There are alot of magical and/or named items lacking on the loot page.
It currently holds three items, of which two have been sold to merchants. I know there are more than this out there.
Not everyone checks the walls of text on the guild's page, if that's where it's going.
I hadn't noticed that there was a Loot page. I've added it to the list of lists now.
I guess we should also add mundane gear which might take a bit of time to get to that page, but what kind of stuff does take signifcant time now? I haven't kept up with the rules for getting armour.
Time for getting armor has not been changed as far as I am aware. However, ordering a suit of armor in pieces wouldn't take all that long either way, for example epic plate body armor is only 3 weeks away (or 4, depending on rounding, in which case you could make it dwarven in the same time if you can afford it), with payment on delivery, and you could have the gloves, helmet, and boots on just one week's delay. And yes, you can order all the pieces at the same time. Just make sure you have the money when it all arrives!
Unless it's particularly unique it probably doesn't need to be listed there, especially since it's likely Guild property anyway. Anything extra special can be listed though, even if it's not magical. Good example being this "Hellreaver" I see Magnus mentioned. You might find a meteoric dwarven axe in the store, if you're lucky, but this one has it's own name and description, so it should definitely be listed.
I haven't listed my "named" loot (only one has a known name, the other one I named), because it's not technically that exceptional, despite being pretty cool, description-wise. It's listed on my character's page though.
I've kinda been assuming that the GMs were in charge of putting epic loot items on the wiki.
You'd think so, but then you'd also think they'd fill inn missing names and player lists on the story so far page. :P
Huh, I wouldn't. It's a lot of work to run a club campaign, I don't think it's unreasonable if we players contribute by adding to the Story So Far page.
Adding to this, the GMs can be expected to remember what has happened - if the players don't want to share their experiences and discoveries with eachother, that's quite entirely on them…
There's a difference between contributing, and doing everything.
Of course it's great if everyone helps with keeping the wiki up to date, but not everyone does that, nor can everyone be expected to, but it looks pretty bad when an entry just looks like this for several weeks:
XX.X -name-
GM:
Players:
Quick notes:
I.e. empty.
I copied that from an actual entry btw.
- GMs have a bit of trouble filling out these things because, in many cases, knowing what's in the dungeon will color the understanding of what happened.
- Strictly speaking, the wiki does not need to be up to date with things that are not critical to the function of the campaign. i.e. rules such as the option for express delivery of some equipment is critical - who was on which plot is very much not.
- Again, the point of the wiki, at least as I have understood things, is for the PLAYERS to share information WITH EACHOTHER.
- Putting things a bit on point here, but the reason I am even answering this with a semblance of authority is that the GM team has been somewhat thinly stretched this year. We think, and we hope you agree, that "having a functional campaign" trumps "keeping up to date with minute details which, to the GMs, is in fact redundant".
- Not exactly relevant, but if you say you "copied" something from somewhere it is usually expected that you copy it exactly…
In short summary: Is the "story so far" entries critical to the actual function of the campaign? No, and therefore it will most likely continue to be prioritized lower than things that are.
Eh, I anonymized the numbers, but that's it.
Anyway, which players and GMs are on each group, and the names of characters, isn't exactly secret knowledge.
Writing a quick summary isn't something I expect of the GMs at all, for reasons you've already stated, but I do expect GMs to keep tabs on who's where.
Anyone know the monetary value is this divine piece of art?
$7500 for the ruby, an additional $500 for the matching jewelry box (but if what you are looking for is a power item, the box is probably not of much interest…). If memory serves this was sold to the local temple.
We got 120lbs of dwarven metal that can be made into an armor. The problem is currently it would just be cheaper than ordering the armor but would take the same time. To get it faster we have to get the new road quest (which then changes the rules on getting armor) and as far as I understood Magnus this is done in the dungeon somehow.
1 Epic Plate Backplate, Enchanted (Fortified +4). Total DR incl. enchantment: DR13. Worth 12600. What was clearly once shiny and ornate is now twisted and melted, stained black with soot. The dwarven words for 'Defiler Of Futix' are discernible on the back. Clearly Futix was not amused.
On the same plot: Four sickles with the following bonuses: Ornate +3, fine, balanced, silver, dwarven. Each worth 1840.
Idol of Teris
Golden pickaxe, to any trained cleric is unmistakably an idol to Teris. Worth 1500.
Lich's Staff
A metal quarterstaff originally weilded by a capital E Evil lich. A metal orb, stylised in the shape of a skull, is on one end. This is a power item, capable of storing 20 FP. It is also possible that the staff is not truly made of metal, as the 'staff' spell is active upon it. It is also possible that this is an Evil item, so be careful if you are interested in it.
Cost: 10,000
On the same plot:
Cloth armour enchanted with Fortify +1 (total DR = 2, cost = 1150)
Spidersilk long gloves - Purple elegent long gloves (cover hands AND arms) festooned with powdered amethysts, giving +2DR, wearable under normal armour like all spidersilk armour, power item capable of storing 15 mana. Cost = 3500
Oricalchum knife - normal knife made of oricalchum, also a power item capable of storing 15 mana. Cost = 3600
3 unbroken jars of magical embalming fluid - gives a time-bound version of Final Rest when applied to a corpse, preventing it from being raised from the dead in all manners (both to true life and in undead form) for 1 month. Takes 10 minutes to apply to a naked corpse. As it is also embalming fluid, also has other affects on the body in line with normal embalming fluid. Hypothesised to be used in the creation of undead mummies. Cost = 720 each.
