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Post by Wolfgar on Sept 2, 2007 20:59:48 GMT -5
Otto survived his raising and Raven narrowly missed ending up dead...
The plan is to take two months for training and scroll/potion making before we go through the gate. Cedrus headed back to Longspear for preparations. The rest of the Company headed through the Yeomanry to Loftwick. A couple of encounters along the way that didn't go as easy as they could have.
We encountered a couple of stone giants that managed to knock two people unconscious before we could close. A good learning lesson for those people who have not faced giants at a distance before. Otto wisely chose the course of turning invisible before running up. From the giants' heads we learned that they work for Snurre and Groorg and another giant whose name I don't recall. And someone named Mongoul Halfbreed is supposed to be guarding the pass through the Jotens that Tuala used to hold.
In one of the towns along the way we discovered that the Hextorites are making significant progress in recruiting followers. They seem to be particularly excited that the Hold of the Sea Princes has entered the fray against the Yeomanry - providing more opportunity for humans to be killed on both sides. Also Cathmandius was seen sometime after he acquired the Hand. He was headed possibly towards the Hole in the Crystalmists in the southwest corner of the Yeomanry. Raven tithed to the evil priest.
From a band of heavily armed cavalry we learned of a party of warg riders were in the area lead by a crafty fighter. The next night we were awoken to find ourselves surrounded - warg riders and 2nd level human fighters. They didn't hold much challenge but their leader showed up riding a nightmare and took out Raven in two rounds. Luckily for Raven the nightmare knocked him unconscious before the fighter could attack again. The fighter turned to Hugh next knocking him unconscious in one round.
Dell quickly changed the odds by Sepia Sigil Snaking the fighter but the nightmare was able to escape with his body. This made up for the stinking cloud he dropped earlier on Winthrop (who didn't have his Ioun Stone up because he had been asleep). Otto and Pfiffwin used Entangle to hold most of the remaining foes. A couple of the wargs escaped but we killed all but the remaining fighters. From them we learned that their leader is the aforementioned Mongoul Halfbreed.
We took the prisoners to Loftwick and turned them over to the authorities. We have taken up residence at the usual inn and are preparing a list of activities.
Otto delivered a packet of letters from the leader of the cavalry to Crispin Redwall. Otto didn't see Crispin but he did notice that the compound where the Freeholder lives has undergone a series a construction to increase it size. As though they were trying to conceal something inside the compound that is progressively getting larger.
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Post by Ginger on Sept 2, 2007 21:21:10 GMT -5
We decided to spend like the high rollers we are and pay the back dues for Winthrop and Dell to keep their Academy memberships and pay the initiation fees for Antonus, Samantha, and Pfiffwin. I guess we could get membership for Otto too, but that seems a bit foolish.
Raven will spend some time with the Drow books we have. We should show them to the Academy and see if they want to buy them. I'm sure they'll be an excellent addition to their library once we show them the drow body.
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Post by Wolfgar on Sept 2, 2007 21:33:50 GMT -5
Once admitted to the Academy Pfiffwin would like to trade for the following spells - Detect Illusion, Alter Self and Paralyzation. He will also need a new traveling spell book and ink. He will also acquire some pearls for Otto's use in identifying magic items. Pfiffwin still needs his short sword further identified.
In addition to reading the drow books we should also consult the resources of the Academy for any additional help in combating the drow. Also see if there is any information about the spider goddess or the mist demons that we encountered with the giants.
We should see if there is any drow poison left on any of the hand crossbows. If so maybe we can get an antidote synthesized. Also spider poison antidote.
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Post by Dead Greyhawk on Sept 2, 2007 22:14:15 GMT -5
I've made some google spreadsheets to handle money and whatnot. I've emailed invitations for them.
To recap for those who weren't present (kudos to Josh for posting while I was typing!):
The Company chose to split its forces in preparation for going through the gate. Cedrus revivifies Otto, takes Dell's pouch of gems, gets instructions on what to scribe in his scrolls, and heads for Longspear. The Company agrees to reassemble in 2 months at the Hall.
The rest of the Company heads out of the mountains for Loftwick, by foot. They camp in a small town and hear the standard rumors of humanoids raiding to the west and south of the capitol and that war still rages across half the country. Greymouse's army is still in the field, and none of the militiamen have been released to work the land. Food must be tight, as the crops can not have been well tended during that time period. Clift tries to comfort some of the sisters, daughters, and wives left alone, but is chased through town by angry women. He is forced to hide behind Grisela.
The Company travels onward and finds two stone giants apparently raiding the shrines to Fharlanghn that dot the countryside. Otto is made invisible and sent to deal with them, but the Company itches for battle. Antonus causes he, Grisela, Raven and Adrienne to run with incredible speed. Grisela, Raven, and Jasper charge the giants while Otto gets off the road and also runs forward. Antonus chases after them.
With boulders bouncing down the long road, Clift hides the rest of the Company in expanding smoke. The stone giants lob many a boulder at the Company. Jasper narrowly dodges one, and by doing so exposes Antonus who runs some distance behind him. Antonus is amazed at the boulder, which skips off the road and smacks into his side. As Antonus tries to dodge and recover, he jumps into the path of a wildly thrown rock. The rock hits him in the head, and Antonus goes unconscous. Grisela is also the recipient of several boulders, flattening her.
