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After the Battle.

Posted by NarratorFor group archive 0
Dne Utrotare
player, 419 posts
Anyone
down there?
Thu 5 May 2022
at 04:33
  • msg #554

Re: After the Battle

Reanna Draegan:
In reply to Dne Utrotare (msg # 552):

5 CP was given to this thread earlier.

 Ah.  Thanks.
Narrator
GM, 10322 posts
DM says
roll for initiative!
Mon 9 May 2022
at 17:36
  • msg #555

Re: After the Battle

horses go for used/damaged, (roughly 20% iirc?) minus a $50 fee for scumbling their brands.
Dilandua
player, 310 posts
Shadow Elf
FP 12/12 HP 10/10
Mon 9 May 2022
at 17:42
  • msg #556

After the Battle

OOC:  Gwythaint, to update you on where we're at in this mission:

We need a weigh on how much the injuries and Mage's Guild brands will reduce the price of the Mage's Guild horses (I think they are Saddle Horse priced at $1,200 normally), IE, will someone buy them as horses and file of the serial numbers, or are we selling them as 'horse flesh' to the butchers?

Dilandua is returning to the Twilight House to report as it has been almost a week since last reporting in, do you want me to hit that thread or PMs?

The two Mage's Staves are being taken to Speilgud for analysis, Virgilio intends to offer his services to Speilgud during the Analyze Magicking if that would reduce the costs of the spell work, so we need to know just how 'blinged out' the staves are.  Each casting of Analyze costs 8FP (and one hour), so if he's using the $20 per price point, Analyze costs $160, if he's using the Q&D price it's 8$-16$ (8$ is 1$ per FP and also conveniently one hour's work for a 128 point Hireling, 16$ is a 250 point Hireling), so we also need to know what's he's charging per casting, 1 casting per enchantment on the Staves.

Speilgud
NPC, 16 posts
Guild Enchanter
sells spells
Mon 9 May 2022
at 17:58
  • msg #557

After the Battle

In reply to Dilandua (msg # 556):

"I charge a flat $20per energy point, doi g two analysis spells make it a full day on top of that-an additional $240. Ian give $100 discount per casting with the recover energy"(daily rate for 500 pt character)
the horses are worth more alive than dead
$240 each for condition,  -$50 each for "unbranding" with a scumbling iron.
Dilandua
player, 311 posts
Shadow Elf
FP 12/12 HP 10/10
Mon 9 May 2022
at 18:37
  • msg #558

After the Battle

OOC:  So 190$ for each horse after rebranding?


Reanna:  Each staff will need at least one casting, so we're hitting 360$ just to make sure they are "only Wizard Staves" and nothing more.  I think it's worth it, because if they are more, we're talking an additional $1,600 in value for each minimum (cheapest enchantment they could have is $4,000, unless it's a Staff of Smoke, which is $1K so about $400 for the actual 'cheapest', but why would a full out Wizard bother with a staff of smoke?).

Narrator
GM, 10326 posts
DM says
roll for initiative!
Mon 9 May 2022
at 18:46
  • msg #559

After the Battle

In reply to Dilandua (msg # 558):

occ Staff is the cheapest enchantment, relative power level can be determined by the embellishments-these staves are ornate, balanced, and fine, and are silveredat the striking end. They have some gemstones inlaid, but you need a merchant or jeweler roll to evaluate that.

the mages among you  knowthat the staves glow with magelight, but aren't certain if that is a property of the staves or justa spell cast on them
Dilandua
player, 312 posts
Shadow Elf
FP 12/12 HP 10/10
Mon 9 May 2022
at 19:22
  • msg #560

After the Battle

Narrator:
the mages among you  knowthat the staves glow with magelight, but aren't certain if that is a property of the staves or justa spell cast on them

OOC:  GM, what glow level, candle, torch, or daylight? (Dilandua can see it too, they have Magery 0)
Wouldn't Virgilio know if the Mages were casting Continual Mage light on the staves?


quote:
They have some gemstones inlaid, but you need a merchant or jeweler roll to evaluate that.

