Kruelaid |
Salvage after the shipwreck
From the trunk:
2 masterwork fishing javelins (they are barbed and have a 30 foot silk cord)
A set of woodworking tools
A field set of armoursmith’s tools
A wanted poster with inaccurate pictures of Book and Righty
A bastard sword
A small sack of oiled rags
2 long swords
5 sets of clothes that belong to people other than yourselves: sailor’s clothes mostly
Some paintbushes
A bag of mail
From the beach:
Butchered pig meat, enough to last all week.
9 amphora's of Andoran cherry wine, of obvous value, stored in a very solid wooden box.
1 amphora of water that used to have cherry wine inside
a lot of rope and webbing
sail cloth
a prodigious amount of timber
a crate full of bolts of silk
the bow of a ship
A crate of spices wrapped in paper and then covered in wax
9 wheels of delicious Varisian goat cheese in a wooden box.
some cans of oil paint
a half empty barrel of tar
a cargo hook
13 empty baskets
Kruelaid |
It sounds like you carved yourself a staff from the hull timber, Shiny.
Copper shot staff, masterwork quarterstaff
Damage: 1d6/1d6, Crit: x2, Bludgeoning, Weight: 4 lb
Carved from the conductive wood of the hull of The Intractable, this staff can conduct shocking grasp when it hits Touch AC (the usual bonus of +3 against metal armor applies). In addition, if it hits full AC the staff also does normal 1d6 bludgeoning damage.
It's no fun if you don't take the time to carve it well and make it masterwork so you can enchant it later.
The Eldritch Mr. Shiny |
It sounds like you carved yourself a staff from the hull timber, Shiny.
Copper shot staff, masterwork quarterstaff
Damage: 1d6/1d6, Crit: x2, Bludgeoning, Weight: 4 lb
Carved from the conductive wood of the hull of The Intractable, this staff can conduct shocking grasp when it hits Touch AC (the usual bonus of +3 against metal armor applies). In addition, if it hits full AC the staff also does normal 1d6 bludgeoning damage.It's no fun if you don't take the time to carve it well and make it masterwork so you can enchant it later.
Rackham was just using the timber as a staff. However, now that you mention it...
...does this work now, or do you need some craft checks?
Pharasma |
You guys can look under these when I give you permission, or when you have gone through the usual identify b#~&$!:
Really, I'm serious. Keeping track of this crap is crazy because I move from home to the office and I want to keep it somewhere I can easily reference it.
Magic items from Calebra's carrion heap are as follows.
- 2 rings:
Abjuration auras.Spoiler:(x2) Ring of Protection: This ring offers continual magical protection in the form of a deflection bonus of +1.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1) - 3 arrows
Necromancy aura.Spoiler:(x3) Arrow, Fear: When one of these black +1 arrows strikes its target, it explodes in a shower of black motes. The target takes nonlethal damage only and must make a Will save (DC 16) to avoid becoming panicked for 7 rounds. On a successful save, the target is only shaken for 1 round.
Moderate necromancy; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, fear; Market Price: 746 gp - 1 arrow
Divintation aura.Spoiler:(x1) Arrow, Arcane Eye: When fired at a creature, this nondescript arrow is simply a +1 arrow. But if fired into an object, an arcane eye arrow can be activated later for remote surveillance. At any time within 24 hours after it has been lodged into an object, the archer can choose to activate it, seeing from the perspective of the arrow as though the spell arcane eye (except that the arrow cannot be moved). This gives a 180-degree view centered on the arrow, including up and down, although normal obstructions can limit this view. Darkvision and low-light vision function normally. The archer must concentrate to maintain this effect.If the arrow is lodged in an object in motion, the archer can see everything the arrow passes that is visible in that arc. This effect lasts for up to 10 minutes, although the archer may end it at any time. Once the effect has ended, the arrow crumbles to dust and the ability no longer functions. An arcane eye arrow must be fired from a bow to function in its intended capacity. It cannot be simply placed or thrust into an object.
