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cfalcon
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Post subject: Phat Lewtz from part 10: Posted: Mon Jan 23, 2012 2:19 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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On the bodies and around the common area, you found: "Little Nujj" Dagger +3 "This dagger is built of a metal very much like steel, but the reflections are dimmer, and it doesn't look like it was forged." "Blethkinnon" Spear +3 (longspear) "This spear's head is part of the shaft, homogenous. The material is a ruddy red, and nonmetallic." "Smegma Cleaner" Backspear +4, hatred of indpendence "This spear's haft is a light metal, with a bluish hue. The head appears to be steel, or closely related. The butt of the spear has a section of metallic tentacles. While used normally, the spear is a normal longspear- if instead the tentacles are brought to bear, the weapon behaves as a non-reach weapon that deals 1d4 damage, allows a trip special attack (as a guisarme), and gives a +5 to the trip attempt. The 'hatred' effect empowers the weapon up to +10 attack and damage versus any magically empowered minions philosophically opposed to the concept of Zheng." "Stabitha" Spear, autopoisoning +2 (longspear) "This spear's haft is a light metal, with a bluish hue. The head is steel, or close to it, but has very small slits through which poison can secret. The interior of the spear has simple clockwork mechanisms which must be operated (as a swift or move action) to poison the weapon. The spear can hold up to 8 doses of poison, and any of them can be called forth as a swift action. Only the latest applied poison counts." Mishknife +1 (+4 to affected skills) "This is a tool, though it could be used as a weapon (1d3 knife, with a +1 enhancement bonus). The knife blade is made of metal, but the handle is made of some kind of hardened organic material. It is a ruddy red, and when you touch it it feels like it wants to give, but holds firm. For skills that use a knife, hammer, or screwdriver, it grants from +1 to +4 circumstance bonus to the skill check, depending." Mishknife x5 (nonmagical) Arcane Paints "These paints were used by the mindflayers to recolor and modify the runes. They come in a variety of colors, as the runes themselves were multicolored. These can be used to record spells and scrolls of any of the following schools: Enchantment, Necromancy, Alteration (a subset of transmutation spells, ask me when recording), Illusion. They additionally will work for recording any spell or scroll that involves planar travel or teleportion. There are enough paints to serve as 8,500 gp worth of reagants for these purposes. You can also use them for their intended purpose, of course..." Magical Reagants, etc. "A wide variety of objects goes into this category- a variety of skins, papers, metal shards, and dusts, each labelled in a strange language and each contained many of the compartments inside the desk. It doesn't take much studay to realize that many of these could work to help you finance the construction of magical items. The maximum value of this stash is about 80,000 gold- but you'll be hard pressed to get that kind of value out of it without some choices and effort! If you were to sell this stuff on the open market you would be lucky to get 8,000 gold. In Emerald, with good bargaining, you could probably press that up to 12,000. If you instead use these materials to commission magical items, the item price you pay will reduced greatly, the bulk of the value coming from the remaining value of the magical stash. This won't work for any item, but it wILL work for: 1- Enchanting Tura gems to further enchantments, up to a max equivalent of +7 (you pay 1/4 the cost in gold, and 3/4 the cost in value remaining) 2- Cloak of Displacement, Major (30,000 base and 30,000 value) 3- Greater Strand of Prayer Beads (18,000 gold and so 70,000 value) 4- Major Circlet of Blasting (3000 gold and 20000 value, limit 4) 5- Sustaining Spoon (350 gold and 5000 value, limit 10) 6- Universal Solvent (0 gold and 50 value, limit 40) 7- Goggles of Minute Seeing (250 gold and 1000 value, limit 4) 8- Decanter of Endless Water (1,250 gold and 5000 value) 9- Dust of Appearance (100 gold and 2000 value, limit 12) 10- Bottle of