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cfalcon
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Post subject: Loot from Part 19 Posted: Sat Oct 20, 2012 10:03 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Throw it in here and squabble over it, like the first world beggars that you are!
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 1:16 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Head Tattoo of Pa When casting a spell, gain energy blast of type, but only with affinity. Range touch attach, 5 damage (10 if natural 20).
Pendant of Red Dragon's Tooth (while wearing, -1 DEX, +2 STR, Fire Resist 20, -1 initiative)
Boots of Proficiency (+2 to hit, -4 max hp)
Turas Yellow +1 Gal Ged Veh Green +4 2x Red +3 Lesser Pa Red +3 Blue +1 Graph Yellow +4 Yellow +3 Gon (bane = human) Na Blue +5 Blue +4 Green +3 Blue +3 Yellow +4 Na Pa Yellow +4 Veh Yellow +2 Un Ged
Scrolls 3x Solid Fog 2x Teleport 5x Detect Secret Doors 6x Fly
MW Full Plate (with embossed dragon) 2x MW Full Plate (with Windflower) MW Layered Leather MW Dagger of Poisoning MW Light Wooden Shield 2x MW Turals 2x MW Short Swords MW Umbran Mercurial Fagsword
Rings 2x Protection +3 Protection +4 Protection +5 (presumably to Morgrim) Regeneration 1/round Fiery Strikes (roll 10 or 20, get 2nd attack pure fire, same attack bonus) Health and Fertility (gain max hp = character level) Minor Spell Storing (3 levels, currently fly) Protection and Splendor (while wearing: -8 max hp, +2 CHA, +5 Saves, +5 AC, +2 Weapon Damage) Lightning Strikes (Roll 6, 12, or 18, gain 2nd attack of pure lightning, same bonus)
Ioun Stones Pale Blue Rhomboid (+2 STR) Incandescent Blue Sphere (+2 WIS) Vibrant Purple Prism (Spell Storing 3 levels, currently Fly) Pentahedron (Free Action. 1/day, Freedom of Movement for 1 hour)
Ruby Dust - 4500gp Diamond Dust - 4000gp
Potions 3x Heal (150) 6x Bear's Endurance 8x Bull's Strength 5x Overland Flight
51 pp 2182 gp 72 sp 11 wp
_________________ Do the asparagus look threatening?
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 1:27 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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viewtopic.php?f=15&t=169There's a link to the Tura descriptions. I have my eye on that +4 Yellow Na Pa. Here's a question I'm sure has come up before but I forget. Regarding the "+5 tura does this..." is that based on the absolute plus of the tura, or on the effective plus? In other words, with a +4 Na Pa, do I read the +4 set or the +5 set?
_________________ Do the asparagus look threatening?
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 1:37 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Paddles and stuff from before...
Ok, so there are 2 ruby paddles. I believe you said 210k + 170k = 380k gp for the total. I'm wondering if we can get more by going to the dwarves and trading for some other gems and items. Then we can go sell those for ultimately more gold. I'm guessing the rock boys have enough total wealth and might be into giant rubies.
