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Post by Darth Deucedropper on Jun 21, 2006 19:59:34 GMT -5
I thought we were given land.
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Post by Rob G on Jun 21, 2006 22:34:41 GMT -5
I looked it up. The grant was from the city of Arabel. It included some square blocks within city walls inlcuding where larry built his school. There was some accompanying acres outside the city aswell.
Some how this turned into vast wetlands between cormyr and daleslands including a keep. Larry told made that up. I think he comes up withn ideas and later thinks they actually happened.
While the land in the city will generate some income and the land outside can be built on. The grant was generally made to give title of lordship.
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Post by spiderfate on Apr 22, 2007 13:05:53 GMT -5
Morden'thax demands his treasyre and magic items immediately.
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Post by Rob G on Apr 22, 2007 21:33:24 GMT -5
As you wish.
Mordenthax is award a +5 Decanter of shot your fucking mouth.
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Post by Darth Deucedropper on Jun 24, 2010 12:48:58 GMT -5
Once again the rightiuos and the mighty will roam the land fighting evil at every turn!
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Post by Rob G on Jun 24, 2010 13:07:14 GMT -5
Fred dont talk too much shit. At this rate I will not be able to find any monsters or evil NPCs willing to face you. You guys will simply walk through empty dungeons collecting treasures and letters of apology from the bad guys/
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Post by Darth Deucedropper on Jun 25, 2010 12:03:40 GMT -5
Kind of like Larry in real life!
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Post by larry g on Jul 8, 2010 18:02:15 GMT -5
group treasure from last adventure
ring of protection +2 {2} spiked chains +2
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Post by Darth Deucedropper on Jul 9, 2010 11:03:44 GMT -5
I think we should liqiudate these items and give the money to the dales council for rebuilding
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Post by Rob G on Jul 15, 2010 5:15:19 GMT -5
Treasure from 14th Module: -Mordenthax-Alstott-Lo'rath- (appraising this treasure cost two identifys, assuming Lo'rath was willing to cast these he begins next session with 2 1st level spell slots spent) Some of the items are not from the DMG. I provided a breif description of those. The others from the PHB can be looked up online at this page. www.d20srd.org/indexes/magicItems.htm8760 GP 30 PP 900 SP Gems worth 2600 Jewelry worth (1400) Emerald (1000 GP) Opal (300 GP) Black Pearl (1000) Black Star Sapphire (1000) Jacinth Gem (5000) Potion of Clairvoyance Potion of Lesser Restoration Potion of Endurance 4 Potions Cure Serious Potion of Blur 15 Potion of Inflict Serious Wounds 2 Stone Salve Domain Draught (Time) (Potions that grants a Domain to cleric for 24 hrs) Scroll (Summon Monster 5 and Teleport) Wand of Invisibility (10 ch) Wand of Cure Light Wounds (37 ch) 16 +2 Shocking Arrows Bracers of Armor +3 +2 Chain Shirt Gauntlets of Ogre Power 2 Ring of Protection +1 Gloves of Arrow Snaring Necklace of Fireballs (type 5) 2 Beads of force Windfan Figurine of Ilusionary Escort (Underdark- makes illusionary guard monster) Rope of Climbing Superior (as usual but with +5 Climb bonus) Rod of Thunder and Lightning Horn of Goodness (Circle against evil 1/day) Life Ring (Expendable, break it and 4 people who touch it get feather fall) Daylight Pellets x6 (Daylight Spell 5th) Sun Flash Pellet (Sunburst Spell 15th)
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Post by Mordaanthax on Jul 15, 2010 11:17:43 GMT -5
main stuff i would like
horn of goodness daylight pellets rod of thunder and lightning (i cant use scrolls or wands but i think i can use rods) sunflash pellet Rope of climbing
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Post by Darth Deucedropper on Jul 15, 2010 12:33:44 GMT -5
I do not see anything my character needs or can use.......I would take the wand of cure light wounds as a default and I like the daylight pellets.....
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Post by Rob G on Jul 15, 2010 22:28:20 GMT -5
Rod of Thunder and Lightning Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other magical powers are as follows.
•Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round. •Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack hit, then the 2d6 points of electricity damage still applies. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. •Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). •Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half) to a range of 200 feet. •Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.
Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout; Price 33,000 gp.
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Post by spiderfate on Jul 16, 2010 1:09:44 GMT -5
fred, you can have the rod if you want it. the only item im really set on is the light pellets but theirs more then enough of them to go around.
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Post by Ken on Jul 16, 2010 6:57:55 GMT -5
Hey guys! Well there are the items I wouldn't mind having. Lo'Rath doesn't have a lot of magic items so I need to stock up.
1. Scroll (Summon Monster 5 and Teleport) 2. Wand of Inv. (10 charges) 3. Bracers of Armor +3 4. Necklace of Fireballs (Type 5) 5. Figurine of Illusionary Escort (Underdark - makes illusionary guard monster) 6. Potion of Clairvoyance 7. 4 Potions of Cure Serious Wounds 8. 16 +2 Shocking Arrow 9. Stone Salve 10. Wand of Cure Light Wounds
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