- 1 Longsword
Evocation aura.Spoiler:Shatterspike: Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including the sword’s +1 enhancement bonus) to the opposed roll (PFRPG: CMB) when attempting to strike a foe’s weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder’s Strength modifier to the target weapon (the target weapon’s hard ness must still be overcome with each hit). Shatter-spike can damage weapons with an enhancement bonus of +4 or lower.Strong evocation; Caster Level: 13th; Prerequisites: Str 13, Craft Arms and Armor, Power Attack, Improved Sunder, shatter; Market Price: 4,315 gp; Weight: 4 lb.
- 1 Light leather armor
Abjuration and transmutation auras.Spoiler:Fine ‘arcane/stowing’ leather armor (+2 AC / +8 MaxDEX / 0% ASF / No move penalties):Arcane armor is enchanted in a way so as not to interfere as greatly with arcane spell casting. For every plus of armor enhancement, the chance for arcane spell failure is reduced by 10%. This ability may only be used on light or medium armor.
Moderate abjuration: Caster Level: 10th; Prerequisites: Elf, Craft Magic Arms and Armor, freedom of movement; Market Price: +3 bonus.
Stowing armors and shields are able to instantly place small inanimate items into an extradimensional stasis. Items stored must weigh less than 20 pounds, and must be able to be held in one hand. Since stowed items are stored in stasis, even objects such as a lit torch can be stowed effectively. The user of a stowing device must touch the item to be stowed with his bare hand in order to stow it.
When the wearer or wielder touches his stowing armor or shield with the desire to retrieve a stowed item, the item appears instantly in his hand. The total number of items that can be stored is equal to one half the level of the caster that created the item
Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, shrink item; Market Price: +2 bonus.
Total cost…. 25,000 gp
- 1 Longsword
Transmutation aura.Spoiler:Alterable Weapon (longsword/dagger/light mace): Weapons that possess the alterable enchantment are literally able to change their form and type upon command. After undergoing this enchantment, a weapon’s form becomes blurred and indistinct, possessing a hazy or occasionally wavering quality. Alterable weapons can change from one weapon type to another at the command of the wielder, to a maximum of up to three distinct weapons, preselected by the crafter. Weapons do not necessarily need to be held to change form, but they must be in physical contact with the wielder.All the weapon types must be in the same size category in order for the change to occur. Minor alterable weapons cannot change from melee types to ranged types and visa versa. These weapons retain all magical enchantments and enhancements in all their forms, although qualities that apply only to specific weapon types (such as crushing, keen, or vorpal) do not function when the weapon is not of the required type.
Strong transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object; Market Price: +1 bonus, 2300 gp.
- 1 Dagger (claimed by Cordoba)
Evocation aura.Spoiler:Shock Dagger
Shock: When the weilder utters the command “desumo” the weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until the command “haud” is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit.Moderate evocation; CL 8th; Craft Magic Arms and Armor, call
lightning or lightning bolt; Price +1 bonus, 2300 gp. - 1 Claymore (belongs to the dead Paladin of Iomedae)
Abjuration aura.Spoiler:+1 Defending Claymore: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +2 bonus.
- 1 Half-plate (large… half orc size)
Illusion aura.Spoiler:Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Stealth checks. (The armor’s armor check penalty still applies normally.)Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.
- 2 Potions:
Transmutation and illusion auras.Spoiler:Fox’s cunning
Invisibility
Pharasma |
This is the regular stuff.
You can look under the spoilers.
List of items found in Calebra's carrion heap.
- Ordinary weapons and armor
19 arrows
3 longswords
1 Masterwork Longsword
Heavy Mace
Cold Iron Masterwork Greatsword
Cold Iron Masterwork Morningstar
2 Masterwork Machetes
2 Longspears
Masterwork Composite Longbow (+4 STR) / Quiver 13 arrows.
