Book Two: Chapter Six: "Prosperous Hosts"

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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:44 am

Halcyon wrote:"Actually, Emperor Ferral, if I may: The Empire would not be parting with the armour materials. Rather the materials shall be put to good use, warding the brave hearts of those who've served the Empire well."

Diplomacy: 43 (natch)
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:44 am

Malazek wrote:"Oh, of course. Feel free to use whatever you need."

OOC: The Empire has armors made from Feyleather, Finemail, Braidmail, Drakescale, Wyvernscale, Wyrmscale, or Layered Plate in it's vaults. These materials can be included (for no extra cost) in any armors you decide to enchant or transfer enchantments to. NOTE: The special properties of these armors only work once they recieve their minumum enchantments (and they won't accept lesser enchantments). See the book for details.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:44 am

Swifthand wrote:O.O.C - Well. I just realized something. Besides the money we got from the gems, The party also has another 64 platinum pieces and 3 astral diamonds. That is 36,400 gold.

36,400/5=7,280gp each.

This has nothing to do with Doron's portion or the 56 plat we just got from the gem trade in.


-Swift
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:44 am

magicspellz12 wrote:Alex sits up from his scribing.

"You know. Now that we've got the downtime, it's time for me to create a familiar. Yes...I'll do it after I've finished with this Arcane Mark Ritual...I wonder what it will be..."

He bites his quill and gazes into the distance, then shrugs and gets back to work. His pen seems to rush across the parchment of his spellbook a little quicker, and a smile has crept along his face.

After he is done, he blows the ink dry and flicks his spellbook near to the very front, then he gets up from the table and finds an empty corner in the room, dragging his chair with him. He sits down, and then creates a shield of water around himself whilst explaining. "Sorry Streagis, I know we're friends, but this is a privte matter...a familiar is part of your soul." It's like watching the blurry movements of someone behind a waterfall.

An hour later the water falls, and on Alex's shoulder a pink, scaleless and rather ugly looking creature resides. Alex beams at his fellow scholar. "It's a dragonling! Thats brilliant news! They symbolise honour, and power, and greatness..." He looks down at the rather pathetic creature. "I'm sure she'll mature in a few days..."

He croons like a new father as the ugly little thing gives out a few blind barks, he places it on the table in front of him and settles down to move on to the next spell for an hour before nightfall. Every few moments he looks up to check on the thing.

Within the hour Alex is pleased to inform Straegis that her scales have already started to form, hardening patches of white on the soft pink skin. Her tail waves lazily.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:44 am

magicspellz12 wrote:Alex sits up from his scribing.

"You know. Now that we've got the downtime, it's time for me to create a familiar. Yes...I'll do it after I've finished with this Arcane Mark Ritual...I wonder what it will be..."

He bites his quill and gazes into the distance, then shrugs and gets back to work. His pen seems to rush across the parchment of his spellbook a little quicker, and a smile has crept along his face.

After he is done, he blows the ink dry and flicks his spellbook near to the very front, then he gets up from the table and finds an empty corner in the room, dragging his chair with him. He sits down, and then creates a shield of water around himself whilst explaining. "Sorry Streagis, I know we're friends, but this is a privte matter...a familiar is part of your soul." It's like watching the blurry movements of someone behind a waterfall.

An hour later the water falls, and on Alex's shoulder a pink, scaleless and rather ugly looking creature resides. Alex beams at his fellow scholar. "It's a dragonling! Thats brilliant news! They symbolise honour, and power, and greatness..." He looks down at the rather pathetic creature. "I'm sure she'll mature in a few days..."

He croons like a new father as the ugly little thing gives out a few blind barks, he places it on the table in front of him and settles down to move on to the next spell for an hour before nightfall. Every few moments he looks up to check on the thing.

Within the hour Alex is pleased to inform Straegis that her scales have already started to form, hardening patches of white on the soft pink skin. Her tail waves lazily.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:45 am

151prooftattoos wrote:OOC: What is everyone left with after scribing, etc.?
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:45 am

Malazek wrote:OOC: Okay, yeah, let's recalculate this.

+ 69073 (Doron)
- 3400 (Horseshoes of Speed)
- 270 (Arcane Mark, Duplicate, Endure Elements)
- 680 (Remove Aflliction)
- 4135 (Enchant Magic Item, Sending, Detect Object, and Passwall)
- 100 (Eye of Alarm)
+ 6635 (Selling Sallowmane's book)
+ 3730 (Selling the Mostly Ruined Tome)
= 70853
70853/5 = 14,170.6

So, everyone has 14,170 gold and 6 silver to use for creating magic items. This money canNOT be saved, but could be used to get extra components or scribing materials (see below).