Raven withstands his boulder attacks, and Jasper avoids being grasped and thrown like a boulder. They combine to kill one of the giants, while Otto finally reaches the other one and hacks him down. The giants have a variety of small coins, the tithes to Fhalanghn likely, and some giant sized coins with a breastplate and sword on them.
The heads are lopped off and taken with the Company for questioning. The small hamlet where the Company hopes to rest has been abandoned. The feral pig and dog that Jasper speaks to claims that creatures, perhaps orcs and giants, came and attacked the hamlet. The villagers fled. Soldiers swept through at a later date, but no one has returned since then. The pig estimates several moons have passed since the attack.
The giants are questioned by Hugh and Adrienne, with the mages help in translation. The giants claim that either Drogar Blackhelm or Snurre Ironbelly is their leader, that they are based in Groorg's fortress, and that they were ordered to guard a pass. Further questioning reveals the giants were out raiding, that the pass is to the north, and someone named Monguhl Halfbreed guards the pass. The Company finds timeber on which to pike the heads and leaves them as totems in the abandoned hamlet.
They travel on, approaching Jotenspur. They are met by an efficient guard well outside the town and are escorted in. The town is much more militant than before, but still appears to be producing as a mine. Additionally, farmland is cultivated near the town. Heads of orcs, goblins, ogres, giants, and humans are piked and placed in patterns along the road and outside the town. Dell, confirming the Company's hunch, finds the piked heads appear to form a circle with six arms pointing out from it, the symbol of Hextor.
The effect of Cathmandius on the town seems strong. A small chapel has been built in town, replacing the worship of the Divine Seven, and Raven enters to gain knowledge. The priest, Elisud Dranc, tells how Cathmandius and his men came through Jotenspur many months before. They protected the town and gained converts. Cathmandius had been sent away from the battle by General Greymouse, and now Elisud says that the Yeomen are pressed hard because of the loss of Cathmandius's men and advice. Cathmandius returned several months later, but then left for the southwest, claiming he had important work to do. Cathmandius annointed Elisud then. Elisud provides the Company with the general outline of events in the Yeomanry, including that Freeholder Crispin Redwall still rules and command from Loftwick. He also warns the Company that while the forces of Greymouse still contain the raiders to the northwest, groups do penetrate Greymouse's line. Goblins, surprisingly, seem the most effective at doing so, and have been raiding in the area. Under Elisud's expectation, Raven makes a sizable tithe to the Hextorite church.
The Company hikes two days south. The shrines to Fharlanghn south of Jotenspur are still intact, and Adler dumps the proceeds the giants had stolen into the shrines as the Company passes by, retaining only the giant coinage left after paying for lodging and baths in Jotenspur.
On the second day, the Company is stopped by a group of heavy cavalry flying the Freeholder's flag, elite troops attached to the Freeholder himself. Ewan, the leader of the men, questions the Company and asks why they are not serving on the line. Otto's accent and the ability to discuss the high priests of the Sevenfold Church relaxes Ewan's suspicions. Ewan relates that the Hold of the Sea Princes has taken advantage of the Yeomanry's precarious situation. They have either allied with the humanoids and giants, or they are simply striking because of the opportunity at hand. The Keoish are no better, in Ewan's opinion, because they have sealed the border and thus deny the Yeomen a market for their goods or to purchase supplies. Dell's and Raven's accents draw many a black look before the Company is allowed to pass. Ewan warns Otto of a group of goblins in the area that he is searching for. The goblins seem well lead and crafty.
Two more days pass and Loftwick should be reached on the following afternoon. That night, deep in the dark, Antonus is awoken by Bobbwin. The campfire has guttered, but still sheds light. Antonus throws the blanket off of his staff and sheds its bright light. A hundred eyes reflect in the darkness surrounding the campsite. Raven and Jasper, on watch, prepare for battle, tossing a lightstone out and shouting aloud to wake the others.
Twenty wargs with riders tear into camp, rending at the prone and rising forms of the Company, and ten armored men rush in with them, longswords flashing. They lay many a sharp blow on the Company, and before the Company is fully engaged, Clift lies bleeding on the ground. The fact that all of the Company is surrounded makes it difficult for the Company to use some of their more powerful spells. Clouds of vile stench are summoned, slowing and binding dweomers made, and illusory and actual enchantments of writhing grass help the situation, but the battle is hard pressed.
The men seem capable with their blades and strike deeply at Perrin and Grisela. The worst though is the sudden appearance through the campfire of a black horse shedding flames, ridden by a huge armored knight. The black horse leaps into the sky, flame jetting from its nostils, and rides over Antonus, Pfiffwin, and Adler, to engage Raven. Its hooves have claws, its muzzle fangs, and its fiery, sooty, smoky breath obscures sight and draws strength. Raven has difficulty warding it off and its rider is easily Otto's match. The rider's blows smash into Raven. When the horse tramples him again, Raven falls to the ground, unconscious but out of reach of the mounted rider. This fact saves Raven, but dooms Hugh, who is quickly brought low by the rider instead.
