[RtToEE] Shopping Conundrum

Mercule

Adventurer
Okay, simple question for those you have/are running RtToEE or have played it through. I'm not looking for any spoilers, just a quick sort of yes/no response. Be aware that there may be some spoilers in here from me, though.

So, to take up some space, let me explain why I'm asking this question, and set the stage. We're at the Crater Ridge Mines and have the opportunity to be teleported to Verbonc to do some shopping (and other misc. activities). I'm not sure if/when we'll get the opportunity again, so I want to make the most of it. We're a party of 8-9 level characters (with one 10th) and our average per character wealth is 10-15 k, including liquid assets (DMG guidelines say we should be at about 27-36 k), so we're feeling a bit strained and underequipped for a "stock" module that already has a rep as a "meatgrinder" for well-equipped and well-balanced parties.

Okay, now for the spoiler portion:

We've got combined liquid assets in the neighborhood of 10k. My character found, somewhere along the way, an Amulet of Proof against Detection and Location that I'm considering selling for funds. My question is really simple: Since this item is in the module, and actually found at a place where it is _way_ out of the expected price range, is this in there for a reason? Put another way; Would it be a Really Bad Idea to sell it?

Hopefully that's straightforward. Yup, it's metagame, but I'm not asking for deep info. Just a gentle nudge. Thanks.
 

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This goes for any adventure set in a baseline DnD world with average-to-high magic (like anything wrote by Monte Cook):

Keep it.

PCs have access to divination magic, and so do the villains.
 

Little advice: be a lot more thorough in your looting and selling. The treasure levels are a bit tight in RttToEE, but not THAT tight - unless you've had to pay full price to raise everyone a couple of times or you've been leaving most loot to rot, you should have a lot more than what you describe by the time you average around 9th level.

Along the line of the Monte Cook assumptions the previous respondent alluded to - Monte assumes a party will be balanced on the classic party model (at least one each of tank-type, sneaky-guy, divine caster, and arcane caster). Around 9th or 10th level, a party should be able to travel easily and quickly to Verbobonc and back (Teleport is only a 5th level spell, after all, and if nothing else Teleport scrolls aren't too expensive). So if that trip is a once-in-a-lifetime offer, you may have trouble in the future as well, particularly if you're missing a lot of other 5th level spells.

Good luck!
 


I have the book but am not sure slugging through it will really be worth it. Your DM could change things around.

Also, if you read the Amulet's description, does it work for just the person wearing it? If so, well, unless you plan to do scouting or run away after a bad encounter and your team mates are dead, I might be persuaded to sell it.

I just checked and the amulet will only protect the wearer.
 

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