When slecting your items, make sure they are things Alex and Straegis are actually capable of making (i.e. 14th level or less). The Emperor has also volunteered special armors, so any magic armor you create here can be masterworked at no extra cost.

Next ...

+ 56,000 (from Gems)
- 28,000 (se aside as a party component reserve)
+ 36,400 (from old Plat and AD)
= 64,400
64,400/5 =12,800

So, everyone also has 12,800 more gold. This money CAN be saved; but you're welcome to spend it on more items, if you choose.

NOTE: Let's not get stalled out on this. Everyone decide what items you'd like, and let's get moving. The story awaits ....
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:45 am

Malazek wrote:
Straegis wrote:O.O.C.: I think we should have enough to perform Raise Dead ritual once for each of us in the party (including Mordax?) that would be 30,000 gp. of Mystic Salves. Applying the same logics to Remove Affliction and Cure Disease. One Remove Affliction each would equal 1500 gp. of Mystic Salves, one Cure Disease each would equal [750] gp. of Mystic Salves. I vote for at least 500 gp. Rare Herbs (Nature based rituals) and we will need probably 5000ish gp. of Alchemical Reagents, most of our rituals are Arcana based. I am not in possesion of any Sanctified Incense (Religion based rituals), tho I do have Consult Mystic Sages ritual, requires 400 gp. of incense. It would probably be wise to have any remaining components in the form of quality Scribing Materials.
That's more that 28,000. But considering Mordax is no longer with you (and the fact that nobody ever added the 10k you bought from Nikhumba to their character sheet) we might be able to break it down kind of like this.

27,000 Mystic Salves
500 Rare herbs
5000 Alchemical Reagents
500 Sanctified Incense
5000 Scribing Materials

These components will be set aside for party use. Hopefully, that will allow for more accurate bookkeeping and cut down on the confusion that ensues every time a big ritual is cast
.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:46 am

magicspellz12 wrote:OOC: I want Gauntlets of the Ram. And I also think a Ritual Candle could be useful.
DM EDIT: Cool. Can you post the stats for those?
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:46 am

macksgarageusa wrote:Straegis decides to spend most of his monies here, he transfers the Lightning enchantment to his Javelin and upgrades its power. He fine tunes the power of his own armor then requests a set of Braidmail armor be crafted for him and transfers the enchantment to his new suit.



+2 Lightning "Javelin"
This weapon crackles with dancing lightning.
Lvl 5 +2 5,000 gp
Weapon: Javelin
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning damage per plus
Power (At-Will: Lightning, "Fulgoris"): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily: Arc Lightning, "Fulmineum"): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
+3 Braidmail of Exploits
Lvl 13 +3 17000 gp.
Enhancement: +3 AC
Power (Daily): Standard Action, Use power stored in armor, if it is encounter power you must spend AP to use.

O.O.C.: If I added correctly, this will use all 14,170 provided by Doron plus 3,430 of my own money. I gotta run, I'll update character sheet when I get back.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:46 am

magicspellz12 wrote:Ritual Candle
Level: 11
Price: 9000 gp
Wondrous Item
Property: This candle never burns down (except as noted).
Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
The candle automatically extinguishes at the end of the ritual and can be used again the following day.


Gloves of Aries
These gloves bear the symbol of a ram’s head.
Level: 8
Price: 3400 gp
Item Slot: Hands
Property: Add 1 square to the distance of any push effect you create.

Headband of Intellect
This ornamental silk cord strengthens your mental retention, recall, and powers.
Level: 10
Price: 5000 gp
Item Slot: Head
Property: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Thats 17,400. Leaving me with 9570...

And I wouldn't be a good partner if I didn't buy:

Sending Stones (pair)
Each fist-sized round stone bears a Dwarven rune that translates as “Speak.”
Level: 11
Price: 9000 gp
Wondrous Item
Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set.
Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).

Leaving me with 570 for a courier to get this to Katrina, or, perhaps a reunion, how much would that cost? The price of one sending to tell her where to go, and then the price to create the portal so she can come here and go back?

