LPDnD: In Too Waterdeep

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Re: LPDnD: In Too Waterdeep

Post by Staris » Tue Oct 07, 2014 8:35 pm

Stavis agrees with Tony's idea and will help look for a merchant to sell the items for as good a price as possible.

Streetwise to locate said merchant
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Oct 07, 2014 9:16 pm

The merchant you want is Dargo Ironhammer. A dwarf or renown for this sort of thing. He is in the merchant district in a heavily secured building (given the increase in refugees.
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Re: LPDnD: In Too Waterdeep

Post by Staris » Tue Oct 07, 2014 10:00 pm

Stavis will then lead the group to the Merchants place will ask to see Dargo greeting whoever he thinks is in charge of who get to see Dargo "Greetings, we three are here to trade with Mr. Dargo Ironhammer."

Diplomacy +3 Syric
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Stavis after giving a slight bow will take his coin purse shaking it a bit to show they have coin.

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Oct 07, 2014 10:08 pm

"Dargo in back. I help." an scowling dwarf says at you. He sniffs the air a bit and eyes you suspiciously.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Oct 07, 2014 10:49 pm

(back at the library)

"Professor, here's what I've figured out so far." Trinal points to various figures and tables. "Each connected gate has an 'address' of sorts. It is unique and bound into the gate at its creation. The address is created by inscribing six of these runes here, with none repeating in a single address." He points to a table on a parchment.

"The runes are created by using some of these materials, which include elemental essences and/or various gems. What we need to do is determine what addresses each gate we plan to establish will have, and then secure the materials to create that address' runes."

"So there's a couple of questions we need to answer. First, what addresses should we use for Waterdeep and the Citadel? Second, should we build the gate here before we leave, or will you be able to handle that while we're on our journey? And third, once we establish the addresses, how do we secure the materials to make the runes? The elemental essences are created by stripping a magic item and destroying it, which can be a limiting factor on supply."
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Oct 07, 2014 10:50 pm

Trinal looks up musingly. "Given how old these texts are we should also be concerned that as we create these gates, they may be able to connect to others already built in the long distant past, should they exist."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Oct 07, 2014 10:56 pm

@ Trinal

"Well I can take care of building a gate here. Hell I've got three wizards doing crap work for me anyway, this will give them fits, so don't worry about this side of things. We just need to assign the addresses, and get the materials for you guys. Some of the gems if there isn't a quality requirement, I can probably get the general to supply. The essences will be a limiting factor, but if you are swinging by Silver Deep anyway there is a good chance you will find some magic items nestled away in nooks and crannies. Are there any other ways to get essences?" The Professor asks.

"As for older network points, that is a concern, but we have to take the risk. If any of those gates survived, we'll have some fun exploration and maybe some new allies. Don't say enemies. That dance card is full."
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Oct 07, 2014 11:20 pm

"Well, I know it's possible to get essences by disenchanting a magic item. It seems that there should be a way to get essence more directly, but what that process might be, I'm not sure. I imagine that it would be about as time-consuming and exhausting as enchanting a magic item, whereas to disenchant one is a bit simpler and faster. As an axiom, it is always easier to destroy than to create."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Wed Oct 08, 2014 3:31 pm

"So here's what I suggest, based on the materials for these runes. Only 4 of them use exclusively gems, that being B, D, J and P. Since gems are easier to get than essence, I suggest we use all four in both addresses. How about we make the address for Waterdeep's gate... " he scratches on a parchment for a moment, "B-D-J-P-I-R, and the Citadel's B-D-J-P-I-Z? For Waterdeep's end that would be two rubies, two topaz, five emeralds, one unit of air essence, and one unit of earth essence. For the Citadel, it'd be the same except instead of one earth essence, it would take one fire essence."

He looks up at the Professor. "Basically that makes the bulk of the gate runes easy to get, at least relatively, and the amount of essence needed is as small as we can make it. Which is important for the Citadel end especially, because we'll have to strip magic items."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 1:32 pm

@Trinal

"Sounds like a plan. I'll see what I can dig up on those gems before you leave." The Professor says.