This dangerous foe becomes the focus of Dell, who takes to the air as a gargoyle and charges at the huge man, throwing powder amber before him. Dell's enchantment is a success, and the man turns into a sepia-colored statue atop the black flying horse. The horse fades into darkness, the statue fading with him, and runs off into the sky, burning hoofprints showing its flight to the northwest.
Antonus, whose familiar has removed him from sudden danger, returns to the camp. He summons balls of fire and ferocious hailstones onto those enemies retching and trapped in entwining vines. The rest of the Company shows equal mercy, slaying those near them with little compunction. Only Antonus, in the end, attempts to save any of the goblins from death, protecting one last goblin over Otto's vehement objections. Seeing the look in Pfiffwin's eyes, Antonus sits up all night long to make sure his goblin prisoner doesn't suffer a fatal accident.
The two human prisoners and the goblin all tell the same story: They were raiders who were lead by Monguhl Halfbreed, the huge man on the flying horse. Monguhl Halfbreed is bigger than a half-orc, but could be half-ogre. Monguhl brought the men with him to the goblins. Monguhl came from the north, where he was guarding a pass. From the description, it sounds to Raven like the pass where Tuala Makar, the Kettite Warrior, was taking tolls. The goblin raiders and their human advisors, all of whom sound like Dell, have a camp two or three days to the east, deeper into the Yeomanry, where supplies and valuables are kept. An equal number of men and goblins are there.
Since several wargs and riders escaped the fight, the Company decides to continue on to Loftwick, turn in their prisoners there, and let the Freeholder deal with them. Indeed, the city of Loftwick, with the tall Academy building and the Cathedral of the Divine Seven, lies only a half day away.
The guards take their prisoners with gratitude, but no reward. Apparently, since the countryside is aflame with war, the expectation is that all will act for the good of others without compensation, a foreign notion to the mercenary band. The Company takes up lodging at the Red Lion Inn, their normal haunt. While the rest of the Company argues about money and the next steps to take, Otto goes to the Freeholder's house. It bears the signs of recent additions, as if the house has been hastily expanded to twice or thrice its size. Otto fears it might be to contain something that they might want to hide, like a large black orb.
The Company has six weeks in Loftwick. List here what you'd like to do and I'll try to adjudicate most of it here on the bulletin board before next week's game.
Here's what I have so far:
1. Get lodgings at the Red Lion Inn
Enough food and space at the Red Lion Inn for the whole Company to do the things they need to do (like write scrolls, identify magic, and have some privacy) is 30 GP per day (2 GP per person per day). The Company is in Loftwick 42 days. Total cost is 1260 GP. I've deducted it from the Company assets.
2. Train Samantha
The costs for training Samantha in 3rd level spells by a member of the Academy is 6000 GP. This reflects a doubling of costs for activities undertaken by Academy members in the time of war. For the Company to train Samantha will cost 1500 GP, reflecting only the cost of materials and no money to the trainer.
3. Initiate new members of the Academy of Loftwick
The cost for initiation is level X 1000 GP.
Pfiffwin: 6000 GP Samantha: 5000 GP Antonus: 8000 GP
For a total of 19000 GP. I've deducted it from the Company assets. Membership in the Academy allows access to the storerooms of the Academy, where members can purchase reagents at cost. Up to 100 of a reagent can be purchased, reflecting stock on hand. Stock replenishes on a monthly cycle.
4. Renew membership for Dell and Winthrop of the Academy of Loftwick
Dell and Winthrop would need to donate 1000 GP each to come up to current time on their dues and gain access to the Academy.
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Post by Ginger on Sept 2, 2007 23:09:01 GMT -5
Adler needs training, Perrin needs training, and we need to identify the hammer and liquid we found in the giant's cave. The ewer should be further identified also. Do we have any random old magic items which we never had identified?
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Post by Wolfgar on Sept 3, 2007 9:12:33 GMT -5
We need to identify the other two figurines that came from Castle Crag. If they are anything like the first one they will be very useful. These should be given out among the party - no need to keep all of them with Dell.
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Post by Ginger on Sept 3, 2007 9:38:46 GMT -5
On day 1 we should inquire about having a second Leomund's Chest constructed for Dell, since it might take a while. If a local chest maker can't make one, maybe the Academy can help. I mean, you could probably consider it a spell reagent.
We'll ensure that everyone is trained in horsemanship and wound binding.
Raven and Otto should probably check in with the authorities. They'll probably figure out that we're back in town and will want to know how we're progressing in our assigned mission. We have that scroll from Grugnir to the Ogre Magi which will be of interest.
