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Post by Ginger on Aug 10, 2012 11:12:29 GMT -5
Among our various next steps, Colby has two to recommend. Since we clearly don't have the cash to pay for training, we'll need to undertake a quest to get Colby trained by the Master Conjurer.
There will certainly be a bunch of other loot to acquire while we explore the other crypts.
Secondly, Colby made the acquaintance of three dervishes while wandering the bazaars. Haddiq the Blessed, Azhbar, and Basmadoos.
They don't drink alcohol. Azhbar and Basmadoos carry scimitars. Haddiq the Blessed has a bone club. They're super religious so they get +1 to hit and +1 to damage.. (Monster Manual pg 68)
If Colby (and his friends) can slay a demon on the furnace-plains they will join him on his quest. I'm not sure if they'll accompany us to the furnace-plains, or if they'll just wait for us to return with a demon head. Colby will explain to them that the many devils and demons he's slain melt into nothingness as they return to their foul home realms.
Can we get an updated party wealth count? I know Paavo's bought a bunch of things since the update above. Colby would like to purchase a bunch of new spell tablets and spell ink to lighten the load to fighters carrying books. Colby would like 2000 worth in books and inks if that's possible. He received several very generous trading opportunities that he'd like to take advantage of.
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Post by venger on Aug 10, 2012 11:12:55 GMT -5
Paavo will wear armor in the full sun to verify that the ring of fire resistance protects him from any effects of the heat. Is this to determine if its real? The magician will allow Paavo to wear the ring and walk across hot coals or put his hand in an open flame. The desert sun is not a factor while wearing the ring. Dan will wear the ring going forward. Ok. Does he need to purchase a burin? I guess then Colby would need to purchase a quill. This isn't one of the items we've concerned ourselves with ever. Maybe Write Magic creates the necessary tool for the duration of the spell / for the purposes of the spell? Does he understand Common? Can he attempt to learn the spells in Colby's spell books? Yeah, sure, he's intelligent enough. We can roll those in session. You hiring Khaddil? 25 - 250 dinars, depending on quality and the deal one strikes the camel merchant. Haggling for camels is like a national past time. Do we need one for each person? For each armored man. Unarmored folks can double up if they aren't ridiculously encumbered. Do camels have the same aversion to Friedrich that other animals do? Yes. And they're meaner about it. Does he not recommend walking and have the camels act as pack animals? The distances one must travel to cross the Sea of Sand often preclude walking, as one's water will be depleted before one reaches the next well. Unless one has a caravan, going on foot with pack animals isn't advisable. Khaddil laughs. The party does look rather pale & soft, so maybe they do "need" tents. Can I get spell descriptions for the new cleric spells as well as Lasting Breath? Lasting Breath (Alteration) Range: 5 yards/level Components: V, S Duration: 1d4 rounds +1 round/level Casting Time: 1 Area of Effect: One creature/level Saving Throw: None This spell increases the amount of time a character can hold his breath. A character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules. Anti-Vermin Barrier Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 2 segments Area of Effect: 10-foot cube/level Saving Throw: None With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell. Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return. The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube. Call Upon Faith Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 segments Area of Effect: The caster Saving Throw: None Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check. Draw Upon Holy Might Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 segments Area of Effect: The caster Saving Throw: None When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per level of his experience (+1 at 3rd level, +2 at 5th, etc.) Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Dieties & Demigods book cannot be gained by use of this spell. When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%. The material components are the priest's holy symbol and a vial of holy water. Log of Everburning Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 2 segments Area of Effect: Special Saving Throw: None This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches. Castigate Level: 3 Components: V, S, M Range: 6" Casting Time: 3 segments Duration: Instantaneous Saving Throw: Special Area of Effect: 2" radius By means of this spell, the priest is able to deliver a blasting rebuke upon his foes. The spell's effect depends on the alignment of those within the area of effect. Victims of the same alignment as the priest must make a successful saving throw versus spell or be deafened for 1-3 rounds by the blistering words of the caster. Victims with a difference of one alignment component (either lawful, neutral, chaotic, good, or evil) suffer 1 point of damage per level of the caster. A successful saving throw versus spell reduces this damage to 1/2 point per level. Victims with both alignment components different from that of the caster suffer 1-4 points of damage per level of the caster. Again, a successful saving throw versus spell will reduce the damage by half. A lawful good priest casting this spell would deafen those of lawful good alignment, do 1 point of damage per level to those of lawful neutral, lawful evil, chaotic good, and neutral good alignments, and would do 1-4 points of damage per level to those of true neutral, neutral evil, chaotic neutral, and chaotic evil alignment. The priest's holy symbol is the material component required for this spell. Zone of Sweet Air Range: 10 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 3 segments Area of Effect: 10-foot cube/level Saving Throw: None Zone of sweet air creates an invisible barrier around the area of effect that repels noxious elements from poisonous vapors, including those created magically (such as stinking cloud). The spell offers no protection against poisonous vapors created by dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required. The spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long). He gives it to Trommer to carry. The anti-magic shield should protect the q-box and its contents from most anything. Ok. Paavo will claim the potion of flying. Ok. Paavo will purchase the following for Youssef: backpack 4 daggers beeswax suitable adventuring clothing and footwear waterskin Ok. Paavo will instruct Youssef on how and when to use the beeswax. Ok. Dan will purchase a backpack. Dan will purchase a leather scroll tube for the cleric scrolls. Dan will purchase clothing appropriate to the desert. Dan will create 4 light stones and give 2 of them to Youssef. Dan will give Youssef the peacock fan. Youssef should be good with it as an Air Elemancer. Ok. Dan will give 2 potions of healing to Youssef and instruct him how and when to use. Youssef frowns, as if to say he isn't a complete idiot. If Mary does not claim the ring of shooting stars then Paavo claims it for Youssef. It will give him something useful to do. There might be some debate on this, it'll hang out in the pool until everyone agrees. Every day, Dan will attempt a remove curse on the skull shaped bruises on Paavo and Trommer. He will enlist the aid of some of the junior clerics and use Combine to increase his effective level. He fails a lot.He will consult the Lamas for any additional suggestions on how to remove the curse. They think that if Fizzi Finniini could have removed it, he would have. Seems to be more than a curse, as if this foreign Death-God has marked Paavo and Trommer for his special attentions. How that can be removed they are unsure. Maybe a relic of the One God would have the power. Are there special chambers in the Temple that improve his chances? Not as such. Are there intersections of ley lines that will help? Those are more for druids and magic-users. A cleric would need a holy place (point of power) like, say, "The Rock" at Holy Entioch. Dan will ask if the Temple can create a rope or strap embedded with holy salts that can act as a re-usable barrier to ghouls. Sprinkling holy salts directly on the sand would not be very effective given the shifting sands and wind in the desert. Interesting thought, but no, there is no such item and its creation is beyond them. The act of pouring the salt circle has an inherent magic to it and, once lain, will not be affected by the shifting sands or wind in the desert. Paavo will ask his weapons instructor whether it is possible to become proficient at fighting blind. Would such ability allow someone to gain their specialization bonuses in such circumstances? Would it be easier to hit an invisible opponent? How much would such training cost? If Paavo has a year to devote to it, he could learn blind-fighting for 3 weapon proficiency slots (double specialization) and cost @ level to train. Is Trommer able to learn what local ingredients are used for bind wound treatments? Did he learn that with the advance herbolgy training? Yes, without the advanced training he would have no ability to find bind wound treatments in the desert. With the training, he can find the standard amount. If there is time, funds and those willing to use a language slot, Trommer is willing to teach advance first aid which heals 6 hp. Advanced first-aid heals the max (3HP) with each bind wounds treatment and does not require a roll for failure. It also allows him a 5% per level chance to slow poison, if applied immediately. Advanced skills cannot be taught, they require expert instruction and hands-on training. Thus Mary can't teach aerial riding and Trommer can't teach advanced first-aid.
