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Subject: Salty Pete's Crew at Game Knight

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jacksonm
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River City

03/13/2008 10:56 AM  
Posted By Richard II on 03/13/2008 10:49 AM
You must really be hoping they learned something. :P
One would hope they at least came away a little wiser from the adventure but I wouldn't count on it.


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03/13/2008 11:53 AM  
Seriously I don't think Tharnog learned a thing.

1) Other than evil things are evil.
2) Flying breastplate is cool.
3) Jars is nuts.
4) Tharnog is going nuts too. (Curse you Curse of Bosephus!!!)
5) Loot is good.
6) Marvin is squishy but good back stabber.

But Tharnog almost knew all of the above. Well...mabye not, I guess Tharnog learned a little. .

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Idzy
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03/13/2008 12:23 PM  
What did Cedrith take from our trip to Ilsa de los Tigres de la Muerte.

First of all he learned a few new tricks (flame stike among them) and that Angels are watching our actions at least some of the time. The dwarf cannot be trusted not to run away in the middle of a fight, and also not to "count all your chickens before they are hatched" since they might get burnt up by fireballs striking your cart full of zombies.

He also learned that you cannot always trust your friends after they have been captured by the enemy and tortured (well maybe you can but it never hurts to cast detect evil on them after you rescue them, it should help prevent getting stabbed in the back in the future.

Cedrith is also sorry that he could not save the rest of the crew of the Blue Hippocampus, but also knows that they died while we were fighting and defeating a great menace, so they should be safe in the afterlife.

Cedrith is very much looking forward to taking some time to relax and prepare some scrolls and wands for use in our future adventures, as he is sure that the gods are not done with us yet. He is also looking forward to putting the hurt down on some more demons and devils, even after such a small taste his celestial side is itching to take on more of them. But there are many dangers and evils here on Toril that need to be taken care of too, we must rescue Bergeron's brother(s) and help Salty Pete recover his ship and of course his original mission to keep the monkey man out of trouble.

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jacksonm
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03/15/2008 10:27 AM  
While the PC's are busy on their treasure fueled spending spree Salty Pete and Percy are busying themselves with the tasks of completing the repairs to the Blue Hippocampus and hiring a new crew of sailors.

We have 2 options for play this week, I'll put it to the vote:

1) We can resume the campaign after you've completed your shopping and item creation.

or

2) We can hold off on things for a week and I can run the group through the 4th edition demo adventure.

Let me know what you would prefer.

Omand
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03/15/2008 3:01 PM  
Hello,

Lots of things for me to catch up on here.  I am behind again.  Well, I will try to catch up on things as best I can throughout this evening and tomorrow.

First point of business that I have been working on since Wednesday evening is to take what is useful out of the Rakshasa Necromancer's spellbook and then sell that book for more cash in the kitty (pardon the pun).

So oh great and wonderful DM, I know that using the magical ink requires only 10 gp per spell level/page to scribe these spells, but can you let me know how much time and ink I can estimate this task will take?

Planning to scribe the following:

0 level spells

None

1st level spells - 7 pages

Chill Touch;  Endure Elements;  Hypnotism;  Jump;  Protection from Chaos;  Ray of Enfeeblement;  Unseen Servant

2nd level spells - 14 pages

Blindness/Deafness;  Cat’s Grace;  Darkness;  Flaming Sphere;  Ghoul Touch;  Levitate; Spectral Hand

3rd level spells - 12 pages

Deep Slumber;  Ray of Exhaustion;  Stinking Cloud;  Vampiric Touch

4th level spells - 16 pages

Enervation;  Fear;  Geas, Lesser;  Wall of Ice

5th level spells - 20 pages

Break Enchantment;  Magic Jar;  Planar Binding, Lesser;  Symbol of Pain

6th level spells - 18 pages

Anti-Magic Field;  Symbol of Fear;  True Seeing

By my count, 87 pages in total, and therefore 870 gp in cost.

Also, as per the PHB a full spellbook of 100 pages can be sold for 5000 gp (half the value of 100 gp per page), but the Rakshasa's spellbook is actually 142 pages of spells (and you did say it was oversized).  If I use Marvin's elite negotiating powers can I get a bidding war going amongst local wizards?

