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Post by Wolfgar on Jul 23, 2012 8:02:00 GMT -5
The good news is that we are finally out of the Ethereal Plane. The bad news is that Colby and Trommer drowned before we left.
We were escorted back to the island. We set up camp at the jungles edge. We then leveled up, successfully wrote Fly and memorized spells. We salvaged the Lamia's Kiss of everything from the dragon's horde. Finnious lost his surplus items including some very important spellbooks. The salvaging was so successful we decided to investigate another nearby wreck. Trommer attempted to flee once the Eye of Deep started shooting rays and paralyzing Friedrich. Unfortunately a clever illusion had him go the wrong way. The creature paralyzed Trommer and Colby with it having only 2 hit points left. The party on the shore realized that they were under longer than expected. A Fly spell was cast on Paavo who raced to their aid. The monster was insane at this point from the effects of a psionic blast and was killed by Paavo. But it was too late to rescue Trommer and Colby. Bodies were dragged ashore. The chests from the ship were brought up and we trudged down the beach to await the djinni.
The djinni Ibrahim brought us to the gates of the city, Barb-el-Shay. A city that dwarfs anything in our experience. We took some time getting into the city and finally got settled at a pricey inn called the Inn of the Seven Silks. We are still trying to get our bearings and decide how to proceed.
It turns out many of the items from the dragon's horde are magical. Unfortunately, Identify was in one of the spellbooks we lost.
Also some of the party members are suffering from "Sobad Syndrome." They desperately want to return to the Ethereal Plane. A successful Remove Curse should help them but the effect is powerful.
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Post by Wolfgar on Jul 23, 2012 8:20:53 GMT -5
Here are some broad things that need to occur: -determine where we are relative to the Forest Kingdom. -see about getting Colby and Trommer raised. -see about contacting the local magery about purchasing spells - first and foremost Identify. -Identify items. -convert our wealth into more portable form. -see about selling surplus magic items. -see about finding a cheaper place to stay - this one is costing us 105 gp a day. -appraise all non-magical items. -see about advanced weapons training. -consult local authorities (sages, mages, libraries) regarding the Demonspore.
Personally I would prefer if we don't get entangled in the local thieves guild. If we thought the thieves' guild in Devonshire was not something to double cross, imagine how much more powerful it is here. But I realize that Paavo can't stop Bolo and Finn from doing this, regardless of how unwise he thinks it is.
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Post by Wolfgar on Jul 23, 2012 8:56:11 GMT -5
Once we are situated in our rooms, Paavo reminds Bolo to retrieve everything from the vanishing ring.
Paavo and Dan will partake of baths and then the food that is included in the price of the room. Dan will then rest and regain his spells. He will attempt to remove curse on the effects of the Ethereal plane. Ingrid should do likewise. Dan will also provide Endure Heat to anyone who wants to walk around in their armor. It lasts for 9 hours. Paavo will avail himself of this.
Paavo will take Maroud (?) (and anyone who wants to join him) and check out other inns in the Quarter. See if there are more reasonable accommodations. He will purchase clothing more appropriate to this climate. He will check in the local markets to see what the conversion rate for mundane items is compared to Devonshire. For instance, how much is padded armor? How much are arrows? He will purchase padded armor if reasonably priced. He will see if there are all of the standard merchants in this quarter, or whether you need to go to different parts of the city to find armorers, jewelers, money changers, sages, etc.
Once back in the Inn, he will change into his new clothes. Then he will see if there are other patrons in the bar. He will check for anyone evil. Anyone not evil he will try to strike up a conversation. Especially anyone that looks like an adventurer. He will offer to pay for their drinks while they are talking. See if he can start to get some information from them about the city. -who rules? -how lawful is the city? -what are the major religions? -are minor religions tolerated? -is there a religious quarter? -are there academies of learning? -where would you find expert weapons trainers? -have they heard of the Forest Kingdom or Threshold? How far away are they?
He will also ask these questions of Farouq, the innkeeper.
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Post by Wolfgar on Jul 23, 2012 9:28:48 GMT -5
To help move the disposition of items along can we get a list of everything in the party, whether it is magical, its encumbrance and what the estimated value is?