Sending: 50gp; Linked Portal 50gp (If we have a circle we can use and Katrina has a circle she can get to and 50gp back (or I can use 135 to repay her if she has to get a circle-less portal to here. But getting her back would be troublesome. In that case I might have to get a courier). I could spend the rest of my money on a romantic evening out and a haircut and some delightfully sexy alterations to my appearance and dress. Maybe I'll keep some for say, Inn expenses.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:46 am

Halcyon wrote:Put me in for:

Strikebacks Level 10
Backed with spikes, these vicious gauntlets hurt those who
hurt you.
Item Slot: Hands 5,000 gp
Property: Gain a +1 item bonus to opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power
when an adjacent enemy hits you. Make a melee basic
attack against that enemy.

And Wyvernscale Verve armor.
Verve Armor Level 4+
This armor protects your body and fortifies your spirit.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Armor: Scale, Plate
Enhancement: AC
Property: You gain a +2 bonus to death saving throws.
Power (Daily): No Action. Use this power when you fail
a saving throw. The result of that saving throw is 20
instead.

Verity will trade his old armor and bridle for:

Floating Lantern Level 3
This silver lantern floats in midair under your control.
Wondrous Item 680 gp
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.

Power Jewel Level 5
Magical energy pulses within this stunning red jewel, allowing
you to use a power you have already expended.
Wondrous Item 1,000 gp
Power (Daily): Minor Action. This power allows you to
regain the use of an encounter power of 1st or 3rd level.
Special: You must have reached at least one milestone today
to activate this item.

Oil of Flesh Returned Level 10+
This milky-white oil returns petrified creatures to flesh.
Lvl 10 200 gp
Other Consumable
Power (Consumable): Minor Action. An adjacent target
who is petrified can spend a healing surge to remove the
petrified condition. If the target has no healing surges
remaining, he or she can instead take damage equal to
his or her healing surge value to remove the condition.
The resistance granted by the petrified condition does
not reduce this damage.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 2:47 am

151prooftattoos wrote:OOC: Vangg would like:

Gloves of the Healer Level 12+
Your healing is enhanced by this elegant handwear.
Lvl 12 13,000 gp Lvl 22 325,000 gp
Item Slot: Hands
Property: When you use a power that has the healing
keyword, one target regains an extra 1d6 hit points.
Level 22: 2d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing
surge. An adjacent ally regains hit points equal to the
value of the healing surge you lost.

Healer’s Sash Level 11+
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp Lvl 21 225,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.

14,170 +12,059 = 26,229

- 13,000 = 13229

- 9,000

= 4,229 left.




Very Happy
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 1:36 pm

OOC: I'm guessing we can add the magic items to our char sheet?
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Malazek on Mon Aug 17, 2009 1:59 pm

OOC: Well, yeah. I'm going to summarize everyone's items and spending before when we continue. As long as you know the item can be crafted and paid for, then you should be fine to list it.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Swifthand on Mon Aug 17, 2009 2:28 pm

  • Upgrade....
    +2 Eladrin Cloak
    This cloak embroidered with leaf and circle patterns, crafted in the fay tradition, increases your stealth.
    Lvl 7 (2,600 gp)
    Item Slot: Neck
    Enhancement: +2 Fortitude, Reflex, and Will
    Property: Gain a +2 item bonus to Stealth checks.

    To...
    +3 Eladrin Cloak
    This cloak embroidered with leaf and circle patterns, crafted in the fay tradition, increases your stealth.
    Lvl 12 (13,000 gp)
    Item Slot: Neck
    Enhancement: +3 Fortitude, Reflex, and Will
    Property: Gain a +3 item bonus to Stealth checks.

    Cost: 13,000-2,600=10,400gp
  • Move...
    Mardogc's Crossbow
    The half-orks heavy crossbow was an ingenious weapon, even before it was enchanted. Without the box mechanism, it's a superior crossbow (+3 Prof, d10 Damage, 20/40 Range, 31 gp, 8 lb, Load minor), but the box mechanism transforms it into a superior repeating crossbow (+1 Prof, d10 Damage, 15/30 Range, 35 gp, 9 lb, Load Free). It's repeating mode is difficult to handle, requiring a bit of muscle; but with the tripod attached, that problem is mitigated (attaching the tripod takes a move action, but raises the Prof bonus of the repeating form to +2).
    Lvl 13 (17,000 gp)
    Weapon: Superior Repeating Crossbow
    Enhancement: +3 Attack rolls and damage rolls
    Critical: +3d6
    Property: Loading this crossbow is a free action.
    Power (Encounter): Minor Action. Make a ranged basic attack with this weapon.

    To...
    Fletcher's Crossbow
    Lvl 13 (17,000 gp)
    Weapon: Superior Crossbow
    Enhancement: +3 Attack rolls and damage rolls
    Critical: +3d6
    Property: Loading this crossbow is a free action.
    Power (Encounter): Minor Action. Make a ranged basic attack with this weapon.