@Stavis

"So you just stand there or you buy?" The shop clerk asks.
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Re: LPDnD: In Too Waterdeep

Post by Furiel » Thu Oct 09, 2014 2:59 pm

"Not so much but as trade my friend. We are in possession of an item that your boss is likely to be very interested in, times being what they are, and we would like to trade it for several items of lesser value."

Looking around the shop does it look like he has some of what we're looking for in stock and does he have healing potions?

I'm trying to defer the negotiations to those with better diplomacy then I, hence using the we...
They say when you go on a quest for vengence to dig two graves. They underestimate me.

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Re: LPDnD: In Too Waterdeep

Post by Staris » Thu Oct 09, 2014 3:36 pm

Stavis will bow once more to the shop clerk and before leading the group to Dargo will activate Words of Friendship.

Word of Friendship
Effect: You gain a +5 power bonsu to the next Diplomacy check you make before the end of your next turn.

Stavis will bow to Dargo "Good day sir, word on the street that those wishing to buy and especially sell goods that you are the man to see."

Stavis will pause for a second and slightly exaggerate his movements of looking around.

"Clearly by the looks of this establishment that is correct. We three are a part of a group heading to the Citadel and come into our possession some items we are no longer needing and where hoping to get a good price for to help fund provisioning ourselves." Stavis will indicate to bring out the items in question.

"But more then just selling to any merchant, we will be heading back here so looking to establish connections to sell goods in the future. It also goes without saying that should yourself have things we could look to acquire for you, we would be pleased to kill two birds with one stone as they say."

Diplomacy +5 Word of Friendship +3 Syric
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 3:43 pm

@Traders

Dago's assistant looks slightly miffed by the snub Stavis gives by walking past him to the back where dago is.

"Why yes. I am interested in all manner of trade. We have lots of folks taking silly expeditions out thinking they can make a difference. Let's see what you have to offer."

He takes out some lenses and inspects the gear quite closely.

"Ah famed Darkleaf armor in very good condition. Still holding up despite the age of the piece given it's crafting technique. Under normal circumstances a piece like this would have a strong market among collectors, but these aren't normal times so the age of the piece won't factor into the business side of things. It is only it's practicality that will matter in my attempts at resale. How much are you looking to get?"

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:05 pm

"A set of armor like this? I think it's clearly worth at least 5000gp."

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Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 4:10 pm

Whiteness wrote:"A set of armor like this? I think it's clearly worth at least 5000gp."

Bluff
[dice]33424:0[/dice]
"5000gp? Look I would be lucky if I could sell it for that much. And remember I have to make some money off this. What about something like 2100gp."

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:14 pm

"I'd be willing to come down a little bit, 4800 will buy you this exquisite piece of workmanship you see before you."
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 4:17 pm

"That is still too much. I'll come up some. Let's say 2800 GP. You dropped 200gp and I'm coming up 700gp. Seems fair, but I can't go higher." Drgao says.
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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:19 pm

"4000. Everybody that comes in your store and sees it is going to want it, you know you'll make money off it!"

Diplomacy
[dice]0[/dice]
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:20 pm

[ooc] maybe I shouldn't roll anymore :shifty:
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 4:21 pm

"Ugh I don't know. I can't sell that for 4000gp in this economy. If you can't come down more, I think I'll have to pass." Drago says inspecting the stitchwork.
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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:24 pm

"I see you're stepping up and you see I'm willing to work with you...what about 3600? Is that enough meat on the bone?"
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Thu Oct 09, 2014 4:27 pm

"How about 3000g and 400g more in store credit?" Drago asks.
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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 4:55 pm

If Syric can see the store has 400g worth of items they need he will turn to Tony and Stavis for a quick approval before agreeing.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Staris » Thu Oct 09, 2014 5:07 pm

Stavis will nod his approval to Syric before handing over a list he made to Dargo of the items the group is looking for "That seems fair, of the items on our list anything you have on hand we will of course be purchasing. Of what you don't have if you could point is to the appropriate place or places to get would be most appreciated."

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Thu Oct 09, 2014 9:24 pm

"How's that list look?"
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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