
| Halsere Chael-Oren | 
 
	
 
                
                
              
            
            Can we buy scrolls etc when we get back to the Order of the Griffin and get all secret handshake-ized?
Also what spells are in that spell book I got? I need to scribe some new spells.

| GM Jiggy | 
 
	
 
                
                
              
            
            Can we buy scrolls etc when we get back to the Order of the Griffin and get all secret handshake-ized?
Also what spells are in that spell book I got? I need to scribe some new spells.
The Order doesn't have its own dealers or anything, but Radlebb Keep does have a magic shop in addition to its armory/smithy.
As for the contents' of the survivor's spellbook, he's got these spells in it:
Burning hands
Chromatic orb
Comprehend languages
Detect magic
Identify
Mage armor
Sleep
Unseen servant
Keep in mind that it takes 2 hours and 50gp worth of ink and materials to scribe a (1st-level) spell.

| GM Jiggy | 
 
	
 
                
                
              
            
            Whats our money earned? Leaving aside the plate armour etc
Under the bed, you find the skeletons' treasure! There's 738gp worth of cash, a diamond worth 61gp, an emerald worth 33gp, a pearl worth 112gp, a sapphire worth 48gp, a very fancy-looking shield, and an exquisite longsword.
Also, I added some Radlebb Keep shopping information to the Campaign Info tab. All mundane gear is available as well, and you can sell stuff for half price.
EDIT: Also, weather: 3d10 ⇒ (9, 6, 10) = 25

| Pietro Elitov | 
 
	
 
                
                
              
            
            Leveled up.
Also, we had 3 spare sets of full plate. I say we donate one each to the prisoners we rescued, to fund their recovery.

| Halsere Chael-Oren | 
 
	
 
                
                
              
            
            One to the prisoners seems fair.
Truth be told gold doesn't really hold a lot of value in 5th ed as you can't buy magic items - I'll happily take my share of the 2 sets of sold plate and the cash and gems as I need to buy level 1 scrolls, scribe spells etc but in my games figures above 100gp each are big numbers because once you get into the thousands gold really doesn't have much value apart from building a keep, thieves guild etc... which is very old school. In BECMI and 1st Ed adventurers went their whole careers levels 1-9 gathering enough cash, not to buy magic items, but to set themselves up for 'Named' levels.
Most of the games I am playing in my characters tend to waste money in gambling, beer and whores. I call it an adventurers tax and it keeps my guys hungry for the next score when cash begins to wane.

| GM Jiggy | 
 
	
 
                
                
              
            
            Truth be told gold doesn't really hold a lot of value in 5th ed as you can't buy magic items
But in this campaign, certain magic items are available for purchase, based mainly on what was available in the source game. Some of it doesn't translate well, and I'm having to pull prices out of my arse, but it's there. Have a look at the "Radlebb Keep Shopping" spoiler in the Campaign Description tab.

| Pietro Elitov | 
 
	
 
                
                
              
            
            Let me know if I missed anything, but I think our loot total is:
-880 in coins and gems (not counting the pearl, which I assume we want the wizard to keep for casting identify)
-750 from a set of full plate (after keeping one for me, one for Thyra, and giving one to the prisoners)
-30 from four longswords
-20 from the four shields
-100 from the splint mail
-25 from the scale mail
-(425 from the two breastplates, mace, short sword, shield, spell component pouch that we got from the prisoner's equipment. We may want to return these instead.)
And Spidre, Pietro, and Thyra can also sell of their starting armors (and starting shield for Thyra).
So that's 361 apiece, not counting the pearl, or the prisoners' equipment, or the full plate that I suggested giving them. Also not counting anyone's starting gear, which I assume we're not splitting.

| Mirrel | 
 
	
 
                
                
              
            
            I'd welcome any suggestion on what spell I should learn. I'm thinking invisibility, but I've never played a bard before. Perhaps there's something 'obvious' I should get next? I quite like the idea of see invisibility as well, but it strikes me as one of those spells I'll never use right. :/

| Pietro Elitov | 
 
	
 
                
                
              
            
            Don't have my rulebook with me, but material components in 5E aren't consumed unless specified. They're like Pathfinder's focus components.

| Thyra Fireforge | 
 
	
 
                
                
              
            
            I'm not sure there is much I need, I'll buy another potion of Healing but if someone needs more gold you can have my share minus the Potion costs.

| Spidre | 
 
	
 
                
                
              
            
            Someone help me buy that +1 shortsword.
Aside from that, I'll need two sticks of incense (20gp), a vial of holy water (25gp), and a diamond (50gp).

| Spidre | 
 
	
 
                
                
              
            
            I just noticed I wasn't getting gameplay updates. Hopefully that's fixed now.
No need Thyra. It would take everyone's gold to make it happen. I'll stick to my current blades.
Also, I think I got the price of holy water wrong. Lemme fix that.

| Mirrel | 
 
	
 
                
                
              
            