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Post by venger on Aug 10, 2012 11:53:16 GMT -5
I'm not sure if they'll accompany us to the furnace-plains, or if they'll just wait for us to return with a demon head. Either/or. Colby will explain to them that the many devils and demons he's slain melt into nothingness as they return to their foul home realms. This is a trait of summoned creatures, which the demons roaming the Ovens of Ar-Gar are not. Can we get an updated party wealth count? Here's what Colby has: Colby|aerial ray stingers (4) Colby|cut spinel (30GP) (1) Colby|uncut diamond of jeru (25GP) (1) Colby|pilgrim's robes (1) Colby|gold dinar (148) Here's what the party has for money: large square-cut emerald (250GP) (2) cut spinel (30GP) (1) gold dinars (208) topaz stone (50GP) (1) fiery red carnelian (50GP) (2) pale green peridot (50GP) (3) cut spinel (30GP) (1) uncut diamond of jeru (25GP) (5) sparkling gem (20GP) (5) pearls (100GP) (2) opal (100GP) (3) pale green peridot (50GP) (4) large sapphire (300GP) (1) cut spinel (30GP) (1) pale green peridot (50GP) (4) As of Day 30, not counting the lodging costs for the duration of Trommer's training thru Day 39.
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Post by Wolfgar on Aug 10, 2012 12:14:40 GMT -5
Is this to determine if its real? The magician will allow Paavo to wear the ring and walk across hot coals or put his hand in an open flame. The desert sun is not a factor while wearing the ring. I was not doubting the veracity of the magician. I just wanted to test it before we left the city. Dan needs to figure out how many Endure Heats to memorize. We have 5 people wearing armor - two can wear ultralight plate, Dan will wear the ring, leaving Friedrich and either Paavo or Trommer in need of Endure Heat. Yes. Assuming we have party funds. Does he have any suggestions for dealing with the animals' aversion to Friedrich? Otherwise we are going to be limited by Friedrich's movement rate. Dan will purchase some sort of waxed canvas or tarp into which he can create water. We can dig a hole in the sand, line the hole with the tarp and then cast the spell into the hole. It should hold the water while we refill our waterskins. With one spell he can create 24 gallons of water which should be plenty for our party for a day. Everyone should carry at least two waterskins in the desert. Dan will purchase 3 additional waterskins. We can also purchase a barrel to put in the q-box as an additional source of water. How much does a barrel cost? I know wood is rare so if there is another solution for carrying large amounts of water let me. Dan can also provide food with Create Food and Water. He can make enough to feed 18 for a day with each spell. But we should have some additional rations in the q-box just in case. The party will purchase 6 additional weeks of iron rations and add them to the 4 that are in the q-box.
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Post by Wolfgar on Aug 10, 2012 12:46:51 GMT -5
Looking at the map, the Ovens of Ar-Gar are on the way to the Tower of the Forbidden Gods. We could do those two first and then hit Khosura on the way back. Or we could do them in the reverse order. We will discuss these quests with Khaddil to see what he recommends.
Paavo, Dan and Youssef, after lengthy preparation, are just about ready to depart. From their point of view, the things left to do are: -determine which magic items, books and valuables we are taking or leaving -rent a secure vault -place items in vault -purchase camels (or decide to walk) -decide where we are going first
Maybe Colby could pawn some magic items for the funds necessary to prepare his spell library. I am sure you get plenty of funds for the brazier. Would any of the magicians on the street be willing to act as a pawn broker? How about the Dean of Admissions, Azul-azrad? Isn't he connected to the Merchant House of Azrad? Surely he could help arrange a contract for Colby.
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Post by Ginger on Aug 10, 2012 14:55:06 GMT -5
Colby, having spend the past 2 days with the book of Amuncuil and the Book of Shadows, will make a final attempt to sell them, and I recommend we take whatever we can get. Hopefully he can get more than the 500 dinars offered to Paavo.
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Post by Bolo on Aug 10, 2012 15:25:46 GMT -5
If the party is short of cash for things it wants to buy, it should take out a loan on its remaining gems and bet every last dirham it can come up with on Friedrich's upcoming fight against Umad. If Friedrich loses, and we can't pay back the loan, we're planning to leave town right after that anyway. Wait, scratch that last sentence, Bolo didn't really say that. He just thought it. What he said was, if Friedrich loses, we can pawn some magic items to pay back the loan. Bolo seeks out a scribe and has him write three copies of an official-looking document in Common. The text of the document will be in the DM's email inbox momentarily. Back at the inn, he discreetly tells Colby about the job and asks whether he's interested in participating. Is Colby interested in the Big Job Bhatandu mentioned, or is Bolo on his own for this one?
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Post by Friedrich on Aug 10, 2012 17:24:38 GMT -5
Mary will claim the Ring of Shooting Stars and the belt that transforms her into a bear.
How much money do Friedrich and Mary have between them?
It will take 3500 GP to train her, if I understand correctly. It is a 50/50 split between the individual and the party for these costs. That means Friedrich/MT will need to come up with 1750 to make this happen. It will also take 16 day which sucks too. And this also means that somebody would have to train her or else it would cost 7000? Do I have this correct? With Finn gone that leaves Colby, who needs to train himself. It seems that it could be a while before she gets trained.
She will certainly take fireball when she is able to.
I am leaning towards taking all of our money and placing it on Friedrich in the next fight. This should hopefully put us where we need to be in order to make this happen.
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Post by Ginger on Aug 10, 2012 17:46:16 GMT -5
Mary's training costs 3500 if the College does it, or 1750 if Colby does it. Mary's share is 50%, although now the Party fund doesn't have enough money to cover it's half of Mary's training.
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Post by Bolo on Aug 10, 2012 20:10:22 GMT -5
Mary will claim ... the belt that transforms her into a bear. Nordel currently has the bear belt. While it's true that Nordel hasn't used it yet, and Danakes didn't use it much either, Nordel wishes to hang on to it for its extreme coolness value. So if Mary wants it, she (or someone else) will likely need to suggest an equally cool item that Nordel could have instead. Can someone please remind me how the camo paint works? And do we know how many units of it are in the jar?
