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Post by Mr. Trommer on Apr 27, 2012 13:06:16 GMT -5
Trommer could drop another 450 gp wgt of miscellaneous non-magical items. [crowbar, longbow, dagger, regular longsword, wire, shovel, spikes, 40 arrows, quiver, etc.]
I missed the size of the ivory horse. I see the encumbrance is 2000 gp. How likely could it be an item that could be activated and could carry stuff if identified?
Trommer would go with the buckawns get Sobat.
Do fey creatures fall in the category of "very rare woodland" creatures? If so Danakes or Trommer could identify the ones Bolo sees dancing on the treasure pile through the gem if allowed to use it.
I would like to have the cauldron identified. I only took it because it was specifically described in the hidden lab room flavor text. I assumed it was probably something more helpful in making potions than a plain cauldron.
Since all items in this realm are magical, I would suggest that anyone in non-magical armor that can wear wear we found put a set on and dump the other. Same with weapons. That will save some encumbrance even though we may find out it is non-magical once we leave.
We could then try paying the buckawns to carry some of the left over coinage for us. Even if they run off with it it mean the formoreans won't get it or other evil types. Maybe they might know of a way to get the ivory horse moved with their fey magics.
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Post by Mr. Trommer on Apr 27, 2012 13:35:47 GMT -5
I'm not sure if you can make judgements on it but if you compare the weapons on their listed encumbrance the only weapons that are magical outside of this realm are: - filigreed bastard sword - wickedly curved scimitar - longsword with snarling lion pommel - longsword with ivory grip All the other weapons have the standard weights.
All the armor seem to be standard weights as well. Though the iron helmet is heavier than normal. The gold ring and green boots wiegh less than normal too. Can't tell on the rest.
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Post by venger on Apr 27, 2012 14:25:28 GMT -5
Trommer could drop another 450 gp wgt of miscellaneous non-magical items. [crowbar, longbow, dagger, regular longsword, wire, shovel, spikes, 40 arrows, quiver, etc.] I'll need to know if he actually does. I missed the size of the ivory horse. It's 3' tall. Trommer would go with the buckawns get Sobat. I'll need to know if he actually does. 2 dice vs. Ingrid's wisdom tells her this is a really bad idea. Do fey creatures fall in the category of "very rare woodland" creatures? If so Danakes or Trommer could identify the ones Bolo sees dancing on the treasure pile through the gem if allowed to use it. For the record, it's a gold medallion with an eye on it that allows one to see invisible things and, unfortunately, no, Fey are magical creatures; squirrels and deer are woodland creatures. We could then try paying the buckawns to carry some of the left over coinage for us. Even if they run off with it it mean the formoreans won't get it or other evil types. Maybe they might know of a way to get the ivory horse moved with their fey magics. While they like swimming in the treasure pile, the buckawns don't seem much interested in hauling coins around. It becomes apparent they're losing interest in the party because you're sitting here resting for 24 hours, with fewer and fewer of them seen coming and going as time passes. I'm not sure if you can make judgements on it but if you compare the weapons on their listed encumbrance the only weapons that are magical outside of this realm are: - filigreed bastard sword - wickedly curved scimitar - longsword with snarling lion pommel - longsword with ivory grip All the other weapons have the standard weights. All the armor seem to be standard weights as well. Though the iron helmet is heavier than normal. The gold ring and green boots wiegh less than normal too. Can't tell on the rest. The only object that seems unusually light is that longsword with the ivory grip, which seems to be a slender fae-crafted sword. DM is officially stating that the items' encumbrance on that list has no bearing on their magical nature and that if/when they are identified as magic, some of those encumbrance values may change.
