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Post by Wolfgar on Aug 7, 2013 8:40:01 GMT -5
I have started several lists of activities. I was assuming we were returning to Barb-el-Shay but I suppose we can accomplish much of this in Pentadastion assuming we can get access to the necessary resources. We will want to rent a good sized house for the month or two we spend accomplishing all of this. Healing - Raise Colby (regenerate tongue first)
- Stone to Flesh on Mamnoon
- Remove curses on Friedrich and Trommer
- Restoration for Paavo and Friedrich?
Training - Mary for 5th level spells
- Youssef for 4th level spells
- Ingrid for 4th level spells (assuming she gets the necessary x.p.)
- Basmadoos for new attack routine
- Azhbar for new attack routine
- Advanced bind wounds for Paavo and Dan (others?)
- Trommer for 1st level druid spells (teleport back to Forest Kingdom?)
Shorter term - Value treasure
- Purchase pearls (in Pentadastion)
- Identify items
- Purchase spell inks
- Determine new spells
- Copy spells from scrolls
- Revisit sages?
- Turn Tzila over to Fizzi for interrogation and/or safekeeping
- Teleport w/Friedrich to shadow weaver
- Trommer - purchase bag of chalk dust
- Trommer - recharge pearl of fire protection
Longer term - Magic armor and weapon creation
- Potion creation
- Scroll creation
- Recharge wands
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Post by venger on Aug 20, 2013 19:53:43 GMT -5
What does Wizard Sight tell us about the trapped urns? The snake is alteration/evocation. The raven is conjuration/summoning. We could use Stone Tell to ask what is inside the urns and maybe how to circumvent the trap. I'm not sure a clay urn counts as stone. --TIME PASSES-- As always minorly, moderately, strongly, powerfully, etc. indicate the level of enchantment on a weapon or piece of armor. (more) indicates additional information available from another Identify. Identifies: ( 28 PEARLS DEDUCTED) --Day 1- 1. glass-steel battleaxe (minorly enchanted) 2. broadsword rimed with frost (Frostbrand™) 3. Longsword (minorly enchanted) (more) 4. Red alloy mace (strongly enchanted) (more) --Day 2- 5. Dirk (minorly enchanted) (more) 6. Shortsword (minorly enchanted) (more) 7. elephant spirit's khopesh sword (strongly enchanted) (more) 8. khopesh sword set w/ tourmaline (moderately enchanted) --Day 3- 9. hand axe 2 (moderately enchanted) (more) 10. javelin 4 (moderately enchanted) (more) 11. platemail (m) (strongly enchanted) (more) 12. Tzila's shield, fanged elephant (strongly enchanted) --Day 4 13. Tzila's field plate (female) (powerfully enchanted) 14. gnarled oak staff w/ elemental runes ("Staff of the Elements") (moderately enchanted) (more) (more) (more) (more) (more) (more) (more) (more) 15. black marble baton (undead control up to 4HD) (more) 16. oak wand "magware" (flame-extinguishing) --Day 5 17. mahogany wand "tishra" (negation) 18. silver/ivory scepter capped w/ diamond ("Rod of Terror") (moderately enchanted) (more) 19. heavy leather gauntlets (ogre-strength) (more) 20. gold and jeweled girdle (masculinity/femininity!) --Day 6 21. Red robes (moderate protection) 22. Platinum statue of mantiger (Kazhakh - powerful spirit creature) 23. Shovel (enhanced digging) (more) 24. wooden bowl - water symbols (bowl commanding water elementals) (more) --Day 7 25. clear blue gemstone (gem of insight) 26. large black leather book (the Vacuous Grimoire) 27. guardian stone (passwall 2x/day) (more) 28. elephant spirit tusks 2 (lingering essence of Honapo, powerful spirit creature bound against its will by the wicked Mud Sorcerers) By Day 6 the party will reach the outskirts of Pentadastion. Is that the ship's course? It is 25 days back to Barb-el-Shay. I will roll individual training costs/times -- with the exception of Azhbar, the party can train all these henchmen at half price. Training - Mary for 5th level spells - (12 days, 2700GP/2)
- Youssef for 4th level spells - (14 days, 1400GP/2)
- Ingrid for 4th level spells - (11 days, 4900GP/2)
- Basmadoos for new attack routine (17 days, 4200GP/2)
- Azhbar for new attack routine (16 days, 1400GP)
17 days, 8000GP total expense.
