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Post by venger on Dec 6, 2012 10:31:17 GMT -5
That comment pertained to consulting with the sage.
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Post by Wolfgar on Dec 6, 2012 10:55:20 GMT -5
No problem. Next time we are in town and flush with cash, we will ask him to start working on it. I am not sure how much we have garnered from the current trip. Colby's training costs should be taken care of assuming we can find this thing. Dan can probably rely on Fizzi for training. Mary and Youssef will need training costs. I suppose so will Trommer (though I don't know where he will find a druid in the desert). And Bolo will try to extract some money from the party for that manual.
Can we get a rough estimate of what we think we have in valuables? We may need to knock open some more crypts if we aren't close to what we think we will need.
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Post by Ginger on Dec 6, 2012 15:20:44 GMT -5
I think the bardiche would be more Friedrich's style, but I agree that the rod of flailing would maximize damage output.
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Post by Friedrich on Dec 7, 2012 2:36:41 GMT -5
-Friedrich retrain to be a flail specialist so he can use the rod of flailing (+3 weapon, 4 attacks/round). Yup, I already thought of that months ago. That flail comes pretty close to giving a character a permanent haste spell (without the chance of SS fails). Clearly you don't get increased movement rate but doubling the attack output per round is something very powerful. I was hoping axes would be more plentiful in this game. If it was simply a question of Min/Maxing I would not have chosen to ban an axe guy. If there are no decent axes found between now and the next time we get back to Barb-el-Shay, the upside to being a flail specialist will be too great to ignore.
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Post by Wolfgar on Dec 7, 2012 10:40:03 GMT -5
I think we are unlikely to find a +3 battle axe of speed before we get back to Barb-el-Shay. But if Friedrich wants to be an axe guy I have no qualms with that.
Note that the flail can also provide +4 protection (limited charges) for both armor and saves. And imagine Friedrich hasted using the flail. 8 attacks per round. Ridiculous.
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Post by venger on Dec 12, 2012 11:58:23 GMT -5
Can we get a rough estimate of what we think we have in valuables? We may need to knock open some more crypts if we aren't close to what we think we will need. I'll complete this tonight - need to update the char sheets.
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Post by Friedrich on Dec 12, 2012 13:52:57 GMT -5
Are we playing on Sunday?
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Post by venger on Dec 12, 2012 14:08:25 GMT -5
Scheduled for 2nd and 16th this month. So yes.
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Post by Ginger on Dec 12, 2012 21:46:53 GMT -5
Not of much use for the immediate future, but I plan to retrain my thief skills once we get back to Barb-el-Shay and I get 5th level spells. I figure this load out will be more useful. This includes bonuses for 18 DEX and no armor.
Pick Pockets 30 Open Locks 25 Find/Remove Traps 85 Move Silently 70 Hide in Shadows 20 Hear Noise 60 Climb Walls 70 Read Languages 35
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Post by venger on Dec 12, 2012 22:22:38 GMT -5
Nordel - 1 topaz stone (50GP) Nordel - 1 cut spinel (30GP) Nordel - 4 fiery red carnelian (50GP) Nordel - 2 large square-cut emerald (250GP) Nordel - 185 gold dinar Nordel - 4 pale green peridot (50GP) Mary - 4 fiery red carnelian (50GP) Friedrich - 10 silver centimes Bolo - undisclosed wealth Paavo - 3 gold dinars Dan - 1 large sapphire (300GP) Dan - 4 pale green peridot (50GP) Dan - 2 cut spinel (30GP) Dan - 9 gold dinar Dan - 15 silver centime Trommer - 1 azurite gem (120GP) Trommer - 1 opal (100GP) Trommer - 3 sparkling gem (20GP) Trommer - 236 gold dinar Trommer - 612 silver centime Trommer - 44 Gazolba-crown gold coins Colby - 2 sparkling gem (20GP) Colby - 1 diamonds of Jeru (500GP) Colby - 12 gold dinars Colby - 1 opal (100GP) 3 sparkling gem (20GP) 2 opal (100GP) 1 pale green peridot (50GP) gold chain (cubes) (20gp) gem-studded bracelet (Fanaure) 58 ancient dinars (cursed vault) large onyx gemstone (cursed vault) (500-5000gp?) box of loose gems (Kuth - Merchant of Toil) (400-800gp?) 12 gold urns (100gp each?) 6 porcelain vases (60gp each) 120 silver ingots (5gp each) 54 colorful paper slips (??) 1322 gold dinar 4681 silver centime 3 gold urns w/ gemstone shards (300gp each)
not counting roughly 3k in gold/valuables at Sherlane's manor
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Post by Ginger on Dec 13, 2012 11:18:01 GMT -5
Can you flag what's been allotted from previous adventures and what's new from the Tower and the Crypts? Or is it just everything that doesn't have a person listed?