4 crossbows 27 bolts
12 dagger
Shortbow
2 suits of leather armor (human male, halfling)
1 suit of masterwork plated leather armor for a woman.
2 suits of chain mail armor (1 dwarf, 1 human)
1 suit of masterwork chain mail armor, cleric of Sarenrae(human) - Stuff
4 backpacks
6 belt pouches
Spell component pouch half empty
Ink
Quills
Paper
Pipe and desiccated tobacco
Choker of monster teeth
A cap with seashells woven into it.
Crimson robe.
Other miscellaneous clothing
A smashed up lute
A book of handwritten song lyrics, or maybe just poetry
A spyglass
Compass
Thieves’ tools
A set of handpuppets sewn to look like a king, queen and jester.
A huge ring of keys
A partially burned black candle.
Bat guano wrapped in wax paper (as if you need any more)
A bag of rock hard jerky
Map of an unknown city street, sketched, written in Kelish.
Dice carved from bone.
Dried herbs.
Small cooking pot
A bundle of dried desert wild flowers.
A romantic novel with a bookmark one-third of the way through.
A poster advertising crew openings in a merchant marine company.
Dessicated rations
8 Blankets
2x Torches
2x sunrods (not including those Bohdan has)
6 pairs of leather gloves of various sizes
A large sack of pitons
600 feet of silk rope in 150 foot lengths.
6 sets of climbing gear
3 holy symbols: Sarenrae. Iomedae, and Calistra - Spell book:Spoiler:
0TH
Abjur
* Resistance: Subject gains +1 on saving throws.
Conj
* Acid Splash: Orb deals 1d3 acid damage.
Div
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Read Magic: Read scrolls and spellbooks.
Evoc
* Dancing Lights: Creates torches or other lights.
* Flare: Dazzles one creature (-1 on attack rolls).
* Light: Object shines like a torch.
* Ray of Frost: Ray deals 1d3 cold damage.
Illus
* Ghost Sound: Figment sounds.
Trans
* Mage Hand: 5-pound telekinesis.
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
* Open/Close: Opens or closes small or light things.
Univ
* Arcane Mark: Inscribes a personal rune (visible or invisible).
* Prestidigitation: Performs minor tricks.
1ST
Evoc
*Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
*Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
*Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
*Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage
*Ray of Flame: Ray deals 1d6/2 levels fire damage,ignites subject
*Persistent Blade: Blade of force attacks subject,automatically flanks
Conj
*Orb of Cold, Lesser: Ranged touch attack deals1d8 cold damage + 1d8/2 levels beyond 1st(max 5d8).
Abjur
*Alarm: Wards an area for 2 hours/level.
*Hold Portal: Holds door shut
Trans
*Expeditious Retreat: Your speed increases by 30 ft.
*Feather Fall: Objects or creatures fall slowly.
2nd
Evoc
*Ray of Ice: Ray deals 1d6 cold damage/2 levels
*Snowball Swarm:Snowballs deal 2d6 points of cold damage in 10-ft. burst
Trans
*Bull’s Strength: Subject gains +4 to Str for 1 min./level
Kruelaid |
The bags of money, Calebra's loot:
Various coins: total value 600 gp EACH
Gems: total value 550 gp EACH
I'm not going to list exact coinage and make everyone divide it up. It seems like extra work.
As for the weight, take the coins as all gps until you have time to spend or convert it. The gemstones you can carry with no encumbrance. If you want to have specific gems, they are small diamonds and rubies.
Kruelaid |
The Library:
Several interesting patterns emerge: the dates on the most recent of the books end a little less than 115 years ago and the collection seems to be dominated by an exhaustive encyclopaedia of demons and devils.
Other books that interest Pulsifer and Aref include:
Aref finds 3 more books radiating magical auras, in languages he can't read.
Dramatis Personae |
The Eye of Aroden (Minor Artifact)
According to the so-far very general information about this device, it can:
Also the demons are (weakly) attracted to this device usually for the purpose of destroying it.
Contained within the orb is a demon bound by Aroden.