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Post by Wolfgar on Apr 27, 2012 14:33:40 GMT -5
Trommer could drop another 450 gp wgt of miscellaneous non-magical items. [crowbar, longbow, dagger, regular longsword, wire, shovel, spikes, 40 arrows, quiver, etc.] Drop whatever you don't think will be useful. We have a lot of redundant items among the party members. We could certainly trim most people's encumbrance. I missed the size of the ivory horse. I see the encumbrance is 2000 gp. How likely could it be an item that could be activated and could carry stuff if identified? The horse is 3 feet tall. Paavo tried some simple activation words with no luck. He will look at it closely for any inscriptions or runes. If we don't identify it then we will likely have to leave it. Trommer would go with the buckawns get Sobat. Can we send the buckawns with a note? Do fey creatures fall in the category of "very rare woodland" creatures? If so Danakes or Trommer could identify the ones Bolo sees dancing on the treasure pile through the gem if allowed to use it. They are just more buckawns. We encountered 5 at the chessboard. Some of them are invisible. I would like to have the cauldron identified. I only took it because it was specifically described in the hidden lab room flavor text. I assumed it was probably something more helpful in making potions than a plain cauldron. I agree. If Scott doesn't chime in can we have Finn identify it. Since all items in this realm are magical, I would suggest that anyone in non-magical armor that can wear wear we found put a set on and dump the other. Same with weapons. That will save some encumbrance even though we may find out it is non-magical once we leave. Agreed.
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Post by Mr. Trommer on Apr 27, 2012 14:37:17 GMT -5
Excellent. Meta-gaming foiled. I didn't expect that it would be that easily apparent by weights.
Trommer does not go with the buckawns.
Trommer will wait for the final accounting before sacrificing his numdane items.
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Post by Wolfgar on Apr 27, 2012 15:44:49 GMT -5
While they like swimming in the treasure pile, the buckawns don't seem much interested in hauling coins around. It becomes apparent they're losing interest in the party because you're sitting here resting for 24 hours, with fewer and fewer of them seen coming and going as time passes. Is there something specific that they want in exchange for taking us to the druids and leading us to the summer lands? It is not like that is going to be a quick trip. What is 24 hours for an immortal being?
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Post by Wolfgar on Apr 28, 2012 12:53:11 GMT -5
The spell creates the appropriate volume of fishes & loaves & fruits, but they are all strangely colored- fuschias, plaids, polka-dots, etc. Dan will taste it to make sure it is edible. BTW, do we have anyone who knows how to sail? Sobat could probably help here since he built his own boat. Also dropping extra mundane items will allow us to carry dragon coinage. Since Trommer can touch the scimitar without being shocked maybe he can see if it talks or communicates telepathically. Maybe it has some special abilities that may be useful. Exchanges to make: -Ingrid's shield for the painted white shield with a crown -Danakes's tower shield for the square shield with a lightning bolt on it -Trommer's longbow for the fine yew longbow with elven scrollwork -Trommer's longsword for the longsword with an ivory grip -Paavo's dagger for the jewel-hilted dagger
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Post by Friedrich on Apr 28, 2012 21:10:33 GMT -5
BTW, do we have anyone who knows how to sail? Sobat could probably help here since he built his own boat. Friedrich has the fisherman skill ;D, which presumably means that he is familiar with boats, at least to some degree. Between Fin, Colby and Mary with their high intel and the sailor-dwarf we should be able to navigate this boat to Druid-Island with no problem at all :)
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Post by Wolfgar on Apr 29, 2012 11:10:04 GMT -5
For some reason I thought Danakes had some skill at boating. Like maybe he was in the middle of a lake fishing when he got transported to the Vault of the Elders.
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Post by Wolfgar on Apr 29, 2012 11:20:03 GMT -5
Something else Mary could ask Arcadian. -is it possible to take a soul trapped in a soul gem and place it into a body not its own? -how is that accomplished? -can the soul be placed into the body of a dead person?
I know this sounds odd from a paladin. But here is what I am thinking. We take Colby's body to the druids. At best they can reincarnate him - most likely into something that is not human. But it would still have his soul. We take his soul from that animal (using the soul gem) and place it in the body of a dead human or humanoid. I am not advocating killing someone to get a body for Colby but we do end up with dead bodies in our line of business.