    Cost: 25gp
  • Create...
    Fletcher's Boots
    These wax-coated coverings help you glide over the earth when you are lightly encumbered, and might save you when the current runs deep.
    Lvl 10 (5,000 gp)
    Item Slot: Feet
    Property: Gain a +1 item bonus to speed while wearing light armor or no armor.
    Power (Encounter): Free Action. Gain a +5 power bonus to an Athletics check to swim.
  • Fletcher's Hunting Horn
    Crafted by a particular tribe of lizardmen from the Malbog, this bone horn was enchanted for the elven ranger, Davin Fletcher. Distinctly toned, it alerts even those allies you cannot see.
    Lvl 7 (2,600 gp)
    Wondrous Item
    Power (Encounter): Standard Action. When you sound the horn, all creatures within 1 mile hear its call. Allies within that range are awakened if they are sleeping, and instantly know your current location, hit point total, and any effects currently affecting you.
  • Hunter’s Flint
    This chunk of flint strikes sparks that can ignite a magical blaze.
    Lvl 2 (520 gp)
    Wondrous Item
    Power (Daily, Illusion): Standard Action. Use this flint to light a campfire. The fire burns without smoke or sound. The light of this magic campfire is invisible from outside its 10-square radius, though creatures and objects within that radius can be seen normally with darkvision or if existing light allows. The campfire is a normal fire in all other respects. The fire lasts for 12 hours (requiring no additional fuel) or until extinguished normally. The flint can be used to light lanterns and other fires as normal, but such fires gain no magical effect.
  • Everlasting Provisions
    This plain basket radiates delicious smells.
    Lvl 4 (840gp)
    Wondrous Item
    Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
  • Endless Canteen
    This mundane-looking canteen pours forth water in a seemingly limitless stream.
    Lvl 9 (4,200 gp)
    Wondrous Item
    Power (At-Will): Standard Action. When you open its stopper, the endless canteen pours out up to 1 pint of cool, clean water. Any water that has not been consumed within 1 hour of its creation disappears.
  • Fletcher's Tool Pouch
    This fine set of thieves tools are all stored in a leather case, each tool having it's own slot. The tool's themselves are etched with dark red sigils and improve your thievery skills.
    Lvl 1 (360 gp)
    Wonderous Item 360 gp
    Property: Gain a +1 item bonus to Thievery checks.


10,400+25+5,000+2,600+520+840+4,200+360=23,945gp
23,920gp-14,170gp 6sp=9,774gp 4sp
12,800gp-9,749gp 4sp=3,025gp 6sp left

Davin will take that in 30pp 25gp 6sp


While the ritual caster's are busy working, Davin wants to find an Imperial Engineer that will mount the tripod to Mardogc' Crossbow to the rear of the ATW, allowing people in the back to shoot at pursuer's. He also gets a mundane short sword (to replace his pitted and ruined one), barding for the ATW Team, and a pick and shovel. He also want's to head to Thaddeus Crane's as soon as possible to get alchemaeic bolts.

-Swift
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Malazek on Mon Aug 17, 2009 3:25 pm

Okay, so ...

Straegis.
Transfer lightning to javelin and tranfer exploits to new armor.
That costs all of Doron's gift plus some of his own money.

Alex
Create candle, gloves, headband, and sending stones.
That costs all of Doron's gift plus some of his own money.

Verity
Create strikebacks and wyvernscale.*
Create lantern, jewel, and oil.
Trade in old armor and bridle.**

*What enchantment?
**Can you provide a total of the costs, please?

Vangg
Create gloves & sash.
That costs all of Doron's gift plus some of his own money.

Davin
Upgrade cloak.
Transfer crossbow enchantment to a new crossbow.
Create boots, horn, flint, provisions, canteen, and pouch.
That costs all of Doron's gift plus some of his own money.
He also gets the repeating crossbow mounted like turrent on the ATW.

That's over 20 hours of enchanting. That will add some time to the your stay in the Imperial City; but not by much (only about half the items require the personal attention of Alex or Straegis; the IMC can handle the smaller stuff). You'll have to spend atleast 3 nights here.

_____ _____ _____ _____ _____

Vangg tends to everyone's ailments during the stay.

On the first night, Verity has a dream that a stunted old woman is sneaking around his room and rifling through his stuff; his conscious mind keeps trying to wake up, but is unable to. Eventually, a muted unintelligible voice calls out from afar, and the old hag leaves. Verity wakes soon after, but his room seems normal.

