|
Post by venger on Apr 23, 2015 14:40:36 GMT -5
Treasure from the Necropolis:
6 potions: healing, stoneskin, heroism, levitation, gaseous form, extra-healing; 2 scrolls: arcane (legend lore), divine (slay living); +3 ring of protection +3 dagger in a jeweled sheath, made of silver with ruby studs, the sheath worth 1,000 gp; arrow of demon slaying* encased in a wax-covering a figurine of wondrous power (ebony fly) fine silver tunic of duo-dimension
A trident that has a cord of silvery material fastened to its end. (+3 vs demons/devils, cord is unbreakable) An axe of a two-handed sort, obviously made for warfare, with a golden blade. (+2/+4 vs non-corporeal undead) A mace of shining copper, also of the two-handed sort. (+3 rod of smiting)
the bloodied moon (evil scimitar) the serpent ankh (evil talisman) the blackened sun (evil talisman) 10 gem-studded golden amulets. Each is worth 2d3 x 1,000 gp, but none has any remaining magical properties. (40,000GP) The golden mask of the lightning quick mummy was worth 15,000 gp if it had been kept in pristine condition and sold to an antiquarian. Its value is 7,500 gp since it is damaged. Tens of thousands of ancient gold coins, various small precious items, and much jewelry, the whole is worth in excess of 100,000 gp. 4 ivory coffer(s), each worth 1,000 gp itself. The coffers hold (respectively) 200 antique silver coins, 20 antique gold coins, 100 loose gemstones, and 10 pieces of jewelry. Between antiquary and metal or gem value, the contents of each coffer are worth 4000GP. (20,000GP total)
1500 gold coins, and a handful of actual gems too. (4000GP)
171,500 / 2 (tribute to the Dragon-Pharoah) 85,750GP retained.
We'll subtract any training costs from that amount.
Additionally the party recovered substantial quantities of gems/jewelry/minor magic items lost when the Ship of Earth & Sea was plundered. I have yet to sort those items by the encumbrance to value ratio to determine exactly what/how much was left behind.
|
|
|
Post by Ginger on Apr 24, 2015 15:28:26 GMT -5
Is training for 6th level spells a problem now that we have awesome connections in Aegypt? Do we still have these scrolls? I think Sherlane confiscated Invisible Stalker, but we should have the rest. Colby will attempt writing them, if he cannot ask a friendly higher level magic user to do it. Likely whomever trains him in Aegypt. Colby will teleport back to Barb el Shay, either to train and loot the vault, or just to loot the vault. Once he's trained in 6th level spells, he can start using the hammer of permanency and Enchant an Item to make magical items. I will start taking requests.
|
|
|
Post by venger on Apr 27, 2015 14:13:48 GMT -5
Is training for 6th level spells a problem now that we have awesome connections in Aegypt? The Order of the Phoenix and the Eye of Horus have the only qualified magic-users able to train Colby. Both organizations will require him to join and complete respective quests, in addition to paying the training costs. One of the deans of the College of Magick in Barb-el-Shay could train Colby, in exchange for a magic item or unique/named spell of 5th level or higher and regular cost to train. Sherlane, or anybody of sufficient level in the Conclave of White Wizards, will train Colby at 50% cost. Do we still have these scrolls? I think Sherlane confiscated Invisible Stalker, but we should have the rest. Colby will attempt writing them, if he cannot ask a friendly higher level magic user to do it. Likely whomever trains him in Aegypt. All of these spells are in the possession of the party with the exception of Invisible Stalker. Although the party does have a 5th level variant, "The Rune of the Implacable Stalker." Colby will have to attempt to write them. Colby will teleport back to Barb el Shay, either to train and loot the vault, or just to loot the vault. Once he's trained in 6th level spells, he can start using the hammer of permanency and Enchant an Item to make magical items. I will start taking requests. The items in the vault will be made available once Colby teleports. Colby would need to learn a skill: armorsmithing, weaponsmithing or general blacksmithing.
|
|
|
Post by Ginger on Apr 27, 2015 16:03:27 GMT -5
One of the deans of the College of Magick in Barb-el-Shay could train Colby, in exchange for a magic item or unique/named spell of 5th level or higher and regular cost to train. Sherlane, or anybody of sufficient level in the Conclave of White Wizards, will train Colby at 50% cost. Colby will use Sending, Clairvoyance, crystal ball, etc. to coordinate with Sherlane. If Youssef is interested in joining the Order, Colby will happily make the connection. Depending on his cut of the treasure, Colby will gladly make a monetary contribution to the White Wizards and the war effort to offset the fact that he's not in the forest kingdom and personally assisting. Colby is also down with scoping out potential strongholds, time permitting. The items in the vault will be made available once Colby teleports. Colby would need to learn a skill: armorsmithing, weaponsmithing or general blacksmithing. Could someone else do the smithing with the hammer and Colby just does the enchanting? The spell description for Enchant and Item suggests that could work.
|
|
|
Post by Wolfgar on Apr 28, 2015 8:19:21 GMT -5
Youssef will again attempt to learn Teleport.