Of course, if that is not possible I can always teleport to Marsember or Suzail or another port of call and haggle there as well (actually, I will head to Marsember at least for one day to let my family know how things are going and see if there is any news about my brothers).

Let me know what rolls you want, or if we will do that next session.

More to follow later, as Beregon has many plans.

Cheers

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03/15/2008 3:24 PM  
Hello again,

Since I am on the topic of spells for Beregon, he is interested in learning the spells in the list below.  The question is, of course, how to arrange this.  Can I work out spell trades, if I spoke to Percy would it make more sense to visit his father to trade these?  Any other options that I could discover in town?

Here's the list:

1st level

Colour Spray;  Comprehend Languages;  Detect Secret Doors;  Expeditious Retreat;  Protection from Evil;  Shield

2nd level

Arcane Lock;  Blur;  Ice Knife;  Knock;  Mirror Image;  Resist Energy;  Rope Trick;  See Invisibility

3rd level

Analyze Portal;  Daylight;  Explosive Runes;  Haste;  Invisibility Sphere;  Mage Armour, Greater;  Magic Circle Against Evil;  Nondetection;  Protection from Energy;  Snake’s Swiftness, Mass

4th level

Dimensional Anchor;  Fire Shield;  Force Missiles;  Invisibility, Greater;  Orb of Fire;  Orb of Force;  Orb of Sound

5th level

Ball Lightning;  Cacophonic Burst;  Enlarge Person, Greater;  Fireburst, Greater;  Fly, Mass;  Overland Flight;  Wall of Force;  Wall of Stone

More to come later with wands and scrolls and magic stuff.

Cheers

[Updated because I missed a couple of items]

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03/15/2008 5:06 PM  
Hello again,

Still working through a long list of things for the campaign.

So, I had a chance to look up and really read about the Figurines of Wondrous Power: Golden Lions and I found out that they really are not as great as I thought.  The cats summoned are MM standard male lions with only 36 hp.  OK, so I get two of them (as the sets are always pairs), but really they might only last one round in combat and then I can't use them for a week.

Unless someone else really has a use for them I think they will end up being sold off to enhance Beregon's scroll and wand creation efforts.

Any opinions?

Cheers

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03/15/2008 5:46 PM  
Hey all,

Just wanted to catch up a bit more on book keeping to make sure everyone got what they were supposed to last session.  After all, Mike is a stickler that if it is not on your character sheet it does not exist.

So, sound off in the thread about what you picked up from our shopping spree:

Beregon

Heward's Handy Haversack
Swapped out the big crystal ball for a small crystal ball
Figurine of Wondrous Power: Golden Lions (swapped from Cedrith to Beregon)
Chain Shirt +2 Invulnerable (swapped to Cedrith from Beregon)

Purchased Bag of Holding III for Jars to carry for the party
Purchased Composite Longbow +1 (+4 STR) for Migwin

That's all I can remember with 100% accuracy.  I know we did armour and a bunch of other things for Marvin, Cedrith and Tharnog, but I did miss some of the details.

Cheers

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Omand
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03/15/2008 6:33 PM  
And more ...

Future shopping list wants?


1 x Headband of Intellect +2 - 4,000 gp (For Beregon, gives extra spell slots, increases DCs of spells)
1 x Periapt of Wisdom +2 - 4,000 gp (For Cedith, gives extra spell slots, increases DCs of spells)
1 x Goggles of Minute Seeing - 1,250 gp (For Marvin, to increase search checks)
2 x Javelin of Lightning - 3,000 gp (For one of the fighter types)
1 x Quiver of Ehlonna - 1,800 gp (For Migwin with his bow)
1 x Hat of Disguise - 1,800 gp (For Marvin or whoever gets in trouble)

Just some things we had left on the list from last time that we did not buy or could not buy.

I think at this point that powering up the spellcasters will be most beneficial to the party, but we should be keeping these things in mind.

Cheers

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jacksonm
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03/16/2008 10:03 AM  
Posted By Omand on 03/15/2008 3:01 PM
Hello,

Lots of things for me to catch up on here.  I am behind again.  Well, I will try to catch up on things as best I can throughout this evening and tomorrow.