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Post by venger on Sept 3, 2007 12:48:16 GMT -5
2. Train SamanthaThe costs for training Samantha in 3rd level spells by a member of the Academy is 6000 GP. This reflects a doubling of costs for activities undertaken by Academy members in the time of war. For the Company to train Samantha will cost 1500 GP, reflecting only the cost of materials and no money to the trainer. Antonus should probably train Samantha. 4500GP savings is substantial. Dell and Winthrop write scrolls at a higher level. Membership in the Academy allows access to the storerooms of the Academy, where members can purchase reagents at cost. Up to 100 of a reagent can be purchased, reflecting stock on hand. Stock replenishes on a monthly cycle. Do magical ink, blank books and scroll paper count as reagents? I want 7 traveling spellbooks, 100 inks and access to the Company's spell library- I'd also like to inquire about the following spells for trade, which I don't think we have: Alarm Deeppockets Whip ESP ** the 20 "useful" cantrips listed on page 30 of the Unearthed Arcana Any of these 4th level ones would be cool too, but I doubt I could trade anything for them: Evard's Black Tentacles Magic Mirror Charm Monster Polymorph Other If they were available maybe Winthrop or Dell could. After I write spellbooks and train Samantha I can join the other mages making whatever scrolls and potions we deem necessary. **I'm scared to touch the Google Spreadsheet for fear that I might irreparably damage it. There's 110000+GP worth of stuff in there!
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Post by Dead Greyhawk on Sept 3, 2007 13:10:37 GMT -5
6. Raven will spend some time with the Drow books we have. We should show them to the Academy and see if they want to buy them. I'm sure they'll be an excellent addition to their library once we show them the drow body...
In addition to reading the drow books we should also consult the resources of the Academy for any additional help in combating the drow. Also see if there is any information about the spider goddess or the mist demons that we encountered with the giants.
Raven can tell that they are religious tracts, but they vary widely in content and length. A good study of them will take him a month. According to Antonus, the Academy's library is pretty good, so while they will likely buy them from the Company, it's more likely that they'll give only a moderate price for them (250 GP).
They are very interested in obtaining the dark elf corpse for vivisection and preservation, and at least one of the Magisters would be willing to sit down and provide what information the Academy has about the spider goddess and mist demons in exchange for the corpse.
7. Once admitted to the Academy Pfiffwin ... will also need a new traveling spell book and ink. He will also acquire some pearls for Otto's use in identifying magic items. Pfiffwin still needs his short sword further identified.
Traveling spellbooks cost 1000 GP each. Ink costs 100 GP per spell per spell level. Pearls cost 100 GP each. State how many you are looking to purchase and either subtract it from your own, or the Company's, funds.
7. Once admitted to the Academy Pfiffwin would like to trade for the following spells - Detect Illusion, Alter Self and Paralyzation.
The illusionist currently in residence at the Academy, Norbert Stringfellow, is willing to trade you Detect Illusion, Alter Self, and Paralyzation for Phantom Armor, Confusion and Wraithform, 1600 GP and any magic item. If you don't wish to provide a magic item, he won't trade you Alter Self, and he no longer asks for Confusion and half of the GP. A magic item, by his definition, radiates magic, is productive, and successfully identifies as a useful enchanted item, not a glowing or darkened stone.
8. We should see if there is any drow poison left on any of the hand crossbows. If so maybe we can get an antidote synthesized. Also spider poison antidote.
The hand crossbow quarrels do not radiate poison, according to Otto's ability to detect poisons, but the small vial taken from the mage appears to contain some poison. Using the Academy's services to identify the poison would cost 500 GP. Having the Academy make an antivenom against the poison would cost 400 GP per vial of antivenom. You do not know how much antivenom would be made.
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Post by Ginger on Sept 3, 2007 14:42:58 GMT -5
Antonus should probably train Samantha. 4500GP savings is substantial. Dell and Winthrop write scrolls at a higher level. Alarm Deeppockets Whip ESP Evard's Black Tentacles Magic Mirror Charm Monster Polymorph Other I agree that Antonus should train Samantha. Regarding the spells, we had the opportunity to trade for Alarm in Hochoch, but it didn't seem all that useful. It lasts for only a couple of hours, which isn't that useful. Deeppockets and Whip seem pretty useless as well. We procured ESP from the mercenary mages in Longspear before the battle we fought there. Those 4th level spells are awesome, so let's try to get them.
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Post by Ginger on Sept 3, 2007 14:45:23 GMT -5
6. Raven will spend some time with the Drow books we have. We should show them to the Academy and see if they want to buy them. I'm sure they'll be an excellent addition to their library once we show them the drow body...
In addition to reading the drow books we should also consult the resources of the Academy for any additional help in combating the drow. Also see if there is any information about the spider goddess or the mist demons that we encountered with the giants.
Raven can tell that they are religious tracts, but they vary widely in content and length. A good study of them will take him a month. According to Antonus, the Academy's library is pretty good, so while they will likely buy them from the Company, it's more likely that they'll give only a moderate price for them (250 GP). They are very interested in obtaining the dark elf corpse for vivisection and preservation, and at least one of the Magisters would be willing to sit down and provide what information the Academy has about the spider goddess and mist demons in exchange for the corpse. If we give them the books in addition to the corpse instead of selling them, can we get a report on them too?