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Post by Bolo on Jul 23, 2012 12:04:22 GMT -5
Once we are situated in our rooms, Paavo reminds Bolo to retrieve everything from the vanishing ring. Bolo will do this. We need to keep a guard on our valuables. I assume we unloaded the vegetable seller's cart and brought everything up to our rooms. If so, someone needs to be guarding that at all times. Alternatively, if we left stuff in the stables with the cart, then we need to post a guard there. We can't all just wander off into the city and assume that the inn won't be burgled. I suppose this goes for the two corpses as well. Not that Bolo particularly wants a smelly corpse in his room. BTW, does Colby's corpse look like Colby, or is it a shark? Bolo, who doesn't wear armor anyway and is therefore already prepared for the heat, would like to go off with the 12-year-old to find a jeweler. Subject to the timing of Paavo's expeditions and the need for guard duty at the inn, of course.
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Post by Ginger on Jul 23, 2012 12:08:31 GMT -5
Given more resting time, Finnious can cast Wizard Sight to learn more about our new magic items. It will inform him of the type of enchantment present in each item.
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Post by Wolfgar on Jul 23, 2012 12:26:46 GMT -5
Colby reverted to his previous self once he died.
The stuff from the cart should be in our rooms. There should be plenty of people to guard it. Dan is in no hurry to leave the quiet of the room in his current condition. Likewise for Ingrid. And we can take turns venturing into the city.
If we can rapidly get the bodies raised then we should not bother with embalming. If not then embalming will be necessary in this heat. Hopefully we can determine the course of action within the day.
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Post by venger on Jul 23, 2012 20:40:21 GMT -5
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Post by Wolfgar on Jul 24, 2012 11:39:31 GMT -5
Once we make contact with some of the mage schools we should inquire about having them provide Identify services. We have a ton of magic items that need Identifying. Even with Colby back it will take a long time. Also we need to look into making copies of spellbooks, as well as possible scroll creation.
Also Dan needs to find a high level priest who can use Commune to identify the effects of the Necklace of Prayer Beads.
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Post by Wolfgar on Jul 24, 2012 22:00:18 GMT -5
In the dragon horde there are 6 lapis lazuli inlaid sticks. We now know these are magical. One of the possible components of the Augury spell is a set of gem inlaid sticks. Dan wants to see if these sticks provide any innate divining ability e.g. Portent, Augury, Divination, Commune or increase one's ability to cast divination spells. He will see if basic experimenting reveals this.
He would also like to recharge the staff of light. Does the Inn have an inner courtyard that gets sun at noon? Or is the roof accessible?
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Post by Wolfgar on Jul 25, 2012 7:38:01 GMT -5
Two side notes on the Eye of the Deep encounter.
1) If an Eye of the Deep has its hit points distributed like a Beholder, then we would have done enough damage to either kill the body and/or destroy some or all of the eyes. With the eyes out the final Holds wouldn't have occurred. The MM however is not explicit on this.
2) Can you drown while Held? I don't think we have ever worried about breathing while being Held. But it is hard to take water into your lungs when your mouth is held shut. I suppose the shark would still suffocate from lack of motion. But Trommer should have just suffered brain damage from lack of oxygen. Of course a Heal is probably harder to get than a Raise Dead.
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Post by venger on Jul 25, 2012 9:00:30 GMT -5
1) If an Eye of the Deep has its hit points distributed like a Beholder... I wouldn't really think it does, considering how each are statistically displayed in the Monster Manual. Also, technically it could be argued that you can't attack such a creature from behind and Paavo should have missed and everyone would have then died. But it is what it is. 2) Can you drown while Held? Characters who are Held are affected by Stinking Cloud, characters who are Held can drown. I think there is a Statue spell and that would prevent drowning.
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Post by Wolfgar on Jul 25, 2012 12:08:38 GMT -5
As would Feign Death.
