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Grand Lodge

Solomani, sorry to Necro this thread, but your links are broken for some of your conversion files! I tried looking on your blog, but couldn't track them down there either to any avail.

Any chance you could repost?

Grand Lodge

ShaeuraDrae wrote:
Find a safe place in the city and use the Jewel of Everlasting Gold to craft a bunch of magic items. Then leave the city with completely customized loot!

Everything the jewel makes gets teleported out too. It's like April fools all day forever.

Kayerloth wrote:
If so few folks enter and leave the City alive then have a sage (with an appropriate specialty) or someone similar approach the party with an offer to trade their story for "treasure". 'Obviously' this individual doesn't want the knowledge spread around as that would lessen its value to them since they are in the business of selling their knowledge.

I really like that idea. Mixes the 'what do you mean we don't have 7 million dollars? What do you mean it disappeared?" With at least a little payoff in the end.

My group really really enjoys the crazy pathfinder living in the woods. Ive played him up alot in the random encounters as Running around the battlefield, shrieking, throwing stones, peeing himself, charging naked at monsters and just being generally random and silly.

I think I might have him be like 'we'll I'm sad you didn't find any shiny gold stuffs. I have a bunch of gross garbage I don't want that you can have, because we're friends now." Ands basically open up a secret stash of goodies that he's collected over the years from other failed adventuring parties that is worthless to him, but awesome for adventurers.

Thanks for all the help guys!

Grand Lodge

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Ipslore the Red wrote:
They could take the Jewel of Everlasting Gold and take control of Xin-Grafar itself. A major artifact and a large city for a base of operations ought to be enough.

Except for Two problems.

First, you can't actually take the Jewel out of the city, and any gold created by the Jewel also can't leave the city.

As for the city as a base of operations, it floods with molten gold every 72 hours after entering, burning everything alive, and suffocating anything not killed immediately by the heat.
So not... really the best place to set up camp.

Dave Justus wrote:
When raiding places for treasure, being the first is pretty pretty key

But this is a whole city. A wholeeeee city.

And the adventure path makes it very clear that the three adventurers are the only ones to have ever made it in or out alive, and that they only went in the one time.

All in all, it just seems like an anti-climactic end to what was a sincerely entertaining adventure path.

So... 7th Level appropriate items?
Bueler... Bueler... Bueler...?

Grand Lodge

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So I've been leading my party through the Price Of Immortality Adventure Path, and they are currently about to enter Xin-Grafar, the aptly named City of Golden Death.

Reading through the path, something immediately struck me.
Where's all the loot? Aside from Iramine and the cultists having a few +1 items that can be sold for gold, I am getting a severe feeling of lack of wealth in here.

For the entire Module, if you exclude the few items from the cultists, and all the gold that will teleport back when they leave, I'm counting...

Bracers of Armour +1 from Lizard's
3000 GP from Molten Gold Trap (Potentially nothing)
1265 GP, an Adamantine Battle Axe, a Horn of Fog, and some potions from a GOSH DARN DRAGON.

The previous adventurers had amassed as much wealth from the city as they could carry. Kasseen had enough money to start a village, and Asar walked out with enough cash to hire and feed an entire mercenary army. This city is supposed to have some ... I donno... wealth that can actually be carried away, probably in the form of magical items. (Seeing how Kasseen's Corpse had a +2 Full plate and a +1 Flaming Longsword, and Asar had a +1 chain shirt and a +1 Longsword.)

My party is not loot hungry at all, but I as a GM was actually disappointed to see that there was more random things to sell such as carpets and vases and jewels and expensive books in Masks of The Living Gods. The total value of Asar's treasure in the first module is actually worth more than all the items in Xin Grafar. To me it just seems like every enemy they face, or every treasure they come across ends up having the 'once they leave Xin-Grafar, all of the gold teleports back to the city', when clearly the last people in here walked away with some substantial cheddar.
I know they're going to ask questions.

I've only been GMing for a year, and have very little experience with regards to what nice, level appropriate items might.

Anyone have any ideas so I can maybe make those Golden Guardians drop something, or have them stumble upon another room with usable items?

Grand Lodge

Don't mean to Necro a thread, but this was great, and am wondering if the OP ever completed his list for the rest of the main NPCs or if there's anywhere else i could find a quick reference in Word or PDF format to just have for quick access in my binder?