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Post by venger on Sept 3, 2007 16:21:20 GMT -5
I agree that Antonus should train Samantha. Regarding the spells, we had the opportunity to trade for Alarm in Hochoch, but it didn't seem all that useful. It lasts for only a couple of hours, which isn't that useful. Deeppockets and Whip seem pretty useless as well. We procured ESP from the mercenary mages in Longspear before the battle we fought there. Those 4th level spells are awesome, so let's try to get them. Alarm could be useful in a number of situations. If it's available and we can trade for it, at little cost to ourselves, why not? Deeppockets would help me move at at 12" instead of a 9" or a 6". I don't have extra-dimensional carrying space or a strength bonus to my encumberance. And I think Whip is nifty. I want it. Regarding my large ink request- there are 52 levels of spells I need to copy into traveling spellbooks from the bulky ones, and then I'd like several spells from 1st-4th level from our library.
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Post by Wolfgar on Sept 3, 2007 16:43:53 GMT -5
7. Once admitted to the Academy Pfiffwin ... will also need a new traveling spell book and ink. He will also acquire some pearls for Otto's use in identifying magic items. Pfiffwin still needs his short sword further identified.Traveling spellbooks cost 1000 GP each. Ink costs 100 GP per spell per spell level. Pearls cost 100 GP each. State how many you are looking to purchase and either subtract it from your own, or the Company's, funds. Pfiffwin needs a single spell book and 10 spell levels worth of ink. Otto would like 10 pearls. I will deduct the 3000 gp from the Company's funds. 7. Once admitted to the Academy Pfiffwin would like to trade for the following spells - Detect Illusion, Alter Self and Paralyzation. The illusionist currently in residence at the Academy, Norbert Stringfellow, is willing to trade you Detect Illusion, Alter Self, and Paralyzation for Phantom Armor, Confusion and Wraithform, 1600 GP and any magic item. If you don't wish to provide a magic item, he won't trade you Alter Self, and he no longer asks for Confusion and half of the GP. A magic item, by his definition, radiates magic, is productive, and successfully identifies as a useful enchanted item, not a glowing or darkened stone. Pfiffwin thinks this deal is unfair. He will discuss it with the Company before giving Stringfellow an answer. Stringfellow is asking for a combined 8 levels (1+3+4) worth of spells in addition to gold and a magic item while Pfiffwin seeks only 6 levels (1+2+3) worth of spells. The fourth level alone is worth the combination of the 3 lower level spells. Pfiffwin thinks a straight trade is more than fair. Dell or Winthrop would have to supply Confusion. What do you think we should do? 8. We should see if there is any drow poison left on any of the hand crossbows. If so maybe we can get an antidote synthesized. Also spider poison antidote. The hand crossbow quarrels do not radiate poison, according to Otto's ability to detect poisons, but the small vial taken from the mage appears to contain some poison. Using the Academy's services to identify the poison would cost 500 GP. Having the Academy make an antivenom against the poison would cost 400 GP per vial of antivenom. You do not know how much antivenom would be made. Please have this done. Do we have any spider poison sacks from the temple that we can use to make an antivenom as well?
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Post by Ginger on Sept 3, 2007 16:52:00 GMT -5
I think we should totally do that deal, and give him our "productive" Ring of Shocking Grasp.
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Post by Dell on Sept 3, 2007 16:59:43 GMT -5
Dell wants Wall of Iron, Wall of Stone and Cloudkill.
Also, is our OES still in Monmorg with Elmo? Dell is willing to teleport back to Monmurg to pick up the book and see what the situation is, and why the Hold has joined with the bad dudes.
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Post by Dell on Sept 3, 2007 17:17:33 GMT -5
I think we should totally do that deal, and give him our "productive" Ring of Shocking Grasp. That ring is useful. Give up the invisibility ring of 3 strength.
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Post by venger on Sept 3, 2007 18:32:10 GMT -5
Can we have Pffifwin cast Phantom Armors on people @ cost while we're here? I know he likes to charge 100gp (cough), but if the small plates of mithril are available for 10gp we should take advantage of that. I want 5 100gp pearls for identification purposes. Samantha should have 4 traveling spellbooks. And that's going to be an additional 48 inks. If feasible I'd like to see about getting the wand of paralyzation recharged. I've used it a bunch of times and it's saved the day. I will ask an alchemist of what use these hag and demon parts are. And about the shatter-resistant demon mirror glass I picked up. And then that other stuff: I want 7 traveling spellbooks, 100 inks and access to the Company's spell library- I'd also like to inquire about the following spells for trade, which I don't think we have- Alarm Deeppockets Whip ESP we apparently have this spell. ** the 20 "useful" cantrips listed on page 30 of the Unearthed Arcana Any of these 4th level ones- Evard's Black Tentacles Magic Mirror Charm Monster Polymorph Other
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Post by Mr. Trommer on Sept 3, 2007 21:30:19 GMT -5
The OES is at the Hall. I already have all the availbale spells 4th level and under ifrom it in my spell books.