Dilandua does not have that skill, money is best handle by trusted merchant-caste servants.
This message was last edited by the player at 00:01, Tue 10 May 2022.
Virgilio Hohlfeld
player, 173 posts
Apprentice wizard
Tall and very thin
Mon 9 May 2022
at 21:50
  • msg #561

After the Battle

OOC: I should probably insert here that, given the crossbows are too heavy for Virgilio to cock by hand, he'd as soon send the one he's been carrying (and the Mage Guild marked quiver and bolts) off for sale, if he's going to get even a partial share of the loot.  Crossbows aren't expensive, bolts even less so, and one that can be hand cocked saves about 50% on reloading time vs. using a goat foot.
Dilandua
player, 313 posts
Shadow Elf
FP 12/12 HP 10/10
Tue 10 May 2022
at 00:00
  • msg #562

After the Battle

Virgilio Hohlfeld:
OOC: I should probably insert here that, given the crossbows are too heavy for Virgilio to cock by hand, he'd as soon send the one he's been carrying (and the Mage Guild marked quiver and bolts) off for sale, if he's going to get even a partial share of the loot.  Crossbows aren't expensive, bolts even less so, and one that can be hand cocked saves about 50% on reloading time vs. using a goat foot.

OOC:  As far as Dilandua is concerned, those items were given to Virgilio when he was released from slavery, they are his to sell, keep, or light on fire as he wishes.

I don't remember anyone naysaying that offer when it was made, probably because we ditched so much dross gear at the bandit camp no even noticed it.  It sells for 60$, I say just apply that towards a new crossbow.

Virgilio Hohlfeld
player, 174 posts
Apprentice wizard
Tall and very thin
Tue 10 May 2022
at 09:04
  • msg #563

After the Battle

OOC: Thanks, but I still haven't seen anyone other than Dilandua arguing for or even directly agreeing to Virgilio getting a share of anything (haven't seen any objection, either, but prefer not to assume) -- so selling the crossbow would leave me with a few coins in hand, insufficient to buy a replacement.  Hence this being dependent on "if" I receive a share or partial share.
Dne Utrotare
player, 420 posts
Anyone
down there?
Tue 10 May 2022
at 09:13
  • msg #564

After the Battle

OOC: Adding Survival: woodlands for 2 CP.

Is there a process I need to go through in order to learn new spells?  I’m also curious about buying potions.
This message was last edited by the player at 09:28, Tue 10 May 2022.
Narrator
GM, 10330 posts
DM says
roll for initiative!
Tue 10 May 2022
at 18:56
  • msg #565

After the Battle

In reply to Dne Utrotare (msg # 564):

you go to see Spielgud the mage, pay the cost of casting at $20 per fp, pay an hour $30 and he makes a casting roll and a teaching roll, you make a thaumatology roll to learn. any screwups can result in learning a warped version of the spell
Dilandua
player, 314 posts
Shadow Elf
FP 12/12 HP 10/10
Tue 10 May 2022
at 22:03
  • msg #566

After the Battle

Narrator:
the mages among you  knowthat the staves glow with magelight, but aren't certain if that is a property of the staves or justa spell cast on them

OOC:  GM, what glow level, candle, torch, or daylight? (Dilandua can see it too, they have Magery 0)
Wouldn't Virgilio know if the Mages were casting Continual Mage light on the staves?

((Just repeating the earlier post, looks like it got lost.  And Reanna, see msg #558A, and decide if you want to have the Staves Analyzed, your call.))

Dne Utrotare
player, 421 posts
Anyone
down there?
Wed 11 May 2022
at 00:25
  • msg #567

After the Battle

Sorry if this is a dumb question, but is Spielgud in town?

(He’s the one they call Dr. Spielgud…)
This message was last edited by the player at 00:55, Wed 11 May 2022.
Reanna Draegan
player, 817 posts
HP: 11/11, FP: 10/11
Rank 2 Admin badge
Wed 11 May 2022
at 01:34
  • msg #568

Re: After the Battle

Reanna Draegan:
In reply to Dilandua (msg # 544):

Reanna is all for selling all but one horse, and identifying the staves.


Still for identifying them.
Dilandua
player, 315 posts
Shadow Elf
FP 12/12 HP 10/10
Wed 11 May 2022
at 02:50
  • msg #569

After the Battle

Dne Utrotare:
Sorry if this is a dumb question, but is Spielgud in town?

OOC:  He's in the Adventurer's Guild.

Let Gwythaint know what spells you want to learn, pay the full casting cost at $20/FP (or minimum if it's an Area) and make a Thaumatology roll for each spell.