Total... For gems, you have: 2175 = 145x Moss Agate (average 15g each) 1080 = 108x Banded Agate (average 10g each) 1687 = 241 Obsidian (average 7g each) 732 = 61 Malachite (average 12g each) 3784 = 88 Jasper (average 43 gold each) 2880 = 12 Amalgous Jade (non native rock, novelty value ups it to an average of 240g each) 3225 = 31 Iolite (beautiful, average 105g each) 4860 = 54 carnelians (nicer than Morgrim has ever seen, average 90g each) 5014 = 218 Impure Amber (average 23 gold each) 2640 = 6 Golden Yellow Topaz (average 440g each) 1200 = Violet Garnet 1881 = 3 Deep Blue Spinel (average 627g each) 3520 = 4 Ruby (average 880 each) 6304 = 4 Emerald (average 1576 each) 1808 = 2 White Opal (average 904 each) 2256 = 3 Black Opal (average 752 each) 6882 = 6 Sapphire (average 1147 each) 4840 = 2 Star Sapphire (average 2420 each) 3852 = 3 Star Ruby (average 1284g each) 5500 = 1 Clearest Bright Green Emerald
66120
Keeping... 2 Sapphires (1147 each) 2 Emeralds (1576 each) 2 Rubies (880 each) 3 Golden Yellow Topaz (440 each)
Total Profit: 57594 gp
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 4:32 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Zem wrote: I have my eye on that +4 Yellow Na Pa. Here's a question I'm sure has come up before but I forget. Regarding the "+5 tura does this..." is that based on the absolute plus of the tura, or on the effective plus? In other words, with a +4 Na Pa, do I read the +4 set or the +5 set? You read the +4 set. Otherwise it would make sense for casters to just chase a bunch of affixes instead of plusses- my intention is that every bonus give a caster a small boost, and this would make +3 really shit compared to say, +1 Pa.
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 10:06 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Zem wrote: I have my eye on that +4 Yellow Na Pa. Do keep in mind this is a +7 equivalent, and probably the most expensive tura you have found- market value 98k. Na's casting effect is probably a little weak- increasing the DC by 2 is huge, but with such a low percentage, the number of additional spells that hit because of it just seems low. I'm considering adding additional numbers to that spell die range, maybe help me with the math there if you have the time. Pa's effect is probably about right, I think.
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 11:11 pm |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Yeah, I'm not going to make the swap. Going to greater Pa or whatever would be nice, but not for that much of an investment.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 20, 2012 11:50 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Well, I still want the ability to be worth the +1 for casters.
So, in the place that you are, you could get some stuff enchanted or increased, as you essentially have contacts (Rixs Noucat's squeeze, who dolled you all up on the airship over, is well connected, though I can't recall her name at the moment), so if you wanted to purchase some magical items or have yours upgraded, you could probably do that.
I would think that if you wanted to get a better caster gem, you'd probably want to find which of the tura enchants is correct for you, and then pay to add it to your +5. I think you benefit from the +5, after all, and probably want to keep that.
Meanwhile, you are definitely in a spot where you could upgrade Keichi's weapons, and everyone's armor gems (well, Caleb, Keichi, and Alenka's at least). The "Pa" series is so-so when you armor it (elemental resistance, which you guys tend to have prepared normally), but most of the other ones are quite nice, including the critical negation (fortification effect).
Keichi brought up the possibility of a Mercurial Katana. There's no reason it shouldn't work if you follow the same reasoning of the Mercurial Longsword and Mercurial Greatsword, but I'm sort of at a loss as to how to include it from a mechanics perspective.
The original "Mercurial" adjective was described in one of the first 3.0 splatbooks. As written, it gave you too much for the feat (Exotic Weapon Proficiency, "XWepPro"), and it also fails the physics test, as do most of the fictional weapons (if something could be made by historical people, it would have been- the Klingon weapon would be absolutely shat on by a polearm or sword, for instance). But the idea is cool, so it passes that test, so I was able to group it in with other custom magic-requiring weapons, by adding the restriction that it doesn't work properly in an anti magic field or under nonmagical conditions.
A longsword is 1d8, and crits at x2 on a 19 or 20. This means it has "two crit dots". There's an axe at the same martial/medium weapon state that is 1d8 and crits at x3 on a 20. This also has "two crit dots", they are just stacked two high on top of the x1 at 20, instead of stacked one high on top of the X1 at 20 and the X1 at 19.
A greatsword is 2d6, and crits at x2 on a 19 or 20.
The mercurial longsword in the book was, if I recall, 1d10, and crit x4 on a 20. This gave it three crit dots and a die size increase. The mercurial greatsword in the book was 2d8 and crit x4 on a 20.
The issue here is that XWP is being pretty overbudget here, and that it is extending some of the weapons that are already actually at an edge. The second issue is that going to x4 is particularly shocking, in a way going to 18-20 x2 isn't (that's generally the more favored one though).