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Post by Wolfgar on Dec 13, 2012 11:42:24 GMT -5
Assuming everything with a name is already allocated and being conservative on the value of things, we have roughly 6000 GP worth of stuff not including the gem-studded bracelet or the paper money. There is also a 400 (?) lb silver statue of a type III demon in the q-box. If that is solid silver, then the base metal value should be around 4000 gp. So we are talking about 500 gp a share after a 50% party stake. That is not going to go very far in terms of training costs unless there are a lot of IOUs.
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Post by Ginger on Dec 13, 2012 14:07:02 GMT -5
I suspect we can use the Thieves' Guild to get a better price for the demon statue.
What's our loot target? 15,000 GP value?
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Post by Wolfgar on Dec 13, 2012 15:23:36 GMT -5
Colby: 9th level, 1800 - 6300 GP, free in exchange for recovered item Trommer: 8th level, 1600 - 5600 GP, double if cannot find druid Mary: 7th level, 1400 - 4900 GP, 1/2 price if trained by Colby Dan: 7th level, 1400 - 4900 GP, free from Fizzi in exchange for evil items? Youssef: 3rd level, 600 - 2100 GP, 1/2 price if trained by Mary Youssef: 5th level?, 1000 - 3500 GP, 1/2 price if trained by Mary Friedrich (weapon retraining?): 7th level, 1400 - 4900 GP Basmadoos: 4th level, 800 - 2800 GP, free if party member can train Azhbar: 4th level, 800 - 2800 GP, free if party member can train Bolo: 15000 GP, manual of stealthy pilfering
Assuming average costs with maximum training assistance we are talking more than 25,000 GP. The big ticket item is of course the manual for Bolo.
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Post by Ginger on Dec 13, 2012 16:25:33 GMT -5
Colby: 9th level, 1800 - 6300 GP, free in exchange for recovered item Trommer: 8th level, 1600 - 5600 GP, double if cannot find druid Mary: 7th level, 1400 - 4900 GP, 1/2 price if trained by Colby Dan: 7th level, 1400 - 4900 GP, free from Fizzi in exchange for evil items? Youssef: 3rd level, 600 - 2100 GP, 1/2 price if trained by Mary Youssef: 5th level?, 1000 - 3500 GP, 1/2 price if trained by Mary Friedrich (weapon retraining?): 7th level, 1400 - 4900 GP Basmadoos: 4th level, 800 - 2800 GP, free if party member can train Azhbar: 4th level, 800 - 2800 GP, free if party member can train Bolo: 15000 GP, manual of stealthy pilfering Assuming average costs with maximum training assistance we are talking more than 25,000 GP. The big ticket item is of course the manual for Bolo. Colby's rolled cost was 5400, which is what made getting the book quite attractive. Azhbar is a crossbow specialist and thus doesn't need training.
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Post by Wolfgar on Dec 13, 2012 16:48:15 GMT -5
Also there is the cost of hiring the sage which appears to be ridiculously expensive according to the DMG (and assuming the 1 gp = $20 rule of thumb).
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Post by venger on Dec 13, 2012 20:01:42 GMT -5
Can you flag what's been allotted from previous adventures and what's new from the Tower and the Crypts? Or is it just everything that doesn't have a person listed? If it has a name next to it, it's from previous. If it doesn't, it's from the current adventures.
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Post by venger on Dec 13, 2012 20:02:46 GMT -5
Also there is the cost of hiring the sage which appears to be ridiculously expensive according to the DMG (and assuming the 1 gp = $20 rule of thumb). Probably less than DMG.
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Post by Wolfgar on Dec 16, 2012 21:08:47 GMT -5
Happy birthday Chris!
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Post by venger on Dec 16, 2012 23:07:25 GMT -5
Happy birthday dude
XP posted, just for you
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Post by Wolfgar on Dec 17, 2012 10:26:58 GMT -5
Great session to end the year!
A (not so) quick summary for Daniel and Gareth.