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Post by venger on Jul 26, 2012 22:22:11 GMT -5
Once we are situated in our rooms, Paavo reminds Bolo to retrieve everything from the vanishing ring. Not a problem. The items are retrieved before the room disappears. Paavo and Dan will partake of baths and then the food that is included in the price of the room. They marvel at the wonders of indoor plumbing and savor the strange delicacies of this foreign land; sweet mint teas, warm rolls with honeyed butter, fresh exotic fruits. Dan will then rest and regain his spells. He will attempt to remove curse on the effects of the Ethereal plane. Ingrid should do likewise. The party has rented a block of luxurious suites in the Inn of the Seven Silks. The rooms are extremely opulent, with beds of piled silken pillows, rich jewelwood furniture and gauzy veils draped everywhere. Dan removes the Faerie malaise. Ingrid fails.Paavo will take Maroud (?) (and anyone who wants to join him) and check out other inns in the Quarter. See if there are more reasonable accommodations. It's more of a district, not nearly 1/4 of the city. Maroud will lead whomever around the vicinity, if the party wishes to leave the Foreign District it will cost them another silver centime. Before he goes, the Innkeeper Farouk offers to exchange the party's foreign monies at a reasonable rate (3%) - as they won't be accepted outside the Foreign District. He also gives Paavo a strip of colored paper with some strange writing on it, which he says Paavo should keep in case he becomes lost or if the guards question him. Paavo tours several establishments: The Mirage - a posh hotel & casino, many patrons intensely playing backgammon and other inscrutable games of chance. Rooms are slightly cheaper than the Inn of the Seven Silks, amenities seem comparable but the place is more heavily trafficked. Rooms at 17GP/day Camel's Rest - seems to be a hangout for a number of yellow-furred beastmen. They wear little red caps and beaded vests and occupy the bar area, yipping at each other in their barking tongue. Rooms at 4GP/day. The Blessed Oasis- self-purported "best tea-house in Barb-el-Shay", rooms at 15GP/day. The Inn of the Jug- a drinking hall with a very large common room, no real privacy unless one can claim a booth. 10SP/day/person. The Green Parrot- rather rundown bar full of shady individuals. Rooms for rent, 5GP/day. Djanno's Den of Forbidden Delights- purple-smoke fillled pavilion filled with lotus-eaters and pleasure-seekers. Private rooms run 5GP/hour. He will purchase clothing more appropriate to this climate. We'll start a tab. +5GP = 5GP subtotal. He will check in the local markets to see what the conversion rate for mundane items is compared to Devonshire. Basic Equipment & Supplies Costs in Barb-el-Shay Armor = 50% (no platemail available) Arms = 50% (no straight swords, wooden weapons/arrows +300%) Clothing = 100% (sandals, robes, vests, baggy pants, turbans) Herbs = 100% Livestock = 100% (camels, horses, mules, elephants, monsters) Misc. Equipment & Items = 75% Provisions = 200% Religious Items = 75% Tack & Harness = 75% Transport = 100% Magic Items = ?% He will purchase padded armor if reasonably priced. +2GP = 7GP subtotal. He will see if there are all of the standard merchants in this quarter, or whether you need to go to different parts of the city to find armorers, jewelers, money changers, sages, etc. There are jewelers and money-changers and almost every other service imaginable in the markets of the Foreign District, with one notable exception: do not sell weapons/armor beyond simple knives and padded armor. There happens to be a sage who lives in the district, Dwelb Abuyalm. While walking around Paavo notes that shade-bearing appears to be a fairly serious industry; he also sees a number of unusual sights: dusky, purple-skinned humans from some far-off southern land, more regal folks in feathered capes, yellow-furred beastmen in little fez caps and beaded vests, a liontaur (aka wemic)... Once back in the Inn, he will change into his new clothes. The Innkeeper Farouk compliments Paavo on his inimitable style and asks if he wishes to have his old clothes burned. Then he will see if there are other patrons in the bar. He will check for anyone evil. Anyone not evil he will try to strike up a conversation. There are few people at the Inn of Seven Silks at this hour: A bearded man in flowing robes and a turban bearing a red feather and a ruby (who detects as evil) is sitting with a thin fast-talking man and a brown-skinned gnome. They're not speaking in a language Paavo understands. The Innkeeper Farouk says they are with a caravan that brings