            Halsere Chael-Oren wrote:Truth be told gold doesn't really hold a lot of value in 5th ed as you can't buy magic itemsBut in this campaign, certain magic items are available for purchase, based mainly on what was available in the source game. Some of it doesn't translate well, and I'm having to pull prices out of my arse, but it's there. Have a look at the "Radlebb Keep Shopping" spoiler in the Campaign Description tab.
I'm a fan of pulling numbers out of arses, as a general rule. Nonetheless, would you like me to summarise the optional "buying/selling magic items" section from the DMG, for interest's sake?

| Mirrel | 
 
	
 
                
                
              
            
            A pretty terse summary of the various sections in the DMG on suggested ways to handle buying/selling/making magic items:
Value of magic items is determined by rarity (expendables are half value):
Common (1st level or higher) 50-100gp
Uncommon (1st level or higher) 101-500gp
Rare (5th level or higher) 501-5000gp
Very Rare (11th level or higher) 5001-50,000gp
Legendary (17th level or higher) 50,001gp+
- +1 weapons are uncommon, +2 rare, +3 very rare
 
- +1 armor is rare, +2 Very rare, +3 Legendary
 
- Bag of holding is uncommon and doesn’t require attunement (neither do the weapons or armor)
 
- Eyes of the Eagle are uncommon and require attunement
 
- Headband of Intellect is uncommon and requires attunement (your intelligence is 19 whilst wearing it)
 
- Giant Slayer weapon is rare - +1 usually, does extra 2d6 damage to giants and knocks them prone if they fail a DC15 strength check (doesn’t require attunement)
 
- Manual of Quickness of Action is very rare, no attunement – 48 hours within a 6 day period and gain +2 to dexterity score (then loses magic for 100 years)
 
- Potion of resistance is uncommon (various energy types)
 
- Potions of....
 
- Healing (2d4+2) Common
 
- Greater healing (4d4+4) Uncommon
 
- Superior Healing (8d4+8) Rare
 
- Supreme Healing (10d4+20) Very Rare
 
- Ring of Protection is specifically +1 to saves and AC (no other types), requires attunement and is rare (there’s also a general prohibition against wearing more than one of the same magical item)
 
- Spell Scrolls....
 
- Cantrip or 1st – Common DC 13 Attack +5
 
- 2nd or 3rd – Uncommon DC 13 or 15, Attack +5 or +7
 
- 4th or 5th – Rare DC 15 or 17, Attack +7 or +9
 
- 6th or 7th or 8th – Very Rare DC 17 or 18 or18, Attack +9 or +10 or +10
 
- 9th – Legendary DC19 Attack +11
 
The default assumption is that buying and selling of anything other than common items is very rare to nonexistent. The optional rules presented are clearly just a quick-and-dirty game solution, not much of an attempt at simulating a genuine economy:
There’s a downtime activity “selling magic items” where the base price is set at the maximum for each rarity. Common items take 1d4 days to find a buyer, Uncommon 1d6, Rare 1d8 and Very Rare 1d10. There’s a percentile roll (+10 for common, unmodified for uncommon, -10 for Rare and -20 for Very rare):
20 or lower a buyer offers 1/10 the price
21-40 buyer offers ¼ and a shady buyer offers ½
41-80 buyer offers ½ and a shady buyer offers the price
81-90 buyer offers the full price
91+ A shady buyers offers 150% of base price
There’s also a downtime activity “crafting Magic Items” where the creation cost is also the maximum value as above (500,000gp for legendary). It takes one eight hour day of work per 25gp. The creator needs to have spell slots, needs to be able to cast whatever spell the item produces (and expends one spell slot per day plus any material components that would usually be expended) and there’s a minimum level:
Common 3rd
Uncommon 3rd
Rare 6th
Very Rare 11th
Legendary 17th

| GM Jiggy | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Hm... In the source game, the Staff of Life literally does nothing but interact with certain parts of the environment, but maybe I should give it some new abilities.
Let's go with this:
Whenever you hold the staff while casting cure wounds, use d12s in place of d8s.  Also, you can use cure wounds on a creature who has died within the last round in order to bring them back to life.  You can extend that time window by casting out of a higher-level slot (1 round per extra level).

| Spidre | 
 
	
 
                
                
              
            
            Just to note, I think I'll hold onto my spells unless otherwise noted. Now that I can do more stuff I'm going to start being conservative.

| GM Jiggy | 
 
	
 
                
                
              
            
            I've been reconsidering my current model for gaining inspiration. It's not really feeling like any less work in practice than it would be to monitor all your traits/ideals/bonds/flaws. I'm considering the possibility of instead just passing the ball to all of you, letting you simply claim inspiration whenever you feel you've demonstrated your character's defining traits well. What would you all think of that?
Also, anything else with this bugbear, or are we ready to move on?

| Spidre | 
 
	
 
                
                
              
            
            Sure, but I think it should require either GM or two players' approval. Otherwise we all know Pietro is going to claim it every time he crits with his hammer and that's only going to make things worse better.

| Thyra Fireforge | 
 
	
 
                
                
              
            
            Hey guys I'll hopefully get the chance to post today. My area got hit by a powerful wind storm, 200k w/o power. I'm posting from my phone at the moment but hopefully I'll get power back later
 
	
 
     
    