We disengaged from the fight with demi-lich once we determined that we were unlikely to defeat it. It had no interest in pressing the attack. We started to head back to camp andwere immediately attacked by a random encounter in the tight hallway - 4 shadows, 4 wights, 4 mummies, and 1 or 2 undead spell casters. The DM thought this would go better for his team but Trommer and the sword of disruption are a devastating combination against undead. Paavo kept Trommer safe from the spell casting with his 5' magic resistance and Trommer went through two undead a round. The middle of the party held their own against the shadows. Unfortunately Trommer was level drained by a wight and Friedrich was diseased by a mummy. The mummy rot was cured by Paavo.
After defeating the undead we tracked them back to the tomb(s) from which they came. It appears that the stacked undead through out the place can be animated into mummies by some of the crypt occupants. Rather than face another big battle in our more weakened state we headed back to camp.
Everyone had time to sleep, level up, heal and memorize. Bolo and Nordel were feeling indisposed (or rather their players were) and so they remained at camp with Khaddil and Bazeem. Everyone has a trace of evil on themselves from the crypts. A remove curse appears to be needed. Since we were planning to go back in, there was no reason to waste time trying to remove it now.
We headed straight for the Ymmu tomb. Along the way we found some baskets in an alcove. Colby investigated and was attacked by animated mummy wrappings that attempted to strangle him to death. Friedrich tried to help and got himself attacked as well. Youssef got kudos for casting Lasting Breath. Friedrich and Colby eventually destroyed the wrappings attack themselves. Basmadoos used the flaming sabre to burn the remaining wrappings.
We then entered the tomb complex of Ymmu. No traps were detected so we opened the main door. At this point the doors for the four side chambers opened revealing 8 donkey headed mummies in each side chamber and 2 super mummies, 4 regular mummies, Ymmu and 6 phantoms in the main chamber. More than half the party was feared. It didn't look good. We were attacked from 3 sides. Friedrich boldly moved to one flank to keep the mummies at bay. Trommer and Paavo stood in the middle. Leaving the other flank momentarily exposed. Youssef went down in the first rush. Dan and Mamnoon recovered first from the paralyzing fear. Mamnoon used in etherealness to move to Youssef aid while Dan unleashed a 12d6 lightning bolt on the mummies doing massive damage but not dropping any of them. Before he could get off another he was knocked unconscious. Meanwhile Colby had regained his senses and used a Web to block the other flank. Trommer hewed mightily in the center while Paavo went toe-to-toe with a mummy. Haddiq was knocked unconscious. Mary used fireball on Ymmu and his shadows. Unfortunately, it was more effective in destroying the treasure in the room. Colby webbed the other flank and Trommer hacked down the mummies guarding Ymmu who now waded into combat.
Now it gets complicated. Trommer struck Ymmu but is unable to disrupt him. Paavo hit the same mummy but was unable to bring it down. Colby used a magic missile to knock the mummy attacking Paavo. Trommer was hit by Ymmu and turned to stone failing one of two saving throws. Colby was hit unconscious by a mummy. Things looked bleak. The next two rounds don't matter much except that Mary used healing water to restore Colby to conscious. He then used his ring of minor time turning to replay the last two rounds. Everyone but Colby did the same thing again the first round. Colby instead used slow to prevent Ymmu from getting his attack off. The time line changed. The battle turned to the party's favor. Ymmu was destroyed. The mummies in the webs were destroyed by fireballs and lightning bolts. The phantoms were destroyed by the staff of light.
We entered the tomb to collect our reward. Colby was ensorcelled by a magic mirror turning him against the party. He cruelly attacked Paavo from behind. Doing enough damage to lay him low. Trommer pummeled Colby unconscious. The battle ended.
Large amounts of treasure was found in the side chambers. Our training cost problem is solved. The book we seek was not immediately found.
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Post by Wolfgar on Dec 17, 2012 10:51:16 GMT -5
Just about everyone will need a cure disease spell before we can continue as they have been struck by a mummy (and hence can't receive cure wound spells). Paavo has one more for the week. Dan can cast 3 every 8.25 hours. Haddiq can do 2 (or 3) once he levels up. The bead of curing can effect another. So if we head back to camp now (it is around noon) we should be ready to go again in the morning.
Of course we may have enough treasure to pay for Colby's training directly. But finding the book is probably a good idea since the main guardians of it are gone. I feel like we are getting the short end of the deal - destroy 40 mummies and find a book of unknown power; and one of the party members gets training. Maybe someone else is willing pay more for it.
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Post by Wolfgar on Dec 17, 2012 11:07:16 GMT -5
If Colby or Mary have Knock spells memorized they might as well use them to try to find some secret doors before we leave. If no luck then when we come back Dan will use Locate Object to try to find the book. I think we will need to investigate down the pit trap in the adjoining hall. There was a sealed door of some sort at the bottom of the pit which may hide the book.