First point of business that I have been working on since Wednesday evening is to take what is useful out of the Rakshasa Necromancer's spellbook and then sell that book for more cash in the kitty (pardon the pun).

So oh great and wonderful DM, I know that using the magical ink requires only 10 gp per spell level/page to scribe these spells, but can you let me know how much time and ink I can estimate this task will take?

Planning to scribe the following:

0 level spells

None

1st level spells - 7 pages

Chill Touch;  Endure Elements;  Hypnotism;  Jump;  Protection from Chaos;  Ray of Enfeeblement;  Unseen Servant

2nd level spells - 14 pages

Blindness/Deafness;  Cat’s Grace;  Darkness;  Flaming Sphere;  Ghoul Touch;  Levitate; Spectral Hand

3rd level spells - 12 pages

Deep Slumber;  Ray of Exhaustion;  Stinking Cloud;  Vampiric Touch

4th level spells - 16 pages

Enervation;  Fear;  Geas, Lesser;  Wall of Ice

5th level spells - 20 pages

Break Enchantment;  Magic Jar;  Planar Binding, Lesser;  Symbol of Pain

6th level spells - 18 pages

Anti-Magic Field;  Symbol of Fear;  True Seeing

By my count, 87 pages in total, and therefore 870 gp in cost.

Also, as per the PHB a full spellbook of 100 pages can be sold for 5000 gp (half the value of 100 gp per page), but the Rakshasa's spellbook is actually 142 pages of spells (and you did say it was oversized).  If I use Marvin's elite negotiating powers can I get a bidding war going amongst local wizards?

Of course, if that is not possible I can always teleport to Marsember or Suzail or another port of call and haggle there as well (actually, I will head to Marsember at least for one day to let my family know how things are going and see if there is any news about my brothers).

Let me know what rolls you want, or if we will do that next session.

More to follow later, as Beregon has many plans.

Cheers
It'll pretty much take you 1 day per spell you wish to learn, no rolls needed though.

The book can be sold for a decent price when you're done. We'll take care of that at the game session.


jacksonm
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03/16/2008 10:07 AM  
Posted By Omand on 03/15/2008 3:24 PM
Hello again,

Since I am on the topic of spells for Beregon, he is interested in learning the spells in the list below.  The question is, of course, how to arrange this.  Can I work out spell trades, if I spoke to Percy would it make more sense to visit his father to trade these?  Any other options that I could discover in town?

Here's the list:

1st level

Colour SprayComprehend LanguagesDetect Secret DoorsExpeditious RetreatProtection from EvilShield

2nd level

Arcane Lock;  Blur;  Ice Knife;ÂKnockMirror ImageResist Energy;  Rope Trick;ÂSee Invisibility

3rd level

Analyze PortalDaylight;  Explosive Runes;  Haste;  Invisibility Sphere;ÂMage Armour, Greater;  Magic Circle Against Evil;  Nondetection;  Protection from Energy;  Snake’s Swiftness, Mass

4th level

Dimensional Anchor;  Fire Shield;  Force Missiles;  Invisibility, Greater;  Orb of Fire;  Orb of Force;  Orb of Sound

5th level

Ball Lightning;  Cacophonic Burst;  Enlarge Person, Greater;  Fireburst, Greater;  Fly, Mass;  Overland Flight;  Wall of Force;  Wall of Stone

More to come later with wands and scrolls and magic stuff.

Cheers

[Updated because I missed a couple of items]
Spells above in Bold are easy enough to aquire in trade. You can arrange with other wizards trades.

The others are going to take some legwork to track down.

dorge
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03/16/2008 11:57 AM  
I vote for playing this week.

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Omand
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03/16/2008 3:13 PM  
Hello,

I suppose I better chime in as regards this week.  I am OK with the campaign continuing, and Chinese sounds good to me.  I will likely not be in until 5:30 as usual, so if we arrange a menu ahead of time I will throw in cash once I arrive for whomever goes early to pick it up (or are we just going to order in this time?).

Cheers

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03/16/2008 3:20 PM  
Mike,

Thank you for the update on spells.