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Post by Bolo on Aug 10, 2012 20:45:18 GMT -5
Nordel is thrilled with Prince Nimar. He purchases a heavy leather gauntlet, as advised, and spends lots of time working with his new hawk, finding out its abilities. He returns to the animal market to find out whether trained female hawks of the same species are available. He asks the hawk vendor(s) if they can provide him with a manual on hawk breeding, including the care of hawk eggs and chicks and the training of young hawks.
Nordel asks the Pitmaster to let him know if he ever learns that a boomerang is available for sale in Barb-el-Shay, or if he learns of any visitors to the city from the Isle of Zothay who might have a boomerang. If the Pitmaster is able to obtain a boomerang on Nordel's behalf, Nordel will happily pay him double its cost. Would the Pitmaster be willing to accept a deposit, in case Nordel is out of town when a boomerang becomes available?
Bolo politely accepts the dried fruit and spicy jerky that the desert halflings give him. He asks what sort of treasures they seek. He mentions that some of his friends are intrigued by the goggles they are wearing. Do they have any spare goggles that they might be willing to barter for? What would they consider a fair exchange for a pair of goggles?
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Post by Bolo on Aug 10, 2012 21:29:08 GMT -5
As suggested by Paavo, Nordel attempts to obtain instruction in desert rangering - tracking in the desert, finding water and shelter, conserving resources, recognizing mirages, forecasting sandstorms, distinguishing quicksand from regular sand (without falling into it), etc.
To whoever is buying the camels: Bolo wants his own camel. He doesn't want to have to share, just because he is of modest stature. Bumping up and down on a camel for hours at a stretch is going to be uncomfortable enough, without having to bump into a saddle-mate the whole way as well. Unless maybe Mary ... no, forget he said that.
It appears that Mary is getting the ring of shooting stars. If that doesn't happen for some reason, and Paavo instead claims this ring for Youssef, then Bolo claims the longsword with an ivory grip (Galgonan, Greywand, +1 defender) for Gabul. Or another magical weapon (he is open to suggestions) if Galgonan is unsuitable or someone else has dibs on it.
Which reminds me ... Bolo mentions to Gabul that he and his companions are intending to depart this city in a few days, on adventures of some danger but also great promise for excitement and profit. Bolo asks Gabul to accompany him on this journey and learn the joys of the adventuring life. Bolo will ensure that he is well treated and well compensated, and will undertake to teach him some highly useful skills along the way.
How many henchpersons are we going to have with us when we head out from Barb-el-Shay? Mary and Dan have been getting full shares of the loot. Are the new henchpersons also going to be entitled to full shares?
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Post by Bolo on Aug 10, 2012 21:46:00 GMT -5
If/when we actually rent the vault, who's going to carry the key, and in what? Bolo would volunteer himself and his pants pocket, but he's pretty sure this offer would be rejected, so he won't bother. Who has a container with a good saving throw, so the key doesn't end up vaporized?
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Post by Bolo on Aug 10, 2012 22:12:12 GMT -5
How much does a barrel cost? I know wood is rare so if there is another solution for carrying large amounts of water let me. For the wine, we had Maroud buy large earthenware jugs. IIRC, a jug of 7 gallon capacity cost him 3gp. I imagine these jugs as similar to amphorae: www.hixenbaugh.net/gallery/detail.cfm?itemnum=4159. According to the ever-reliable Wikipedia ( en.wikipedia.org/wiki/Amphora), the largest amphorae in the ancient (real) world could be seriously big -- up to 1.5 meters high -- but a standard Roman wine amphora had a capacity of about 39 liters (10 gallons).
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Post by Bolo on Aug 10, 2012 22:19:19 GMT -5
[The desert halflings] live in the hot desert to the north, in the Ovens of Ar-Gar, and their leaders are shamans or desert druids of some kind. If we intend to visit the Ovens of Ar-Gar, is there anything Bolo should inquire about when he next talks with the desert halflings? Bolo asks for suggestions from the rest of the party.
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Post by Wolfgar on Aug 11, 2012 7:37:34 GMT -5
Can someone please remind me how the camo paint works? And do we know how many units of it are in the jar? See Robe of Blending, DMG p. 152. I don't believe we were told how many units are in the jar. It appears that Mary is getting the ring of shooting stars. If that doesn't happen for some reason, and Paavo instead claims this ring for Youssef, then Bolo claims the longsword with an ivory grip (Galgonan, Greywand, +1 defender) for Gabul. Or another magical weapon (he is open to suggestions) if Galgonan is unsuitable or someone else has dibs on it. How many henchpersons are we going to have with us when we head out from Barb-el-Shay? Mary and Dan have been getting full shares of the loot. Are the new henchpersons also going to be entitled to full shares? From Paavo's first impression of Gabul, he appears to be a simple thug who is just interested in making a quick buck. (Paavo will detect evil on him.) I don't think giving him any magic items while we are in sight of the city is a good idea. IMO, he is likely to just run off at the first chance with what we give him as a magic item is worth more than all of the money he has ever seen. (These comments are not conveyed in his presence.) That said, if he sticks with us then I wouldn't want to see him poorly equipped when we actually face something dangerous in the desert. Once we are certain he is sticking with us I would suggest letting him use (but not own) the flaming saber and the +3 studded leather. Depending on how loyal he is during the trip we can decide if he gets to keep them at the end. Also I don't think we should give 1st level characters powerful or unique items. Paavo's claim of the ring of shooting stars was merely to goad others into action. There are other useful items currently unallocated that people should claim. Currently we are looking at adding an apprentice elemancer, a thug and 3 dervishes, making 5 henchman. Dan certainly deserves a full share as the senior (and now only) cleric in the party. Mary has certainly been with the party long enough to claim a full share. I am less certain Nordel should (having the lowest experience and already receiving a ton of stuff from Danakes). The new henchmen (being first level) probably only warrant a quarter share. In the past it has depended on the relative level between the player characters and henchman. But nothing is set in stone. If/when we actually rent the vault, who's going to carry the key, and in what? Bolo would volunteer himself and his pants pocket, but he's pretty sure this offer would be rejected, so he won't bother. Who has a container with a good saving throw, so the key doesn't end up vaporized? I would suggest Paavo or Trommer. Trommer has the anti-magic shield which protects him from fireball, lightning bolts and dragon breath. Paavo when wielding Iskander has 50% MR. He also has +4 (+6) on his saves. We can store the key in a small ceramic jar inside our backpack. Ceramic has great saves against most spells.