Air (800 gold and 5000 value, limit 7) 11- Portable Hole (8,000 gold and 40,000 value, limit 1) 12- Efficient Quiver (600 gold and 1000 value, limit 17) 13- Gloves of Arrow Snaring (1000 gold and 3000 value) 14- Goggles of Night (4000 gold and 10000 value, limit 2) 15- Handy Haversack (2000 gold and 3000 value, limit 1) Nonmagical reagants, tools: "These are definitely curios due to their exotic origin. Assuming you have access to an appraise skill of at least +6, then you believe these to be worth about 18,000 gold to the right buyer in Emerald, or about 28,000 gold to the higher ups in Voriph. Umbrans would also love these things!" Poisons (all these poisons are magical. You know the names via identify): 16 doses of Yentric Essence. DC 20: on a failed save, the target is slowed (per the spell) for 2d2 rounds. On a successful save, the target is slowed (per the spell) for 1d3-2 rounds. Once the target throws off the effects of Yentric Essence, he is immune to the effects for around an hour. One save only. 16 doses of Vrilst DC 14: On a failed save, the target dies. On a successful save, the target takes 1 point of Constitution damage. Save twice, as normal for a poison. 16 doses of Alamorph DC 23: On a failed save, the target takes 1d8 points of damage every round. This lasts for 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This only works on creatures that breathe oxygen with lungs. 16 doses of Felyamorph DC 26: On a failed save, the target takes 1d8 points of damage every round. This lasts for 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on elementals and constructs only. 16 doses of Shregnamorph DC 20: On a failed save, the target takes 2d12 points of damage every round. Thes lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on creatures composed of energy and ideas only. 16 doses of Miyenmorph DC 21: On a failed save, the target takes 2d8 points of damage every round. This lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on robots only. 16 doses of Pennthinmorph DC 35: On a failed save, the target takes 1d20 points of damage every round. This lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on elves and winged creatures only. 12 doses of Prrt DC 14: Paralyzed. As normal, this poison takes attempt again one minute later. 10 doses of Siilsten DC 12/16/20/24/28/32: Failing the DC 32 save deals 2 points of Intelligence damage Failing the DC 28 save deals 2 points of Charisma damage Failing the DC 24 save deals 2 points of Wisdom damage Failing the DC 20 save deals 2 points of Con damage Failing the DC 16 save results in 4 rounds of Sleep (can be awakened normally) Failing the DC 12 save results in 4 rounds of paralysis 6 doses of Ngg DC 35: On a failed save, the target recieves a -5 Ngg penalty to all will saves for 1d4 rounds. On a successful save, the Ngg penalty is only -2. 3 doses of Thrack Extract. DC 45: 1d4 Con damage. 2 doses of Zheng Conceptualized DC 18: On a failed save, the target is insane and takes 1d6 Charisma damage. On a successful save the target takes 1d3 points of Charisma damage. Ring of Idealism Protection +6 "Off of the finger of the leader, this ring grants a +6 resistance bonus to mental effects, and a +5 deflection bonus to AC if attacked by a mental construct, idea, or creature of concept." Scarab of binding swarm "This small scarab (worn around the neck) releases on command up to two of six metal insects and two metal spiders, magically animated, and each highlighted with tiny gems. Only two can be active at a time, and most of the bugs can travel no more than 15 feet from the user. All bonuses apply to the wearer of the scarab, and no bugs can be called out until the scarab has been worn for a full day. If you concentrate as a full round action, you may see through the eyes of the bug and hear through its ears. If a bug is damaged, destroyed, or strays too far from the user (it will not do so willingly), the remains dissapear, as does any other active bug, and the scarab does not function again until the user has fed it two hit points of blood at midnight. While active, the two flies each provide a +1 to spot checks. While active, the two wasps each provide a +4 to listen checks. The wasps buzz when flying, with a base DC of 5 at five feet away. The wasps can fly up to 30 feet away from the user. While