/li][li]magical bastard sword – Identified as a Giant-slaying sword (+2, +3 vs. giants)
[/li][li]magical ring – turns wearer invisible, but makes them weak, STR 3
[/li][li]magical trick box – Poisonous, appears to be box of holding
[/li][li]a man-sized magical shield bearing the symbol of the rampant black lion of Keoland – Identified as a +1 shield[/b][/li][/ul]
Potions as identified by Indom Falmuth and Otto
[/li][/ul]
Winthrop also has his air gem. From your former prisoner, Sir Highrider sends you a set of magical platemail and magical boots.
Otto detemines that the :
Ged says the Lord Governor has much to say to the Company when they are ready.
A set of Splintmail +1, formerly Oaklock’s, and chainmail +1, formerly Gitmo’s, are rattling about as well, likely back at the Hall of the Blue Sun with the other spare magical armor.
On days that you choose not to identify, Dell can write scrolls or a spellbook or make potions. For writing into a spellbook, it takes 1 hour per level of the spell. For scrolls, it is one day per level of the spell, as per DMG. For potions, it is one day per 100 XP of the potion, as per DMG.
The city of Longspear has seen better days. While the city walls are somewhat intact, the spirit of the city is somewhat broken. Only the apparently indomitable will and irascible character of Sir Highrider, the Governor, keeps the populace in line and fighting. Sir Highrider is notably impressed by your destruction of the gargantuan creature and capture of a prisoner. When you agree to release your prisoner into his care, he welcomes you into his circle of advisors.
The circle is small, underscoring the danger of the situation. None of the merchant houses are included. Instead, the circle is comprised almost entirely of fighting men from the army, Keepers of the Peace, and various mercenaries brought into the city. While all of them are doughty, none of them have the experience of Raven or Otto. Only Sir Highrider, and possibly his grim knight Richard Coldheart, seem able to comprehend the strategic and tactical nuances of battle as well as the Company’s warriors.
Following the Company’s success at the Holy Wedge, the army was able to briefly hold the temple district, long enough for the surviving clerics to inspect their temples. Indeed, as feared, the main goal of the priests and undead must have been to finish the defilement of the temples. The priests confirm that no supernatural aid will arrive through their intercession, dedicated holy ground and an edifice of prayer being the minimal requirements needed.
While Otto and Raven are trapped in meetings, Cedrus tracks down Maximilian, who is still among the living. Word of his amputation is much overstated; his leg is merely crushed. He limps a bit, but a little bit of work from Cedrus cures his serious wound. Maximilian is able to identify the oddly clad clerics from what remains of the library of Pelor. The clerics are dressed as an obscure cult of Erythnul, the Howling God, that specializes in slowly draining the life from their captives in painful rituals over days. Rather than wear the traditional red of Erythnul, they wear instead what they call the “color of clotted blood” – a matte black garb with only their eyes visible in their cowl. The zombies so created in these rituals are immensely powerful, as the tortured minds of the zombies are still very functional, and the bodies are not decayed as most of the undead are. The rituals take a long time though, so the number of these zombies generally are limited. The fact that the undead attacked alone indicates to Maximilian that they are feared by the orcs and giants as well.
Once Maximilian is located, the Company sends Cedrus to the Knot for holy water and to alert Lord Morgan and the druid of the grove. While there, Cedrus can write scrolls. It is a ten-day trip down during good times and may take longer now, especially if the enemy blocks the opposite bank of the Javan. Cedrus agrees to only spend a month at the Knot before returning. The Company expects to see him in about two months time.
Cedrus will stop at the town of Burle and alert the magistrate there. He will need money to purchase spell ink and necessary components. Since he’s traveling lightly, he prefers gems or jewelry over coinage, unless Dell wants to loan him the magical pouch.(Cedrus’s ability to write scrolls, get holy water, and do whatnot will be limited by the money you give him.)
The Company takes over the Wheat Field, tossing out some of the Colnet retainers that had been camped out there. Winthrop takes time to memorize the room and makes a dangerous leap back to the Hall of the Blue Sun, where he can load up the chest with the magical items left behind and coinage and other items. The leap back is nerve wracking, and Winthrop swears that only Raven’s lucky stone keeps him from coming in too low.