The next morning, the conditions caused by the nexus ritual have abided; Vangg seems to have cured all of you.

Davin asks around town for one Thaddeus Crane (the man Reed Canfield referred him to). Nobody seems to have heard of him

That same day, reports from the field indicate that the Dwarven forces have fallen back; they haven't vacated the city yet, but they retreated back to just a few districts. The Imperials re-occupy some of the abandoned districts, but not all of them; they are worried it's a trap. Some reports suggest that their numbers are dwindling; and one local farmer reports seeing whole formations moving toward the mountains.

On the second night, Vangg dreams that he is a dwarfling again, cuddling with grandmother; but they are in the Imperial City, for some reason. He looks into his grandmother's face, and realizes it isn't her at all! It's a hideos hag! He tries to excape, but she starts to smother him with her clawed hands. Suddenly, a muted unintelligible voice calls out from afar, and the old hag leaves. Vangg wakes soon after and finds his room in disarray.

More reports verify the rumors; the Dwarves are merely holding ground now. They are no longer aggressing.

Davin continues his search and locates a soldier who has heard of Thaddeus Crane. Turns out ol' Thaddeus is new to town; he and the soldier shared a beer at an inn a few weeks ago. That inn has since been destroyed.

On the third night, Davin wakes when someone tries to open his door. Hound hears it too, and begins barking. The elf hurries to the door to see who it is, but nobody is there.

On that fourth day, all items and rituals are complete.

Davin checks the the inns that remain in Imperial-controlled districts, and locates a innkeeper who says he knows the man. Thaddeus is renting a small cottage just outside the city proper; but still within the Imperial center. The cottage is only about an hour away.

OOC: Is there anything else that needs to be done before you head off for the Femdrell?
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Swifthand on Mon Aug 17, 2009 5:12 pm

Davin: HP 91/91; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=8/8, SV:22, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 328/328; AC 22 Fort 23 Ref 21 Will 20; Healing Surges=2/2 SV:82, Action Points=1

"Hey all - I am going to visit a local Alchemist who made those special arrows that Reed gave me. Anyone want to join me?"

Davin drives to Thaddeus Crane's place and knocks on the door.

-Swift
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  magicspellz12 on Mon Aug 17, 2009 7:42 pm

"Afraid not. I'm organising a courier to get one of these sending stones to Katrina today."
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Malazek on Mon Aug 17, 2009 9:41 pm

Swifthand wrote:Davin drives to Thaddeus Crane's place and knocks on the door.
A older gentlemen answers the door. Something about the man seems familiar to Davin. "Yes? Can I help you?"

EDIT: The man seems familiar to Vangg, also.

magicspellz12 wrote:"Afraid not. I'm organising a courier to get one of these sending stones to Katrina today."
OOC: You can probably get a Imperial Soldier or Imperial Mage to portal to Jaru for 270 gold (the cost to portal there and back again). A mundane courier might be a slight bit cheaper, but would take much longer (weeks). You might even be able to hybrdize it (portal there and ride back OR ride there and portal back).


Last edited by Malazek on Mon Aug 17, 2009 10:58 pm; edited 1 time in total
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 10:55 pm

OOC: Vangg will join Davin.

"Me bejoin ye . . . me looky fer new stuffs an' what nots."
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Swifthand on Mon Aug 17, 2009 11:09 pm

"Mister Thaddeus Crane?"

Passive Insight=23

-Swift
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  151prooftattoos on Mon Aug 17, 2009 11:36 pm

Insight check on the man:

1d20+21=25

Wisdom Check to remember him:

1d20+6=14
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  macksgarageusa on Tue Aug 18, 2009 1:02 am

Straegis will continue to work on transferring and enchanting the remaining items while Davin and Vangg are gone.

O.O.C.: Straegis will take the remaining monies in 90pp, 370gp, 6sp. (9370gp, 6sp) thank you drive thru!
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Re: Book Two: Chapter Six: "Prosperous Hosts"

Post  Malazek on Tue Aug 18, 2009 4:36 am

Swifthand wrote:"Mister Thaddeus Crane?"
Passive Insight=23
"Yes, that's me. What can I do for you?"
The man seems apprehensive; as if somebody looking for him can only be bad.

151prooftattoos wrote:Insight check on the man: 1d20+21=25
Wisdom Check to remember him: 1d20+6=14
The man seems apprehensive; as if somebody looking for him can only be bad.
Vangg cannot remember where, but he's sure he met this guy before.
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Re: Book Two: Chapter Six: "Prosperous Hosts"

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