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Post by Ginger on Sept 3, 2007 21:33:16 GMT -5
Here's a consolidated MU Spell List:
0: Useful Cantrips 1. Alarm 2: Deeppockets, Whip 4: Charm Monster, Evard's Black Tentacles, Magic Mirror, Polymorph Other 5: Cloudkill, Conjure Elemental, Cone of Cold, Passwall, Stone Shape, Transmute Rock to Mud, Wall of Iron, Wall of Stone
How do we get spells that we trade for? Do we each write a scroll or are books exchanged?
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Post by Ginger on Sept 3, 2007 21:34:38 GMT -5
The OES is at the Hall. I already have all the availbale spells 4th level and under ifrom it in my spell books. I think the hope is that we can trade with spells that we can't use yet. Since they don't get used up, why not try?
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Post by Ginger on Sept 3, 2007 21:37:09 GMT -5
What surplus magical weapons do we have? I'd imagine that we'd agree that trading a Morningstar +2 for a Flail +1 (better, if possible) is a good trade. Anything else? I'd also suggest that we train all of the fighters in bastard sword, since we have a few floating around and it's a very versatile proficiency.
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Post by Dead Greyhawk on Sept 3, 2007 21:48:52 GMT -5
9. Adler needs training, Perrin needs training
Both Adler and Perrin can be trained by the Church of the Divine Seven. It will cost 2800 GP for Adler's training and 4200 GP for Perrin's training. I've already deducted it from the Company's assets. The Divine Seven seem particular peeved at Perrin for avoiding a quest given by a High Priest of Kord. Perrin will need to perform penance and atonement at the Church. He tells the Company that he's not going to be able to travel through the gate with the Company. Perrin offers up his magical mace to those taking the journey.
10. We need to identify the hammer and liquid we found in the giant's cave. The ewer should be further identified also. Do we have any random old magic items which we never had identified?
We need to identify the other two figurines that came from Castle Crag
Who's doing this, and how many pearls are being purchased to deal with it?
11. On day 1 we should inquire about having a second Leomund's Chest constructed for Dell, since it might take a while.
A chest can be made in Loftwick, as the Company carries with them the necessary platinum for the nails, fittings, and whatnot. It will cost 10,000 GP to be certain that the chest is complete by the time that the Company is ready to leave.
12. Raven and Otto should probably check in with the authorities. They'll probably figure out that we're back in town and will want to know how we're progressing in our assigned mission. We have that scroll from Grugnir to the Ogre Magi which will be of interest.
Indeed Melodius Starson, who is in charge of the forces near Loftwick is surprised to see that you are alive. After your long disappearance, it had been assumed that you were dead. Melodius confirms much of what Cathmandius and others have said: a great falling out between Garius Brosingamene and Cathmandius based on Cathmandius's tactics, the gradual loss of the frontiers to the humanoids, and the betrayal of the Yeomen by the Keoish and the Sea Princes. Otto asks after the Freeholder, and Melodius gives him a flat elven stare and avoids the question.
The treaty document interests Melodius a great deal. He has a copy made and tells you that he had heard of a Tuala Makar blocking the passes through the Jotens, exacting a toll. He had thought he was a Kettite. Connecting him to the ogre magi sets Melodius's mind calculating.
13. We'll ensure that everyone is trained in horsemanship and wound binding.
Who needs this training?
2. Train Samantha
The costs for training Samantha in 3rd level spells by a member of the Academy is 6000 GP. This reflects a doubling of costs for activities undertaken by Academy members in the time of war. For the Company to train Samantha will cost 1500 GP, reflecting only the cost of materials and no money to the trainer.
Antonus should probably train Samantha.
Fair enough. I've deducted this amount from the Company's assets. Samantha is a fine learner, but Antonus, never having taught before, has difficulty explaining these concepts to her. Similar to when Dell learned from Winthrop, training Samantha takes longer than expected, 21 days.
14. Do magical ink, blank books and scroll paper count as reagents?
Those items are available at cost from the Academy.
15. I want 7 traveling spellbooks, 100 inks and access to the Company's spell library.
I do not have a list of the Company's spells. 7 traveling spellbooks cost 3500 GP. 100 inks cost 10,000 GP. I've deducted this amount from the Company's assets.
16. I'd also like to inquire about the following spells for trade, which I don't think we have:
Alarm Deeppockets Whip ** the 20 "useful" cantrips listed on page 30 of the Unearthed Arcana
Any of these 4th level ones would be cool too, but I doubt I could trade anything for them:
Evard's Black Tentacles Magic Mirror Charm Monster Polymorph Other[/i]
The cantrips are available for free. You need to spend ink at the rate of 4 cantrips per aliquot of ink.
No member of the Academy is willing to trade a named spell.
In general, a member of the Academy will be willing to trade a spell for a spell of equal usefulness that is 2 levels higher than the requested spell, plus the level of the spell in 100s of GP. Spells from Unearthed Arcana are more valuable and require a spell of equal usefulness 3 levels higher than the requested spell, plus twice the level of the spell in 100s of GP, plus a minor magic item.
Conversely, offering a named spell to the members of the Academy causes it to be treated as if it was 4 levels higher than the actual level of the spell. Offering an Unearthed Arcana spell is treated as if it is one level higher than it actually is.