Since we decided iron does not count as rock (for the purposes of Animate Rock), does that mean a Air Elementalist can research Wall of Iron? If not Youssef will research Feeblemind.
Youssef will attempt to learn Dnumoel's Secret Chest. If successful he will have a Secret Chest created. I assume he has the funds for that. The q-box can get kind of full.
We should see about recharging the wand of frost since it is down to its last charge.
Colby also can try writing the new scroll of Legend Lore into a book.
|
|
|
Post by Mr. Trommer on Apr 28, 2015 9:25:10 GMT -5
Can Gronk destroy some of the evil magic items? At least the ones that won't kill him in the process.
|
|
|
Post by Wolfgar on Apr 28, 2015 9:48:07 GMT -5
Fine with me. Not sure what we still have. Looking at an old list here are some candidates.
possibly in Ship: Book of Unmortality Book of Vile Darkness Elixir of Madness Platinum statue of mantiger (summon) Red candle of uselessness Silver necklace* (woe!) Talisman of Ultimate Evil Vacuous Grimoire black marble baton (control undead) broadsword with serpent pommel scarab of danger staff of withering wooden bowl - Watery Death 2hnd sword +2 (Nine Lives Stealer)
should be in Vault: The Demonomicon charred shroud of YMMU falchion +4 "manslayer" large bronze discs "Servant of Kuth" (animate dead)
|
|
|
Post by venger on Apr 28, 2015 12:57:55 GMT -5
Colby will use Sending, Clairvoyance, crystal ball, etc. to coordinate with Sherlane. If Youssef is interested in joining the Order, Colby will happily make the connection. Depending on his cut of the treasure, Colby will gladly make a monetary contribution to the White Wizards and the war effort to offset the fact that he's not in the forest kingdom and personally assisting. Colby is also down with scoping out potential strongholds, time permitting. Making contact with Sherlane is difficult but not impossible. He doesn't look like he's been sleeping well. Once again, King's Festival approaches but there is little to celebrate. Another brutal winter slowed the Shadowlord's advance, but has taken its toll on the peoples of Aldagmor, and famine grips the barony. The elderly Steward of Dunthrane continues to dither and the scheming Baron of Falworth seeks to gain advantage in this time of turmoil. Against all odds, Hadraith Tor still stands. The Baron's army remains entrenched in the fortifications at Willowsby. Ranlou and the dwarves of the Iron Mountain finally completed construction of that ancient Ulshamaran war-machine. The enormous stone juggernaut patrols a mostly-evacuated Devonshire against roving bands of giants, trolls, beastmen of Denagoth, barbarian reavers from Pohjola, etc. spilling over the Mengul Mountains. To combat the threat of Denagoth's infernal supernatural allies, the Church has once again dispatched Ser Malleus the Witchhammer and his cadre of paladin-knights to Aldagmor. With the loss of Martinus Trismegistus, the Conclave of White Wizards has become fractious. Simply holding them together is all Sherlane can manage and he has spent countless, desperate hours scrying for his old master with no success. Any monetary contribution would certainly be appreciated. The party has something on the order of 250,000GP floating around. That's enough to outfit 1000 heavy cavalry in platemail. Or purchase and crew a dozen warships. Or build several small keeps. Sherlane will try to fit 2d6+12 days in his schedule to train Colby. He seems a little harried though. Yes, technically, but still only a mage-smith can hammer permanency into an enchanted metal item. Since we decided iron does not count as rock (for the purposes of Animate Rock), does that mean a Air Elementalist can research Wall of Iron? If not Youssef will research Feeblemind. Iron is not stone. They are both elemental Earth. Youssef will again attempt to learn Teleport. Youssef will attempt to learn Dnumoel's Secret Chest. If successful he will have a Secret Chest created. I assume he has the funds for that. The q-box can get kind of full. 60% chance to learn Feeblemind, Teleport, Dnumoel's Secret Chest. Will roll % dice at some point. There are ample funds with which to construct a chest. We should see about recharging the wand