spices, silks, fine Ghinoran glass and wood carvings from the southeast. Three noble-looking men in brightly feathered capes kneeling around a low table, speaking in a musical sing-song language. They don't follow Paavo's northern dialect and speak haltingly in the language of the Desert Kingdoms. The Innkeeper Farouk says they are from a place called Maraheel, to the east. He will offer to pay for their drinks while they are talking. See if he can start to get some information from them about the city. If you want to talk to the caravaneers, let me know. Farouk responds as follows: His Most Wise Magnificence, Supreme Commander of the Hosts of Barb-el-Shay, the Sultan Harun Al-Rashid, MAY HE REIGN FOREVER! Farouk will admit that some portions of the city are unsafe, especially at night, but insists that the guards keep peace & order for the most part. Of course there's the standard corruption and bribery that goes with that... -what are the major religions? For the most part everyone seems to worship an aspect of the One God, whose name is blasphemy to speak aloud. They perform different rituals but the underlying faith seems very similar. Farouk states that every day, every 4 hours, a thousand priests of the One God create life-giving water at the heart of the city. -are minor religions tolerated? More or less, as long as they aren't blatantly evil/human-sacrificing. There are a number of "Forbidden Gods" that the party has never heard of... -is there a religious quarter? There are small shrines practically everywhere in the Foreign District, many to gods the party has never heard of, and several grand temples to the One God throughout the city. -are there academies of learning? Yes. The Schools of Elemental Sorcery and the College of Magic, the Astronomical Observatory, the Grand College of the Most Learned; The Great Library, open to any inhabitant of Barb-el-Shay for a meager donation. -where would you find expert weapons trainers? Farouk states that the Sultan Harun Al-Rashid, MAY HE REIGN FOREVER! commands one-hundred thousand of the finest swordsmen in the Desert Kingdoms. He also says that the Fighting Pits of Barb-el-Shay are legendary; people come from across the world to witness the gladiatorial contests between the various martial schools and mercenary houses. -have they heard of the Forest Kingdom or Threshold? How far away are they? Farouk isn't sure, he would suggest seeking out a cartographer.
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Post by venger on Jul 26, 2012 22:30:47 GMT -5
I assume we unloaded the vegetable seller's cart and brought everything up to our rooms. If so, someone needs to be guarding that at all times. Alternatively, if we left stuff in the stables with the cart, then we need to post a guard there. We can't all just wander off into the city and assume that the inn won't be burgled. Between all the members of the party, someone is able to keep an eye on the valuables during the day. I suppose this goes for the two corpses as well. Not that Bolo particularly wants a smelly corpse in his room. BTW, does Colby's corpse look like Colby, or is it a shark? The Innkeeper Farouk will not allow the corpses in his establishment under any circumstances. He can assist in making arrangements for their preservation or burial. Bolo, who doesn't wear armor anyway and is therefore already prepared for the heat, would like to go off with the 12-year-old to find a jeweler. Subject to the timing of Paavo's expeditions and the need for guard duty at the inn, of course. There are a couple jewelers in the Foreign District. They'll purchase gems at a % of their value, between 80-85%. They'll sell gems at mark-up of 110-130%, depending on rarity. (pearls are fairly rare in the desert) One will not work uncut stones whatsoever, threatening guild sanctions. The other will work uncut gems, but only for 33% of the final value.
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Post by venger on Jul 26, 2012 22:38:28 GMT -5
In the dragon horde there are 6 lapis lazuli inlaid sticks. We now know these are magical. One of the possible components of the Augury spell is a set of gem inlaid sticks. Dan wants to see if these sticks provide any innate divining ability e.g. Portent, Augury, Divination, Commune or increase one's ability to cast divination spells. He will see if basic experimenting reveals this. Specifically how is Dan experimenting with the gem-inlaid sticks? Is he attempting to divine/augur something in particular? He would also like to recharge the staff of light. Does the Inn have an inner courtyard that gets sun at noon? Or is the roof accessible? This is easily done in the desert, plenty of sun.