As an example: Alarm is a 1st level Unearthed Arcana spell. You'd need to offer a 4th level utility spell, plus 200 GP to get someone to trade it to you. I'd judge whether the offered spell is valuable enough.
Unfortunately, and please correct me if I am wrong, I believe the Company has already traded Melf's Acid Arrow and Leomund's Secure Shelter here, so they lack their named cachet. I don't recall if Leomund's Secret Chest has been offered for trade.
Come up with a couple of suggest trades, and I'll post more.
16. Pfiffwin needs a single spell book and 10 spell levels worth of ink. Otto would like 10 pearls. I will deduct the 3000 gp from the Company's funds.[/i]
A single standard spell book is 1000 GP. 10 spell levels of ink is 1000 GP. 10 Pearls costs 1000 GP. Otto has made this deduction from the Company funds.
17. Please have (the antivenom production) done. Do we have any spider poison sacks from the temple that we can use to make an antivenom as well?
The poison is identified as an extremely concentrated version of spider venom. Three doses of antivenom are made, and, since the poison was so potent, the antivenom is equally potent. It will revive anyone poisoned by a spider if it is given to someone within two rounds of their death by poisoning. The total cost is 1700 GP. I've deducted this from the Company's assets.
18. Dell wants Wall of Iron, Wall of Stone and Cloudkill.
See my answer to 15 above.
This gets me to the bottom of page 1.
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Post by Ginger on Sept 3, 2007 22:09:05 GMT -5
Perrin offers up his magical mace to those taking the journey. This should go to Adrienne, who's in need of a new magical weapon. Who's doing this, and how many pearls are being purchased to deal with it? Samantha should probably do it when she's done training, since she isn't of a level high enough to write scrolls. We'll just use the big supply of pearls we're already buying, and use as many as it takes. It will cost 10,000 GP to be certain that the chest is complete by the time that the Company is ready to leave. We can probably wait and have Perrin bring it when he rejoins the company. That should save a few thousand GP. Adler, Clift, Samantha, Antonus, Grizella, and Perrin should need horsemanship training and wound binding training. Raven will teach to make sure everyone learns properly.
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Post by Wolfgar on Sept 3, 2007 22:10:35 GMT -5
10. We need to identify the hammer and liquid we found in the giant's cave. The ewer should be further identified also. Do we have any random old magic items which we never had identified?
We need to identify the other two figurines that came from Castle CragWho's doing this, and how many pearls are being purchased to deal with it? Pfiffwin has purchased 10 pearls from the Academy for Otto to use in identifying. He will identify what he can with them in this order: Pfiffwin's short sword, the hammer, the liquid, the ewer. Will Raven let him borrow the luckstone while he does this? He should have these done well before Samantha is done training. It may be better for him to do the figurines as well given that his saving throws are better. He would like to borrow other protection items as well. Anyone want to let him a ring or cloak of protection for the duration?
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Post by venger on Sept 3, 2007 23:32:25 GMT -5
Adler, Clift, Samantha, Antonus, Grizella, and Perrin should need horsemanship training and wound binding training. Raven will teach to make sure everyone learns properly. Antonus has already been trained in bind wounds and horsemanship. I think Perrin as well. 32 of his 40 days in LoftwickAntonus will be training Samantha and scribing spells into traveling spellbooks. I'll have to roll a bunch of chance-to-learn-spell percentile dice. What are we thinking with scrolls and potions?
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Post by Dead Greyhawk on Sept 4, 2007 6:57:58 GMT -5
19. (Antonus) I want 5 100gp pearls for identification purposes.
Easily done. I've deducted this from the Company's assets.
20. Samantha should have 4 traveling spellbooks. And that's going to be an additional 48 inks.
Easily done. 4 traveling spellbooks cost 2000 GP. 48 inks cost 4800 GP. I've deducted this from the Company's assets.
21. If feasible I'd like to see about getting the wand of paralyzation recharged. I've used it a bunch of times and it's saved the day.
The Academicians inform you that recharging magic items is exceptionally difficult, as only the creator of the magic item knows exactly what spells are needed to provide energy to the item, rather than having the item be the recipient of the effect. They are unable to help you, though they offer you space in one of the testing rooms to try out any spell combinations you like. They do remind you of the poor mage that was trying to recharge a wand of lightning bolts; they never did find all of him.
21. I will ask an alchemist of what use these hag and demon parts are. And about the shatter-resistant demon mirror glass I picked up.
The alchemist recommends you establish what you think these hag and demon parts are good for and then come back to him.
22. Here's a consolidated MU Spell List:
0: Useful Cantrips 1. Alarm 2: Deeppockets, Whip 4: Charm Monster, Evard's Black Tentacles, Magic Mirror, Polymorph Other 5: Cloudkill, Conjure Elemental, Cone of Cold, Passwall, Stone Shape, Transmute Rock to Mud, Wall of Iron, Wall of Stone
How do we get spells that we trade for? Do we each write a scroll or are books exchanged?