of frost since it is down to its last charge. Colby is sufficient level to make this attempt. Colby also can try writing the new scroll of Legend Lore into a book. Much writing of spells. % dice will be rolled at some point and Spellbooks updated. Can Gronk destroy some of the evil magic items? At least the ones that won't kill him in the process. The way we do experience, he won't really gain anything for this act. The party already received group experience for discovering/possessing these magic items. It would be double-dipping. Conceivably, I could recalculate experience for Gronk, excluding all magic items found in Aegypt, and then assign specific experience totals for whatever items he destroys ... but I find that annoying. Fine with me. Not sure what we still have. Looking at an old list here are some candidates. possibly in Ship: Book of Vile Darkness Talisman of Ultimate Evil The Demonomicon Book of Unmortality Elixir of Madness (cursed) Silver necklace* (woe!) (cursed) Vacuous Grimoire (cursed) scarab of danger (cursed) wooden bowl - Watery Death (cursed) charred shroud of YMMU (cursed) Red candle of uselessness Platinum statue of mantiger (summon) black marble baton (control undead) large bronze discs "Servant of Kuth" (animate dead) broadsword with serpent pommel staff of withering 2hnd sword +2 (Nine Lives Stealer) falchion +4 "manslayer" Probably only the Talisman of Ultimate Evil and the Book of Vile Darkness are so evil as to be corrupting to the user. The rest are just enchanted by malign magics.
|
|
|
Post by Ginger on Apr 28, 2015 22:15:23 GMT -5
It sounds like Colby is the limiting factor for many of these things, since he needs to train, write spells, and learn to craft magical items.
|
|
|
Post by Wolfgar on Apr 29, 2015 9:03:29 GMT -5
60% chance to learn Feeblemind, Teleport, Dnumoel's Secret Chest. Will roll % dice at some point. I think it is 65% at 10th level.
|
|
|
Post by venger on Apr 29, 2015 10:13:46 GMT -5
60% chance to learn Feeblemind, Teleport, Dnumoel's Secret Chest. Will roll % dice at some point. I think it is 65% at 10th level. 90% - 25% = 65%. Yeah.
|
|
|
Post by venger on Apr 29, 2015 10:58:57 GMT -5
It sounds like Colby is the limiting factor for many of these things, since he needs to train, write spells, and learn to craft magical items. Options include- Go to Petalumeir and follow up on a vague lead to rescue Trommer from the chains of Death. Journey south to: - Ngoto lands and the World Tree
- The volcano, in the land of giants & the depths of the earth
Return to the Forest Kingdom and pick up the pieces. Return to the Necropolis Hunt the Red Mountains for the lair of the Master of Jackals. Seek the fabled Garden of Al-Astorian in the west.
|
|
|
Post by Wolfgar on Apr 30, 2015 11:36:04 GMT -5
Questions: -what magic weapons do we want to make? -what magic weapons can we make that are better than what we have? -same for armor/shields -how easy is it to get the material? -can we add special abilities to the items in addition to the bonuses, e.g. PfE, PfNM, detect traps, detect magic? -can you only add abilities that are spells that can be cast on an item? -how are special/extraordinary abilities added to swords? -how much time are we talking? -does the prohibition of only fighters using the girdle of giant strength or the gauntlets of ogre strength mean that Colby cannot use them period? or just that he doesn't get experience while using them?
example: +4 shield: 1200 xp, 12000 gp, manufacture time: 2 days + 1-8 days + 4 days (for bonuses) + 12 days of rest = 19-26 days
it doesn't seem feasible to upgrade everyone's armor in any reasonable time frame.
-would anyone else from the White Council be interested in manufacturing magic items with the hammer while Colby is resting/training? -do the dwarves in the FK have access to metals needed for creating these items? -is it easy to get the party to Petalumeir? or back to the Forest Kingdom? -would it be useful for us to aid the Forest Kingdom while Colby is training/manufacturing magic items? -what terms would the FK give us for a loan to supply troops? -is there a quest which will make us dramatically more powerful so that we can accomplish these other quests?