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Post by Bolo on Aug 11, 2012 8:16:42 GMT -5
Bolo claims the camo paint and asks Nordel to carry it for him to conserve Bolo's encumbrance. Query to DM: can we get some info on how much of this stuff there is? Once we are certain [Gabul] is sticking with us I would suggest letting him use (but not own) the flaming saber and the +3 studded leather. Depending on how loyal he is during the trip we can decide if he gets to keep them at the end. Bolo is fine with this approach. He mentions the plan to Gabul. Currently we are looking at adding an apprentice elemancer, a thug and 3 dervishes, making 5 henchman. OK, 5 new henchmen plus Dan and Mary makes 7. Dan certainly deserves a full share as the senior (and now only) cleric in the party. Mary has certainly been with the party long enough to claim a full share. Fair enough. I am less certain Nordel should Nordel is 4th level already and a PC, not a henchman. He gets a full share. The new henchmen (being first level) probably only warrant a quarter share. In the past it has depended on the relative level between the player characters and henchman. But nothing is set in stone. Not set in stone, no, but Bolo believes we should agree something in advance to avoid misunderstandings later. For calculating convenience, Bolo suggests 5% each for the six PCs, Dan, and Mary -- which is the same as what we've been doing -- and 10% split equally among the five new henchmen, leaving the standard 50% for the party fund. I would suggest Paavo or Trommer. ... We can store the key in a small ceramic jar inside our backpack. Sounds good. Whoever arranges the vault rental should remember to buy the small ceramic jar.
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Post by Bolo on Aug 11, 2012 11:18:42 GMT -5
Bolo visits Magician Street and asks which of the following are available as charms: Feather Fall, Hold Portal, Invisibility, Locate Object, Mirror Image, Silence 15' Radius, Sleep, Speak with Animals, and Strength. For the ones that are available, he asks the prices.
Assuming Strength is available, Bolo asks whether multiple Strength charms can be combined. For example, if you have a 12 strength and you apply a Strength charm that boosts you by just 1, to a measly 13, can you immediately apply another Strength charm and add the result to your 13? Or does the second charm start over from 12? Or what?
What level of caster do charms function at for purposes of duration and so on?
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Post by Bolo on Aug 11, 2012 14:32:39 GMT -5
On what day does Friedrich fight Umad? Also, after reading this post about the betting odds ... That's right I think. and this link explaining moneyline odds I am more confused than I was when I started. Can the DM please confirm that: - If you bet on Umad and he wins, then for every 100 dinars you bet, you get 110 dinars back, including your original bet.
- If you bet on Friedrich and he wins, then for every 100 dinars you bet, you get 300 dinars back, including your original bet.
(The given moneyline odds don't seem to match this at all.)
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Post by Friedrich on Aug 11, 2012 16:04:31 GMT -5
Bolo: The link I posted is just the way things are done in North America. Venger seems to have made up his own system though.
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Post by Friedrich on Aug 11, 2012 16:18:10 GMT -5
Mary will claim ... the belt that transforms her into a bear. Nordel currently has the bear belt. While it's true that Nordel hasn't used it yet, and Danakes didn't use it much either, Nordel wishes to hang on to it for its extreme coolness value. So if Mary wants it, she (or someone else) will likely need to suggest an equally cool item that Nordel could have instead. There is only so much sh*t Friedrich is willing to eat and this turd is not on his menu today. Nordell has been quite well compensated for his 15 minutes in the party and his role in watching our treasure. So much so that Mary decided to save his life for putting in an A for effort! Because Nordell is so concerned about "coolness values", is there anything here that is suffeciently "cool" enough to make him feel cool about his current arrangements? Nordel ( 1 ) composite longbow (+2 strength) Nordel ( 1 ) barbed whip Nordel ( 1 ) ironwood longbow Nordel ( 1 ) quiver Nordel ( 20 ) arrows Nordel ( 20 ) silver arrows Nordel ( 18 ) amazon arrows (magic) Nordel ( 18 ) bind wounds Nordel ( 0 ) rations Nordel ( 1 ) waterskin Nordel ( 1 ) ranseur Nordel ( 2 ) holy water flasks (flame-engraved) Nordel ( 1 ) stake Nordel ( 1 ) tower shield Nordel ( 6 ) large dragon teeth Nordel ( 3 ) handbells Nordel ( 1 ) belladonna Nordel ( 1 ) garlic Nordel ( 1 ) wolfsbane Nordel ( 1 ) box with green gem Nordel ( 1 ) ultralight platemail +1 Nordel ( 1 ) bronze bear belt Nordel ( 1 ) stale potion (plant control) Nordel ( 1 ) 1/2 chalky potion (strength) Nordel ( 1 ) a longsword with a snarling lion pommel Nordel ( 2 ) lightstone Nordel ( 3 ) healing water Nordel ( 1 ) spear (Longsting) Nordel ( 1 ) topaz stone (50GP) Nordel ( 1 ) cut spinel (30GP) Nordel ( 4 ) fiery red carnelian (50GP) Nordel ( 2 ) large square-cut emerald (250GP) Nordel ( 1 ) pencil Nordel ( 1 ) a corroded copper crown (reptiles/amphibians) Nordel ( 89 ) gold dinar Nordel ( 10 ) silver centime Nordel ( 1 ) silver apple (cure poison) Nordel ( 1 ) heavy leather gauntlet
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Post by venger on Aug 12, 2012 0:22:54 GMT -5
lol play nice children
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Post by venger on Aug 12, 2012 0:28:04 GMT -5
We have 5 people wearing armor - two can wear ultralight plate, Dan will wear the ring, leaving Friedrich and either Paavo or Trommer in need of Endure Heat. Khaddil suggests not travelling in the day and then this would only be an issue for Friedrich. Does he have any suggestions for dealing with the animals' aversion to Friedrich? That's a little out of his field. Put the dwarf in a box? Dan will purchase some sort of waxed canvas or tarp into which he can create water. Ok. Dan will purchase 3 additional waterskins. Ok. Dan is moving a 6". We can also purchase a barrel to put in the q-box as an additional source of water. How much does a barrel cost? I know wood is rare so if there is another solution for carrying large amounts of water let me. Wood is scarce, but it exists. It's just more expensive. Those large earthenware jugs used for the wine sales can be purchased for 3GP. Barrels for 9GP. For 30 gallons you'd need 3-4. The party will purchase 6 additional weeks of iron rations and add them to the 4 that are in the q-box. Ok. 