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Post by venger on Jul 26, 2012 23:30:30 GMT -5
Italicized magic items not fully identified- comprehensive list of wealth/items available to the party- mundane junk not accounted for, don't worry about encumbrance for now...
gems/jewelry/objet d'art: imperial garnet -1 (Finnious) (100GP) gold octagons -3 (Ingrid) (25GP each) star agate - 15 (Ingrid) (15GP each) yellow citrine -10 (Ingrid) (10GP each) gold chalice -2 (Ingrid) (75GP each) 6 diamonds of Jeru (fire mountain) (Friedrich) (uncut 25GP each) a blue gem (Paavo) (120GP) a gold ring etched with ivy and set with a marquis emerald (1000GP??) a gold ring w/diamond chip (45GP) (5) 100GP pearls 16 platinum 1000 gold 1226 silver 13 sparkling gems (20GP each) 6 silver nuggets (25GP each) 6 black pearls (150GP each) black leather band w/electrum studs (8GP) a star-shaped diamond (400GP) a gold serving dish etched with a dragon (300GP?) 15 pale green peridots (50GP each) 8 large square-cut emeralds (250GP each) 8 cut spinel gemstones (30GP each) 11 topaz stones (50GP each) 4 opals (100GP each) a large sapphire (300GP) a jade circlet (???) 4 jeweled goblets (150GP each) a thick gold bracelet (20GP) a jewel-hilted dagger (60GP)
4 brass-bound chests contain: 2116GP (Gazolba-bird) 14741SP (Gazolba-bird) (6) 10GP pearls (4) 15GP pearls (3) 35GP pearls
non-magical items: a sturdy hand-axe 2 displacer beast pelts bulky crossbow-like contraption 3 bottles of liquid with toad floating inside Blathwort's Black Book magnifying glass a set of steel manacles 3 long-hafted pikes a heavy spiked mace a silver shortsword (35GP?) a spiked flail a heavy lance a sleek scalemail hauberk a baroque helm with curving ram's horns a visored helm with a red feather plume a suit of bright silver chainmail (100GP?) a lion-featured helmet a painted white shield with a crown
magical items: a bardiche (m) a fauchard fork (m) a heavy iron helm (m) a silver helmet with sweeping horns (m) a wickedly-curved scimitar (m) a suit of green-lacquered splint-mail (m) an electrum-coated ringmail shirt (m) a steel shield with a lone tower (m) a suit of electric blue platemail fashioned from the carapace of a lobster (m) a book of shadows (m) a book (animunculi) (m) an alchemy cauldron (m) a broadsword +1 (m) gold demon mask (m) full waterskin of healing water (m) a sabre (m) gold ring (m) gold hookah (m) an ornate copper brazier (m) a gold hoop earring (m) a platinum band etched with stars (m) an oxidized copper crown (m) 4 golden apples (m) 3 silver apples (m) a torc of heavy iron discs (m) a sphere of polished chalcedony (m) 6 lapis lazuli inlaid sticks (m) a bottle of pixie mead (m) a sealed jar (m) 3 rose-colored potions (m) 1 pale blue potion (m) 1 scroll (m) a bronze knife (m) 1 shortbow, amazon (m) 20 arrows, amazon (m) Demonomicon
Colby magic items: red leather glove (flame) plain gold ring (armoring) spellbook: elements trav spellbook: Colby trav spellbook: Colby2 thick gold ring (protection) bag of bones scroll tube MU scroll (creeping darkness, firebreath) blue seal MU scroll (monster summoning II, IV, V) scroll - unceasing vigil green seal MU scroll (conjure elemental x1) potion (raw mana) yuan-ti armband (shorted) red ribbon scroll (enchant an item) blue ribbon MU scroll (recipe for a potion of water-breathing) green ribbon MU scroll (wall of bone) white ribbon MU scroll (beckon) black ribbon MU scroll (magic jar) perfume bottle, aromatic PfG glowing ring (spell storing) (CSW) longsword (Durendal)
Trommer magic items: ultralight platemail +1 lightstones darkstones spellbook: necromancy spellbook: invocation spellbook: enchantment/charm lantern (continual light) potion (fire resistance) dreamstone pendant longsword, dragonslayer (of Sylaire) scorched exercise book (m) Stormcaller Horn (m) some bright green (frog-skin) boots (m) a fine yew longbow with elven scrollwork (m)
Dan magic items: gold skull cap peacock feather fan (wind) prayer beads (m) mace (Shieldbreaker) lizard statue (Deinonychus) Feldspar wand (petrify) anti-magic shield 5 salt, PFE magic chainmail (m) a flanged mace (m) staff of light (similes) wand of metal detection
