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The Edge of the Wild

Lothrem's shop is the wizard shop in town. Lothrem or his assistance can identify items for 150 gold per item.

I'll assume that Eroria takes the cloak over to him. Lothrem is a middle aged wizard who loves to experiment and talk. He tells her to bring it by the next day.

The following day he takes the cloak and identifies it as a cloak of resistance +1.

He offers to identify the sword for 140gp, and the potions for 25gp each.
 

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Well, that's a damn shame.

By the way, has any thought been given to replacing Durg & Durgen, if indeed they end up being unable to continue? I remember Eroria's friend wantted to play (or at least, I remember Eroria saying so). We could really use a rogue or ranger (at this point, ranger seems more useful). Also, with the events of the past couple sessions in mind, Walf'd hardly complain about another cleric.

As for identifying items, Walf isnt particularly concerned with it, though it seems to him like a lot of money. I also think it's a lot of coin to tell you it's a +1 sword. Still, Walf'll go along with it if that's what everybody wants. As for the potions, doesn't anyone have spellcraft?
 
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I talked to Eroria about her friend. As for Durg's spot, I'll know for sure tomorrow if he's going to be able to play.

Four is a good number too. :)

Also, you're losing a ranger, and perhaps a fighter. Some kind of fighting type would be a good replacement, but not manditory. You still have Walf, and he's still a monster.
 

Another Cleric, one who wields positive energy would be handy, Zer could get in there and fight and concentrate on buffing entirely then, and still backup heal. Zer's quite nasty if he has a round or two to buff up.

But really, anything is good.
 

What?! Zerash channels negative energy? Isn't that, well, er... evil?

Anyhow, I think what the party needs in a fourth (This is assuming Durgen leaves, which I hope is not the case) are these qualities:
stealth: we could use a scout.

woodlore: adventurers spend a lot of time in the woods, and it helps to be able to follow tracks, ect.

keen senses: I think everyone in our group except Durg was pretty pitiful at listening and spotting. It'd be nice to avoid the occasional ambush.

healing ability: This is always nice, and it'll save a bunch of coin being spent on wands and scrolls.

attack-soaking ability: basically just stepping in and taking some hits, or at least attacks. Walf is going to be hurting if he's the only one ever standing next to baddies. Zerash can step up, and he's hard to hit, but after his bad luck last time, he'll be hard to convince until it's too late, and it's more difficult to heal when you're in AoO territory.

Charm: Currently, our most well spoken party member is a lizard. Still, we're probably not going to get hacked to pieces for lack of eloquence. Probably...

The following classes do pretty well in these categories:
Druid: pretty good healing, keen senses and possibly tracking. Plus, pretty soon they can turn into animals and stuff, and that's always useful. Only problem is that they tend to be horrible bores, and you end up having to sit through endless lectures on fire safety and they're always nursing sick animals.

Ranger: Pretty good in just about every quality, except healing, where they're pretty lousy unless they have a wand, and even then it's not much.

Rogue: A rogue'd be more useful if we were going to be doing a lot more dungeoneering. Which we may do. Plus, rogues are fun to have around.

War Cleric: Pretty good, though these types tend to get you into trouble with their enthusiasm for fights, and lots of them. Plus, still no keen senses.

Gnomish Healer: Walf could keep him in his backpack. ;)

Just some ideas. Of course, he/she should play whatever she likes, but I think these will be the most useful to us.
 

Neutrals can channel negative energy as well, in Zer's case, it's mandatory for Clerics of Naeron. Why do you think I literally keep my belt lined with healing scrolls? *snicker*

Speaking of which, I need to make more. Because I lost my character sheet, and I know I messed up on scroll money caculations, I'm going to assume I had a flat 300 gold prior to our adventure. Now I can use some of my reward to make more scrolls. I'll come back and post how many once I've figured it out. Although I might consider buying some new armor depending on exactly how much money my split is.

Besides that, Zerash probably spends most of his time training and studying.
Learning what he can about the town, it's inhabitents, their general beliefs and ethics and so on. And of course reading any books he can find. He'd also inquire as to if anyone has ever seen any other black scaled Sauran in the area lately.
 

Okay, I definately make at least 4 Cure Moderate Wounds scrolls, and 2 Cure Light Wounds scrolls, which should give me 5 Moderate and 10 Light again. I know I have enough gold for that, anything else I'll have to wait and see what our total end split is.
 

Basically figure out what you want to ID then what you want to sell. All you really have left to ID is the sword and potions. You can do the potions yourself if you make a spellcraft DC 25, no retries. You can sell them without IDing them, in which case you won't know exactly what you're selling and may not get as much as you would have otherwise.

If you don't need the sword or just want the cash to split, sell it. You might want to say you'll try the spellcraft DC (Zerash and Eroria) and if you don't make it, ID them.

Only after that stuff is done can you split the cash. So get it done! :) Remember there are only three of you right now to discuss it. I think Durg already said he doesn't need any of it.
 

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