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Post by Friedrich on Apr 29, 2012 14:17:59 GMT -5
Something else Mary could ask Arcadian. -is it possible to take a soul trapped in a soul gem and place it into a body not its own? -how is that accomplished? -can the soul be placed into the body of a dead person? I know this sounds odd from a paladin. But here is what I am thinking. We take Colby's body to the druids. At best they can reincarnate him - most likely into something that is not human. But it would still have his soul. We take his soul from that animal (using the soul gem) and place it in the body of a dead human or humanoid. I am not advocating killing someone to get a body for Colby but we do end up with dead bodies in our line of business. Mary will ask those questions.
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Post by venger on Apr 29, 2012 20:31:25 GMT -5
Is there something specific that they want in exchange for taking us to the druids and leading us to the summer lands? No, they thought it sounded fun. It is not like that is going to be a quick trip. That doesn't sound like as much fun. They seem to be reconsidering. What is 24 hours for an immortal being? The same as any length of time; an eternity. Dan will taste it to make sure it is edible. Strangely sweet, but edible. Since Trommer can touch the scimitar without being shocked maybe he can see if it talks or communicates telepathically. Maybe it has some special abilities that may be useful. Nothing he can determine in this fashion. Can we send the buckawns with a note? This came up before, I don't think anybody has anything to write with/on. They are just more buckawns. We encountered 5 at the chessboard. Some of them are invisible. And some winged fae show up to see the dead dragon and the treasure hoard and flit off. I agree. If Scott doesn't chime in can we have Finn identify it. It has the properties of an alchemy jug from the DMG. And more... RUNNING TOTAL: 2 PEARLS For some reason I thought Danakes had some skill at boating. Like maybe he was in the middle of a lake fishing when he got transported to the Vault of the Elders. Only Friedrich has any relevant skill with waterborne craft, and definitely not a sailboat..
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Post by Wolfgar on Apr 29, 2012 21:40:30 GMT -5
We will command the cauldron to produce wine. And then share it and the funny colored food with all faeries that come by.
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Post by Friedrich on Apr 29, 2012 22:46:47 GMT -5
Something else Mary could ask Arcadian. -is it possible to take a soul trapped in a soul gem and place it into a body not its own? -how is that accomplished? -can the soul be placed into the body of a dead person? I know this sounds odd from a paladin. But here is what I am thinking. We take Colby's body to the druids. At best they can reincarnate him - most likely into something that is not human. But it would still have his soul. We take his soul from that animal (using the soul gem) and place it in the body of a dead human or humanoid. I am not advocating killing someone to get a body for Colby but we do end up with dead bodies in our line of business. Mary will ask those questions. response from Venger:
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Post by Wolfgar on May 1, 2012 13:54:53 GMT -5
The bottle contains a small wide-hulled vessel with a single mast and a lateen sail. Stenciled into the side of the ship is the name "Lamia's Kiss." Identification reveals that this is indeed a full-size ship magically shrunk to fit within the bottle. Judging by the scale of the model, the boat is approximately 36' long x12' wide. Breaking the bottle will release the spell. So it is a one time thing? You cannot put the boat back in the bottle? Does the boat appear to have oars? Is the boat by any chance missing a figurehead? It has the properties of an alchemy jug from the DMG. And more... So a cauldron that works like an alchemy jug is nice, but is it worth the encumbrance? I am sure we could sell it to Darokin but otherwise we aren't likely to make use of it. I guess its value is higher than an equivalent weight of gold. Is the wine made by the cauldron similar to wine we are got from the Vernal House? Something else we can get rid of if we are taking the cauldron is all of the wine we are carrying. That is another 130 gp wgt. And we could empty the waterskins for another 300 gp wgt.
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Post by venger on May 2, 2012 10:15:08 GMT -5
So it is a one time thing? You cannot put the boat back in the bottle? Does the boat appear to have oars? Is the boat by any chance missing a figurehead? The Identify spell does not specify beyond what I've already stated. It's very detailed; there's a small skiff, rope, oars, tiny lanterns, etc. It is not missing a figurehead though.
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Post by Wolfgar on May 3, 2012 10:20:32 GMT -5
So the plan for Sunday is what exactly? Drag the loot to the lake. Collect Sobat. Uncork the ship. Sail it to the island. Negotiate with the druids to bring Colby back. Set sail for the summer lands.
