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<blockquote data-quote="Matthan" data-source="post: 6766328" data-attributes="member: 20005"><p>Instead of cluttering the game thread, I'll ask this here. For the armor, ghost sound doesn't exist yet in 5E. I think it got folded into minor illusion. Do you want the ability of the armor to mimic the 3E spell? </p><p></p><p>For everybody else, here's my suggestion for dividing the loot. I say we value the items at half price (similar to if we bought them from the guild fence even though some items fall out of that range), and keep a tally until we get back to town. At town, we’ll use whatever coins we have found to balance the haul as much as possible for everyone. I’ve gone ahead and written out how I think we should divide things and started a tally. I also went back to Sezarious’ post for shopping and tried to extrapolate a scale to price the magical items. If you think that I under or over valued something, let me know. </p><p></p><p>Here’s the list of items: <ul> <li data-xf-list-type="ul"><br /> - Studded leather, thieves' guild markings, immaculate: (continual prestidigitation and allows ghost sound at cost of hp) Just the cleaning enchantment was a X3 modifier before. I think the extra enchantment because of the drawback is probably only worth another X2 so a total of X5. (45/2)X5=112 gp 5 silver <br /> - Gold tusk/teeth: - Maybe 5gp?<br /> - Elven shortsword w/scabbard: (light enchantment and can count as magical to bypass DR with cost) the glowing enchantment was worth a X5 modifier before. I think the additional enchantment w/ the drawback is similar to the armor for another X2. (10/2)X7 = 35 gp (note that the shortsword from the fence was silvered which added 100 gp to the initial cost. As far as I can recall, this blade wasn’t described as silvered)<br /> - Thieves' tools: 25/2 = 12 gp 5 silver<br /> - Poisoner's kit: 50/2 = 25 gp<br /> - Healing Potion x2: 50/2 = 25 gp(ea)<br /> - Clear liquid: ???<br /> - Yellow liquid x2: ???<br /> - Breastplate: 400/2 = 200 gp<br /> - Chain shirt: 50/2 = 25 gp<br /> - Half plate (damaged): I’m going to halve the value twice due to the need for repairs – (750/2)/2 = 187 gp 5 silver<br /> - Shield: 10/2 = 5 gp<br /> - Spiked shield: I think the unique nature of it adds value over a normal shield so my gut says 50 gp since it works as a shield and a weapon then halve the value twice due to repairs – (50/2)/2 = 12 gp 5 silver</li> </ul><p></p><p>With that said, here’s how I would divide the loot to try and spread the wealth. These are my thoughts. You need to decide what's right for your character. I'm just afraid that we're all so polite that unless we have a decent starting point, no one will take anything:</p><p></p><p>Isaac - the magical sword, chain shirt (for wearing now), and broken half plate (for later)</p><p>The half plate would give disadvantage to stealth checks which I believe Al would want to avoid. Isaac has heavy armor proficiency so he may prefer we sell the half plate and go for Scale or save up for Plate.</p><p>Total value (w/half plate): 247 gp 5 silver</p><p>Total value (w/o half plate) 60 gp</p><p></p><p>Al - the Lizardfolk shield, breastplate, golden tusk+teeth (he ripped 'em out so it seems fair to keep them), thieves' tools, and one healing potion (already used)</p><p>The breastplate has a better AC than the chain shirt, but Isaac is getting a magical weapon. Plus, the breastplate is probably the best armor for Al w/o any enchantments or more ASIs.</p><p>Total Value: 255 gp</p><p></p><p>Shen - healing potion </p><p>Total Value: 25 gp</p><p></p><p>Mina –</p><p></p><p>Daedarai – Poisoner’s Kit ((I was reading on it. It looks like we can use the tool, but it would just be a normal ability check -maybe int. If you're proficient with a tool, you get to add your prof. bonus on top of that roll. So the tool is still potentially useful for us even without proficiency)</p><p>Total Value: 25 gp</p><p></p><p>Remaining loot:</p><p></p><p>Unknown potions - divide after identifying</p><p></p><p>The spare shield - sell</p><p></p><p>The guild armor - I like it because of the ancient guild markings. It speaks to me on a narrative level. I'm playing my character as trying to figure out the ins and outs of the guild with its history and goals so a link to guild's past is compelling to me. However, Mina, Shen and Daedarai could all use it. I'm planning on going Arcane Trickster next level so the cantrip ability would probably be wasted on me at that point though (I'm pretty sure minor illusion will be one of my cantrips). I would be okay giving up the armor if narratively whichever character takes it (Mina or Shen) allows me to study it and maybe replicate the design. Honestly, Shen has been scouting ahead and has no way to produce magical effects to help her so it might be best for her.</p></blockquote><p></p>