See reply 15 regarding cantrips and other spells. Spells are provided in the form of a page of a spell book. Thus, they can be cast like scrolls with the extended casting time, or they can be transcribed into the caster's book. Most mages do not provide their spellbooks for fear that other spells will be read and memorized during the writing time.
23. What surplus magical weapons do we have? I'd imagine that we'd agree that trading a Morningstar +2 for a Flail +1 (better, if possible) is a good trade.
I'll get a Google spreadsheet of the assets at the Hall up tonight so you can see what's there.
11. On day 1 we should inquire about having a second Leomund's Chest constructed for Dell, since it might take a while.
A chest can be made in Loftwick, as the Company carries with them the necessary platinum for the nails, fittings, and whatnot. It will cost 10,000 GP to be certain that the chest is complete by the time that the Company is ready to leave.
If Perrin hangs around to bring it somewhere else later, the cost drops to 7,000 GP and it will be completed probably in three months.
DM NOTE: Assume that for the purposes of identifying items no other activities can be done that day. Also, assume that no more than 10 spell levels of spells can be written into a spellbook in a given day. Thus, if Antonus does nothing besides join the academy, buy stuff, train Samantha and write his purchased ink, he is up to 32 of his 40 days in Loftwick.
I'll send personal messages regarding the identifications.
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Post by Wolfgar on Sept 4, 2007 8:07:40 GMT -5
Hugh got a spear from the take in Orlane - has it been identified? Is there anything else from that adventure that needs identifying?
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Post by Wolfgar on Sept 4, 2007 8:28:33 GMT -5
16. I'd also like to inquire about the following spells for trade, which I don't think we have:
Alarm Deeppockets Whip ** the 20 "useful" cantrips listed on page 30 of the Unearthed Arcana
Any of these 4th level ones would be cool too, but I doubt I could trade anything for them:
Evard's Black Tentacles Magic Mirror Charm Monster Polymorph Other [/i] The cantrips are available for free. You need to spend ink at the rate of 4 cantrips per aliquot of ink. No member of the Academy is willing to trade a named spell. In general, a member of the Academy will be willing to trade a spell for a spell of equal usefulness that is 2 levels higher than the requested spell, plus the level of the spell in 100s of GP. Spells from Unearthed Arcana are more valuable and require a spell of equal usefulness 3 levels higher than the requested spell, plus twice the level of the spell in 100s of GP, plus a minor magic item. Conversely, offering a named spell to the members of the Academy causes it to be treated as if it was 4 levels higher than the actual level of the spell. Offering an Unearthed Arcana spell is treated as if it is one level higher than it actually is. As an example: Alarm is a 1st level Unearthed Arcana spell. You'd need to offer a 4th level utility spell, plus 200 GP to get someone to trade it to you. I'd judge whether the offered spell is valuable enough. Unfortunately, and please correct me if I am wrong, I believe the Company has already traded Melf's Acid Arrow and Leomund's Secure Shelter here, so they lack their named cachet. I don't recall if Leomund's Secret Chest has been offered for trade. Come up with a couple of suggest trades, and I'll post more.[/quote] Does this work both ways? Now that we are members of the academy can we be the person in the higher position? We can advertise that we have Leomund's Secret Chest. We are happy not trading it but anyone who wants to be able to travel with all of their stuff may want to trade us for it. For each person that wants it we will require 8 levels of spells that we do not have. How many people are interested and what do they have to trade?
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Post by Mr. Trommer on Sept 4, 2007 9:20:55 GMT -5
Hugh's spear didn't make it's saving throw in a recent encounter.
Grizela learned horsemanship at Castle Crag.
I do have a scoll of Bigby's Clench Fist @20th level. It's an 8th level spell so I would want to keep a copy of it for future use.
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Post by venger on Sept 4, 2007 9:21:58 GMT -5
If feasible I'd like to see about getting the wand of paralyzation recharged. I've used it a bunch of times and it's saved the day.The Academicians inform you that recharging magic items is exceptionally difficult, as only the creator of the magic item knows exactly what spells are needed to provide energy to the item, rather than having the item be the recipient of the effect. They are unable to help you, though they offer you space in one of the testing rooms to try out any spell combinations you like. They do remind you of the poor mage that was trying to recharge a wand of lightning bolts; they never did find all of him. Do you first need to cast Enchant An Item to recharge a wand? Hold Person, Hold Monster and, if Pffifwin gets it, Paralyzation might work to recharge the wand. Do we think it's worth a try? It's going to stop working eventually. I will ask an alchemist of what use these hag and demon parts are. And about the shatter-resistant demon mirror glass I picked up.The alchemist recommends you establish what you think these hag and demon parts are good for and then come back to him. Suggestions? Sea hag parts - potions of waterbreathing, potions of shooting death rays out of your eyes? Annis hag parts (old mother gird)- potions of polymorphing Type I demons - potions of fire resistance, flight? Type II demons - potions of fire resistance Type III demons - potions of fire resistance Type IV demons - potions of polymorphing, invulnerability? Type V demons - potions of polymorphing, invulnerability? **I'm going to powder those ten 100gp golden ambers as well. I'm sure the alchemist has the proper tools.
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