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Post by Wolfgar on Aug 22, 2013 22:16:41 GMT -5
The following spells are only in traveling spellbooks. I think we should make copies in full spellbooks.
1st: Chill Touch, Identify, Lasting Breath, Lightning Snake, Nahal's Reckless Dweomer 2nd: Acid Arrow, Comprehend Languages, Fog Cloud, Mage Shield, Mirror Image, Wind Breath 3rd: Charge, Fire Wings, Fireball, Haste, Hovering Skull, Salaphir's Searing Serpent, Sandstorm, Sepia Snake Sigil, Slow, Spell Ward, Wall of Fire, Wind Wall, Wizard Sight 5th: Conjure Elemental, Creeping Darkness, Firebreath, Hold Monster, Sending
That adds up to 81 spells levels. We can skip most of the 1st and 2nd level spells since they are available in the College. We should keep the spellbooks in the Vault and only carry around traveling spellbooks. We will need to make a number of additional traveling spellbooks.
Here are the spells I think we should copy into traveling spell books
1st: Charm Person, Enlarge, Mending, Reduce, 2nd: Alacrity, Deeppockets, Detect Invisibility, Forget, Knock, Levitate, Magic Mouth, Smoky Form, Stinking Cloud, Strength, Wizard Lock, 3rd: Clairvoyance, Dispel Magic, Fly, Gust of Wind, Lightning Bolt, Protection from Charm, Protection from Normal Missiles, Suggestion, Tongues, Waterbreathing, 4th: Minor Globe of Invulnerability, Polymorph Other, Polymorph Self, Scry, Wall of Ice, 5th: Cone of Cold, Teleport, Wall of Force, Wall of Stone,
That is another 96 spell levels.
This doesn't include the spells we need to copy from scrolls - confusion, airy water. Another 18 spell levels for 2 copies.
That brings us to at approximately 200 spell levels total. Plus whatever spells we learn now. We have the money. Any reason not to do this?
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Post by Wolfgar on Aug 22, 2013 22:22:31 GMT -5
Go ahead and purchase the pavilion as well as 25 pearls, 50 spell inks and another copper tablet for Youssef.
Youssef will attempt to learn Magic Mouth and place them around the exterior of the pavilion to warn of anyone attempting to enter the tent not through the main door.
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Post by Ginger on Aug 22, 2013 23:03:39 GMT -5
The following spells are only in traveling spellbooks. I think we should make copies in full spellbooks. 1st: Chill Touch, Identify, Lasting Breath, Lightning Snake, Nahal's Reckless Dweomer 2nd: Acid Arrow, Comprehend Languages, Fog Cloud, Mage Shield, Mirror Image, Wind Breath 3rd: Charge, Fire Wings, Fireball, Haste, Hovering Skull, Salaphir's Searing Serpent, Sandstorm, Sepia Snake Sigil, Slow, Spell Ward, Wall of Fire, Wind Wall, Wizard Sight 5th: Conjure Elemental, Creeping Darkness, Firebreath, Hold Monster, Sending That adds up to 81 spells levels. We can skip most of the 1st and 2nd level spells since they are available in the College. We should keep the spellbooks in the Vault and only carry around traveling spellbooks. We will need to make a number of additional traveling spellbooks. Here are the spells I think we should copy into traveling spell books 1st: Charm Person, Enlarge, Mending, Reduce, 2nd: Alacrity, Deeppockets, Detect Invisibility, Forget, Knock, Levitate, Magic Mouth, Smoky Form, Stinking Cloud, Strength, Wizard Lock, 3rd: Clairvoyance, Dispel Magic, Fly, Gust of Wind, Lightning Bolt, Protection from Charm, Protection from Normal Missiles, Suggestion, Tongues, Waterbreathing, 4th: Minor Globe of Invulnerability, Polymorph Other, Polymorph Self, Scry, Wall of Ice, 5th: Cone of Cold, Teleport, Wall of Force, Wall of Stone, That is another 96 spell levels. This doesn't include the spells we need to copy from scrolls - confusion, airy water. Another 18 spell levels for 2 copies. That brings us to at approximately 200 spell levels total. Plus whatever spells we learn now. We have the money. Any reason not to do this? I wouldn't worry about copying the PHB spells we have only in travelling books to bigger books, since they're all freely available at the college, but otherwise, yeah, go for it.