Standard potions in DFRPG are standard (except Paut), anything weird you'll probably want to PM the GM about...


Reanna Draegan:
Still for identifying them.

Copy.

Okay Gwythaint, we need the Staves Identified, price will be paid (I'll recalculate everyone's split after finding out what the Staves go for).

Dne Utrotare
player, 422 posts
Anyone
down there?
Wed 11 May 2022
at 23:57
  • msg #570

After the Battle

Random potions questions: is paut available, and if so, how much does it cost here?  Which skill governs how well you hurl a potion bottle?  And are all potions one dose?
Virgilio Hohlfeld
player, 175 posts
Apprentice wizard
Tall and very thin
Thu 12 May 2022
at 09:18
  • msg #571

Re: After the Battle

OOC:

Dilandua:
Wouldn't Virgilio know if the Mages were casting Continual Mage light on the staves?


Maybe, maybe not.  Don't forget, most mages beyond apprentice stage can cast with just a silent gesture (even talented apprentices can), hence they could have done out of Virgilio's sight and he'd never have known.  I would suggest that if I were a powerful Guild mage, I likely wouldn't bother spending energy/money to put a spell like that into a staff's enchantments.

Also, Virgilio cast Continual Mage Light on something at our first camp site -- I'd have to dig back through the twenty-some pages of this thread, and never been clear on how thread search works.
Narrator
GM, 10341 posts
DM says
roll for initiative!
Fri 13 May 2022
at 17:17
  • msg #572

After the Battle

In reply to Dne Utrotare (msg # 570):

throwing skill is used for grenade type tosses, paut is available but kinda bluish, despite an uptick in Mageguild sold alchemical components.

the Staves have a basic cash value of $400 and $1200 for materials and have continual magelight cast on them, the more expensive one  actually has pussiance +1, effective value $6200 before resale markdown. they both have mystic marks on them trackable by the Mageguild.
Dne Utrotare
player, 423 posts
Anyone
down there?
Fri 13 May 2022
at 21:11
  • msg #573

After the Battle

OOC: Good... I already have throwing.

Dne will inquire as to the availability of blue paut and other potions and alchemical resources.  I just hope I don't have to buy the former from Heisenberg.
Dilandua
player, 316 posts
Shadow Elf
FP 12/12 HP 10/10
Sat 14 May 2022
at 04:47
  • msg #574

After the Battle

Narrator:
the Staves have a basic cash value of $400 and $1200 for materials and have continual magelight cast on them, the more expensive one  actually has pussiance +1, effective value $6200 before resale markdown. they both have mystic marks on them trackable by the Mageguild.

OOC:  Reanna:

Okay so, 400 * 0.60 = $240 and $6200 * 0.60 = $3720, combined "potential sale value" of $3,960.
Cost a total of $540 to Analyze them both (five castings, I say just cut this from the resale price).

Now I have no idea what we'll lose for the Mystic Mark, which we cannot remove (there is no "Remove Enchantment" spell in GURPS)... if either Dne or Virgilio have Remove Aura (or could learn it, IE have the prereqs) I'd recommend just keeping the staves... but... or even if they want to keep the staves regardless, the Marks will fade with time (like months, like the game will be long over first).

The "smaller" staff can hold 5 PF, the "larger" can hold 9 PF.  Might have to look into selling them to people who aren't going to care that they're Mystic Marked, or won't or likely be hunted down by the Mages (whoever that could be), or just suck it up that they'll go for less than "market value" because they're stolen goods...

And we're getting $570 for the horses.

So do we you lie about the Mystic Marks (and sell them outside the Guild) for $2,640 (your non-Guild sell rate) or see what you can get after the Guild marks them down for being "Marked"?

Virgilio Hohlfeld
player, 176 posts
Apprentice wizard
Tall and very thin
Sat 14 May 2022
at 14:02
  • msg #575

Re: After the Battle

"Ouch.  Mystic Mark is bad; it's a cheap enough spell it might be on all these badged items -- the badge is like a "Beware of Dog" sign, nothing of consequence in itself.  And you can bet someone back at the Guild will start casting to find the Marked items as soon as they know their group is overdue."