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Post by Ginger on Dec 17, 2012 11:20:36 GMT -5
We're going to have a lot of disease removal to do once we rest. I hope the DM can give us an accounting of what's down here on the board for us to squabble over.
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Post by venger on Dec 17, 2012 12:24:06 GMT -5
Large, wax-sealed urn (3) rotting sacks of gold dinars (822) burnt sack in pool of gold slag heavy coffer overflowing with gold dinars (3110) 22 green gemstones (jaspers) large diamond large ruby large emerald large sapphire several bags of moldy spices ornate gold choker with Ymmu geometric knotwork pattern ornate gold seal with Ymmu geometric knotwork pattern ornate gold crown with Ymmu geometric knotwork pattern bejeweled sceptre dessicated paw of Y'mmu tinged with golden hellfire burnt scraps of Y'mmu's burial shroud copper wall basin heavy copper censer burning human hair and incense (in the pool) heavy golden urn golden mirror (hypnotized Colby) destroyed ivory tusks (12) melted brass coffer containing cracked/burnt emerald scarab with a broken rune of protection finely-made scimitar clear potion scroll tube
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Post by Ginger on Dec 17, 2012 13:27:20 GMT -5
I'm so excited over the scroll tube that I'm considering risking the savings throw to open it on the bulletin board.
Colby's not sure what he thinks about double-crossing the Master Conjurer of the Wizard College. On the one hand, it's not like Colby got trained up front. He was just told where an item was and what the compensation would be for retrieving it. We took all of the risk to get it.
On the other hand, I think it would strongly sour our relationship with the College if one of the Masters told us where something very valuable was and got nothing in return.
What does Paavo think about trading/selling Arcadian? Colby was planning to give it to Sherlane, since he's not sure how trustworthy these Barb-el-Shay mages are, but it should easily pay for training. If Colby is uncomfortable with letting the gem potentially get into the wrong hands, he suspects Paavo would feel even more strongly. A powerful magic gem forged in Gehenna might be evil enough to bargain away to Fizzi in exchange for a restoration?
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Post by Wolfgar on Dec 17, 2012 14:14:07 GMT -5
Paavo is not suggesting double crossing anyone. It is more renegotiating given the risk involved and the possible value of the Almanack. We may want to consult Fizzi before handing the Almanack to the Conjurer, especially if it detects as evil.
The Master Conjurer could have led his own team of adventurers into the Crypts if he wanted this item so much. Clearly he was unwilling to risk his own life to recover it. It was common knowledge that he was seeking something in Khosura. He just narrowed down the search without actually providing any helpful information about the dangers we faced.
Not to put any ideas in the DM's head, but I would be more worried that Iz Omazzi might try to take it from us while we are returning to Barb-el-Shay. Once it is outside of the Crypt it will no longer be shielded from scrying. So he could just use a crystal ball or some other divination to learn that we have it and where we are. Then teleport in one night while we are resting.
Paavo is down with giving Fizzi any and all evil magic item in exchange for restoration/resurrections/training now and in the future. In addition to the items we have from the altars in the tower of the forbidden gods (which are in exchange for Iskander), we have the items from the temple of the plague god in the desert, Arcadian, the dessicated paw of Ymmu, the book of necromancy, the large scrolls from Lub-Leh, the golden demon mask and the Demonomicon. I am sure that whatever Fizzi has in store for what we bring back from the altars can also handle these additional items.
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Post by Friedrich on Dec 17, 2012 14:57:33 GMT -5
Thanks E-Dog and Josh. And yes, the biggest XP haul we've ever had by far. Friedrich will return to Fenhold a lord.
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Post by venger on Jan 3, 2013 13:09:18 GMT -5
I would be greatly relieved to see even the most basic elements of a plan for Sunday.
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Post by Wolfgar on Jan 3, 2013 21:16:38 GMT -5
I would think something straightforward like: -take treasure back to camp -rest up -return to look for Almanack -take Almanack and treasure to Barb-el-Shay -subset goes to Antioch to see Fizzi -subset stays to train, identify items, consult with sage, etc.
We could choose to go en masse to Antioch and then return to Barb-el-Shay. I am sure Fizzi would have no problem getting rid of any lingering curses. Bolo may want to beseech Fizzi to get Gabul raised. And there is everyone who wants a Restoration.
It all depends on how hard it is to find and recover the Almanack.
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