200% mark-up on that. Looking at the map, the Ovens of Ar-Gar are on the way to the Tower of the Forbidden Gods. We could do those two first and then hit Khosura on the way back. Or we could do them in the reverse order. We will discuss these quests with Khaddil to see what he recommends. Khaddil does not recommend crossing through the Ovens of Ar-Gar unless the party absolutely must. If, for some reason, he was heading to the Tower of the Forbidden Gods he would take the trade route to the Great Oasis and then go north. Would any of the magicians on the street be willing to act as a pawn broker? Do you mean purchase magic items for cash? The wizards on the Street of Magicians are trying to make money, hence their entrepreneurial enterprises. They are not in the business of investing huge amounts of capital in dubious magic items... How about the Dean of Admissions, Azul-azrad? Isn't he connected to the Merchant House of Azrad? Surely he could help arrange a contract for Colby. Azul-azrad's family is rich and influential. I'm not sure what Colby is asking him for or why he would be inclined to help. To speed things along. The Towers of Elemental Sorcery will offer 2500 dinars for the brazier and 1000 dinars for the chalcedony sphere. Colby, having spend the past 2 days with the book of Amuncuil and the Book of Shadows, will make a final attempt to sell them, and I recommend we take whatever we can get. Hopefully he can get more than the 500 dinars offered to Paavo. Colby is able to more properly present the book of Animunculi and finds the college willing to offer 1000 dinars. 400 dinars for the Book of Shadows. It is recommended that Indulapar would be a better outlet for this item. He returns to the animal market to find out whether trained female hawks of the same species are available. He asks the hawk vendor(s) if they can provide him with a manual on hawk breeding, including the care of hawk eggs and chicks and the training of young hawks. No, as that's their livelihood. Also breeding hawks is impractical considering Nordel's life as an adventurer. Nordel asks the Pitmaster to let him know if he ever learns that a boomerang is available for sale... Urgos-ap-Ur, the Pitmaster of the Fighting Pits of Barb-el-Shay, is an important man. He does not have time for such nonsense. This he tells Nordel in no uncertain terms. He also suggest that if Danakes wants a boomerang so bad, he can swim to Zothay. Bolo politely accepts the dried fruit and spicy jerky that the desert halflings give him. He asks what sort of treasures they seek. He mentions that some of his friends are intrigued by the goggles they are wearing. Do they have any spare goggles that they might be willing to barter for? What would they consider a fair exchange for a pair of goggles? They'll trade Bolo a pair for his grappling hook. The goggles are halfling-sized though and will not fit a human. As suggested by Paavo, Nordel attempts to obtain instruction in desert rangering - tracking in the desert, finding water and shelter, conserving resources, recognizing mirages, forecasting sandstorms, distinguishing quicksand from regular sand (without falling into it), etc. Khaddil will train him if the party hires him for the 300 dinars. It'll take 2d6 days for Nordel to learn. Bolo mentions to Gabul that he and his companions are intending to depart this city in a few days, on adventures of some danger but also great promise for excitement and profit. Sounds good to him. Bolo seeks out a scribe and has him write three copies of an official-looking document in Common. The text of the document will be in the DM's email inbox momentarily. Ok, the cost for a scribe at the Great Library is 10 dinars. And you get 500XP for that. Back at the inn, he discreetly tells Colby about the job and asks whether he's interested in participating. Is Colby interested in the Big Job Bhatandu mentioned, or is Bolo on his own for this one? Sounds like Colby is out. Mary will claim the Ring of Shooting Stars Ok. How much money do Friedrich and Mary have between them? A little over 1000 dinars, assuming Mary converts the gemstones she has. It will take 3500 GP to train her, if I understand correctly. Mary's training costs 3500 if the College does it, or 1750 if Colby does it. Mary's share is 50%, although now the Party fund doesn't have enough money to cover it's half of Mary's training. And 16 days. See Robe of Blending, DMG p. 152. I don't believe we were told how many units are in the jar. The effect is actually UA pg. 92, Ring of Chameleon Power. The robe of blending lets one look like a monster or change height, this is just camo-paste. I may have interchanged the terms camo & blending in session, sorry. 10 "man-sized" applications (give or take) in the jar. From Paavo's first impression of Gabul, he appears to be a simple thug who is just interested in making a quick buck. (Paavo will detect evil on him.) Not intrinsically evil. Bolo claims the camo paint and asks Nordel to carry it for him to conserve Bolo's encumbrance. Query to DM: can we get some info on how much of this stuff there is? Ok. See above. On what day does Friedrich fight Umad? Day 39, the day we're stuck on. Can the DM please confirm that: - If you bet on Umad and he wins, then for every 100 dinars you bet, you get 110 dinars back, including your original bet.
- If you bet on Friedrich and he wins, then for every 100 dinars you bet, you get 300 dinars back, including your original bet.
(The given moneyline odds don't seem to match this at all.) This is correct. The bets are placed in silver centimes. At +60 to win, for every 20 centimes (1 dinar) bet the winner receives 60 centimes (3 dinars). At -200 win, for every 200 centimes (10 dinars) bet the winner receies 20 centimes (1 dinar). If that still doesn't make sense-- 10:1 Umad, 1:3 Friedrich. Bolo visits Magician Street and asks which of the following are available as charms: Feather Fall, Hold Portal, Invisibility, Locate Object, Mirror Image, Silence 15' Radius, Sleep, Speak with Animals, and Strength. For the ones that are available, he asks the prices. 100 dinar for each Feather Fall, Hold Portal, Invisibility, Mirror Image, Sleep and Strength. Assuming Strength is available, Bolo asks whether multiple Strength charms can be combined. Each spell is unique and entirely replaces the previous spell. Roll well. What level of caster do charms function at for purposes of duration and so on? The level of the creator, which is not going to be less than 9th due to the spells required. I will remind you, these charms have a limited shelf-life (upwards of 12 days) before the magic bleeds away and the item becomes useless. It takes times to prepare each one and they aren't sitting out in bins.
