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[LPF] Darkness Rising
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<blockquote data-quote="Satin Knights" data-source="post: 6078555" data-attributes="member: 6666968"><p>With the bright light available to him, Tonris examines the items carefully, trying to determine what they do. The cloaks are easy, for they are fairly common. Cloaks of the Elvenkind help hide the wearer when they attempt to be sneaky. The second stalker had put that to good use to start with. The first sword stumps Tonris. He has never seen the aura of this enchantment before, or even anything close to it. The second one is different. It has a strange property that copies the energy resistance of the creature struck onto the wielder. It would surely be useful when fighting fire elementals. </p><p>[sblock=Treasure]spellcraft to id cloak A: original roll (18) succeeds ~ Cloak of Elvenkind ~ 2,500 gp</p><p><a href="http://invisiblecastle.com/roller/view/3886673/" target="_blank">Spellcraft to identify cloak B (1d20+13=19)</a> succeeds ~ Cloak of Elvenkind ~ 2,500 gp</p><p><a href="http://invisiblecastle.com/roller/view/3886674/" target="_blank">Spellcraft to id sword A (1d20+13=14)</a> fails utterly</p><p><a href="http://invisiblecastle.com/roller/view/3886676/" target="_blank">spellcraft to id sword B (1d20+13=33)</a> succeeds +1 Mimetic shortsword ~ 8,310 gp</p><p>2 masterwork shortswords ~ 310 gp each</p><p>2 pouches of likely poison ~ ?? gp</p><p></p><p>Identify has a chance to trigger curses, so no Take 10. You have to beat the DC by 10 to be sure an item is not cursed. You only succeed there on the second sword.</p><p></p><p>If it was a contact poison instead of injury poison, I would have put that nat 1 to better use. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> [/sblock][sblock=plans]Stay in the bright light and not get sleep for a while, or move?</p><p>Who is taking which items?</p><p>Watch order?[/sblock]</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 6078555, member: 6666968"] With the bright light available to him, Tonris examines the items carefully, trying to determine what they do. The cloaks are easy, for they are fairly common. Cloaks of the Elvenkind help hide the wearer when they attempt to be sneaky. The second stalker had put that to good use to start with. The first sword stumps Tonris. He has never seen the aura of this enchantment before, or even anything close to it. The second one is different. It has a strange property that copies the energy resistance of the creature struck onto the wielder. It would surely be useful when fighting fire elementals. [sblock=Treasure]spellcraft to id cloak A: original roll (18) succeeds ~ Cloak of Elvenkind ~ 2,500 gp [URL="http://invisiblecastle.com/roller/view/3886673/"]Spellcraft to identify cloak B (1d20+13=19)[/URL] succeeds ~ Cloak of Elvenkind ~ 2,500 gp [url="http://invisiblecastle.com/roller/view/3886674/"]Spellcraft to id sword A (1d20+13=14)[/url] fails utterly [url="http://invisiblecastle.com/roller/view/3886676/"]spellcraft to id sword B (1d20+13=33)[/url] succeeds +1 Mimetic shortsword ~ 8,310 gp 2 masterwork shortswords ~ 310 gp each 2 pouches of likely poison ~ ?? gp Identify has a chance to trigger curses, so no Take 10. You have to beat the DC by 10 to be sure an item is not cursed. You only succeed there on the second sword. If it was a contact poison instead of injury poison, I would have put that nat 1 to better use. :devil: [/sblock][sblock=plans]Stay in the bright light and not get sleep for a while, or move? Who is taking which items? Watch order?[/sblock] [/QUOTE]
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