If Sobat isn't much of a sailor then I am not sure we can handle a 36' foot ship. Do we have an alternative plan?
Should we cast Speak with Dead on Colby to see if he has anything he would like to share?
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Post by venger on May 3, 2012 14:17:07 GMT -5
So the plan for Sunday is what exactly? Drag the loot to the lake. Collect Sobat. Uncork the ship. Sail it to the island. Negotiate with the druids to bring Colby back. Set sail for the summer lands. so much for the overland adventure...
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Post by Ginger on May 3, 2012 15:11:15 GMT -5
Should we cast Speak with Dead on Colby to see if he has anything he would like to share? That might be a good idea. Marcus (or maybe it'll be Ingrid?) feels surprisingly confident that he can intuitively grasp what Colby would think or feel in particular situations until Colby is raised. :)
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Post by Wolfgar on May 3, 2012 15:19:54 GMT -5
So the plan for Sunday is what exactly? Drag the loot to the lake. Collect Sobat. Uncork the ship. Sail it to the island. Negotiate with the druids to bring Colby back. Set sail for the summer lands. so much for the overland adventure... Overland adventure? We can't seem to walk in a straight line with two 6th level rangers. Trying to cover many leagues seems nigh on impossible walking.
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Post by Wolfgar on May 3, 2012 15:27:38 GMT -5
Should we cast Speak with Dead on Colby to see if he has anything he would like to share? That might be a good idea. Marcus (or maybe it'll be Ingrid?) feels surprisingly confident that he can intuitively grasp what Colby would think or feel in particular situations until Colby is raised. :) With the 24 hours we have set aside there should be time to do a couple of speakings. We will check on Colby. Dan will start: Hey Colby. Sorry you died. Good news - we killed the dragons and have more treasure than we can carry. We are thinking about heading to the druids to see if they can raise you. You have the remainder of a minute. Anything you want to tell us?
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Post by Ginger on May 3, 2012 15:55:41 GMT -5
I'll wait for confirmation from the DM that this works.
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Post by venger on May 3, 2012 17:19:37 GMT -5
Overland adventure? We can't seem to walk in a straight line with two 6th level rangers. Trying to cover many leagues seems nigh on impossible walking. It was gonna be arduous, for sure. : ) I was figuring you'd save the ship for a rainy day. But I guess it solves some of the encumbrance issues. That might be a good idea. Marcus (or maybe it'll be Ingrid?) feels surprisingly confident that he can intuitively grasp what Colby would think or feel in particular situations until Colby is raised. :) Red Ridinghood, bro, Red Ridinghood. With the 24 hours we have set aside there should be time to do a couple of speakings. We will check on Colby. The spell is extremely effective, whether due to the properties of the Ethereal plane or something else, as if it were cast by an 18th level caster. Dan immediately senses the presence of Colby's spirit. I'll wait for confirmation from the DM that this works. It works.
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Post by Ginger on May 3, 2012 20:40:46 GMT -5
"Hey guys! When a human dies on the ethereal plane, my soul is unable to travel to the astral plane and then onto its permanent resting place in the Outer Planes. Thus, I'm currently a ghost, with all of the trappings that includes. Impervious to non-magical weapons, etc. I can also magic jar people, so, don't be mad if I possess you because I'm bored. (Kidding! maybe) Please ask my buddy Arcadian if he suspects that my soul's inability to leave this plane suggests that a raise dead will work beyond the normal spell limitation of the caster's level in days.
Otherwise, I'm a bit skeptical of being resurrected by druids, since that'll mean I'll be a badger or something. It seems like we'll be able to get a better deal by trading some of our new loot at the Goblin Faire, where there are apparently a ton of good stuff for swapping or powerful casters to pay. That said, if we trust these buckawns, it might be worth following them. Ask Arcadian if he suspects that the druids of a plane of pure magic would be different/more powerful than druids of our native, mundane plane.