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Post by venger on Aug 12, 2012 1:01:51 GMT -5
Char Qty Item Bolo ( 1 ) stake Bolo ( 2 ) lightstones Bolo ( 1 ) grappling hook Bolo ( 3 ) bind wounds Bolo ( 2 ) "love" potions Bolo ( 1 ) fancy hat Bolo ( 1 ) backpack: Bolo ( 0 ) spikes Bolo ( 1 ) 50' rope Bolo ( 1 ) small sack Bolo ( 0 ) large sack Bolo ( 1 ) belladonna Bolo ( 1 ) garlic Bolo ( 1 ) wolfsbane Bolo ( 1 ) polishing cloth Bolo ( 1 ) jewelry polish Bolo ( 1 ) waterskin Bolo ( 2 ) whistle Bolo ( 1 ) shortbow, composite Bolo ( 2 ) quiver: Bolo ( 20 ) arrow Bolo ( 23 ) silver arrow Bolo ( 4 ) special arrow Bolo ( 1 ) black iron dagger Bolo ( 1 ) crystal ring (vanishing) Bolo ( 1 ) gold eye medallion (see invisible) Bolo ( 1 ) arrow (pixie) Bolo ( 1 ) sword brooch Bolo ( 1 ) vial rose liquid (healing) Bolo ( 1 ) bloodstone talisman (sustenance) Bolo ( 1 ) ice bead Bolo ( 1 ) cord of binding Bolo ( 2 ) holy water Bolo ( 1 ) wand (detect secret doors) Bolo ( 1 ) "luck"blade Bolo ( 1 ) amber rod (lightning) Bolo ( 1 ) 100' fishing line Bolo ( 3 ) tallow candles Bolo ( 1 ) elf candy Bolo ( 1 ) tinderbox Bolo ( 1 ) Amazon shortbow (magic accuracy) Bolo ( 2 ) Amazon arrows (magic) Bolo ( 1 ) gold ring (minor protection) Bolo ( 1 ) desert clothes Bolo ( 1 ) beeswax Bolo ( 1 ) notepad Bolo ( 9 ) pencil Bolo ( 1 ) violet dust (magic detection) Char ( Qty ) Item Gabul ( 1 ) desert clothes Gabul ( 1 ) sap Gabul ( 1 ) dagger Gabul ( 1 ) backpack Gabul ( 1 ) boots Gabul ( 1 ) curved knife Gabul ( 1 ) gold dinar Gabul ( 1 ) purple lotus Char ( Qty ) Item Nordel ( 0 ) gold Nordel ( 0 ) silver Nordel ( 1 ) katana Nordel ( 1 ) composite longbow (+2 strength) Nordel ( 1 ) barbed whip Nordel ( 1 ) ironwood longbow Nordel ( 1 ) quiver Nordel ( 20 ) arrows Nordel ( 20 ) silver arrows Nordel ( 18 ) amazon arrows (magic) Nordel ( 18 ) bind wounds Nordel ( 0 ) rations Nordel ( 1 ) waterskin Nordel ( 1 ) ranseur Nordel ( 2 ) holy water flasks (flame-engraved) Nordel ( 1 ) stake Nordel ( 1 ) tower shield Nordel ( 6 ) large dragon teeth Nordel ( 3 ) handbells Nordel ( 1 ) belladonna Nordel ( 1 ) garlic Nordel ( 1 ) wolfsbane Nordel ( 1 ) box with green gem Nordel ( 1 ) ultralight platemail +1 Nordel ( 1 ) bronze bear belt Nordel ( 1 ) stale potion (plant control) Nordel ( 1 ) 1/2 chalky potion (strength) Nordel ( 1 ) a longsword with a snarling lion pommel Nordel ( 2 ) lightstone Nordel ( 3 ) healing water Nordel ( 1 ) spear (Longsting) Nordel ( 1 ) topaz stone (50GP) Nordel ( 1 ) cut spinel (30GP) Nordel ( 4 ) fiery red carnelian (50GP) Nordel ( 2 ) large square-cut emerald (250GP) Nordel ( 1 ) pencil Nordel ( 1 ) a corroded copper crown (reptiles/amphibians) Nordel ( 89 ) gold dinar Nordel ( 10 ) silver centime Nordel ( 1 ) silver apple (cure poison) Nordel ( 1 ) heavy leather gauntlet Char ( Qty ) Item Friedrich ( 0 ) gold Friedrich ( 1 ) field plate (dwarf) Friedrich ( 0 ) extra shield Friedrich ( 0 ) rations Friedrich ( 2 ) 50' rope Friedrich ( 0 ) shovel Friedrich ( 0 ) spike Friedrich ( 1 ) flint & steel Friedrich ( 1 ) backpack Friedrich ( 2 ) small sack Friedrich ( 1 ) large sack Friedrich ( 1 ) beeswax Friedrich ( 1 ) lock of Mary's hair Friedrich ( 2 ) vial rose liquid (healing) Friedrich ( 1 ) silver unicorn ring (limited teleport) Friedrich ( 1 ) potion (levitation) Friedrich ( 1 ) black iron axe Friedrich ( 2 ) lightstone Friedrich ( 1 ) shield brooch Friedrich ( 1 ) helm of telepathy Friedrich ( 5 ) bind wounds Friedrich ( 1 ) shadow trap Friedrich ( 1 ) talisman vs evil Friedrich ( 1 ) a silver helmet with sweeping horns (juggernaut) Friedrich ( 799 ) gold dinars Friedrich ( 10 ) silver centime Friedrich ( 1 ) arena token - Umad vs Tokkata Friedrich ( 1 ) golden apple (cure critical) Char ( Qty ) Item Mary ( 1 ) fine black robe (deeppockets) Mary ( 1 ) spellbook: elements Mary ( 1 ) trav spellbook: Colby Mary ( 1 ) trav spellbook: Colby2 Mary ( 4 ) fiery red carnelian (50GP) Mary ( 150 ) gold dinar Mary ( 1 ) gold skull cap Mary ( 1 ) golden apple (cure critical) Mary ( 1 ) a platinum band etched with stars (shooting stars) Char ( Qty ) Item Paavo ( 0 ) mace Paavo ( 0 ) oil Paavo ( 0 ) large sack Paavo ( 0 ) mallet Paavo ( 0 ) spike Paavo ( 1 ) backpack Paavo ( 1 ) waterskin Paavo ( 1 ) beeswax Paavo ( 1 ) crown of high kings Paavo ( 1 ) 2hnd sword (Angvmar) Paavo ( 1 ) magic chainmail (damage ward) Paavo ( 1 ) fiery orange sphere (+10 HP) Paavo ( 1 ) flowing desert robes Paavo ( 1 ) Barb-el-Shary padded armor Paavo ( 1 ) Iskander, the Holy Avenger Paavo ( 1 ) a gold hoop earring (tongues 2x) Paavo ( 1 ) golden apple (cure critical) Paavo ( 2 ) stake Paavo ( 2 ) holy symbol Paavo ( 2 ) lightstone Paavo ( 2 ) woven shield Paavo ( 108 ) gold dinar Paavo ( 1 ) pale blue potion (flying) Char ( Qty ) Item Dan ( 3 ) bind wound treatments Dan ( 1 ) beeswax Dan ( 1 ) tinderbox Dan ( 2 ) stake Dan ( 1 ) prayer beads (bless x2, curing, lesser summons (Dariel) Dan ( 1 ) Feldspar wand (petrify) Dan ( 1 ) a steel shield with a tower on it +1 Dan ( 5 ) salt, PFE Dan ( 1 ) an electrum-coated ringmail shirt (MR 5%) Dan ( 1 ) holy symbol Dan ( 6 ) 6 lapis lazuli inlaid sticks (augury) Dan ( 1 ) staff of light (similes) Dan ( 1 ) large square-cut emerald (250GP) Dan ( 1 ) cut spinel (30GP) Dan ( 14 ) gold dinar Dan ( 2 ) incense (meditation) Dan ( 1 ) rod (flailing) Dan ( 1 ) silver apple (cure poison) Dan ( 1 ) ring of fire resistance Dan ( 1 ) backpack Dan ( 1 ) flowing desert robes Dan ( 2 ) lightstones Dan ( 1 ) leather scroll tube Dan ( 1 ) scroll w/ protection from evil 10' x2 Dan ( 1 ) cloth tarp Dan ( 3 ) empty waterskins Char ( Qty ) Item Youssef ( 1 ) flowing desert robes Youssef ( 1 ) sandals Youssef ( 1 ) copper tablet of spells