|
|
|
Post by venger on Apr 30, 2015 20:55:02 GMT -5
Questions: -what magic weapons do we want to make? Tirian of Asalbar (who btw was created like 30 years before Tyrion of Lannister) would like a new magic sword. His shield will repair itself. -what magic weapons can we make that are better than what we have? -same for armor/shields +3 or better, I would say. --how easy is it to get the material? "Star-metal" is extremely rare but can be purchased in small amounts in major metropolises like Istantar and Barb-el-Shay - which are also the only places likely to have the facilities to forge the metal. Most smiths are not equipped, or skilled enough, to work with the material. Mithril & adamantine are not usually available for purchase anywhere, nor are the means to forge with them usually known outside of anywhere but elven/dwarven clanholds and these methods are kept highly secret. -can we add special abilities to the items in addition to the bonuses, e.g. PfE, PfNM, detect traps, detect magic? Only swords with intelligence/alignment have primary abilities or purpose abilities. --can you only add abilities that are spells that can be cast on an item? You can't add random spells to a sword. Unless it's a sword of spell-storing. Which would be nifty (and expensive). --how are special/extraordinary abilities added to swords? 3 dice vs. 18 intelligence says it would require the weapon to be imbued with a soul or spirit. --how much time are we talking? 6 dice vs. 18 intelligence says ??? --does the prohibition of only fighters using the girdle of giant strength or the gauntlets of ogre strength mean that Colby cannot use them period? or just that he doesn't get experience while using them? Clerics, figthers and thieves can use the girdle/gauntlets per the DMG. So neither question is really pertinent. -example: +4 shield: 1200 xp, 12000 gp, manufacture time: 2 days + 1-8 days + 4 days (for bonuses) + 12 days of rest = 19-26 days it doesn't seem feasible to upgrade everyone's armor in any reasonable time frame. It is seldom feasible to mass produce magic items. --would anyone else from the White Council be interested in manufacturing magic items with the hammer while Colby is resting/training? Colby is pretty sure Ranlou (the mage in the Clockwork Tower) would be extremely interested in working with the artificer's hammer. Might be an adventure storming his tower to get it back though. --do the dwarves in the FK have access to metals needed for creating these items? The Dwarves of the Iron Mountain have searched generations for that elusive vein of raw adamantine "praise the miners!" which would exalt their halls to a legendary status. The Silver Elves were most adept at mithril-craft but they are now unfortunately scattered to the wind with their homeland destroyed. Though it is rumored some rebel bands still remain in the shadowed boughs of despoiled Lothenar, taking what revenge they can against the Shadowlord's armies. --is it easy to get the party to Petalumeir? Yes. The Dragon-Pharaoh has ordered swift copper dragons to ferry the party either south, across the jungles, to the Land of Giants or north, across the sea, to Petalumeir. --or back to the Forest Kingdom? From Petalumeir: 40 days by caravan to Threshold, then a week to Fenhold, then a week to Willowsby. Colby also has Teleport. --would it be useful for us to aid the Forest Kingdom while Colby is training/manufacturing magic items? Some things to do in the Forest Kingdom: Break the siege at Hadraith Tor Assist the Baron Aldagmor against 'Queen' Illyria's forces north of Willowsby Venture to Dunthrane or Falworth and secure the support of the Steward or Baron, respectively. Journey into the reaches of Denagoth and Pohjola to attack the Shadowlord's monstrous allies... or Confront the Shadowlord and/or attempt to recover the Elven Star from the Shadowlord's Tower Search out and keepsafe the lost heir to the Forest Kingdom / wake the Once and Future King Find the lost regalia of the Forest Kings (Crown/Sword/Scepter) missing for 300 years --what terms would the FK give us for a loan to supply troops? Well, the party is dealing with the Baron of Aldagmor by way of Lord Sherlane. The other provincial-baronies have not so much become involved in the war effort. The Steward of Dunthrane is old and slow to act and the Council of Lords who mostly rule in his stead never agree on anything. The Baron of Falworth continues to withhold aid, stalling and seeking ridiculous concessions in exchange. Averoigne is in the midst of a peasant uprising the Church is deeming heretical and the Baron and his family are trapped within an impenetrable globe of amber, inside Castle Amber, due to a faerie curse. The Baron would certainly grant lavish lands and titles in return for the party's generous contribution to his war-chest. The upper caste aren't great with the concept of paying back loans. Many of the Forest Kingdom's nobility is in debt in some way or another to one of those great banking houses: Farhad, Azrad, Thar or Vulroose. Sherlane would gladly borrow 100,000GP and pay you back in full over the course of the next few years, assuming the Devonshire isn't sacked. The ancient war machine was expensive. --is there a quest which will make us dramatically more powerful so that we can accomplish these other quests? Maybe... Put on the Crown of High Kings and Find the Path!
|
|
|
Post by Wolfgar on May 1, 2015 13:42:15 GMT -5
From Petalumeir, how do we get to the where Trommer is?