Thanks guys, I'll try not to accidentally age anyone 10 years. If someone wants to leave a spell book open, I'll try experimenting to see if I can memorize spells as a ghost."
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Post by Wolfgar on May 4, 2012 8:48:50 GMT -5
"No time to waste. Mary - please relay those questions to Arcadian immediately."
"Is a ghost in the ethereal plane physical? Can you interact with your surrounding? Can you still move through walls? If so then you could cast spells, attack creatures and be attacked. It may be safer to hide from encounters, unless you think you can magic jar it. You could have tried possessing one of those ogre. But you should definitely avoid appearing to the party. We don't want everyone scattering to the four winds."
"There is supposed to be a cave on the druids' isle that grants wishes. That may also be a way to bring you back."
"We could also go directly to the Goblin Fair and get rid of some of this loot. Of course we don't know how valuable any of this stuff is. So that makes it harder to trade effectively. Maybe they have an identification mechanism that we can avail ourselves of."
"Also we have the dream stone. Maybe that is more powerful here. We could try to use it to temporarily bring you back. Mary - also ask Arcadian about using the dream stone in the ethereal plane."
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Post by Ginger on May 4, 2012 9:47:21 GMT -5
Colby will definitely try interacting with objects, memorizing and casting spells, etc. Using the dreamstone to come back to life for a day sounds like a great idea.
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Post by venger on May 4, 2012 10:23:52 GMT -5
"No time to waste. Mary - please relay those questions to Arcadian immediately." Perhaps Mary is sleeping during this juncture. Some insight beyond Arcadian: Please ask my buddy Arcadian if he suspects that my soul's inability to leave this plane suggests that a raise dead will work beyond the normal spell limitation of the caster's level in days. Dan & Ingrid both know that, sadly, Colby's body is too damaged to hold life. A raise dead spell will not work regardless of the caster's level. Ask Arcadian if he suspects that the druids of a plane of pure magic would be different/more powerful than druids of our native, mundane plane. Buckleberry says that the druids are very powerful. But not as powerful as the Green Man. Thanks guys, I'll try not to accidentally age anyone 10 years. If someone wants to leave a spell book open, I'll try experimenting to see if I can memorize spells as a ghost." Colby will definitely try interacting with objects, memorizing and casting spells, etc. Using the dreamstone to come back to life for a day sounds like a great idea. Colby finds that he is totally insubstantial/incorporeal, unable to even manifest, let alone interact with physical objects. He believes he memorizes a spell from a spellbook but nothing happens when he casts it. If not for the speak with dead, there would be no way to tell he even existed. Makes you wonder how many other ghosts are drifting around like that... (No, the amulet of detect invisibility does not see him either.)
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Post by venger on May 4, 2012 10:25:54 GMT -5
"Also we have the dream stone. Maybe that is more powerful here. We could try to use it to temporarily bring you back. Mary - also ask Arcadian about using the dream stone in the ethereal plane." For what it's worth, none of those who have slept during the party's time in the Ethereal Plane can recall having any dreams.
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Post by Wolfgar on May 4, 2012 11:13:13 GMT -5
Dan & Ingrid both know that, sadly, Colby's body is too damaged to hold life. A raise dead spell will not work regardless of the caster's level. That's a bummer. So the options are -take over another living body -get the druids to reincarnate you into something else -find someone powerful who can resurrect you -find a wish -take a trip to the Fountain of Life Buckleberry says that the druids are very powerful. But not as powerful as the Green Man. Tell us more of the Green Man. Is he someone we could talk to? Someone who would be willing to help us if we helped him? Would he be able to resurrect our dead friend? How would we contact him?
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Post by venger on May 4, 2012 13:14:34 GMT -5
Tell us more of the Green Man. Is he someone we could talk to? Someone who would be willing to help us if we helped him? Would he be able to resurrect our dead friend? How would we contact him? He's the Green Man.... one can always talk to the Green Man, for he abides in all growing things. Buckleberry couldn't imagine him needing help from anyone though. Buckleberry likewise has no idea about resurrection or anything like that. Buckleberry doesn't know how to directly contact the Green Man. He figures the druids would.
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