[QUOTE="Matthan, post: 6766328, member: 20005"] Instead of cluttering the game thread, I'll ask this here. For the armor, ghost sound doesn't exist yet in 5E. I think it got folded into minor illusion. Do you want the ability of the armor to mimic the 3E spell? For everybody else, here's my suggestion for dividing the loot. I say we value the items at half price (similar to if we bought them from the guild fence even though some items fall out of that range), and keep a tally until we get back to town. At town, we’ll use whatever coins we have found to balance the haul as much as possible for everyone. I’ve gone ahead and written out how I think we should divide things and started a tally. I also went back to Sezarious’ post for shopping and tried to extrapolate a scale to price the magical items. If you think that I under or over valued something, let me know. Here’s the list of items:[LIST] - Studded leather, thieves' guild markings, immaculate: (continual prestidigitation and allows ghost sound at cost of hp) Just the cleaning enchantment was a X3 modifier before. I think the extra enchantment because of the drawback is probably only worth another X2 so a total of X5. (45/2)X5=112 gp 5 silver - Gold tusk/teeth: - Maybe 5gp? - Elven shortsword w/scabbard: (light enchantment and can count as magical to bypass DR with cost) the glowing enchantment was worth a X5 modifier before. I think the additional enchantment w/ the drawback is similar to the armor for another X2. (10/2)X7 = 35 gp (note that the shortsword from the fence was silvered which added 100 gp to the initial cost. As far as I can recall, this blade wasn’t described as silvered) - Thieves' tools: 25/2 = 12 gp 5 silver - Poisoner's kit: 50/2 = 25 gp - Healing Potion x2: 50/2 = 25 gp(ea) - Clear liquid: ??? - Yellow liquid x2: ??? - Breastplate: 400/2 = 200 gp - Chain shirt: 50/2 = 25 gp - Half plate (damaged): I’m going to halve the value twice due to the need for repairs – (750/2)/2 = 187 gp 5 silver - Shield: 10/2 = 5 gp - Spiked shield: I think the unique nature of it adds value over a normal shield so my gut says 50 gp since it works as a shield and a weapon then halve the value twice due to repairs – (50/2)/2 = 12 gp 5 silver[/LIST] With that said, here’s how I would divide the loot to try and spread the wealth. These are my thoughts. You need to decide what's right for your character. I'm just afraid that we're all so polite that unless we have a decent starting point, no one will take anything: Isaac - the magical sword, chain shirt (for wearing now), and broken half plate (for later) The half plate would give disadvantage to stealth checks which I believe Al would want to avoid. Isaac has heavy armor proficiency so he may prefer we sell the half plate and go for Scale or save up for Plate. Total value (w/half plate): 247 gp 5 silver Total value (w/o half plate) 60 gp Al - the Lizardfolk shield, breastplate, golden tusk+teeth (he ripped 'em out so it seems fair to keep them), thieves' tools, and one healing potion (already used) The breastplate has a better AC than the chain shirt, but Isaac is getting a magical weapon. Plus, the breastplate is probably the best armor for Al w/o any enchantments or more ASIs. Total Value: 255 gp Shen - healing potion Total Value: 25 gp Mina – Daedarai – Poisoner’s Kit ((I was reading on it. It looks like we can use the tool, but it would just be a normal ability check -maybe int. If you're proficient with a tool, you get to add your prof. bonus on top of that roll. So the tool is still potentially useful for us even without proficiency) Total Value: 25 gp Remaining loot: Unknown potions - divide after identifying The spare shield - sell The guild armor - I like it because of the ancient guild markings. It speaks to me on a narrative level. I'm playing my character as trying to figure out the ins and outs of the guild with its history and goals so a link to guild's past is compelling to me. However, Mina, Shen and Daedarai could all use it. I'm planning on going Arcane Trickster next level so the cantrip ability would probably be wasted on me at that point though (I'm pretty sure minor illusion will be one of my cantrips). I would be okay giving up the armor if narratively whichever character takes it (Mina or Shen) allows me to study it and maybe replicate the design. Honestly, Shen has been scouting ahead and has no way to produce magical effects to help her so it might be best for her. [/QUOTE]
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