Paavo magic items: crown of high kings 2hnd sword (Angvmar) ultralight platemail +1 lightstone a filigreed bastard sword (silver-inlaid flowing script) (m) fiery orange sphere (+10 HP) 1 rainbird tear(s)
Ingrid magic items: spellbook: conjuration incense (meditation) rod (flailing) cleric scroll - slay living, poison cleric scroll - cause serious wounds, harm
Mary magic items: fine black robe (deeppockets) spellbook: elements trav spellbook: Colby trav spellbook: Colby2
Friedrich magic items: vial rose liquid (healing) silver unicorn ring (limited teleport) potion (levitation) black iron axe lightstone morningstar (Dead Sun Rising) shield brooch helm of telepathy shadow trap gourd w/ goblin paste (8)
Finnious magic items: 2 lightstone 4 spell ink Lemarchand puzzle box scroll protection from acid violet dust (magic detection) silver & moonstone ring (protection +1) quantum box a longsword with an ivory grip
Nordel magic items: box with green gem studded leather +3 bronze bear belt stale potion (plant control) chalky potion (strength) a longsword with a snarling lion pommel (m) 2 lightstone 3/4 healing waters spear (Longsting)
Bolo magic items: black iron dagger crystal ring (vanishing) gold eye medallion (see invisible) 1 arrow (pixie) sword brooch vial rose liquid (healing) bloodstone talisman (sustenance) 1 ice bead cord of binding wand (detect secret doors) "luck"blade amber rod (lightning)
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Post by Wolfgar on Jul 27, 2012 6:47:50 GMT -5
Specifically how is Dan experimenting with the gem-inlaid sticks? Is he attempting to divine/augur something in particular? He will first see if he can divine the use of the prayer beads. Basically whether he is divinely inspired as to their function. If that doesn't work he will attempt to augur whether asking the priests of the One God to raise his dead compatriots will be well received. If it is a positive result then he and Paavo will have Masoud take them to the closest temple.
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Post by Wolfgar on Jul 27, 2012 7:35:01 GMT -5
Can Farouk tell us more about the Schools of High Magic? How many are there? What distinguishes them from each other? Where are they located? How does one gain entrance?
Does he know anything about markets for magic items?
If things worked smoothly, here is how I would see us proceeding: -visit the temple to see how much it will cost to raise our dead -visit jewelers to get the items we are unsure of valued -if we have enough currently to purchase the spells then have it done -if we only have enough to raise one, then raise Colby first -if we need money to raise one or both then discuss with Temple priests options for selling magic items (would they purchase, if not who would they recommend selling items to) -if we need to sell items we will probably want to identify some stuff first. That requires getting Identify from one of the Schools of High Magic (or some independent mage). optimally Colby would make first contact with any of the Schools. if we don't have the coin to raise him then Finn and Mary will have to visit and see what is needed to acquire the spell.
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Post by Mr. Trommer on Jul 27, 2012 8:34:11 GMT -5
The minimum value of the gems/jewelry/objet d'art is 9,928 gold pieces and 11,180 gold pieces in coins from what was listed. There are three items that the true value has not been determined.
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Post by Wolfgar on Jul 27, 2012 8:54:51 GMT -5
My totals are quite different.
I get 3,994 GP value in gold, silver and platinum.
Ignoring the pearls, the uncut gems and the 3 items of unknown value, I get 6,553 GP value. Note that the items listed for Finn and Ingrid are their personal possessions from previous adventures. Though I am sure they would be willing to aid in raising Colby and Trommer.
Not to beat a dead horse, but I guess the ivory statue didn't make it to Barb-el-Shay.