In my games, the mercurial longsword is 1d8, 20x4, and the mercurial greatsword is 2d6, 20x4. With a "Mercurial Weapon Expertise" feat, you can up these back to 1d10 and 2d8, at which point you are two feats into these weapons. Even with that, it might be a bit odd- I mean, I don't let you up a damned greatsword to 2d8 with a feat, and that is very much on par with weapon specialization, which is a feat that I don't exactly want to leave behind. Still, it's not that overbudget, and it does force you down the generally less optimal path of 20x4, instead of the more optimal 18-20x2.
We have the katana as a 2d4 weapon that does 18-20 x2 crits, and is by default a 2 handed weapon, but XWP lets you take it down to a one handed weapon. (note to those not in the game- the falchion I simply removed, as it wasn't a two handed weapon anyway). This is generally better than the 1d10 19-20 x2 bastard sword, but according to my houserules:
Axe (handaxe, battleaxe, greataxe at least): +1 to hit with an axe while charging +2 to sunder with an axe
Straight blades (shortsword, long sword, greatsword at least): +1 to hit a larger creature +2 to resist disarm attempts +2 to resist sunder attempts
Hammers and clubs (Light Hammer, Warhammer, Greatclub at least): Ignore armor based DR +2 to sunder
The bastard sword benefits from a +1 to hit larger creatures, whereas the katana does not.
So, what would a mercurial katana look like? Well, presumably 2d4 with 20x4 crit range as a two handed weapon. Taking XWP would turn this into a 2d4 20x4 weapon you could wield in one hand. This is so far on par exactly with both the katana as I have it in game, and with the other mercurial weapons. If you also had the Mercurial Weapon Proficiency feat, it would then be 2d6 20x4... wait, why is this better than the mercurial longsword? It's because the mercurial longsword extends the longsword (base 1d8, 19-20x2, martial) and this extends the katana (base 2d4, 18-20x2, exotic). Suggestions to resolve this?
Note that it wouldn't be a thing that exists yet in game anyway- the mercurial weapons are the experiments of the less traditional cultures (Umbra, Kelestris), and the Katana is thought of rather highly by both Zeugerians and Kuromerans, while its use is substantially less common in Umbra and Arcata. Even the one you guys have here is of Umbran origin. But if we can find stats for it, you certainly have enough wealth to commission it.
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The Yeti
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 9:38 am |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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Is "layered leather" considered masterwork? If so, is there an increase to AC?
Looks like a tough but fun session!
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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The Yeti
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 10:51 am |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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Never mind. It clearly says " MW". Is there advantage to the layered vs Alenka's MW leather?
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 11:26 am |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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The Yeti wrote: Is "layered leather" considered masterwork? If so, is there an increase to AC?
Looks like a tough but fun session! "MW" = Masterwork. I don't know what the armor is. It was a brutal fight. I had to burn the Twin potion so there were two Rigbys for a bit. We also had to sprinkle a Restore potion on elf splatter. A wrong decision on any turn could mean dead. Remember the Mind Flayers where we had plenty of time to buff ourselves up before going in the room, and them we demolished them? In this situation, we were nearly the Mind Flayers. I think Rigby may be developing a phobia of ceilings less than 20 feet.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 1:17 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Layered leather is a type of medium armor. It has a max Dex bonus of four
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 1:26 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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You can get the GP value and other stats in the house rules section.
Note that through various items and Mutain, they were prepped for an air battle: they didn't know they wouldn't need it until they were storming the door!
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Zem
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 4:37 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Funny, I wonder if there's a battle aboard an airship in our future.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 5:52 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Pretty sure you were told you were sneaking aboard the Copper Eagle twice now!
The question of what happens after that is sort of waiting for Rixs to show up.
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sun Oct 21, 2012 6:09 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Also note, you could just do something entirely different.
