• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Ashin's Commission: The Great Escape!

Rystil Arden

First Post
Patlin said:
Would the chances of selling the sword be any better if the falchion I mentioned was part of the deal? That cuts down the cash changing hands, at least.
Ah, correct about the cash limit. In that case, they will pay up to 10k. It will not help to add in another part of the deal--it isn't that they can't buy it (the money exists out there somewhere) so much as that they then cannot sell it (the market will only bear up to 20k).
 

log in or register to remove this ad

Patlin

Explorer
Well, moving onward semi randomly here is some guesswork...

I converted to sell values as I think that will be more usefull when dividing up the gold and trying to balance it all out. Let me know if anyone wants an item in the "sell" list.

B4cchus said:
Great job Erekose 13!
Putting those numbers into action results in the following distribution:

Ironwolf: crystal sword "Warrior's Determination" (and Cog Crystal?): 30,075 (+25000?=55,075)
Zaeryl: Psychic Nexus of Power Preservation (and Dorje of Energy Ray, 23 charges?): 36,000 (+1,725?=37,725)
Eternity: Torc of Self Mastery (and 3 power stones?) (?+2,775?+300?+2,525?=?+5,600)
Hulgyr: Belt of the Nyntarian Guard and/or Lucky Socks and/or +1 ghost touch greatsword: ?+14,500+8350=?+18,350
Micheal: stone (Dwimmerstone)(and wand of Cure Moderate, 32 Charges?) 36,000(+2,880?=38,880)
Almayce: (nothing really suits?) Cloak of the Beguiler, Bag of Holding Type III and wand of Fly (12 charges) and Wand of Poison? :25,500+7,400+2,700+?=35,600+?

Sell

+1 Blessed Crossbow Bolts (Sell value=1/2 of 8,305 gp=4,152.5 gp)
Cash equivalent items: 52,327.88

Ironwolf: Warrior's Determination (sell value ~15,037.5)
Zaeryl: Psychic Nexus of Power Preservation and Dorje of Energy Ray, 23 charges, sell value: 18,862.5
Eternity: Torc of Self Mastery -- seems on par with the nexus to me, wild guess sell value of 18,000 gp
Hulgyr: Belt of the Nyntarian Guard; Lucky Socks and +1 ghost touch greatsword (wild guess the Socks are worth 45k?) -- sell value 31,675 gp
Michael: Dwimmerstone -- Sell Value 18,000
Almayce: Sell Value 0 (wants cash only)

Items to Sell
Cognizance Crystal
Bag of Holding Type III
Wand of Cure Moderate (32 Charges)
wand of Fly (12 charges)
Wand of Poison (38 charges)
Cloak of the Beguiler (sell value: 9k?)
+1 Blessed Crossbow Bolts
 

Patlin

Explorer
I've never played with a city's gp limit working for selling as well as buying, and I figured it might be possible that my group is just lazy in that regard so I looked it up. The rules as presented on p. 137 of the DMG seem unreasonably complicated, but if I understand them correctly you can sell a total amount of items equal to 1/2 the gp limit times 1/10th the population. 10,000 gp * (500 to 1200) = at least 5,000,000 gp. It seems like the DMG has no significant limit on selling items in a city of any reasonable size.

Its certainly possible there is another rule I'm not seeing... but perhaps the GP limit to sell is a house rule? If so, have we adopted it in LEW?

Just curious.
 



B4cchus

Explorer
I don't think the stockings should be priced at as much as 45,000 gp, even though they can't be ID'd with a regular identify. Although we don't know it's current powers, it's unlocked potential is only unlocked by taking out value form future treasure. Perhaps some experimenting with the things can tell us something about it's current powers.
 


Rystil Arden

First Post
Patlin said:
I've never played with a city's gp limit working for selling as well as buying, and I figured it might be possible that my group is just lazy in that regard so I looked it up. The rules as presented on p. 137 of the DMG seem unreasonably complicated, but if I understand them correctly you can sell a total amount of items equal to 1/2 the gp limit times 1/10th the population. 10,000 gp * (500 to 1200) = at least 5,000,000 gp. It seems like the DMG has no significant limit on selling items in a city of any reasonable size.

Its certainly possible there is another rule I'm not seeing... but perhaps the GP limit to sell is a house rule? If so, have we adopted it in LEW?

Just curious.
The 5,000,000 is for total sell value. It is in addition to the usual GP limit. What 5,000,000 GP means is that if the PCs sell, for instance, 5,000 +1 swords, then they have exhausted all disposable income owned by all people in the entire city of Orussus ;)
 

Patlin

Explorer
I don't think the stockings should be priced at as much as 45,000 gp, even though they can't be ID'd with a regular identify. Although we don't know it's current powers, it's unlocked potential is only unlocked by taking out value form future treasure. Perhaps some experimenting with the things can tell us something about it's current powers.

OK, just a guess. Throw out another guess. Without knowing more about what the bend luck ability does, I don't think we can do better than a guess.
 

Patlin

Explorer
Rystil Arden said:
(OOC: An Appraise check can give you the general value of the pieces as if they were non-magical. As a rule of thumb, it's a decent lower bound, but sometimes items are more valuable than they would appear by an appraisal. Still, appraisals probably won't be too expensive--I wonder if DiSenzio's shop does it for cheap?

I just realised that it is non-trivial to find someone who can cast Legend Lore since it requires at minimum a level 10 Bard. Let's pretend there was one touring and visiting Orussus today)

*After paying the Bard for his time, the group sits and waits as the Bard inspects the stockings. Then suddenly, as if possessed, he begins to recite an epic ballad about an ancient battle, along with several texts that sound like mixes of manuscripts and poems. Apparently, these stockings have many names, but the most famous is the 'Invulnerable Socks of Rand'. According to legend, the socks were sewn by villagers grateful for a hero who saved them from a tyrant. A strange Enchanter somehow blessed the socks with the ability to absorb all the well-wishes and love from the villagers who thought of the hero and convert the wishes into actual good fortune, staving off harm. The stockings never reveal their true powers unless they judge their wearer to be a true hero, and they take a long time to make a decision. But even before then, if there are any others in the world who cheer on the wearer for good deeds and hope for her safety, the lesser powers of the socks will still activate, protecting the wearer from harm and bringing her good luck. It is said that while an unworthy wearer may still gain some benefits, she should beware, as the stockings, perhaps possessed of a spark of the original hero's courage and goodwill towards all, believe that anyone can be made a hero eventually with the right prodding, and so they have a tendency to use their ability to bend luck in order to thrust a cowardly wearer into conflict for the cause of good in hopes that her heart will open and her true hero will awaken. In one humorous tale from the Legend Lore, it was just the opposite, and the greedy selfish wearer of the socks met disaster after disaster instead.*

I think "protecting the wearer from harm and bringing her good luck" is the most definite statement we have right now. Whether that's DR, AC, Saving Throws, per day dice rerolls all of those or something else entirely is unknown to us.

Legend Lore: For a higher price than identify, find out the fluff about your item and still not know what to put on your character sheet! Silly spell....
 

Remove ads

Top