So, 29 days to scribe all of the spells I want from the Rakshasa's spellbook.

How much time are people OK with being in town for?  Are the big beefy types willing to do a bit of labour to earn cash while waiting for the wizard and cleric to finish up item creation.  As I look at Beregon's list and Cedrith's list it seems we could be stuck for like 80 days if we make everything on the wish lists.

Opinions?

Cheers

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03/16/2008 3:45 PM  
Beregon's Item Creation List (Subject to Review/Change)

1 x Wand of Cure Moderate Wounds (CL3) - 2,250 gp; 180 xp; 5 days
4 x Wand of Cure Light Wounds (CL1) - 1,500 gp; 30 xp; 4 days
1 x Wand of Lesser Restoration (CL3) - 2,250 gp; 180 xp; 5 days

1 x Wand of Magic Missile (CL9) - 3,375 gp; 270 xp; 8 days

2 x Scroll of Teleport (CL9) - 1,125 gp; 90 xp; 4 days
2 x Scroll of Greater Dispel Magic (CL 11) - 1,650 gp; 132 xp; 4 days

4 x Scroll of Lightning Bolt (CL10) - 1,500 gp; 120 xp; 4 days
4 x Scroll of Fireball (CL10) - 1,500 gp; 120 xp; 4 days
4 x Scroll of Energy Substitution: Cold Fireball (CL10) - 1,500 gp; 120 xp; 4 days
2 x Scroll of Cone of Cold (CL11) - 1,375 gp; 110 xp; 4 days

6 x Scroll of Grease (CL10) - 750 gp; 60 xp; 6 days
2 x Scroll of Greater Mage Hand (CL1) - 25 gp; 2 xp; 2 days
4 x Scroll of Web (CL3) - 300 gp; 24 xp; 4 days
2 x Scroll of Arcane Eye (CL10) - 1,000 go; 80 xp; 2 days
4 x Scroll of Water Breathing (CL5) - 750 gp; 60 xp; 4 days
4 x Scroll of Gaseous Form (CL5) - 750 gp; 60 xp; 4 days
8 x Scroll of Invisibility (CL10) - 2,000 gp; 160 xp; 8 days

That is a total of 23,600 gp, 1798 xp, 76 days (allowing for only 1 scroll per day)

Beregon might change this based upon group feedback, and also if he learns some new spells, then more scrolls or wands will go on the list for creation for use later on.

Cheers

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03/16/2008 4:07 PM  
Beregon's Suggested Additional Party Purchases

Besides all of the magic loot that we have picked up Beregon is suggesting that the party pick up the following gear for distribution:

6 x Potion of Cure Moderate Wounds - 1,800 gp (one for each party member if Cedrith is separated or rendered unable to heal)

Total Cost: 1,800 gp

2 x Grappling Hook - 2 gp (1 for Migwin, 1 for Jars, useful with the rope we have)
2 x Silk Rope, 50ft - 20 gp (1 for Migwin, 1 for Jars, extra for ship or adventure use)
4 x Sunrod - 8 gp (1 for Cedrith, 1 for Migwin, 1 for Marvin, 1 for Beregon, extra light is always a good thing)
4 x Acid Flask - 40 gp (2 for Marvin, 1 for Cedrith, 1 for Beregon, useful in traps and other special circumstances)
6 x Antitoxin - 300 gp (1 for each party member, boots to saves are always good)
10 x Tindertwig - 10 gp (2 for Beregon, 2 for Cedrith, 3 for Marvin, 1 each for Marvin, Migwin and Jars; fire can be helpful)
2 x Thunderstone - 60 gp (1 for Marvin, 1 for Migwin; useful against spellcasters)
10 x Alchemist's Fire - 200 gp (2 for Beregon, 2 for Cedrith, 2 for Marvin, 2 for Migwin, 1 for Jars, 1 for Tharnog; useful in all sorts of circumstances)
10 x Pint of Oil - 1 gp (distributed as felt best for miscellaneous use)

Total Cost:  641 gp

I think that it is for the time being.  Again, feedback is appreciated.