active, the red beetle provides a +3 to disable device and a +5 fire resistance. While active, the blue beetle provides a +2 to sense motive and spellcraft, and a +5 water/frost resistance. While active, the black spider provides a +6 to decipher script and you tend to stutter. While active, the green spider provides a +6 to forgery and you are more likely to fantasize about crawling into noses than is otherwise typical for your race." Mrink Chain +4 Mrink Chain +2 "These armors are made of a dull grey metal that makes a strange 'thup' when tapped. These were worn by the two infiltration trained mindflayers, and unlike normal chain shirt, have no penalty to hide or move silently, but the AC bonus granted is only 3". The market value for Mrink Chain (unenchanted) is 300 gp. Mindflayer Work Vestments x10 "Made of a fabric that seems shoddier than any you have ever dealt with, these lightweight robes have a variety of pockets. What they lack in ruggedness or comfort they seem to make up for with bizzare patterns. This culture likely hates symmetry." The market value for these is about 200gp per, due to their otherwordly origins, so 2000gp total. Masterwork Mindflayer robe of power "Made of the same poor qualtity fabric, this itchy robe magically resizes to fit you badly. The colors are much more vibrant on this than the other working robes. You gain a +1 manifester level to any psionic powers, and a +3 resistance bonus to all saves. The robe also grants a +4 armor bonus, and a +2 shield bonus. Note that this robe doesn't even remotely help if a bunch of PCs bust in to your place and own your face in like one goddamned round." The market value of this is rather high, around 50,000 gp. --- These don't function. You know enough to figure out that in some other words, these would be powerful weapons. Masterwork Blaster Pistol x4 Laser Pistol x2 "Thrung-Gll" Blaster Pistol +4 "This blaster pistol has a longer than average barrel. It is painted a color of green that also speaks of dominance, and has natural designs on the sides. Not any kind of nature YOU'VE ever seen, as the tentacles don't look like they are supposed to go there." "Mishgun" Blaster Pistol +3 "Functional and clean, this pistol doesn't seem to have a way to dissassemble as the others do." (in a crate) Plasma Rifle x3 Blaster Rifle x5 "Disshoun, gem of Trasrellyon" Laser Rifle +7 "The barrel is of opaque blue crystal, as hard as anything you have ever touched. The remainder of this gun is adamantine, save a small sapphire sight that works optically but would presumably offer you more if brought to a place where it would function as intended. Simply holding this, it seems to aim itself, and you can feel deep in each finger a small tingle if aimed at an enemy, and a uncomfortable throbbing if aimed at a friend. This laser rifle looks to be a completely different make and manufacture as anything else in the room." Grenade Launcher x2 Grenade x50 Sticky Grenade x12 Plasma Grenade x5 Remote Control Grenade x10 Life Energy Power Cell charger x2 Solar Power Cell charger x2 Spare Power Cells x12 You do not know the market value of these strange artifacts. --- Money: 5 Diamond Pieces (estimated value, 2000 gp each) 12 Sapphire Pieces (estimated value, 500 gp each) 8 Ruby Pieces (estimated value, 400 gp each) 40 Emerald Pieces (estimated value, 200 gp each) 4 Platinum Pieces (estimated value for these foreign pieces, about 8 gold each) 50 Gold Pieces (estimated value for these foreign pieces, about 2 gold each) 89 VERY ornate silver pieces (estimate value for these foreign pieces, about 5 silver each) 3 Copper pieces (estimated value about 3 silver each) 320 Wooden Pieces (estimated value about 2 copper each) Gems: Black Star Sapphire (estimated value about 1400 gp) Moss Agate x8 (estimated value about 20 gp each) Amber x3 (estimated value about 110 gp each)
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cfalcon
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Post subject: Re: Phat Lewtz from part 10: Posted: Mon Jan 23, 2012 4:29 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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While there is no rush, I would like this loot to not take up much game time, being that it is much more fun to spend game time waiting for me to be late or some bullshit!
