| Ironperenti |
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We hadn’t alked about this much but here are the haggling rules i’ve been using in another campaign.
DIPLOMACY FOR SELL AND PURCHASE OF GOODS
Base DC 17, a merchant is reluctant to give up their goods. This represents an indifferent disposition with a +2 Cha. For every 5 by which you can exceed the DC, you get a 5% shift in the offered price up to a maximum of 10%. This works for buying and selling. If you fail the roll by 5, the merchant shifts the price by 5% in his favor. If you fail by 10, he refuses to sell/buy.
| Shathee |
I've added a few prices to the list. Most of the poisons and such are ingest so probably not too useful for us. Shathee currently has a borrowed mithril shortsword. Whenever that one needs to be returned, Shathee would be grateful for Terisha's blade to replace that one. Anyone else interested in any of the loot?
| "Doc" Adams |
I don't see anything among the alchemical stuff that we need to keep; selling it is fine with me. Doc fights with a rapier, so he'd love to wield the mithril one we have listed. The potions are always useful, too (he can drink them during combat like a magus does with spell combat).
Do we have time to craft alchemist's fire and antivenom? Getting it at 1/3 the price might be worth the delay... :)
| Ironperenti |
I added a buying and selling section to the campaign tab. But, here it is again. You have enough cash you could go out, buy what you need and head back. If you do, a single roll by your face will suffice for determing the purchase price.
DIPLOMACY FOR SELL AND PURCHASE OF GOODS
Base DC 17, a merchant is reluctant to give up their goods. This represents an indifferent disposition with a +2 Cha. For every 5 by which you can exceed the DC, you get a 5% shift in the offered price up to a maximum of 10%. This works for buying and selling. If you fail the roll by 5, the merchant shifts the price by 5% in his favor. If you fail by 10, he refuses to sell/buy.
| Aurie de Valois |
diplomancy with probably the alchemist: 1d20 + 9 ⇒ (18) + 9 = 27
Aurie is all professional, causually displaying some remaining wounds and making quick inquiries, while mumbling about possibly further hostages to be saved, likely in need of anti-toxin, much like the visiting diplomat we managed to free under her breath
Can any of that drug stash we conquered from monstrous abductors be used for sane purposes? Like, as base reagents for antitoxins? Said abducters almost certainly put these, and possibly other, drugs into their victims, and an antitoxin for these specifically will likely be a somewhat in demand item, given that at least one individual we recovered is of significant material means.
She asks in her normal voice as she begins selling, while also giving the alchemist an incredly good reason to have such drugs in his inventory.
Seeking to gain better deals by establishing herself as a source of information, a currency many merchants are quite interested in.
Do you need something written and signed to make clear these items are in your possession by legitimate means?
She offers as she sells as well
| "Doc" Adams |
I suggest that we all chip in to buy a wand of cure light wounds, possibly two just in case. Each one has 50 charges and costs everyone 150 gp. Although none of us can use them automatically, at least one of us should be able to succeed at a Use Magic Device check between fights. In emergencies, Doc can still do his lay on hands thing.
| Molasbar |
I'd be good chipping in for a wand. And I think I'll buy three alchemist fires and three acids, along with a bandolier to stash them in.
I think we should go back via the sewers. I'm not sure what's driving Aurie's compulsion to go down the stairs, but the sooner we get there the less likely she is to end up getting irrational about it.
| Aurie de Valois |
Not gonna lie that was pretty amusing.
Also, 5 attacks? Man these things dont mess around. What are they (Abberation, Magical beast etc.)? Could be a useful form to shapeshift into if you have the right spells.