Cheers

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03/16/2008 10:40 PM  
Ok time for Marvin to jump in here. First off the number 1 thing Marvin learned is that sometimes you can't fast talk yourself out of a situation and that it is a good idea to be friends with the big guy so he can protect you. Marvin also learned just how important it is to learn how to pick locks and disable traps before you get to the evil island of evil trappy death. Lastly and most importantly Marvin learned that if you are going to hide aboard a ship to make sure you know where it is going, and if the name sounds bad it is probably a better idea to wait for the next boat.

As for this week I would really like to give the 4E demo a whirl, do we know about how long it takes? If it is fast enough I can be there for 5 and if a few others want to be there we could bang it out before we start up the real session. It could work especially since lately we haven't been really getting started until almost 7 anyway. If the rest of the crew wants to continue on the adventures of the Blue Hippocampus I would be happy to do that and we could see about squeezing in the demo another night.

In terms of the amount of time spent in town Marvin is just happy that nothing here is trying to eat and/or disembowel him. Frankly he could happily retire here and restart his criminal empire.

ummmm I mean his NOT ciriminal empire. His entirely above board and honest mercantile concerns which were stolen away from him by a vile and evil group of men and women who left him destitue and on the run.

World of Warcraft stole my soul. WoTC bought it back.

jacksonm
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03/17/2008 7:10 AM  
The demo itself is variable. Playing through the whole adventure will probably take the whole night.

As for the spellbookery, the ones you're copying from the Rakshasa's book etc can be done aboard the ship.

dorge
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03/17/2008 8:26 AM  
Posted By Omand on 03/16/2008 3:45 PM
Beregon's Item Creation List (Subject to Review/Change)
2 x Scroll of Teleport (CL9) - 1,125 gp; 90 xp; 4 days


I sugest making 3 Scrolls of Teleport just incase you used yours and we have more than 8 people so you can go where you want to go, then come back and get them.

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jacksonm
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03/17/2008 8:57 AM  
Those not paying attention to the Star Wars thread we're putting together a day of awesome gameage and fun at Nico's place for this Friday.

Those of you not stuck doing family stuff are welcome to come down and partake of some BBQ, cheesy mac and cheese with cheese, and other snackage as we play some Star Wars RPG, DDM, video games, 4e demo fun, and whatever other shenaigans we can fit in to one awesome day of games!


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03/17/2008 9:09 AM  
It has to be Friday don't it........awww dang..........

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03/17/2008 9:12 AM  
......and I'll go with whatever the group decides. Migwin has new stuff to try so I'm good with a continuing campaign. I'm also good to try the demo, as it may be my only night to do so. So I'm good either way. I guess that makes my vote a vote for not voting. Oh the neutrality!


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03/17/2008 9:30 AM  
Sadly I am stuck at work for the last time on Friday and so my day of mad gaming fun needs to be delayed. This is the last time though that Mongo's will get in the way of my gaming.

World of Warcraft stole my soul. WoTC bought it back.

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03/17/2008 9:38 AM  
Posted By Griffonheart on 03/17/2008 9:30 AM
Sadly I am stuck at work for the last time on Friday and so my day of mad gaming fun needs to be delayed. This is the last time though that Mongo's will get in the way of my gaming.
What time are you working from-to?


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03/17/2008 10:26 AM  
4 until close. they done screwed me on the last shift.

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Idzy
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03/17/2008 11:14 AM  
Omand,

Isn't it 1000gp worth of scrolls (base price not cost to create) you can scribe per day?

So your time to create the scrolls would be about 29 days assuming you can prepare all the spells in that time frame.

Same goes for the wands though there is no way Cedrith can pump out 200 Cure Light Wounds in 3 days, probably closer to 10 days for the 4 wands of CLW.

Cure mod wand no problem in 5 days
Lesser Restoration no problem in 5 days

Magic Missle you should be able to do in the 7 days it takes and have spells left over.

So a total of 57 days, still a long time but not as bad. Also Mike said last week that with the vellum and magic ink that scrolls cost 50% less to create so your cost should be lower but that depends on how far the paper and ink will go.

The potions of Cure mod are a good idea as are the other items on the list.