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Zem
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Post subject: Re: Phat Lewtz from part 10: Posted: Mon Jan 23, 2012 5:02 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Alright, here is my proposal... To the wizard Quote: Arcane Paints "These paints were used by the mindflayers to recolor and modify the runes. They come in a variety of colors, as the runes themselves were multicolored. These can be used to record spells and scrolls of any of the following schools: Enchantment, Necromancy, Alteration (a subset of transmutation spells, ask me when recording), Illusion. They additionally will work for recording any spell or scroll that involves planar travel or teleportion. There are enough paints to serve as 8,500 gp worth of reagants for these purposes. You can also use them for their intended purpose, of course..." Magical Reagants, etc. "A wide variety of objects goes into this category- a variety of skins, papers, metal shards, and dusts, each labelled in a strange language and each contained many of the compartments inside the desk. It doesn't take much studay to realize that many of these could work to help you finance the construction of magical items. The maximum value of this stash is about 80,000 gold- but you'll be hard pressed to get that kind of value out of it without some choices and effort! If you were to sell this stuff on the open market you would be lucky to get 8,000 gold. In Emerald, with good bargaining, you could probably press that up to 12,000. If you instead use these materials to commission magical items, the item price you pay will reduced greatly, the bulk of the value coming from the remaining value of the magical stash. This won't work for any item, but it wILL work for: 1- Enchanting Tura gems to further enchantments, up to a max equivalent of +7 (you pay 1/4 the cost in gold, and 3/4 the cost in value remaining) 2- Cloak of Displacement, Major (30,000 base and 30,000 value) 3- Greater Strand of Prayer Beads (18,000 gold and so 70,000 value) 4- Major Circlet of Blasting (3000 gold and 20000 value, limit 4) 5- Sustaining Spoon (350 gold and 5000 value, limit 10) 6- Universal Solvent (0 gold and 50 value, limit 40) 7- Goggles of Minute Seeing (250 gold and 1000 value, limit 4) 8- Decanter of Endless Water (1,250 gold and 5000 value) 9- Dust of Appearance (100 gold and 2000 value, limit 12) 10- Bottle of Air (800 gold and 5000 value, limit 7) 11- Portable Hole (8,000 gold and 40,000 value, limit 1) 12- Efficient Quiver (600 gold and 1000 value, limit 17) 13- Gloves of Arrow Snaring (1000 gold and 3000 value) 14- Goggles of Night (4000 gold and 10000 value, limit 2) 15- Handy Haversack (2000 gold and 3000 value, limit 1)
Masterwork Mindflayer robe of power "Made of the same poor qualtity fabric, this itchy robe magically resizes to fit you badly. The colors are much more vibrant on this than the other working robes. You gain a +1 manifester level to any psionic powers, and a +3 resistance bonus to all saves. The robe also grants a +4 armor bonus, and a +2 shield bonus. Note that this robe doesn't even remotely help if a bunch of PCs bust in to your place and own your face in like one goddamned round." The market value of this is rather high, around 50,000 gp.
5 Diamond Pieces (estimated value, 2000 gp each)
In theory split between me and the Asian fellow, but the question is whether the Asian fellow will actually remember to use them. If anyone else is likely to use poisons, say so. Quote: Poisons (all these poisons are magical. You know the names via identify): 16 doses of Yentric Essence. DC 20: on a failed save, the target is slowed (per the spell) for 2d2 rounds. On a successful save, the target is slowed (per the spell) for 1d3-2 rounds. Once the target throws off the effects of Yentric Essence, he is immune to the effects for around an hour. One save only. 16 doses of Vrilst DC 14: On a failed save, the target dies. On a successful save, the target takes 1 point of Constitution damage. Save twice, as normal for a poison. 16 doses of Alamorph DC 23: On a failed save, the target takes 1d8 points of damage every round. This lasts for 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This only works on creatures that breathe oxygen with lungs. 16 doses of Pennthinmorph DC 35: On a failed save, the target takes 1d20 points of damage every round. This lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on elves and winged creatures only. 12 doses of Prrt DC 14: Paralyzed. As normal, this poison takes attempt again one minute later. 10 doses of Siilsten DC 12/16/20/24/28/32: Failing the DC 32 save deals 2 points of Intelligence damage Failing the DC 28 save deals 2 points of Charisma damage Failing the DC 24 save deals 2 points of Wisdom damage Failing the DC 20 save deals 2 points of Con damage Failing the DC 16 save results in 4 rounds of Sleep (can be awakened normally) Failing the DC 12 save results in 4 rounds of paralysis 6 doses of Ngg DC 35: On a failed save, the target recieves a -5 Ngg penalty to all will saves for 1d4 rounds. On a successful save, the Ngg penalty is only -2. 3 doses of Thrack Extract. DC 45: 1d4 Con damage. 2 doses of Zheng Conceptualized DC 18: On a failed save, the target is insane and takes 1d6 Charisma damage. On a successful save the target takes 1d3 points of Charisma damage.