Ornate ironwood face mask - face covering, protects face ONLY, but counts as epic plate for face location. DR9, Ornate +1, 3.2 lbs, cost = 800
8 golden looking tokens (alloy; some gold, some orichalcum, some meteoric iron) - each token has a skull on one side and a different symbol on the other (each token has a different symbol). Due to their composition, these symbols are unbreakable and immune to magic effects, so can, for example, be tossed through magic barriers without fear of them breaking. Cost = 4000 AS A SET - the collector is standing by to purchase these if no one takes them. The individual cost of each token is 400 if it was by itself, which is easy enough to recoup if one player buys the full set and decides later to sell it on, but, as a warning, if multiple players go in together to get the set and then individuals in that agreement decide to sell their tokens, this will be at a loss
Minor correction: the gloves are purple, not white, and are inlaid with powdered amethysts.
Maybe I am not creative enough but what use can the golden tokens have to us?
I can throw them through a magic barrier. Now I have an unbreakable, magic inert coin on the other side of a magic barrier. But I could do the same with any meteoric thing (except that it is not unbreakable)
My immediate thought is that they might be some sort of key or something. We have to place them at certain places or in a certain device and it will only work because of their unique properties.
There are 8 gods maybe on token for each god? Also there were these god statues in the sewers maybe it is something there and would be worth a revisit.
(We also heard rumors of a 8 or 9 headed rat killing the noobs on lvl 1 so could check that out too)
I would say the guild buys them and keeps them and we see if we can't find a use for them.
Well, depending on the nature of the magic barrier, if it followed the rules of Pentagram but turned against us (i.e., blocks us walking across a line but requires a physical symbol to be drawn on the ground which, if broken, breaks the entire spell) you could hold one of the tokens between your fingertips, poke it within the barrier, and break the line in the ground and, due to the unbreakable part, if an enemy targetted the token to destroy it to prevent you doing that it wouldn't work. Otherwise, if you're good at throwing, if the barrier has to be actively held per second you could make a mage drop the spell.
If you want the guild to keep a hold on the tokens to investigate them, the non-skull symbols become important. If one of the GMs could give us a full list it would be very much appreciated :)
All this can be done with normal meteoric stuff. I don't think it would matter much to the foe if they attack the meteoric thing we put through the barrier or the hand just outside holding the token. And if there is a mage, meteoric throwing weapons or arrows are probably more effective than tokens for getting him to drop the spell.
Yes a full list of the symbols would be nice to see.
List of the "tails" side of the tokens (which are coin sized, weighing 0.02 lbs each if it is relevant):
- An axe
- A hammer
- A crown
- Two crossed scimitars
- A bushel of wheat
- A ram's head
- A pickaxe
- An eye
An axe | ?Idotl? |
A hammer | ?Rehuna? |
A crown | Futix |
Two crossed scimitars | Igyn |
A bushel of wheat | Bifulla |
A ram's head | ?Jophy? |
A pickaxe | Teris |
An eye | Iasis |
I am pretty sure
Kinda sure/happy with the choice
?Remainder that only make far fetched sense?
Feel free to give suggestions how else it could be distributed.
Maybe we could do ingame religious rolls to see if we can figure out a connection that way.
Where were the coins found? Maybe the location has some clues?
In a small secret room accessible through a secret door hidden at the bottom of a sarcophagus filled with dirt. They were in a small alcove in the far side of the room, with a magic spell over the alcove. The room was small but incredibly tall, with spears sticking out of the ceiling down towards the floor. Spells didn't work on the tokens of course, so we couldn't levitate them to us. The spell on the alcove was to invert gravity in the room. So, since the fly spell makes you relatively unaffected by gravity shifts like that, and our mage already had the fly spell active as he went to check out the spears in the ceiling, he just grabbed the tokens while we were out of the room and flew out.
Not so super important loot, but some interesting additions to the library:
Research notes on the functions of plague zombies (20 pounds of notes in fact), would be worth around 1000 by themselves if a certain lich was still around to make more but at least are interesting.
Tome of 'Physiology - Orcs', which allows anyone who reads it to buy the skill 'Physiology - Orcs' even if physiology skills are off-template for them.. As a note, since Orcs are a 'mundane humanoid' race, their weaknesses are the same as those of humans. As such, this is a completely useless skill to have under normal circumstances.
Things got a bit rushed during the session, but it is clear to any character with even a little bit of know-how that the notes on the zombie plague *could* sell for $3000 to "shady wizards with vested interests".
It is my professional opinion that one should best stay away from the area those buyers inhabit later on.
Also, in case anyone is interested, "Physiology (Orcs)" is an IQ/Average skill, but as Jonathan says - it's completely useless under normal circumstances.
"Hi Kobold/Goblin, I hear you dislike the Orcs. You can buy a book off us about their weaknesses for X amount of money. Interested?"
(When not in demand, you create the demand)