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Idzy
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03/17/2008 11:16 AM  
As for chinese, count me in and lets get the order arranged quickly so we can have it at the store for 5:30 on Wed.

I'm good for either the 4e demo or continuing our campaign both are equally appealing to me.

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03/17/2008 11:35 AM  
35 - Beef Shanghai Noodles
38 - Chicken Diced Vegetables with Almonds
54 - Beef with Broccoli
80 - Black Bean and Garlic Chicken
95 x3 - Breaded Chicken
107 - Spicy Honey Garlic Breaded Veal
125 - Special Chow Mai

This work for everyone?

Idzy
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03/17/2008 12:53 PM  
Looks good to me.

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Omand
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03/17/2008 3:00 PM  
Hello,

The Chinese order looks good to me.

Still working through the posts about item creation, so more responses a bit later.

Cheers

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03/17/2008 4:31 PM  
Hello again,

OK, so I have reviewed a bunch of the posts above about scribing scrolls and creation time and such.

First, the question of scroll scribing time.  The PHB states: "Scribing a scroll takes one day for each 1,000 gp in its base price."  I suppose you could read this as one full day per 1000 gp or equivalent or you could read it as one full day for all base prices adding up to 1000 gp.  Ruling Mike?

Second, the question of wand creation.  The PHB states: "Crafting a wand takes one day for each 1,000 gp in its base price."  This is, of course, the same as the scroll line as above.  When I have DM'd I have ruled that it simply takes that long, no need to actually memorize/prepare the spell 50 times to create the wand.  Again, I will defer to the DM on this point.

Third, as Rob has pointed out, it seems my prices are off.  I guess I did not hear that bit about the half price due to the ink and vellum.  I am working through my list again and re-pricing things (and adding a few, as I was worried we would run out of gold).

Fourth, I decided to pass on Scrolls of Teleport at present, as at 12th level I can take more people along for the ride, so I will scribe some scrolls of Teleport then (until then I do have spell slots).

Beregon's First Item of Business

Before anything else Beregon wants to scribe Hold Portal into his spell book from a scroll he has.  That should be a 25 gp cost with the magical ink, yes Mike?

Total Cost:  25 gp, 1 day

Beregon's Suggested Items to Purchase, Version 2.0

Since I will be spending less on item creation at present, perhaps a few other things would be good to buy.  Here is the original list, plus a few additions:

Magical Items

6 x Potion of Cure Moderate Wounds - 1,800 gp (one for each party member if Cedrith is separated or rendered unable to heal)
12 x Potion of Cure Light Wounds - 600 gp (two for each party member if Cedrith is separated or rendered unable to heal)
2 x Potion of Invisibility - 600 gp (For Marvin, just in case he needs to hide in an extra special manner)
3 x Quaal's Feather Token (Anchor) - 150 gp (For use on the Blue Hippocampus)
2 x Quaal's Feather Token (Fan) - 400 gp (For use when we are next becalmed)
1 x Quaal's Feather Token (Bird) - 300 gp (For sending messages to Salty Pete)
1 x Quaal's Feather Token (Swan Boat) - 450 gp (In case we sink, it becomes a lifeboat)
1 x Quaal's Feather Token (Tree) - 400 gp (You never know when a tree might come in handy)

Total Cost:  4,700 gp

Mundane Items

2 x Grappling Hook - 2 gp (1 for Migwin, 1 for Jars, useful with the rope we have)
2 x Silk Rope, 50ft - 20 gp (1 for Migwin, 1 for Jars, extra for ship or adventure use)
4 x Sunrod - 8 gp (1 for Cedrith, 1 for Migwin, 1 for Marvin, 1 for Beregon, extra light is always a good thing)
4 x Acid Flask - 40 gp (2 for Marvin, 1 for Cedrith, 1 for Beregon, useful in traps and other special circumstances)
6 x Antitoxin - 300 gp (1 for each party member, boots to saves are always good)
10 x Tindertwig - 10 gp (2 for Beregon, 2 for Cedrith, 3 for Marvin, 1 each for Marvin, Migwin and Jars; fire can be helpful)
2 x Thunderstone - 60 gp (1 for Marvin, 1 for Migwin; useful against spellcasters)
10 x Alchemist's Fire - 200 gp (2 for Beregon, 2 for Cedrith, 2 for Marvin, 2 for Migwin, 1 for Jars, 1 for Tharnog; useful in all sorts of circumstances)
20 x Pint of Oil - 2 gp (distributed as felt best for miscellaneous use)
24 x Trail Rations - 12 gp (a little extra food is always handy)

