Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power - Page 49 of 54

Out of Character: Oh! Seriously, I - Page 49 - D&D / Pathfinder Archive - Posted: 15th Nov, 2014 - 1:48pm

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Post Date: 13th Nov, 2014 - 2:18pm / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power
A Friend

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power - Page 49

Is there anyway Bast can go into town and give Elanie the money? I can run her side of the conversation.

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14th Nov, 2014 - 1:11am / Post ID: #

Power Artifacts - Dragons and Dungeons Johnathans

Out of Character: I hope you don't mind if I interrupt here out of character. I think we should have split the shopping up a bit better. Ghost didn't have enough money for a camel or horse and mercenaries. Of course, your character can ignore this and do what you wanted to anyway.



Post Date: 14th Nov, 2014 - 6:47am / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power
A Friend

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power Archive Pathfinder / D&D

You may RP Elaine as you wish! No problem with that.

You may use out of character conversation to solve issues and sort out shopping.

You may make automatic assumptions, such as finding a good alchemist. Use the indicated standard prices for items, or ask me if you don't know them.

The wand costs 750 gp, leaving another 150 free to use.

Once you are all ready we shall begin our adventure!

Reconcile Edited: Johnathan on 14th Nov, 2014 - 6:47am

Post Date: 14th Nov, 2014 - 11:59am / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power
A Friend

Page 49 Power Artifacts - Dragons and Dungeons Johnathans

Out of Character:: Totally fine if you want to stop him from walking away and ask for money. He knows nothing of traveling and would just as soon impress his lady with his wealth and generosity figuring he doesn't need anything in particular. You're right that it would probably be best if someone stopped him. We can just say he finds Ghost and gives him an appropriate amount.

14th Nov, 2014 - 2:27pm / Post ID: #

Power Artifacts - Dragons and Dungeons Johnathans

Ghost had spent his entire new found wealth on potions for everyone, so when he sees Bast, he is greatly relieved. He offers one Cure Light Wounds and one Endure Elements potions to Bast, and asks for some of his wealth to help fund the trip. 100 gold would be enough to outright buy a horse and possibly hire a guard.

After buying a light horse and saddle pack for 80 gold, Ghost searches around for a mercenary to hire. He doesn't hide that they are entering the Barren Lands, but he doesn't mention a destination, only a direction.

If necessary, 1d20: 6



Post Date: 14th Nov, 2014 - 3:11pm / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power
A Friend

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power

Ashipu knows that elite guards will be granted. This is simply a reminder. He's nevertheless able to find fifteen untrained, but capable of fighting men and women willing to participate for 1,5 gold piece per day, food, drink and lodging included. He's also able to recruit twenty trained soldiers, some of them being seasoned veterans, for 3,5 gold pieces a day each. His final option is the Warriors' Guild, offering a troop of ten men, costing 50 gold piece a day, all hard-trained mercenaries, most of them with plenty of experience, and decent equipment. If he accepts the final offer, he knows that he has to sign an official contract concerning the deal.

Ashipu's appearance, combined with the request for aides in a trip to the Barren Lands does not help him find anything cheaper than that.

The horse costs 75 gp. It is non-combat trained, but very suitable for travel. That leaves him with 15 gold pieces on him.

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15th Nov, 2014 - 3:04am / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - Artifacts Power - Page 49

Ashipu picks a two mercenaries from the crowd of trained soldiers. He picks someone older who has seen battle and may be down on his luck at the moment, and a young soldier eager for a fight. He pays the 7 gold upfront for the next day and instructs them to wait near the castle.

He also buys a miner's pick, 10 torches, a flint and steel, a grappling hook, and a block and tackle. This costs 10 gold and 1 silver, leaving him with 2.9 gold. He loads his heavier gear onto his horse, before going to the castle to meet back up with the others and have a night's rest.

Rather off topic, but...
Looks like you made the same maths mistake twice biggrin.gif you should try to get more sleep.



Post Date: 15th Nov, 2014 - 1:48pm / Post ID: #

Johnathan's Dungeons & Dragons 3.5 - The Artifacts Of Power
A Friend

Johnathan's Dungeons & Dragons 3.5 - Artifacts Power D&D / Pathfinder Archive - Page 49

Out of Character: Oh! Seriously, I had to facepalm after realizing this!

The mercenaries agree and are going to be there at dawn!

We just need the other two to finish their transactions!


 
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