There's rumors known only by the resistance that the High General has something going on with Umbra. He'd be best off sending an airship to do this, were his goals to be secretive- but HIS airship, with him on it? If there was adequate evidence of wrongdoing, Voriph could be splintered by the news.
Maexxi judges the odds of finding something like this to be slim. His plan is to find out what is going on, but also to attempt to destroy the Copper Eagle, hopefully taking the High General with him. He has some plans for this, but being that the High General is a powerful wizard, there's a good chance it'll just be the ship and his most trusted advisors- along with whatever is being brought over from Umbra (the guess is weapons or some magical reagants, but none of the contacts who claim that an Umbran encounter was likely actually saw that).
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PoorAssRacing
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Post subject: Re: Loot from Part 19 Posted: Tue Oct 23, 2012 8:01 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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Things I'd want from the loot:
- Head tattoo (I'll need to take the Elemental Affinity feat at the next opportunity) - +4 green tura (or, I'd like to consider trading in some of the turas to upgrade a green tura to +5 or beyond, presumably since we'd get a better deal on tura trading than straight up selling for cash) - Ring of protection +5
If no one else lays claim to them, I'd consider: - Pendant of red dragon's tooth (it would take me from an even Dex to an odd Dex, lowering my AC and init, and then another negative init, but the 20 fire resist could be cool) - Ring of regeneration
We can stuff any unclaimed/unused scrolls into my magic scroll tube thingy.
Can anyone use the ring of spell storing and the ioun stone for spell storing? If so, the pixie or I have a number of spells that could be dumped off into those things and then handed off to a fighter type for emergency use in battle.
There are some great items in there for our fighter types....I really hope they check in soon and lay claim to some of those items. *ahem*
_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Wed Oct 24, 2012 1:18 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Note that the standard ring of regenration (1 per hour) is just buffed to the 1 per round you see here. This makes it much more reasonable in combat, and brings it to the level of the other rings.
The ring of spell storing is probably going to go on a familiar. The ioun stone should go on a player, preferably one who sometimes unable to act effectively. Spells for that include fly, dispel magic, and fireball- and there are other very clever thigs you can do.
I imagine the stat ioun stones will be nomned up quickly, and the stat subtracting guys should prove interesting, or at least worth some gold.
You won't get a MUCH better deal trading turas, as Emerald and Monshiro both have powerful citizens who are fans and want to give you a good deal. But do note you may not just be able to cash out a specific plus seven equivalent gem- that thing is like a million dollar handgun, very niche!
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Scubynubie
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Post subject: Re: Loot from Part 19 Posted: Wed Oct 24, 2012 9:48 pm |
Superior Master |
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Joined: Wed Jan 14, 2009 8:59 pm Posts: 432
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If I had the boots of proficiency, and the pale blue rhomboid, I would be in pretty good shape. I might even be able to do well with the pendant of the dragon's tooth...
I'm open to suggestions though.
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Thu Oct 25, 2012 6:58 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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The boots would obviously be best on either you or Alenka- the -4 max hit points is pretty trivial compared to +2 to hit for you two. Alenka turns +hit into AC pretty regularly, and being a dual wield type, you turn it into pain pretty easily. Note that this does eliminate your footsie slot, so you can't wear these things and like, winged boots at the same time. The only other character to really consider it is Ash, who tends to make a few attack rolls, and doesn't have all the same pluses as the fighter types.
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The Yeti
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Post subject: Re: Loot from Part 19 Posted: Thu Oct 25, 2012 7:26 am |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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I like the Boots too. Like Jon said, it is basically 2 free AC points for Alenka. I would also like the red turas if you guys are ok with that. Alenka is good for rings and I am not sure the other stuff is really necessary. She has some pretty nifty toys already.