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Post by Wolfgar on Aug 23, 2013 8:01:39 GMT -5
I thought that was only 1st and 2nd level spells that were freely available.
Can the DM answer these questions: -Do you need to learn a spell to copy it? Since you can copy a higher level spell I would think not. -Does Youssef's penalty apply to learning and writing or just learning of non-elemental spells? Certainly once he has learned something I don't see why he would have a penalty to copying. But I am not sure about copying of unfamiliar non-elemental spells.
Colby and Mary may have do most of the copying depending on Youssef's penalties to non-elemental spells. Assuming you can Write for 8 hours a day and it takes 1 hour per spell level. That means 25 days of work to copy 200 spell levels. That is about 8.3 days if we can split among the three of them. At 12 hours of Writing per day that is about 5.6 days.
When do you want to accomplish this? Before or after training? Make sure you are good with the spells we are copying into traveling spellbooks. I would hate for something vital to be missing once we hit the road.
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Post by Ginger on Aug 23, 2013 8:35:10 GMT -5
Yes, you're right about only 1st and 2nd. That's what I was thinking, which saves us Identify, Mirror Image and Comprehend Languages.
Didn't we already copy Confusion? I thought Mary did that once she hit 7th level.
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Post by Wolfgar on Aug 23, 2013 9:33:53 GMT -5
A second copy of some spells might be nice to have in traveling spellbooks.
I am pretty sure Mary used Confusion in the temple of doom. Whether she wrote it in a book first I am less clear on.
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Post by venger on Aug 23, 2013 9:45:57 GMT -5
I thought that was only 1st and 2nd level spells that were freely available. Correct. -Do you need to learn a spell to copy it? Since you can copy a higher level spell I would think not. Chance to learn spell is the same as chance to write spell. --Does Youssef's penalty apply to learning and writing or just learning of non-elemental spells? Certainly once he has learned something I don't see why he would have a penalty to copying. But I am not sure about copying of unfamiliar non-elemental spells. Youssef is -25% when learning or copying unfamiliar non-elemental spells. If he successfully learns a spell first, he can copy it later without elementalist penalties. I put Confusion in Mary's travelling spellbook. It must have been copied in session and not transcribed onto the spellbook sheet. I'm going to move discussion of costs and labor time to the other thread, so I can keep track of everything easier and save this for the actual spells and spellbooks.
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Post by venger on Aug 23, 2013 11:56:53 GMT -5
Hey everybody new thread! we have a bunch of stuff stored there in a vault - when is the rent due on the vault? The party has authorized vault staff to deduct the required funds until such time as they are exhausted. I must remind you that the trip to Barb-el-Shay is 50 days, round-trip. Speaking of which, Khaddil needs 300GP.
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Post by Ginger on Aug 23, 2013 12:12:04 GMT -5
I know we don't want to split the party, but my my count, Colby, Paavo, Friedrich, Dan, Nordel, Bolo and Trommer can take Tzila to Fizzi while the rest of us train and consult the sage in Pentadastion. 25 days round trip isn't that much longer than 17 days of training.
If we copy Wall of Force out of this book, I suggest we trade it to the dean of the college. These 9th level spells are of limited utility to traveling adventurers, even if they weren't far out of our casting range.
Perfect Iron Circle Magic - (48/48 spell levels) 1st- Read Magic 5th- Wall of Force 8th- Binding 8th- Planar Seal 8th- Greater Spell of Teleportation 9th- Temporal Stasis 9th- Symbol of Death
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Post by venger on Aug 23, 2013 12:23:17 GMT -5
I modified that post, it's 25 days one way. 50 total.
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Post by Bolo on Aug 23, 2013 12:24:52 GMT -5
Speaking of which, Khaddil needs 300GP. This reminds Bolo to bring up the topic of loot distribution. Given that he was in the time warp for much of this trip, Bolo expects some party members to feel he deserves only a partial share of the loot. Rather than haggle about percentages, Bolo suggests that the party pay him a flat sum this time, in lieu of his usual share. He does not intend this to set a precedent for future distributions. What amount would the party consider fair? Bolo has some important purchases to make that are of a personal nature, either upon arrival in Barb, or upon arrival in Pentadastion if we are not going to Barb. So he would like to receive his share, whatever that is, while we are still in transit. [Also, it would be good to settle this on the board rather than waste playing time on it.]
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Post by venger on Aug 23, 2013 14:10:59 GMT -5
Re: Tzila- Three days after Colby casts the Sending a powerful wind blows through the pavilion, delivering a wrapped parcel.