16 doses of Felyamorph DC 26: On a failed save, the target takes 1d8 points of damage every round. This lasts for 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on elementals and constructs only. 16 doses of Shregnamorph DC 20: On a failed save, the target takes 2d12 points of damage every round. Thes lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on creatures composed of energy and ideas only. 16 doses of Miyenmorph DC 21: On a failed save, the target takes 2d8 points of damage every round. This lasts 4 rounds, but it stacks, and subsequent applications reset the duration of the stack. This works on robots only.
To whomever wants them… Quote: Ring of Idealism Protection +6 "Off of the finger of the leader, this ring grants a +6 resistance bonus to mental effects, and a +5 deflection bonus to AC if attacked by a mental construct, idea, or creature of concept." Scarab of binding swarm "This small scarab (worn around the neck) releases on command up to two of six metal insects and two metal spiders, magically animated, and each highlighted with tiny gems. Only two can be active at a time, and most of the bugs can travel no more than 15 feet from the user. All bonuses apply to the wearer of the scarab, and no bugs can be called out until the scarab has been worn for a full day. If you concentrate as a full round action, you may see through the eyes of the bug and hear through its ears. If a bug is damaged, destroyed, or strays too far from the user (it will not do so willingly), the remains dissapear, as does any other active bug, and the scarab does not function again until the user has fed it two hit points of blood at midnight. While active, the two flies each provide a +1 to spot checks. While active, the two wasps each provide a +4 to listen checks. The wasps buzz when flying, with a base DC of 5 at five feet away. The wasps can fly up to 30 feet away from the user. While active, the red beetle provides a +3 to disable device and a +5 fire resistance. While active, the blue beetle provides a +2 to sense motive and spellcraft, and a +5 water/frost resistance. While active, the black spider provides a +6 to decipher script and you tend to stutter. While active, the green spider provides a +6 to forgery and you are more likely to fantasize about crawling into noses than is otherwise typical for your race." Put into secure storage at Zem Tower. Hopefully more secure than their stupid prison. Quote: These don't function. You know enough to figure out that in some other words, these would be powerful weapons. Masterwork Blaster Pistol x4 Laser Pistol x2 "Thrung-Gll" Blaster Pistol +4 "This blaster pistol has a longer than average barrel. It is painted a color of green that also speaks of dominance, and has natural designs on the sides. Not any kind of nature YOU'VE ever seen, as the tentacles don't look like they are supposed to go there." "Mishgun" Blaster Pistol +3 "Functional and clean, this pistol doesn't seem to have a way to dissassemble as the others do." (in a crate) Plasma Rifle x3 Blaster Rifle x5 "Disshoun, gem of Trasrellyon" Laser Rifle +7 "The barrel is of opaque blue crystal, as hard as anything you have ever touched. The remainder of this gun is adamantine, save a small sapphire sight that works optically but would presumably offer you more if brought to a place where it would function as intended. Simply holding this, it seems to aim itself, and you can feel deep in each finger a small tingle if aimed at an enemy, and a uncomfortable throbbing if aimed at a friend. This laser rifle looks to be a completely different make and manufacture as anything else in the room." Grenade Launcher x2 Grenade x50 Sticky Grenade x12 Plasma Grenade x5 Remote Control Grenade x10 Life Energy Power Cell charger x2 Solar Power Cell charger x2 Spare Power Cells x12 Sell. If the rest of the party agrees, just give us a total. Quote: "Little Nujj" Dagger +3 "This dagger is built of a metal