Total Cost:  654 gp

Beregon's Item Creation List, Version 2.0  (Still Subject to Review/Change, Feedback Welcome)

1 x Wand of Cure Moderate Wounds (CL3) - 2,250 gp; 180 xp; 5 days
4 x Wand of Cure Light Wounds (CL1) - 1,500 gp; 30 xp; 4 days
1 x Wand of Lesser Restoration (CL3) - 2,250 gp; 180 xp; 5 days

1 x Wand of Magic Missile (CL9) - 3,375 gp; 270 xp; 8 days

2 x Scroll of Greater Dispel Magic (CL 11) - 825 gp; 132 xp; 4 days

4 x Scroll of Lightning Bolt (CL10) - 750 gp; 120 xp; 4 days
4 x Scroll of Fireball (CL10) - 750 gp; 120 xp; 4 days
4 x Scroll of Energy Substitution: Cold Fireball (CL10) - 750 gp; 120 xp; 4 days
2 x Scroll of Cone of Cold (CL11) - 687.5 gp; 110 xp; 4 days

6 x Scroll of Grease (CL10) - 375 gp; 60 xp; 6 days
2 x Scroll of Greater Mage Hand (CL1) - 12.5 gp; 2 xp; 2 days
4 x Scroll of Hold Portal (CL10) - 250 gp; 40 xp; 4 days
4 x Scroll of Web (CL3) - 150 gp; 24 xp; 4 days
2 x Scroll of Arcane Eye (CL10) - 500 gp; 80 xp; 2 days
4 x Scroll of Water Breathing (CL5) - 375 gp; 60 xp; 4 days
4 x Scroll of Gaseous Form (CL5) - 375 gp; 60 xp; 4 days
8 x Scroll of Invisibility (CL10) - 1,000 gp; 160 xp; 8 days

That is a total of 16,175 gp, 1748 xp, 76 days (allowing for only 1 scroll per day)

Grand Total: 21,554 gp

That still leaves us with a bunch of cash to use, but once Beregon levels again and/or gets a few more XP it will be burned off for more scrolls to help the part (more enlarging for Jars, etc.)

Cheers

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03/18/2008 6:45 AM  
There are also these scrolls that Cedrith was going to make.

Scrolls Cedrith wants to create:

Detect Evil (CL 1) x 5 = 31g 2s 5c and 5xp
Comprehend Languages (CL 3) x 3 = 56g 2s 5c and 9xp
Remove Paralasis (CL 3) x 3 = 56g 2s 5c and 9xp
Remove Disease (CL 5) x 6 = 561g 7s 5c and 90xp
Cure Serious Wounds (CL 7) x 10 = 1750g and 280xp


Total 2455g 7s 5c and 393xp and 3 days

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03/18/2008 8:58 AM  
Posted By jacksonm on 03/13/2008 10:18 AM

XP Special Awesome Bonus Time Posty Goodness Award Thingy!

Above translated from Japanese...


Everyone who is interested may post on what their characters have learned from, how they have been bettered by, why they are glad to be away from, why they miss, what they learned from, etc... Ilsa de los Tigres de la Muerte.

The better the posts, the better the rewards.


Next week I'm thinking it's time to do up the Chinese to celebrate completing this part of the campaign and getting to move on to the hard stuff.


Migwin is greatly relieved to be away from that hellish island.  As a plainsmen who is at home in a natural environment, he isn't overly thrilled about skulking around tombs and lost cities.  The sirens' call of adventure certainly lures him there, and he is trying to re-discover himself as he comes to terms with his abilities as a sorceror.  His inquisitive nature also draws him into exploration and discovery, and why the heck not, it has been a thrilling experience.  But at heart he is at home in the natural world.  This sea of water the group travels in many ways is much different than the sea of grass he used to call home.  In may ways it is the same.  Instead of horses, there are boats, instead of the tribe there are the shipmates.  And always being on the move is simply a way of life.