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Post by venger on Jul 27, 2012 9:59:04 GMT -5
He will first see if he can divine the use of the prayer beads. Basically whether he is divinely inspired as to their function. Negatory. If that doesn't work he will attempt to augur whether asking the priests of the One God to raise his dead compatriots will be well received. The gem-inlaid sticks fall in an auspicious pattern: "All signs point to yes." If it is a positive result then he and Paavo will have Masoud take them to the closest temple. -1SP (subtotal: 7GP, 1SP) & leaving the Foreign District... crossing the Grand Plaza before the Glorious Gates. The crowds are immense. There's a guy climbing a rope into thin air. There are snake-charmers & snake-handlers. There are elephants bearing golden palanquins. There are slaves, shackled together, looking miserable, being driven by a man with a scourge. The sights, smells and sounds are almost overwhelming. Paavo is solicited by boisterous entrepreneurial types to purchase shade, water, grilled meats, silk flowers, snake-oil, white lotus, pleasure-slaves, etc. in at least three languages. Maroud leads Paavo and Dan down a couple streets-- very few of the colorful signs/pennants on any of the storefronts are written in a language he understands. The temple is easy to find. It's a grand marble structure, domed of course, covered in mosaic patterns. The white-kaftaned acolytes immediately recognize Paavo as a crusader of faith and welcome him accordingly. Dan is invited/encouraged to join them in the creation of life-giving water.
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Post by venger on Jul 27, 2012 10:12:10 GMT -5
The Innkeeper Farouk, it seems, is very interested in keeping the party's patronage and as such can be availed upon as a source of valuable information/rumors about Barb-el-Shay and the Desert Kingdoms. Can Farouk tell us more about the Schools of High Magic? How many are there? What distinguishes them from each other? Where are they located? How does one gain entrance? There are the four Elemental schools (Air, Fire, Earth, Water) and the College of General & Applied Magicks. The slender Ivory Towers of Sorcery rising above the city are easily found, but it is said only a magician can gain admittance. He doesn't know much more than that. Does he know anything about markets for magic items? The Grand Bazaar holds many wonders and quite a bit of magick, but if one is looking to purchase efficacious magical charms, talismans against evil, etc. one would visit the Street of Magicians where many wizards keep shop.
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Post by venger on Jul 27, 2012 10:25:13 GMT -5
Here is a revised breakdown of the party's disclosed finances: (I apologize, I forgot to deduct the costs from the end of last session and have done so now)
gems/jewelry/art: imperial garnet -1 (Finnious) (100GP) gold octagons -3 (Ingrid) (25GP each) star agate - 15 (Ingrid) (15GP each) yellow citrine -10 (Ingrid) (10GP each) gold chalice -2 (Ingrid) (75GP each) 6 diamonds of Jeru (fire mountain) (Friedrich) (uncut 25GP each) a blue gem (Paavo) (120GP) a gold ring w/diamond chip (45GP) 13 sparkling gems (20GP each) 6 silver nuggets (25GP each) black leather band w/electrum studs (8GP) a star-shaped diamond (400GP) 15 pale green peridots (50GP each) 8 large square-cut emeralds (250GP each) 8 cut spinel gemstones (30GP each) 11 topaz stones (50GP each) 4 opals (100GP each) a large sapphire (300GP) 4 jeweled goblets (150GP each) a thick gold bracelet (20GP) a jewel-hilted dagger (60GP) total value: 6783 conversion rate: 20% converted value: 5426.4
monetary treasure: 2116GP (Gazolba-bird) 14741SP (Gazolba-bird) 1226SP 579GP 16PP total value: 3573.35 conversion rate: 3% converted value: 3466.15
pre-total: 10356.35 (before exchange/conversion) post-total: 8892.5495 (after exchange/conversion)
Not including: a gold ring etched with ivy and set with a marquis emerald (1000GP??) a gold serving dish etched with a dragon (300GP?) a jade circlet (???) total value: 1300+??GP
(5) 100GP pearls (6) 150GP black pearls (6) 10GP pearls (4) 15GP pearls (3) 35GP pearls total pearl value: 1625GP
Hope that helps a little.
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Post by Wolfgar on Jul 27, 2012 12:02:59 GMT -5
Finn and Mary should go check out the Street of Magicians. See if they can purchase spells, spell inks and spell components (pearls) there. Also see if there is any market for the spells in their spellbooks or magic items we may not want.
Dan has Create Water memorized and will join in the creation ceremony. They can probably tell his level by the amount of water he creates. While in the city Dan will offer to create water. He will see if there is a standard amount expected for a cleric of his level. He will memorize more of the spell, as required.