Youssef ( 1 ) spell components Youssef ( 1 ) backpack Youssef ( 4 ) dagger Youssef ( 1 ) beeswax Youssef ( 1 ) waterskin Youssef ( 1 ) peacock feather fan (wind) Youssef ( 2 ) lightstones Youssef ( 2 ) rose colored potions (healing) Char ( Qty ) Item Trommer ( 25 ) platinum Trommer ( 0 ) gold Trommer ( 0 ) silver Trommer ( 1 ) backpack (black dragonhide) Trommer ( 2 ) stake Trommer ( 22 ) bind wounds Trommer ( 0 ) crowbar Trommer ( 0 ) arrow Trommer ( 20 ) silver arrow Trommer ( 0 ) rations Trommer ( 0 ) shovel Trommer ( 0 ) 50' cord Trommer ( 0 ) 100' wire Trommer ( 2 ) small sack Trommer ( 0 ) spikes Trommer ( 0 ) 50' rope Trommer ( 10 ) large sack Trommer ( 1 ) tinderbox Trommer ( 0 ) 10' pole (pieces) Trommer ( 1 ) beeswax Trommer ( 0 ) belladonna Trommer ( 0 ) garlic Trommer ( 0 ) wolfsbane Trommer ( 0 ) dagger Trommer ( 1 ) quiver Trommer ( 2 ) belt pouch Trommer ( 1 ) waterskin Trommer ( 1 ) a suit of green-lacquered splint-mail (moderately enchanted) Trommer ( 6 ) lightstones Trommer ( 4 ) darkstones Trommer ( 1 ) spellbook: necromancy Trommer ( 1 ) spellbook: invocation Trommer ( 1 ) spellbook: enchantment Trommer ( 1 ) lantern (continual light) Trommer ( 1 ) potion (fire resistance) Trommer ( 1 ) dreamstone pendant Trommer ( 1 ) longsword, dragonslayer (of Sylaire) Trommer ( 1 ) Stormcaller Horn Trommer ( 1 ) a fine yew longbow with elven scrollwork Trommer ( 1 ) some bright green (frog-skin) boots Trommer ( 1 ) azurite gem (120GP) Trommer ( 1 ) opal (100GP) Trommer ( 3 ) sparkling gem (20GP) Trommer ( 1 ) pilgrim's robes Trommer ( 1 ) iron helm - mindshielding Trommer ( 1 ) a filigreed bastard sword (silver-inlaid flowing script) Trommer ( 1 ) anti-magic shield Trommer ( 140 ) gold dinar Trommer ( 1 ) turban Trommer ( 1 ) flowing desert robes Party ( 1 ) quantum box Trommer ( 1 ) glowing ring (spell storing) (CSWx1) Trommer ( 1 ) longsword (Durendal) Char ( Qty ) Item Colby ( 0 ) pearls Colby ( 0 ) gold Colby ( 12 ) adamantine coins Colby ( 2 ) soulstone dust Colby ( 1 ) sherlane handkerchief Colby ( 1 ) necromancer components Colby ( 1 ) backpack Colby ( 1 ) red leather glove (flame) Colby ( 1 ) plain gold ring (armoring) Colby ( 0 ) spellbook: elements Colby ( 0 ) trav spellbook: Colby Colby ( 0 ) trav spellbook: Colby2 Colby ( 1 ) thick gold ring (protection) Colby ( 1 ) bag of bones Colby ( 2 ) scroll tube Colby ( 1 ) MU scroll (creeping darkness, firebreath) Colby ( 1 ) blue seal MU scroll (monster summoning II, IV, V) Colby ( 1 ) scroll - unceasing vigil Colby ( 1 ) green seal MU scroll (conjure elemental x1) Colby ( 1 ) potion (raw mana) Colby ( 1 ) yuan-ti armband (shorted) Colby ( 1 ) red ribbon scroll (enchant an item) Colby ( 1 ) blue ribbon MU scroll (recipe for a potion of water-breathing) Colby ( 1 ) green ribbon MU scroll (wall of bone) Colby ( 1 ) white ribbon MU scroll (beckon) Colby ( 1 ) black ribbon MU scroll (magic jar) Colby ( 1 ) perfume bottle, aromatic PfG Colby ( 1 ) Acornelius handkerchief Colby ( 4 ) aerial ray stingers Colby ( 1 ) cut spinel (30GP) Colby ( 1 ) uncut diamond of jeru (25GP) Colby ( 1 ) pilgrim's robes Colby ( 5 ) spell ink Colby ( 1 ) a torc of heavy iron discs (PFG) Colby ( 1 ) scroll (polymorph other, fire wings, memory) Colby ( 1 ) spellbook: conjuration Colby ( 148 ) gold dinar
These items need to be divided up:
CHAR ( # ) ITEM Party ( 1 ) pixie mead Party ( 3 ) bottle with toad Party ( 1 ) magnifying glass Party ( 1 ) book of shadows Party ( 1 ) book (animunculi) Party ( 1 ) broadsword +1 Party ( 1 ) gold demon mask Party ( 4 ) healing water Party ( 1 ) a set of steel manacles Party ( 1 ) a bronze knife (blood-letting) Party ( 1 ) a bardiche (enchanted moderately) Party ( 1 ) a fauchard fork (tuning fork) Party ( 1 ) golden apple (cure critical) Party ( 1 ) silver apple (cure poison) Party ( 1 ) crossbow-contraption (arquebus) Party ( 1 ) sealed jar (camo paint) Party ( 9 ) rose colored potions (healing) Party ( 1 ) Lemarchand puzzle box Party ( 1 ) scroll protection from acid Party ( 5 ) violet dust (magic detection) Party ( 1 ) quantum box Party ( 1 ) a longsword with an ivory grip (Galgonan) Party ( 1 ) rainbird tears MONEY ( Party ) MONEY Party ( 2 ) large square-cut emerald (250GP) Party ( 1 ) cut spinel (30GP) Party ( 148 ) gold dinars Party ( 1 ) topaz stone (50GP) Party ( 2 ) fiery red carnelian (50GP) Party ( 3 ) pale green peridot (50GP) Party ( 1 ) cut spinel (30GP) Party ( 5 ) uncut diamond of jeru (25GP) Party ( 5 ) sparkling gem (20GP) Party ( 2 ) pearls (100GP) Party ( 3 ) opal (100GP) Party ( 4 ) pale green peridot (50GP) Party ( 1 ) large sapphire (300GP) Party ( 1 ) cut spinel (30GP) Party ( 4 ) pale green peridot (50GP) ( ) CHAR ( # ) ITEM qbox ( 1 ) cart qbox ( 10 ) ration qbox ( 1 ) waterskin qbox ( 1 ) flask qbox ( 5 ) spikes qbox ( 11 ) large sack qbox ( 100 ) arrows qbox ( 1 ) The Demonomicon qbox ( 2 ) displacer beast pelts qbox ( 1 ) lantern qbox ( 1 ) 50' rope qbox ( 10 ) oil qbox ( 1 ) chalcedony sphere (Air) qbox ( ) qbox ( 1 ) a suit of electric blue platemail fashioned from the carapace of a lobster (UW/action) qbox ( 1 ) sabre (flaming) qbox ( 1 ) an ornate copper brazier (summon fire creature) qbox ( 1 ) studded leather +3 qbox ( 1 ) ultralight platemail +1 qbox ( 1 ) a flanged mace (moderate enchant) qbox ( 4 ) waterskin (4 holy waters)
These items are at Sherlane's manor:
CHAR ( # ) ITEM Sherlane ( 1 ) silver chest inlaid w/mother of pearl Sherlane ( 1 ) transparent blue poison Sherlane ( 3 ) incense of madness Sherlane ( 3 ) vials of poison (hemlock, nightshade, arsenic) Sherlane ( 1 ) jar of rotgrubs Sherlane ( 2 ) displacer beast pelts Sherlane ( 1 ) singing teacup & saucer Sherlane ( 1 ) music box w/dancing bears Sherlane ( 1 ) large ornate shield (cursed missile attractor) Sherlane ( 1 ) bag of beans Sherlane ( 9 ) gargoyle horn Sherlane ( 1 ) dead phase spider Sherlane ( 1 ) platemail Sherlane ( 1 ) carpet of meditation Sherlane ( 1 ) artificer's hammer Sherlane ( 1 ) stoppered iron flask Sherlane ( 1 ) portrait of horned king family Sherlane ( 1 ) notes - altar ritual Tarterus System Sherlane ( 1 ) MU scroll: invisible stalker Sherlane ( 1 ) red seal scroll: war in the heavens Sherlane ( 1 ) gold seal scroll: instructions for teleporter orb Sherlane ( 1 ) black seal scroll: altar ritual Vault of Elders Sherlane ( 1 ) nunchucks Sherlane ( 1 ) book, reference (famous nobles of the Barony) Sherlane ( 1 ) book, reference (minor poets of the Old Empire) Sherlane ( 1 ) strange horn w/ platinum powder Sherlane ( 1 ) fat copper cat statue w/ amber eyes (1 of 9) Sherlane ( 1 ) etched golden tablet from tomb of the high kings Sherlane ( 1 ) ancient star map Sherlane ( 1 ) map to temple of death Sherlane ( 1 ) large scroll (war machine plans) Sherlane ( 20 ) rockets Sherlane ( 9 ) elven books of Lothenar Sherlane ( 1 ) Denolas journal Sherlane ( 4 ) dragon teeth Sherlane ( 1 ) full moon arras Sherlane ( 1 ) platinum needle Sherlane ( 7 ) silver candlesticks Sherlane ( 1 ) fine riding gloves Sherlane ( 1 ) broadsword w/sharkskin grip Sherlane ( 950 ) gold Sherlane ( 1000 ) gold Sherlane ( 500 ) gold Sherlane ( 325 ) gold
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Post by Wolfgar on Aug 12, 2012 8:16:55 GMT -5
Paavo donates 50 gp to the Temple. Paavo purchases 2 cut spinels from the party for 48 gp. Paavo uses party funds to rent a secure vault for 3 months. Paavo purchases a small ceramic container to hold the key. Paavo offers his padded armor to Gabul, if he doesn't want it he puts it in the qbox. Dan gives an extra waterskin to Paavo and Youssef. Dan gives Youssef Feldspar's wand. Paavo will claim the violet dust for Youssef. Dan will claim the scroll of protection from acid.
Into the vault Paavo will place: qbox ( 1 ) a suit of electric blue platemail fashioned from the carapace of a lobster (UW/action) qbox ( 2 ) displacer beast pelts qbox ( 1 ) The Demonomicon qbox ( 1 ) chalcedony sphere (Air) Party ( 1 ) rainbird tears Party ( 1 ) Lemarchand puzzle box Party ( 1 ) crossbow-contraption (arquebus) Party ( 1 ) a bardiche (enchanted moderately) Party ( 1 ) a fauchard fork (tuning fork) Party ( 1 ) a set of steel manacles Party ( 1 ) gold demon mask Party ( 1 ) book of shadows Party ( 1 ) book (animunculi) Party ( 3 ) bottle with toad Party ( 1 ) pixie mead
If anyone needs any of that stuff he will retrieve it. He suggests putting more books in the vault but he won't take anything off anyone's character.
Colby should take Galgonan or the +1 broadsword. I don't know what he is proficient with.
Place these in the qbox until someone claims them: Party ( 1 ) magnifying glass Party ( 4 ) healing water Party ( 1 ) a bronze knife (blood-letting) Party ( 1 ) golden apple (cure critical) Party ( 1 ) silver apple (cure poison) Party ( 9 ) rose colored potions (healing) Party ( 1 ) a longsword with an ivory grip (Galgonan) Party ( 1 ) broadsword +1
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Post by Bolo on Aug 12, 2012 8:32:39 GMT -5
Paavo offers his padded armor to Gabul Gabul appears surprised and thanks Paavo somewhat effusively.
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Post by Ginger on Aug 12, 2012 10:19:06 GMT -5
Our talk about pawning our magic items is just that we want a clause in the contract that we can repurchase our item within 60 days, perhaps at a 10% markup.
I recommend selling all of this. Colby would like to put at least 2500 GP of the proceeds into the purchase of spell inks and traveling books.
Colby will also loudly alert the party that instead of spending money buying charms, they can spend money getting him trained in 5th level spells and then he can create whatever charms they want, on demand.
Have we ever tried to sell the Lemarchand box? Colby will start with the earth elementalists, since it opens a portal to The Labyrinth of Stone.
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Post by venger on Aug 12, 2012 10:34:02 GMT -5
Our talk about pawning our magic items is just that we want a clause in the contract that we can repurchase our item within 60 days, perhaps at a 10% markup. These terms are unacceptable. If the party wants a loan, they can talk to the moneylenders. I recommend selling all of this. Colby would like to put at least 2500 GP of the proceeds into the purchase of spell inks and traveling books. That's a total of 4900GP for the brazier, the orb and the two books. Assuming this is acceptable to the party (keeping in mind they aren't going to get a better offer at this time) Colby should start planning what books and spells he is buying/trading.
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Post by Ginger on Aug 12, 2012 11:01:48 GMT -5
Do Haddiq the Blessed, Azhbar, or Basmadoos have anything other than their respective weapons? Colby offers to buy them padded armor if they'd like it.
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Post by Ginger on Aug 12, 2012 11:04:27 GMT -5
I modified my old post to add this, so I'll repost: Have we ever tried to sell the Lemarchand box? Colby will start with the earth elementalists, since it opens a portal to The Labyrinth of Stone.
Colby will try to sell the displacer beast pelts. The Shadow Weaver charged a kings ransom to make them into cloaks, so we should just sell them and get what we can.
Colby will also try to sell his aerial stingers to an alchemist or on the street of magicians.
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