very much like steel, but the reflections are dimmer, and it doesn't look like it was forged." "Blethkinnon" Spear +3 (longspear) "This spear's head is part of the shaft, homogenous. The material is a ruddy red, and nonmetallic." "Smegma Cleaner" Backspear +4, hatred of indpendence "This spear's haft is a light metal, with a bluish hue. The head appears to be steel, or closely related. The butt of the spear has a section of metallic tentacles. While used normally, the spear is a normal longspear- if instead the tentacles are brought to bear, the weapon behaves as a non-reach weapon that deals 1d4 damage, allows a trip special attack (as a guisarme), and gives a +5 to the trip attempt. The 'hatred' effect empowers the weapon up to +10 attack and damage versus any magically empowered minions philosophically opposed to the concept of Zheng." "Stabitha" Spear, autopoisoning +2 (longspear) "This spear's haft is a light metal, with a bluish hue. The head is steel, or close to it, but has very small slits through which poison can secret. The interior of the spear has simple clockwork mechanisms which must be operated (as a swift or move action) to poison the weapon. The spear can hold up to 8 doses of poison, and any of them can be called forth as a swift action. Only the latest applied poison counts." Mishknife +1 (+4 to affected skills) "This is a tool, though it could be used as a weapon (1d3 knife, with a +1 enhancement bonus). The knife blade is made of metal, but the handle is made of some kind of hardened organic material. It is a ruddy red, and when you touch it it feels like it wants to give, but holds firm. For skills that use a knife, hammer, or screwdriver, it grants from +1 to +4 circumstance bonus to the skill check, depending." Mishknife x5 (nonmagical)
Nonmagical reagants, tools: "These are definitely curios due to their exotic origin. Assuming you have access to an appraise skill of at least +6, then you believe these to be worth about 18,000 gold to the right buyer in Emerald, or about 28,000 gold to the higher ups in Voriph. Umbrans would also love these things!"
Mrink Chain +4 Mrink Chain +2 "These armors are made of a dull grey metal that makes a strange 'thup' when tapped. These were worn by the two infiltration trained mindflayers, and unlike normal chain shirt, have no penalty to hide or move silently, but the AC bonus granted is only 3". The market value for Mrink Chain (unenchanted) is 300 gp. Mindflayer Work Vestments x10 "Made of a fabric that seems shoddier than any you have ever dealt with, these lightweight robes have a variety of pockets. What they lack in ruggedness or comfort they seem to make up for with bizzare patterns. This culture likely hates symmetry." The market value for these is about 200gp per, due to their otherwordly origins, so 2000gp total. Money: 4 Platinum Pieces (estimated value for these foreign pieces, about 8 gold each) 50 Gold Pieces (estimated value for these foreign pieces, about 2 gold each) 89 VERY ornate silver pieces (estimate value for these foreign pieces, about 5 silver each) 3 Copper pieces (estimated value about 3 silver each) 320 Wooden Pieces (estimated value about 2 copper each) Gems: Black Star Sapphire (estimated value about 1400 gp) Moss Agate x8 (estimated value about 20 gp each) Amber x3 (estimated value about 110 gp each) Maintain in Pot Quote: 12 Sapphire Pieces (estimated value, 500 gp each) 8 Ruby Pieces (estimated value, 400 gp each) 40 Emerald Pieces (estimated value, 200 gp each)
_________________ Do the asparagus look threatening?
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The Yeti
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Post subject: Re: Phat Lewtz from part 10: Posted: Mon Jan 23, 2012 6:50 pm |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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The proposal looks fine to me. I need to find find some freedom of movement or the equivalent.
