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  #211  
Old December 4th, 2004, 02:33 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

yep. One hour, fifteen minutes.

Ok, 1860.35-45 for transport 1815.35/2 907gp, 6sp, and round up to 8cp. Aren't I nice? Feel free to add it to your char sheet and pre-buy things. Or roleplay buying it in the session.
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  #212  
Old December 4th, 2004, 02:43 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Server is up and running.
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  #213  
Old December 4th, 2004, 02:47 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

May I use a horse in this session? It would have been difficult in a dungeon, but I belive you said something about being outdoors this time.

Other than that, is it possible to buy potions outside a session? I couldn't find anything about it in the SRD, and a quick glance in the PHB didn't bring up anything either.
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  #214  
Old December 4th, 2004, 03:29 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

The SRD does say something about it:

Quote:

Market Price: This gold piece value, given following the word “Price,” represents the price someone should expect to pay to buy the item. The market price for an item that can be constructed with an item creation feat is usually equal to the base price plus the price for any components (material or XP).

...which, if I'm reading the context correctly, covers all forms of magic items, including potions.

Also, good news! Construction was cancelled today due to wheather, so I should be there today.
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  #215  
Old December 4th, 2004, 03:46 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

You can buy anything you want outside of the session, so long as I specify the next session will start in a town.

As for the horse...I constructed this adventure with the party still underground. If nobody likes that, I could convert it to above ground (You'd still end up in a dungeon, though). I thought a largely underground campain that's not set in an 'underdark' would provide a nice change.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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  #216  
Old December 4th, 2004, 03:51 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Hmm. I will try to figure out how much a given potion will cost then.

No worries about the horse, as Stisnera would only need it to avoid walking (walking? Do you imagine her walking on her feet? Bah!).
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  #217  
Old December 4th, 2004, 05:32 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Server is down.
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  #218  
Old December 4th, 2004, 05:53 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Well, as we ended in a town....
I'm buying another three days worth of rations (15 sp)

Hmm, can we hire spells cast between sessions, and, if so, is the town we are in sufficient for a 2nd level spell? If both, I'd really like to get a continual flame spell put on the hilt of my dagger; I could wear it openly in it's sheath for the light when traveling (hilt is not covered by a sheath) or conceal it under clothing for stealth operations. Let's see... 50 gp for materials, second level spell, requires a Class Level 3 Wizard; CL*20gp = 60 gp, + materials makes the spell cost 110 gp (already have the dagger). As we are underground, such a spellcaster should be reasonably common (necessary for anything that needs light - most creatures - for long term habitation)
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  #219  
Old December 4th, 2004, 09:21 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Yep, that would be included as shopping.

As for the town, as a major trading center it's more than sufficent for easy access to most-some spells up to 5th. Certain spells, especially at 4th or 5th level can't be bought easily, though.
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  #220  
Old December 6th, 2004, 09:20 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

So, any comments?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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