The formal room on the second level becomes Winthrop’s workshop, where he and Oaklock spend time in training. The rest of the Company steers clear of the area, as occasional screams and ripping sounds can be heard. Even through space is at a premium, it becomes clear that the local residents are spending as little time as possible in the adjacent houses. (Training costs for Oaklock are half normal since Winthrop’s training him. Training time is doubled. It will cost 2800 GP for Oaklock’s training, and take 30 days. Winthrop can, of course, charge additional funds if he wants to. Oaklock may or may not choose to pay it.)
Hugh goes in search of his brethren, finding them only in cemeteries and infirmaries. He fears that the destruction of the temple of Trithereon was complete until he finds Arthurus, the high priest, unconscious in a pauper’s ward. The old man looks much the worse for the battles, but responds well to Hugh’s prayers and incantations. Arthurus, once he regains consciousness, rails against invaders, swearing vengeance in Trithereon’s name. He tells Hugh of the last stand of the Avengers, the destruction of the temple, and the loss of the golden bell. Should Longspear survive, the reconstruction of a temple will be a long, arduous, and expensive process. (Training costs for Hugh are tripled so long as the temple needs to be rebuilt. Training time is halved because of Arthurus’s fervor. It will cost 8,100 GP for Hugh’s training, but take only 7 days.)
Dell, accompanied by two Keepers of the Peace, Ged and Othmar, apparently assigned to him for some unknown reason, searches with Adrienne for someone who might be able to train her in further insights into the mysteries of Lydia. No priesthood is dedicated to predicting the future within Longspear, so finding a natural match is difficult. The loss of almost all of the Avengers limits that opportunity, and Maximilian intimates that the priesthood of Pelor does not hold truck with predicting Pelor’s divine message, instead allowing it to flow over them like Pelor’s holy light. This leaves only the church of Phyton.
Raven is dead-set against going to the church of Phyton, reminding Dell of the monastery in the Dreadwood where a shrine to Nerull was hidden behind a facade to Phyton. He also points out that of the three temples in Longspear, that of Phyton has suffered the least, with most of the priests fleeing during the fighting. He claims it is a great risk and should not be taken. If anything, the priests of Phyton should simply be expelled from the city.
Dell is more sanguine about the priests flight, especially since they typically are less martial than the other two priesthoods. Since planting and seasons have some aspects of foresight, he imagines that they might have some skills useful to Adrienne. He and Adrienne discuss the options and resolve that there is little to be lost. Just to be safe though, Adrienne leaves with Dell all of her enchanted objects and takes with her an item easily located.
Adrienne and Dell visit the temporary home of the temple, an inn called the Golden Grain, to meet with the priests. A senior priest, Rufus Keck, meets with Adrienne and asks her many questions about her faith and the learning she has undertaken at the Seven-fold Church. While this occurs, Dell speaks with the quartermaster of the temple. It is clear to Dell that the Church is relying on the largess of others. He is tempted to drive a hard bargain, but then relents, realizing that it is better to have the temple indebted to him than to be disliked by the priests. While haggling over a price, it dawns on him that he’s acting like a father-figure, or at least an older sibling, to Adrienne. He turns a bit green and quickly wraps up negotiations. He agrees to meet Adrienne here when all is said and done. (Training costs for Adrienne are doubled so long as the temple needs to be rebuilt. Training time is normal. It will cost 5000 GP for Adrienne’s training, and take 13 days.)
Jasper is saddened by all the destruction. It smells like burnt flesh all the time. Plus people keep trying to stab him with arrows. And the dead people try to eat him. He doesn’t like that very much. He practices his katas everyday and thinks how Master Lynn will be pleased to build a new wing on the monastery with all of the pretty things he’s got. He misses Giuseppe. Eventually, Jasper gets tired of falling over things, punching things, running away from undead, and takes lessons in new weapons, a bigger crossbow and a shorter spear. (Training costs for Jasper are halved due to the proliferation of trained warriors. Total cost: 300 GP. Jasper believes his upkeep of the monastery should run him around 24,000 GP.)