While I would love to have Trommer back, I think it makes more sense to push on to the Land of Giants. I understand it is going to be a long campaign to reach the Temple of Elemental Evil but I think we should think of each module individually. The first is a fight against giants which should be more straightforward than demons or undead.
But first we would give Colby and others time to train. During that time we can clean up some loose ends -consolidate treasure from ship, Barb-el-Shay and Aegypt -distribute magic items -sell/purchase magic items in Barb-el-Shay -loan party funds to Sherlane -write scrolls -purchase potions -make secret chest
That is what I would vote for. Or possibly the Crown of High Kings.
|
|
|
Post by venger on May 1, 2015 13:55:43 GMT -5
From Petalumeir, how do we get to the where Trommer is? There is plot magic involved. While I would love to have Trommer back, I think it makes more sense to push on to the Land of Giants. I understand it is going to be a long campaign to reach the Temple of Elemental Evil but I think we should think of each module individually. The first is a fight against giants which should be more straightforward than demons or undead. Either of these two options should be fun. But first we would give Colby and others time to train. During that time we can clean up some loose ends -consolidate treasure from ship, Barb-el-Shay and Aegypt -distribute magic items -sell/purchase magic items in Barb-el-Shay -loan party funds to Sherlane -write scrolls -purchase potions -make secret chest We'll get through this quickly.
|
|
|
Post by Mr. Trommer on May 1, 2015 15:31:13 GMT -5
:(
|
|
|
Post by Wolfgar on May 1, 2015 18:01:59 GMT -5
I will still go with whatever the majority of the party wants to do. So if Colby and Finn want to take a detour to Petalumeir, then I am fine with that.
|
|
|
Post by Wolfgar on May 1, 2015 18:28:02 GMT -5
Another thing I was thinking about was the fact that we are stuck with these 3 evil artifacts. I was wondering if there was some way we could hide them from you-know-who. Some options: - q-box: pocket dimension or quantum singularity. not sure if detection finds items inside. opening it would be an issue.
- Ship's hold: pocket dimension. again not sure if detection finds items inside. opening should not be a problem.
- secret chest: on the ethereal plane. probably not much of a deterrent. opening it would be an issue.
- Dariel takes them somewhere safe. He didn't seem keen on this.
- city in the bottle. again hard to scry. hard to access as well. items could fall into the wrong hands.
- Colby's favorite timelord. maybe he could remove the items from this universe/timeline
- the Under Dark. he would know where it was but he would not be able to teleport in for the same reason we won't be able to teleport out
- give items to an evil priest we captured - use talisman of pure good to send him to the center of the earth
- Astral Guide - any suggestions?
- anyone have access to a sphere of annihilation?
- I suppose they have tried disintegration
- fix the armband, learn its other functions, use non-magical effects to destroy
Does the Arch Priest have an opinion?
|
|
|
Post by venger on May 2, 2015 10:36:51 GMT -5
Another thing I was thinking about was the fact that we are stuck with these 3 evil artifacts. I was wondering if there was some way we could hide them from you-know-who. Some options: ... Does the Arch Priest have an opinion? He fears they cannot be destroyed anywhere but the Mortuary Palace in the Necropolis and, if they are removed from this plane, Pneusset will be able to Astrally Project his spirit to their location and rejoin with them. The "deepest depths of the Earth" sounds like a good place for at least one of the evil Soul Objects. They need to go far from Aegypt. To places extremely inaccessible. You could separate them.
|
|
Fin
Junior Member
Posts: 81
|
Post by Fin on May 2, 2015 15:16:20 GMT -5
Fin's down with giants...assuming his player ever gets back to the gaming table....
|
|
|
Post by Ginger on May 2, 2015 18:48:20 GMT -5
Wouldn't we want a mega-tough ranger with us when fighting giants? That's the module Mr. Trommer is made for.
|
|
Fin
Junior Member
Posts: 81
|
Post by Fin on May 3, 2015 6:31:27 GMT -5
Well, not having a solid tactical plan before charging in has not been much of an impediment to our adventuring to date, so Fin sees no need to make it one now. That said, he's not at all averse to getting the ranger first, then going after giants.
|
|