It contains two scrolls and a small clay tablet.
The first scroll is a letter from the sainted Fizzi Finnini addressed to the "Heroes of the West." In it, his Most Holy offers the blessings of the One God and instructs the party to render their prisoner unto the Aerial Servant for transport to Entioch where he will see to her re-education or, failing that, dispatch her to the 5th layer of Heaven.
The letter goes on to remind the party of the vital importance of their quest. Through auguries and communion with the One God it has been revealed to Fizzi that time draws short and if the party does not act soon to stop the growing darkness, it may be too late.
In parting, he once more offers the blessings of the One God and two additional boons - a scroll of powerful prayers and a clay tablet that he directs should not be used unless "all is truly lost" - in which case speak his name and break the tablet.
The second scroll has 5 spells @ 23rd level: Dispel Magic Raise Dead True Seeing Heroes' Feast Heal
The small clay tablet has some holy symbols on it.
Let me know if the party is not relinquishing Tzila to the Aerial Servant.
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Post by Wolfgar on Aug 23, 2013 17:38:16 GMT -5
Paavo's prayers have been answered! He wishes Tzila a good trip and sends his regards to Fizzi.
No time for a round trip to Barb-el-Shay or magic item creation. Let's finish our training and press on. Maybe we can stop by the white tower if it isn't to far out of the way.
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Post by Ginger on Aug 23, 2013 17:54:58 GMT -5
Being a crazily powerful character has a lot of great perks. We'll bid adieu to Tzila.
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Post by Ginger on Aug 23, 2013 18:13:37 GMT -5
So, I guess this eliminates our travel to Barb-el-Shay.Our Current plan is to buy a pavilion, camp outside of the city and train.
Assuming we'll have plenty of identify and spell writing time, my 2 dervish fighters will pick up khopesh proficiency in their new proficiency slots.
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Post by venger on Aug 23, 2013 19:07:09 GMT -5
Being a crazily powerful character has a lot of great perks. There are always so many evil-aligned ultra-powerful NPCs running around acting against the party. This is fairly easily justified with the whole Star Wars / Dark Side of the force being the quicker path to power. But there should be a Yoda or two somewhere. my 2 dervish fighters will pick up khopesh proficiency in their new proficiency slots. Finding a trainer is difficult, the dervishes find the unwieldy weapon seems to have some religious significance to a group of Aegyptians who are willing to train them in its use. That will tack on another 5 days, bringing the total to 22. 1100GP cost. Assuming we'll have plenty of identify and spell writing time I'll perform the next phase of identifications. Costs so far: 7500GP - 25 pearls and 50 units of ink 8000GP - party training costs 150GP - large pavilion 375GP - bronze tablet for Youssef 1100GP - weapons training (khopesh) Subtotal: 17125GP. The party has 16032.155 in cash from the haul before converting gems/jewelry becomes necessary. I need to know what the party is writing and into which spellbooks they are being written. Spellbook costs in Desert Kingdoms: Parchment Codex: 150GP (30enc) (save as paper/parchment) (12lvls) Copper Tablets: 150GP (100enc) (save as metal, soft) (12lvls) Clay Ostracon: 375GP (60enc) (save as ceramic) (12lvls) Bronze Tablets: 375GP (100enc) (save as metal, hard) (12lvls) Travelling spellbooks: 375GP (30enc) (save as book/leather) (12lvls) Standard spellbooks: 750GP (150enc) (save as book/leather) (36lvls) Oh hey, turns out there is a difference: Copper tablets are metal, soft. Bronze tablets are metal, hard. I'll upgrade all the copper tablets to bronze because I'm sure that's the item savings throw category the party wanted. Except the one Youssef started with. Identifications round 2 (15 pearls used): platemail (m) (strongly enchanted) ( cursed vulnerability!) (DMG) Longsword (minorly enchanted) (cursed!)Dirk (minorly enchanted) (cursed!)Shortsword ( minorly enchanted) (cursed!)wooden bowl - water symbols (bowl commanding water elementals) (watery death!) (DMG) silver/ivory scepter capped w/ diamond ("Rod of Terror") (moderately enchanted) (30' radius terrifying aura) (DMG 2E) heavy leather gauntlets (ogre-strength) ("Antaeus"- only functions while in contact with the earth)black marble baton (undead control up to 4HD) (as potion)Shovel (enhanced digging) (move earth)javelin 4 (moderately enchanted) (piercing) (DMG) Red alloy mace (strongly enchanted) (hurling) (UA) elephant spirit's khopesh sword (strongly enchanted) (immunity to petrifaction)hand axe 2 (moderately enchanted) (throwing) (DMG) gnarled oak staff w/ elemental runes ("Staff of the Elements") (moderately enchanted) (1/day affect normal fires, create water, feather fall, fist of stone) fire: (more) air: (more) water: (more) earth: (more) guardian stone "Earth Gem" (passwall 2x/day) (wall of stone 2x/day) (more)
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Post by Bolo on Aug 23, 2013 21:59:32 GMT -5
Bolo would like to know more about Pentadastion and the services that may be available there. - Do the major merchant houses -- Azrad, Thar, Vulroose, and Farhad -- have branches in Pentadastion? Do they provide banking services as in Barb-el-Shay?