Otto, frustrated by Sir Highrider’s conventional mind, joins Jasper in the training yards. He trades his expertise in weapons and tracking for training in hammer. All those who look at Grugnir’s hammer say that it is an ungainly thing, unwieldy and likely to knock over the wielder. Otto just smiles confidently.
Otto’s charge Pfiffwin poses a special case. Pfiffwin, never having been in a city before, vacillates between sheer panic at being surrounded by humans and buildings and unabated greed at the amount of things to be pilfered. Dell’s guards interfere several times when Pfiffwin’s hands are caught in someone else’s till and Otto takes to shaking down Pfiffwin on a daily basis. Pfiffwin seems to have developed some kleptomaniacal tendencies, as all sorts of random detritus fall free.
Pfiffwin seems ready to expand his magical abilities, but conversations between him and Dell go poorly. Not because they don’t get along; they do. Pfiffwin’s larcenous nature seems to fit nicely with Dell’s, but they seem to lack a common vocabulary. Dell speaks of forces and foci while Pfiffwin discusses waves and shapes. Dell has never encountered such a foreign framing of magic and only imagines that the Silent One, or perhaps Auric the Hermit, might understand. Given the disengagement of the Silent One, Pfiffwin seems out of luck.
Ged, surprisingly, turns out to be the solution to their problem. In Dwarf-town live several families of gnomes, and one of them is known as a trickster of sorts, creating images to entertain and startle. Dell, Ged, Otto, and Pfiffwin go to visit this gnome, dodging missile fire and the occasional boulder. Again, Dell enters into negotiations for training, feeling a bit like a merchant. Bastell Brittlevein is a dour gnome of indeterminate age, softer than Pfiffwin, but a worker of some magics. Bastell is an expert negotiator though, and holds out for the maximum price. Dell ruefully relays the price to Pfiffwin and Otto, only getting it into the reasonable range by a bribe of cedar chips and bark. (Training costs for Pfiffwin are 2100 GP, payable only in gemstones. It will take 8 days.)
Once all of the arrangements are made, Dell is swamped. The Company wants him to copy spellbooks, locate and buy pearls, identify items, make potions, and write scrolls. Whew! Plus, he needs to convince Sir Highrider that he should be allowed into his strongbox and Gringold’s. Fortunately, it is easy to prioritize the important things first. Dell speaks with Ged, the talkier of the two dwarves, and gets a message sent to Sir Highrider about his strongbox. The next day, Richard Coldheart and ten men, two of them spellcasters of some sort, accompany Dell and his two Keepers of the Peace to Gringold’s. There, with precautions, they allow Dell to open his strongbox.(I’m going to assume there is nothing in here that will kill anyone or make a particular stir. Correct me if I’m wrong.)
Funds in hand, Dell and Raven set up a plan. They post fliers and spread the word that the Company is paying 175 GP a pearl for pearls worth 100 GP or more. Raven, who can judge their worth, sits in the Wheat Field every evening and buys pearls. While not the most efficient way of spending their money, the Company is fairly flush right now.(Raven or someone else in the Company sits in the Wheat Field every day for a month, collecting a total of 53 pearls, for a cost of 9275 GP)
Raven makes a visit down to Indom Falmuth. As suspected by Otto, most of the potions being brewed up are strength, regenerative, or protective potions, to augment the forces of the city. For the price of several more powerful sets of potion reagents, such as stone or frost giant components, the Company’s identification of potions can be prioritized.(This would leave you with only hill giant and cloud giant reagents.)
Raven will have to discuss with the others before dropping off the crate of potions. Each potion identification will cost 100 GP, since Indom and Raven are friends. The Silent One has also not paid for the spell ink that Indom makes for him, so he has quite a supply of it that he is willing to sell for 125 GP per spell level dose.