OOC:

Dilandua:
(there is no "Remove Enchantment" spell in GURPS)


There is, on M58.  Probably NPC only here, if it wasn't completely scrubbed from DFRPG, and it's fairly expensive (minimum 100 FP or 1/10 of the enchantment cost of the spell to be removed, so weeks/months to complete even for a circle -- 5 mages would take 20 days at a minimum without Q&D -- making it nearly prohibitive to actually use at our time scale), but it's fully selective (barring failures and critical failures, of course).

If it were Virgilio's decision, even with the monetary loss, he'd break the staves down for materials rather than risk carrying one with the Mark.

I see Remove Aura (M127) only lasts a day and has to be recast (mainly resists certain spells including Seeker); further, I'm not even close to the prerequisites (Dispel Magic and Aura).
Dilandua
player, 317 posts
Shadow Elf
FP 12/12 HP 10/10
Sat 14 May 2022
at 15:55
  • msg #576

After the Battle

Virgilio Hohlfeld:
There is, on M58.

OOC:  Dang it.  I specifically looked and couldn't find it.  *sigh*  This is what happens when I don't play or run mages for awhile, I lose track of spells that exist.

Well it's too expensive for our needs, though, back of envelope math says it's still useful on the more expensive staff, $2,000 is still less money than the staff is worth to sell or keep.


quote:
...so weeks/months to complete even for a circle...

You're not taking PFs into account, with Power Factors, because there isn't really a good description of how (deliberately so to "stop Players from gaming the system") PFs are restored it's nigh impossible to gauge how long it would take, so all we can gauge is how much it would cost.

PF items are like weird Powerstones in that regard.  Arguably enchantments should cost less, but Kromm decided to just make a it clean and go with the old Sure & Sure costs for DF/DFRPG.  And there's been a movement lately in some circles to make enchantments cost even more, to make mundane equipment (Fine, Very Fine, etc) of greater use.  It's interesting to watch these things evolve.


quote:
I see Remove Aura (M127) only lasts a day and has to be recast (mainly resists certain spells including Seeker); further, I'm not even close to the prerequisites (Dispel Magic and Aura).

Truth, but for someone like Virgil who isn't worried about resting afterwards, it would make the staff useful.  And it'll probably be like 5 years (real time) before any Mages Guild agents come calling...  ;)
Narrator
GM, 10351 posts
DM says
roll for initiative!
Sat 14 May 2022
at 19:42
  • msg #577

After the Battle

someone roll thaumatology at -4 please.


[private to Narrator: placing them in a null mana zone kills the cast spells, not the enchantments]
This message was last edited by the GM at 19:43, Sat 14 May 2022.
Virgilio Hohlfeld
player, 177 posts
Apprentice wizard
Tall and very thin
Sun 15 May 2022
at 14:07
  • msg #578

After the Battle

OOC: bigger issue for Virgilio is prerequisites -- and Remove Aura doesn't appear on the DFRPG spell list anyway, at least the one that GURPS Character Sheet's library contains (nor does Remove Enchantment, not surprising since all or virtually all Enchantment college is NPC only in DF/DFRPG).  Even if Gwythaint allows it, I'd have to learn Dispel Magic, Counterspell, and Aura -- so at least one more adventure to get the CP, plus undertake whatever quest or task it takes to learn an off-book spell (like Christine, going to learn from a dragon).

I think I'd rather just use some of the money to buy a simpler staff, maybe silver shod and Balanced (still reasonably affordable at $270), perhaps with Puissance +1 if I can afford that (looks like not, if I'm calculating right that's $7500 -- 250 caster days, anyway, whatever enchanters charge now) along with better (looking) armor and a crossbow I can hand cock -- and keep Haste and Lighten Burden on my wish list for near-future CP awards instead.

Edit: BTW, I'd have preferred if they just make Enchantment college NPC only without messing with costs.  Deleting Powerstones already raises costs (because it reduces the Q&D limit for a circle by around 7 FP per member, on average), but a good Circle can make Accurate or Puissant ammunition at a price ordinary folks can afford, at least for emergency special use.  Same for Fortified armor -- a single point is in Q&D range for a well built 5-circle, even without powerstones.

[Private to GM: 08:22, Today: Virgilio Hohlfeld rolled 11 using 3d6.  Thaumatology (15 - 4 = 11).]
This message was last edited by the player at 14:14, Sun 15 May 2022.
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