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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PoorAssRacing
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Post subject: Re: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 8:14 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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For the most part, Zem's proposal makes sense.
I think I also want the robe of power. Not that I want to put in on right away - I think I want to take it to Zem Tower to see if anything can be done about its itchiness and uncomfortability. And maybe have it make me look like less of a mind flayer.
Also, I'd like to take the diamond pieces and crush them up to have on hand for Stoneskin, etc.
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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: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 9:53 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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It should be pointed out that the '-morph' poisons stay on the weapon for their full duration (unlike most poisons, they are not expended with a single use), and despite the fact that they are poisons, the fact that they are in some cases entirely nontoxic except to, say, constructs, renders those specific poisons definitely not on the moral scale.
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The Yeti
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Post subject: Re: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 11:16 am |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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cfalcon wrote: It should be pointed out that the '-morph' poisons stay on the weapon for their full duration (unlike most poisons, they are not expended with a single use), and despite the fact that they are poisons, the fact that they are in some cases entirely nontoxic except to, say, constructs, renders those specific poisons definitely not on the moral scale. So perhaps I should keep some? Alenka would not be opposed if the party should need them to help control a battle at some point.
_________________ 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: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 11:33 am |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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cfalcon wrote: It should be pointed out that the '-morph' poisons stay on the weapon for their full duration (unlike most poisons, they are not expended with a single use), and despite the fact that they are poisons, the fact that they are in some cases entirely nontoxic except to, say, constructs, renders those specific poisons definitely not on the moral scale. wat? I'm sure your wording makes sense to you, but overall I have no fucking clue what you're talking about. The duration... what duration? The 4 rounds seems to be how many rounds something takes damage after being poisoned.
_________________ Do the asparagus look threatening?
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Zem
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Post subject: Re: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 2:32 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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So I guess if we find a 50k gp robe, it's ok for the wizard to have it, but if someone saves his money wisely and buys one, it's suspicious. Fine, whatever.
Anyway, I created a category of "Keep in pot" for the gemstone money. They might work nicely with the Door Salesman since he seems to like gems. I moved the robe and diamonds.
Now, those poisons that stay on the weapon (for about 1 hour) are useless for me because I use a bow. The fact that the arrow is still in the dude doesn't really help me out, so they should go to Team Melee. They won't be of much use except where we know ahead of time what we're fighting, but maybe they will come in handy.
Side note: Ash should sell the Medusa bow and upgrade his tura gem in his original bow.
_________________ Do the asparagus look threatening?
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PoorAssRacing
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Post subject: Re: Phat Lewtz from part 10: Posted: Tue Jan 24, 2012 9:37 pm |
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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Zem wrote: So I guess if we find a 50k gp robe, it's ok for the wizard to have it, but if someone saves his money wisely and buys one, it's suspicious. Fine, whatever. Weird, I totally don't remember that part.
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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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The Yeti
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Post subject: Re: Phat Lewtz from part 10: Posted: Thu Jan 26, 2012 6:27 am |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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So where did we get this stuff?
If only we had a part 10 recap...
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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PoorAssRacing
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Post subject: Re: Phat Lewtz from part 10: Posted: Thu Jan 26, 2012 7:48 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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The Yeti wrote: So where did we get this stuff?
If only we had a part 10 recap... Settle down, it'll be finished 10 minutes before we show up to Mikey's house.
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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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The Yeti
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Post subject: Re: Phat Lewtz from part 10: Posted: Fri Jan 27, 2012 6:49 pm |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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"View new posts."
Shock! There are none.
~le sigh~
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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PoorAssRacing
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Post subject: Re: Phat Lewtz from part 10: Posted: Fri Jan 27, 2012 10:56 pm |
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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The Yeti wrote: "View new posts."
Shock! There are none.
~le sigh~ Guessing I'll have to go from memory on this one again.
_________________
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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