- Are there lawyers in P. who can draw up basic documents such as deeds, contracts, wills, trusts, etc.?
- Is there a market in P. where enchanted items are for sale?
- Is P. considered to be within the Sea of Sand? Or is it part of the Rhunan Confederacy? Or both? Or neither?
Can I go ahead and post regarding Bolo's actions in Pentadastion? Or have we not yet actually arrived there?
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Post by Wolfgar on Aug 23, 2013 22:05:46 GMT -5
I will suggest spellbook allocation in a couple days when i have more time to work on it.
Interesting twist on the gauntlets. And appropriate for the dungeon. Still limited to fighters?
Trommer and Colby can continue to ID the staff and earth gem if they want while Mary trains Youssef.
Colby can also teleport to BeS if he wants to conduct business there. Bolo would probably want to join him. Colby could take a lot of the surplus treasure to the vault using the qbox. Also there are items he could purchase or trade for. Up to him.
Please pay Khaddil. He is welcome to join us on our travels. If not give him another month of pay whenever he is ready to leave. Should we sell the camels?
I am fine giving Bolo and Nordel 2000 gp each. Does that seem fair to others? I have not tried to calculate what percentage of the dungeon they were there for.
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Post by Bolo on Aug 23, 2013 22:26:09 GMT -5
If Colby is teleporting to Barb and is willing to bring Bolo with him, Bolo would definitely like to go.
Bolo would consider 2000gp to be fair. In gems, please, to avoid encumbering the poor little guy, and also because Bolo just really likes gems. I will need to get back to you on whether Nordel also wants this deal.
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Post by venger on Aug 23, 2013 23:32:08 GMT -5
Can I go ahead and post regarding Bolo's actions in Pentadastion? Or have we not yet actually arrived there? Discounting the travel time from the tomb which was spent aboard the new ship, identifying items and guarding the prisoner, there are 28 days at Pentadastion. The ship is parked a day from town and the party has made several forays into the city to purchase a large pavilion, pearls, spell ink and training supplies. Training times were slightly miscalculated. The party has 3 magic-users and two of them need training. Colby must train Mary for 5th level spells (12 days) before Mary can train Youssef for 4th level spells (14 days). That's 26 days of continuous training... plus 2 days to travel to and from the city for shopping. Azhbar is staying in the city for 22 days of weapons training. Basmadoos has 4 days of training in the city as well. I will add some lodging costs. So far the time available for each character to "do stuff" is as follows: Bolo - 28 days Nordel - 28 days Friedrich - 28 days Dan - 25 days (guarding Tzila = 3 days) Trommer - 21 days (2nd round of IDing- 7 items = 7 days) Ingrid - 15 days (Train w/ Haddiq) = 13 days) Haddiq - 15 days (Train Ingrid = 13 days) Colby -13 days (Train Mary, 2nd round of IDing- 1 item = 15 days) Paavo - 8 days (guarding Tzila, training Basmadoos in scimitar = 20 days) Azhbar - 8 days (weapons training xbow & khopesh = 16 days) Basmadoos - 6 days (weapons training scimitar & khopesh = 22) days) Youssef - 5 days (Training w/ Mary, 2nd round of IDing 7 items = 23 days) Mary - 0 days (Train w/Colby, Train Youssef = 28 days) [/li][li]Do the major merchant houses -- Azrad, Thar, Vulroose, and Farhad -- have branches in Pentadastion? Do they provide banking services as in Barb-el-Shay?