Dan and Paavo will work their way up the church hierarchy, asking for aid in raising their fallen comrades. In addition to creating water, they will make some initial offerings, if necessary, to speed the process along. Assume they brought 200 gp for incidental expenses as well as the 120 GP blue gem.
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Post by Friedrich on Jul 27, 2012 12:18:22 GMT -5
I have so far not been posting here so much because I figured that our stay here will be short because Trommer and Colby are dead and we can’t do anything here to get them back. Friedrich will go out and inquire as to where I could get trained in the 2/1 attack routine. I would love nothing more than to do gladiator fighting here. It is a chance of a lifetime for Friedrich to show off his martial prowess on the greatest stage in the world. Unfortunately duty is calling for him to figure out a way to raise his fallen companions. If the party decides to stick around for the time being Friedrich is fine with that too.
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Post by venger on Jul 27, 2012 12:35:46 GMT -5
Finn and Mary should go check out the Street of Magicians. See if they can purchase spells, spell inks and spell components (pearls) there. Also see if there is any market for the spells in their spellbooks or magic items we may not want. Magicians are highly competitive and will not sell spell formulae, they will however cast individual spells for money and Enchant Items with single-use spell charges for even more substantial amounts of money. The College of General & Applied Magicks has a spell library of common 1st and 2nd level spells which are accessible to all students and alumni. Spell ink, spell components, etc. are readily available. Ink is at cost. Pearls are +50% GP value, i.e. 100GP pearls cost 150GP. Dan has Create Water memorized and will join in the creation ceremony. They can probably tell his level by the amount of water he creates. While in the city Dan will offer to create water. He will see if there is a standard amount expected for a cleric of his level. All they ask is one full (4 hour) meditation cycle worth of prayers for Create Water, once a day. Dan and Paavo will work their way up the church hierarchy, asking for aid in raising their fallen comrades. In addition to creating water, they will make some initial offerings, if necessary, to speed the process along. Assume they brought 200 gp for incidental expenses as well as the 120 GP blue gem. There doesn't appear to be much a hierarchy. Some of the clerics are of higher level than others, denoted by fancier robes, and the highest appears to hold the title Lama. There are no high priests with jeweled sceptres and cloth-of-gold vestments, all of these are holy men, humble before God. They gladly accept all donations, claiming that poverty is a demon that must be battled and that this generosity will go far amongst the poor and disenfranchised. Paavo feels a strong compulsion to tithe more to this worthy institution.(-200GP, subtotal 207GP, 1 SP) As far as raising the dead, none of the clerics in the city are of sufficient stature to accomplish this. Only 5 holy men in all the Sea of Sand are capable of such miracles and all but one of them are ascetics who eschew the decadent comforts of city living. It is said that only in the solitude of the desert may one truly find the divine. The Sainted Fizzi Finniini is located at Entioch, most Holy of Holy Cities, bestowing miracles on the devout. His 3 disciples (who can be randomly encountered): 2. Amandalot, wanders the deserts, blessing the righteous and punishing the wicked. 3. Serabim, The Righteous Flail, wanders the Ovens of Ar-Gar, vanquishing demons on the furnace-plain. 4. A'bu'bu and his followers are somewhere beyond the Great Oasis, in heathen lands, spreading the word of God. And then there's 5. the Renegade Cleric, Jurabial, who has rejected the teachings of the Prophet and called a plague down on the city of Damasat to punish them for their sins. He's sort of a controversial figure...
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Post by venger on Jul 27, 2012 12:39:40 GMT -5
The best the Lama can do, for the donation provided, is annoint Colby & Trommer in holy oils, wash their feet in holy water and wrap them in holy linens to prepare them for the pilgrimage to Entioch. Thousands make the week-long journey every day through the Pilgrim's Gate, down the Pilgrim's Road.
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Post by Friedrich on Jul 27, 2012 13:03:32 GMT -5
How much time and money would be needed to train Friedrich?
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Post by Ginger on Jul 27, 2012 13:24:58 GMT -5
Can everyone look through his sheet to see which of the items he's carrying are actually group items?
On Colby's list, Durendal is obviously Trommer's and the ring of spell storing should go to someone else. For Finn it's his two boxes and the longsword with an ivory grip.
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