But getting back to the IDLTDLM, the further away from there we are the better.  Migwin has learned that in some parts of the world there are foes so different, so alien, that it is almost impossible to beat them.  But with good friends and team-mates it is possible.  There was no understanding the tigermen and their plans.  They are foul beasts with even fouler servants and best avoided.  If our group prevented them from entering our world and wreaking their evil, then a good thing has been done for all the good races of the realms.Â

He has also learned that there are still allies to be found in the darkest of places.  From the smelly orc concubines Jars freed to the simple pig-tender Bosephus, one doesn't always get the help in the form of the obvious.  The angel that came to help is another.  It is good to have allies.

Migwin has learned that greed can be immoral and can jeopardize strong frindships.  The wealth we were chasing turned out in the end to almost be our undoing.  The gift of the Gary sword and the subsequent taking away of the Gary sword has left him with the feeling that all material possessions are fleeting at best.  In the future he hopes not to rely on them so much.

But back at sea he is feeling better about life.  He is keeping busy with his woodcraft as there is always something to do on a ship.  On the Blue Hippocampus in her sad battered shape this is especially true.  And getting to a big city to find and replace equipment, tools, and other goods is also a relief.  Time for some well deserved R&R.  The taverns and wenches await......



Note to self, don't bring the dwarf.



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jacksonm
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03/18/2008 10:20 AM  
I've decided the DM needs a bit of a break to do some more planning, therefore this week we will shake things up by running through the 4th edition demo.

We can also clear up the in town business and item creation for your characters and set up for the real adventuring the following week.

I'll even pass on a little bonus to your regular characters for playing through the demo....

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03/18/2008 10:49 AM  
Posted By jacksonm on 03/18/2008 10:20 AM
I'll even pass on a little bonus to your regular characters for playing through the demo....


It better be a better bonus than Bosephus haunting me, hhm, that makes me think. Mabye it's the Cocubine, that's a little freeky.

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03/18/2008 11:13 AM  
Sounds good to me.

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03/18/2008 8:07 PM  
Mike,

Sounds OK to me.  Looking forward to seeing how 4E plays.

Cheers

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03/18/2008 8:36 PM  
Well,

I suppose that Beregon should reflect on what he learned on the cursed isle of the deadly tigermen.

Beregon has learned:

1)  He and his companions are very lucky to be alive.

2)  He and his companions have made some very powerful enemies that might choose to pursue us in the future.

3)  There are many things out there in the multiverse even worse than slavers.

4)  His companions can do the right thing and fight evil, but sometimes they do it in odd ways.

5)  Don't split the party!!!

6)  We have allies in high places.  That is nice to know.

7)  The dwarf is really crazy.

8)  Jars is actually becoming more sane, and more willing to listen to plans.

9)  Sometimes you can't save all of the innocents who get in the way of evil, but you can remember them and attempt to punish those who harmed them.

10)  Greed can get you killed if you are not careful.  Sometimes it is better to stop while you are ahead.

11)  Salty Pete and Grath can be really tough guys in combat.

12)  When Grath (or anyone else) is kidnapped or separated from the party by themselves, always check their identity with magic afterwards.  Thye may not be who they appear to be.

13)  Always be prepared for anything.  Having backup weapons, spells and resources are always important.

14)  More planning will help keep the party out of trouble.  The party ended up split and almost dead as a result in the purple domed city of the Rakshasa's due to poor planning (partly on Beregon's part).  It is important to always have a plan, a back up plan, and a back up to the back up plan.

15)  Don't split the party!!!

16)  Family and friends are important.  It is now time for Beregon to find his family, his friends are around him (oh, and the dwarf too).

Cheers

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03/19/2008 7:09 AM  
Hmmmm.... I wonder if you should split the party.....

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03/19/2008 10:15 AM  
Migwin has also learned that Beregon always waits to post last so he gets the biggest bonus. He looks forward to posting just under the wire in the future, with the biggest of lists to get the golden XP egg!

Migwin looks forward to crushing those puny 4.0 monsters..........


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