[/quote] Yes. Beslander Vulroose is the most powerful of the Syndic Lords. Are there lawyers in P. who can draw up basic documents such as deeds, contracts, wills, trusts, etc.? Yes, the party is acquainted with Fabius, a sage who offers these services. Is there a market in P. where enchanted items are for sale? No. Is P. considered to be within the Sea of Sand? Or is it part of the Rhunan Confederacy? Or both? Or neither? Centuries ago, the Compact of Twelve Lords brought order from the chaos that followed the collapse of the Old Empire, establishing the Rhunan Confederacy. As the influence of the paladins of Mitra waned, the lofty ideals of the Compact fell to the wayside. Now a bunch of wealthy, power-mongering Syndic Lords control the vast* confederacy and their seat of government is Pentadastion. The populace seethes with rebellion, there are numerous pirate towns along the coast of the southern peninsula and a "Veiled Society" of anarchists, saboteurs and bomb-makers has dedicated themselves to ousting the oligarchy. Recently they blew up a large chunk of the Syndic Palace during an assassination attempt. *The confederacy is modeled somwhat on the notion that (per the PHB) any 9th level fighter who wants to attract troops needs to clear 20 to 50 mile radius around his castle. Interesting twist on the gauntlets. And appropriate for the dungeon. Still limited to fighters? They are limited to Clerics, Fighters and Thieves per the DMG. Please pay Khaddil. He is welcome to join us on our travels. If not give him another month of pay whenever he is ready to leave. Should we sell the camels? Khaddil would actually take the camels as payment if the party wanted... either/or. I have not tried to calculate what percentage of the dungeon they were there for. To their additional credit, Bolo and Nordel were with the party during the looting of the crypts beneath the Ghost-City of Khosura and then trapped in the magic bottle, not disappearing until the magic hourglass was broken in the dungeons of the palace.
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Post by Bolo on Aug 24, 2013 8:50:20 GMT -5
In Pentadastion, Bolo will hire Fabius the sage/lawyer to draw up a will and another document (details to DM by email). He will purchase a scroll case in which to carry these documents. He will also visit the Merchant House of Vulroose (details of transaction to DM by email).
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Post by Bolo on Aug 24, 2013 10:20:00 GMT -5
Nordel has no urgent need for cash, so he doesn't want the flat-sum 2000gp deal. He will wait for the general distribution to the party and see how that turns out.
In Pentadastion he buys 5 flasks of oil.
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Post by Wolfgar on Aug 24, 2013 13:52:33 GMT -5
[Long rambling post deleted]
Money is complicated.
Other things to accomplish -Paavo will have the potions ID'd by the alchemist we purchase the spell ink from. -Paavo will see if any potions are for sale. -We should keep some camels or switch to horses if the terrain is changing. The ship is nice but has limited maneuverability. -We can finish IDing and writing spells on the ship as we travel onward. Let's just make sure we have enough spell books. -If we haven't done so, show the books to the sage. Does he interested in purchasing them? Can he provide additional information about getting to the temple? Where do we need to go to get onto Tzila's map? How far away is that? Where is the White Tower relative to this?
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Post by Ginger on Aug 24, 2013 20:23:09 GMT -5
This is a final list of our new items from the tomb. Here are a few preliminary suggestions at who gets what, with most items unallocated until people start expressing preferences. I also have questions about a few of the items.