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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Scubynubie
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Post subject: Re: Loot from Part 19 Posted: Thu Oct 25, 2012 7:47 pm |
Superior Master |
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Joined: Wed Jan 14, 2009 8:59 pm Posts: 432
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cfalcon wrote: The boots would obviously be best on either you or Alenka- the -4 max hit points is pretty trivial compared to +2 to hit for you two. Alenka turns +hit into AC pretty regularly, and being a dual wield type, you turn it into pain pretty easily. Note that this does eliminate your footsie slot, so you can't wear these things and like, winged boots at the same time. The only other character to really consider it is Ash, who tends to make a few attack rolls, and doesn't have all the same pluses as the fighter types. I have dash boots on, but I'd much rather have the +2 to hit. Since I dual weild, that +2 would be huge. It would basically eiminate my dual weilding penalty. And would also add 10% more criticals. And I like criticals.
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Fri Oct 26, 2012 1:20 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Well, the +2 to hit is above and beyond the normal pluses you can achieve so as boring as it is, it's quite powerful.
But it's unfair to say "removes my dual wield penalty". I mean, you add this to your sheet, and two sessions later, you'll get a +2 to hit because you are flanking and think "Ah, this flank removes that -2 to hit dual wield penalty!" I mean, turning level 2 as a fighter cancelled that little guy out- but more accurately, you always have that penalty compared to someone not dual wielding! You could also power attack it away, and think of it is a +damage boost, and Alenka can think of it as an AC bonus. I only brought up the AC bonus because it's different than "this becomes damage".
For what it is worth, I think Keichi would benefit the most from it, though Alenka would be a fine choice too. It's definitely the most powerful "boots" you guys have received. I brought up the winged boots to remind you of another good boots slot item, but in general, a typeless +2 to hit is pretty interesting.
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Scubynubie
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Post subject: Re: Loot from Part 19 Posted: Fri Oct 26, 2012 7:21 pm |
Superior Master |
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Joined: Wed Jan 14, 2009 8:59 pm Posts: 432
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I was just looking at it from the stand point that I get a -2 to my attack then I dual wield. And I am running into more situations where I can not take the extra attack because the target has a very high AC.
Really though, the biggest benefit would be the greater likelihood that I still critical if I roll a 15 or 16...
but yes. Pretty cool boots.
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cfalcon
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Post subject: Re: Loot from Part 19 Posted: Sat Oct 27, 2012 11:31 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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So, as a general note, you guys DO have more options available for gearing than you've sort of messed with.
First, you can upgrade your existing turas. Calculating the base price of a tura is pretty simple: square the total plus on it, and multiply by 2000 gold. So if you want to know how to upgrade a +4 to a +7, 7*7 - 4*4 = 49-16 = 33, 33*2000= 66,000 and you almost always get it less than that since you are well liked by the powerful good guys with magic.
Second, you can commission magic items. Several of the wizards of Zem tower are retired from adventuring, but are willing to create items, so that could work for you.
Third, you have access to the door. These items are arbitrary, and the prices are often very low. Even the expensive items are probably a good deal. The downside is that the prices are rarely asked for in currency you can easily gain (gold), and often in something abstract (evil souls), specific (certain gems), or irreplaceable (max hit points, stats, skill points, feats). Since the Remlocks have skin in this game, you are getting some pretty interesting opportunities here, as in some cases you have helped them directly, versus simply being on the helpful side of some of the conflicts the integer dimensional creatures engage in.
Fourth, you can seek out magical item shops. Foldermart in Emerald has had some generic stuff, but if you are willing to spend a couple days teleporting and asking, you'll get much more favorable rolls for if you are seeking the bigger items, which are both much less common and normally are not as fluid. An upper middle class family is interested in low level divine potions and may at times spring for something fancy for mishcheif, professional adventurers, people motivated by extreme or absolute philosophies, and guardians of powerful and rich families are generally interested in low level to medium level weapons, armor, turas, and other mainstays of the DMG treasure charts, but top notch items that cost the equivalent of millions of dollars (hundreds of thousands of gold) will require more dedicated efforts to find.
I'm bringing this up because depending on the choices you make, you may find yourselves with a large number of shit you can't use ("here's a sword of goodguy slaying +8!"), and I want you to not fall behind on the magic item curve- though right now, you are in no danger of that!
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