Dell and Otto combined can identify 44 magic items in 30 days. The total list of items from the frost giants is (I believe):
- Magical Flaming Broadsword -- This broadsword bursts into flame when told to, is +1, and does an additional 1d4 flame damage. Flammable items must save vs. normal fire or ignite when hit.
- magical Scroll of Protection from Elementals
- magical dagger – this dagger appears to be +1.
- a magical silvered set of human-sized black chainmail -- Stronger than typical enchantment, This chainmail appears to be +3.
- magical Man-sized shield – this plain shield appears to be more strongly enchanted than normal, +2.
- a magical iron horn – this iron horn will, when winded, summon a small band of berserk fighters to fight the winder’s opponents, if the winder is a warrior. If the winder is not a warrior of neutral alignment, the berserkers will attack the winder.
- magical Huge iron mace -- This huge footman’s mace is weakly enchanted, +1
- Elf-sized suit of magical plate mail – Platemail +2
- magical heavy crossbow – Fires every round
- a huge magical shield – Grugnir’s shield is weakly enchanted, +1, but is so large as to convey a +4 bonus vs. missile weapons. It also will deflect 1 in 5 magic missiles.
- magical red sealed scroll – fire-trapped, explosive runes *used*
- magical green sealed – scroll of protection from magic
- magical yellow sealed – cursed scroll *used*
- magical blue sealed – Scroll of reincarnation and time stop
- magical hammer – This hammer appears to gain in power as one gains in strength. It can only be used by someone over 6 foot. At Otto's current strength, the hammer is +3 to hit and damage, and does 2d4+2/2d4 per hit. Otto thinks it would be increasingly deadly if the wielder were stronger, to the point where it would be lethal with a single hit if the wielder was strong enough.
- magical pearl on a chain – grants a priestly wearer wisdom
[/li][li]magical eight jars of paints
[/li][li]magical ring
[/li][li]magical wooden wand – covered with snowflakes, creates sleet and hail, ice walls, freezing cone (Paoli, Aerosi, Sterli)[/b]
[/li][li]magical wand
[/li][li]magical shining plate mail– this shining armor appears to be more strongly enchanted than normal, +2.
[/li][li]magical battleaxe – Identified as a +1 Axe[/b]
[/li][li]magical ring
[/li][li]magical bastard sword – Identified as a Giant-slaying sword (+2, +3 vs. giants)
[/li][li]magical ring – turns wearer invisible, but makes them weak, STR 3
[/li][li]magical trick box – Poisonous, appears to be box of holding
[/li][li]a man-sized magical shield bearing the symbol of the rampant black lion of Keoland – Identified as a +1 shield[/b][/li][/ul]
Potions as identified by Indom Falmuth and Otto
- Green – Poison, also Identified by Otto as Poison
- Lilac – Fire Resistance
- Golden – Diminuation
- Silver – Polymorphing
- Lavender – Healing
- Lavender – Healing
- Pink – Levitation
- Green – Extra-healing
- Yellow – Healing
- Clear – Storm Giant Strength
- Red – Human Control
- Black – Oil of Slipperiness
- Effervescent – Poison, also Identified by Otto as Poison
- Purple – Speed
- Clear – Frost Giant Strength
- Purple – Cloud Giant Strength
[/li][/ul]
Winthrop also has his air gem. From your former prisoner, Sir Highrider sends you a set of magical platemail and magical boots.
Otto detemines that the :
- magical platemail worn by the prisoner – This platemail appears weakly enchanter, probably +1
- magical boots worn by the prisoner – These boots allow the wearer to move at twice normal movement. Because of this great speed, the boots also convey a protective bonus of +2
Ged says the Lord Governor has much to say to the Company when they are ready.
A set of Splintmail +1, formerly Oaklock’s, and chainmail +1, formerly Gitmo’s, are rattling about as well, likely back at the Hall of the Blue Sun with the other spare magical armor.
On days that you choose not to identify, Dell can write scrolls or a spellbook or make potions. For writing into a spellbook, it takes 1 hour per level of the spell. For scrolls, it is one day per level of the spell, as per DMG. For potions, it is one day per 100 XP of the potion, as per DMG.