elephant spirit's khopesh sword (strongly enchanted) (immunity to petrifaction) – Azhbar needs something good for the many creatures immune to crossbow bolts Shovel (enhanced digging) (move earth) – Bolo, he’s a small guy, and might need extra help rapidly burying man-sized objects in a pinch heavy leather gauntlets (ogre-strength) ("Antaeus"- only functions while in contact with the earth) - Paavo khopesh sword set w/ tourmaline (moderately enchanted) – Basmadoos for the things that his +1 scimitar can’t hurt Red alloy mace (strongly enchanted) (hurling) (UA) – Dan or Haddiq hand axe 2 (moderately enchanted) (throwing) (DMG) - Friedrich black marble baton (undead control up to 4HD) (as potion) Is this just one use or does it have charges? javelin (moderately enchanted) (piercing) (DMG) Trommer javelin (moderately enchanted) (piercing) (DMG) Ingrid javelin (moderately enchanted) (piercing) (DMG) Basmadoos javelin (moderately enchanted) (piercing) (DMG) Paavo, since none of these guys has a good damaging ranged weapon glass-steel battleaxe (minorly enchanted) - Friedrich deep red sphere ioun stone (+1 dexterity) – anyone with a 14-17 DEX magic quiver - Nordel Platinum statue of mantiger (Kazhakh - powerful spirit creature) – Is this like a wondrous figurine that we can use to summon him? White ivory ring (spell-turning) silver/ivory scepter capped w/ diamond ("Rod of Terror") (moderately enchanted) (30' radius terrifying aura) (DMG 2E) red clay ring (elemental command: mud) We never actually identified this and thus don’t know it’s actual powers, unless I missed something Tzila's shield, fanged elephant (strongly enchanted) – Paavo if he gives the brooch to someone else gold ring of spell storing: 1 we should try to use the dreamstone to fill the empty charge --enervation 1 --invisible stalker 1 --globe of invulnerability 1 --power word: stun 0 wand of earth & stone broadsword, Frostbrand Colby? It seems like it should go to someone who’d always have it in his hand for the protection, and fighters would typically wield their specialized weapons lavender ellipsoid ioun stone (spell absorption) guardian stone "Earth Gem" (passwall 2x/day) (wall of stone 2x/day) (more) clear blue gemstone (gem of insight) - Colby, for the extra spells oak wand "magware" (flame-extinguishing) mahogany wand "tishra" (negation) gnarled oak staff w/ elemental runes ("Staff of the Elements") (moderately enchanted) (1/day affect normal fires, create water, feather fall, fist of stone) fire: (more) air: (more) water: (more) earth: (more) – Youssef (I know he can’t use 25% of the functions, but it just seems like our only elementalist mage should get it) Red robes (moderate protection) scroll - protection from water elemental 1 scroll - protection from earth elemental 1 scroll - tenser's transf, proj img @ 20th 1 scroll - gust of wind, disintegrate @ 20th 1 scroll: strength @ 20th level 1 cleric scroll: heal, conjure elemental 1 scroll: monster summon IV, crystalbrittle 20th 2 Scroll 1: Stone Tell, Animate Rock, Spike Stones @ 15th level Scroll 2: Transmute Dust to Water, Part Water, Airy Water @ 20th level Cleric scroll: Dispel Magic, Raise Dead, True Seeing, Heroes’ Feast, Heal @ 23rd level Fizzi’s In-Case-Of-Emergency Tablet
Tzila's field plate (female) (powerfully enchanted) - qbox elephant spirit tusks 2 (lingering essence of Honapo, powerful spirit creature bound against its will by the wicked Mud Sorcerers) - qbox
Evil or cursed: platemail (m) cursed Silver necklace* (woe!) 1 cursed Dirk* 1 cursed Shortsword* 1 cursed Longsword* 1 cursed gold and jeweled girdle* 1 cursed wooden bowl - water symbols* 1 cursed evil talisman, pure evil large black leather book 1, cursed
Let the fighting over items commence!
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Post by Bolo on Aug 24, 2013 20:52:48 GMT -5
javelin (moderately enchanted) (piercing) (DMG) Trommerjavelin (moderately enchanted) (piercing) (DMG) Ingridjavelin (moderately enchanted) (piercing) (DMG) Basmadoosjavelin (moderately enchanted) (piercing) (DMG) Paavo, since none of these guys has a good damaging ranged weaponIf I'm reading the description correctly, these are single-use weapons. Does it make sense to divide them up like this? Or is it better to think of them as a set, like arrows in a quiver? If the latter, maybe Nordel should get them, for use against targets he can't hit with arrows.
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Post by Ginger on Aug 25, 2013 2:13:49 GMT -5
My impression is that while magical and granting +6 to hit and +6 to damage, they aren't actually +6 weapons, and thus won't be helpful against creatures which are otherwise immune to normal missiles.
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Post by Bolo on Aug 25, 2013 7:25:12 GMT -5
Colby -13 days (Train Mary, 2nd round of IDing- 1 item = 15 days) Bolo asks Colby whether he intends to spend any of his spare 13 days in Barb-el-Shay via teleport? And if so, is he willing to take Bolo with him?
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Post by Bolo on Aug 25, 2013 8:00:43 GMT -5
In Pentadastion, Bolo makes discreet inquiries about the political status of the Thieves Guild. Does the Guild support the Syndic lords? Or the Veiled Society? Or is it neutral? Divided? Loyal to the highest bidder? Etc.
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